+---------------------------+
| INTRODUCTION: Riziko 1.21 |
+---------------------------+

1.1 This document
=================

You will not find the rules for the board game Risk in this document.  
For those not familiar with the rules I recommend you to check out the 
battle zone at http://www.rbdc.com/~johnmc/risk/risk.html, and the 
risk FAQ, which helped me a lot in creating this program 
(http://www.bath.ac.uk/~mapodl/html/riskfaq.html).

The first part of this document helps you to install and setup the 
program.  It explains every little detail of fine tuning for you to 
be able to play the game according to your taste. The second part 
takes you through a full game detailing the differences between the 
variations.  You will find shareware information, price and the 
method of registration at the end of this file.

1.2 What is Riziko?
===================

Riziko is a Risk game for the 100LX palmtop and compatible computers. 
With the use of PALRUN or similar DOS extensions it runs nicely on 
any  PC compatible.

This program was designed to replace the board, the many small army 
pieces, cards and dice, so you will be able to play against your 
friends in situations when otherwise it would be difficult or 
impossible: in cars, trains, buses or simply when you don't have a 
Risk set at hand.

You may choose to have any number of opponents to be played by the 
computer.  Riziko has artificial intelligence, it will make pretty 
clever moves to make your missions harder to achieve.

Even if you don't select any computer opponents, Riziko is easier to 
play than the original board game, because the program speeds up the 
action by automating many tasks such as the distribution of armies 
and cards, dice roll, card exchange, and the check for completion of 
the missions.  You can set the rules before starting the game, and 
the program will supervise that they are met.  It prompts players for 
actions, and keeps track of standings.

The game can be saved at any stage, and continued later.  There is 
even an auto save function.

1.3 Basic objectives
====================

Riziko is created with the palmtop computer in mind:
- the whole map is displayed.  to make it easier to plan strategies.  
Every important information is on the screen, however;
- the minimum number of key presses are needed to accomplish any 
task: most functions are accessible by pressing one function key, 
similarly to the built in applications, although a well organized 
pull down menu system is also available;
- the minimum number of key presses are needed to move around the 
map, place armies and attack or fortify. There are several ways to 
achieve the same results, it's up to the users to choose;
- signs are used instead of colors or patterns to mark players on the 
map;
- game state is clearly displayed: whose turn it is and what are the 
possible actions;
- the disk space requirement is kept to the minimum both for the 
executable and the saved games;
- in every part of the game the largest possible fonts were used. 
Where the small print was unavoidable, there is always some 
magnification facility;
- the tune playing capabilities of the palmtop is used: players may 
assign calling tunes to mark their turn in play using the notation 
for the appointment book alarms;
- context sensible help is available throughout the program giving 
you the basic information to use the game.



+--------------------+
| 2. GETTING STARTED |
+--------------------+

2.1. Installation
================

You need to copy
	+ the DOS executable (RIZIKO.EXE)
	+ the data file (RIZIKO.DAT)
	+ and the icon (RIZIKO.ICN) 
in any directory on your palmtop, and you are ready to go.  It is 
recommended to place it in a directory of its own, because saved games 
(files with the .riz extension) are placed in the same directory where 
the program is.  In case you would like to run the game from "More 
applications", set memory size to at least 180K.  There is a nice 
icon included with the game.


2.2. Setup
=========

Unfortunately Risk does not have uniform rules.  Everyone plays it a 
little differently.  Fortunately I made Riziko highly configurable: 
you can set many aspects of the rules. If there is something missing 
however, let me know.

When the program starts, it is first in the game preparation mode. In 
this mode you can set the rules and enter players for the game. 
Because there are so many options that can be adjusted, these have 
been divided into two separate setup dialogs.  One of them lets you 
set options that affect more the start of the game, the other deals 
more with the course of the game: the way supplies and armies are 
handled.

2.2.1. Start options
-------------------

The start options dialog is brought up by pressing the F3 ("Option") 
key, or choosing "Settings/Start options" from the menu.  Here are 
the options that can be set in this dialog:

2.2.1.1.  OBJECTIVE. The basic objective in Risk is to be the last 
surviving player: by conquering the world.  To shorten the game there 
are  alternative victory conditions: secret missions and 
headquarters.  
 
2.2.1.2.  CONQUER WORLD. If "conquer world" is chosen, the victory of 
one player is announced when every other player is eliminated 
(neutral territories may remain).
 
