
	Yang Fist 1.00 / 30 April 1994
	Oriental Combat at its finest
	(c)1994 CIOE Corp / by Neale Davidson
        

	* Introduction

	You have fought hard, growing in experience and wisdom.
	Your ultimate goal is to become the master of the
	elements, at one with the body, the mind, and spirit. Let
	none of your competitors stand before you, heed the words
	of Master Tsu, Learn the disciplines of Fire, Air, Water,
	and Earth. Become the ultimate martial arts warrior.

	* Game Play

	The overall objective in Yang Fist is to become the most 
	powerful warrior in the game. You do this by fighting, 
	advancing in level, learning the elements, and by 
	fighting again.

	* Character Generation

	When you first start playing your martial artist, you 
	will need to generate his statistics. Yang Fist assigns 
	four statistics to each artist. Each starts at a basic 
	value of three. You can then spend five points on 
	increasing your statistics.

	Strength affects how much damage you can inflict upon 
	your opponent. High strength provides damage bonuses on 
	your kicking and punching attacks.

	Endurance is how much damage you take take, and your 
	resistance to physical effects. High endurance provides 
	better saves against some elemental effects.

	Dexterity is your basic speed on your feet. Higher 
	dexterity grants more attacks per round. Very high 
	dexterity will add to your ability to dodge incoming 
	attacks.

	Willpower is your strength of mind. A high willpower will 
	make saves against most elemental attacks easy.

	Stats can be increased, one point at a time, every time 
	your martial artist increases in level.

	* Basic combat

	Basic combat involves only two artists. Combat then 
	ensures until one or the other is knocked unconscious or 
	asks for quarter.

	At its simplest, combat goes in a series of rounds. Each 
	opponent is allowed a certain number of attacks per 
	round, as determined by their Dexterity. The higher the 
	Dexterity, the more attacks he can make.

	When a player can attack, he can generally opt to punch, 
	kick, or ask for quarter. Punching is the simplest 
	attack, but strikes for little damage. Kicking causes 
	more damage, but it is more difficult to connect.

	When you think for sure that you're going to be defeated, 
	you can opt to ask for Quarter. Quartering from combat 
	will keep you in some shape, and will provide you with 
	more experience than if you simply lost (but not as much 
	as if you have won).
