





                                      KINGDOMS

                             GAME PLAYER DOCUMENTATION


                                    Version 2.18



                  Programming & Design : Dave Chapman : The Web BBS

                     Copyright c 1993, 94, 95, 96 - Dave Chapman
                                 All Rights Reserved





















                                 3:712/523@FidoNet
                                61:9600/350@WorldNet
                                69:1171/200@AdultNet
                                169:3005/2@BattleNet
                                151:6121/823@EzyNet
                          InterNet - dave.chapman@ibm.net

                             - Kingdoms Support Page -
                     http://www.magna.com.au/~davec/kingdom.htm



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                                TABLE OF CONTENTS



          SECTION 1 - INTRODUCTION                                     5


          SECTION 2 - THE GAME                                         5

          2.1. In General                                              5


          SECTION 3 - OVERVIEW OF PLAY                                 6


          SECTION 4 - LOGGING ON                                       9

          4.1. Your `Handle'                                           9

          4.2. Using Colors                                            9

          4.3. Male/Female                                             9

          4.4. Your Password                                          10


          SECTION 5 - YOUR CHARACTER                                  11

          5.1. Level                                                  11

          5.2. Hit Points                                             11

          5.3. Strength                                               11

          5.4. Agility                                                11

          5.5. Intelligence                                           11

          5.6. Gold                                                   12

          5.7. Your Castle                                            12

          5.8. Your Vault                                             13

          5.9. Weaponry                                               13

          5.10. Armor                                                 13

          5.11. Making Money                                          14


          SECTION 6 - MAIN OPTIONS                                    15

          6.1. <F>ight a Monster                                      15

          6.2. <P>roving Grounds                                      16

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          6.3. <H>ealers                                              16
          6.3.1. <H>eal Yourself                                      16
          6.3.2. <B>uy a Potion                                       16
          6.3.3. <A>bsent Healing                                     16
          6.3.4. <D>rink a Potion                                     17

          6.4. <R>aid a Castle                                        17

          6.5. <V>isit Your Vault                                     17

          6.6. <S>cores                                               17

          6.7. <E>dit your castle                                     17

          6.8. <D>evelopment and Games                                18
          6.8.1. The Gymnasium                                        18
          6.8.2. The Library                                          18
          6.8.3. The Weights Room                                     18
          6.8.4. The Casino                                           18

          6.9. <L>evels                                               18

          6.10. <C>ouriers Guild                                      19
          6.10.1.  General                                            19
          6.10.2. Delivering Notes                                    19

          6.11. <Y>our Statistics                                     20

          6.12. <N>ews                                                20

          6.13. <K>ingdom Realms                                      20

          6.14. <O>utfitters                                          20
          6.14.1. General                                             20
          6.14.2. Outfitting Local Soldiers                           20
          6.14.3. Outfit Soldiers - Agent Menu                        21

          6.15. <M>isc                                                22
          6.15.1. Full menus                                          22
          6.15.2. ANSI Graphics                                       22
          6.15.3. Page Length                                         22
          6.15.4. What's New vx.xx                                    22
          6.15.5. Game Documentation                                  22

          6.16. <G>raveyard                                           22

          6.17. <Q>uit                                                23


          SECTION 7 - REALM OPTIONS                                   24

          7.1. <R>econoitre                                           24

          7.2. <C>hoose Default Realm                                 25

          7.3. <B>uild a Remote Castle                                25

          7.4. <I>nvasion Orders                                      26
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          7.4.1. Overview                                             26
          7.4.2. Who to attack                                        27
          7.4.3. What to attack?                                      27
          7.4.4. How many & when to send them                         27
          7.4.5. Synchronous Attacks                                  28
          7.4.6. How it works                                         28

          7.5. <P>urchase Barracks                                    29

          7.6. <H>ire Soldiers                                        29

          7.7. <D>eploy Soldiers                                      30

          7.8. <A>gent Development                                    30

          7.9. <N>et Statistics                                       30


          SECTION 8 - AGENT OPTIONS                                   32

          8.1. <Q>uery Agent Status                                   32

          8.2. <A>rm Agent                                            32

          8.3. <O>utfit Soldiers                                      32

          8.4. <F>ortify Castle                                       33
          8.4.1. Send <B>arracks to your Remote                       33
          8.4.2. Send <S>oldiers to your Remote                       33
          8.4.3. Send M<O>nsters to your Remote                       33

          8.5. <S>end Gold to, <T>ake Gold from Remote                33

          8.6. <E>xperience Transfer                                  33

          8.7. <D>evelop Agent                                        34

          8.8. <U>ndercover Operations                                34

          8.9. <B>rowse Agents                                        34


          SECTION 9 - MISSIVES                                        35

          9.1. Reading Missives                                       35

          9.2. Replying to Messages                                   36
          9.2.1. From other  players in  Kingdoms, either  on your
          Realm or  on Remte Realms.                                  36
          9.2.2. From your Agent                                      37
          9.2.3. From the Kingdoms Net Manager                        37
          9.2.4. From Others!                                         38

          9.3. Marked Missives                                        38


          SECTION 10 - LAND & FOOD PRODUCTION                         39

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          10.1. General                                               39

          10.2. Food Distribution                                     39


          SECTION 11 - SOLDIERS                                       41

          11.1. Soldier Morale                                        41

          11.2. Soldier Deployment                                    41


          SECTION 12 - SUMMARY                                        41


          APPENDIX A - CONTACT INFORMATION                            43










































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          Section 1 - Introduction


          The concept of Kingdoms is taken originally from a game called
          the Gameroom, the Author of which is unknown to me, but to
          whom I would like to give credit for a really great game
          concept. It was one of the first games I ever played on a BBS
          and though I have played many many  games since of ever
          increasing complexity, it still stands out in my mind as one
          of the best, if not THE best, online game I ever played. Most
          certainly, I have added considerably to the original game, and
          will be adding a great deal more in the near future, but the
          basic aims of the original Gameroom remain!




          Section 2 - The Game


          2.1. In General

          The aim of Kingdoms is, not to be too harsh about it, total
          domination and suppression of everyone else playing the game
          by yourself and the  Agents you control. You are not there to
          be nice - you're not there to make friends.  Sure,  you may
          make the odd alliance in mutually beneficial circumstances but
          ultimately you'll stick it to the people you're allied with
          using everything you've got. :)

          Kingdoms offers a multitude of ways in which you may do this
          and it  must be said it isn't easy, but given time and
          sufficient  application, it is  most certainly possible!

          When you first play Kingdoms, you are given a Castle
          containing 10 empty rooms, 200  credits, some  healing
          potions and not much else, except the dubious title of
          `Leper'. It is your task to build yourself up by training to
          increase your abilities, fighting other users and monsters for
          experience and raiding the Castles of others for the chance of
          extra Gold.

          There is a very well stocked armory which, as long as you have
          the Gold, can provide equipment enough to make you a walking
          fortress and arsenal in one. Of course, there is a casino for
          those who wish to gamble their hard earned gold and try for
          some quick gp to add to it. Much, much more  awaits, so read
          on!








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          Section 3 - Overview of Play


          Kingdoms fully supports network capability. It is  quite
          likely that  you're familiar  with other games that purport to
          be InterBBS games, but they are pretty limited in what they
          can do and what they offer  in these terms. They allow you  to
          send attacks out to players on other BBS's,  or send messages
          to and from  them if you wish, but that's about it. Kingdoms
          suffers from no such restriction.

          Under Kingdoms  InterBBS, you  can most  certainly  send
          attacks  out,  trade messages with users  on other  boards and
          the  like, but  with Kingdoms, the concept of InterBBS gaming
          takes another step and you can also establish complete bases
          for yourself on other BBSs in your net!!!

          An example will give you a good idea of what this means to
          you, the Kingdoms player.

          Lets say your Sysop is running Kingdoms in a network with 5
          other BBSes. That is, a total of six BBSes are participating
          in your Kingdoms Net.  Each BBS in the net is known as a
          Realm,  inclding your own BBS, and each  players' castle on
          each Realm is known as a Kingdom.

          Assume you play Kingdoms on The Web BBS,  then the Web is
          known as  your Home BBS. You  will,  in normal  play,  spend
          some  (probably  considerable)  time building up your first
          Kingdom on the Web until you are at the stage of being able to
          begin spreading your holdings  across the Net. From your Home
          on the Web, you can purchase a new  castle and have it built
          on any other Realm  in the Net. When you do so, you will hire
          an Agent of your preferred  sex to run the Castle for you.

          An important point to make here is that the Agent you hire
          appears as a normal  Kingdoms player on the  Realm on which
          you've built your new castle. You give the Agent a name of
          your choice (which WON'T generally  be the same name as you
          use on your home BBS!) but that Agent knows he or she is an
          Agent and to whom his or her allegence belongs!  You may trade
          with that Agent, store money in your Agents Vault, fortify
          your Remote castle and many more things. You can even, if you
          wish, logon to the Realm  where your Remote castle is. You
          will be recognised  as a visiting Lord (or Lady)  and will
          have complete control of a fully fortified and (hopefully)
          financially stable Kingdom even though  you may never
          physically have logged  onto Kingdoms  on that Realm before.

