* MEDIEVAL COMBAT *››IN THE MEDIEVAL ERA YOU AND YOUR›OPPONENT EACH RULE LARGE KINGDOMS›SURROUNDED BY LESSER KINGDOMS. THERE›CAN BE ONLY ONE RULAR IN THE LAND!›› ÁÒÍÉÅÓ››THERE ARE 8 KINGDOMS IN TOTAL. THE›CASTLE AND ARMIES OF YOU AND YOUR›OPPONENT ARE IN RED AND BLUE. THE›OTHER 6 KINGDOMS ARE IN BROWN. YOU›AND YOUR OPPONENT EACH START OFF›WITH 12 EVENLY MATCHED ARMIES›CONSISTING OF 4 ÃAVALRY, 4 ÁRCHERS,›AND 4 ÉNFANTRY.›› ÍÕÓÔÅÒ››EACH ARMY'S "MUSTER STRENGTH" IS›SHOWN IN THE FIRST TWO LINES OF›THE TEXT WINDOW. (RED IS SHOWN IN›THE TOP LINE). EXAMPLE:››Ã20 20 20 20Á20 20 20 20É20 2O 20 20›Ã20 20 20 20Á20 20 20 20É20 2O 20 20››THESE MUSTER STRENGTHS ARE UPDATED›AFTER EACH BATTLE AND ARE IMPORTANT›IN DECIDING BATTLE STRATEGY. MUSTER›STRENGTHS OF THE 6 BROWN KINGDOMS›ARE ASSIGNED RANDOMLY BY THE›COMPUTER AND ARE SECRET.›› ÆÉÇÈÔÉÎÇ››YOUR "FIGHTING STRENGTH" DEPENDS ON›THE TYPE OF BATTLE FOUGHT, TYPES OF›ARMIES USED, AND NUMBER OF ARMIES›ENGAGED. EXAMPLE:›› *FIGHTING FACTOR PER ARMY TYPE›› ARMY *CASTLE *OPEN› TYPE SIEGE COUNTRY› ---- ------ -------› CAVALRY 0.4 0.9› ARCHERS 0.8 0.7› INFANTRY 0.8 0.5››FROM THE ABOVE, YOU CAN SEE THAT›CAVALRY ARE NOT VERY EFFECTIVE IN›A CASTLE SIEGE, BUT ARE EFFECTIVE›IN OPEN COUNTRY. A SUMMARY OF THE›FIGHTING STRENGTH OF BOTH RED AND›BLUE ARMIES WILL BRIEFLY APPEAR IN›THE TEXT WINDOW AFTER EACH BATTLE.››BATTLES BETWEEN THE RED AND BLUE›ARMIES TAKE PLACE IN OPEN COUNTRY,›WHILE ATTACKS ON A NEUTRAL BROWN›KINGDOM ARE CASTLE SIEGES. SHOULD›BOTH RED AND BLUE INVADE A NEUTRAL›KINGDOM, THE INITIAL BATTLE IS›BETWEEN THE RED AND BLUE ARMIES.›THE FORCES OF THE NEUTRAL BROWN›KINGDOM WILL THEN ATTACK THE VICTOR.›› ÍÁЛ›A "BATTLE MAP" IS DISPLAYED DURING›THE GAME:›› MELOT®®GALESIA®®BURG› A A› C ½ ½ ½ ½ N› ® ½Ã½ ½Â½ D› ® ½ ½ Y› ® ½Ç½ ®› ® ®› ® ®› S P› A I› X ½ ½ ½ ½ C› O ½Ó½ ½ ½ ½Ð½ A› N ½Á½ R› Y D› ® Y› ® ®› N ½ ½ ½ ½ A› O ½Î½ ½Ö½ L› R L› MANDY®®ARAGON®®VALHA››EACH ARMY WILL FLASH ON AND OFF IN›TURN, WAITING FOR YOUR MOVE. TO›MOVE AN ARMY USING THE KEYBOARD,›TYPE THE FIRST LETTER OF THE KINGDOM›YOU WISH TO MOVE TO. EXAMPLE: TO›MOVE TO ÐICARDY TYPE "Ð". IF YOU›WISH AN ARMY TO STAY WHERE IT IS,›PRESS THE [ÓÐÁÃÅ] BAR. (LEAVE AT›LEAST 1 ARMY TO PROTECT YOUR HOME›KINGDOM!)››TO MOVE AN ARMY USING THE JOYSTICK,›SHOVE THE STICK IN ONE OF THE 8›DIRECTIONS CORRESPONDING TO THE›NAMES ON THE MAP'S BORDERS.›› Ã Ç Â› \ | /› \|/› Ó--«--Л /|\› / | \› Î Á Ö››EXAMPLE: TO MOVE TO ÐICARDY PUSH›THE STICK TO THE RIGHT. IF YOU WISH›AN ARMY TO STAY WHERE IT IS, PRESS›THE FIRE BUTTON.››ARMIES CAN'T MOVE OVER THE MOUNTAINS›OR THROUGH THICK FORESTS. ONLY›CERTAIN ROUTES MAY BE USED. THE›COMPUTER WILL INDICATE WHEN A MOVE›IS NOT LEGAL.››ÉÍÐÏÒÔÁÎÔ: DO NOT WATCH AS YOUR›OPPONENT ENTERS HIS MOVES! BATTLE›STRATEGY MUST BE SECRET!›› ×ÉÎÎÉÎÇ››THERE ARE 2 WAYS TO WIN:› *YOU CAN GAIN CONTROL OF 4 KING-› DOMS, MAKING YOURSELF INVINCIBLE.› *YOU CAN DESTROY YOUR OPPONENT'S› ARMIES UNTIL THEY WEAKEN AND› SURRENDER.››SHOULD BOTH ARMIES BADLY WEAKEN,›THE WAR WILL END AND THE NEUTRAL›COUNTRIES WILL TAKE OVER YOUR LAND!›