Games PC BOARD GAMES User Manual

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Ages 8 & Up
WIN 95/98/XP
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v TABLE OF CONTENTS
First Things First ..................................................................3
The ReadMe File ............................................................ 3
System Requirements ......................................................3
Welcome................................................................................4
Setup and Installation ........................................................ 5
Getting Started .................................................................... 6
Game Setup Menu .............................................................. 8
Multiplayer Setup Screen ................................................ 10
The Options Menu ............................................................ 11
Backgammon .................................................................... 12
Checkers ............................................................................ 15
Chess .................................................................................. 17
®
Connect Four
Dominoes .......................................................................... 21
Parcheesi
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.................................................................................. 26
Pente
.................................................................... 20
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.......................................................................... 23
v FIRST THINGS FIRST
The ReadMe File
The Classic Games Galore CD-ROM game has a ReadMe file where you can view both the License Agreement and updated information about the game. We strongly encourage you to take the time to read this file in order to benefit from changes made after the manuals went to print.
To view this file, double-click on it in the
Galore
directory found on your hard drive (usually C:\Program Files\Atari\Classic Games Galore). You can also view the ReadMe file by first clicking on the Start button on your Windows
®
taskbar, then on Programs, then on Atari,
then on Classic Games Galore, and then on the ReadMe file.
System Requirements
Operating System: Windows®95/98/XP Processor: Pentium®90 MHz or higher
(166 MHz or higher recommended)
Memory: 16 MB RAM
(32 MB RAM recommended) Hard Disk Space: 75 MB Free CD-ROM Drive: 4X Speed (6X Speed recommended) Video: Windows®95/98/XP-compatible
SVGA video card* Sound: Windows
®
95/98/XP-compatible
sound card* DirectX: DirectX®version 6.0 (included)
or higher
* Indicates device should be compatible with DirectX®version
6.0 or higher.
Classic Games
Credits ................................................................................ 28
Atari Web Sites .................................................................. 30
Technical Support ............................................................ 30
End-User License Agreement .......................................... 32
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v WELCOME
With the Milton Bradley Classic Board Games collection, you get the best selection of everyone’s beloved classic games. With no pieces to lose, these games will entertain your entire family for hours. This exciting collection allows you to save games in progress, play against a variety of computer characters, and have a great time. The
Board Games
collection captures the spirit of the original gameplay, mixes in rich graphics and animation, and offers great family fun for everyone!
Milton Bradley Classic
v SETUP AND INSTALLATION
1. Start Windows®95/98/XP.
2. Insert the your CD-ROM drive.
3. If AutoPlay is enabled, a title screen should appear. If AutoPlay is not enabled, or the installation does not start automatically, click on the Start button on your Windows taskbar, then on Run. Type D:\Setup and click on OK. Note: If your CD-ROM drive is assigned to a letter other than D, substitute that letter.
4. Follow the remainder of the on-screen instructions to finish installing the
5. Once installation is complete, click on the Start button on the Windows Games Galore/Classic Games Galore to choose a game.
Note: You must have the Classic Games Galore game disc in your CD-ROM drive to play.
INSTALLATION OF DIRECT X
The Classic Games Galore CD-ROM requires DirectX®6.0 or higher in order to run. If you do not have DirectX higher installed on your computer, click “Yes” when asked if you would like to install it.
Classic Games Galore CD-ROM game disc into
Classic Games Galore CD-ROM game.
®
taskbar and choose Programs/Atari/Classic
®
®
6.0 or
®
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v GETTING STARTED
Strap on your thinking caps, crack them knuckles and let’s roll!
SIGN IN
The first time you launch the game, a dialog box will appear. Type in your name and then left-click on the “OK” button to save your name in the player’s list.
If you have signed-in before, left-click on your name in the player’s list to select it.
CHOOSE YOUR CHARACTER
After you’ve signed in, you must choose a character to represent you during play. Highlight the portrait of the character you would like to be, and then left-click to confirm your selection.
After you’ve selected your character, click on the “>>” button to go to the Game Selection screen.
GAME SELECTION SCREEN
The Milton Bradley Classic Board Games collection features seven great games for you to master. All you have to do is decide which one to jump into first!
Add/Delete Player
To add a new player to the player’s list, left-click on the “+” button and then type in that player’s name. To remove a player from the list, left-click on the name you wish to delete and then left-mouse click on the “ ” button.
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To select a game, move your mouse cursor over the various game icons. The icons will highlight and the center circle will update with information regarding the game you are considering. Left-click on the highlighted game icon to select the game you want to play. This will take you to the Game Setup Menu.
Note: If you would like to go back to the previous screen, left-click on the “<<”button.
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v GAME SETUP MENU
The Game Setup Menu features several buttons that allow you to set certain gameplay options for that particular game before you begin play. Each menu button is described in detail below.
Opponents – The maximum number of players (2, 3 or 4) that can play depends on the actual game and variation selected. Left-click here to go to the Opponent Selection screen. From there, left-click on the total number of players you want for the game. Then left-click on the portrait arrow buttons to select the character(s) you want to play against. After you have selected your opponent(s), left-click on the “<<” button to return to the Game Setup Menu.
variation icon to select it. After you have selected your variation, left-click on the “<<” button to return to the Game Setup Menu.
