The Timelapse Game.            Version 5.0


Introduction.

The Timelapse game is an adventure game which is Played By Mail (PBM),
and is one of a large group of games which can be played this way. For 
more details on the Play By Mail industry you can subscribe to the Flagship
Magazine, who are currently offering subscriptions for 10 for four issues.
If you decide not to take up their offer, within 30 days, they will refund
your 10 promptly. The subscription also comes with a coupon worth 10 in 
any of over 50 different games. Flagship can be contacted at the following
address ; Flagship PO Box 1733, Handsworth, Birmingham B20 2PP.

Timelapse was designed, developed and programmed by Galactic Society Four 
(GSF), and is run commercially by Allsorts PBM Games.

GSF has a policy of continual upgrade to its games and players of the 
Timelapse game can now play by paper, disk and email. 

Each Timelapse game can support up to 50 players, and normally has turns
every two weeks. However special games can be set up with shorter periods
between turns if enough players are interested.


PLAYTESTERS REQUIRED
--------------------
As GSF is continually upgrading its game software, players are always
needed to take part in the playtests. Playtest players play either for free
of for much reduced prices, depending on the length of the playtest, and
the medium (paper/disk/email). If you wish to take part in one of these 
playtests, contact GSF at ;

Galactic Society Four
5a Hamilton Court
Calside, Paisley
Scotland PA2 6DG

or via Internet   gmcphee@cix.compulink.co.uk


The Timelapse Game
------------------

The Scenario .

In the Eastern spiral arm of the galaxy, in the year 3030 a great
race is planned. A Race against time and space, through one of the
most hazardous regions of space. Round the Antarin Black Hole.

As singularities go, the Antarin is best avoided, it rotates. Since
almost 30% of the energy of a spinning black hole can be extracted
this gives a source of a lot of energy if the black hole has the mass
of a star. And the Antarin was a very large star.

Not even light can escape from a black hole, but if you have a tachyon
drive on your starship, then anything becomes possible, even a race
round a black hole.

The Antarin Race was over a fifty light year course, from Capella
to Antarin and back, using starships with the new Hermetian Tachyon
drive system. Clipping the event horizon to push the Tachyon Reality
Chamber to its limits to maintain the crew against the subjective
gravity stresses and end the race only days after it started. Of course,
relative time for the spectators would be closer to two hundred years,
it depends on your viewpoint.

Of course, something went wrong, very wrong. Fifty starships clipped
the event horizon amidst a random burst of tachyons and disappeared
from what we call reality .



The Problem .

You are the pilot, and sole crew member, of a tachyon starship, You
wake up; in pain and confusion. You are not in your ship, nor are
you wearing your head up display. Your comfortable reclining control
couch is nowhere in sight. It has been replaced by some hard ground,
some rocks and a pool of stagnant water; in which you are sitting.
It's not going to be a good day.

You are outside, on a planet, in the morning and its raining. You
don't recognise the terrain, the sky, the smell or the large gentleman
with the big club currently looking down at you. He speaks; you understand
him. You give thanks that your flight suit still works and can translate
for you.

Over the next few days your new found friend explains that he is out
hunting for his tribe. You judge the technology level to be bronze
age, although your friend prefers a large club, he is a bit of a traditionalist.
Your suits emergency systems can detect tachyon leakage. Which, truth
be told, is unlikely on a bronze age planet.



The Solution .

Your starship has been fragmented in clipping the event horizon of
Antarin and scattered through time and space. It is very likely your
fellow pilots in other ships have suffered similar fates. Unless you
want to spend the rest of your life clubbing buffalo, you had better
find and assemble your ship again.

It could take a while. With the tachyon leakage, life could get interesting
and reality may go on the blink, from time to time. This could cause
a Timelapse and shift you and all the parts of your ship forward in
time. The theory of Conservation of Reality is new and a little hazy,
at least to you. Suffice to say that since Antarin's rotational momentum
is, or will be, very large; it could take some time for the parts
of the ship to recombine. You may not live that long, so you had better
go looking for them.


Game Mechanics

The Timelapse game is split into twelve time periods, starting in
the Bronze age at about 3000 BC and ending at 2000 AD. Each jump in
time, a Timelapse, will move you one time period further on.

Your ship has been fragmented into fifty separate pieces, details
of which you will find in Appendix B. These pieces are called enigmas,
since they are beyond the understanding of the citizens of the time
periods in question.

Your task is to collect/steal/appropriate the enigmas. Once enough
enigmas have been collected in any time period then reality will go
on the blink and a Timelapse will occur. The amount of enigmas required
will vary and it doesn't matter which players get them. If the set
quantity of enigmas for the bronze age is ten, then the Timelapse
will occur once any ten are found by the players in total and placed
into the players bases.

Players can work out just how close to a Timelapse they are by consulting
the Enigmas held by other Players table in the turnsheet. For more
details of this refer to the Turnsheet section on Timelapses on Page
47.

The trick is to stay alive amongst barbarians while you do it. Life
will go on around you. Wars will be fought, crops planted, forests
cleared and technology will march on. Well not so much march as stroll.

You may find more of one type of enigma than you need, this can be
bartered/sold to settlements, rulers or armies; if you can trust them.


Turns

In the first time period, the bronze age, turns will represent 12
months in game time. In the second time period turns will represent
only 11 months of game time; and so on until in the Space Age, 2000
AD, turns will be only 1 month of game time. Details of this can be
found in Appendix A.



The Players

There are several classes of characters that you will find in the
Timelapse game. These terms will crop up all through the game and
this booklet.

Players. These are, up to 50, real people playing the game, starship
pilots desperately trying to track down enigmas. Players have charisma
and leadership qualities which can be developed by skilful playing.

Individuals. These are computer generated characters that wander across
the world and carry out their own actions, and may sometimes be mistaken
for players . They may carry enigmas have alliances with rulers, cities
or armies just like players . Some of your allies could be individuals.
One of the challenges of the game is to determine which of the individuals
are players and which are NPC's.

Rulers . This is a special class of individual . The ruler is an individual
who has power i.e. a province or perhaps armies or tribes allied to
them. The more alliances they have the more powerful they become.
Players can sometimes be referred to as Rulers if they have enough
allies. The exact number, and composition of allies needed to become
a Ruler will vary depending on the Time Period being played in.

Warlords. Another special class of individual. A Warlord is an individual
who is in command of one or more Armies or Tribes, on behalf of an
ally, like a General.

Army . This is exactly what it sounds like. It can be allied to a
ruler, individual, province or even you!

Tribes . These are a special form of army which can fight when needed
but whose primary task is to be nomads moving across the face of the
world. Tribes can be upgraded to armies.

Settlement. A settlement can be independent or owe allegiance to a
ruler or perhaps you. Your base camps are special types of settlements,
since they owe allegiance to you. Settlements can be of various sizes,
from small villages to a large metropolis, depending on the time period
and the length of time the settlement has been there.

Province . The world is made up of provinces in a 100 x 50 grid .
How they are arranged will depend on the computer as a new grid is
generated for each game. Provinces can have a wide variety of terrain,
details of which you will find in the Maps Section of this booklet.

Firm . From time period 5, The City State Age, firms will be set up
and these like the above can be allied to yourself or rulers etc.
Firms produce province stores and are very necessary for the maintenance
of large armies. No point worrying about these till later on in the
game.

Followers . These are a special class of character that has less active
role in the game. They cannot become rulers or armies in their own
right and exist to help the player or individual achieve their objectives.
Followers are the only character class that cannot own enigmas. Followers
can be gathered, used to build and defend bases, used in attacks and
raids and used to augment your allied armies and tribes. Followers
require to be fed and equipped, and for this they require province
stores each turn, see the Pick up Stores command for details of this.



Allies

All the allies you gain in the game will be NPC's. There is no formal
mechanism to allow players to ally to each other, this is left for
the players to work out between themselves. Deciding areas of influence,
who to trust, who to talk to, this is called diplomacy. Methods of
exchanging messages with other players are covered later on.

The NPC's in the Timelapse game are very active and undertake empire
building quite readily. One strategy to win the game is to gain allies.
These allies will have already located some enigmas and with your
help could find more for you. So how do you gain allies?

Provinces. A province is an area of land, that in each time period
will have one of twenty types of terrain. If it is a Sea province
they you can forget it as an ally, it will be uninhabited. The other
nineteen types of terrain can support a rural population, although
not all provinces will be inhabited. Since the game starts in the
Bronze age then fairly large tracts of land will be undeveloped. To
gain a Province as an ally, i.e. get the Rural population on your
side, you could try helping them. This involves your character using
his superior knowledge to solve the problems of the province. There
is no guarantee that the rural population will accept your help, they
may be allied to someone else, or they may wish to stay independent.
If the Province is uninhabited then there will be no-one to help,
so you could try the upgrade command. This involves building wells,
bridges and roads to encourage a rural population to move in. Upgrading
a province will raise the technology level of the province, and could
also encourage a settlement to form. The rural population within a
province also contribute to the province stores accumulated each turn.

Settlements. A settlement is a formed when a nomadic population sets
up a permanent camp. Once settlements are formed they can start cutting
down trees and clearing the land for agricultural use. So settlement
activity can change the terrain map. Helping or bartering to settlements
can make them your ally, or you could try another approach and raid
the settlement. If you go to extremes and attack the settlement there
may not be much left to ally to you, assuming that you win the battle.
Settlements are important as they produce province stores, supplies
which are vital to your armies and tribes.

Individuals. Every single character in the game is referred to as
an individual, although they have different character classes. Some
of the commands are designed to pick out only one type of individual,
e.g. Look for rulers, this will only report on individuals that are
rulers (or above i.e. Emperors). Like settlements you can gain the
trust of Individuals, and Rulers, by helping them. Unlike settlements
you are not going to make them an ally by attacking them. Gaining
Individuals as allies is vital as their allies become your allies
also. All individuals, including players, can move up to a maximum
of five provinces per turn.

Armies, Tribes & Firms. These can be turned into allies by helping
or bartering. Firms don't come into the game until the 5th time period,
when they are primarily used for the production of province stores.
Armies and Tribes can be used to attack enemies and carry out military
campaigns, as well as defending important provinces. Armies and Tribes
can suffer casualties in battle, and will either be reduced in size
or efficiency depending on the level of damage done. By gaining an
important NPC as an ally you could also gain several tribes or armies
as allies, at the same time. Armies and Tribes need someone to lead
them, either your character or one of your allied individuals (who
then becomes a Warlord), unless the army or tribe is left to defend
a province.