2.2.1.3.  DO MISSIONS.  Missions are assigned by the computer 
randomly.  The possible missions are the usual: occupation of 18 
territories with at least 2 armies in each, occupation of 24 
territories, the 6 continent missions, and to destroy all armies of a 
certain player. Players can check their missions anytime during the 
game at their turn (F3), or anyone's from the list of players (F2-
>F4->F3).  (If you turn on calling tunes you will hear if someone is 
cheating :-) There are two more options related to missions:
 
2.2.1.4.  MUST COMPLETE OWN MISSION. If this is unchecked, a player 
will win, even if not he is the one who destroys the last army of the 
player his mission is to eliminate.  On the other hand, if you check 
this option and someone else completes your mission, then your 
mission is automatically changed to occupy 24 territories.
 
2.2.1.5.  MUST KEEP WIN.  Winning can be made more difficult by 
checking this option.  If selected, a player will have to hold his 
victory condition for a full turn to win.  Of course completion of 
"destroy" missions are accepted immediately.
 
2.2.1.6.  HEADQUARTERS.  Players may mark their headquarters (with 
small flags on the map) at the start of the game, after the 
territories are assigned.  You can set what percent of territories 
one needs to occupy to win. (If there are 5 players and you set 
50%+1, then the occupation of 3 headquarters means the end of the 
game.)  The "Must keep win" option applies to this type of objective 
too.  The highest number that can be entered here is 90%+1, since it 
means the occupation of all headquarters even in the case of 6 
players.
 
2.2.1.7.  BOARD SETUP.  Placing armies at the beginning of the game, 
and optionally at the start of each round, is a little different on 
the computer than in real life, since with the computer players 
cannot access the board simultaneously.
 
2.2.1.8.  FREE SETUP is as close to simultaneous board-setup as 
possible.  Although players may place armies only one after the 
other, any number of rounds may be performed when players can arrange 
and rearrange armies, until a final agreement is reached.
 
2.2.1.9.  ROUND ONCE is the strictest procedure of the three.  Here 
players may place their armies one after the other in the order they 
will be attacking.  This method speeds up army placement 
substantially however.
 
2.2.1.10.  MORE ROUNDS is a compromise between the above two.  Players 
will take several turns in placing their armies, but once an army has 
been put down, it cannot be picked up and moved in a following round.  
By setting the number of armies to be placed in each round you can 
control how many rounds there will be.
 
2.2.1.11.  MAX ARMIES.  It is possible to limit the maximum number of 
armies a player may place in one territory.  Zero in this field means 
no limit.  This setting is effective through the whole game.
 
2.2.1.12.  REORDER PLAYERS.  Leave it unchecked if you want players to 
follow each other in the order they are entered in the list of 
players (F2).  Even if unchecked, the initial player will be selected 
randomly.  Check this option to have the computer shuffle players at 
the start of the game.
 
2.2.1.13.  NEUTRAL IF 2.  If only two players are going to play 
against each other, you may choose to have neutral territories.  
Initially the 14 neutral territories will have 2 armies in each.  
During the game, when one player gets any number of armies, the other 
player may place half as many armies in the neutral territories of 
his choice.
 
2.2.1.14.  PLAY CALL TUNES.  Each player may enter a couple of notes 
to be his calling tune.  If call tunes are enabled, these sounds will 
be played each time it's his turn during the game.  Players can 
disable sound for themselves by leaving the tune field empty on their 
data form.  Call tunes work only when you run the program on the 
palmtop.  See your palmtop's user's manual for custom alarms.

2.2.2. Supply rules
-------------------

The supply rules dialog is brought up by pressing the F4 ("Supply") 
key, or choosing "Settings/Supplies" from the menu.  The options that 
can be adjusted here belong to three major categories.  You can 
control when cards are given to players, and how and when they can 
exchange them to armies.  Players earn armies for occupied continents 
and territories, you may select when these are counted and how many 
armies should players receive.  The third category deals with 
attacking and fortification.  Here are the options one by one:

2.2.2.1.  GET CARD There are three possibilities offered by Riziko:
 
2.2.2.2.  IN EVERY ROUND.  The simplest method is to give players one 
card after each turn.
 
2.2.2.3.  FOR SUCCESSFUL ROUND.  Most people play Risk by the rule 
that a card can be earned only if at least one successful battle was 
carried out during the turn.  A successful battle is one that ends 
with the invasion of the attacked territory.
 
2.2.2.4.  FOR EVERY TERRITORY OCCUPIED.  I know this is not very 
common, but I have seen people play Risk by such rule, that a card is 
given to players for every invaded territory during their turn, as 
long as there are cards left in the stack.  If the stack runs out of 
cards, someone should turn in his cards for armies.  He may place the 
armies earned for the cards the next time it's his turn.  I recommend 
this rule if you want to really speed up the game.
 