High Scores – High scores for the selected game are kept here. The
Milton Bradley Classic Board Games program tracks your win/loss record and the highest skill level you achieved. To view this information, left-click on the “High Scores” circle. Left-click on the arrow buttons to cycle through the high scores for all of the games. Left-click on the OK button to return to the Game Setup Menu.
Variations – Several of the games offer different gameplay variations. If the particular game you wish to play features two or more variations, the center of the “Variations” circle will be red. If a game does NOT feature additional variations, the center of the “Variations” circle will be gray. To view the different variations available for play, left-click on the “Variations” circle. This will take you to the Choose Game Variation screen. From there, left-click on the desired game
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Tutorial – Every game has its own tutorial. To start a tutorial,
left-click on the “Tutorial” circle. Ace, our very knowledgeable character, will then walk you through the steps of the game.
“Difficulty Level” – Each game features four levels of gameplay difficulty:
• Beginner
• Average
• Expert
• Master
To cycle through the available difficulty settings, left-click on the “Difficulty Level” circle.
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Multiplayer/Single Player – Please refer to the ReadMe file
for information.
“?” – All screens feature the “?” icon. Click on it to go to the Options Menu. (See “The Options Menu” on page 11.)
v MULTIPLAYER SETUP SCREEN
Please refer to the ReadMe file for information.
HOT SEAT SETUP SCREEN
Players will be able to set up a hot-seat game with up to two, three or four participants (depending on the type of game selected) playing on the same computer. In hot-seat play, each player plays one complete turn. Players are then prompted to switch seats so that the next player can play his/her turn.
Player Name
This is a pull-down menu where the player can select a previously input name. This will be the name used to indicate the player in his/her score box, and will also be the name used to record his/her score in the High Scores table. The number of players here will default to the number that was set by the host player on the Opponent Selection screen. All players except the host will default to “computer” players. Once at least one other can start. All players designated as “computer” will be played by computer A.I. players.
Note: If you want to add a new player from this screen, click on the “Add Player” button.You will be taken to the Sign In screen where you can add new players.
When the player names have been selected, click on the “>>” button to begin play. If you select the “<<” button, you will be taken back to the Game Setup screen.
human player has been set, the game
v THE OPTIONS MENU
D
C
B
A
Each option is explained in detail below: A. Exit – Click here to exit the program and return to your
Windows
®
desktop.
B. Save/Load Game – Click here to save the game you are currently playing, or to load a previously saved game. Note: You can only save on your turn, and only one game per character is saved.
C. Back – Click here to go back to the previous screen. D. Quit Game – Click here to quit the game you are currently
playing. This will take you back to the Game Selection screen. E. Tutorial – Click here for an entertaining crash course on
how to play the currently selected game.
Note:This option is only available if a game has been selected.
F. High Scores – Click here to view the high scores for all games played.
G. Preferences – Click here to change the volume for all in­game sounds effects, music and animations, or to change the speed of the character animations.
H. Credits – Click here to view the game credits.
E
F
G
H
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LET THE GAMES BEGIN!
v BACKGAMMON
12
Bar
Teal moves counter ­clockwise; Purple moves
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¬ Purple’s Inner Table  Teal’s Inner TablePurple’s Outer Table à Teal’s Outer Table
OBJECT
Be the first player to move your pieces from point to point around the board until you have brought all of them to your inner table and eliminated them from the game.
BASIC RULES OF THE GAME
• To determine who goes first, both players roll one die each. The player with the higher roll goes first and uses the total from both dice for his/her first move.
• Players then alternate throwing two dice and moving their pieces a number of points corresponding to the numbers thrown.
• It is important that players consider each turn as being made up of two parts, or moves, as indicated by the dice thrown – one part corresponding to the number of pips (spots) on one die, and the other part corresponding to the number of pips on the other.
• Light and dark pieces move in opposite directions. Move your pieces according to the following path: from your opponent’s inner table to your opponent’s outer table, then to your own outer table and from there to your own inner table.
• Because of the arrangement of the pieces at the beginning of the game, not every piece will pass through all four tables. There is no limit to the number of the same player’s pieces that may occupy a point at once.
clockwise.
THE DOUBLING CUBE VARIATION
If you are playing the Doubling Cube variation of backgammon, the following rules are in effect:
• At any time during the game, after the first throw of the dice has been made, either player may, before throwing the dice, double the stake for which the game is played.
• When the stake is doubled, the opponent may either accept the double and continue the game, or surrender and lose the game.
• The privilege of doubling is at first allowed to either player and then alternately, remaining with the player who has accepted the last double.
MOVES
The different colored pieces move in opposite directions. The pieces move across alternately colored points to reach their inner table. The colors of the points are not significant to the play of the game.
You may move your pieces in any order you choose. When you have made your throw, you may move one piece the number of pips on one die and another piece the number of pips on the other. Or, you may play one piece for the total, but the play must be treated as two moves, for a piece must not land on a point blocked to him/her by his/her opponent. (See “Blocks” below.)
DOUBLES
When duplicate numbers are rolled, the play is doubled. Thus, if 5-5 is rolled, two pieces may be moved two moves of five points each, or the roll may be divided into four moves of five points each by one or more pieces.