          As mentioned, Agents are, to all intents and purposes, real
          players to others in that Realm and the Net as a whole. They
          have all the normal statistics and facilities at their
          disposal as those of a real player, all of  which you can
          increase and improve just as you can your own, by orders
          dispatched from your Home Realm. They can have (and probably
          will have) messages sent to them just as normal players  can.
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          Of  course, it  would be  pretty pointless  to do  so
          considering you will often never log directly onto a Realm
          where you  have an Agent in residence (consider the Remote
          operation you have in Perth when your Home Realm is in
          Sydney!) and will therefore  never get the message.  Agents
          are smart enough therefore to recognise messages that are
          coming in addressed to them and will forward any and all such
          messages to the Home  BBS where you will recieve them in due
          course. You can then reply to them on behalf of your Agent and
          send them back to  be forwarded again to the original  sender
          under the name of your Agent . It matters not where the
          sender, where the Agent and where the Home realm resides.
          Kingdoms handles all the required  routing with ease. You can
          therefore  converse with  any  other player(s) in your Net
          through  your Agent(s) and they  will never know it  is really
          you, who may have your Home in a completely different locaion,
          who is answering their replies and participating in any plans
          they may have ...

          I will  leave  you to  ponder  the intricacies  and
          strategies that  can  be utilised under Kingdoms InterBBS.
          Suffice to say, they are many and numerous. The final point
          I'd  like to make  in this general  discussion of Agents  and
          Inter-Realm operation is  that they  can, amongst  many other
          things as yet unmentioned, be  given orders  to Invade
          another  player on  another  Realm. Further, you can instruct
          your Agent(s) to being  Invasion action only on  a certain
          date. If you own several Remotes therefore, a synchronised
          attack can be formed up to thirty days in advance on any given
          player on any other Realm you have taken a dislike to for any
          reason.



          This high degree of InterBBS functionality solves one of the
          major complaints I have often come across  in other InterBBS
          games.  That problem is that,  in other games, there is really
          little  you can do if several other  players (or BBSs) decide
          that  you  have  to  go  and  all  attack  you  at  once.
          Such concentrated offensive action can leave a patiently
          constructed  players game in shambles and, though many say
          it's all part of the game, it is  not at all enjoyable if you
          happen to be  the focal  point of the  joint attack.  Under
          Kingdoms, you are no longer  required to `put all  your eggs
          in one  basket'. Indeed, if you get wind of an attack that is
          coming your way (possibly by use of a Remote Agent who has
          been playing a  spy for you on the enemy  camp? ... Hey ...
          they're not going to  know about it are  they? :)), you can
          transfer the majority of your assets out  temporarily to an
          Agent  you have on a  safe haven on another Realm, let the
          attack do it's work, then recall  your assets back from  your
          Remote  Agent when  the heat  is off.  You'll certainly  take
          damage from such an attack, but you will no longer be ruined
          by any means and will have the ability to  not only bounce
          back  quickly, but take revenge on those who planned your
          demise!


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          I hope the above has given you a good idea of the sort of play
          and intrigue you can expect to enjoy as a Kingdoms player.
          Following are more specific descriptions of the various
          componenets of Kingdoms covering your character and what the
          many menu options do.





















































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          Section 4 - Logging On

          The first time you logon to Kingdoms, you'll be asked to give
          a little information about the character you want to play.
          Once given, this information is saved for you and you don't
          need to give it again. Subsequent logons to the game will
          recognise you and drop you into the game immediately. The
          information required includes :


          4.1. Your `Handle'

          Your handle is your call-sign, alias, whatever you want to
          call it. It is the name by which you are known to others in
          the game. When scoreboards are displayed, messages are sent to
          and fro, etc, this is the name which is used. Your real name
          is never referred to in the game. Make it something
          interesting! You CANNOT change your name once you've started
          playing, so get it right first time!!!


          4.2. Using Colors

          Kingdoms supports the use of color codes in all displayable
          text. This includes character names, ie, Handles, message
          text, etc. Colors are simple to insert in any text by use of
          the `^' (carat) character, followed by the desired color code.
          The codes available to players for use include :

               : Select High Intensity
          ^H
               : Select Low Intensity
          ^L
               : Red text
          ^R
          ^Y   : Yellow text (with high intensity), Brown text (with low
          intensity)
               : Black text (pretty pointless really ... :-))
          ^K
               : Blue text
          ^B
          ^C   : Cyan text
               : Green text
          ^G
               : Magenta text
          ^M
          ^x   : sets background color, where `x' is the corresponding
          lower case letter of the color desired,
                 eg, ^r sets a red background.

          Please note : When entering the color codes, the `^' character
          will be accepted, but not displayed as Kingdoms treats it as a
          control character and as such, not displayable. If you wish to
          actually put a ^ in your text, just put two `^'s.


          4.3. Male/Female

          Kingdoms makes no distinction as far as statistics and
          character development go in relation to the sex of the
          character given. This is simply a means of personalising your
          character depending on your choice. Kingdoms will display

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          him/her, he/she, Lord/Lady at times when appropriate, giving
          the game a nicer and more realistic feel.


          4.4. Your Password

          This is a VERY important aspect of logging onto the game. The
          password you enter here (and in other places in the game) is
          the password that can be used to control your character from a
          remote realm. As discussed in the section titled `Overview of
          Play', Kingdoms fully provides the ability for you to have a
          character and/or Agent you control on one Realm (BBS) entirely
          from another Realm. The password you enter here is the
          password that MUST be provided to manage your character (the
          one you're now starting up by logging on) remotely. Likewise,
          if you build a castle on another realm from the one you're
          presently logging onto, then you need to specify a password
          for that Agent to use to validate incoming orders. If you
          forget this password, YOU WILL LOSE ALL REMOTE CONTROL ABILITY
          for the Realm you're trying to talk to!!! The main message
          here is : DON'T FORGET IT!!!





































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          Section 5 - Your Character


          Your character has the following statistics and abilities at
          his or  her disposal. Each is important in it's own right and
          care must be taken  when considering how you plan to develop
          your character. It is up to the player to decide on the best
          course of action to make  your character, eventually,
          unassailable.


          5.1. Level

          The current level of your character, based on experience.
          Levels in  the game can be displayed with associated title
          names and experience points from the Kingdoms menu, option
          `L'.


          5.2. Hit Points

          Your Hit Poins are the amount of damage your character can
          take before death. The only way to increase your HP is to go
          up a level. You do  this by gaining experience, which can only
          be achieved  by fighting other users or  monsters. The higher
          the person fought (and defeated, of course!) or the higher
          monster level fought, the greater the experience gained. The
          number of hit points you gain when you go up a level is NOT
          set  by the game. It is a  function solely of the Intelligence
          of your character. Your HP when you first start the game are
          20.


          5.3. Strength

          Strength is one of the factors  which determine your ability
          to  successfully strike an opponent. The other factor  is the
          Weapon your character is  using. Strength at the start of the
          game is set to 10. Increasing  your Strength can be done, for
          a price depending on your level, in the Development Centre.


          5.4. Agility

          Agility is one of the factors which determine your ability to
          successfully evade an opponents blow. The other factor is  the
          Armor  your character  is using. Agility at the start of the
          game is set to 10. Increasing your Agility can be done, for a
          price depending on your level, in the Development Centre.


          5.5. Intelligence

          Intelligence, as described above, is used to determine the
          amount of  Hit Points you increase when your character reaches
          a new Level. Unfortunately, because the benefits provided by
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          keeping a good  intelligence score are not immediately
          apparent, many players tend to overlook this ability in favour
          of Strength and Agility. An intelligent player will not ignore
          this ability. A low intelligence is a guarentee of a long term
          disadvantage in the  game. You will find that when you start
          the game, your levels will rise quite quickly, compared to
          when you've been playing for some time. Therefore, it is at
          lower levels that your hit points rise most quickly. A decent
          intelligence can make a big difference in the long run in
          terms of the hit point increases you gain at lower  levels!
          Increasing your Intelligence can be done, for a price
          depending on your level, in the Development Centre.


          5.6. Gold

          All important.  Without it,  you're not  going anywhere.  It
          costs money  to train, to buy equipment, gamble, and just
          about everything else. You can have Gold in two places, in
          your  hand, ie, on your  person somewhere, or in  your Vault.
          The 10th  room in  every Castle  contains your  Vault. Should
          someone defeat you in a personal attack in the Proving
          Grounds, any gold on hand will be lost to the victor. Monsters
          who defeat you will  also take your Gold  on hand. Gold you
          place in your Vault cannot be taken from you unless  someone
          raids your Castle and wins through to the Vault Room.


          5.7. Your Castle

          Your castle contains 10 rooms. Rooms  1 to 9 are empty  at the
          start of  play and Room 10 houses  your Vault and  you, when
          you  are not actually  playing. Your Vault,  obviously, can
          be used  to store  Gold you  wish  to keep  from unfriendly
          (ie, all other) players. As you live in Room 10, you  are all
          that exists at first between the outside  world and your
          Vault. You can,  when you get some  Gold,  purchase monsters
          of  a level  you  desire and  can  afford (monsters are the
          level, times 10gp, squared, to purchase) and place them  in
          any of the 9 first rooms  of your Castle. In order  for an
          opponent to  enter your Vault Room, they must first  pass
          through Rooms 1 to 9.  Monsters placed in those rooms will
          defend that room to the death for you, hopefully stopping
          anyone Raiding before they even get to you and your gold in
          your Vault Room. Believe me, if you manage to  get 9 level 10
          monsters in  rooms 1 to 9  (that will set  you back  500 (gp
          per monster  level) *  10 (monster  levels) *  9 (rooms) =
          45,000gp!), then your Vault can be considered secure except
          from the most powerful enemies ...

