Advanced Protection Rules ========================= by Soren Johnson The game of Advanced Protection is played between a human player and a computer opponent (known as Chaos) on a 24 x 24 wraparound grid. The game is split into turns, which are composed of 50 phases. Before each turn, the human player is able to buy, distribute, and salvage as many units as his or her treasury allows. When the turn begins, Chaos's minion are randomly placed on squares not occupied by the human's units. During each phase of the turn, every minion is allowed one or two moves and every human farming unit generates money. The four moves minions can make are 1) Move Forward, 2) Turn Right, 3) Turn Left, and 4) Special Action. (The Special Action varies between different minions. The special action of Scouts is to broadcast. The Special Action of Scavengers is to farm. The Special Action of barbarians is to attack a human unit.) When the turn ends, Chaos's remaining units are removed from the board, and then salvaged for the units' full costs. The money gained from salvaging is then added to Chaos's treasury. Both the human player and Chaos create new units between turns by purchasing them from the money in their respective treasuries. Chaos and the human both start the game with $2000. The human player wins when Chaos surrenders. Chaos wins when the human has no units and no money left in his or her treasury. There are six different types of terrain: water, wetlands, forest, hills, mountains, and peaks. Water and peaks are impassable to most units. Some types of terrain have a farming bonus, meaning the amount of food generated by units farming that square is increased (or decreased) by the bonus each phase. Some types of terrain have a defense bonus, which is the amount the defense strength of an unit occupying such terrain is increased. Also, some squares have a gold resource, symbolized by a gold diamond. The farming bonus of these squares is increased by two. Each square can hold either one human unit or an unlimited number of Chaos's minions. Terrain Types Color Farming Bonus Defense Bonus Impassable? Water Blue 0 0 Y Wetlands Light Green 2 0 N Forest Dark Green 1 0 N Hills Brown 0 1 N Mountains Gray -1 2 N Peaks White 0 0 Y Human Units There are eight unique types of human units. The attack and defense strengths affect combat. The cost is how much money must be spent to buy one unit. The salvage is how much the unit is worth when it is salvaged (meaning removed from the board) by the human. The farming rate determines how much money, per phase, the unit generates. The special abilities are described below the chart. Attack Defense Farming Special Cost Salvage Strength Strength Rate Abilities Drone $20 $20 0 1 1 - Mine $50 $25 0 0 0 (1) Farmer $100 $80 0 1 5 - Infantry $100 $90 3 6 0 - Settler $150 $120 2 4 3 - Jammer $150 $90 0 2 0 (2) Armor $200 $150 8 10 0 - Artillery $400 $300 3 2 0 (3) (1) When a minion enters a square occupied by a Mine, the Mine attacks the minion with an attack strength of 10. Regardless of the outcome of that combat, the mine is destroyed. Mines cannot be attacked (or seen) by barbarians. (2) The Jammer unit blocks all barbarians within a radius of 4 squares from receiving Scout broadcasts. (3) Every minion with 2 squares of an artillery unit must suffer a bombing attack once per phase. Minions which are one square away from the artillery have a 1/8 chance of suffering a minor hit. Minions which are two squares away have a 1/8 chance of suffering a major hit and a 1/8 chance of suffering a minor hit. When struck by a minor hit, minions must defend against an attack strength of 5. When struck by a major hit, minions must defend against an attack strength of 10. Chaos's Minions Cost, attack strength, and defense strength are essentially the same as above. Movement rate describes the number of actions the unit may take per phase. Hearing radius is the number of squares from a broadcasting Scout the barbarian can be and still hear the broadcast. Special abilities are described below the chart. Attack Defense Movement Hearing Special Cost Strength Strength Rate Radius Abilities Scout $10 0 1 1 - (4) Scavenger $100 0 1 1 - (5) Common Barbarian $50 6 3 1 2 - Amphibious Barbarian $60 6 3 1 2 (6) Mobile Barbarian $70 5 3 2 3 - Jump Barbarian $70 6 2 1 2 (7) Kamikazee Barbarian $70 0 10 2 2 (8) Armored Barbarian $200 15 10 1 3 (9) (4) The Scout may broadcast a signal which barbarians can hear. Armored Barbarians and Mobile Barbarians can sense the signal up to 3 squares away. All other barbarians can sense the signal up to 2 squares away. (5) Unlike all other minions, Scavengers can farm. Like human units, Scavengers can farm once per phase. Their farming rate is 2. (6) Amphibious Barbarians can travel through water. (7) Jump Barbarians can jump over one square when their path is blocked. If the square into which the Jump Barbarian attempts to land is occupied by a human unit, combat occurs. If the combat is resolved without any deaths, the Jump Barbarian returns to its square of origin. (8) Kamikazee Barbarians automatically win all combat battles they initiate. However, after killing a human unit, the Kamikazee Barbarian itself is destroyed. (9) Armored Barbarians serve as mine sweepers. In other words, when an Armored Barbarian enters a square occupied by a Mine, the Mine is destroyed without the Armored Barbarian having to defend against an attack. Combat Combat is initiated in one of four ways: 1) A minion (which is not an Armored Barbarian) enters a square occupied by a Mine. 2) An Artillery unit successfully bombs a minion. 3) A barbarian attacks a human unit (which is not a Mine). 4) When a barbarian attacks fails, the human unit counter-attacks. Combat is resolved by comparing attack and defense strengths and generating a random number. The random number is between 1 and the sum of the attack and defense strengths. If the random number is greater than the defense strength, the attacker wins, and the defender is destroyed. If the random number is not greater than the defense strength, nothing happens. (note: in the case that a barbarian is attacking a human, if the random number is not greater than the defense strength, the human is then allowed to counter-attack the barbarian- using the human's attack strength and the barbarian's defense strength.) Money Money is not sent from units and minions to the respective treasuries of the human or Chaos until the end of the turn. Thus, units and minion possess money during the phases of the turn. Thus, farming units gradually acquire wealth as the turn progresses. However, when human farming units are attacked and destroyed, the attacking barbarian acquires their money. Further, when minions are destroyed in combat, any money they possess is lost forever. Inputs Scouts, Scavengers, and barbarians have different input abilities. Scouts are able to detect when they are facing all types of human units (including Mines), when they are in a Jammer's radius, when they are in an Artillery's radius, and when they are facing impassable terrain. Scavengers are able to detect when they are facing all types of human units except Mines, when they are within three squares of gold, the farming bonus of the square they occupy, and when they are facing impassable terrain. Barbarians are able to detect when they are facing all types of human units except Mines, when they are within the hearing radius of a broadcasting Scout, and when they are facing impassable terrain.