BLOCKS
A “block” is a point that contains two or more of your opponent’s pieces. No piece of yours may land on such a point. A piece may pass over, but may never touch down or land on, a blocked point. Any part of the roll of the dice that cannot be played is lost, but both dice must be played if possible.
BLOTS
A “blot” is a point occupied by a single piece. If you move a piece to a point occupied by a single opponent, the opponent’s piece is automatically removed from the point and placed on bar.
BAR
The separation between the inner and outer tables is call the “bar.” When you have a piece on bar, you cannot move any other pieces until you have reentered into play your piece on bar. A piece on bar (bar piece) must be reentered in the
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opponent’s inner table onto a numbered point corres­ponding to the throw of the dice. The number shown on either die may be used for reentering, and the number on the other die may be used to move another piece or the reentered piece. The pips on each die must be counted separately; they may not be combined to reenter a bar piece. If your dice roll does not allow you to reenter a bar piece, your turn ends.
BEARING OFF
To “bear off” your pieces is to eliminate them from the game according to the throws of the dice. The pips on each die must be counted separately; they may not be combined in bearing off.
When you have moved all of your pieces onto your own inner table, proceed to bear them off. If there are no pieces on a point corresponding to or higher than the number thrown, a piece on the inner table farthest from the ace point may then be borne off.
Should one of your pieces be taken up and placed on bar after you have started bearing off, you must reenter the bar piece on the opponent’s inner table and move around the board to your own inner table before you may again proceed to bear off your pieces.
In bearing off, as in regular play, the play is doubled when doubles are thrown.
HOW TO WIN
The player who first bears off all of his/her pieces wins the game.
THE BACKGAMMON GAME SCREEN
On your turn:
1. First left-click on the Roll button to roll the dice (if playing the Doubling Cube variation).
Note: If you are playing the Regular Backgammon variation, the dice will automatically be rolled for you.
2. Then left-click on the piece you want to move.
3. Carry the selected piece to its correct place on the gameboard. Left-click to drop the piece into position. (If you change your mind before dropping the piece, right­click to return all pieces moved during the current turn to their original locations.)
v CHECKERS
OBJECT
Be the first player to capture all of your opponent’s checkers.
BASIC RULES OF THE GAME
• Blue always moves first.
• Players alternate turns, moving one piece per turn.
• Checkers can move diagonally forward only, from one maroon square to an adjoining maroon square.
JUMPING
A player captures an opposing checker by diagonally jumping over it when the square behind the opposing checker is empty. A checker can make multiple jumps as long as it continues to move forward. Captured pieces are automatically removed from the board and placed in the player’s Captured Pieces window.
JUMPS FORCED VARIATION
If you are playing the “Jumps Forced” variation of Checkers, you MUST jump your opponent’s piece if in a position to do so.
JUMPS NOT FORCED VARIATION
If you are playing the “Jumps Not Forced” variation of Checkers, you do not have to jump your opponent’s piece, even if in a position to do so.
CROWNING
When a checker reaches the first row of the opponent’s side of the board, it is “crowned” with one of the player’s captured pieces and becomes a “King.” This ends your turn.
Note:The King can diagonally move or jump either forward or backwards.
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HOW TO WIN
If you block your opponent’s forces so that they cannot move, or you capture all of them, you win!
THE CHECKERS GAME SCREEN
On your turn:
1. Left-click on the piece you want to move.
2. Carry the selected piece to its correct place on the gameboard. Left-click to drop the piece into position. (If you change your mind before dropping the piece, right­click to return the piece to its original location.)
Important!
You may only move your checker diagonally. Multiple jumps are handled one at a time. You will hear a beep if your current move attempt is not valid.
“Resign” Button: Left-click here to end the game and accept defeat.
“Offer Draw” Button: Left-click here to offer your opponent a “draw” for the game (no winner; no loser).
v CHESS
OBJECT
The object of Chess is to capture the opposing player’s King. Pieces are captured by moving a piece into a square occupied by an opposing piece. Play continues until the opposing player’s King is captured or is “Checkmated.” (See “Checkmate!” on page 19.)
THE DIFFERENT PIECES
Though each chess piece has its own unique abilities, no chess piece can make more than one capture per move.
Pawn
• Can move in one direction only – straight ahead.
• Can move forward either one or two squares on its first move, and only one square at a time on all following moves.
• If blocked by an opposing piece, it cannot advance until that piece moves out of the way.
• Can only capture opposing pieces diagonally ahead of it. (See “Captured Pieces” on page 18.)
• Can perform “En Passant” maneuver. (See “En Passant” on page 18.)
• Can be “promoted.” (See “Pawn Promotion” on page 18.)
Rook
• Moves in a straight line forward, backwards, left, or right any number of unobstructed spaces.
• Can perform “Castling” maneuver with the King. (See “Castling” on pages 18 – 19.)
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Knight
• Is the only chess piece that can jump over other pieces.
• Moves in an “L-shaped pattern” by jumping from one color corner square to the opposite color corner square of a 3 x 2 rectangle.
Bishop
• Moves diagonally forward and backwards any number of unobstructed spaces.
Queen
• Moves in any direction any number of unobstructed spaces.
King
• Moves one space in any direction.
• Can perform “Castling” maneuver with a Rook. (See “Castling” below.)
