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A Game Courier Preset for CaM: A Tale of Two Countries 1

TH TH MA MA TH TH _MLV_C CH MA _MH_CA _MLV_C _MLV_C MA TH _MLV_C MA CH _MH_CA MA _MH_CA MA MA _MLV_CH _MH_CA MA _MLV_CH MA _MLV_C MA _MH_CA MA TH MA _MLV_C _MH_CA MA ma ma ma ma ma _mh_ca ma ge _mh_ca _mh_ca ma ma _mlv_c1 _mlv_ge _mh_ca ma _mh_ca ma th th _mh_ca _mlv_c1 ch ma _mlv_c1 ma _mlv_c1 _mlv_c1 ch ma _mlv_c1 th th ma th th

CaM: A Tale of Two Countries 1

Uncoded. No rules enforced. No legal moves displayed.

Welcome to Game Courier, where you can play CaM: A Tale of Two Countries 1 and many other Chess variants through online correspondence.


Rules of CaM: A Tale of Two Countries 1

LEADERS. A leader moves 1 square in any direction, then may move 1 square again in any direction except back to the square it started from that turn. There are 4 different leaders in this game.
leader

may activate up to 3 units each turn, including itself.


leader

Activates up to 4 units/turn


leader

Activates up to 5 units/turn


leader

Activates up to 6 units/turn


skirmisher

Moves like chess knight, ignoring terrain or other units. Is self-activating.


cavalry

Leaps 1, 2, or 3 squares orthogonally, ignoring other units, not terrain. May never enter brown squares. Must be activated in any turn it moves.


cannon

Leaps 1, 2, or 3 squares diagonally, ignoring other units, not terrain. May never enter green squares. Must be activated in any turn it moves.


infantry

Moves 1 square in any direction. Must be activated in any turn it moves.


Terrain: The game represents a war between 2 small countries during the early gunpowder era.

  • Green represents trees.
  • Cannon can never enter trees. Cannon of the era were very heavy, and would get hung up on every root, rock, hole,... in a forest, where men and horses can step over roots, rocks, holes...
  • Brown represents hills.
  • Cavalry may never enter hill terrain. Cavalry of the era, especially heavy cavalry, were unable to charge up or down slopes of 7 degrees or more. So cavalry on hilltop were little more than look-outs in a battle until they were off the hill.
  • Grey represents cities.
  • Friendly cities are the only special terrain squares friendly units may freely enter and cross without stopping.
  • All other special terrain squares - trees, hills, enemy cities - require units entering them stop next to the terrain square, then move 1 square/turn through terrain squares. Units enter clear squares at their normal movement rates.

    How to Move Pieces

    Full Algebraic Notation

    Algebraic notation identifies each space by a coordinate that begins with its file label and ends with its rank label. On the Chess board, files go up and down from one player to the other, and ranks go from left to right. In most games, files are represented by letters, and ranks are represented by numbers, but there is no fixed rule requiring this for all games, and some games, such as Shogi, reverse this convention. If you look at the diagram, you will usually see the file labels going from left to right and the file labels going up and down. And if you hover your mouse over a space, you will normally see the name of the coordinate appear in a tooltip.

    It is not uncommon to see algebraic notation being used for Chess, but it is often in an abbreviated format that requires you to know both the rules of the game and the current position to know exactly which piece moves where. For example, the notation "Ne6" indicates that a Knight is moving to e6, but it doesn't indicate which Knight, and it doesn't specify where the Knight is coming from. To figure this out, you need to know how a Knight moves and which Knight on the board can make a legal move to e6.

    Although rules may be programmed for individual games, Game Courier itself does not know the rules of any game, and it is unable to parse abbreviated algebraic notation. Therefore, it relies on full algebraic notation, which completely specifies the move without requiring any knowledge of the game's rules or the current position. The most usual type of full algebraic notation indicates the piece that is moving by its label, the space it is moving from, and the space it moving to. In Chess, a typical first move might be written as "P e2-e4". When you hover your mouse over a piece, you will normally see the piece label followed by the coordinate for the space, and when you hover it over an empty space, you will normally see the coordinate label. Including the piece label in your notation allows Game Courier to check that the piece you're moving is the right one, and it makes game notation easier to follow, but it is not mandatory.

    You may promote a piece by including a promotion move after your regular move. A promotion move has a piece go directly to a coordinate. Here is an example: "p e7-e8; q-e8".

    You may remove a piece from a space by adding an @ to the space or by omitting the destination coordinate. For example, both "@-e4" and "e4-" would remove the piece on "e4". This is useful for en passant when you are playing a game that does not handle this automatically. For example, "P d5-e6; e5-" removes the Pawn on e5 after a Pawn moves from d5 to e6.

    You will not need to remove spaces for most games, but if you should need to, you can do this by omitting the first coordinate in a move. For example, "-e4" would remove e4 from the board. To add or return a space to the board, you may add an @ or any other piece to it.

    Available Pieces

    Pieces are represented by labels, usually using uppercase letters for White and lowercase letter for Black. When you enter a move or specify the starting position for a game, you should remember that piece labels are case-sensitive. Many piece sets are available for use with Game Courier, and this table shows you which pieces belong to the piece set you are currently using.

    These pieces come from a set containing more pieces, but this preset has had the set of pieces reduced to those used in the game.

    wchampion.gif
    CH
    wman.gif
    MA
    wthief.gif
    TH
    ../alfaerie5a/wcavalry.gif
    _MH_CA
    ../../membergraphics/MSalfaerieexpans/wcannon_north.gif
    _MLV_C
    ../../membergraphics/MSalfaerieexpans/wchampion2.gif
    _MLV_CH
    ../alfaerie5a/bcavalry.gif
    _mh_ca
    ../../membergraphics/MSalfaerieexpans/bcannon_south.gif
    _mlv_c1
    ../alfaeriemisc/lavallee/bgeneral2.gif
    _mlv_ge
    bchampion.gif
    ch
    bgeneral.gif
    ge
    bman.gif
    ma
    bthief.gif
    th

    Credits

    This preset uses the CaM Board 1.02 settings file for CaM: A Tale of Two Countries 1, which was made by Joe Joyce.

    Game Courier was created, programmed and written by Fergus Duniho.

    Game Courier, Copyright © Fergus Duniho, 2001-2017


    WWW Page Created: 15 August 2001