2.2.2.5.  CARD EXCHANGE.  There are a lot of variations as to how many 
armies card sets worth, and when the cards can be turned in for 
armies during the game.  There are two alternatives for the time when 
cards can be turned in:
 
2.2.2.6.  BEFORE TURN.  If this option is selected, every player 
starts his turn by turning in any cards he owns.
 
2.2.2.7.  AT THE END OF ROUND.  This alternative makes a very 
interesting game.  Cards are exchanged for armies at the start of 
each round.  Armies earned for cards can be placed at the beginning 
of the round, similarly to the beginning of the game, when everyone 
may place his armies at the same time.  The selection of board setup 
method (in the "Options" dialog box) applies to these setup sessions 
too.  You should use this option together with the "Get card for each 
territory occupied" option.
 
2.2.2.8.  INCREASING EXCHANGE RATE.  If you leave this unchecked, card 
sets will worth the usual number of armies (4 for a set of 3 
artilleries, 6 for a set of 3 infantries, 8 for a set of 3 cavalries 
and 10 for a set that has one of each).  On the other hand you may 
choose to get an increasing number of armies apart from the type of 
set turned in.  Anyone turning in the first set of cards will earn 4 
armies.  The next one 6, then 8, 10, 12, and then 15, 18, 21, 24, 27, 
30, and then 35, 40, 45, and so on.  You can specify how many the 
first one will get.
 
2.2.2.9.  INHERIT LOSER'S CARDS.  If a player wipes out another 
player, he will get the cards that the destroyed player had if you 
check this option.  If not checked, the cards will go back to the 
stack.
 
2.2.2.10.  EXTRA FOR OWN.  Cards have the abbreviation of territories 
on them.  If this option is selected, the specified number of armies 
are placed on territories, whose cards you turn in, if you own that 
territory.
 
2.2.2.11.  MAY HOLD ARMIES. The default setting for this control is 
off, which means that players are not allowed to hold armies, all has 
to be placed on the map as soon as they get them.  If army holding is 
enabled, armies can be stocked up for later use.
 
2.2.2.12.  REINFORCEMENTS...  With this we finish the discussion of 
the first category, and move on to the second category of options in 
the "Supply rules" setup window:  how and when players get armies.
 
2.2.2.13.  TERRITORIES.  You can set the number of territories for 
which players will earn one army.  The default setting is 3, which 
means that the number of territories occupied by each player is 
divided by 3 and that's how many armies he will get.  If the checkbox 
is checked, every player will get at least 3 armies in each round.
 
2.2.2.14.  BB, AB, AE.  When territories should  be counted and when 
the armies are given for the territories.  Most people count the 
territories (B)efore the players turn, and he gets the armies for 
them at the (B)eginning of his turn, this is what BB stands for.  In 
case of AE, territories are counted (A)fter each player's turn and 
armies are given at the (E)nd of his turn.  Finally AB abbreviates 
the system, where territories are counted (A)fter the turn, but 
armies are given at the (B)eginning of the next turn.  If uncertain, 
you should choose BB, that's the most common method.
 
2.2.2.15.  CONTINENTS.  Check if you want to earn armies for 
occupation of whole continents.  The values are the usual: 2 for 
Australia and South-America, 3 for Africa, 5 for Europe and North-
America, and 7 for Asia.
 
2.2.2.16.  BB, AB, AE.  See the discussion above.  These control 
whether you need to hold the occupation of the continents for a full 
round to be eligible for the armies.  The default and most common 
setting is of course BB.
 
2.2.2.17.  ATTACK/FORTIFY.  In the third category of options you can 
set whether fortification is allowed, and control its limitations.  
During fortification players may move armies between neighboring 
territories only.
 
2.2.2.18.  A THEN F abbreviates the type of game, where a player's 
turn starts with attacking, and then he may choose to fortify: move 
some of his armies for better defense.  Select this if you want to 
let players do both in each turn.
 
2.2.2.19.  EITHER A OR F.  At the beginning of their turn, players are 
asked what action they would like to take.  In each round they may 
either attack or fortify, but not both.
 
2.2.2.20.  NO FORTIFICATION.  Some play Risk without the option of 
fortification, they will select this alternative.
 
2.2.2.21.  MAX TO FORTIFY.  You can limit the number of armies that a 
player may move during fortification.  Zero means no limit.
 
2.2.2.22.  FROM 1 TERRITORY ONLY.  By selecting this option you limit 
players to make only one army move in each round.  This is almost 
like no fortification.
 
