Rules and Instructions For TANK! 3.2, 3.21, and 3.3 Editions Object of the game: To destroy or otherwise remove all of your opponent's tanks from the board. Setup: Decide who will be the "X"s and who will be "O"s. Press PRGM to call up the Program menu. Select TANK3 from the list, and press Enter to start the game. Once the title screen disappears, The screen will show a menu asking who will go first. Next, the board layout will be displayed, along with a breakdown of the number of symbols on the board: Your tanks, Your Opponent's tanks, and Craters, which will be discussed later on in these instructions. Press Enter to go to the Options menu. These menus are how you will move around in the game. Select "MOVE" to move a piece (see "Moving"), "FIRE" to fire one of your tanks' cannons (see "Annihilation"), "VIEW BOARD" to look at the board layout, and "QUIT" to exit the game. Moving: Press ENTER again to display the "_'S TURN" menu. The first option is "1:MOVE". Select it. The board will be displayed, with a flashing "-" at the center. Pressing the arrow keys, move this cursor to one of your pieces (your symbol was displayed in place of the "_" on the "_'S TURN" menu), and press the "2nd" key. If you didn't want to move after all, press the "MODE" key to return to the options screen. Press the "CLEAR" key to pause the game and adjust the contrast. If you selected a piece, the piece should be replaced by a theta symbol. Now, move the cursor to any spot within moving range (see Fig. 1) and press the "2nd" key again. If you move the cursor to the spot the piece was at, you will put down the piece and can select another. Fig.1 21012 [ X +2 [ XXX +1 O=Your piece [XXOXX 0 X=All spaces accessible [ XXX -1 [ X -2 ----- Annihilation: To destroy another piece, you have two options. The first is to shell it. The second is to capture it by moving to close for it to use its cannon. To shell a tank, select "2:FIRE". The board will be displayed. Place the cursor over the tank you wish to shell and press the "2nd" key. If the tank is in range, a "*" will appear where the selected tank was. This space is now a "crater" and cannot be landed upon. Fig.2 21012 [ X +2 [ X X +1 O=Your piece [X O X 0 X= All spaces "shellable" [ X X -1 [ X -2 ----- Capturing is the only move that allows you to move and remove an opponent in the same move. To capture a tank, you must move into one of the spaces inside the firing radius. These would be the spaces just above, below, and to either side. At this range, the enemy tank cannot use its cannon, and the attacking tank has all the advantage. When you capture a tank, you can do one of two things: Destroy the tank as you would by shelling it, or commandeer it and use it for your side. If you destroy the tank, that space becomes a crater and inaccessable to any tank. If you commmandeer it, the symbol for the tank changes to yours. Strategic Tips: - A direct attack is almost always suicidal. Use groups of tanks to surround an enemy and force him into a position to be captured or destroyed. - Always remember that your enemy's tanks have the same firing range as yours. Don't let yourself be caught less than 3 spaces from an enemy unless you are sure you can destroy it. - There are times when destroying a tank after capturing it is more advantageous than commandeering it. For instance, if you will not be able to get the tank back to safety without being shelled. Commandeering is safest toward the end of a game, with the piece you are capturing too far away from its fellows to be protected. - Backing up pieces is wise, but it serves only as an assurance of revenge should a tank be attacked. - The beginning of a game leaves a lot of craters on the ground in a hurry. Try to make sure those craters are in advantageous positions for you, such as a formation that will surround a tank on all four sides. This way, your tank cannot be captured, and you can defend all other spots, because any enemy must move into a vulnerable spot, leaving you with the opportunity to fire first. - DO NOT GET TAKEN BY SURPRISE! Monitor every move your opponent makes and look for ways he can trap you. Copyright 1997 By Keith Shannon