          Should someone Invade  your Castle  and kill a  monster you've
          placed in  an intervening room, that monster departs and is
          replaced by one of a  level one lower than the previous
          monster occupant. If a level one monster is killed in one of
          your Rooms, then the room becomes unattended and undefended.

          Your own prowess and the monsters  you can purchase are there
          to  protect you from those on your  own realm who  choose to
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          raid  your Castle. When  players from other realms  invade, it
          is quite  possible there  will be  a force  of several
          thousand Soldiers decending on your Castle in force to rid
          you of your assets. While you and your  monsters are tough,
          sheer weight of  numbers means a couple of thousand Soldiers
          will overrun you in short order.  For this reason,  you may
          purchase additional  protection  against attacks  from other
          realms in the form of your own Soldiers. Soldier purchase  and
          use is discussed below in the Inter-Realm section so it will
          suffice to  say here that they can be used for either attack
          or defence purposes, though  not both at once!


          5.8. Your Vault

          While a good bit of discussion has gone on about the Vault you
          own, one further point is pertinent. It is  possible to take
          out more money  from your Vault than you have placed in it.
          In fact, you can `overdraw' your  Vault to the tune  of 200gp
          per level  of your  character. A  level  5 character  can
          withdraw up to  1000gp more than  is actually available  in
          the Vault.  While this IS handy at times, a negative balance
          in you Vault incurs  a 5% interest charge daily. You have been
          warned!


          5.9. Weaponry

          Weapons can be purchased from the Outfitter at a set price. As
          long  as you have the money, you can purchase any weapon. That
          is, the Outfitter stocks  never run out. Only melee weapons
          are available at the Outfitter at present. Range weapons are
          not yet a part of this game. The better the weapon, the better
          the chance you'll hit an opponent,  taking into account the
          strength of your character as well.


          5.10. Armor

          Seven Armor types are available -

          Body Armor
          Headwear
          Rings/Bracers
          Robes/Cloaks
          Footwear
          General Armor
          General Magic

          While in  the Outfitter,  you can  list  Armor types  you
          want to  purchase  by Category (shown above) or list the  lot.

          A player character (either your Home BBS character or an
          Agent) can wear any type of  armor. Soldiers, discussed later
          in  this document, are restricted to wearing armor of Body
          Armor type only.


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          5.11. Making Money

          An important consideration! There are a lot of ways to make
          money in Kingdoms. Below they're listed in brief, but getting
          the most out of them is up to the player :

          The Casino. You can gamble in here and, if you're good enough,
          make plenty of gold!

          The Colloseum. Here you can fight monsters and, if victorious,
          pick up both Gold and Experience.

          The Proving Grounds. Here you can fight other players in the
          game. If you defeat them, any money they have on hand is
          yours.

          Raiding Castles. This can be very rewarding if you pick the
          right castle to raid. If you enter and can defeat the owner,
          then the contents of their Vault, plus any gold they have on
          hand, is yours. Also, you have the time before leaving to
          search the body and swap any item of equipmentyou have for one
          of theirs. On a less positive note, a danger here is that if
          you happen to raid someone who is in debt, you'll also pick up
          their debts.

          Invading Castles. Probably the attack form that has the most
          liklihood of a good return is Castle Invasions. You get any
          gold the person has if the invasion is successful, plus your
          Soldiers will steal the most valuable item the defeated person
          owns and return it to you for sale or use. It will be sold if
          the player already has an item of this type (eg, if a `General
          Magic' armor item is stolen and the player already has one or
          equal or greater value) or equipped automatically if the
          player doesn't. This CAN be worth a lot, particularly if the
          person invaded has good equipment! Also, as Soldiers steal,
          not swap items, it is a more effective way of damaging
          opponenets. Soldiers do NOT bring debts back to the player.





















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          Section 6 - Main Options


          The first menu you are presented with when you logon to
          Kingdoms will look like :


          <F>ight a Monster    <P>roving Grounds      <H>ealers
          <R>aid a Castle      <V>isit your Vault     <S>cores
          <E>dit your Castle   <D>evelopment & Games  <L>evels
          <C>ouriers Guild     <Y>our Statistics      <N>ews
          <K>ingdom Realms     <O>utfitters           <M>isc
          <G>raveyard          <Q>uit


          6.1. <F>ight a Monster

          What game is complete without the nasties around to make life
          difficult? With 200 separate monsters, divided  into 20
          monsters for  each of the 10  monster levels you  can
          encounter,  this  game does  not  lack for  such  diversions!
          Monsters have much the same statistics as Characters do. They
          have  a certain ability to defend themselves and a general
          level at which they can  strike an opponent. The higher the
          monster level you're facing, the stronger and better protected
          they will be.

          Some monsters of higher levels also have the ability to employ
          `Special Attacks'. Those with such ability have a certain
          percentage chance, depending on the monster, of utilising
          such an attack form.  The chance they will  use their ability
          is entirely random. If you're  unlucky, they could use this
          ability very frequently. Then again, Asmodeus  has been  known
          to refrain from Special  Attack for whole battles, sometimes
          .... :) Experience only will tell you  what monsters have what
          abilities.

          Choosing to <F>ight a Monster is the best means, particularly
          when  you first start playing Kingdoms, to pick up Gold and
          Experience. Fights take  place in the Colloseum. When you
          enter, you  are asked what level monster you  want to
          challenge from level one to ten, ten being the strongest and
          hardest to beat. With the Gold  you make  from challenges, you
          may train  in the  Development Centre, buy better  Armor
          and/or  Weapons or engage  in InterBBS  operations. It's not
          recommend  to undertake  the  latter until  you  have
          consolidated yourself on your  Home BBS  (see Kingdoms
          InterBBS),  but the  choice is,  of course, yours!

          Should you lose a challenge against  a monster, it will
          happily strip  you of any gold you're carrying on you at the
          time.




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          6.2. <P>roving Grounds

          In the Proving Grounds, you have the option to challenge other
          players on your Realm to a one-on-one combat. You  can choose
          who you wish to  fight and will, should you defeat them,
          acquire any gold they have on hand plus experience points
          based on the level and strength (both offensive and defensive)
          of the player you defeat.

          Of course, should you lose, the same applies in reverse! In
          general, it is more profitable in terms of Gold, except
          perhaps at higher monster levels, to combat players than
          monsters. In contrast, defeating monsters will generally
          reward you with greater experience than Proving Ground combat.


          6.3. <H>ealers

          The temple is a quiet and serene place run by Priests who,
          rumor has it, are more crotchety old men than  disciplined
          Clerics! Still ..  they know their job and will do it well,
          for a fee, of course.

          The Priests bow to the God Lathander, whose dominion is that
          of Healing, Vitality and Light. Through Lathander's  grace,
          they are able  to provide healing on the spot or potions that
          you  can use at a later stage.  It is here also that you can
          choose your preference for when you want  to drink potions if
          attacked while you're away.


          6.3.1. <H>eal Yourself
          As the name says, the Priests will offer immediate healing if
          you choose this option. A tithe of 10gp per hp healed is
          payable, in advance, for the service.


          6.3.2. <B>uy a Potion
          Again, pretty obvious! Potions you purchase cost 150gp and
          will heal 10hp each.


          6.3.3. <A>bsent Healing
          Your healing  option  is  used  when enemies  raid  (locally)
          or  invade (remotely) you. Using it,  you can instruct your
          character to drink  any potions he or she may have when his or
          her current hit  points drop below a certain percentage of the
          maximum hit points.

          For example, if you have  your healing option set  to 60% and
          you  have a maximum of 100hp normally, then on your turn in
          the combat, once your hit points drop  below  60,  your
          character  will  drink  one  potion.  Your character does not
          lose the chance to hit if a potion is  consumed, it is an
          additional thing your character can  do in that combat round.
          As long as your hit points remain below  60, your character
          will keep  drinking a potion each round until there are no
          more (assuming you had some to start with!) to consume.
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          6.3.4. <D>rink a Potion
          You may, if you wish, drink potions you own within the temple
          itself. This is the only place, except for when fighting, that
          you can drink a potion that you own. It is more cost effective
          to purchase healing directly rather than use potions. Then
          again ... sometimes you need the hit points and don't have any
          gold on hand!


          6.4. <R>aid a Castle

          This options allows you to attempt  to enter another players
          castle and  raid his or her Vault  in room 10. To  get there,
          you must  make your way  through rooms one to nine  and defeat
          any  monsters placed there  to guard the castle. Once through,
          you must also defeat the owner of the Castle. Having achieved
          that, the contents of their Vault are yours, for better or
          worse. If a player is in debt and you raid their castle
          successfully,  you will receive their debts as well as any
          gold they may have.

          Rumor has it that players in debt have been known to provoke
          stronger players in an attempt to get them annoyed enought to
          go raiding ...

          Raiding takes  a  great  deal  of  effort and  because  of
          the  considerable resources involved, characters can only raid
          castles three times a day.