Both Armies and Tribes require province stores each turn. They will
first use up any province stores they are carrying with them, then
they will attempt to use any province stores held by the individual
they are allied to ,(this could be the Warlord or your character,
if in the same province as the Army or Tribe), then any found in the
province.  If the Army or Tribe has no province stores left at the
end of the turn then they will move to a new province in an attempt
to obtain them. See the gather stores, and pick up stores commands
for more details on province stores. 

Enigmas

All the above character classes can own enigmas, except Followers,
and most of them can move, except settlements and provinces, for obvious
reasons. Each of them can become more powerful and they all have names.
Many of the terms are interchangeable. Individuals can become rulers
and the reverse is also true for rulers down on their luck. Players
can become rulers and players with large numbers of followers can
behave like armies or tribes.

Since the object of the Timelapse game is to gain enigmas, or the
power to gain enigmas, the game revolves round them. The reports and
information messages generated by the game are geared to the specific
time period you are in. For example a laser pistol may be described,
in the bronze age, as a wand of fiery light but then again it could
be some optical cabling. Only investigating the report will tell.



Input
-----
Since this is fully computer moderated game, all input to the game
requires the player to send in a turn input. This should be sent back
to be processed before the deadline date. If you miss the deadline
date your turn will be processed, as long as you have enough credit,
on the assumption that your character only wishes to look around the
province he is in.

In the Timelapse game you are allowed to input up to forty orders
per turn. In other PBM games the processing of these orders must be
in a set sequence, i.e. all movement commands before building bases
etc. This is to make life easy for the programmer. In Timelapse all
players commands are executed in the order the player wrote them down,
i.e. order number 1 is processed before order number 2. Therefore
it is easier for the player to understand what is going on. In the
Turnsheet the Character activity section lists all the results for
your character and allies in the order they happened.



Victory Conditions
------------------
The obvious victory condition to the Timelapse game is to survive
long enough to complete the assembly of your ship. It doesn't matter
if you have more parts than you need, as long as you have one of each
of the fifty items. Holding on to an extra enigma or two will of course
deprive another player of it, and by default help you.

To win you require to have at least one of each of the enigmas either
carried by your character of in one of your bases. Enigmas held by
allies do not count.

Once you have collected the fifty different enigmas, your final Timelapse
occurs and all your enigmas are pulled together then you automatically
blast of the planet and turn on the tachyon generator and win the
game. Your starship flips round the Antarin black hole and you win
the race. In the unlikely event of two or more players doing this
simultaneously then the one with the greatest charisma and leadership
wins the game .

The remaining players will be informed that one of you has blasted
off and will race for second and third positions. Once three players
have successfully completed the game then the game is over.

At the start of the game your character is a mere twenty years old,
and as your race are known to live to a ripe old age of two hundred
that gives you 180 years to completed the game. As the bronze age
is a year a turn then this gives plenty of time to completed the game.
However if a game gets bogged down and runs for more than the 180
years, 2,160 months, then whoever has the most of the fifty enigmas
wins the game; but naturally dies of old age.


Play by disk or BBS email
-------------------------
Timelapse players now have the option of playing the game by disk,
as an alternative to paper, on either the Atari ST or IBM PC (or compatible)
computers. Disk players receive their turn on a 3.5 inch disk, and can
display maps, text and make their turn input, before returning the
disk. 

Email players will be sent their files in Zipped format, and once 
decompressed the Playtime program can either be run off the computers hard
disk or floppy drive. Once the turn input has been completed email players 
will zip up the files updated and post the zipped file to the Timelapse BBS
they are using. 

Atari users require either a High resolution monochrome monitor, or
Medium Resolution colour, and the program runs in 512k. IBM PC users
require a mouse, VGA colour, a 3.5 inch drive as drive A and 640k
memory, the program supports drop down menus but does not require
Windows.

For both Atari and IBM PC systems the program can be installed on
a hard disk, but this is not essential to run the program.

Players currently playing by paper can convert to play by disk and
vice versa.


A beginners guide to Timelapse.
-------------------------------
If this is your first game of Timelapse you might need some clues
to help you get started with the game. Your character has been stranded
on a Bronze Age planet with only your resourcefulness and knowledge
of the future on your side. In this game you don't start with huge
armies and empires on your side, just with what you are standing up
in.

So what's the first move then? Well you could give your character
a new name, the one allocated by the program might not suit you.

N C Kaserim i.e. name your character Kaserim.

You could think about what you would like to call your empire, and
use the Name Empire command, or you might want to wait till you've
got an empire to name.

Each turn on your turn sheet you will receive some hints and tips
on how to get the best from the game, and one of them will be to turn
on your standing orders. Standing orders are a method of automatically
carrying out orders each time you move into a province, and both save
space for other orders and enable automatic helping of potential allies.
So turn on whatever standing orders you think you will need, they
might make you more visible to other players and NPC's but the information
they provide is valuable.

S O PE i.e. Pick up any unattended enigmas that are lying around 

S O LT i.e. Turn on the Standing order to look for any tribes 

S O GF i.e. Turn on the Standing order to Gather followers 

S O GI i.e. Turn on the Standing order to Gather information on the
province 

S O LI i.e. Turn on the Standing order to Look for Individuals 

S O HI i.e. Turn on the Standing order to Help any Individuals found
with the Look for Individuals command

S O PS i.e. Turn on the Standing order to pick up province stores,
this will help feed any followers you collect.

So now we have the standing orders set up, let's see what is in the
province you are in at present.

G I i.e. Gather information on the current province 

G F i.e. Attempt to gather followers in the province 

U P i.e. Make yourself useful in the province and try to upgrade it
 

HP i.e. Make yourself even more useful and try helping any people
you find in the province

Now let's do some travelling, and each time you enter a province the
standing orders we have already set up will be automatically carried
out.

M E i.e. Move East 

H P i.e. Being helpful as you go 

M N i.e. Move North

H P 

M W  i.e. Move West

U P i.e. Perhaps even doing some upgrading 

H P 

M W  i.e. Move West

H P   i.e. Help the province

M S  i.e. Move South

You can only move up to five provinces per turn so you would have
to stop here. However you can use the other commands to have a look
around you. Make use of the Gather Information and Study Province
commands to find out who controls what provinces, where the province
stores are, which provinces have settlements, armies etc.

On your second turn you may have some allies, provinces perhaps even
individuals, and certainly a lot more information to work on. If you
gain individuals as allies then turn on their standing orders too,
and make good use of the remote commands.

There are many ways to achieve success in Timelapse, from playing
the loner quietly gathering enigmas by stealth, to forging great empires
and sweeping across the globe. Good luck.




Tutorial
--------

A more advanced guide to Timelapse

After you have played a few turns of the Timelapse game you should
be ready to start using some of the the more advanced commands.

If you have individuals who have become allied to you you can issue
orders to them using the Remote Commands.

R C 400 SO ALL ON i.e. Turn on all the standing orders for Individual
400 

R C 400 MN   i.e. Move individual 400 north 

R C 400 SC ON   i.e. Order individual 400 to start shadowing your
character 

M W   i.e. Move your character West, and since Individual 400 is shadowing
your character then they will move West also.

If you have up to five individuals allied to you they can all be set
up to shadow your character. Each time your character moves they also
move in the same direction. If you have standing orders set up for
the individuals they are also carried out each time the individual
enters a province. So for the expense of a single command (Move West)
you can have dozens of commands carried out.

If you have any tribes or armies allied to you, then you can turn
your allied individual into a warlord by using the Dispatch commands.

D T 400 12 i.e. Dispatch individual 400 with Tribe 12.

Or alternatively if the individual is some distance away then use.

R C 400 OT 12 i.e. Order individual 400 to organise Tribe 12.

The Tribe will then follow the Individual where ever he goes and can
be used to fight wars.

R C 400 FW i.e. Order individual 400 to fight a war in his current
province (with any tribes, armies or followers he has with him.)

The remote commands can also be used to do many of the commands that
your own character can do.

R C 400 GS 12 5   i.e. Order individual 400 to gather 5 units of province
stores for Tribe 12.

R C 400 UT 12 F   i.e. Order individual 400 to upgrade Tribe 12 by
using 500 of his followers to increase the tribes size.

R C 400 RB 450 i.e. Order individual 400 to carry out a raid on base
450.

Any provinces, settlements etc captured by your allied individuals
automatically become allied to you.

Your allied individuals can also be used to create and maintain bases
for you.

R C 400 CB 500 i.e. Order individual 400 to create a base for you
in his province and fill it with 500 of his followers.

R C 400 EB 367 100 i.e. Order individual 400 to enlarge base 367 with
100 of his followers.

R C 400 DE ALL 367 i.e. Order individual 400 to dump all the enigmas
he is carrying into base 367.

As you build up your empire you will want to protect the most valuable
parts of it from attack by other players and NPC's. To prevent your
treasured enigmas being stolen you can increase the number of followers
in your bases, or move the bases regularly. Alternatively you can
use a Tribe or Army to defend the province.

D P 45 i.e. Order Tribe or Army 45 to defend the province they are
in.

R C 400 DP 12 i.e. Order individual 400 to command Tribe or Army 12
to defend the province they are in.

The Army or Tribe would then start to build fortifications in the
province, and after a turn or two the terrain type icon will turn
to a military one (depending on the time period this can be anything
from a hill fort to an Airbase ). Provinces which are defended in
this way are harder to take as the army or tribe has to be defeated
first. The longer the province is defended the harder it is to take.



Filling in your Turn input
--------------------------
Since you only have forty commands to use each turn it is best to
spend some time working out what you wish to do before attempting
to fill in your turnsheet.

All commands on the turn input are executed in the order you have keyed 
them in. So it is easy for you to plan out what to do and when it
will be carried out.

Each command is formed of a two letter prefix and a number of parameters.

e.g. M S W

The first two letters should be written in the first two boxes and
the remainder in the larger box.

Please write clearly in block capitals, to enable your commands to
be keyed in correctly.

The orders that have been keyed for your turn are printed out as part
of your results for your reference.

If you are changing your address please mark this at the top of the
Turn input sheet with a note saying when the change of address is
to take place.

New players always start with number of free turns, depending on the
package offered at the time. The number of free turns left is shown
at the top of the turn input sheet, plus details of the cost to you
each turn. If you don't have enough credit to pay for the next turn
in your account a warning message will be printed on the turn input
sheet. Turns are not sent out to players without enough credit.



THE TIMELAPSE COMMANDS
----------------------

The Timelapse commands are used to perform actions by your character
and those of your allies. Many of the commands that can be used with
your own character can also be used with other individuals which are
allied to you. These commands are referred to as Remote Commands,
as they can be performed at a distance from your characters location.
The Remote Command syntax is shown below the command for your character
along with any special conditions that apply to it alone. 

