QUINTA - Version 2.0 ==================== QUINTA is a game that runs on IBM and IBM-Compatible computers. It requires a mouse and a CGA, EGA or VGA display. QUINTA is similar to Go-Moku, GO and the board game PENTE (registered trademark of Parker Brothers). Rules of Play ============== The game is actually quite simple to play. There are two players who alternate placing their "stones" on the board. There are three modes: a) two players, b) one player against the computer and c) computer against computer. There are two ways to win. First, you may win by placing five or more of your stones in a straight row. The row may be horizontal, vertical or diagonal. (Like winning at Tick Tack Toe but with five pieces instead of three.) Second, you may win by capturing five of your opponent's pairs of stones. You capture a pair by enclosing them with two of your stones, one at each end. You may capture more than one pair at a time. Always make your first move in the middle of the board as indicated by the mark. That's all there is to it. Of course you must defend yourself from being attacked in the same way. Operation ========= The only file you will need is QUINTA.EXE. The game is started by entering QUINTA at the DOS prompt. (Remember, you must have an EGA or VGA display adapter and you must have your mouse driver loaded.) The default mode is "1 Player". In this mode the player plays against the computer. By pressing the mouse button in the PLAYER box you may cycle through 0, 1 or 2 Players. When 0 Players is selected the RUN, HALT and STEP boxes are available to control automatic play with the computer playing both sides. When 2 Players are selected two people play against each other. The stone at the top center of the board changes color, showing whose turn it is. In 1 Player mode (you against the computer) you go first. If you want the computer to go first just place your piece off to the side. You may turn the SOUND on and off. You may select the Novice or Advanced SKILL level. Take back a move at any time by selecting BACKUP. To place a stone just point to the intersection and press any of the mouse buttons. When a pair has been surrounded it will be moved to the stack at the side of the board where you can keep track of the score. When five-in-a-row is found or five pairs of one color have been removed the game is over. You may switch between 0,1 and 2 Players during the course of a game. This will let you see what the computer's move would be under certain circumstances. You may set up a situation in the 2 Player mode then switch to 0 Players and select STEP to see the computer's next move. A note about taking back moves: the first few moves made by the computer are randomized to prevent repeating the same game each time. When a randomized move is taken back and another is made in its place the computer may not repeat the identical move. So taking back and then stepping forward may not always duplicate the same sequence. Each time the computer makes a move, a phrase appears above the board at the right. This phrase indicates the tactic used for its previous move. Strategy ======== The computer has been taught fifteen different tactics. They are rank ordered in importance. The computer starts with the most impor- tant and searches for the situation calling for that particular tactic. If the situation exists, the appropriate move is made. If not, it works its way down the list of tactics until a move is re- quired. The last tactic is to make a pseudo-random move which is always done if no previous move has been made. The tactics are a combination of defensive and offensive moves. The rank ordering for some is fairly obvious but becomes somewhat arbitrary as you approach the end of the list. The computer does not "look ahead" to plan its strategy though it does employ a few subtleties when set to Advanced SKILL. Strategies that are unique to Advanced SKILL are indicated with "(ADV)" below. If it can block a row by placing a stone in more than one position it will try to use the position where it will not be captured on the next move. If it can block a row by removing one of the opposing stones as part of a pair, it will do that in preference to placing a stone at the end of the chain. It will not make a random move where it can be im- mediately captured. Terminology =========== The fifteen tactics are explained below but it is necessary to understand some terminology. Open Row - A row of stones with open positions at both ends. Closed Row - A row of stones with an opposing stone at one end. Split Row - A row of stones in a straight line including an empty space. This has the potential to become a long row if the space is filled with a stone of the same color. To Block - Placing a stone at the end of an opponents row. To Extend - Lengthening a row by placing a stone of the same color at the end. There are a few basics to understand about the game strategy. If a player gets an open four, (four in a row, open at both ends) then he will win on the next move unless one of the stones can be captured. If the opponent blocks one end of the open four, the player can form five-in-a-row by placing his stone at the other end. Since this is true, if a player has an open three, it must be blocked or it may be made into an open four on the next move, leading to a win. Similarly a split three or a split four is equally dangerous and must be block- ed. It is desirable to place a stone that forms two rows (of three or four) simultaneously. The opponent will only be able to deal with one threat at a time. The computer does not recognize this strategy and so can be beaten with its use. Sometimes the computer's move creates this double threat and you will be beaten but it was not intentional. The Fifteen Tactics ==================== 1. MAKE 5 - This is the highest priority tactic for obvious reasons. It makes the game-winning move by extending a row of four to five (or more). 2. BLOCK 4 - This is the defensive counterpart to tactic 1. It blocks a row of four to prevent the opposing win. If the oppos- ing row of four is closed, the block will succeed. If it is open, the opposing player will win on the next move unless a piece in the row can be captured. 3. EXTEND SPLIT 3 - An offensive move that tries to create a winning row of five stones from a split row of 3. 4. BLOCK SPLIT 4 - The defensive counterpart to tactic 3. Tries to block creation of a long row. It will block by remove a stone if it can (ADV). 5. BLOCK SPLIT 3 - The defensive counterpart to tactic 3. 6. EXTEND OPEN 3 - An offensive tactic to lengthen an open row of three. It will try to choose an end where it will not be captured on the next turn (ADV). 7. BLOCK OPEN 3 - The defensive counterpart to tactic 6. It will try to break up the open three by taking a pair if that is possible (ADV) and will try to choose an end where it will not be captured on the next turn (ADV). 8. TAKE 2 - This tactic will capture an opponents pair. It will do so even if the placed stone can be captured on the next move. 9. EXTEND CLOSED 2 - This is the defensive counterpart to tactic 8. It tries to prevent a closed pair from being captured. It does so even if the placed stone can be captured on the next move. 10. EXTEND OPEN 2 - An offensive move to lengthen an open two. It will only extend the row if the placed stone can not be captures on the next move (ADV). 11. BLOCK OPEN 2 - (ADV) A defensive move to prevent an open two from being lengthened. It will only place the stone if it can not be captured on the next move. 12. BLOCK CLOSED 3 - (ADV) A defensive move to prevent the lengthen- ing of a closed three. It will try to remove on of the stones first. It will only place the stone if it can not be captured on the next move. 13. EXTEND CLOSED 3 - (ADV) The offensive counterpart to the tactic 12. It will only place the stone if it can not be captured on the next move. 14. BLOCK SPLIT 2 - (ADV) A defensive move to prevent the lengthen- ing of an open split two. It will only place the stone if it can not be captured on the next move. 15. RANDOM - When all other tactics are not required this move will place a stone in a pseudo random position. It will not place a stone where it can be captured on the next move. The search begins at the center a spirals outward. There is a random factor applied to the first several moves to give variety to the com- puter's games. Shareware ========= This program is being distributed under the Shareware concept. Rather than incurring expensive marketing costs, it is distributed through bulletin boards, computer clubs, database services such as Compuserve, and software distributors who specialize in Shareware programs. You are encouraged to copy it and distribute it to anyone who may be interested. Anyone who tries the program and continues to use it is requested to send a registration fee of $10.00 to the author: Lester Penner 25 Shadow Lane Great Neck, NY 11021 (516) 466-5574 Send any comments and suggestion to the above address or to Compuserve 75236,1572.