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-
-
- 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!
-
-
- TERMINOLOGY
- A TURN in Kongbots has a little different meaning than most players are used to. Several actions
- by each player can take place during the period defined as a turn. A turn in Kongbots is divided into
- five pulses. Each pulse is further divided into six phases. A phase is the basic unit of play in the
- game of Kongbots. Phases always follow the same order within each pulse.
- The six phases are defined as follows:
-
- 1) Systems Malfunction Phase
- 2) Missile Launch Phase
- 3) Laser Systems Fire Phase
- 4) Missile Movement Phase
- 5) Kongbot Movememt Phase
- 6) Claw Attack Phase
-
- For any given phase, action is allowed (when appropriate) for one team, and then the other. The
- team which is allowed to go first depends on which team's leader had the most Retros at the
- BEGINNING of that TURN.
-
- In summary, what most players think of as a turn is called a phase in this game. The collection of
- all possible actions (Laser fire, Clawing, Moving...) make up one pulse. Five collections of such
- actions (five pulses) make up a turn. The reason for defining a turn in this way is that Lasers can
- only be fired once per five pulses (one turn) and Kongbots only have to check for a malfunction
- once per five pulses (one turn again). A box at the bottom of the screen is used to keep track of
- the current pulse number. The box is divided into five equal rectangles. A new turn begins when
- only the first rectangle is shaded. Another box in the bottom right portion of the screen is used to
- show the current phase of the current pulse. The current phase is indicated by bold face print.
-
-
- WINNING THE GAME
- There are two possible winning conditions.
- 1) When the opposing team looses all of its offensive weapons. Offensive weapons are Lasers,
- Claws, and loaded Missile Launchers.
- 2) When each Kongbot on the opposing team is forced to surrender. Kongbots are forced to
- surrender after malfunctioning three consecutive turns.
- Ties are also possible. In the event of a tie, Players should immediately play a rematch using
- Kongbots identicle to those used in the tie game.
-
-
- PLAYING THE GAME
-
- Each turn is divided into five equal pulses. Each pulse consists of six phases. The phases are
- played out as follows:
- Remember, the Kongbot team to go first is the team who's leader has the most retros at the
- BEGINNING of the TURN. In case of a tie, the team to go first is randomly selected.
-
- PHASE 1 - Systems Malfunction
- This phase differs from the others in that it only applies in the first pulse. Malfunctions can
- only occur at the beginning of each turn (during the first pulse) and last for the entire turn.
- Furthermore, the possibility of a malfunction only exists when a Kongbot has fewer than one half of
- the number of modules it started with. (ie when a Scout has less than three modules, when a
- Warrion has less than six modules or when a Marauder has less than nine modules). If there exists
- a possibility of a malfunction, then the following steps are used to determine whether a Kongbot
- actually does malfunction for the current turn.
-
- One die is rolled for each tender level (six modules) on the Kongbot. If the number rolled is
- greater than the number of modules remaining then the Kongbot has malfunctioned. If not, then
- the Kongbot is allowed to complete the turn normally.
- NOTE: If a Kongbot malfunctions on three consecutive turns, then it is forced to surrender.
- WARNING: Beware of Kongbots which have rolled for malfunctioned, they may attack
- their own teammates!
-
- PHASE 2 - Missile Launch
- Any functioning Kongbot with a loaded Missile Launcher (ML) may fire at another Kongbot with
- the following restrictions:
- The Kongbot must be able to trace a clear line of sight to its target. This line of sight must not be
- obstructed by Arena walls or another Kongbot. Once a missile is launched, its module is replaced
- by an empty Missile Launcher (EL). This is not the same as an empty module.
- NOTE: An empty Missile Launcher counts as a valid module when determining malfunctions.
-
- PHASE 3 - Laser Systems Fire
- Any functioning Kongbot with Lasers may fire at enemy missiles or enemy Kongbots. A Kongbot
- may only fire its Lasers once per turn and must fire all of its lasers at the same target, and at the
- same time. The Kongbot must also be able to trace a clear line of sight to its target. The following
- table shows the minimum roll required to achieve a hit during the laser systems fire phase.