2.2.2.23.  COMMANDER ADVANTAGE.  This option is in this group because 
it applies to attacking.  It means that once during each turn the 
attacking player may change one of his dice to a 6 before seeing the 
defender's roll.  This simulates the presence of a great commander in 
one of his battles.  If you check this option the attacker will be 
asked whether he wants to use his commander advantage after each 
roll, until of course he uses up this opportunity for the round.  The 
question does not appear in cases when the use of commander advantage 
makes no sense.
 
2.2.2.24.  AUTOSAVE TURN AND ROUND.  It is a good idea to have the 
program save game state after each player's turn, and at the end of 
each round.  Should any problem arise (hardware, software or user 
error), you will have the chance to revert to these saved states.  
The game is saved in the file "_turn.riz" after a player's turn, and 
in the file "_round.riz" at the end of each round.  The previous 
states are overwritten.  Press F7 ("Open") and then F5 or F7 to 
return to the saved states.  You can also start up the program by 
entering:
riziko _turn
or
riziko _round
to revert to the auto-saved game positions.


After fine tuning the rules, you should save your settings as 
defaults.  Press F5 ("Save") and then F6 ("Save as default").  Note 
that the "Save as default" button in the save dialog only appears in 
the "Game preparation" mode, before a game is started.  The default 
settings are saved in the file "default.riz".

2.2.3. Entering players
-----------------------

Before you can start playing, player names and preferences have to be 
entered.  Press F2 ("Players") or choose "Settings/Players" from the 
menu for the list of game-participants.  Initially the list of 
players is empty, but names in the list are saved in default.riz. So 
you can have default players (yourself for example) entered, and save 
settings as default.

By pressing F2 ("Add") in this list an empty player's form will 
appear.  Filling out the name and sign field is mandatory.  Sign is a 
letter or symbol character that will represent the player's armies on 
the map.  Lower case letters are converted to uppercase.

Below the name field you will find five radio buttons.  These control 
what will be done automatically for the player, and what will he be 
able to control manually.  The five levels are the following:

HUMAN.  Everything is done by the player, nothing is automatic.  If a 
player selects the "Human" option, he will need to specify how many 
dice he chooses to use for defense, if he has more than one army in 
an attacked territory.  He will also need to pick card sets, when he 
exchanges cards to armies.

DICE.  Players may decide individually if they want the computer to 
determine automatically if two dice should be used for defense.

CARDS.  Cards sets are automatically turned in for armies as soon as 
they come together.  This level of automatic behavior includes the 
automatic dice handling!  Note that the computer won't be very wise 
turning in cards.  First it will look for sets of 3 different cards, 
because they worth the highest number of points (10), but it will 
turn in a set of 3 from the same type, even when there is a high 
chance of collecting a diversified set later during the game.

DUMB AND DUMBER.  The last two on the scale are actually computer 
players, that more or less intelligently play against you.  Dumb is a 
little brighter - but slower - than Dumber.  See section 3 for more 
details about Dumb and Dumber.

The tune field holds the notes for each player's calling tune.  You 
can also choose from a couple of predefined songs in the drop down 
list.  Press the down arrow in this field to access those.  You must 
enable calling tunes in "Options" if you want these tunes be played. 
(2.2.1.14.)

All the settings that are entered here can be modified freely during 
the game, even the names and the signs of the players.  Changing 
computer players to humans or humans to computers will of course have 
interesting consequences.

Until you register your copy of Riziko, the names of the first four 
players are fixed.  However, this is only in the unregistered 
version.  Although we Hungarians had many great and famous commanders 
during our 1100 year history, none of them had the chance to conquer 
even a small portion of the world.  These Hungarian commanders will 
get some opportunities on this field, until you ask for a 
registration code. For details see the section about registration at 
the end of this document.

If all players are computers, none of them will want to quit, so 
you'll have no way of stopping the game: be careful.  All computer 
player's have similar strategies, so it will take quite a time until 
one of them wins the game.

Once a game is in progress, players may check their missions and 
cards from this window, even when it is not their turn.


+----------------------------------------------------+
| 3. DUMB AND DUMBER: THE COMPUTER PLAYS AGAINST YOU |
+----------------------------------------------------+

As the names imply, you shouldn't expect too much from the artificial 
intelligence that has been built in the program.  Although computer 
players may be selected in any kind of game, you will find that they 
play better with "Conquer world" objectives, a little less adept in 
carrying out missions, and they are the most incompetent when the 
game is played for headquarters.  It's nice to have them though, as a 
replacement for neutral armies when you and a friend are playing 
against each other.