• Cannot move into a space that would allow it to move into Check. (See “Check” on page 19.)
CAPTURED PIECES
Captured pieces are automatically removed from the gameboard and placed in the player’s Captured Pieces window. The captor moves to the square formerly held by the captured.
PAWN PROMOTION
When a pawn reaches the first row of the opponent’s side of the board, it can be exchanged for any kind of piece the player wishes, except for King. After the new piece has been selected, it will automatically replace the old piece on the gameboard.
EN PASSANT
If a pawn moves two squares on its first move, it can be captured by an opposing pawn if it moves to a position adjacent to that pawn. The attacking pawn captures the defending pawn by moving diagonally behind it.
Important! The attacking pawn can only make this move on the turn immediately following the defending player’s opening pawn move.
CASTLING
This special move allows the King to be placed in a protective position. The King is moved two spaces towards the Rook and the Rook is moved to the opposite square adjacent to the King.
Castling may only take place if the following conditions are met:
• Neither the King nor the Rook has been moved since the beginning of the game.
• There are no pieces in-between the King or the Rook.
• The King is not in Check.
• The King cannot move through Check.
In this version of Chess, moving the King two spaces towards the Rook will automatically cause the Castling maneuver to take place, providing all of the above conditions are met.
CHECK
The King is the only piece that is not removed from the board when captured. Whenever a player can capture his/her opponent’s King, the King is said to be “In Check.” The King’s owner must try to free him from Check in one of three ways:
• By capturing the Checking piece.
• By moving the King into an adjacent square, free from Check.
• By moving one of his/her pieces between the King and the Checking piece – thus intercepting the Check.
CHECKMATE!
If a player is unable to free his/her King from a Check situation, the King is checkmated and the opponent wins the game.
THE CHESS GAME SCREEN
On your turn:
1. Left-click on the piece you wish to move. (Player 1 moves green; Player 2 moves maroon.)
2. Carry the selected piece to its correct place on the gameboard. Left-click to drop the piece into position. You will hear a beep if your current move attempt in not valid.
“Resign” Button: Left-click here to end the game and accept defeat.
“Offer Draw” Button: Left-click here to offer your opponent a “draw” for the game (no winner; no loser).
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v CONNECT FOUR
®
v DOMINOES
OBJECT
Be the first player to get four of your colored checkers in a row — horizontally, vertically, or diagonally. You may only place one checker at a time. The player playing the red checker always goes first.
THE CONNECT FOUR®GAME SCREEN
On your turn:
1. Left-click on your stack of checkers to select a piece.
2. Carry the piece up along the top of the rack.
3. Left-click over the row where you would like to drop your piece. The piece will fall into that row. This ends your turn.
4. Play alternates until one player gets FOUR checkers of his or her color in a row. The four in a row can be horizontal, vertical or diagonal.
OBJECT
The first player to score 100 points wins the game.
BASIC RULES OF THE GAME
Dominoes is a game in which players must match the set of spots that appear on ends of rectangular tiles. Players must try to rid themselves of all their dominoes, also referred to as bones, before all other players. All dominoes must be played face up and must match any other domino currently in play.
Each domino is divided into two parts, or ends, each containing a set of spots known as “pips.” A double domino contains matching ends (6-6, 5-5, etc.). The player with the highest double domino begins the game. Play then moves clockwise.
The second player then tries to match one of his/her dominoes to one end or side of the double. For example, if the first domino played is a double four, the second player may add one domino containing four spots on one end or side. The next player may play to the double four or match the end of the second domino played. Blanks match other blanks. Only one domino may be played at each turn. Players match ends of the dominoes, but may play to either end or to either side of the double.
On your turn, if you cannot match the spots at any open end of a row, you must draw from the extra dominoes until able to do so. Should you draw the last domino and still not be able to play, you pass and then try again on your next turn. Doubles are always placed crosswise to the end they match, thereby giving two new directions in which to place dominoes.
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Play continues until one player has used all of his/her dominoes, and is declared the winner, or until no one can make a play. The winner’s score is determined by adding the points (spots) of the opponent’s remaining dominoes. In the event no one can make a play, the player with the fewest points on his/her remaining dominoes is declared the winner and scores by subtracting his/her points from the total number of points on the opponent’s remaining dominoes. Rounds continue until one player scores 100 points. The first player to score 100 points or more wins the game.
THE VARIATIONS
1 Set – If you choose to play the 1 Set variation of Dominoes, you will play with a total of 28 dominoes.
2 Sets – If you choose to play the 2 Sets variation of Dominoes, you will play with a total of 56 dominoes.
v PARCHEESI
®
THE DOMINOES GAME SCREEN
GETTING STARTED
Play begins with dominoes being automatically dealt to all the players. The number of dominoes dealt to each player varies according to the number of players in the game.
2 Players – 7 dominoes 3 Players – 6 dominoes 4 Players – 5 dominoes
Your dominoes are located along the bottom of the screen. The numbers on top of your opponents’ domino represent how many dominoes they have left in their respective hands.
On your turn:
1. Left-click to pick up your desired domino.
2. Carry the selected domino to its desired location.
3. Right-click to rotate the domino.
4. Left-click to place it into position.
Note:You will hear a beep if you attempt to place a domino is an invalid location.
