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- ==========================================================================
-
- THE ANIMAL GAME
-
- adapted for computer by
- Peter Donnelly
- 1301 Ryan Street
- Victoria BC Canada V8T 4Y8
-
- Version 1.0 - February 1990
-
- ==========================================================================
-
- NOTICE
- ------
-
- The program is released unconditionally into the public domain. However,
- the author always appreciates donations from those who wish to recognize
- his contribution to the hobby of computing.
-
- The Animal Game was created with Turbo Pascal and Turbo Assembler, which
- are copyrighted programs of Borland International.
-
- ===========================================================================
-
- HARDWARE REQUIRED
- -----------------
-
- To run the program you need an IBM-compatible microcomputer with VGA or
- 16-color EGA system.
-
- ===========================================================================
-
- BACKGROUND
- ----------
-
- The Animal Game is of Chinese origin. How old it is, or how widely played,
- I do not know. I have in my possession a cheap set of wooden pieces with a
- paper board, purchased in a Chinatown shop in the 1970s. For the rules of
- the game I have relied on R.C. Bell's "Board and Table Games from Many
- Civilizations" (Oxford, 1960), the only book where I have seen the game
- mentioned. Bell calls it the Jungle Game, but this is not an accurate
- translation of the Chinese name, Shou Qi, nor does it truly reflect the
- variety of animals represented by the pieces.
-
- ===========================================================================
-
- HOW TO PLAY
- -----------
-
- The rules are very simple. The board represents the territories of two
- warring packs of animals, separated by a river which is spanned by three
- bridges. At each end of the board is a den surrounded by three pitfalls.
- The object is to get an animal into the enemy's den, and the computer will
- announce a win when either player cannot be stopped from doing so on the
- following turn.
-
- A piece can move one square at a time in any non-diagonal direction. The
- lion and tiger can also leap in a straight line across the river, or from
- bridge to bridge. No animal except the rat can enter the water. A rat in
- the water blocks the leap of a lion or tiger, whether friendly or enemy, on
- its rank or file. You cannot move a piece into your own den.
-
- A piece can capture any other piece that has the same or a lesser value, by
- moving onto the same square. An exception is that the elephant is
- considered to be weaker than the rat, because the rat can kill the elephant
- by running into its ear and gnawing its brain. However, the rat cannot
- attack the elephant from the water.
-
- An animal in an enemy pitfall can be captured by any other animal.
- Otherwise pitfalls do not affect movement or capture.
-
- On two points Bell is not clear, and I have made the following assumptions
- about the rules: (1) the rat can attack the enemy rat from the water,
- though it cannot capture the elephant in this way; (2) a piece in a
- friendly pitfall retains its fu
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