          6.5. <V>isit Your Vault

          The Vault options  give you the  facility to deposit or
          withdraw money from your vault  and  to check  your  balance.
          Just about  all  transactions  you undertake within Kingdoms
          requires money in your hand to complete. While here you can
          also, if you wish, transfer money to any other player on your
          Realm.


          6.6. <S>cores

          The Rankings list is  a list, in order  of strength, of  the
          players in  your Local Realm.


          6.7. <E>dit your castle

          This option allows you to purchase monsters to place in rooms
          1 to  9 of your castle. As discussed in the section  above on
          `Your Castle', monsters may  be placed in a room of your
          choice and may be of any  level (1 to 10) that  you desire,
          dependant on cost.





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          6.8. <D>evelopment and Games

          By choosing Development  and Games, the  character may visit
          any one of  the following facilities in the local Realm. To
          train one point in any attribute costs 5pg per point of that
          attribute the player already has. Thus, if a player has 10
          Strength, 25 Agility and 50 Intelligence, it will cost him or
          her 50, 100 and 250gp respectively to increase another point
          in any of those abilities.


          6.8.1. The Gymnasium
          An instructress will  take you  through exercises designed to
          promote and increase your Agility. Each time  you visit, your
          Agility will rise one point.


          6.8.2. The Library
          Here you may study and learn, increasing your Intelligence by
          one point again for each session attended.


          6.8.3. The Weights Room
          Designed to increase  muscle tone and power, attendance will
          increase your Strength permanently by one point.


          6.8.4. The Casino
          Here fortunes are made or lost! While in the casino, the
          following games are available to you :


          6.8.4.1. High-Low
          A simple game where  the House deals  a card and  you place
          your  bet based on whether you think the next card will be
          higher or lower than the one just dealt.


          6.8.4.2. Acey-Ducey
          Two cards are dealt by the house in this game and a bet can be
          placed on the next card being equal to or between the two just
          dealt.

          You can play each game 20  times each day. The casino is not
          rigged. Cards are drawn from a full pack of 52 playing cards
          (excluding cards already drawn from the deck), the random
          selection being performed after the random number generator
          has been seeded with the computer hundreth second  timer. The
          result  is therefore left completely to chance!


          6.9. <L>evels

          This option displays a list of the levels characters may
          aspire  to while playing Kingdoms.



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          6.10. <C>ouriers Guild


          6.10.1.  General
          The Couriers Guild is the organisation in the Realms with
          which you can lodge missives (messages) for other players in
          the game, or read missives others have left for you. When you
          logon to Kingdoms, any new missives will automatically be
          displayed for you so you don't have to remember to go in and
          read them every time. If you have any Agents, you can also
          send messages on their behalf to anyone else playing Kingdoms
          as though the Agent character actually sent the missive him or
          her self. A seperate section of this document describes
          sending and recieving missives within Kingdoms.


          6.10.2. Delivering Notes
          In addition to sending missives, you can also send a `note' to
          another player. Unlike missives, which are stored until such
          time as the recipient picks them up and reads them, delivering
          a note is a real-time action that happens between two (or
          more) players logged into the game. Obviously, this is only a
          useful function in a multinode environment!

          If you see someone playing the game (indicated on the
          Scoreboard list as an `Active' player) and wish to deliver
          them a note, simply go to the Courier's Guild and select
          <D>eliver Note. If there is only one other player online,
          Kingdoms will assume you want to send a note to that player
          and, after confirmation, allow you to enter as many lines of
          text as you wish. Each time you press enter to start a new
          line, the line you've just typed will be sent to the other
          person immediately. Pressing enter on a blank line will drop
          you back to the Courier Guild menu.

          If the player you're delivering a note to is in the game
          somewhere, the note(s) will be displayed to them as soon as
          they get to any menu in the game. You can expect, therefore,
          that they will receive it fairly quickly. If they're in the
          middle of typing a missive or something similar, it may take a
          minute or two to get to them. If the other player enters the
          Courier Guild, Deliver Note option, you and he/she effectively
          enter a private chat session where you can talk for as long as
          you wish, or until your time in Kingdoms expires.

          While in the Deliver Notes option, a `~' (tilde) character as
          the first character of a line constitutes a special command.
          Any line starting with a tilde is NOT sent to another user.
          The following facilities are available using tilde :

          ~w        - Shows who's currently playing Kingdoms and allows
          selection of a user for chat.

          ~t        - Shows how much time you have remaining in your
          session.

          Case is not sensitive for the character following the tilde
          character.
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          6.11. <Y>our Statistics

          This  option  allows you to select one of three status screens
          you wish to view. They are Personal Statistics, Protection
          Statistics and Castle stuff.


          6.12. <N>ews

          Allows you to read Today's or Yesterday's news on the Realm.


          6.13. <K>ingdom Realms

          Choosing this  option  takes  you to  the  Realms  option
          menu.  See  the following section titled KINGDOMS REALM
          OPTIONS for a full explanation of the options and functions
          available to you here.


          6.14. <O>utfitters


          6.14.1. General
          The Outfitters is the place where you can purchase armor and
          weaponry. You can purchase it for yourself, for your soldiers,
          for an Agent (the equipment must be sent to him/her, and
          he/she must have enough money to pay for it!), or for an
          Agent's soldiers.

          Purchasing equipment for yourself or for an Agent are
          effectively the same thing. An Agent can wear/use any
          armor/weapon you can, the only difference is, of course, that
          you must send the armor/weapon to the Agent if ordered for a
          remote, whereas you immediately get to use it if you purchase
          it for yourself. Some items are cheaper than others when
          compared to their efficiency, particularly when you get to
          using magical armor items. It's suggested you look carefully
          at how powerful an item is compared to cost for the various
          classes before purchasing or you may be wasting valuable gold!

          Purchasing armor/weapons for Soldiers has a few differences to
          the straightforward activity of purchasing for yourself or an
          Agent. These differences will now be covered. Note also that
          in the <A>gent options in the <K>ingdom Realms options, there
          is also an <O>utfit Soldiers option. That option is the same
          as this one, the <O>utfitters option on the main Kingdoms menu
          ... it is just in the Agent's menu as well to save the player
          the time taken to go back to the main menu if he/she wishes to
          purchase an item.


          6.14.2. Outfitting Local Soldiers
          Getting  a good local soldiers force  built up is not an easy
          task. You will want a lot of them and you'll want them to have
          good armor and weapons. A great deal of gold will change hands
          to ultimately achieve this! Properly outfitting soldiers,
          though costly, is most definately worth it however as they are
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          your first  (and  possibly strongest)  line of defence for
          incoming invasions from other Realms. They are also the
          offensive forces which you use when you want to raid Castles
          on other realms!

          When you  purchase new armor or weapons for your Soldiers, the
          Outfitter will take away their old armor/weapons for you and
          will give you half their purchase value in return. There is no
          need to specifically sell Soldier armor/weapons as there is
          with purchases of  Character Armor/Weapons.

          Also note that soldiers, be they on your Home realm or on a
          Remote, can only wear armor in the `Body  Armor' category. You
          can purchase any type of weapon for them.


          6.14.3. Outfit Soldiers - Agent Menu
          This option is used to send  an order to one of your  Agents
          to equip his  or her local Soldier force with certain types of
          Armor and/or Weapons. It is the same as choosing the
          Outfitters on the main Kingdoms menu, and choosing to outfit
           Soldiers on an <A>gent's Realm
          ``                             '' - it just saves you the
          trouble of going back to the main menu if you're working with
          an Agent at the time.

          When you  select this  option,  as normal,  you'll  be asked
          whether  you're interested in Armor  or Weapons. Once  you
          select that  and choose the  <B>uy option from the following
          choices (Buy,  Sell or Leave) you'll be asked  what realm
          you're sending your orders to.

          When selected, you'll see a message that looks like :

               Arming remote Soldiers on <remote realm>
               Please note : If your Soldiers already have Armor on
               <remote realm>, then the old will be sold to outfit the
          new.

          As mentioned previously, soldiers, unlike your character and
          Agent(s), can only wear one type (category) of armor - Body
          Armor. If you instruct you Agent to outfit his or her Soldiers
          with an armor or a weapon item when they already own one, the
          Agent will automatically sell the old armor/weapon before
          buying the new. The message shown above is there just to
          remind you of that when you go to buy new armor. You can
          <S>ell armor if you wish through this option but there will
          generally be no need for that unless you want to remove all
          armor from Soldiers belonging to a remote Agent without
          replacing it with another. <B>uying does this automatically
          and there is no cost penalty incurred for using this method.

          In line with the fact that Soldiers can only wear body armor,
          this is the only armor type displayed to you for selection
          when you're outfitting Soldiers.




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          6.15. <M>isc

          Miscellaneous game settings including :


          6.15.1. Full menus
          Players who are very familiar with the game may not
          necessarily want to  see  menus  displayed  all  the  time
          for  the  sake  of  speed, particularly if  you  have and/or
          are  connected  to a  slow  modem. Choosing this  option will
          toggle between  Kingdoms displaying  full menus and
          abbreviated menus during play.


          6.15.2. ANSI Graphics
          This option toggles between ANSI and non-ANSI (ie, no color
          codes being sent) display modes.


