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TREACHERY
by Mike Singleton
from C&VG March 1984


It may be 1984, but thankfully Big Brother is still just a distant nightmare.
Yet a menace just as perilous threatens the world - the sinister Professor
Schweinstein and his terrifying Mandroid! After many years of secret research,
Schweinstein recently succeeded in creating what could be the ultimate weapon,
a device he called the Mindbomb.

When detonated, the Mindbomb causes no physical damage - instead it simply
wipes clean the memories of any human being within ten miles of the explosion.
The device is so powerful that even when it is just sitting around doing
nothing, it can cause random outbreaks of amnesia for many miles around.
Schweinstein has also perfected a superb method of delivering his weapon to
the required target - the Mandroid. In reality an android, this machine so
closely resembles a man that it is virtually impossible to detect, especially
in a large city. With the Mindbomb concealed in the Mandroid, Schweinstein
imagined he could control the world!

However, just as he had completed the Mandroid and Mindbomb, disaster struck.
An accident occurred in his laboratory and Schweinstein forgot his plans for
world domination. In fact he forgot everything he'd ever known! He forgot all
about the Mandroid and the Mindbomb. He forgot where he had hidden the
Mindbomb's remote firing button. He forgot where he had planted the Mandroid's
homing beacon. He forgot about the two blackmail letters he had sent to the
British and Soviet governments. He even forgot about his two hollow teeth -
one of which contained the antidote to the amnesia and the other which
concealed a micro-disc (another of his inventions) which detailed the entire
history of his research.

Now both MI6 and the KGB are engaged in a desperate search for Schweinstein,
the Mindbomb firing button and the homing beacon. They know where the Mandroid
is, at least they know which city it is in at any one time by simply asking
local hospital staff how many cases of amnesia they have admitted on any one
day. Beyond knowing where the Mandroid is, they can go no further in tracking
the thing down and must let it wander the cities of Europe until they can
bring it under control. 

Schweinstein himself is equally elusive. He is a broken man roaming the urban
wilderness in search of his lost identity. Whichever side finds him first and
contrives to spirit him back to their HQ will have pulled off a tremendous
intelligence coup. 

Meanwhile the deadly Mandroid is also wandering across Europe and both MI6 and
the KGB must stop the other side gaining control of the homing beacon and
firing button. With these two devices it would be possible to wipe out the
opposition's intelligence network. While the Mandroid is on the loose, London
and Moscow are in danger of losing their minds! 

Can YOU prevent disaster by finding Schweinstein, the Mandroid and the
Mindbomb? How do you go about it? Read on ... 


WINNING AND HOW TO GO ABOUT IT

The winning player must either capture Professor Schweinstein and take him
back to HQ or lead the Mandroid to enemy HQ and detonate the Mindbomb. The HQs
are either in London or Moscow. 

Neither player knows the exact whereabouts of Professor Schweinstein. However
they both get certain clues as to his location. During each turn, the computer
will inform each player where Schweinstein was three "days" ago. The Schwein-
stein counter is then moved to that city on the main map of Europe. 

If either player orders a search of a city and Schweinstein has been there
within the lost two "days", then the player will be informed how many days
ago the Professor was in that city. If Schweinstein is actually in the city
at the time the search is ordered, then the Professor will be captured by the
agent who initiates the search. The computer moves Schweinstein randomly about
the board with the following restrictions: 

1) He will never stay in a city for more than one turn. 
2) He will never return to a city he has visited on the previous turn. 
3) He will never go to London or Moscow of his own accord.
 
At the start of the game, both the Mindbomb's firing button and the Mandroid
homing beacon are buried in secret locations and neither are active. During
this stage of the game, the Mandroid is moved about the board by the computer
completely at random. When the beacon is found and switched on two things will
happen: 

1) The beacon counter is placed on the board in the correct location. 
2) The Mandroid is moved randomly towards it - i.e. to any city which takes
   it nearer the homing beacon. If the beacon is switched off again, the
   Mandroid moves entirely at random once more.


HOW THE GAME WORKS

In most board games, once you have decided what to do with a piece, you simply
pick it up and move it and when something happens to a piece, you get to know
about it immediately. Treachery is quite different. 

Scattered across Europe are 36 secret agents, some of which you control, some
of which you think you control and some of which you definitely don't control!
To get an agent to do something, first you have to send him a message from HQ
containing your orders. And, if you want any information from him, he first
has to send a message to HQ containing his report. Any messages going between
an agent and HQ must be routed through a continuous chain of agents in
adjoining cities.

For instance, to get a message from Moscow to Tangier, the shortest route
would be Istanbul-Athens-Tangier and you could use your agents in those cities
to pass on the message. Of course, there are a large number of alternative
routes for any message. The only restriction on your choice of route is that
only eight agents can be used for one message. 