IMPORTANT! On your turn, if you cannot match the spots at any open end of a row, you must draw from the extra dominoes until able to do so. To draw a domino, simply left-click on the you draw the last domino and still not be able to play, pass by clicking again on the Bone Chest. You can then try again on your next turn.
Bone Chest next to your dominoes. Should
OBJECT
Be first to move all four of your pawns from your START circle to HOME.
THE BASIC RULES OF THE GAME
Entering Your Pawns
Each pawn must be entered before it can move around the gameboard path. On each of your turns, try to enter your pawns by rolling FIVES, as explained below. To enter each pawn, place it on your ENTER space.
• Pawns are entered only on die rolls of FIVE – a 5 on one or both dice; or any combination totaling 5 (4 + 1 or 3 + 2).
• When possible, you must enter a pawn. However, if you can’t use a FIVE to enter, try to use it for movement.
Moving Your Entered Pawns
Move your entered pawns counterclockwise along the path the number of spaces you roll on the dice (see the arrow on the gameboard). Move your pawns by the rules below:
• You may move one or two pawns on your turn. For example, if you roll 4 and 3, you can move one pawn 4+3 spaces, or 3+4 spaces; or you can move one pawn 4 spaces, and another pawn 3 spaces.
• You
must move whenever possible. If you cannot move by the count of both dice, you may move one pawn by the count of either one of the dice.
• No more than two of your pawns can occupy any space.
Doublets
A roll of matching dice is called doublets. A roll of doublets entitles you to another roll — and may also entitle you to a bonus move.
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• If you roll doublets entered, take your turn as usual, and then roll again.
Doublets Bonus: If you roll doublets after all four of your pawns are entered, use the four numbers on the the
bottoms of the dice for movement. The total of this 4-part move is always 14, and can be taken by one pawn or split among two or more pawns.
For example, if you roll two 6’s, use the two 6’s on the tops and the two 1’s on the bottoms for your 4-part move. If you decide to split the move among three pawns, you may decide to move one pawn 6 spaces, a second pawn 1 space, and the third pawn 6 spaces, then 1 space.
If you can’t take all 4 parts of your move, you must move any portion, which you can move. Whether you move or not, roll again.
Doublets Penalty: The third consecutive time you roll doublets, don’t move your pawns at all. Instead, remove your pawn closest to HOME (even if it’s on your Home Path) and return it to your START circle, where it must be re-entered later. This ends your turn.
Capturing an Opponent’s Pawn
When you land on an opponent’s pawn by the count of any die, you capture it. Return the captured pawn to its START circle, where it must be re-entered later.
Pawns cannot be captured on their Home Path spaces, or on most Safety spaces. (See “Safety Spaces,” below, for the exception).
If you capture a pawn after moving by the count of one die, you may continue your move with the same pawn another pawn.
Capture Bonus: After capturing a pawn, move any one of your pawns an additional 20 spaces at the end of your turn. (If you capture during a Doublets Bonus move, complete your rolls before moving your Capture Bonus.)
If you can’t move one pawn the full 20 spaces, you forfeit the bonus.
Safety Spaces
All blue spaces (including ENTER spaces) are Safety spaces. Two pawns of different color can
Pawns cannot be captured on Safety spaces. opponent’s pawn occupies your ENTER space you when you enter a pawn, you capture it.
Blockades
Two pawns of the same color on any path space form a blockade. A blockade cannot be landed on, passed or captured by
any pawn.
before all four of your pawns are
tops and
or with
never share a Safety space.
Exception: If an
If a blockade occupies your ENTER space, you cannot enter a pawn.
You may be forced to break up your own blockade if you can’t move any of your other pawns.
The two pawns in a blockade cannot be moved forward in one turn to form a blockade together on a new space.
Reaching Home
To reach HOME, move your pawns up your Home path (the red path in front of you) and into the HOME square. You may not move your pawns onto any opponent’s Home Path spaces.
Each pawn must enter HOME by exact die roll, counting the HOME square as a space.
Home Bonus: After moving a pawn HOME, move any one of your pawns an additional 10 spaces at the end of your turn. If you can’t move one pawn the full 10 spaces, you forfeit the bonus.
How to Win
The first player to move all four pawns HOME wins!
THE PARCHEESI®GAME SCREEN
On your turn:
1. Click on the Roll button to roll the dice.
2. Left-click on any one of your valid pawns to select it. The spaces to where that pawn can be moved will become highlighted.
Note: If you change your mind, right-click to deselect the pawn.
3. Carry the selected pawn to one of the highlighted spaces and then left-click to place the pawn on that space.
4. Repeat steps 1 - 3 for any moves you may have remaining from your dice roll.
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v PENTE
®
THE BASIC RULES OF THE GAME
There are two ways to win in Pente:
1. By getting five (or more) of your color winks in a row, either horizontally, vertically or diagonally, with no empty points between them,
2. By capturing five (or more) pairs of your opponent’s winks.
or
HOW TO PLAY
Play begins with the board completely clear of winks. The first player begins the game by playing one wink on the board. Thereafter the players take turns playing their winks, one at a time, on any empty intersection. The winks are played on the intersections of the lines (including the edge of the board), rather than in the squares.
A move is completed when the wink is released. Once played, a wink cannot be moved again, except when removed by a capture. (See “Captures” below.)