          6.15.3. Page Length
          Controls the number of lines for certain displays in the game
          that will be shown before a `More (Y/n)' prompt is provided.


          6.15.4. What's New vx.xx
          Changes and new features for the release of Kingdoms you are
          playing can be viewed by the player using this option.


          6.15.5. Game Documentation
          Player documentation is available online, fully indexed, from
          this option.




          6.16. <G>raveyard

          This option is only for the  truly desperate! Generally you'll
          only need it if you've  gotten yourself so  far into debt  to
          the  bank that it  is impossible to recover  as the  interest
          repayments exceed  the amount  of gold you can make up each
          day playing the game.

          The Graveyard option  will completely  reset your  character
          to  starting defaults. Weapons, armor, defences,  statistics
          and everything else  that belongs to your character is reset
          and you are effectively  starting out with a `new' life. In
          addition to your Local character, ALL Agents you have will be
          deactivated (deleted) on ALL realms.

          You are asked to confirm  this is really what  you want to do
          when using this option because, once  done, you cannot
          reverse the regeneration  of your character or Agents.




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          6.17. <Q>uit

          This option returns you to the BBS on which you're playing
          Kingdoms.






















































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          Section 7 - Realm Options


          By choosing <K>ingdoms Realms from the Kingdoms primary menu,
          you'll be placed in the Realm Options. These options are those
          which pertain to Inter-BBS functions in Kingdoms. The menu
          will look something like :


          *KINGDOMS InterBBS Ops*

          <R>econoitre                  <C>hoose Default Realm
          <B>uild a Remote Castle       <I>nvasion Orders
          <P>urchase Barracks           <H>ire Soldiers
          <V>isit your Vault            <Y>our Statistics
          <D>eploy Soldiers             <A>gent Development
          <F>ood Production             <N>et Statistics
          <S>cores by Realm             <L>eave

          Current Realm : 2 - Way Out West  (Last Recon : 6-2-1996)


          When you first enter this menu, you will be prompted for your
          Default Realm. This is the Realm which Kingdoms will use as
          the destination Realm for any InterBBS commands you use
          directly related to a Realm. Your Default (current) Realm is
          always displayed for you after the menu and before your prompt
          along with the most recent recon date from that Realm.

          The Courier Guild, Vault, Your stats and Leave options are
          discussed under the Kingdoms Standard Options section earlier
          and will not be covered again here. The others warrant further
          explanation.


          7.1. <R>econoitre

          In order to perform any InterBBS functions, a Recon
          (Reconoiture)  must first have arrived from the Realm you wish
          to communicate/deal with. If  you choose this option  and no
          Recon has  ever  been recieved  for the  Kingdom  you're
          interested in, then a Recon will  be requested immediately by
          Kingdoms. If  a Recon already exists, you'll  be given the
          option  of displaying the  current Recon information or
          requesting another Recon.

          Generally, you'll only want  to request another Recon  if
          information on  the Realm is out  of date. Recon  information
          is basically  a rankings list  (ie, scoreboard) of players on
          remote realms.

          Kingdoms itself examines the dates of Recons for all Realms in
          the net each night. It will automatically send a request for a
          recon `refresh' to any Realm with Recons which are older than
          7  days, keeping the Recon data reasonably current. If no

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          Recon is on file for a Realm, then a recon will be requested
          each and every night until one is returned.


          7.2. <C>hoose Default Realm

          The Realm options are, by definition, those that you use when
          doing things associated with a Realm other than your Local
          one. Generally when you're doing this, you'll be working with
          one Realm in particular, such as one you have an Agent
          established on. To save you having to select the Realm you
          want to work with every time you choose one of these options,
          Kingdoms supports a `Default' Realm. When ever you do
          something in the Realms options, it will assume that the
          Default Realm is the one you're targetting/working with.

          If you enter the Realm options without a Default Realm
          specified, Kingdoms will ask you to select it. This option
          allows you to choose whichever one you want.


          7.3. <B>uild a Remote Castle

          Once a recon is available, you can build a Castle on a Remote
          realm assuming you can afford it. To build a Castle elsewhere
          requires the  purchase of land and materials, labour and
          construction crews, transport costs  and more. At a cost  of
          10,000gp  this does not all come cheap. You will find  it
          essential however as you progress in the  game if you want  to
          spread your risks and engage in  the strategic subleties which
          ownership  of remote Castles and Agents allows. Once
          purchased, this Castle is your base of operations on the Realm
          on which you choose to build it. The concept of a Castle and,
          more importantly, the Agent that runs it is  discussed at some
          length in the Overview to this document.

          It suffices to say here that a castle on another Realm is
          basically the same as the castle you  own on your Home  Realm.
          The other  options on the  Realms menu allows you to fortify
          your  Agent, buy and arm soldiers,  send invasion forces and
          so on. All  this activity, of  course, is performed  via
          remote command. There are several points to note here :

       1. Kingdoms does not  currently support  more than 100 players
          per Realm. If you attempt to  create a  Castle on a  realm
          that  is full,  Kingdoms will notify you that the Realm is
          full and to try another time.
       2. When you create a Castle, you must give a name for your Agent
          who will run it for you in your absence.  If you'd like to
          stay  anonomyous, you should choose a name for your Agent
          other than the name  (handle) you use on your Home BBS.
       3. As with local options, an Agent cannot be commanded to Invade
          (as distinct from a local Raid of a Castle by the Agent him or
          herself!) another Castle on the Agent's Realm using soldier
          forces.
       4. Many commands  to  Agents  require a  password  for
          authorisation of  the command. When you create  your remote
          Castle you  will be asked  to give a password for  the Agent.
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          MAKE SURE  YOU  REMEMBER THIS  PASSWORD.  If you forget it,
          there  is NO way  you will  be able  to command your  Agent
          any longer. He or she will simply reject your commands if the
          correct password is not supplied. The Sysops of each Realm
          have facilities available to find out the password of an agent
          on their Realm if absolutely necessary.
       5. You can logon to your Remote Castle locally by dialling into
          the BBS on which your remote castle  resides. When you logon,
          you MUST  be using the same name (REAL name that  is) as you
          use on the Home BBS  from which you originally created the
          remote Castle. For example,  assume my name is Dave Chapman
          (which it is!) and I play on The Web. I create a remote Castle
          on Restless BBS, giving a password as per normal when I create
          the Castle. I can then logon to Restless and enter Kingdoms,
          but I  MUST be logged onto Restless as Dave Chapman as well.
          If I'm not, Kingdoms won't recognise me as the owner of an
          Agent on Restless and will assume I'm just another new player
          entering Kingdoms. Assuming I have logged on correctly, my
          Agent  will stop me at the door and ask me for the password
          for my Agent. Assuming I give the correct one (the one I
          specified when  I created this Remote Castle in the first
          place),  then my Agent will  turn over complete control of the
          Castle to me for the duration of my call!
       6. You can only create only one Remote castle on each Realm in
          your net. There is no limit (except physically the number of
          Realms in the network) on the total number of Agents you can
          control.
       7. Agents cannot be corrupted. They will stay loyal  to their
          Home Realm unto death.


          7.4. <I>nvasion Orders


          7.4.1. Overview
          This option is the one chosen to initiate attacks on other
          Realms. You can create an invasion force yourself or order an
          Agent to begin offensive action on a particular day if you
          wish. When you choose to initiate an invasion, you are asked
          if you'd like to send an  Invasion force from your Local
          Realm or from a Remote (Agent). Note that if you are visiting
          an Agent (ie, are logged onto a BBS where you have set up an
          Agent) then the Agent does NOT  have the authority to order
          the Home BBS to  start an attack. You MUST be  logged onto the
          Home BBS in order to send invations from there.

          While on the subject of  invasions sent from a  Local Realm,
          you should  note that Realm Law strictly prohibits invastion
          attacks (as distinct  from Castle Raids, which are no problem)
          on local users. An internal Realm war is no good for anyone on
          that Realm in the long run, therefore Realm Authorities for
          the Maintenance of Peace (RAMP) have legislated  against it
          and endure this  does not occur.

          If you select to send your invasion from the Local Realm, you
          must have Soldiers in your barracks as invasion  forces
          consist solely (at  present) of soldiers you've hired. If you
          choose to send an invasion  from a Remote Realm,  then you
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          will be  asked where  you want  the  invasion to  be
          initiated. This Realm must, of course, be one on which you
          have an Agent!


          7.4.2. Who to attack
          Having selected where you want to attack from, you choose who
          your  invasion force is going to attack. Select what Realm and
          who on that Realm you want to attack (as in most places in
          Kingdoms, a `?' will give you a list) remembering the
          restriction on Locally initiated attacks.


          7.4.3. What to attack?
          Having chosen WHO you want to attack, you must next decide
          WHAT you want to attack. There are 3 options available :

       1. The Castle itself.

          Attacking the Castle is the hardest, but also the most
          potentially rewarding type of invasion. Soldiers you send have
          to get through opposing soldier forces (numbers based on the
          defender soldier deployment percentages), then through any
          monsters defending the castle, then kill the player him/her
          self on the Remote Realm before the Vault can be plundered.

       2. Warehouses & Stores

          Attacking these areas of a players' holdings will destroy
          portions (or all) of the food stores owned by the player
          you're attacking. This has a immediate detrimental effect on
          the morale of the enemy realm if the destruction is sufficient
          to impact the feeding of local troops. A flow on from that is
          reduced fighting effectivness of the enemy's soldier forces.