Remote Commands for use with allied Individuals
-----------------------------------------------
The remote commands are used to allow you to issue commands that are
to be carried out by an allied individual. This set of commands, that
can be given remotely to Individuals, is a subset of the full command
list, but has the advantage of being able to be carried out some distance
from where your character is. For full details of what each command
does please consult the relevant entry elsewhere in the rule booklet.
Certain commands cannot be undertaken by allied individuals, who are
after all, NPC's, namely helping which requires specialist technical
knowledge which only player characters have. (Unless of course you
are prepared to spend the time to train your allied individuals).

In order for these commands to be carried out, your character needs
to be able to communicate with the Individual. The distance over which
this communication can be carried out, will depend on the time period.
Details of these maximum distances can be found in Appendix C.

However this communication barrier can be overcome with the use of
two special enigmas, these are the Head Up Display and the Laser Communicator.

If your allied Individual is carrying the Laser communicator with
him and your character is carrying the Head up display then you can
use the Remote Commands regardless of the distance between you both.
Should communication be broken, perhaps with the loss of an enigma,
then details of the individuals activities will no longer appear in
the Character Activity section of your turnsheet.



A A Attack Army

This command initiates an attack, led by yourself, by the forces organized
to move with you. These forces clash with the specified army and try
to overrun it. Factors determining the outcome will be the number
of armies on each side, the technologies of the armies, the terrain
and your reputation as a military commander. This attack order, and
all attack orders, can only be directed against enemies in the SAME
PROVINCE. Attack orders directed against enemies in another province
will fail.

The army to be attacked can be specified using the army number, or
alternatively if you wish to attack the first army found, which is
not allied to you, then use the ANY option.

If you wish to attack a Tribe please use the Raid Tribe command.

[ A A 2 ] i.e. attack Army number 2. or [ A A ANY ] i.e. attack the
first non-allied army found in province

Note that with both the Attack and raid commands you could be involved
in a battle not only with the specified army but also all other allies
of that army within that province, and you could suffer losses to
any armies, tribes and followers traveling with you.

Remote Version of Command.

When this command is issued your allied individual will attack the
army specified with all the forces with him. This includes all the
followers with that individual, and if the individual is a Warlord
any Army or Tribes with him. If the army being attacked has any allies
in the province they are likely to be drawn into the conflict. Your
allied individual requires to be in the same province as the army
he is attacking .

[ R C 430 AA 45 ] i.e. Order individual 430 to attack Army 45 .  

[ R C 430 AA ANY ] i.e. Order individual 430 to attack the first army
found in the province which is not allied to your character.



A B Abandon Base

The Abandon base command is useful when a rapid exit is required from
one of your bases, of if you are needing to move your base of operations
to a new province and do not wish to leave a base behind you. Any
enigmas or followers have to be dealt with before issuing this order.
E.g. Organize Followers & Take Enigmas. Any followers or enigmas left
behind will be dispersed in the province. An alternative to this is
to use the Move base command which will move the entire base, including
its contents, if you have enough followers to carry the enigmas held
in the base. See the Move Base command for more details.

[ A B 3 ] i.e. Abandon base number 3.



A E Assemble enigmas

When this command is given your character will spend time working
on the enigmas (equipment) gathered so far, to ensure it is in working
order and effect any repairs necessary. Such repairs may require a
larger base camp to complete and the turn sheet will inform you if
the base needs to be enlarged. This command is only effective for
one turn. The turnsheet will display the enigmas in enigma number
order after this command has been successfully executed. While the
followers at your base are working on the enigmas you will be unable
to move the base for the remainder of that turn.

[ A E 3 ] i.e. Assemble enigmas at base number 3.



A I Attack Individual

Attacking a single individual with all the forces you have organized
with you may seem slightly over zealous, but the facility is there
should you require it. Remember that if the individual has allies,
such as armies or tribes in the same province, then you will be fighting
them also. The individual to be attacked requires to be in the same
province as your character.

[ A I 34 ] i.e. Attack Individual number 34. or [ A I ANY ] i.e. Attack
the first individual found who is not allied to you.

Remote Version of Command

[ R C 430 AI 143 ] i.e. Order Individual 430 to attack individual
143  

[ R C 430 AI ANY ] i.e. Order Individual 430 to attack the first individual
found in the province which is not allied to your character.



A R Attack Ruler

Very similar to the attack individual command, since a ruler is a
special type of Individual. The same rules apply with this action.
Allied armies, tribes or even other individuals in the same province
will treat this as attack on them. Some of them also hold grudges.
This command operates on both Rulers and Emperors, (Emperors being
Rulers with a good PR department).

[ A R 120 ] i.e. Attack Ruler number 120. or [ A R ANY ] i.e. Attack
the first ruler found who is not allied to your character.

Remote Version of Command

[ R C 430 AR 230 ] i.e. Order Individual 430 to attack Ruler 230 


[ R C 430 AR ANY ] i.e. Order Individual 430 to attack the first Ruler
found in the province which is not allied to your character.



A S Attack Settlement

When this command is given your character will lead an attack on the
Settlement indicated. This is more than just a raid and is an attempt
to lay siege to the settlement and ultimately take it. Your character
will use whatever armies, tribes and followers that are have been
organized to move with you, to carry out the attack. For more details
of how to organize your forces see the Organize commands.

If your character is successful in attacking a settlement then you
are made ruler of it. However in heavy fighting it is not unknown
for settlements to be razed to the ground. Larger settlements (cities)
will require more force to subdue, and some may have armies in occupation.

[ A S 450 ] i.e. Attack Settlement 450. or [ A S ANY ] i.e. Attack
the first settlement found which is not allied to your character.

Remote Version of Command

Your allied individuals can be used to rampage around the countryside
attacking settlements. While this technique can gain you enigmas it
runs the risk of razing the Settlement to the ground if you have a
large force with you. Settlements provide part of the province stores
produced each turn in a province and you might need these for supplying
your tribes, armies and followers, but so might your opponents.

[ R C 430 AS 598 ] i.e. Order Individual 430 to attack Settlement
598  

[ R C 430 AS ANY ] i.e. Order Individual 430 to attack the first settlement
found in the province which is not allied to your character.



B A Barter with Army

If you have extra enigmas of a certain type, you may wish to barter
with them to gain favour. These can be bartered with settlements,
Armies, Tribes, Rulers, Firms, Provinces and even Individuals. If
the Army accepts the enigma you are offering then they may offer you
one in return or pledge allegiance to you.

[ B A 320 3 ] i.e. Barter with Army number 320 with enigma 3.



B F Barter with Firm

Firms do not enter the game until Time Period 5, the City State Age.

[ B F 100 50 ] i.e. Barter with Firm number 100 with enigma 50.



B I Barter with Individual

Your fellow players will be described as Individuals in your turn
sheets. The task of working out that they are indeed players is up
to you.

[ B I 470 6 ] i.e. Barter with Individual 470 with enigma 6.



B P Barter with Province

Provinces without a ruler may elect you their ruler if you impress
them enough.

[ B P 3891 3 ] i.e. Barter with province number 3891 with enigma 3.



B R Barter with Ruler

Gaining favour with a powerful ruler can gain you a great deal. The
ruler may become your ally and you could find yourself gaining effective
control over Armies, Tribes and Provinces at a stroke.

[ B R 56 23 ] i.e. Barter with Ruler number 56 with enigma 23.



B S Barter with Settlement

Although you may gain favour with the Settlement by donating them
an enigma they may not necessarily provide you with what you wish,
they could throw you in whatever passes for a prison in that Time
Period.

[ B S 34 2 ] i.e. Barter with Settlement number 34 with enigma 2.



B T Barter with Tribe

Tribes could have no use for your barter enigma, but on the other
hand it could just be the thing they have always been looking for.
As Tribes tend to wander across the world they may have picked up
a useful enigma of their own.

[ B T 46 5 ] i.e. Barter with Tribe number 46 with enigma 5.



C B Create Base

To store and work on enigmas you require to create bases. These bases
can be defended by your followers and any armies that are allied to
you. The larger the base the harder it is for an opponent to take
it away from you. Each player can have up to a maximum of ten bases
running simultaneously. Once a base has been set up it can be moved
one province per turn - see the Move Base command for details.

The base is created in the province you happen to be in at the time
and staffed with a minimum of fifty of the followers you have with
you. If you do not have at least fifty followers with you then you
will be unable to create the base. The creation of the base will be
reported in the Character Activity section of the turnsheet and details
of the base will appear in the Bases section of the Turnsheet.

[ C B ] i.e. set up a Base in the current province, staffed with 50
followers.

[ C B 400 ] i.e. set up a Base in the current province with 400 of
your followers.

Remote Version of Command

Your allied individuals can be used to set up a Base for you in their
current province. This command requires that the individual has at
least 50 followers with him. You have the option of starting the base
either with the minimum of 50 followers or specifying a higher number.

[ R C 123 CB ] i.e. Order individual 123 to create a base for you
in his current province, with 50 of his followers.

[ R C 123 CB 300 ] i.e. Order individual 123 to create a base for
you with 300 of his followers.



C R Circulate Rumour

This command can be used to send messages to other players who are
near the province your character is in. These messages will appear
in the History Log section of the turnsheet, and the distance they
can be sent will depend on the technology level of the Time Period
you are playing in. (See the section on the History Log)

[C R Player 4 is looking for allies ] i.e. Circulate a Rumour that
Player 4 is looking for allies



D A Dispatch Army

This command is used to appoint one of your allied individuals as
a Warlord and give him an army, or tribe to command.

The Individual and Army or Tribe and your character all require to
be in the same province when this command is issued. After this command
is issued the Army or Tribe will be organized to follow the Warlord
and accept orders from him directly. If the Warlord was organized
to follow you this command will cancel this and the Warlord will stop
following you. To control the movements of the Warlord and the armies/tribes
with him you should use the Remote Commands. (See Remote Commands
for details). There is no limit to the total number of Tribes or Armies
that can be controlled by a Warlord, but from a logistical point of
view more than half a dozen will prove tricky to control.

To cancel the dispatch army command see the Transfer Command.

You can also achieve the same objective (but at a distance, with the
Remote command OA {organize army}, see the remote commands for details)

[ D A 4 300 ] i.e. Dispatch Individual 4 as a Warlord with Army/tribe
number 300.



D C Disband Camp followers

At times you may find it necessary to disband the followers you have
accumulated at a base when it becomes time to move on. These followers
will disperse into the province and raise its technology level due
to the training you have given them.

[ D C 56 340 ] i.e. Disband base camp 56 of 340 followers.



