SWORDS OF BANE - INSTRUCTIONS
C.C.S.


1.INTRODUCTION

Swords of Bane is a one player fantasy wargame. The
player controls the warriors and wizards whilst the
computer controls the attacking monsters.

The game has been designed to be as user-friendly as
possible, while giving the player a wide range of options and
strategies which makes the game a challenge even for the
more experienced player.

The game has three phases:-

(a)	The Deployment Phase in which the player selects his
	army of warriors.
(b)	The Combat Phase in which the battle takes place.
(c)	The Epilogue which declares the winner.


2. THE STORY SO FAR

The first reports of a monster uprising were brought to the
Imperial Guard by a messenger from the Valley. The
Villagers who had settled in the Valley a few years ago, had
to evacuate their houses and run to safety.

The strength of these monsters was exceptional and the
Imperial Guard would have to show their outstanding
qualities in order to stop this invasion. They immediately left
for the Valley hoping that the reports were exaggerated.
The monsters showed cunning and intelligence by
ambushing the Imperial Guard as they entered the valley
and so began the legend of The Swords of Bane.


3. SET UP OPTIONS

In the 128K version you will be asked to select one of three
scenarios. The 48K version has one scenario. You are also
given four levels of difficulty to choose from. The game is
controlled by either using a Kempston joystick or directly
from the keyboard. No selection is necessary as both
options are always available.
The computer sets up the starting positions of each side
automatically once the player has selected his warriors in
the Deployment Phase. The computer selects a varying
assortment of monsters each time the game is played.


4. WARRIORS

There are two types of wizards, one with a staff and one
without. These wizards cast spells which result in them
being able to throw fire-balls at the enemy from long
distances, but not from close range.
The fire-balls are very powerful. The ones thrown using a
staff are even more deadly. Wizards do not wear armour and
are very weak in close combat as they cannot concentrate
sufficiently to cast their spells.
All warriors wear armour and therefore they can withstand
more punishment than the wizards. There is only one type
of warrior with long-range ability. This is the cross-
bowman. The arrows do less damage than the spells. These
soldiers are also unable to use their crossbows at close
range and are therefore weak in close combat.
The rest of the warriors carry close combat weapons of
which there are three types. The spear is the most
dangerous followed by the sword and the mace. All soldiers
have the option of carrying an extra shield which gives them
greater protection in battle. However, warriors without
shields can handle their weapons using both hands which
gives them a better attacking strength.


5. THE ENEMY MONSTERS

The enemy side consists of three types of monsters. Each
type has certain unique abilities whilst fighting.

Name            Colour      Description

Earth Elements  Yellow      The most powerful which have a
                            very thick skin which serves as
                            armour. They are extremely
                            physically powerful.

Water Elements  Blue.      They are a match even for the
                            most powerful warrior. Their skin
                            is not as thick as that of the Earth
                            Elements and their stamina is not
                            as high either. However they do
                            have a distinct advantage. If they
                            are wounded and they come in
                            contact with water, then their
                            stamina regenerates to maximum!

Demons          Green       They are the weakest monsters in
                            terms of stamina and armour but
                            when they come next to one or
                            more of the enemy, they drain
                            their stamina and add it to their
                            own at a slow rate. Their skin is green.

Fire Demon      White       He has got double the stamina of
(The leader)                a normal demon and triple the
                            drain capacity.  If he is killed in
                            combat, then the rest of the
                            monsters will withdraw from the
                            battle and the player wins the game.


6. MILITARY STRENGTHS

TYPE		cost	close	Long-	Armour Movement
			combat	Range		Points
			Attack	Attack

WARRIORS
Wizard+Staff	48	1	15	0	15
Wizard		38	1	10	0	15
Crossbow	32	1	 8	2	15
Spear+Shield	25	9	-	5	15
Spear		21	12	-	2	15
Sword+Shield	23	7	-	5	15
Sword		19	9	-	2	15
Mace+Shield	21	5	-	5	15
Mace		17	6	-	2	15

MONSTERS
Demon		-	6	-	2	15
Earth Elements	-	15	-	5	15
Water Elements	-	10	-	2	15


7. THE DEPLOYMENT PHASE

This is the first stage of the game and the player has to
select his side. There is a standard amount of resource
points available every time. At the bottom of the screen
there are a number of icons which represent all the possible
types of warriors and wizards available to the player as
described above.

Immediately above the icons there are some numbers
which indicate the cost in resource points of each man to be
selected. Notice that the better equipped soldiers cost more
than the others. To mention two extreme circumstances the
player can either pick a very large side which is badly
equipped or a very small side which consists of outstanding
soldiers.

To select your warriors use directional keys 'O' and 'P' or the
joystick to move the cursor to the warrior you wish to select
and press fire (M key) to confirm selection.

ICONS

[FIGURE]	Wizards and cost.
[SMILEY]	To delete last selection.
[SWORDS]	To move to combat phase.


8. THE COMBAT PHASE

8.1	Victory Conditions.
The player has to kill the Fire-Demon in order to win
the game. The monsters have to kill the entire Imperial
Guard in order to win.

