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- KONGBOTS
- Quick Instructions
-
- Welcome to KONGBOTS. This version is based on a board game produced by FASA
- Corporation, which I found to be very entertaining. My only complaint was the ammount of work
- necessary to keep track of the game parameters. So, I let the Mac do that!
-
- Kongbots is a fun and diverse game of skill and luck. Each game can be as different as your
- immagination. You arm your Kongbots by choosing from an assortment of offensive and defensive
- weapons, then place them in the Arena where they get their first glimpse of their opponent(s).
- Did you choose the right weapons to defeat your enemy? Only time will tell. Each game gives you
- an opportunity to try a different combination of armament and strategy. Success and failure are
- determined by a throw of dice and your skill. Good hunting!
-
- PLAYING KONGBOTS
- 1) For help learning to play Kongbots, make sure that 'Teach Game' in the 'Game Options menu
- is checked.
- 2) Use the Set Up Players window to select the class (size) of each players Kongbot.
- 3) Player 1 (ie Red Leader) then arms his Kongbot by clicking on the module he wishes to
- change. Module selection rotates through a fixed list of components.
- If ’Module Limits’ is checked, then the following limits are imposed:
-
- Maximum Equipment Loads for Gladiatorial Kongbots
- Kongbot CHASSIS DESIGN
- MODULE TYPE Scout Warrior Marauder
- Retros 3 5 8
- Claws 2 4 6
- Lasers 2 4 6
- Laser Aimers 1 3 4
- Missile Launchers 1 2 3
- Armor Plates 1 2 3
- Laser Shields 2 3 5
- ECM Modules 0 1 1
-
- 5) If Green Leader is not the computer, Green Leader secretly chooses the modules for his team.
- (If Green Leader is the computer, modules will be selected automatically)
- 6) The team whose leader has the most Retros at the BEGINNING of a turn goes first for each of
- the five pulses which make up that turn.
-
-
- PLAYING THE GAME
- The following six PHASES make up the game unit called a PULSE. Five pulses make up what
- is called a TURN in Kongbots. Some actions are allowed during any pulse (ie claw attacks and
- missile launches) while others are allowed only once per turn (laser fire and malfunction checks).
- The current pulse (1 to 5) is shown in the PULSE TRACK displayed below the Kongbot Arena Map.
-
- Game play proceeds by continuously repeating the following sequence of phases:
-
- 1) Systems Malfunction Phase
- (Occurs only during the first pulse (once per turn) ) If a Kongbot has less than one half its
- original number of modules, then it must roll for malfunction. One dice is rolled for each
- tender level (six modules). If the die total is greater than the number of remaining modules,
- then the Kongbot malfunctions for one entire turn. A malfunctioning Kongbot cannot move or
- use any of its remaining weapons. If a Kongbot malfunctions three turns in a row, it is forced to
- surrender.
- 2) Missile Launch Phase
- One missile may be launched per turn, any time there is a clear line of sight between your
- Kongbot and the target Kongbot. Line of sight is blocked by arena walls and other Kongbots,
- but not by missiles. Each missile contains two warheads, and can score two hits.
- The following table is used for 'hit' determination:
- Type of Type of Dice Total Modifications to Dice
- Attack Target Required Total Needed
- ----- ----- ------ ---------------
- Missile Kongbot Automatic None
- outside ECM
-
- Missile Kongbot 7 or greater None
- inside ECM*
-
- 3) Laser Systems Fire Phase
- Lasers may be fired once per turn, during any pulse when there is a clear line of sight
- between your Kongbot and the target. Allowable targets are Kongbots on another team and
- missiles after members of your team. You are never forced to fire your lasers, but you CANNOT
- ‘save up’ any laser fire for the NEXT turn.
-
- The following table is used for 'hit' determination:
- Type of Type of Dice Total Modifications to Dice
- Attack Target Required Total Needed
- ----- ----- ------ ---------------
- Laser Kongbot 5 + distance -1 for every aimer
- (in hexes) +1 for every shield
-
- Laser Missile 10 + distance -1 for every aimer
- (in hexes)
-
- 4) Missile Movement Phase
- Each Missiles moves one hex towards their target every pulse. Missiles follow the shortest
- path around obstacles when moving toward their target. Missiles may safely occupy the same
- hex as a Kongbot which is not their target.
-
- 5) Kongbot Movememt Phase
- If the number of Retros a Kongbot is carrying is greater than or equal to the current pulse,
- the Kongbot is allowed (but not required) to move. The exception to this rule if for the Scout class
- Kongbot. It is the smallest Kongbot (6 modules) and for this class, each retro counts as two
- when determining the pulses it is allowed to move during. Again, movement cannot be ‘saved up’
- and used in a later pulse.
-
- 6) Claw Attack Phase
- If your Kongbot has at least one claw and an enemy Kongbot is in a hex next to you, you are
- given the opportunity to attack. Claws may be used in any pulse. (multiple times per turn)
- The following table is used for 'hit' determination:
- Type of Type of Dice Total Modifications to Dice
- Attack Target Required Total Needed
- ----- ----- ------ ---------------
- Claw Kongbot 6 None
-
-
- WINNING THE GAME
- 1) There are two possible winning conditions.
- a) When the opposing team looses all of its offensive weapons.
- b) When each Kongbot on the opposing team is forced to surrender.
- 2) Ties are also possible.
-
- SUGGESTED STRATEGIES
- 1) When choosing a claw as a weapon, make sure to work your way in close enough to use it.
- 2) If you think your opponent will choose claw weapons, try to have enough retros to keep
- your distance so he cannot use them, or carry Armor Plates to detroy the Claw when it attacks.
-
- COMMON QUESTIONS
- 1) I cannot select the module I want to add to my Kongbot.
- a) You already have the maximum number of that module for Gladitorial fighting.
- b) Uncheck ‘Module Limits’ in the GAME OPTIONS menu to override this feature.
-
- 2) I am not allowed to fire at a target? You are not allowed to fire if:
- a) you are malfunctioning this turn.
- b) the line of sight to the object is obstructed by a wall or another Kongbot.
- c) Your lasers are not charged. (you have already fired them this TURN)
- d) clicking ONCE on a Kongbot will cause the dice to display the roll required to hit a
- given target.
- If no dice appear, the target is not in range, line of sight is blocked, or ...
-
- 3) I am not allowed to claw a Kongbot?
- a) you must not be malfunctioning this turn.
- b) you must be in a hex adjacent to your target.
-
-
- SPECIAL NOTES
- 1) Armor Plates -
- a) are destroyed in a missile attack. (The module destroyed is NOT choosen randomly)
- b) are destroyed in a claw attack and so is the claw which attacked it.
-
- *2) ECM
- a) a Kongbot need not be carrying an ECM to be protected by it because an ECM
- protects the Kongbot carrying it, and the six surrounding hexes.
-
- 3) Beware of Autobots which have malfunctioned, they may attack their own teammates!
-
-
-