D E Dump enigma

This command allows you to move one, or more, of the enigmas being
carried by your character, either to one of your own bases or just
dump it in the province you are in. The first format of the command
will attempt to place the enigma in your base in the current province.
If you do not have a base in the province, or if the first base found
is already full of enigmas, then the enigma will be dumped in the
province. The `All' option will allow you to dump all the enigmas

you are carrying ( a maximum of five) at the one time.

The second format of the command where the base number is used, allows
you to specify which base you wish the enigma/s dumped into. Your
character may have more than one base in a province. When the base
number is specified, if the base is already full of enigmas the enigmas
you are attempting to dump remain with your character and are not
dumped into the province.

[ D E 3 ] i.e. Dump Enigma 3 in the current province, unless you have
a base in this province, in which case dump it there.

[ D E All] i.e. Dump all the enigmas you are carrying into the current
province, unless you have a base in this province, in which case dump
them there.

[ D E 3 9 ] i.e. Dump Enigma 3 at base number 9.

[ D E ALL 9 ] i.e. Dump all the enigmas you are carrying into base
number 9.

Remote Version of Command

If you have any allied individual who is carrying one or more enigmas
you can command them to dump the enigma, or enigmas, either into the
province they are in or into one of your bases. The allied individual
requires to be in the same province as the base, he has to be carrying
the enigma (if its number is specified) and the base has to belong
to you.

[ R C 400 DE 34 100 ] i.e. Order Individual 400 to dump enigma 34
into base 100.

[ R C 400 DE ALL 100 ] i.e. Order Individual 400 to dump all the enigmas
he is carrying into base 100

[ R C 400 DE 34 ] i.e. Order Individual 400 to dump enigma 34 into
the first base he finds of yours in his current province. If no base
exists then the enigma is dumped into the province.

[ R C 400 DE ALL ] i.e. Order Individual 400 to dump all his enigmas
into the first base of yours he finds, etc.



D F Disband Followers

This command will disband the followers you have with you into the
surrounding province. This may be necessary if you wish to keep a
low profile for a while.

[ D F 15 ] i.e. Disband 15 of the followers who are with you.



D P Defend Province

This is a command which instructs an Army, or tribe, to defend a province.
The army, or tribe, must be already allied to you, and in the same
province as you. If the army was organized to follow you before this
command was given then it will no longer follow you about after this.
The Army, or tribe, will set up camp in the province and proceed to
fortify it.

The defending army will engage in battle any other armies or tribes
not allied to you attempting to gain passage through the province.
Individuals with large numbers of followers attempting to pass through
such provinces will also be challenged. Individuals or Armies/Tribes
attempting to use the Pick up Stores or Gather Stores commands in
a province defended by an Army or Tribe will be automatically attacked
by the defending army or Tribe. Unless of course the Army or Tribe
is your ally.

The Army, or Tribe, will remain defending the province as long as
they either have province stores to feed them, or you organize them
to follow you.

If the terrain type of the province you have order the Army, or Tribe,
to defend is hills/mountains/forested hills then the Army will build
a military base suitable to the Time Period you are in. If it is the
Bronze Age then it will be a hill fort, and the province terrain icon
will change to this, when the fort is completed. If the land is flat
then, in the Bronze age a castle will be built, only this will take
longer. The longer the Army or Tribe has to defend the province before
being attacked the stronger it will become.

A number of Armies or Tribes (or even both types) can defend a province
simultaneously, as long as they are all allied to the same individual.
If you attempt to defend a province that is already defended by a
rival individual's army then you will have a fight on your hands.

[ D P 34 ] i.e. Command Army, or Tribe, number 34 to defend the province
they are in.

Remote Version of Command

Allied individuals can be made into Warlords by using the Dispatch
Army command, which also arranges for an army to follow that individual
in the same manner as armies follow your character when Organized.

After issuing the Defend Province command the Army or Tribe will stop
following the Warlord and start to build fortifications in the province.
If this was the only Army or Tribe controlled by the Warlord, then
they will revert to an ordinary individual.

[ R C 5 DP 45 ] i.e. order Individual 5 to instruct Army/Tribe 45
to defend whatever province they are in.



D S Dump Stores

This is a command to an Army or Tribe, organized to move with you,
to deposit some or all of the province stores they are carrying into
the province they are currently in. In conjunction with the Gather
Stores command this can be used to redistribute province stores between
provinces.

[D S 134 5 ] i.e. order Army/Tribe number 134 to dump 5 units of province
stores in the current province.

[D S 134 ALL ] i.e. order Army/Tribe number 134 to dump all its province
stores in the current province.

Remote Version of Command

[ R C 425 DS 23 4 ] i.e. order Individual 425 to command Army/Tribe
23 to dump 4 units of province store in the province they are in.

[ R C 425 DS 23 ALL ] i.e. order Indivudal 425 to command Army/Tribe
23 to dump all their stores.

D T Dispatch Tribe

See Dispatch Army for details of this command.



E B Enlarge base

Having gathered a number of followers you may wish to place them at
one of your bases to help enlarge it. To do this you have to be in
the same province as the base. Bases may need to be enlarged to enable
you to move them as a certain number of followers are needed for each
enigma stored in the base. See Appendix B for the number of followers
required for each type of enigma.

[ E B 3 100 ] i.e. Enlarge base 3 with 100 of the followers you have
with you.

Remote Version of Command

[ R C 425 EB 400 100 ] i.e. Order Individual 425 to enlarge base 400
by adding 100 of his followers to it.



E S Expel Stores

This command allows your character to empty province stores out of
his baggage train into the province, or to another individual. This
is the opposite of the PS (Pick up Stores) command, and will allow
characters to be used to transport stores from one province to another.

[ E S 10 ] i.e. Expel 10 units of province stores from your baggage
train.

[ E S ALL ] i.e. Expel all the province stores from your baggage train.

[ E S 10 450 ] i.e. Expel 10 units of province stores from your baggage
train and pass them to individual 450.

[ E S ALL 450 ] i.e. pass all the province stores you carry to individual
450.

Remote Version of Command

[ R C 400 ES 5 ] i.e. Order Individual 400 to expel 5 units of stores
from his baggage train.

[ R C 400 ES ALL ] i.e. Order Individual 400 to expel all his province
stores from his baggage train.

or [ R C 400 ES ALL 35 ] i.e. Order Individual 400 to expel all his
province stores and pass them to individual 35.



F W Fight War

This command can only be used a maximum of twice per turn, for your
character. As the name of the command suggests this orders all those
allies organized to move with you to attempt to conquer the province
you are presently in. This can involve attacking settlements, rulers,
armies & tribes during the turn. As such it is probably a good idea
to have a fair sized party moving around with you before trying to
use this command.

Naturally only those settlements, rulers, armies and tribes not allied
to you will be attacked. This command can also be used within a province
already allied to you in order to subdue any settlements, armies or
tribes in the province which are not allied to you.

This command is intended to conduct a military campaign from the `Top
down'. If the province is allied to someone else and they are present
in the province then the attack is centred on them. If the province
owner is not present then armies and tribes not allied to you are
sought out. If no armies or tribes are present then the attack is
made on settlements not allied to you. The Fight war command can be
safely used in provinces already allied to you to subdue settlements,
tribes, armies etc. who are not allied to you. No attempt is made
to attack individuals, unless they are the province owner or organized
to travel with the province owner.

[ F W ] i.e. Start a military campaign within your current province.

Remote Version of Command

As with the fight war command for your own character, the command
can only be used twice per turn. So if you have two allied Individuals
and your own character you could fight six wars in a single turn,
all in different provinces!

[ R C 101 FW ] i.e. order Individual 101 to fight a war in the province.



G E Give Enigma

This command allows you to directly transfer an enigma in your baggage
train to the baggage train of another individual. The other individual
could be either an NPC or another player.

The enigma must be in your baggage train and the other individual
must be in the same province as your character. Unlike the barter
command nothing is expected in return for the enigma.

The command will only be successful if the individual receiving the
enigma has room in his baggage train to accommodate the enigma. Individuals
can carry a maximum of five enigmas.

[ G E 45 500 ] i.e. Give enigma 45 to individual 500

Remote Version of Command

Your allied individuals can also use the Give Enigma command. This
command allows you to send an allied individual off some distance,
depending on the maximum communication distance for the time period,
and pass on an enigma to another player or NPC individual.

The other individual needs to have room in his baggage train and also
be in the same province as your allied individual for the command
to work. Individuals can carry a maximum of five enigmas.

[ R C 350 GE 45 500 ] i.e. Order individual 350 to give enigma 45
to individual 500.



G F Gather Followers

This is a general command to recruit new followers as you travel.
It does gather attention to you, but followers are necessary to build
bases and cart around your enigmas. The command can be used more than
once per turn, but using it several times in the same province, during
the same turn will have a decreasing effect. The number of followers
attracted will depend on you Charisma level, the population level
in the province and the Time Period you are in. You will only be able
to use this command effectively in provinces which are inhabited.
Followers are recruited from either the Rural or Settlement population
of a province.

[ G F ]

Remote Version of Command

[ R C 45 GF ] i.e. instruct Individual 45 to gather followers for
himself.



G I Gather Information

This command has two variants. The first gathers general information
on the province you are in. The second gathers information from the
locals in the province you are in about another nearby province before
entering it. The reliability of information gathered on distant provinces
varies with the technology level of the Time Period you are in. This
command can also be used as a standing order, see the section on standing
orders.

[ G I ] i.e. gather information concerning the province you are in.

[ G I 1200 ] i.e. gather information on province 1200.

Remote Version of Command

[ R C 67 GI ] i.e. instruct Individual 67 to gather information on
the current province he is in.

[ R C 67 GI 1200 ] i.e. instruct Individual 67 to gather information
on province 1200.





G S Gather Stores

This is an instruction to one of your allied armies, or tribes, to
collect Province Stores from the province they are in and carry them
around with them.

Both Armies and Tribes need such supplies to remain operational. An
Army, or Tribe, of Size 1 needs one unit of province stores per turn.
Size 2 armies need two units of province stores per turn and so on.

Some of the provinces you, and your armies, travel through may have
no Province Stores and this command will enable your armies to carry
stores with them. Province Stores carried by the Army, or Tribe will
be used up first in preference to those available in the local province.

For this command to work you require to be in the same province as
the army or tribe. Please note that Armies and Tribes can only carry
a maximum of four times the Army (or Tribe) size in province stores.
I.e. an Army of size 2 can carry a maximum of 8 units of province
stores, which is equivalent to four turns supplies. If the amount
of stores is left blank then the army/tribe will attempt to gather
the maximum amount of stores they can carry.