       3. Land &  Crops.

          This sort of invasion can be fairly damaging in the long term
          to a player's Realm as a whole. Buying land and getting
          production going is an expensive task and this invasion method
          attacks just these things. With the amount of damage being
          relative to the number of soldiers who make it past defences,
          a successful invasion will lower future (long-term) production
          amounts putting a financial burden on the one attacked to get
          their land productive again. Of course, this must be done
          before their stores run out, or their soldiers will start
          losing morale, etc ...


          7.4.4. How many & when to send them
          Next you will be asked how  many soldiers you'd like to send.
          Note that Soldier numbers are NOT checked for invasions
          initiated from a Remote (ie, Invasions that you're ordering an
          Agent to send), simply because at the time you're setting up
          your invasion, you cannot know for sure how many Soldiers your
          Agent actually has to send. Due to a recent attack, the  Agent
          could have signigicantly less than you think! When the
          invasion is due to leave, an Agent will simply send out as
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          many Soldiers as it  can, up to the  number you specify here.
          In any case, your Agent will send you a message  when he or
          she sends out the Invasion force  letting you know the date of
          departure and the strength of the force sent.

          Lastly, you are asked to provide  a date you want  the
          invasion to start.  By using this judiciously,  invasions can
          be synchronised  with several  Agents (should you have
          several!), and your Home Realm if you wish, to  leave at the
          same time and cause appropriately increased damage on an
          opponent Realm.


          7.4.5. Synchronous Attacks
          Please note that to synchronise attacks requires good luck as
          well as good timing. Kingdoms is reliant on the Kingdoms net
          operating as it should and unfortunately sometimes a mail call
          is missed by a BBS or other things happen to cause an invasion
          to either be  delayed or not to arrive when  you expect. In
          such cases, just consider it  bad weather over the Relam which
          meant your attack couldn't go out and don't  hassle the Sysop
          overly ... remember  he or she is putting in a lot of effort
          for you  to get the game up and  running in the first place!




          7.4.6. How it works


          When an invasion force comes in, any Soldiers of the defending
          Realm will turn out in force to repel the invaders, according
          to the defence deployment percentages on the Kingdom being
          attacked. The defenders will engage in one-on-one fighting
          unto the death with your incoming force - no quarter given. Of
          course, the better equipped and larger the invasion force, the
          better chance they stand of success.

          When a Soldier of either force dies, the survivor will
          continue to fight the next opposing Soldier until one of them
          is defeated, and so on. Soldiers have 30hp each and damage is
          carried over in each fight for the survivor. For example,
          assume a defender takes 10 damage in a fight before killing
          the opposing soldier. When it goes on  to fight the next
          opposing soldier, the new one will start the fight with 30hp
          and the other with 20hp. This  is he most  equitable  form of
          mass  fighting and  ensures  no side  is  given advantage over
          the  other through luck alone.

          With a defending Soldier force defeated,  whatever is left of
          the  invaders then has to make it  through the castle. Any
          monsters guarding rooms in  the Castle will, of course, take
          offence to a batallion of unfriendly Soldiers traipsing
          through  their  abode and  will  react accordingly.  One
          soldier has statistics for  fighting equal to that  of about a
          level 2 or  3 character. Normally, a level 3 character
          wouldn't have a hope of  defeating a level 10 monster (should
          there be one) standing in its way however  weight of numbers
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          are  on  the side  of  the Soldiers in  this case. By  the
          odds calculated, it takes about 1000 Soldiers with basic
          equipment to overwhelm a level 10 monster. Note this is
          indicative only - it may  in reality take  between 100 and
          5000 soldiers depending on how well equipped the attacking
          soldiers are.

          Should there be any remaining soldiers after all monsters have
          been disposed of, there is only the occupant of the Castle
          that stands between your force and the Castle Vault.
          Obviously, defeating him or her is  again a function of the
          owner's fighting ability and the sheer numbers of soldiers
          which assail him or her. No  baseline is possible here  to
          give ideas of  the odds required to defeat a character as a
          character has so many  attributes (# of potions in possession,
          strength, agility, hit points, weapons,  etc) which vary the
          odds and  will mean the  difference between victory  or death
          of  an invading  force. Several  thousand  well equipped
          soldiers against  a   fairly strong character will generally
          do it though ... :-)

          In either case, whether the invasion force is successful or
          not, a message will be returned to you via the Courier Guild
          telling you of the results. If taken, any money and/or
          equipement stolen from the defeated Kingdom will also be
          returned, to be given to you or sold if you already own a
          better item than the one taken.


          7.5. <P>urchase Barracks



          You'll need to purchase Barracks for two reasons. Firstly,
          Barracks house your soldier forces which help defend you
          against incoming Invasions by other Realms. 100 Soldiers can
          reside in each Barrack. Purchasing soldiers is discussed later
          in the section <H>ire Soldiers. Secondly, to send Barracks to
          an Agent, you must first own one (or more) to send.


          7.6. <H>ire Soldiers



          This option is a bit of a misnomer being on this menu (the
          Realms menu) as it allows you to actually purchase Soldiers
          which will reside in your local barracks. The reason it's on
          this  menu rather than the local functions menu is that
          firstly, the Soldiers are there for protection and use against
          and for Inter-Realm invasions and secondly, when you send
          Soldiers to a Remote Agent, you send those that  are in your
          barracks,  ie, the ones you  purchase here. Therefore, it
          makes sense, in a roundabout way, to put the option here!

          Simply then, this option allows you to hire Soldiers to stay
          in your Barracks to be used as you see fit. You can either
          leave them  there to guard against incoming attacks  or send
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          them out on  invasions of  their own.  You must, of course,
          have sufficient Barracks  to hold any Soldiers you  hire.




          7.7. <D>eploy Soldiers

          To defend your land, stores and castle, defence options are
          also included in the game. The player must distribute his or
          her forces across holdings by percentage, according to the
          value each player places on each, Land, Stores or their Castle
          itself. If the player considers food stores most valuable for
          example, he or she might allocate 50% of available soldiers to
          defence of the stores, 25% to defending crops and 25% to the
          castle itself. It is not necessary to allocate the full 100%
          of soldiers to defence activities. It could be a tactical
          advantage to keep some percentage of soldiers in reserve (by
          allocating perhaps 80% of soldiers to defence) and keeping the
          rest in the barracks. If a very strong invasion force comes
          against them then, all will not be lost and the remaining 20%
          of your forces will redeploy immediately according to your
          standing deployment orders.

          Again, the use of such percentages is a tactical decision to
          be made by the player.


          7.8. <A>gent Development

          This is where the primary commands for developing an Agent and
          his or her castle are available. The section below titled
          `Agent Options' discusses what Agents are and what options are
          available to you in here.


          7.9. <N>et Statistics

          This option displays information which Kingdoms keeps track of
          regarding the other Realms on your Kingdoms network. It lists,
          for each Realm, the average time, in days, it takes to get
          mail to and from each Realm. Kingdoms polls remote Realms for
          this information automatically at regular intervals defined by
          the Sysop of each Realm. You do not need to do anything to get
          this information. The display provided will resemble :

          -*Kingdoms Net xx Statistics*-

                                                  Mail to   Mail From
          No.   Kingdom Realm                     Average   Average
          -------------------------------------------------------
            1 - The Web                           N/A       N/A
            2 - Blue Marlin                       2 days    3 days
            3 - Way Out West                      3 days    4 days
          -------------------------------------------------------



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          There will be one Realm listed for each node in your Kingdoms
          network. For informational purposes, the Network Id of the
          Kingdoms network you're playing is displayed in the title of
          this display. The N/A next to the Web above indicates Not
          Applicable. The Web in this case, is the home realm and, of
          course, there are no mail statistics to report! In the above
          example, it takes two days (on average) for mail to get from
          The Web (the local Realm) to Blue Marlin. It takes three days
          for mail on Blue Marlin to get to The Web.

          If any of the of the times are listed as `No Stats', that
          means that your Realm has never had mail sent to and/or from
          that Realm. This could indicate a Realm that is so new that
          Kingdoms has not yet had time to gather statistics or that
          there is a problem somewhere in the network and mail is not
          getting through or back from that Realm to your own local
          Realm. If this situation persists, please inform your Sysop
          who can look into the problem and get it rectified.








































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          Section 8 - Agent Options


          When you choose the Agent Development option from the Kingdoms
          Realms menu, you are presented with the following options :

          <Q>uery Agent Status     <A>rm Agent
          <O>utfit Soldiers        <C>astle Fortification
          <S>end Gold              <T>ake Gold
          <E>xperience Transfer    <I>mprove Agent
          <D>eploy Soldiers        <F>ood Prod/Dist
          <U>ndercover Ops         <B>rowse Agents
          <L>eave


          These options are described separately below.


          8.1. <Q>uery Agent Status

          Doubtless once you own a Castle, you will want to check on
          your Agent occasionally to get a status report. By choosing
          this option and selecting the Realm on which (one of) your
          Agent resides, a request is sent to that Agent for a report on
          current status and holdings.

          The status information will be returned in a formatted report
          to you from your agent, by way of the Courier Guild in
          Kingdoms.