So far, it seems simple enough. There is, however, a catch. Some of the agents
you use to pass on the message may be traitors, apparently your agents but
really under the control of the enemy! If so, nasty things can happen to your
message. Firstly, the traitor will memorize the message and try to report its
contents to his own HQ on the following day. Secondly, your message might be
stopped altogether and never reach its destination. 

If the traitor intercepting the message is ASLEEP, he will pass your message
on along its chosen route; if he is AWAKE or ACTIVE he will stop its progress
permanently. If a message is stopped, you may not get to know about it until
it's too late. In the case of orders, you only know that they have been sent
out and unless the order has an obvious and visible result such as your agent
moving to another city, you will not know for sure that it has been carried
out. In the case of reports to HQ, you are told that the report has not
actually arrived but you still don't know which agent in the chain is the
traitor. 

Things can get more complicated still when the traitor tries to report your
message back to his own HQ. One of your agents might intercept the traitor's
report and memorize it to sent back to your HQ. When your agent tries to send
his report in ... well, it could go on forever.
 
Fortunately, the agents have limited memories and messages about messages
about messages are only embedded to a depth of three.


ONE DAY OF TREACHERY 

1) The British flag appears on the screen and a British signature tune plays.
   The MI6 player is asked to enter his clearance code before he can access
   the Top Secret operational file. 
2) MI6 reports: The MI6 player calls in yesterday's reports from his agents
   in the field. He can call in to HQ a maximum of five reports. If a report
   fails to arrive, it still counts towards this total. The player doesn't
   have to call in a report if he doesn't want to. 
3) MI6 Orders: The MI6 player sends orders for today to his agents in the
   field. He can send a maximum of three orders but he can send as few as he
   chooses. 
4) The Russian flag appears on the screen and the same sequence as the MI6
   player's is followed by the KGB player. 
5) The end of the day. The computer memorizes all of today's messages and
   executes all of today's orders (or, at least, the ones that reached the
   agents concerned). Then it lists on the screen any events that are public
   knowledge. 
6) The game moves on to the next day. When one player is using the computer
   to call in and send out his messages, the other player must be out of sight
   of the screen, otherwise he would see information he's not entitled to.
   None of the pieces on the board should be moved or removed until stage
   five, the end of the day. At this stage, both players can look at the
   screen. All they need do is follow the computer's instructions as to which
   pieces have a new location and which pieces need to be removed from the
   board. (NB. if the Mindbomb explodes, all the agents in that city must be
   eliminated.) 

On his first turn, each player enters a six-letter clearance code of his own
choice before accessing his top secret file. The player should make a very
careful note of the code. After turn one, he won't be able to access his file
again unless he enters the correct code. This is to stop the other player
trying to cheat by accessing his opponent's file. 

Because there is such a lot of information going backwards and forwards each
turn, we have included a hard-copy option for each of the information pages a
player can access. Once such a page is on the screen, by pressing COPY (key Z)
the player can get a copy of that page on the ZX printer. If you haven't got
o printer, we suggest you keep pen and paper handy to make a note of any
important items of information. 


THE AGENTS

There are 36 agents in the game and each agent has two ranks, one his rank in
MI6, the other his rank in the KGB. An agent is always loyal to the player he
ranks highest with; this player is his controller. The agent is a traitor to
the player he ranks lowest with; this player is known as the dummy! However,
players are only told by the computer the rank each agent holds in their own
organisation. So, at the start of the game, they have no idea which agents are
really theirs and which are traitors! Only the computer knows this. 

Two numbers, MI6 rank and KGB rank, define the type of agent. The 36 agents
are comprised as follows: 

1 4-3 MI6 Master Spy 
2 3-2 MI6 Triple Agents
4 2-1 MI6 Double Agents
8 1-0 MI6 Single Agents 
6 0-0 Couriers under no player's control 
1 3-4 KGB Master Spy 
2 2-3 KGB Triple Agents
4 1-2 KGB Double Agents
8 0-1 KGB Single Agents 

So, each side has 15 loyal agents and there are six neutral pieces. However,
at the beginning of the game, it will appear to each player that he controls
one Master Spy, Three Triple Agents, six Double Agents and 12 Single Agents -
a total of 22 agents! Seven of these agents are, in fact, traitors whose
treachery may be revealed later in the game.


AGENT STATUS

An agent can be ASLEEP, AWAKE or ACTIVE. At the start of the game, all agents
are ASLEEP except the Single Agents, which are ACTIVE and do not respond to
the enemy at all. Only the player really in control of an agent can change
its status. 