[ G S 45 4 ] i.e. instruct Army 45 to gather 4 units of province stores
from the current province.

Remote Version of Command

[ R C 67 GS 12 4 ] i.e. instruct Individual 67 to order Army/tribe
12 to gather 4 units of province stores from the province they are
in.



H A Help Army

The help commands enable you to offer your services to other elements
of the game. In this case offering to help an Army. If the help is
accepted then you will increase the Technology Level of the army and
they may be well disposed to you. They may even ally themselves to
you. The Help commands in general are used to offer help and aid to
those that are not yet your allies, although using the help command
on existing allies is one method of encouraging them to part with
enigmas. The Army you wish to help must be in the same province as
your character.

As with all the Help commands, if the Army, Tribe or Individual being
helped accepts and wishes to be allied to you then they are automatically
Organized to follow you. To increase the size of an allied army you
should use the Upgrade Army command.

Allied individuals can use this command only if they have been trained
and have technology points, see the TI command for details.

[ H A 231 ] i.e. Help Army number 231.

Remote Version of Command

[ R C 100  HA 231 ] i.e. Order Individual 100 to Help Army number
231.



H F Help Firm

Offer to help a firm. Firms do not come into the game until the City
State Age is running, Time Period 5.

Allied individuals can use this command only if they have been trained
and have technology points, see the TI command for details.

[ H F 45 ] i.e. Help Firm 45.

Remote Version of Command

[ R C 100 HF 45 ] i.e. Order Individual 100 to Help Firm 45.



H I Help Individual

Help Individuals. Individuals can become good and useful allies, and
perhaps rulers one day. It is important to note here that all characters
in the Timelapse game are individuals (this includes players and rulers)
so individual 16 could be a player. Helping an allied individual can
encourage them to give you any enigmas that they are carrying, and
can improve their leadership rating.

Individuals that are allied to you can become Warlords, in charge
of your armies, for more details of this see the Remote Commands.

Allied individuals can use this command only if they have been trained
and have technology points, see the TI command for details.

[ H I 450 ] i.e. Help Individual number 450.

Remote Version of Command

[ R C 100 HI 450 ] i.e. Order Individual 100 to Help Individual number
450.



H P Help Province

Helping Provinces will increase their technology level and in the
early time periods this will improve their agricultural output. Such
provinces tend to expand quickly. No province number is required for
this command as you require to be in the province to be able to help
it. Except for the Space Age when you can help provinces remotely.

Allied individuals can use this command only if they have been trained
and have technology points, see the TI command for details.

[ H P ] i.e. Help the province your character is in.

Remote Version of Command

[ R C 100 HP ] i.e. Order Individual 100 to Help the province he is
in.



H R Help Ruler

Helping rulers may enable them to gain armies and expand their fledgling
empires. They could also switch their allegiance to you. Should the
ruler already have allies they also could switch allegiance to you.

Allied individuals can use this command only if they have been trained
and have technology points, see the TI command for details.

[ H R 1 ] i.e. Help Ruler number 1.

Remote Version of Command

[ R C 200 HR 1 ] i.e. Order Individual 200 to Help Ruler number 1.



H S Help Settlement

Helping a settlement allied to you will increase the technology level
of the settlement and make it easier to defend. In return for the
help, if they are holding any enigmas they may be inclined to give
them to your character. Helping a settlement that is not allied to
you could persuade them to be your ally. If the settlement is allied
to someone else, depending on the status of the individual, they may
try to imprison you or change allegiance to you.

Allied individuals can use this command only if they have been trained
and have technology points, see the TI command for details.

[H S 444 ] i.e. Help Settlement 444.

Remote Version of Command

[R C 150 HS 444 ] i.e. Order Individual 150 to Help Settlement 444.





H T Help Tribe

Helping tribes which are already allied to you will increase the technology
level of the tribe and may cause them to offer any enigmas they carry
to you. Helping tribes that are currently allied to someone else or
independent can encourage them to change allegiance to you. To increase
the size of an Tribe you should use the upgrade Tribe command.

Allied individuals can use this command only if they have been trained
and have technology points, see the TI command for details.

[ H T 56 ] i.e. Help Tribe number 56.

Remote Version of Command

[ R C 100 HT 56 ] i.e. Order Individual 100 to Help Tribe number 56.



I E Install Enigma

This command allows your character to give a specified enigma to an
allied Tribe or Army. The enigma is taken out of the baggage train
of your individual and placed in the baggage train of the Army or
Tribe. For example the Laser array, enigma 33. (See the section on
Special Enigmas and their uses)

[ I E 33 340 ] i.e. Install enigma 33 with Army/Tribe 340.

Remote Version of Command

[ R C 100  33 340 ] i.e. Order Individual 100 to install enigma 33
with Army/Tribe 340.



I R Investigate Report

This is used to investigate one of the six reports given the previous
turn, to determine if it is worth chasing off to visit some far off
province.

Reports can reach you by use of the Look for Enigma command and also
from your allies or neighbours passing what information they have
on to you in return for help and upgrading.

Each turn you will receive up to six reports of possible enigma sightings
or clues. These may be investigated (or not) the following turn by
the command below. You will receive details of your investigation
in the Character Activity section of the turnsheet.

These reports do not necessarily need to be investigated in the province
the report originated but the chances of a successful investigation
decline the further away you get from the province the report originated
in. The report can also be investigated several times during the turn,
should you feel the need to do so.

[ I R 3 ] i.e. Investigate Report number 3.



L A Look for Armies

The Look for command will enable you to actively seek out Armies in
the province you are in. This will give details of the army, its strength,
technology level. This is usually a prelude to bartering or helping.
Obtaining such information depends on you visiting either the army
or their representative. This command carries this out for you. If
the army is allied to an opponent they could turn nasty. For long
range surveillance it is best to use the Study command.

If you have the Standing Order to Help Armies turned on then armies
not yet allied to you will be automatically helped, see the standing
orders section for more details of automatic helping.

[ L A ] i.e. Look for any armies in your current province.

Remote Version of Command

[ R C 100 LA ] i.e. Order Individual to Look for any armies in his
current province.

L E Look for Enigmas

This will generate some reports on rumours of enigmas that you can
investigate. On receipt of this command your character, and followers,
will enquire after strange happenings / deeds / artefacts etc., so
you can expect a fair proportion of tall stories.

[ L E ] i.e. Look for Enigma rumours

Remote Version of Command

Any rumours generated by the Look for enigma command when used by
allied individuals will produce the text of the rumour but unlike
those for your own character, will not be able to be investigated
the following turn. Mainly because the allied individual will not
know what to look for, due to the technology gap between your millennia
and his.

[ R C 100 LE ] i.e. Order Individual 100 to Look for Enigma rumours



L F Look for Firms

This will give details of any firms in residence in your current province.
Firms do not enter the game until the Fifth time period, so don't
waste your time using this command until then, you'll only get some
funny looks from the locals.

[ L F ] i.e. Look for any Firms set up in your current province.

Remote Version of Command

[ R C 100 LF ] i.e. Order Individual 100 to Look for any Firms set
up in his current province.



L I Look for Individuals

A search for individuals in the current province. This will give information
on all individuals found and the size of their following.

[ L I ] i.e. Look for any individuals in your current province

Remote Version of Command

[ R C 100 LI ] i.e. Order Individual 100 to Look for any individuals
in his current province



L R Look for Rulers

A search for any Rulers (or Emperors) in the current province

[ L R ] i.e. Look for Rulers in your current province

Remote Version of Command

[ R C 100 LR ] i.e. Order Individual 100 to Look for Rulers in his
current province



L S Look for Settlements

This will give details of all Settlements in the province you are
in. This will be carried out by your character visiting each Settlement
on a fact finding mission.

[ L S ] i.e. look for any Settlements in your current province.

Remote Version of Command

[ R C 200 LS ] i.e. Order Individual 200 to Look for any Settlements
in his current province.





L T Look for Tribes

A search of the current province for any tribes

[ L T ] i.e. Look for any Tribes in your current province.

Remote Version of Command

[ R C 100 LT ] i.e. Order individual 100 to Look for any Tribes in
his current province.



M B Move Base

To allow players more control over the bases they set up, this command
will allow players to command their followers at their bases to pack
up and move the base by one province per turn. As with all movement
commands all eight points of the compass are catered for.

Your character does not need to be in the same province as the base
to give this command, but he does have to be fairly close to it. Just
how close will depend on the Time period. The maximum distance over
which such communication can be carried out is shown in Appendix C.

If your character is carrying the Head up display and the base has
one of the laser communicators then there is no maximum distance for
communication between bases and your character. However before being
able to move a base you require to have enough followers at the base
to physically shift the enigmas stored there. Details of the number
of followers required for each enigma are shown in Appendix B. Should
there be too few followers to move all the enigmas in a base then
the base cannot move that turn. If the base is in the process of being
expanded it also cannot move for that turn.

[ M B 135 NE ] i.e. Move base number 135 one province North East.



M E Move East

The Move commands act on your character and whatever forces you have
organized to move with you. This command moves you one province East.

All move commands will attempt to take you out of the province you
are in. If you are imprisoned then a move command is seen as an attempted
escape and may or may not be successful.

In the Timelapse game the world map is formed of 100 x 50 provinces.
If your character travels far enough west he will eventually emerge
on the Eastern side of the map. However if you travel North (or South)
you will reach the Pole and have to turn back.

In Timelapse all movement is made by points of the compass and both
player characters and NPC's can move up to five provinces per turn.

[ M E ] i.e. move East one province.

Remote Version of Command

Allied individuals can move using the same eight points of the compass
you your character.

[ R C 12 ME ] i.e. instruct Individual 12 to move one province East.

M N Move North

As above, moving one province North.

[ M N ] i.e. move North one province.

M NE Move North East

As above, moving one province North East.

[ M NE ] i.e. move North East one province.

M NW Move North West

As above, moving one province North West.

[ M NW ] i.e. move North West one province.

M S Move South

As above, moving one province South.

[ M S ] i.e. move South one province.

M SE Move South East

As above, moving one province South East.

[ M SE ] i.e. move South East one province.

M SW Move South West

As above, moving one province South West.

[ M SW ] i.e. move South West one province.

M W Move West

As above, moving one province West.

[ M W ] i.e. move West one province.



N A Name Army

This allows you to change the name of an army that is allied to you.
The Army keeps the name until either renamed or a Timelapse occurs.

Note that you are limited to a maximum of thirty characters in the
name (this includes spaces). This applies to all renaming commands.

[ N A 23 MACDUFFS HORDE ] i.e. rename Army number 23 as MACDUFFS HORDE.