-
- 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)
-
- Missile Kongbot Automatic None
- outside ECM
-
- Missile Kongbot 7 or greater None
- inside ECM
-
- Claw Kongbot 6 or greater None
-
-
- PHASE 4 - Missile Movement
- All missile pairs are moved one hex toward their target. Missiles may not enter arena walls, but
- they do follow the shortest path around these obstacles. Missiles may occupy a hex with
- Kongbots which are not their target or with other missiles. Once a missile enters the same hex as
- its target, it immediately explodes. If the target Kongbot is not protected by an ECM field, two
- direct hits are scored. If the Kongbot is protected by an ECM field then a dice roll of seven or
- greater is required for each warhead (two per missile) to score a direct hit.
- NOTE: It is not necessary for a Kongbot to be carrying an ECM to be protected by one since
- ECM's protect the hex they are in as well as the six adjacent hexes which surround it.
-
- PHASE 5 - Kongbot Movement
- Any functioning Kongbot is allowed to move during this phase provided that the number of
- Retros he is carrying is greater than or equal to the pulse number. Thus, a Kongbot with five
- retros will be allowed (but not required) to move during every pulse. A Kongbot with four retros
- is allowe to move during pulses one through four, but not allowed to move in pulse five ...
- NOTE: Kongbots are never required to move, it is always voluntary. Also, moves cannot be
- saved up and used later. ie a Kongbot with four retros can NEVER move during the Kongbot
- Movement phase of the FIFTH pulse.
- EXCEPTION: The only exception to this rule if for Scout class Kongbots. Scout class Kongbots
- count each retro as two when determining which pulses they can move in.
-
- PHASE 6 - Claw Attack
- Any functioning Kongbot may attach an adjacent enemy Kongbot during this phase. A dice roll of
- six or greater is required to score a direct hit. This roll is repeated once for each Claw module on
- the attacking Kongbot.
- REMEMBER: Claws are very effective at close range. They are the only weapon which can be
- used more than once per turn. Also, clawing a Kongbot which posesses an Armor Plate will
- destroy the Armor Plate AND the Claw.
-
-
- Kongbots Standard Rules of Play
-
- A. Building Your Kongbot
-
- 1) The Kongbot Chassis
- All Kongbots are built from standard, completely interchangable parts. This type of
- construction allows players to build many different types of Kongbots from a single collection of
- parts. the chassis of evey Kongbot is built from three basic units: the STRATEGIC COMMAND
- UNIT, at least one EQUIPMENT TENDER, and the MAIN PROPULSION UNIT. Weapons and
- battle modules are always added to the chassis before a Kongbot is sent into battle.
-
- a) THE STRATEGIC COMMAND UNIT
- The Strategic Command unit contains the Kongbot's strategic logic circuits, it's long-range
- sensors, and its inter-planetary navigation equipment. Whenever the Kongbot is not in battle,
- this unit controls all of the Kongbot's electronic systems. Once the Kongbot's sensors and
- navigational equipment have located the enemy and have moved the Kongbot to within
- battle-range, the tactical logic circuits in the main equipment tender take-over the control of the
- Kongbot.
- b) THE EQUIPMENT TENDER
- The Equipment Tender is the most important part of every Kongbot. This unit contains the
- electronic brain which controls the Kongbot during battle. This unit is also the only part of the
- Kongbot which can carry and operate theKongbot's weapons and battle equipment modules.
- These modules are attached to the six module interfaces on each equipment tender. There may
- be one, two or three equipment tenders, depending upon the purpose of the Kongbot design.
- c) THE MAIN PROPULSION UNIT
- The Main Propulsion unit contains the Kongbot's main thruster engine (which is used only
- during inter-planetary travel), and its heavily shielded nuclear fusion-reactor power plant. This
- advanced reactor gives the Kongbot a nearly endless supply of power for its electrical systems,
- allowing the Kongbot to wage extended campaigns in distant stellar systems.
- Kongbot designs are classified by the nuber of equipment tenders their chassis contains.
- SCOUT CLASS Kongbots have only one equipment tender, and can carry a maximum of six
- weapons and battle equipment modules. WARRIOR CLASS Kongbots have two equipment
- tenders, and can carry up to twelve modules. MARAUDER CLASS Kongbots contain three
- equipment tenders, and can carry up to eighteen modules. Marauder Kongbots are the
- heaviest class of Kongbot which can be built.
-
- 2) Weapons and Battle Equipment Modules
- There are currently eight standard types of weapons and battle equipment modules which
- can be used by Kongbots. Like the Kongbot chassis, these modules are also completely
- interchangeable. All modules are attached to the equipment tender. Each type of module has
- its own unique advantages.
-
- a) THE MANEUVER ENGINE MODULES (Ro)
- The Maneuver Engine Modules (called "retros") are used to move the Kongbot during battle.