Other advised settings when playing against the computer (basically 
the defaults):

Objective (2.2.1.1): "Conquer world" or "Do missions",
Must complete own mission (2.2.1.4.): Not,
Must keep win (2.2.1.5): Not,
Board setup (2.2.1.7): Round once,
Max armies (2.2.1.11): 0 (no limit),
Neutral (2.2.1.13): yes - Dumb and Dumber can place neutral armies,
Get Card (2.2.2.1): For successful round,
Card Exchange (2.2.2.5): Before turn,
May hold armies (2.2.2.11): No,
Reinforcements (2.2.2.12): one card per three territories, 
territories and continents both BB
Attack/Fortify (2.2.2.17): Attack then fortify, fortification with no 
limits.

Dumb and dumber will play the best in these circumstances, but you 
may have them play with any other settings too.  Note that there is 
no special indication on the screen when the computer is "thinking", 
other than the status message in the title bar.

It sometimes takes as much as 30 seconds or more for Dumb to make a 
move on my double speed palmtop.  Most of the time it's much less, 
but Dumber is always a lot faster.  Also, when a machine player 
attacks, each of his rolls of the dice are displayed for 5 seconds 
the same way as it is done for human players.  You can however press 
any key to acknowledge his move, or press the letter "S" to skip all 
delays for that player.

The artificial intelligence is the last and newest addition to the 
program. I added it, because the desire for this ability was the most 
reoccurring theme in the letters I received about Riziko.  As a 
consequence, this is the part that can be expected to improve the 
most in future versions!


+---------------------+
| 4. PLAYING THE GAME |
+---------------------+

Press F10 ("Start").  The order is displayed in which the players 
will make take their turns during the game.  The territories are 
assigned to each player randomly.  If you chose to play "Mission 
Risk" (2.2.1.3.) the missions are also assigned at this stage.

If selected the option to have neutral armies (2.2.1.13.), neutral 
territories will initially get 2 armies each.

4.1. SELECTING HEADQUARTERS
---------------------------

If you chose to play for headquarters (2.2.1.6.), the first step for 
each player is to select the territory where he wants his 
headquarters.  A small flag marks headquarters.  See the next section 
on the keys players can use to move around on the map.  After 
selecting a territory press F10 ("Mark") or Enter.  The selection for 
headquarters cannot be altered later during the game.

4.2. MOVING AROUND ON THE MAP
-----------------------------

Each territory on the map has the sign of its owner in it. If more 
than one armies are placed in a territory the number of armies are 
displayed next to the sign.

The name of the current player, who is to make the next move, is 
displayed in the title bar.  The territories of the current player do 
not have his sign in them, instead the number of armies are displayed 
with larger digits.  A flashing cursor marks the selected territory, 
and the name and the abbreviation of the territory are shown on the 
right side of the screen along with the number of armies in the 
territory.

Press . (the dot key) if you are unable to find the cursor.

Press / (slash) for information about the selected territory.

Use the arrow keys to move between territories.  The selection moves 
a little awkwardly since territories are not perfectly lined up 
horizontally and vertically, but I hope you will get use to its way.  
(When you press a direction arrow, the closest accessible territory 
in that direction is selected.)

An alternative method for getting to a territory is to press the 
first letter of its abbreviation.  If there are more accessible 
territories with the same starting letter, then the second letter of 
the abbreviation needs to be pressed. The abbreviations of the 
territory names are displayed inside the territories on the map.

4.3. INITIAL ARMY PLACEMENT
--------------------------

In the next phase of the game players are to place their remaining 
armies on the map in accordance with their strategies.  Players take 
their turns in placing armies.  See section 2.2.1.7. about board 
setup options.

See the next section about the keys you can use during army 
placement.  One cannot place more armies in a territory than the 
maximum number of armies allowed, if you made such limitation 
(2.2.1.11.).  Except for "Free setup" (2.2.1.8.) players can take 
back armies from the board only if they've placed them in the same 
round.  Of course it's not allowed to have less than 1 army in a 
territory.

4.4. PLACING ARMIES
-------------------

The right side of the screen displays the list of players.  The 
player to place his armies is marked in the list.  His name is also 
displayed in the title bar.  The army placement method, that you've 
chosen during setup (2.2.1.7.) is displayed under the list of names.

Next to each name one or two numbers are displayed.  The first shows 
the total number of armies the player still has not placed on the 
board.  The number after the slash tells the player how many armies 
he still needs to place in the current round.  If you use "Free 
setup" the second number is not shown.

See section 4.2. about the ways players can move around the map.

Press the + (plus) or the - (minus) key to add/take away an army from 
the selected territory.