N C Name Character

This allows you to rename your character. This is sometimes necessary
as your opponents armies and tribes have long memories and can carry
out searches for their enemies.

[ N C MACDUFF ] i.e. name your character MACDUFF.



N E Name Empire

This command allows you to rename all the provinces allied to at a
stroke, giving them a generic name/s. In addition to this all provinces
which ally to you after this point in time will also automatically
be renamed with this empire name. If you wish to cancel the name empire
facility then input N E without any empire name. If this is done then
any new provinces you gain will keep their current name, although
those that are already allied to you will keep the empire name. Players
are asked to keep the Empire name short as it can be truncated to
about 15 characters on the turnsheet.

[ N E KORRAGRAD ] i.e. set you empire name to be KORRAGRAD.

[ N E ZEN IMPERIUM ] i.e. set your empire name to be ZEN IMPERIUM.



N I Name Individual

This command allows you to give a new name to one of your allies,
who may or may not accept the new name.

[ N I 345 TROJAN ] i.e. rename Individual 345 as TROJAN.

N P Name Province

The name province command allows you to rename provinces, but if they
are not allied to you they may not like the idea.

You require to be in the province at the time unless the Time Period
is the Space Age.

[ N P 45 ZANADU ] i.e. rename province 45 as ZANADU



N S Name Settlement

This allows you to rename a settlement. The Settlement can be a village,
town, city or even a Mega city. The Settlement must be allied to you
before you attempt this. The residents may not appreciate you renaming
their town otherwise.

[ N S 13 DUMPSVILLE ] i.e. rename Settlement 13 as DUMPSVILLE



N T Name Tribe

Rename a tribe that is allied to you.

[ N T 24 THE WANDERERS ] i.e. rename Tribe 24 as THE WANDERERS.



O A Organize Army

This command instructs one of your allied armies to follow you around.
The command stays in force until the army is Placed in a province
(or the Defend Province command is used, or until you Dispatch the
Army with a Warlord). Using a number of the Organize commands you
can build up a fair sized military force.

One point to remember when moving armies around with you is that both
Armies and Tribes require to be fed and supplied. These supplies are
taken from the Province Stores each turn. Each province produces an
amount of Province Stores each turn, depending on the agricultural
and manufacturing output of the province. Some provinces produce nothing
as they are uninhabited and the terrain is not suitable for crops.
A size 1 army will consume 1 unit of province store per turn, a size
2 army twice as much. A province with a rural population of 1 unit
will produce 1 unit of Province Stores per turn, and a Province with
a size 2 city will produce 2 units of Province stores per turn.

If there are not enough province stores to supply an Army in a province
then the army will either become smaller as the troops desert or cease
to be organized and go off on their own in search of food.

Armies can carry food and supplies with them, for details of how to
do this see the Gather Stores command. Your own character can also
carry province stores which can be used by the Army, see the Pick
up Stores command for more details.

[ O A 46 ] i.e. order Army 46 to follow you around.

Remote Version of Command

This command will allow you to command one of your allied individuals
to take charge of an Army (which is already allied to you) and become
its Warlord. The Army will then start to follow the warlord wherever
he moves. Unlike the Dispatch Army command, which needs the Army,
the Individual and your character to all be in the same province;
this command can take place remotely from your character (up to the
maximum distance of communication for your Time Period - this applies
to all Remote commands). The allied individual and the Army do however
require to be in the same province when the command is given.

So, using the remote move commands, you can move an allied individual
to a province, organize an army (which is already allied to you),
effectively making the individual into a warlord and move both off
together using more remote move commands. This is one method of re-acquiring
a Tribe or Army that has run out of province stores and wandered off.

[ R C 445 OA 43 ] i.e. Order Individual 445 to Organize Army 43

O F Organize Followers

This command is used to collect a number of followers from a base
camp, who will then follow you around until told otherwise. In order
for the followers to be collected you have to be in the same province
as the base camp.

[ O F 50 9 ] i.e. Organize 50 followers from Base 9 to follow you.



O I Organize Individual

Like the commands above this is an instruction to one of your allies,
in this case an individual to start following you. This individual
requires to be in the same province as your character for this command
to take effect.

[ O I 89 ] i.e. Organize Individual 89 to start following you.



O T Organize Tribe

Similar to the command for Armies, it can only be used with tribes
that are already allied to you. Likewise they will follow you around
until placed in a province, or they run out of supplies.

Tribes, like armies, can also carry food and supplies with them, for
more details of this see the Gather Supplies command. Also study the
Pick up Stores command.

[ O T 45 ] i.e. order Tribe 45 to start following you.

Remote Version of Command

See the Organize army tribe for full details of what happens to the
allied indivual when this command is used.

[ R C 100 OT 45 ] i.e. Order Individual 100 to organize Tribe 45.



P A Place Army

This command will instruct one of your allied armies which has been
following you around to locate itself in the province you are now
in. This cancels the Organize command. An army will only remain in
such a province while food and supplies are available.

[ P A 56 ] i.e. order Army 56 to stop following you and remain in
the current province.



P E Pick up Enigma

There will be times when enigmas are unguarded and lying around loose.
These can be picked up by using this command. Other Enigmas which
are owned by Individuals, Armies/Tribes, Rulers, Settlements cannot
be picked up using this command, however the Rulers, Settlements etc.
may lay enigmas at your feet to avoid being trampled under the dusty
sandals of your armies. Enigmas collected in this fashion are carried
around with you until dumped at one of your bases, or just dumped.
Note that you can only carry up to five enigmas around with you at
one time.

[ P E ] i.e. attempt to pick up unattended Enigma.

[ P E 5 ] i.e attempt to pick up unattended Enigma number 5. 

Remote Version of Command

[ R C 100 PE ] i.e. Order Individual 100 to attempt to pick up unattended
Enigma.

[ R C 445 PE 5 ] i.e. instruct individual 445 to pick up enigma number
5 (if it is unattended) from his current province)



P I Place Individual

Like the Place Army command this instructs an Individual who is allied
to you, and who has been organized to follow you, to remain in the
province you are currently in. This can be a useful source of information
in later turns.

[ P I 371 ] i.e. order Individual number 371 to stop following you.



P S Pick up Stores

This command allows your character to pick up province stores from
the province you are in and carry them in your baggage train. To do
this your character requires to have some followers with him. If your
character has less than 100 followers then you can carry no province
stores. If you have between 100-500 followers you can carry 6 units
of province stores, above this number of followers you can carry 6
units of province stores for each 500 followers with you.

The followers you have with you will use up 1 unit of province stores
for each 500 followers per turn. So this command is necessary to maintain
the number of followers with you. If you have less than 100 followers
with you they are deemed to be using up no province stores per turn,
100-500 followers will use 1 unit of province stores and above 500,
1 unit of province stores per turn per 500 followers.

This order also exists as a Standing order, and when used as such
will attempt to pick up the maximum amount of province stores.

Players should note that if this order is used in a province that
is defended by an Army or Tribe, which is not allied to you, then
there will automatically be a battle.

[ P S 6 ] i.e. order your character to pick up 6 units of province
stores from the current province.

[ P S ] i.e. order your character to pick up as much province stores
as possible from the current province.

Remote Version of Command

This command, which also exists as a standing order, is very useful
for the feeding of armies and tribes as the army or tribe will automatically
take province stores from the baggage train of whoever they are allied
to. (If they are in the same province.)

[ R C 445 PS 6 ] i.e. Order Individual 445 to pick up 6 units of province
stores from the current province.

[ R C 445 PS ] i.e. Order Individual 445 to pick up the maximum amount
of stores from the current province.



P T Place Tribe

Identical to the Place Army command, except that it applies to Tribes.
In certain circumstances tribes may start to wander from the province
they have been placed in, as discipline in tribes is not as good as
in armies.

[ P T 23 ] i.e. order Tribe number 23 to stop following you.



Q A Question Army

The Question commands cause your character to approach the Army and
personally ask for information. While this is not a problem if the
army is allied to you, caution is best observed with unknown armies.
It is usually safest to Study an unknown army first. See the Study
Command for more details. The army, if co-operative, will provide
details of their army and possibly information you will find valuable.

This does not provide as much information about the army itself, as
does the Look command but can provide additional information on Enigmas
and the current political situation.

[ Q A 345 ] i.e. Question Army number 345.

Remote Version of Command

[ R C 100 QA 345 ] i.e. Order individual 100 to Question Army number
345.

Q F Question Firm

Firms do not show up in the game until the Fifth Time Period. But
once they do they can be questioned and may provide valuable information.
On the other hand they may babble arrant nonsense.

[ Q F 34 ] i.e. Question Firm 34.

Remote Version of Command

[ R C 150 QF 34 ] i.e. Order Individual 150 to Question Firm 34.



Q I Question Individual

Same as the above, less risky than questioning an army, unless the
Individual is well on their way to becoming a ruler.

[ Q I 100 ] i.e. Question Individual 100.

Remote Version of Command

[ R C 150 QI 100 ] i.e. Order Individual 150 to Question Individual
100.



Q R Question Ruler

Same as the above, less risky than questioning an army, unless the
Ruler is powerful, and perhaps allied to one of your enemies.

[ Q R 200 ] i.e. Question Ruler 200.

Remote Version of Command

[ R C 150 QR 200 ] i.e. Order Individual 150 to Question Ruler 200.



Q S Question Settlement

As with the Question Army command, this is best employed with an allied
settlement. However not all settlements are likely to throw you into
a dungeon, some are really nice people.

[ Q S 450 ] i.e. Question Settlement 450.

Remote Version of Command

[ R C 175 QS 450 ] i.e. Order Individual 175 to Question Settlement
450.



Q T Question Tribe

Tribes are widely travelled, especially during the Tribal Age, and
can give details of a number of provinces.

[ Q T 320 ] i.e. Question Tribe 320.

Remote Version of Command

[ R C 200 QT 320 ] i.e. Order Individual 200 to Question Tribe 320.



R A Raid Army

The Raid commands are, as the name suggests, light skirmishes where
no attempt is made to trample the offending army into the dust. Raids
can provide more followers, enigmas, more prestige, information and
demoralise the opposition. On the other hand if you raid an army only
to discover that it is allied to a Ruler with fifteen other armies,
it's time to put on the running shoes.

[ R A 342 ] i.e. carry out a quick raid on Army number 342.  

[ R A ANY ] i.e. carry out a raid on the first Army found in the province
which is not allied to your character.

Remote Version of Command



R B Raid Base

As you travel through provinces you may occasionally discover other
players bases. These bases can be raided to remove any enigmas they
may have stored there, however the base could be defended.