An agent who is ASLEEP will obey orders from either player and pass on messages
from either player. If both players try to give him orders, he will choose to
obey his controller's orders only.

An agent who is AWAKE will still obey orders from either player but he will
stop any messages from the dummy.

An agent who is ACTIVE will only obey orders from his controller and will stop
any messages from the dummy. In all cases, agents will only report back to
their controller, even if the report is in response to an order given by the
dummy! 

COURIERS will pass on messages from either player but will not obey orders
from anyone nor make any reports. They remain in the same city throughout the
game. 


ORDERS YOU CAN GIVE TO AN AGENT 

GO TO (CITY): You: agent moves to an adjacent city. 
KILL (AGENT): Your agent kills another agent. Both agents must be in the same
  city. No agent will obey an order to kill himself! 
SEARCH (CITY): Your agent searches the city he is in for Schweinstein, the
  Firing Button or the Homing Beacon. If he finds one of these, he will report
  its presence and stop his search. If the object does not belong to anyone
  else, he will capture it; if it does, he will just report that it's there. 
STEAL (OBJECT) FROM (AGENT): Your agent steals Schweinstein, the Button or
  the Beacon from another agent. The other agent must be in the same or an
  adjacent city and he must possess the object. 
HIDE (OBJECT): Your agent hides Schweinstein, the Button or the Beacon in the
  city he is in. Your agent must possess the object. Once the object is hidden,
  no one possesses it. 
TRANSFER (OBJECT) TO (AGENT): Your agent transfers Schweinstein, the Button
  or the Beacon to another agent. The other agent must be in the same or an
  adjacent city. Your agent must possess the object. 
CHANGE STATUS TO (STATUS): Your agent is ordered to become ASLEEP, AWAKE or
  ACTIVE. This order will only succeed if you are the controller. If you are
  the dummy, his status will not change. 
SWITCH BEACON (ON/ OFF): Your agent switches the Homing Beacon on or off. He
  must possess the Beacon. 
EXPLODE MIND-BOMB: Your agent detonates the Mind-bomb in the city where the
  Mandroid is. Your agent must possess the Firing Button.

An agent can only obey one order per turn. You can attempt to give an order
to an agent you choose, yours or not. You can also attempt to give orders
that can't be carried out. Such orders will be sent as messages in the normal
way and may even reach the agent concerned. All that will happen to an order
that can't be obeyed is that the computer will ignore it at the end of the
turn. You will only get to know about it indirectly, from the fact that the
agent has not carried it out. 

The same applies to the routing of messages. You can give an impossible route
for a message if you choose (or are careless). The computer will not tell you
that the route is impossible. It will just move the message as far as it can
along the route and then ignore it. 


STARTING THE GAME 

When you RUN the program, the British and Russian flags appear on the screen
and the two signature tunes play. There is then a five minute or so delay
while the computer works out the details of its "telephone network". We
suggest you use this time to place the agents in their starting positions and
to explain the rules to your opponent (or yourself!). 

When the game is ready to go, the British flag appears on the screen with the
Top Secret document page. The MI6 player enters his chosen clearance code and
the game begins. Note that the game actually starts on day three of the crisis.
This might seem silly, but in fact it's to prevent negative day numbers
appearing - remember, Schweinstein's position up to three days ago has to be
kept track of by the computer. Also note that neither player can call in
reports on the first turn - there aren't any to call in! 
 

STARTING POINTS FOR AGENTS. 

AGENT 		CITY 
-----		----
ALPHA 		AMSTERDAM 
BRAVO 		BELGRADE 
CHARLIE 	VIENNA 
DELTA 		PARIS 
ECHO 		OSLO 
FOXTROT 	LISBON 
GOLF 		MADRID 
HOTEL 		TANGIER 
IVAN 		WARSAW 
JULIET 		ROME 
KING 		ATHENS 
LIMA 		ISTANBUL 
MIKE 		BUCHAREST 
NOBLE 		SOFIA 
OSCAR 		PRAGUE 
PAPA 		COPENHAGEN 
QUIZ 		REYKJAVIK 
ROMEO 		LONDON 
SIERRA 		BRUSSELS 
TANGO 		BERLIN 
UNCLE 		HELSINKI 
VICTOR 		BUDAPEST 
WINTER 		DUBLIN 
X-RAY 		ZURICH 
YANKEE 		MOSCOW 
ZULU 		STOCKHOLM 
ZERO 		LONDON 
ONE 		LONDON 
TWO 		LONDON 
THREE 		LONDON 
FOUR 		LONDON 
FIVE 		MOSCOW 
SIX 		MOSCOW 
SEVEN 		MOSCOW 
EIGHT 		MOSCOW 
NINE 		MOSCOW