The players take turns adding new winks to the board, building up their positions, until one player wins.
CAPTURES
Whenever your opponent has two winks (and only two) which are adjacent, those winks are vulnerable to capture. The pair can be captured by bracketing its two ends with your own winks.
Captures can be made along diagonal as well as horizontal and vertical lines. All four winks involved must be consecutive and in a straight line. As soon as the capturing play is made, the captured winks are removed from the grid and placed in view along the border so that both players can see how many winks have been taken.
Moving into a captured position – A wink may legally be played onto any empty intersection, even if that point has been previously occupied, and even if it forms a pair between two enemy winks.
Multiple captures – It is legal to capture two or more pairs with a single move.
FIVE IN A ROW
The five-in-a-row must be consecutive and in a straight line to win. It may run in any direction — horizontally, vertically, or diagonally. It need not be exactly five — six or more stones in a row win as well.
THE PENTE®GAME SCREEN
On your turn:
1. Position your cursor over the area where you would like to place a wink.
2. Left-click to place your wink in that location.
Note: Your opponent’s captured winks will appear in your Captured Winks window.
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v CREDITS
HASBRO INTERACTIVE
Producer
Erik Harshman
Senior Producer
Eric Hayashi
Director of Design
David Walls
Designer
Sam Doe
MANAGEMENT
President
Tom Dusenberry
V.P. Research and Development
Tony Parks
V.P. Product Development Worldwide
Kevin Gillespie
BUSINESS DEVELOPMENT
Director of New Business
John Sutyak
ADMINISTRATIVE SUPPORT
Sarah Perry
QUALITY ASSURANCE
Director of Quality Assurance
Michael Craighead
Manager of Technical Services
Tony Moreira
Test Supervisor
Kurt Boutin
Lead Test
Dan McJilton
Testing
Mark Huggins Jen Kaczor Randy Lee Jake Hopkins
Testing Cont.
Andy Mazurek Dave Savageau
MARKETING
Product Manager
Scott Schaier
Director of Marketing Services
George Burtch
Director of Marketing
Gale Steiner
Public Relations
Dana Henry
CREATIVE SERVICES
Creative Services Director
Steve Webster
Creative Services Manager
Kathryn Lynch
Art Director
Steve Martin
Graphic Designers
Jennifer Brackett Patricia McCarthy
Editorial Specialist
Elizabeth Mackney
LEGAL AND FINANCE
Donna Mahan Bruce Kelly Ron Parkinson Donna Fuchs Linda Ferros
OPERATIONS
Bob Sadacca Tracy Kureta
Special Thanks
Chage Michael Gray478 Winning Moves Former residents of Happy Mansion
RANDOM GAMES
Producer
Rhonda L. Henderson
Lead Programmer
Bruce Ballard
Art Director
Tony Nichols
Animation Director
Bill Blenk
Designers
Jude Beers Curt Frydach
Script Writer
Keith Ferrell
Production Assistance
Gabriel Stevens
Programmers
Benjamin Clark Christopher Kuster Shane Hunt Mark D. Fitzgerald Jeremy Pflasterer
Programming Assistance
Alan Stephenson Amilcar Ubiera Drew Gugliotta Greg Lipscomb Joseph Gonzales Michael S. Forbes
Animators
Demond Rogers Dion Rogers Mike Gargiulo Ross Scroble
Artists
Andy Foltz Christopher Wild Greg Sepelak Keith Kadera Matthew L. Sechrist Michael Boyle
Art Assistance
Christopher Reeves Kristopher Foster Ralph Thompson
Lead Tester
Kent R. Snavely
Testers
Alex Joneth Bryan West John Moritz Nate Jones William K. Russell Keith Mickelson Karen Dunn Ruth Masteller Don Masteller Terry Kriegh Connie Waddell Bevin Conners Newt Masteller
Audio
Jim Crew Crystal Lennon
Voice Talent (Ace)
Rob Dator
Installer
Andrew Kenney
SPECIAL THANKS TO
Randall D. Masteller - CEO Bonita J. Masteller - CFO Kurt Masteller - COO Julie Stevens Carolyn Adams
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vATARI WEB SITES
To get the most out of your new game, visit us at:
http://www.us.atari.com
To send e-cards to your friends, download wallpapers, or get access to other free stuff, visit our Freebies section at:
www.us.atari.com/freebies
If you would like to chat with other gamers, as well as developers, visit our Community Forum area at:
www.ataricommunity.com
Kids, check with your parent or guardian before visiting any web site. Chat Messages: Atari does not monitor, control, endorse, or accept
responsibility for the content of chat messages. You are strongly encouraged not to give out identity or other personal information through chat message transmissions. Kids, check with your parent or guardian if you are concerned about any chat you receive.
Use of Atari web sites is subject to terms and conditions, which you can access at:
www.us.atari.com/terms_of_service.asp
v TECHNICAL SUPPORT
Help Via the Internet
Up-to-the-minute technical information about Atari products is generally available 24 hours a day, 7 days a week via the Internet at:
http://www.atarisupport.com
Through this site you’ll have access to our FAQ (Frequently Asked Questions) documents, our Protocol) area where you can download patches if needed, our
Hints/Cheat Codes if they’re available, and an E-Mail
area where you can get help and ask questions if you do not find your answers within the
Note: In the event we must send you a Hint Sheet, FAQ document, patch or update disc via E-mail, we may require verifiable consent from a parent or guardian in order to protect children’s privacy and safety online. Consent Forms are available at the web site listed above.