8.2 Screen Layout.
The screen is divided into three sections. The large
window on the left hand side is a scrolling section of
the map. The two blue windows on the right show the
different characters currently in action. Friendly
characters are always on the top right hand window.
When a character moves or is engaged in combat, two
numbers are displayed in the right hand windows.. The
first number is the movement point allowance. Each
warrior or monster has 15 points per turn. The second
number on the right shows the current stamina points.
Finally at the bottom of the screen the icons are
displayed.

[ARROWS]	Movement
[FLAG]		Home
[TARGET]	Long Range Combat
[SMILEY]	End turn
[CROSS]		Quit

To select your icon use directional keys O and P or
the joystick and press Fire (M key) to confirm
selection.


8.3 Movement.

The computer finds and highlights the warrior who is
about to move. To move the warrior use the joystick or
keyboard keys as follows:

O = left
P = right
Q = up
A = down

Movement points are used up as listed in the Terrain
Features in 8.6 below. Confirm destination by pressing
Fire (M key).

Once the player has moved the warrior, the computer
selects the next character who is about to be moved
and the cursor returns to the 'Home' icon. Once all the
soldiers have been moved or the player ends his turn,
then the monsters take their turn.


8.4 Close Combat

Each soldier/monster has a zone of control area. This
zone consists of all the adjacent locations around the
character. Once the enemy moves in this zone, all the
movement points drop to zero. Once all movement has
ended then the computer shows the close combat
between the characters next to each other (in each
other's zone of control). The characters are
highlighted on the map and also displayed on the right
hand windows with their remaining stamina points. If
two or more soldiers attack one of the enemy or the
other way round, then the defending character can
only defend against one attacker. The remaining
attackers will have a clear attack at the defender.
Demons are the only exception to this rule. They can
fight only one character at a time but they can drain
stamina from everybody in their zone of control.


8.5 Long-Range Combat

Only the Imperial Guard soldiers have the ability to use
long range fire and they must either be wizards or carry
cross-bows. The enemy has no such weapons and
spells. To engage in this type of combat, the entire
movement points of the attacker will be expended.
Once a character has been selected for long range fire,
then he will be displayed on the top right hand window
as usual but also the window underneath will change
to red. A yellow line will also be displayed. Using the
left and right controls, the line will rotate anti-clock or
clockwise towards the direction that the attacker is
going to shoot. The arrow or the fireball will leave from
the centre of the character in the scrolling map. Once the
player is satisfied with the direction, the fire
button/key must be pressed to shoot. There is a limit to
the distance that the spells/arrows will travel.
Generally the target will have to appear entirely on the
scrolling map in order to have a good chance of
reaching it. NOTE:- If the player finds difficulty in lining
up the directional pointer, to compass points, rotate
pointer in opposite direction.
A soldier must not be in an enemy zone of control if he
is to use long range fire. The enemy monster fighting
hand to hand will give no time to the soldier to aim his
cross-bow or concentrate on casting a spell. In this
instance, the characters will engage in close combat.
Fireballs and arrows cannot be fired through walls,
rocks or large trees.


8.6 Terrain Features.

Land		Movement	L. Range
Feature		 Points		 Cover
		Required	Offered

Wall		Not Allowed	YES
Rock		Not Allowed	YES
Column		Not Allowed	YES
Rubble			2	YES
Large bush/tree		2	YES
Small bush/tree		2	NO
Box,stool,table,barrel	3	NO
Window, door		2	NO
Swamp			2	NO
Grass			1	NO
Path			1	NO


9. THE SCENARIOS

The starting positions of both sides depend on the scenario
played.

9.1. The Village.
(for 48K and 128K versions)
The Imperial Guard has split into three groups in order
to try and find the monsters who have terrorised the
villagers. The first of these groups have gone to the
Village to try and find out precisely what happened.
On their arrival however, the Imperial Guard finds the
Village empty. The Village has been taken over by the
monsters who have prepared a trap for them! Once the
Imperial Guard is in the Village, the monsters make
their attack.
The Imperial Guard in this scenario starts in the middle
of the map. The monsters are in two different groups.
By far the most powerful of these is the group on the
left hand side. These monsters will not reach the
warriors for several moves, giving them time to get
organised for the major encounter.
The second group however, is almost within striking
distance, attacking the Imperial Guard from the right
hand side. Clearly, the player must ensure that he
eliminates the latter group as soon as possible.

9.2 The Forest.

(128K version only)
The second party is walking through the forest, in
search of the invaders. Their destination is the watch
tower which will allow them to observe the Valley.
A group of monsters is hidden amongst the trees,
waiting for the Guard to pass by. They intend to
sacrifice the hostages that they capture, on the altar.
The Guard starts the game on the left hand side of the
forest, near the altar. The monsters are scattered over
the rest of the map. The Imperial Guard is in the open
and if they reach the tower they will be in an
advantageous position.

9.3 The Inn.

(128K version only)
The third and final group of the Imperial Guard is
marching to the Inn, which is situated right at the edge
of the Valley. If they manage to arrive there soon
enough, they will be able to trap the monsters in the
Valley and slay them.
If the Imperial Guard manages to defeat these
monsters, they can control the entrance of the Valley
and eventually eliminate the whole invasion.
Otherwise, the monsters will be able to escape.
The Imperial Guard starts on the right hand side of the
map, approaching the Inn. Most of the monsters are
inside the building but there are some outside
observing the surrounding area.