[ R B 54 ] i.e. carry out a quick raid on Base 54.  

[ R B ANY ] i.e. carry out a raid on the first base found in the province
which is not allied to your character.

Remote Version of Command

[ R C 100 RB 54 ] i.e. Order individual 100 to carry out a quick raid
on Base 54.  

[ R C 100 RB ANY ] i.e. Order individual 100 to carry out a raid on
the first base found in the province which is not allied to your character.



R C SC Remote Command Shadow Character

This command is used to command allied individuals to shadow the movements
of your own character. Like all the Remote commands the ally has to
be within the maximum communication distance for the Time Period you
are in. (See appendix C for details of the maximum communication distance.)
Unless of course you have certain special enigmas, that extend this
distance . (See the start of the Remote commands for details of these)


How the command is used is as follows;

Firstly Turn on the shadow command for the individual, or individuals
you wish to shadow your character. The shadow command remains in force
until cancelled by you. A maximum of five allied individuals can shadow
your character at one time.

Now move your own character, using one of the normal move commands.

e.g. M E (Move East one province)

Your character will move East one province and then carry out whatever
standing orders you have set up for him.

Then, one after another, the individuals you have set to shadow your
character will each move one province East, also carrying out whatever
standing orders you have set up for them. If the individuals have
tribes or armies organized to move with them (i.e. if they are a Warlord)
then the army or tribe will naturally move with them.

So for the use of a single command you can move large numbers of allies
who can carry out numerous preset commands (standing orders) across
a wide area of territory.

e.g. R C 100 SC ON [ Turn on shadow command for individual 100]

R C 200 SC ON [ Turn on shadow command for individual 200 ]

M E [ Move your character {plus 100 and 200 } East ]

F W [ Order your character to Fight a War ]

R C 100 FW [ Order individual 100 to fight a War ]

M S [ Move your character {plus 100 and 200 South } ]

R C 200 MSE [ Move only individual 200 South East ]

R C 200 FW [ Order individual 200 to fight a war ]

R C 100 FW [ Order individual 100 to fight a war ]

Since you can intersperse Remote move commands with those of your
own character you will have to be careful not to exceed the maximum
move allowance for your allied individuals. They can still only move
a total of five provinces. If you move the individual outside the
maximum distance for communication then the individual will not be
able to shadow your character and will remain stationary.

[ R C 334 SC ON ] i.e. Order Individual 334 to start shadowing your
character

[ R C 229 SC OFF ] i.e. Order Individual 229 to stop shadowing your
character

Individuals who are shadowing your character will have SHA in the
Organized column of the individuals allied to you table.



R D Reveal Details to Player

This option is given to allow players to pass set information to another
player, e.g.:

Your real name, address, Telephone number or all three.

The trick is to tell real players from computer generated characters.
If you try to pass your details to a computer generated character
you will get no reply the following turn. But remember if you pass
such details to a real player then they will know with certainty that
you are a real player and may choose to pretend that they are not.
See Set Details for information on how to set up what details you
pass to the other player.

[ R D 45 ] i.e. reveal details to individual/ruler number 45.



R E Remove Enigma

This command allows your character to take an enigma out of the baggage
train of an allied Army or Tribe and put it into the baggage train
of your character.

[ R E 33 340 ] i.e. Remove enigma 33 from Army/Tribe 340.

Remote Version of Command

This command allows an allied individual to take an enigma out of
the baggage train of an allied Army or Tribe and place it in his own
baggage train.

[ R C 100 RE 33 340 ] i.e. Order Individual 100 to remove enigma 33
from Army/Tribe 340.



R F Raid Firm

This command is equivalent to industrial espionage, and is best suited
to time periods where firms are more prevalent, i.e. after the City
State Age.

[ R F 46 ] i.e. Carry out a raid on Firm 46.

Remote Version of Command

[ R C 400 RF 123 ] i.e. Order Individual 400 to Raid Firm 123.



R R Raid Ruler

Raiding Rulers, while sometimes risky could provide you with that
vital enigma you have been unable to get hold of.

[ R R 23 ] i.e. raid Ruler 23, ransack their palace and run off with
all their treasures!

Remote Version of Command

[ R C 400 RR 100 ] i.e. Order Individual 400 to Raid Ruler 100.



R S Raid Settlement

Raiding Settlements can provide all of the things raiding Armies can,
and cities are usually safer to raid, unless of course they are allied
to a ruler who has large armies.

[ R S 118 ] i.e. carry out a quick raid on Settlement number 118.

Remote Version of Command

[ R C 400 RS 450 ] i.e. Order Individual 400 to Raid Settlement 450.



R T Raid Tribe

Tribes, while they are mobile, can be raided, and if they fail to
repel the raid are likely to move out of the province fairly soon.

[ R T 234 ] i.e. carry out a raid on tribe number 234.

Remote Version of Command

[ R C 400 RT 13 ] i.e. Order Individual 400 to Raid Tribe 13.



S A Study Army

The Study commands give a method of obtaining information that is
almost risk free, but at the expense of totally accurate and complete
information. The Army to be studied must be in the same province as
your character for full information, however it can be used to gain
hints on where the Army actually is..

[ S A 450 ] i.e. Study Army number 450.

Remote Version of Command

[ R C 400 SA 34 ] i.e. Order Individual 400 to Study Army 34.



S D Set Details

This command enables you to set the details that will be revealed
to other players when using the Reveal Details command. Options available
are as follows;

0 = Reveal no details

1 = Reveal your true name

2 = Reveal your true name and telephone number

3 = Reveal your true name and address

4 = Reveal your true name, telephone number and address.

[ S D 1 ] i.e. set to reveal your true name.



S F Study Firm

Again only really of relevance to time periods five and upwards.

[ S F 100 ] i.e. Study Firm number 100.

Remote Version of Command

[ R C 400 SF 198 ] i.e. Order Individual 400 to Study Firm 198.



S I Study Individual

Studying an Individual will provide information on who the character
is said to be allied to. This may also give clues if the character
is a real player.

[ S I 230 ] i.e. Study Individual number 230.

Remote Version of Command

[ R C 400 SI 300 ] i.e. Order Individual 400 to Study Individual 300.



S M Send Message

Players who are in possession of the Communication disk, enigma 23,
are able to send messages using this command to other players similarly
equipped. The enigma has to be carried by your character personally,
for it to be used in this fashion. Players playing on paper will have
a special line printed at the bottom of their turn sheet if they can
use this command.

The message will be received by all players who have enigma 23 with
them. You will receive these messages in a special section of the
turnsheet, which will only be printed if you have the enigma. The
number of operational Communication disks, controlled by other players
will also be shown here.

[ S M HELLO WHO'S OUT THERE ] i.e. send message to all players equipped
with enigma 23.

Standing Orders.

The standing order commands allow players to set up a series of commands
that will automatically be carried out each time the players character,
or allied individual enters a province. These Standing Order commands
will remain in effect until the command is repeated.

In other words if no Gather followers standing order is in force,
using this command will instruct your character to gather followers.
Using the command a second time will cancel the instruction. This
applies to all the Standing Order commands. For full details of the
commands see the entry above, i.e. for details of the Gather followers
see the Gather Followers command.

If you have a standing order set up to do something this does not
stop you from using the ordinary command at some time during a turn.
For example if you set up a Standing Order to Gather followers you
can still use the GF command by itself at any time during the turn.

If you issue the S O ALL command and some of the standing orders are
already on then they remain on.

[ S O ALL ON ]  i.e. turn on all the standing orders {this saves you
doing it individually}

[S O ALL OFF ] i.e. turn off all the standing orders for your character.

Remote Version of Command

A subset of the full range of standing orders that are available for
your own character are also available for your allied NPC's. The only
standing orders restricted in the Remote Commands are the standing
orders to automatically help elements of the game. Only players characters
can use the Help commands, and NPC individual allies whom you have
trained. See the TI command for details of how to do this.

It is important to note that the standing orders are only executed
if the individual is moved via the Remote Commands, i.e. R C 400 ME,
(or as a result of Shadow movement, see the SC command) and not if
the individual is Organized to move with your character.

If the ALL option is used to turn on standing orders for an allied
individual, only those standing orders they can use will be turned
on. If the individual has no Tech Points (i.e. he has not been trained)
then the help standing orders will not be turned on. If the individual
is later trained and builds up Tech Points, you will have to issue
the standing order command to turn on the remaining Help commands

[ R C 110 SO ALL ON ]  i.e. turn on all the standing orders for Individual
110

[ R C 110 SO ALL OFF ] i.e. turn off all the standing orders for Individual
110



S O GF Standing order Gather followers

[ S O GF ] i.e. set standing order to gather followers.

[ R C 400 SO GF ] Remote Command to individual 400 to gather followers
every time he enters a new province.



S O GI Standing order Gather Information

Unlike the normal gather information command this only gathers information
on the province your character is in at the time.

[ S O GI ]

[ R C 400 SO GI ]

S O LA Standing order Look for Armies/Firms

[ S O LA ]  or    [S O  LF ]

[ R C 400 SO LA ]   or  [R C 400 SO LF ]

S O LE Standing order Look for Enigmas

[ S O LE ]

[ R C 400 SO LE ]

S O LI Standing order Look for Individuals

[ S O LI ]

[ R C 400 SO LI ]

S O LR Standing order Look for Rulers

[ S O LR ]

[ R C 400 SO LR ]

S O LS Standing order Look for Settlements

[ S O LS ]

[ R C 400 SO LS ]

S O LT Standing order Look for Tribes

[ S O LT ]

[ R C 400 SO LT ]

S O PE Standing Order to Pick up any Unattended Enigmas

[ S O PE ]

[ R C 400 SO PE ]

S O PS Standing Order to Pick up Stores

[ S O PS ]

[ R C 400 SO PS ]



Standing Order Help commands

In addition to the standing orders to look for things, players now
have standing orders that are carried out when they actually find
something. For more details of what happens when you help an element
of the game please refer to the Help commands, elsewhere in this booklet.
NB these commands can only be used by players characters and those
allied individuals who have technology points. (See the TI command
for details of how to train allied individuals.)

[ S O HA ] Standing order to Help Armies

[ S O HF ] Standing order to Help Firms

[ S O HI ] Standing order to Help Individuals

[ S O HR ] Standing order to Help Rulers

[ S O HS ] Standing order to Help Settlements

[ S O HT ] Standing order to Help Tribes

Remote Version of Command

Allied individuals can use all the above Standing Order help commands,
but only if they have Tech points at the time. 

[ R C 400 SO HA ] Remote Command Standing order to Help Armies

These standing orders operate in the same fashion as the others, using
the command the first time turns the standing order on, and using
it a second time turns the standing order off.