Help Via Telephone in the United States & Canada For phone assistance, call Atari Technical Support at
(425) 951-7108. Our Interactive Voice Response system is
generally available 24/7, providing automated support solutions immediately.
FTP (File Transfer
FAQ .
Great News! We’ve improved our Automated Systems so that you can get product-specific Troubleshooting help more quickly. All you need to do is enter the product’s
Part # when
prompted to do so. This will take you directly to all of our known issues and solutions for this title. The product’s
Part #
is located in several places (on the CD label, package and/or plastic disc case) and is usually identified by a number such as
04-12345. When prompted by the Automated System,
enter the
last five digits of your product’s Part #. (For example,
Part # 04-12345 would require that you enter the “12345” portion of the number for that product.)
Note: Some products
simply feature a five-digit Part # without an “04-” prefix. Live support is generally available Monday through Friday,
8:00 AM until 6:00 PM (Pacific Time).
Note: We may be closed
on major holidays. Before making your call, we ask that you be at your
computer, have the following information available, and be ready to take notes:
• System Make and Model
• Processor Type
• Operating System, including version number if possible (such as Windows
®
98; Windows®XP)
• RAM (Memory)
• Video and sound card data and drivers
• Any screen or error messages you’ve encountered (and where)
Product Return Procedures in the United States & Canada
In the event our technicians at (425) 951-7108 determine that you need to forward materials directly to us, please include a brief letter explaining what is enclosed and why. Make sure you include the Return Merchandise Authorization Number (RMA#) supplied to you by the technician, and your telephone number in case we need to call you. You will receive the mailing address when the technician gives you the RMA#. Any materials not containing this RMA# will be returned to you unprocessed.
Warranty Policy in the United States & Canada
If our technicians determine that the product storage medium is found to be defective within ninety (90) days of original purchase, (unless otherwise provided by applicable law), Atari will replace the item free of charge, to the original purchaser, if the item is accompanied b
y the original dated
receipt and packaging.
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v END-USER LICENSE AGREEMENT
IMPORTANT — READ CAREFULLY: Please be sure to
carefully read and understand all of the rights and restrictions described in this End-User License Agreement (“EULA”).
AGREEMENT
This document is an agreement between you and Atari, Inc. and its affiliated companies (“Company”). The enclosed software game disc(s), cartridge or Game Pak (“Software”) and any accompanying printed materials are licensed to you only on the condition that you accept all of the terms contained in this EULA.
By opening this package and installing or otherwise using the Software you agree to be bound by the terms of this EULA. If you do not agree to the terms of this EULA you may not install or use the Software and within 15 days of purchase you must call the Tech Support telephone number listed in the manual accompanying the Software (the “Manual”). Select the Automated Phone System’s Main Menu option for Consumer Services and follow the prompts.
You will be given a Return Merchandise Authorization number (RMA #) by the technician. You then have 15 days from the date of this contact to return the Software in its protective covering, the Manual and the original sales invoice to the address supplied to you.
If this is a PC product, when you install the Software you will be asked to review and either accept or not accept the terms of the EULA by clicking the “I Accept” button. By clicking the “I Accept” button you acknowledge that you have read the EULA, understand it and agree to be bound by its terms and conditions.
COPYRIGHT
The Software is protected by copyright laws and international copyright treaties, as well as other intellectual property laws and treaties. All title and copyrights in and to the Software (including but not limited to any images, photographs, animations, video, music, text and “applets” incorporated into the Software) and any printed materials accompanying the Software are owned by the Company or its Licensors.
GRANT OF LICENSE
The Software is licensed and not sold to you and its use is subject to this EULA. The Company grants you a limited, personal, non-exclusive license to use the Software in the manner described in the user documentation. The Company reserves all rights not expressly granted to you in this EULA.
PERMITTED USES
1. If the Software is configured for loading on a hard drive, you may install and use the Software on a single computer.
2. You may make and maintain one copy of the Software for backup and archival purposes, provided that the original and copy of the Software are kept in your possession.
3. You may permanently transfer all your rights under this EULA, provided you retain no copies, you transfer all of the Software (including all component parts, the media and printed materials and any upgrades) and the recipient reads and accepts this EULA.
RESTRICTIONS
1. You may not delete or obscure any copyright, trademark or other proprietary notice on the Software or accompanying printed materials.
2. You may not decompile, modify, reverse engineer, disassemble or otherwise reproduce the Software.
3. You may not copy, rent, lease, sublicense, distribute, publicly display the Software, create derivative works based on the Software (except to the extent expressly permitted in the Editor and End-User Variation section of this Agreement or other documentation accompanying the Software) or otherwise commercially exploit the Software.
4. You may not electronically transmit the Software from one computer, console or other platform to another or over a network.
5. You may not use any backup or archival copy of the Software for any purpose other than to replace the original copy in the event it’s destroyed or becomes defective.