          8.2. <A>rm Agent

          With a Castle created you  will doubtless want to  arm and
          protect the  Agent who looks after it. This option allows you
          to do just that by  sending him or her Armor and Weaponry.
          Note that is is the  Agent that actually pays for any armor
          and/or weapons  you send  to him or  her. If  the Agent
          already has  a weapon, or  the  type  (category)  of  armor
          you're  sending, the existing weapon/armor will be sold  at
          half price to the local Outfitter before  paying for and
          equipping the new items. There is no need to tell an Agent to
          do this first when you send new equipment, it will be done
          automatically.


          8.3. <O>utfit Soldiers

          This section is the same as section 6.14 - Outfitters. It is
          just here to save you moving back in the Kingdoms menus while
          you are working with Agents. Please see the Outfitters section
          for more information.




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          8.4. <F>ortify Castle

          As with your own Castle, you may place monsters in the rooms
          of your Remote Castles, add barracks to your Castle for
          protection against inter-realm attacks, etc. Your Default
          Realm is used to determine which Realm you're operating with.
          You must, of course, have and Agent of yours on the Realm with
          which you're dealing or the orders will be returned to you
          with an appropriate message from the Kingdoms Net Manager.


          8.4.1. Send <B>arracks to your Remote
          You must first have purchased barracks at your Home realm
          before  you can send them. Barracks will be added  to you
          Agent's Castle as  Barracks are to your own.


          8.4.2. Send <S>oldiers to your Remote
          The Realm you're sending to must (as  well as being a Realm on
          which you own a Castle!) have room for your soldier force to
          reside. Soldiers live in Barracks and only 100 Soldiers can
          fit in each Barrack. If you send more Soldiers than can fit on
          the Remote, then the remaining ones (those for which  there
          was no  room) will revolt  and leave your  Agent, never to
          return. Again,  you have to have  purchased Soldiers on  your
          Local Realm before you can send them.


          8.4.3. Send M<O>nsters to your Remote
          This option allows you to send  monsters to a Remote to
          occupy (protect) castle rooms in the  same way as  they do on
          your Local Realm.  Monsters cost 250gp per level you buy. In
          addition, the stronger the  monster, the greater the
          transportation cost  (cages/ward spells etc)  so there is  an
          additional charge of 150gp per monster level. Eg, a level 10
          montser for a Remote will set the home BBS back 4000gp.


          8.5. <S>end Gold to, <T>ake Gold from Remote

          As the option says,  this allows you to  send Gold you have
          to an Agent,  or order the Agent to send you  Gold. You will
          be asked  for the Realm on  which your Agent resides and the
          password for that Agent as transferring gold  is a protected
          function.


          8.6. <E>xperience Transfer

          Kingdoms allows you to transfer experience from your character
          to Remote Agents. Any experience you send will, of course, be
          taken from your own character's experience.

          When receiving experience, the Remote Agent will gain levels
          and hit points based on his or her current statistics of
          Strength, Agility and Intelligence as does your character on
          the local Realm.

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          A couple of restrictions exist here ...

       1. An Agent will never gain more than one level at a time no
          matter how much experience you send. Any additional experience
          sent will be wasted as the Agent must have time to get used to
          a new level before embarking upon another one!
       2. You cannot reduce (ie, you cannot send) your own experience to
          the point where the remainder of your experience would place
          you on a level below the one you currently occupy.



          8.7. <D>evelop Agent

          This is pretty self-explanatory. You can send training to an
          Agent to increase his or her statistics (Str, Agi, Int) in the
          same way as your own local character. This will obviously be
          desirable if you want your Agent to be strong enough to repell
          attacks from the Realm on which he or she resides.


          8.8. <U>ndercover Operations

          Spies and undercover agents are in plentiful supply in
          Kingdoms and, for a fee, will gladly attempt to infiltrate an
          opponent's castle and return to you vital data of the player
          infiltrated. The level of operative you employ has a direct
          bearing on the chance the operative has of successfully. Of
          course, the strength of the defences of the player being
          infiltrated also play a part in how easily an operative can
          get to the Vault room of his/her castle and make off without
          being taken and executed as a spy!

          Undercover operatives who make it out of their target's castle
          and back to you with the information leave no trace whatsoever
          of their being there. Should an operative be caught however,
          the owner of the Castle will be informed of the attempt and
          who initiated it.


          8.9. <B>rowse Agents

          Lists all Agents, with summary status information, that you
          have on Remote Realms. Should you wish for full detail for any
          reason, the <Q>uery Agent status should be used.













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          Section 9 - Missives


          If you're playing Kingdoms,  then you know  what a BBS  is.
          There's a  pretty good chance therefore,  that you  already
          understand the  concept of  sending messages between users. I
          will not  therefore go into the details of  message posting
          (ie, why you'd post messages  and what you might put in  them)
          except to say that, under Kingdoms, sending mail to any user
          (both on your local BBS or on  a remote  BBS) is  a simple
          matter.


          9.1. Reading Missives

          There are two times in Kingdoms  where you may read missives
          (messages).  They are at logon, when new messages for you are
          displayed, and in the Courier's Guild itself. When  you  are
          reading  messages,  you  will  generally  see  the following
          information and prompts :

          Check from <L>ast read or <S>tart of missives? (L/s)

          If you choose <L> as a  response, you will be displayed  any
          messages that are waiting for you  that you have not  yet
          read. Note  this displays from last read, not from the date
          you last logged onto Kingdoms.

          Messages you read will be displayed something like :

                -----------------------------------------------------
                Message From     : Sender Name  (Location1)
                Message To       : Addressee    (Location2)
                Posted On        : Message Date
                -----------------------------------------------------

          Sender  Name is  the name  of  the person  who originally
          posted  the message.

          Addressee is the person to whom the message is addressed. If
          Addressee is a name, the  message can't be seen by anyone  but
          that person. If Addressee is `All Realm Users', the message is
          seen by all  on your Realm. If Addressee is `All Kingdom
          Users', the message is seen by all on all Realms.

          Location1  indicates the  origin of  the message.  If
          Location1 is  a number, then the message has been posted from
          a user on this  realm, the number being  the user  number of
          that  person. If  not a  number,  the message was posted from
          a Remote Realm to this Realm. Location1  in this case will be
          the name  of the remote Realm  from which this message  was
          posted.

          Location2  is the  user number  of the  user to  whom  the
          message  is addressed, most often, you!

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          The message date is the date the message was originally
          created.  If a message is created on one realm and routed
          through another via an Agent, then the message date is the
          date the message was rerouted by the Agent, not the original
          posting date.


          In addition to the above standard message information
          presented above, you could also see the following when reading
          messages :

            This message was forwarded to your Home Realm on (date)
           ``
                                                                   ''

          You will only ever see this message if you're logged onto a
          Remote Realm as one of your Agents. New mail  will be
          displayed to you as  per normal however it's likely  that your
          Agent  has already forwarded  it to  your Home Realm for you
          to take action on. This message simply lets  you know that
          your Agent HAS  forwarded it and  lets you know when this was
          done.

          ``
           NB: This message was posted to your agent on (Realm Name)''
           Your Agent has forwarded it onto you for your attention!
          ``                                                       ''

          When your Agent sends on messages, you will receive them on
          your Home Realm as you would  a normal message.  This tag is
          attached to let you know which Realm  it came  from (if  you
          have Agents on more than one Remote) and as an extra  eye-
          catcher so you know it's from one of your Agents. The sender
          name in this case is the person who originally posted the
          message to your Agent, NOT the  name of your Agent. This is so
          that you have the opportunity to respond to whoever originally
          posted it, either back through your Agent so it looks like
          it's the Agent responding or direct from yourself to the
          originator.


          9.2. Replying to Messages

          This section covers the various choices you have when
          responding  to the different types of  incoming messages
          you'll receive.  You can  receive messages from three basic
          sources :


          9.2.1. From other  players in  Kingdoms, either  on your
          Realm or  on Remte Realms.

          When you read  messages from  other players,  you have  the
          following options available once the message is displayed :

          ``
           Reply to this message? ([N]o/[y]es/[s]top) ``

          [N]o will mark  the message as  read and  continue on to
          display any more messages you might  have waiting. [S]top will
          stop your message reading immediately. [Y]es will reply to
          the message. If the message was posted from a local user, ie,
          there's a number next to the sender name, not  a  Realm Name,
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          then  you'll be  dropped  into the  editor immediately to
          construct your reply. If from a remote user .....



          9.2.2. From your Agent

          If a message has been posted to your Agent  and your Agent has
          routed it to you,  then you will  be asked  an additional
          question  once you choose [Y]es to reply to the message.

         This message came to you from one of your Agents.
       ``                                                 ''
         Do you want to reply back through that Agent? (Y/n)
       ``                                                   ''

          If you answer [Y]es to this additional  question, the message
          will be sent first back  to your  Agent who will,  assuming
          you've  given the correct password for that  Agent (message
          forwarding is protected by the Agent's password you specify
          when you  constructed your Castle), forward it on under his or
          her name to the appropriate players on the appropriate Realm.
          If  you say  [N]o, then the  reply will  go direct from you to
          the destination player/realm, sent from YOU!. A warning : if
          you don't  want people to  know what  Agent's belong to  you,
          then always reply back through your  Agent. If someone sends a
          message to an Agent you own  and you yourself reply, it will
          be pretty obvious who is running whom!

