Risk v.9
by David Kyle
        _________________________________
       /                                /|
      /                                / |
     /________________________________/  |
     |                                |  |
     |           N7Soft               |  |
     | Web Page: N7Soft.Sheddtech.com |  /
     |    Email: N7Soft@Sheddtech.com | /
     |________________________________|/

Note:  This is a beta version, and may have bugs.
Please email me if you find any.  It is has all
the features it will have though.

---Instalation---
Send RISK.8xg to the calculator.
Run prgmARISK.

---Start up of program---

Initial menu:

New Game:  See if you can figure out what this
does. I know, its very hard, but try.  If you
give up, then this is what it means:
If you don't know what this means, you shouldn't
be playing this game.

Load Game:  Loads a game that was properly exited
and saved.

-Information on saving:
All of the neccesary data is placed in the polar
equation variable r6.  Do not edit this variable.
If you are going to use ASM games, or want to have
multiple save games, and you have a TI-83+, you
can make a group of r6 and one other variable (you
can't have a group with only one variable in it).
Key sequence to group:
2nd,+,8,enter,type in the name of the group you
	want to make,2,select r6 and one other 		variable (like A) with enter,right arrow,
	enter
Key sequence to ungroup:
2nd,+,8,right arrow,select the group

Restore:  Loads a game that was quited by [ON].
Avoid using [ON] to exit, as the game can be very
easily corrupted, and may disrupt the game's
opperation.  If you accidently hit [ON], rerun
the program and select restore IMMEDIATLY.  Then
do a proper exit, if you want to.

---Rules of the game---

Setup-

There are three different kinds of setups:
-Standard
-Random Countries
-All Random

Standard is the normal Risk rules:
Each player takes turns placing one unit in any
country.  In a two player game, each player takes
turns placing two of their own units, and one
neutral unit.  Than, each player takes turns
augmenting their units.

Random Countries sets the board up randomly,
with one unit in each country.  Than, each player
takes turns augmenting their units.

All Random sets the board up randomly, with a
random amount of units in each country.

-Controls:
Arrows:  Move cursor (a greyish box)
2nd:  Place unit
Stat:  Bring up information screen
Zoom:  Zoom to a country.  Enter the country's
       number to zoom there.  The country number
       can be seen in the information screen.
Mode:  Exit Menu

Actual Game-

There are 3 phases in a turn:
1. Getting new units.
You receive the number of units equal to the
number of countries you control divided by 3.
You also get more units for owning an entire
continent according to this chart:

N. America: 5
S. America: 2
Europe: 5
Africa: 3
Asia: 7
Australia: 2

Country borders have breaks in them, whereas
continent borders do not.  You can also turn
in cards in sets of 3: either 3 of one kind,
or 1 of each kind(infantry, cavalry, cannon).
The amount of units recieved depends on the
number of sets previously turned in, according
to this chart:

Previous Sets: | Amount of extra units
---------------+----------------------
0              | 4
1              | 6
2              | 8
3              | 10
4              | 12
5              | 15
6              | 20
7              | 25
8+             | add 5 to previous amount

You also recieve two units in any one country
that a card is associated with when you turn
it in.  Also, if you have more than 4 cards,
you must trade them in.

-Controls:
Arrows:  move cursor
2nd:  Place Unit
Stat:  bring up information screen
Zoom:  Zoom to a country.  Enter the country's
       number to zoom there.  The country number
       can be seen in the information screen.
Mode:  Exit Menu
Y=:  View cards:
	Card Viewer Controls:
	Up/Down:  Move Cursor (greyish ">")
	Stat:  View the country the card is
	       associated with
	Alpha:  Exit
	2nd:  Select card
	Enter:  Complete trade in

2. Combat mov't

During this phase you may attack from any
country you have at least 2 units in, to
any adjacent country, as many times as you
want.  When you attack, you may send up to
3 units, provided you leave at least 1 unit
behind.  The defender defends with 2 units,
if possible.  A "die" is rolled for each unit.
The highest two dice on each side are matched,
as are the second highest.  In these pairs,
whoever has the highest die roll wins, with
the defender winning ties.  Examples:

Attacker|Defender|Result
--------+--------+------------------------
6       |6       |Attacker loses one unit
3       |        |
2       |        |
--------+--------+------------------------
5       |4       |Defender loses two units
4       |3       |
2       |        |
--------+--------+------------------------
3       |2       |Defender loses one unit
        |1       |
        |        |
--------+--------+------------------------
6       |6       |Each lose one
5       |2       |
1       |        |
--------+--------+------------------------

After the attack, if the attacker lost,
he may attack again.  If the attacker won,
then he must move in at least as many moves
as he sent.  The current player may then
attack again.  There is no limit to how many
times one may attack.  After each unsuccessful
attack, all the units are pooled together
agian, so you don't have to keep fighting
with the units you originaly sent.  Also, if you
finish off a player, you are given his cards.
If you now have more than 5 cards, you must
immediately trade them in.

-Controls:
Arrows:  Move Cursor
2nd:  Select attacking county (Cursor will
      become a "+")
Alpha:  Cancel selection
Del:  End combat movement
Up/Down:  Select how many units to move in
1,2 or 3:  Select target for attack.  The
           nember pressed is the amount sent.
Enter:  Finish selecting how many units to
	move in
Stat: bring up information screen
Zoom:  Zoom to a country.  Enter the country's
       number to zoom there.  The country number
       can be seen in the information screen.
Mode:  Exit Menu

3. Non-Combat movement

During this phase, you may move as many units as
you want from one country to another (as long as
their is at least one unit remaining).  This
can be done once a turn (or not at all).

-Controls:
Arrows:  Move Cursor
2nd:  Select sending country (Cursor becomes a
	"+")/Select recieving country 
Alpha:  Cancel selection
Del:  Forfeit non-combat movement
Up/Down:  Select how many units to transfer
Enter:  Finish selecting how many units to
	transfer
Stat:  Bring up information screen
Zoom:  Zoom to a country.  Enter the country's
       number to zoom there.  The country number
       can be seen in the information screen.
Mode:  Exit Menu

4. End of turn

At this point, if you have captured a country
this turn, you are given one card (just one card,
even if you captrued more).  You are shown this
card now.  If you haven't captured any countries,
then the turn ends imediately.

-Controls:
Alpha:  Ends turn
Up/Down:  Moves cursor (greyish ">")
Stat:  Show which country the card is associated
       with.

---Note---

--If a player has more than 7 cards, only 7 will
be shown and usable.

---Variable Usage---

Used:
all letter variables
Lists: R,RC,RD,R1,R2,R3,R4,R9
Programs: ARISK,programs that begin with theta
	are subroutines (end with Q,R,S,T,U,V)
All strings
Pic2 (Cannot be generated by program)
Pic3 (Can be generated by program, but requires
	Pic2)
r6 to save game


             ___
          __/   \    _
         /       \__/ \     <--- Our Mascot:
      __/             /          The Amoeba.
   __/       __       |          Be Afraid.
  /         /  \      \_         Be Very...
 |         |    |       \        Afraid.
  \_____    \__/        /        Of the...
        \              /         Amoeba.
        /          ___/          ...
       /    __/\__/              Maybe?
       \___/

For information on Amoebas, see this web site:
n7soft.sheddtech.com/amoeba.html