Press the number keys 1-9 to have that many armies in the selected 
territory.  Press 0 for 10 armies.  If you press the number and 
nothing happens, then one of the following might be the case:

a. You don't have enough armies to add to reach that number

b. You wanted to have less armies in the territory than at the 
beginning of your turn.  You cannot take away armies placed in a 
previous round (except for free setup).

c. You are about to place more armies than the maximum number of 
armies allowed in a territory (2.2.1.11.).

Press the * (asterisk) key to place the maximum number of armies in 
the territory.

Press F10 ("Next") to let the next player place his armies.  If you 
chose to set up the board freely you need the end the army placement 
phase explicitly by pressing the F8 ("Done") key.  You'll get warning 
messages if someone hasn't placed all his armies.

If there are neutral territories, army placement has one more twist.  
Except for the initial placement of armies (when neutral territories 
are automatically placed), for every two armies a player earns, his 
playmate may place one neutral army in the neutral territory of his 
choice.  This is accomplished in Riziko by having two neutral players 
in the players list, one for each player.  After a player places a 
number of armies, his opposite may place half as many neutral armies.

4.5 A PLAYER'S TURN
-------------------

After setting up the board it's the first player's turn.  A player's 
turn can be divided into several phases: reinforcement, attack, 
fortification, and optional reinforcement.

4.5.1. REINFORCEMENTS

If you chose to get armies at the beginning of each player's turn 
(2.2.2.14.) for territories, continents, or cards, then the first 
task of each player is to place the newly earned armies.  See the 
section on placing armies for details (4.4.).  The player may turn in 
card sets during this phase for more armies.

4.5.3. TURNING IN CARDS

Anytime during one's turn he may press F6 ("Cards") to view his 
cards.  When pressed during the reinforcement phase, the player will 
have the ability to mark a set of cards to be turned in.  When a 
legal set is turned in, the player gets a number of armies according 
to the settings in 2.2.2.5. If the player owns the territory whose 
card he turns in, extra armies are placed on the territory (default = 
2).  These armies are not allowed to be moved from this territory 
until the next fortification phase.

The card exchange window appears automatically at the start of the 
army placement phase if a player has three or more cards.  Card 
exchange is done automatically for players who select this option in 
their player's settings dialog.

4.5.3. ATTACK

Depending on the type of play (2.2.2.17.) you set during game options 
setup, the player will either be asked to choose between attacking 
and fortification, or he will be put in attack mode without question.

During the attack phase any number of battles may be fought by the 
player, as long as

a. he has at least one territory with more than one army in it, and

b. that territory has at least one neighboring territory in enemy 
hands

Step 1. To attack the player has to select the territory he wants to 
attack from.  He can select only between those territories, that meet 
the above two criteria. See section 4.2. about the ways players can 
move around the map.  After the desired territory is selected the 
ENTER or TAB key should be pressed.

Step 2. Next the player has to select the territory he wants to 
attack.  He can select only between neighboring territories owned by 
playmates. After the desired territory is selected the ENTER or TAB 
key should be pressed.

Step 3. Finally the player must declare how many armies he wants to 
use in the battle.  The maximum number is offered as default, but the 
player may type in any number of armies between 1 and this upper 
limit.  Again, the attacker cannot move more armies to the attacked 
territory than the maximum number of armies allowed in a territory 
(2.2.1.11.).

There is a checkbox labeled "Repeat" in the attack dialog.  Check 
this, if you want to fight the battle "until death".  "Until death" 
means either the victory of the attacker, or the loss of all 
attacking armies.

At any of the above steps the SHIFT-TAB or ESC key may be pressed to 
back up to a previous step.

Step 4. After specifying the number of attacking armies, press F10 
("Attack") or ENTER to carry out the battle.

4.5.3.1. ROLLING THE DICE

The attacker rolls his dice first.  If "commander advantage" was 
enabled at the beginning of the game (2.2.2.23), after seeing his 
roll, the attacker will be asked, whether he wants to use his 
commander in the current battle.  The question will not appear if 
turning a dice to 6 would not provide any advantage in the battle.

If the owner of the attacked territory chose not to have the computer 
automatically select the number of dice he rolls for defense 
(2.2.3.), and he has more than one armies in the attacked territory, 
then he will have to enter this manually.

When both attack and defense dice have been rolled, they are 
displayed for 5 seconds.  You may acknowledge the results by pressing 
any key.  Press space to pause the display, or the letter "S" to skip 
delays during the current attack (useful if you've checked "Repeat").

Depending on the results, one or two armies are taken from the 
territory of the attacker or the attacked player.  After the last 
defending army is destroyed, the attacker invades by moving the 
remainder of his attacking armies into the territory.