- The more retros a Kongbot has, the better and faster it can maneuver on the battlefield. A
- Kongbot that has no retros will not be able to move at all. The main thruster engine is never used
- during battle; it is simply too powerful for such intricate maneuvers.
- b) THE HYDRAULIC CLAW MODULE (Cl)
- The Hydraulic Claw is the favorite close-range weapon of most Kongbots. When used
- properly against an adjacent enemy Kongbot, a claw can literally tear its target to pieces. the claw
- is also the only weapon which can be used more than once per turn.
- c) THE LASER MODULE (Lr)
- The Laser Module is the most reliable long-range wiapons system ever developed for the
- Kongbot. the only problem with lasers is that they can only fire once per turn because they must
- recharge after each use.
- d) THE AIMING MECHANISM (LA)
- The Aiming Mechanism Module contains a sophisticated radar tracking device which
- increases the accuracy of a Kongbot's laser fire. A single aiming mechanism will increase the
- accuracy of every laser the Kongbot is carrying. Two aiming mechanisms will increase the
- accuracy twice as much.
- e) THE MISSILE LAUNCHER MODULE (ML)
- The Missile Launcher Module is best for the hit-and-run attacks. Each launcher contains
- one highly intelligent, dual warheaded missile, specially designed for use against Kongbots.
- Although the target Kongbot must be in clear view at the time of launch, these missiles use a
- deadly accurate tracking system to follow their target no matter where it goes. Once locked onto
- a target, a missile can detect and avoid all other objects, including terrain obstacles, arena walls,
- and other Kongbots.
- Missiles are a one-shot weapon. The missile launcher module cannot be reloaded during
- battle, nor can the missiles themselves be reused. Once fired, the Missile Launcher is replaced by
- an Empty Missile Launcher moudle (EL) which still counts as a valid module when determining
- malfunctions.
- f) ARMOR PLATE MODULES (AP)
- Armor Plate Modules are protective shields made from an extremely strong metal alloy.
- Each armor plate will absorb the entire force of one claw or missile attack, removing the
- possibility of damage to other more valuable modules. The armor plate is always destroyed
- during the attack.
- g) THE LASER SHIELD MODULE (Ls)
- The Laser Shield Module contains special matterials and electronic circuits designed to
- reflect and diffuse incoming laser beams. Laser shields are the Kongbot's main defense against
- laser beam attacks. Although laser shields cannot completely absorb the entire force of a laser
- attack, they can significantly decrease the destructive force of all incoming laser fire.
- h) THE ECM MODULE (EC)
- The ECM Module is an extremely effective Electronic Measure against enemy missile
- attacks. The device confuses the intellignet missiles by sending "ghost" images of the target
- Kongbot to the missile tracking sensors. the confused missile will often attack the ghost, instead
- of the real target.
-
- 3) Kongbot BUILDING RESTRICTIONS
- Before the beginning of each Kongbot battle both players must build their Kongbots and
- decide which types of weapons and battle equipment modules they will carry. Both palyers must
- build the same class of Kongbot (Scout, Warrior or Marauder). Both players must also choose
- their weapons and battle equipment modules according to the limits adopted for gladiatorial
- Kongbots (see chart below).
-
- 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
-
- THE Kongbot ARENA
- Opposing Kongbots always enter at opposite ends of the diamond shaped Kongbot arena.
-
-
-
- B) PLAYING THE GAME
- Each turn in Kongbots follows a strict format. Every turn is divided into five equal segments
- called "pulses". Each pulse is further divided into six different "phases". During each pulse the
- players are allowed to launch missiles, move their Kongbot, and attack their enemies.
-
- 1) Turn Sequence of Play
- Each pulse is divided into the following six phases:
- 1) Systems Malfunction Phase*
- 2) Missile Launch Phase
- 3) Laser Systems Fire Phase
- 4) Missile Movement Phase
- 5) Kongbot Movememt Phase
- 6) Claw Attack Phase
-
- * The Systems Malfunction Phase is only executed once per turn, during the first pulse.
- This phase is skipped during pulses two through five.
- The Pulse Indicator Track found below the map is used to keep track of the current pulse.
-
-
- 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.
-
-
-
-
- Kongbots is based on a game designed by William Fawcett and Jordan Wiesman.
- Additional development was provided by Chris Fell, Forest Brown and Ross Babcock.
- The original rules were written by Tim Orisek.
- Art work and illustrations were originally done by Mitch O'Connel.
-