          Another form of message you can  get from your Agent is a
          reply to a request you've made, a status  report or other such
          things which are answers/information provided initiated at
          your  request. For messages the Agent is sending  to you such
          as these, no  response is required and Kingdoms recognises
          this. For  such messages, you do  not get the Yes/No/Stop
          prompt  after the  message is  displayed, the  prompt you have
          is :

           No Reply Required. Continue Reading? (Y/n)
          ``                                         ''

          Just hit `Y' if you want to keep reading your  messages or N
          to stop. By using this method, you  won't make mistakes by
          replying to things you shouldn't reply to, wasting  your time
          and the  efficiency of the Kingdoms network  sending
          meaningless messages.  After  all, if  you replied to an
          Agent's status report, the  Agent would only route your reply
          back to you anyway!!! :)


          9.2.3. From the Kingdoms Net Manager

          You may, on occasion, receive messages from a user called the
          `Kingdoms Net Manager . This effectively represents the
                               ''
          Kingdoms software telling you that something unexpected has
          happened. For example, you might send a message to `Freddo' on
          Realm 2 from Realm 1. In the time it takes to get there
          however, the maintenance programs on Realm 2 might have
          deleted Freddo as he or she hasn't logged on for a while (30
          days default, alterable by your Sysop). So, your message
          arrives and the person who whom it is addressed does not
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          exist. Rather than just consigning your message to the ether,
          the Kingdoms Net Manager will kick in and send you a message
          letting you know what has happened. It will also, in certain
          instances, suggest reasons for what occured and things you
          might be able to do to rectify the problems. Eg, if a user
          isn't found, it will suggest you request another Recon from
          that realm so your Recon file is up-to-date.

          If you get a message from the Net Manager, you will find that
          Kingdoms will inform you that `No Reply is Required' to the
          message. You do not, in fact, get the option to reply at all.
          This is simply because there is no one, technically, to reply
          to ... the message is simply a system message and as such does
          not need a response.


          9.2.4. From Others!
          There are numerous other people in the Realms who will from
          time to time send you messages. For the most part, these are
          informative messages left to you by someone who has seen
          things happen, or who might have some news for you. In the
          AD&D genre, such people in Kingdoms are Non-Player Characters,
          or NPC's. Generally, like messages from the Net Manager, you
          cannot reply to messages from NPC's.



          9.3. Marked Missives

          Missives may be marked by the user to whom they are addressed.
          Marking is ONLY available on missives that are to the player
          personally, not, for example, on missives addressed to All.

          The main use for marked messages is to easily find agent
          reports you want to re-read after first receiving them though
          it can, of course, be used for any message addressed to you
          that you desire.

          The <M>ark missive option is displayed as available on
          appropriate missives when you're reading through them. There
          is no need to do anything special other than select <M>ark on
          the missive.

          Marked missives are never `unmarked' automatically, meaning
          you can keep track of these messages as long as you wish. When
          reading a message that's Marked, you can, of course, <U>nmark
          it if you no longer want to keep track of it.











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          Section 10 - Land & Food Production


          10.1. General

          Players in Kingdoms can purchase Land, which is capable of
          producing food. Food is required to feed Soldiers and keep
          their morale at optimum level.

          When Land Titles are first purchased, land is assumed to be
          producing at 100% capacity. Over time however, production will
          decline as it would in the real world if the land is left
          untended. Capital investment is required at judicious
          intervals to repair and replace production equipment that
          wears out, to purchase grain, build silos and so on. Given
          sufficient investment, it is quite possible to have Land
          produce food at greater than 100% capacity. The intelligent
          player might discover a point at which is it more cost
          effective to run existing Land at greater than 100% rather
          than to just buy more of it. No land can produce greater than
          150% it's capacity nor less than 20% capacity however. At 100%
          production, each unit of land owned will produce 300 units of
          food per day.

          In regognition of the fact that land production does not just
          `jump' when capital is invested (eg, it takes time for a newly
          purchased & planted seed to have an impact on total
          production), there are two percentages that relate to land
          production. The first is the `current production', which is
          what the land is now producing. The second is the `destination
          production', which is the percentage to which current
          production is heading.

          Capital investment will increase the destination production. A
          disaster, such as an incoming invasion with an objective to
          sabotage/destroy crops and production, will reduce the
          destination production.

          Food that is produced by Land owned by the player is stored in
          Warehouses. The player must ensure that sufficient food is
          maintained in stores to feed any soldiers owned. The player
          may specify how much food each soldier is allocated (from
          their Warehouses, NOT from Production) each day. The player
          should note that feeding soldiers too much is almost as bad as
          feeding them too little. The section below on Morale covers
          this aspect of the game.


          10.2. Food Distribution

          Food stored in warehouses can be distributed in two ways ...
          to the Soldiers in your Barracks on the local Realm, or to
          Agents you have on other Realms. Agents also, of course, can
          be ordered to distribute certain quantities of food for the
          local realm and to other Realms, including the Home BBS.

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          Other than the actual amount of food in your Warehouses, there
          is virtually no limit on the amount of food that may be
          distributed from one Realm to another on which you own
          castles. This applies equally to your Home and Agent Realms.
          You can supply Soldiers on your Local Realm up to 10 packs of
          food each per evening. The amount of food being supplied to
          Soldiers directly affects their morale.

          The player also has the ability to send specified amounts of
          food to an Agent Realm each day. The player can specify any
          amount of food, as long as it is available in stores, to send
          to any BBS on which the player has a remote castle
          established. That BBS can send food on from there and so on.

          Each night, when your Realm does nightly maintenance, food
          production and shipments take place in the following order :

       1. Processing of any production from land owned and storage of
          that produced amount in stores.
       2. Feeding local soldiers according to player specification in
          Kingdoms.
       3. Distribution of food to remote sites.
          Kingdoms will continue to give food to those specified as long
          as stores are available. If stores reach zero, food
          issue/distribution will not take place. Food stores cannot
          hold a negative amount of food.
































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          Section 11 - Soldiers


          11.1. Soldier Morale

          Your Soldiers are there to fight for you and, as such, expect
          to be treated well. This means keeping them healthy and happy
          with the lodgings and food they require. To have Soldiers, you
          must already have purchased barracks to house them, Feeding
          Soldiers however, requires more than a one off purchase of
          barracks for them. They need to be fed a reasonable amount
          each day or their morale will suffer. In the Realms menu, you
          can specify how much food you want given to EACH Soldier each
          day. The figure you specify is NOT the total food you will
          provide your troops. For example, if you have 100 soldiers and
          allocate 10 food packs per day, then each day 1000 food packs
          from stores will be consumed.

          The phrase `an army lives on it's stomach' is one the player
          will come to know and love as morale is determined solely by
          how much the troops are fed. It is important to note that
          morale is ultimately a measure of fighting ability and that
          the optimum for troops is a morale of between 95 and 105%. Any
          less than 95%, and they're not getting fed enough to fight
          properly. Any more than 105% and they're getting fat, slow and
          lazy on all the food you've been feeding them!


          11.2. Soldier Deployment


          To defend your land, stores and castle, defence options are
          also included in the game. The player must distribute his or
          her forces across holdings by percentage, according to the
          value each player places on each, Land, Stores or their Castle
          itself. If the player considers food stores most valuable for
          example, he or she might allocate 50% of available soldiers to
          defence of the stores, 25% to defending crops and 25% to the
          castle itself. It is not necessary to allocate the full 100%
          of soldiers to defence activities. It could be a tactical
          advantage to keep some percentage of soldiers in reserve (by
          allocating perhaps 80% of soldiers to defence) and keeping the
          rest in the barracks. If a very strong invasion force comes
          against them then, all will not be lost and the remaining 20%
          of your forces will redeploy immediately according to your
          standing orders.

          Again, the use of such percentages is a tactical decision to
          be made by the player.



          Section 12 - Summary



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          That covers the major  aspects of the game. There is more, but
          I'll  leave you to discover the finer points as you play!
          Developing  really good characters, not only on the local
          Realm, but across several Realms with the use of Agents takes
          a careful  balance of a lot of  things in this game. I leave
          it to you to find that `perfect' balance!

          I trust you'll enjoy the game.  Any feedback, bug reports,
          etc, will  be most appreciated!

















































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          Appendix A - Contact Information


          You can contact me and/or pick up the latest version of
          Kingdoms using the following means :

               On our Web Page :

                    http://www.magna.com.au/~davec/kingdom.htm

       Or on my BBS :
                 The Web Line 1 : (02) 9528-5941 - to 28800, 24hrs Mail,
          FREQ
                 The Web Line 2 : (02) 9528-2235 - to 14400, 24hrs
                 The Web Line 3 : (02) 9528-4250 - to 9600, 24hrs


          Sysops can FREQ Magic Name `KINGOMS' for the latest version on
          line 1. I can also be contacted by netmail (to Dave Chapman or
          Sysop) at :

          3:712/523@FidoNet
          61:9600/350@WorldNet
          69:1171/200@AdultNet
          169:3005/2@BattleNet
          151:6121/823@EzyNet

          or

          InterNet - dave.chapman@ibm.net


               Regards,

               Dave Chapman.
               Sysop : The Web BBS






                         * End of Player Documentation *













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