4.5.3.2. ENDING THE ATTACK PHASE

Press F10 (Stop) during step 1 or 2 (4.5.3.) to end your turn or to 
move on to the fortification phase - depending on setting 2.2.2.17.  
You can bypass the confirmation dialog the most quickly by pressing 
F10 twice (it's the shortcut for "Yes" in the confirmation dialog).

4.5.4. FORTIFICATION

Fortification is done in a very similar manner as attacking:

step 1. You must select a territory of your own with more than one 
army in it.

step 2. Select a territory where you want to move armies into.  You 
can select only neighboring territories, so it's a little clumsy to 
move armies to distant territories. Maybe this will be made simpler 
in a following version of Riziko.

step 3. Specify the number of armies to move. The highest number of 
armies that are allowed to be moved is offered as default.

Depending on your settings in the Supply Options dialog (2.2.2.17), 
you can move one or more armies during the fortification phase.

Press F10 (Stop) during step 1 or 2 (4.5.4) to end your turn.  Here 
again, you can bypass the confirmation dialog the most quickly by 
pressing F10 twice.

4.5.5. END OF A PLAYER'S TURN

After the player ends his turn, depending on the "get cards" settings 
(2.2.2.5) he may receive a card for the round.  All his cards are 
displayed, the new card is highlighted.

There may be a reinforcement phase at the end of each player's turn.  
I've heard of people playing Risk in such a way, so it was 
implemented.  Set either or both of the reinforcement options to AE 
in the supply options dialog (2.2.2.1).

4.6. START/END OF A ROUND

You can play Riziko in such a way, that cards may be turned in only 
at the start of each round (2.2.2.7).  The armies that players get 
for the cards must all be placed at the beginning of the round.  With 
these settings, after the last player's turn, everyone is going to be 
presented with his own cards for exchange.  Then an army placement 
phase will follow, very similar to the initial placement phase.

4.7 END OF THE GAME

The machine checks for the completion of the player's mission at the 
end of the player's turn (or at the beginning of the turn, if "must 
keep win" (2.2.1.5) was checked at the start options).  Note however, 
that for some types of missions ("destroy", "conquer world", and 
"capture headquarters") the victory condition is recognized 
immediately.

The final standings are determined by using a couple of indicator 
values, so it should not be taken too seriously.  It's even less 
precise, because some of the players are before their go, and some 
are after, so the number of armies, territories and cards are not 
very informative.  They might be helpful though for final examination 
of the game.


+-----------------------------+
| 5. MISCELLENIOUS PROCEDURES |
+-----------------------------+

5.1. ONLINE HELP

When you see the function key label "Help" above the F1 key some 
short help is available.  At the beginning though, while you're 
getting acquainted with the program I advise you to keep this 
detailed manual on your palmtop.  You can always have this open in 
the Memo Editor application and refer to it while you're running 
riziko in a DOS box.

5.2. SAVING A GAME

I'm pretty proud of Riziko's ability to save and restore game stages 
at any point during the game.  Press F5 ("Save") anytime to save the 
game under the filename you specify.  You may optionally enter drive 
and path too, but the game's directory is assumed as default.  The 
default extension .RIZ is appended to the filename automatically.

You can save your settings as default, so you won't need to readjust 
the rules and options each time you start Riziko. If you press save 
in the rules/players setup mode (before you start playing a game) you 
will find an extra "Save as default" button in the save dialog 
window.  You don't even need to enter any filename, just press F6 
("Default") and the current settings, including the players that have 
been entered are saved under the name "default.riz".  You cannot save 
a game that has already been started as default.

5.3. AUTOMATIC SAVE

It's always a good idea to save standings at many different stages of 
the game, so if human or software error happens, the smallest part of 
the game should be lost.  The easiest way to protect yourself from 
replaying many moves of the game in case something should go wrong, 
is to enable the automatic save function in the supply setup dialog 
(2.2.2.24).

5.4. LOADING A GAME

To load a saved game, press F7 ("Open") at any time before or during 
a game.  If there are unsaved settings, you will get a warning.  
There is a field for the filename similarly to the save dialog. Enter 
the filename you used to save the game.  The extension .RIZ is 
optional.  Type drive and directory path if the file is not in the 
same directory as the program.  Press F10 ("OK") or Enter to load 
settings.  Games in progress start in the stage they have been saved 
in.

If you had autosave enabled (2.2.2.24), you can simply press F5 
("Turn") or F7 ("Round") to revert to these stages, you don't need to 
enter any filenames.

