                                                             
                                                            
                                                            
                              CUBE 5
                                                             
                       Background and Rules

	The game "CUBE 5" is shareware and you should distribute 
it freely.  However, it is not freeware and neither it nor its general 
concepts may be used for commercial purposes or sold without my 
express permission.  Further, it is provided for your use without any 
warranties, express or implied, as to  its performance on your 
machine or any machine.  I am not responsible for any damage it may 
do to your machine.
	I learned CUBE 5 at a party with my friends Bob and Eileen 
Cowie a few years ago and weve played it with a ton of people since 
then. The strategy, frustration, and surprises make it a great party 
game. Even if you hate this computer version, print these rules and 
learn to play with some friends and some real dice--you wont regret it.
I certainly can't claim to have invented the game itself.
	My special thanks to Clayton Walnum, whose book on Turbo C++
games taught me most of my C++ knowledge along with the skills neces-
sary to put this game together.

                        Registered Version

	If you have gotten pleasure from this game, then satisfy your 
conscience by sending me, the author, $ 7.00 for my efforts in putting 
it together.  This contribution will get you:
              1. A copy of the program without that stupid splashscreen 
with my name and copyright on it.
              2. Removal of the "Unregistered Version" screen.
	      3. An updated copy of the program with all bugfixes.
              4. Customization if you want it (and if I can do it--I only 
learned C programming 3 months ago), such as your name or the 
names of others for the players, 2 human player capability, etc.
              5. A free copy of my next game, due out sometime before 
next summer, and having something to do with a day at the 
AUCTION.

	Please send your contribution to me:     Randy Koenders
                                                 49 Pebble Hill Rd.
                                                 Fairport, NY   14450

                                              
                          *****************
                           RULES OF CUBE 5
                          *****************
                              
 
	The game randomly chooses which player will begin.  You
are Player 1.  If a Player 2-4 is chosen to begin, then just sit back 
and watch the play until you see five dice with 6's on them just standing
still in front of you.  That means it's your turn.
	Press ROLL on the buttonbar at the bottom of the screen.  You 
should see each of the 5 dice roll in turn.  When they have stopped, 
you should look for 1's, 5's, and 3 of a kind.  If you have a 1, for 
example, move the mouse pointer up to it and click.  You will see it
snap down to a lower row.  This puts the 1 out of play, and adds 100 
points to your "Turn score".  Click a 5, and 50 points are added.  Click
3 of a kind, and all three dice drop to the lower row, and your score
is increased by 100 X (Die number).  Thus, the scoring for dice is:
	 
 Dice               1 die          2 dice      3 dice       4 dice    5 dice
   1                 100            200         1000         1100      WINS
   2                   -             -           200           -        -
   3                   -             -           300           -        -
   4                   -             -           400           -        -
   5                  50            100          500           550     600
   6                   -             -           600           -        -

You (and every player) have the first goal of getting "on the board" with
650 points.  Thus, once you have clicked on all the 1's, 5's and 3 of a 
kind which were rolled in your first roll, if you still don't have 650
points for your turn score (as shown in the score box in the middle of the
screen), you must ROLL again.  You can ROLL until you no longer get a 1,5,
or 3 of a kind, at which time a window will tell you your turn is over, and
all of your turn points will be lost. However, if you successfully reach or
exceed 650 points, you may STOP your turn by hitting the stop button, at
which time your points will be added to the Player 1 total score.  You CAN-
NOT lose points from your total score.  A window will appear congratulat-
ing your for making it onto the board.
	Once you are on the board, you can STOP rolling your dice at ANY
point in your turn, and your turn points will be added to your total 
score.  If you do not STOP before rolling an unsuccessful roll (no 1's, 3's
or 5's), you lose your turn and all of your turn score.
	Another benefit of being on the board is that you can accept PASSES
from Player 4, provided Player 4 is on the board as well.  A pass occurs
when Player 4 decides to stop his turn, at which time his turn score is
added to his total score.  A window will appear asking whether you accept
Player 4's points.  If you say YES, then you can roll whatever dice were
not clicked for points by Player 4--if you make it a successful roll, then
your points are ADDED to Player 4's points.  If you eventually STOP, these
points are added to your total, and YOU pass your dice to Player 2, who
has the same opportunity to improve on your score. However, if you throw
an unsuccessful roll, the Turn Over window appears, and you lose your turn
and the turn score reverts to zero.  PASSES are more easily understood in
practice than they are explained.
	The first player to reach 10,000 points, or roll 5 snake-eyes in a
single throw, wins the game.

                             
                          Additional Comments

	All the buttons at the bottom are yours, and are operational 
ONLY DURING YOUR TURN.  Do not attempt to adjust the sound 
or quit while the computer is playing its turns (but do try the sound if 
you want to hear the dice roll).
	In real-time play, my friends and I had a tendency to put a 5 
back in the roll once in a while after it was selected, especially if only 
1 die remained for a critical roll.  This was due both to the ability to 
shake 2 die better than 1 and to the hope of turning a 5 into a 1.  The 
same can be done here, but 1) only 1 undo per roll, 2) only a 5, 3) 
only if 5s were not the only dice chosen from the roll, and 4) only if 
the 5 was not part of a threesome.  Undo a 5 by clicking the UNDO 
button, and then clicking a 5 in the lower bank.  Youll see it pop 
back up into the upper bank.




CUBE 5
Test Release 11/9/95
Net Release 11/15/95
              