EDITOR AND END-USER VARIATIONS
If the Software includes a feature that allows you to modify the Software or to construct new variations (an “Editor”), you may use such Editor to create modifications or enhancements to the Software, including the construction of new levels (collectively the “Variations”), subject to the following restrictions. Your Variations: (i) must only work with the full, registered copy of the Software; (ii) must not contain modifications to any executable file; (iii) must not contain any libelous, defamatory or other illegal material, material that is scandalous or invades the rights of privacy or publicity of any third party; (iv) must not contain any trademarks, copyright-protected work or other property of third parties; and (v) may not be commercially exploited by you, including but not limited to making such Variations available for sale or as part of a pay-per-play or timesharing service.
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TERMINATION
This EULA is effective until terminated. You may terminate this EULA at any time by destroying the Software. This EULA will terminate automatically without notice from the Company if you fail to comply with any provisions of this EULA. All provisions of this EULA as to warranties, limitation of liability, remedies and damages will survive termination.
LIMITED WARRANTY AND DISCLAIMER OF WARRANTIES
You are aware and agree that use of the Software and the media on which is recorded is at your sole risk. The Software and media are supplied “AS IS.” Unless otherwise provided by applicable law, the Company warrants to the original purchaser of this product that the Software storage medium will be free from defects in materials and workmanship under normal use for ninety (90) days from the date of purchase. The warranty is void if the defect has arisen through accident, abuse, neglect or misapplication. If the Software fails to conform to this warranty, you may at your sole and exclusive remedy, obtain a replacement free of charge if you return the defective Software. Follow the Product Return Procedures described in the Manual. The Company does not warrant that the Software or its operations or functions will meet your requirements, or that the use of the Software will be without interruption or error.
TO THE FULLEST EXTENT PERMISSIBLE UNDER APPLICABLE LAW, EXCEPT FOR THE EXPRESS WARRANTY SET FORTH ABOVE,THE COMPANY DISCLAIMS ALL WARRANTIES,EXPRESS OR IMPLIED, INCLUDING AND WITHOUT LIMITATION,THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. EXCEPT FOR THE EXPRESS WARRANTY SET FORTH ABOVE,THE COMPANY DOES NOT WARRANT, GUARANTEE OR MAKE ANY REPRESENTATION REGARDING THE USE OR THE RESULTS OF THE USE OF THE SOFTWARE IN TERMS OF ITS CORRECTNESS, ACCURACY, RELIABILITY, CURRENTNESS OR OTHERWISE. SOME JURISDICTIONS DO NOT ALLOW THE EXCLUSION OF OR LIMITATIONS ON IMPLIED WARRANTIES, SO THE ABOVE EXCLUSIONS AND LIMITATIONS MAY NOT APPLY TO YOU.
LIMITATION OF LIABILITY IN NO EVENT WILL THE COMPANY OR ITS EMPLOYEES OR
LICENSORS BE LIABLE FOR ANY INCIDENTAL,INDIRECT, SPECIAL, CONSEQUENTIAL OR PUNITIVE DAMAGES, OR ANY DAMAGES WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR INJURY TO PERSON OR PROPERTY, FOR LOSS OF PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION,LOSS OF PRIVACY,FAILURE TO MEET ANY DUTY AND NEGLIGENCE) ARISING OUT OF OR IN ANY WAY RELATED TO THE USE OR INABILITY TO USE THE SOFTWARE, EVEN IF THE COMPANY OR AN AUTHORIZED REPRESENTATIVE OF THE COMPANY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. SOME JURISDICTIONS DO NOT ALLOW THE EXCLUSION OF LIABILITY FOR INCIDENTAL OR CONSEQUENTIAL DAMAGES, SO THE ABOVE EXCLUSION MAY NOT APPLY TO YOU.
IN NO EVENT WILL THE LIABILITY OF THE COMPANY FOR DAMAGES WITH RESPECT TO THE SOFTWARE EXCEED THE AMOUNTS ACTUALLY PAID BY YOU FOR THE SOFTWARE.
CHOICE OF LAW AND VENUE
This EULA is governed by the laws of the United States of America and the State of New York, exclusive of its conflicts of law provisions. The exclusive venue for litigation regarding or arising from this EULA is New York County, New York and you agree to submit to the Jurisdiction of the courts of New York County, New York for any such litigation.
MISCELLANEOUS
If any provision or portion of this EULA is found to be unlawful, void, or for any reason unenforceable, it will be severed from and in no way affect the validity or enforceability of the remaining provisions of the EULA.
This EULA constitutes the entire agreement between you and the Company regarding the Software and its use.
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© 1999, 2004 Atari Interactive, Inc. All rights reserved. All
trademarks or registered trademarks are the property of their
respective owners.
HASBRO and its logo and all other related characters are
trademarks of Hasbro and are used with permission.
© 1999 Hasbro. All Rights Reserved.
Windows and DirectX are either registered trademarks
or trademarks of Microsoft Corporation in the United States
and/or other countries.
Pentium is a trademark or registered trademark of
Intel Corporation or its subsidiaries in the United States
and other countries.
Developed by Random Games, Inc. Random Games, Inc. is the author of the Network Intuitive Black Box dynamic-link library.
Uses Smacker Video Technology. © 1994-1998 by RAD Game Tools, Inc.
02094
36
M
ILTON BRADLEY
®
CLASSIC BOARD GAMES
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