5.5. DIFFERENCE BETWEEN "NEW" AND "RESTART"

New (F6) clears the list of players, whilst Restart (F8) will only 
take the game back to the initial army placement stage (4.3), with 
new territory assignments.  Both functions are available from the 
pull down menu (MENU/Game), even if they are not assigned to any 
function keys during many stages of the game.

5.6. QUITING THE PROGRAM

Press Esc or F9 ("Quit", when available), or select Game/Exit or Quit 
from the pull down menu to exit from the program.  If there are 
unsaved settings, or the current stage of the game is not saved you 
will get a warning message and a chance to save before quitting.


+-----------------------------+
| 6. SHAREWARE / REGISTRATION |
+-----------------------------+

6.1 WHY IS THIS PROGRAM RELEASED AS SHAREWARE?

This project started out as a game just for fun, for myself and for 
my friends.  One of my goals was to show, that a small computer like 
our palmtops, with a relatively small program like Riziko is 
potentially capable of entertaining a group of people.

Since the beginning I've put lots and lots of work in the program to 
turn it into a commercially publishable product. I've built much more 
options in the game and written a detailed manual, because I wanted 
to make this program available to all other palmtop and small 
computer owners.  I hope you will find my work valuable, and 
encourage further improvements and possible the creation of new 
programs for our awesome little machine by paying the price of $20 
for Riziko.

6.2 HOW TO REGISTER

To make it easier for you to reach the decision of buying my program, 
I built a couple of limitations in the unregistered shareware 
version.  For a reasonably long try-out period the game is fully 
playable, so you will see if you like it or not.  Most of the 
functions of the program will stay to be available even after the 
try-out period ends.  The others must be enabled by entering your 
name and a registration code, that can be obtained from me.

To make registration faster I've implemented a method, that will 
register your program overnight:

Step 1. If you can pay via Eurocheques or American Express cheques,
fill out a cheque of $20 (or 4000 HUF) payable to me (Gergely
Viczian), and send it to:

	Gergely Viczian
	Hidasz u. 7.
	H-1026 Budapest, Hungary

(For US residents there is an alternative way: Fill out a check of 
$20 PAYABLE TO MY FRIEND (Roy Gal) in the United States, and mail it 
to his address:	Roy Gal
		6805 Rosemead Blvd. #33
		San Gabriel, CA 91775, USA
this method is only if you are unable to send AmEx/Euro cheques!)

Step 2. In the same time, send me an e-mail with your name and a 
statement, that you have done step 1 to

		gergo@EVT.BME.HU

In return I will send you a personalized registration code.

Step 3. Enter this code and it will eliminate every limitations of 
the program for a time period of 30 days.  This time should be long 
enough for the money to arrive or my friend to relay your payment to 
me.  When I get the money, I'll send you your permanent code, which 
will finalize your registration.

6.3 HOW TO ENTER REGISTRATION CODE

After starting Riziko, in the rules/players setup mode (before you 
start playing a game) press F8 ("Register") or select 
Help/Registration from the pull down menu.  Enter the code in the 
designated field, exactly as I sent it to you.  Registration codes 
are case sensitive, so follow the capitalization. Press ENTER and 
your copy of Riziko is registered!

Write down your code in a safe place (ex. in the Note Taker 
application on your palmtop), because you will need to reenter it the 
next time you reinstall Riziko.


+-------------------+
| 7. ACKNOWLEDGMENT |
+-------------------+

First and most I am very grateful to the PAL group for making such a 
great development environment.  The PAL user interface is the secret 
behind the usability of Riziko.

Thanks to my friends and especially to my brother Zsolt, for beta-
testing the program, and making so many suggestions.

Thanks to Owen Lyne, and all the others who contributed to the Risk 
FAQ.  It helped me in many ways.

Thanks to my great friend Roy, for helping me to make the 
registration process simpler.  It would cost the users and me much 
more if we'd used any other type of international money transfer 
method.

Thanks to my cousin Domi for drawing the icon.

Thanks to my little friends for inspiring me to start this program.

The board game RISK is a copyright of Parker Brothers.


+-----------------------+
| 8. CONTACT THE AUTHOR |
+-----------------------+

Don't hesitate to contact me by e-mail (gergo@EVT.BME.HU) if you have 
any problems or suggestions regarding Riziko. Check my home page at 
http://www.evt.bme.hu/~gergo/100LX for program updates and more 
programs for the palmtop family. Gergo Viczian, 1997. september.


+--------------------+
| 9. VERSION HISTORY |
+--------------------+

1.0 Pilot release in 1996 to measure interest
1.1 
