ENFILADE:
The Rules of War


Enfilade is a two player only (sorry) strategy game in which each team (zelator=blue, mojelynn=red) attempts to capture the opposing teams capital. This is accomplished through the building of various units, resources and factories in an attempt to overwhelm the enemy and finally to place a unit in the enemies capital. Enfilade is a turn based strategy game, so each unit will move before the next, and when player 1 is done, player 2 will proceed. Each of the three units, a scout, a tank, and artillery have their own weaknesses and strengths, which must be learned in order to prevail.

To start a game, press RIGHT at the title screen. Press LEFT to exit. At the beginning of the game, each side starts with a capital and 5 resource points (called R at the top of the screen). By placing the cursor over the capital and pressing enter, the factory menu appears. Choose the unit that best suits the situation and press the corresponding button (1 for scouts, 2 for tanks, and 3 for artillery), it will be built, subtracting the appropriate resource points. After being built, the unit will be surrounded by a series of circles, which indicate the possible movements. Only one unit can occupy a space at any time, and to capture an enemy asset (factory, farm or capital), you must simply move a unit onto an asset with no defenders. After ordering and moving any new units, any old units which have not moved can be activated by placing the cursor over them and pressing ENTER. At the end of the movement phase, the unit menu appears, allowing you to either attack an enemy unit within range (pressing BACKSPACE cancels the attack), disband your unit, or simply end that units turn. At any time during movement, the BACKSPACE can be pressed to end the movement phase and show the unit menu. When all units are bought and have moved, pressing SPACE BAR will end the player's turn. Pressing ESC will end the game.

After moving its designated movement rate (see below), and instead of attacking or ending the turn, each unit can choose to disband and become something else. For instance, the scout can disband and become a wall, effectively tripling its armor points, the tank can disband and become a farm, a necessity if you want to earn more resource points, and finally the artillery can disband and become a factory, allowing units to be built closer to the enemy capital. After the game ends and a player is declared the victor, pressing ENTER will return to the main menu, or ESC will exit the game.

This is my first DIV game, and is only partially finished. Please report any problems, questions or comments to flinch512@aol.com . Also, you'll have to excuse the amateurish art and simplicity of the game, as this is a very rough alpha version. I intend to eventually create more units, more backgrounds, and, of course, better and more detailed art...Thanks for playing!
         					
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UNITS:

The Scout (Adapa)
Being little more than an armored flying suit, he scout is your primary mover. With a movement rate of three, this bad boy will be able to zip across the map and surprise your enemies. Just be careful, the cheap cost and high movement rate is offset by low fire power and armor points. Fortunately, the cheap cost does make it easy to sacrifice the unit for the higher armor rating of a wall to protect your assets.

		The Wall
The wall is what you get when your scouts are disbanded. Unable to move, you'd best choose the right spot before disbanding that scout. A high armor rating makes this a great way to stop an enemy onslaught.


The Tank (Rhino)
The tank is your primary weapon of destruction, and as such is the most expensive unit. A medium movement rate and fire power offset the high armor rating and medium cost. This is the work horse of your army, and also becomes the most important asset when disbanded, the farm.

The Farm
The farm is your most important asset, if you want to recoup spent 
resource points and earn more units. Each farm returns a total of 2 
resource points per turn, and make sure to keep a unit occupying your farms or you're likely to lose them.


The Artillery (Mastodon)
The artillery is your long range unit. A movement of 1 and medium armor points offset a wide attack range and high fire power, so be sure to keep these protected. This is the only unit capable of firing multiple spaces, but the weak point is an inability to fire at adjacent units. These units disband to become the factory.

The Factory/Capital
The factory and capital work exactly the same. Simply move the cursor over one and press ENTER to bring up your factory menu and order units. Another asset you should keep occupied, especially the capital.





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UNITS CHART
			  Cost  Move  Armor  Fire dist  Fire pow
Scout			|   1    |     3    |    1     |      1       |       1       |
Tank			|   2    |     2    |    3     |      1       |       2       |
Artillery		|   3    |     1    |    2     |      2       |       3       |

Wall			|  n/a  |   n/a   |     3    |	   n/a     |      n/a     |
Farm			|  n/a  |   n/a   |   n/a   |     n/a     |      n/a     |
Factory/Capital	|  n/a  |   n/a   |   n/a   |     n/a     |      n/a     |


































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