If your character has no standing orders set up and you use the S
O LT command and then the SO HT command, you have set up standing
orders to look for and then help any tribes. If your character moves
into a province the Timelapse program automatically searches for any
tribes in that province, and these are reported in the Character Activity
report of your turn sheet. If any of these tribes are not allied to
your character then the standing order to Help tribes comes into effect.

Both sets of standing orders, when used together, are very powerful.
However having all the standing orders turned on at once does make
your character very visible to both NPC's and any players in your
vicinity. This isn't necessarily a bad thing, but worth remembering.



S P Study Province

Studying a province enable details to be elicited before entering
it. This enables provinces to be checked to ascertain which would
be best to enter, in advance. As with the gather information command,
the reliability of information gained from a study of distant provinces
varies with the technology level. Information in the Bronze age is
passed by word of mouth, and is thus inaccurate over any reasonable
distance.

The Study province command can also give details of the possible province
stores in a province, useful information to have when planning military
campaigns. For this command you can either specify the province number
or alternatively use the points of the compass, i.e. N,E,S,W,SE,SW,NE,NW.

[ S P 2730 ] i.e. Study Province 2730.

[ S P NE ] i.e. Study the Province which is North east of your Character.

Remote Version of Command

[ R C 445 SP 1234 ] i.e. Order individual 445 to study province 1234.

[ R C 445 SP NE ] i.e. Order individual 445 to study the Province
which is North east of him.



S R Study Ruler

Sometimes a wise move before doing anything relating to a Ruler. This
will give details on how powerful a ruler is. At later stages in the
game some rulers may be referred to as Emperor or Empress, they are
still rulers, albeit very powerful ones.

[ S R 9 ] i.e. Study Ruler number 9.

Remote Version of Command

[ R C 400 SR 100 ] i.e. Order Individual 400 to Study ruler 100.

S S Study Settlement

Studying a settlement enable you to obtain information without actually
entering the settlement and is a good preliminary to questioning the
settlement, or raiding it.

[ S S 600 ] i.e. Study Settlement number 600.

Remote Version of Command

[R C 400 SS 45 ] i.e. Order Individual 400 to Study Settlement 45.



S T Study Tribe

A useful command to obtain details of a tribe.

[ S T 45 ] i.e. Study Tribe 45.

Remote Version of Command

[R C 400 ST 500 ] i.e. Order Individual 400 to Study Tribe 500.



S Z Scan Zone

This command is available to those player characters who have enigma
22, the ships scanners, in their baggage train. Scan zone will give
you the ability to scan provinces for specific enigmas. The ships
scanners have a range of 6 provinces and will identify the province
or provinces that the enigma is in. No details will be given as to
the ownership of the enigma, i.e. is it carried by an individual or
held in a settlement.

[ S Z 30 ] i.e. Scan nearby zones for location of enigma 30.



T C Transfer Command

This command is used to transfer an army, or tribe, currently under
the command of one of your Warlords, back under your direct command.
If the Warlord then has no armies or tribes under his command then
his character type will revert to either an individual or Leader.

[ T C 4 100 ] i.e. Transfer command from Individual 4 of Army/Tribe
100.



T E Take Enigma from Base

This command is used to collect an enigma from one of your bases and
take it with you. Your character requires to be in the same province
as the base for this to be carried out. The enigma will move around
with you until Dumped elsewhere. Note that you can only carry up to
five enigmas with you at any one time.

[ T E 32 8 ] i.e. Take Enigma 32 from base number 8.

Remote Version of Command

This command allows you to order one of your allied individuals to
remove an enigma from one of your bases. The enigma is transferred
to the baggage train of the individual who can then be ordered to
transport it elsewhere. Individuals, like yourself can carry up to
five enigmas at one time. Also remember that if the individual dies
while carrying the enigma, you will lose it.

[R C 400 TE 45 200] Order Individual 400 to take enigma 45 from base
200.



T I Train Individual

This command allows you to train allied individuals in future technology.
Once trained the individual can then use the help commands to aid
other elements of the game, i.e. settlements, provinces etc.

The allied individual must be in the same province as your character
for the training to commence. The training will only continue while
the allied individual is with your character. If the TI command is
given as the first of your commands and the allied individual remains
with your character until the end of the turn the the individual will
gain 4 technology points. If the individual remains in training for
less than this time they will receive the following


   Commands       Technology 
   in training    points gained 

      40             4 
      >20            3 
      >10            2

If you wish to continue training the individual the following turn
you will have to use the TI command again.

Once some technology points are gained by the individual then you
can use the Standing orders to activate the help commands for that
individual, or use the help commands directly.

Each turn the allied individuals technology points are reduced by
one, this is because the technology of all other individuals is catching
up. Once an individuals technology points reach zero he will not be
able to use the help commands, until trained again.

[ T I 400 ] i.e. Begin training of individual 400



U A Upgrade Army

The upgrade commands are all used for improving the technology or
size of some element of the game which is already allied to you. It
implies personal attention to the army in question and as such you
require to be in the same province as it. You have the option of upgrading
either the size (S) or the Technology (T) level of the Army. An additional
option is to upgrade the size of the Army using some of the followers
you have with you, (F). This increases the size of the Army by taking
500 of the followers with you into the army, this enable armies to
be upgraded in provinces where there is little local population. If
no upgrade option is given then it is assumed to be a Technology upgrade.


[ U A 231 F ] i.e. Upgrade the size of Army number 231 by taking 500
of your followers into it.

[ U A 231 S ] i.e. Upgrade the size of Army number 231.

Remote Version of Command

This command allows one of your allied individuals (or warlords) to
upgrade the size of one of your armies. This can be done by using
the local Rural population, if any, to increase the army size (the
`S' option). Or, alternatively, using the followers of the individual,
and the `F' option. Increasing the army by using followers means 500
followers will be deducted from the Individual and the army size will
increase by 1. The 'T' option can only be used if the individual has
been trained and has tech. points, see the TI command for details.

[ R C 400 UA 367 S ] i.e. Order Individual 400 to upgrade the size
of Army 367

[ R C 400 UA 367 F ] i.e. Order Individual 400 to upgrade the size
of Army 367 by using 500 of his followers to swell the ranks of the
Army.

[ R C 400 UA 367 T ] i.e. Order individual 400 to upgrade the tech
level of Army 367. {Only if Individual has tech. points}



U P Upgrade Province

Upgrading a province will improve the technology level and may provide
more followers or armies for you. It may also increase the number
of cities either allied to you or in the province. If the province
is uninhabited it could encourage settlers to move in.

As you require to be in the province to upgrade it, no province number
is required as part of the command. Except in the space age when you
can upgrade provinces remotely.

[ U P ] i.e. Upgrade the province you are currently in.

Remote Version of Command

This command can only be used by allied individuals who have been
trained and possess Tech Points, See the TI command for details of
how to train individuals.

[ R C 100 UP ] i.e Order individual 100 to upgrade the province he
is in.



U S Upgrade Settlement

Upgrading settlements allied to you can cause the settlement to expand
or cultivate more land around it. Upgrading can also have a beneficial
effect on the size of the rural population in the province.

[ U S 451 ] i.e. Upgrade Settlement number 451.

Remote Version of Command

[ R C 100 US 451 ] i.e. Order individual 100 to upgrade Settlement
number 451. {only possible if the individual has been trained and
posesses Tech points.}



U T Upgrade Tribe

Much the same as armies, upgrading will improve the technology level
or size depending on what you specify. However continued Technology
upgrades can turn tribes into armies.

[ U T 100 T ] i.e. Upgrade the Technology level of Tribe 100.

[ U T 100 F ] i.e. Upgrade the size of Tribe 100 by transferring 500
of your own followers to it.

[ U T 100 S ] i.e. Upgrade the size of Tribe 100 by recruiting soldiers
from the local population.

Remote Version of Command

[ R C 100 UT 100 T ] i.e. Order individual 100 to upgrade the Technology
level of Tribe 100. {only possible if the individual has been trained
and posesses Tech points.}

[ R C 100 UT 100 F ] i.e. Order individual 100 to upgrade the size
of Tribe 100 by transferring 500 of his own followers to it.

[ R C 100 UT 100 S ] i.e. Order individual 100 to upgrade the size
of Tribe 100 by recruiting soldiers from the local population.


The Maps
--------

The Maps comprise of four sets of graphics, which are provided 
every turn.


Terrain Map
-----------

The Terrain map consists of a 9 x 9 grid of provinces. The province 
your character is in is always displayed in the centre of the Terrain 
Map. The Individual ID of the Player or NPC who controls the province 
is shown in the top left hand corner of the province square. If the 
province is not allied to anyone this number will be zero.

Each province is numbered, for example - province 1855. The
types of terrain are shown as icons, which are intended to be easily
recognizable for what they are. The help menu option gives a full display
of all the terrain icons in your current time period.

The Terrain icons are a fundamental part of the game as they can change
as a result of gameplay. For example grasslands can become agricultural
land as provinces expand. Land can be converted from a tree covered
landscape to farm land. Small castles can become large castles. This
interactive aspect of the terrain maps is an integral part of the
game.

The terrain map also provides additional information on the provinces
your character controls. The province you are in is always shown with
a solid box around it. The provinces which are currently allied to
you are indicated by a box with only the corners showing. Clicking with 
the right mouse button on the province square will display a window giving
additional details of what the province contains. Listing your allies in
that province, the owner of the province (if known), any supplies held 
there, and bases you have in the province and details of the number of
tribes/armies/firms, bases, individuals etc in the province.

Also on the terrain map are shown a small triangle (the colour of it will
depend in the computer and screen resolution you are using) which indicates
there is at least one individual allied to you in that province. A small
square indicates that one or more of your bases exists in that province. 



The Altitude Map 
----------------

The second map to be displayed on your screen is the Altitude map.
This is a 3D representation of the 9 x 9 terrain grid, which indicates
sea level as shaded. Each square on the grid is formed from four provinces,
i.e. the corner of each square directly represents the altitude of
a province. The mountains shown on the Terrain map in the South East
corner of the map are also depicted in the Altitude map as being higher
in altitude than the surrounding terrain.



The Global Map
--------------

The third, and last of the regular maps is the Global map. This shows
the land mass of the entire planet and a square indicating which part
of the planet you are currently on. Each game has a unique map generated
for it.



The Tactical Global Map
-----------------------

The Tactical Global Map has a screen dedicated to it and displays the
world you ar on. This map provides a wealth of information on the structure
of all the empires of the planet. All the provinces that are allied to
your character will be shown as filled in boxes, with the province
your character is in shown in black or blue. Surrounding provinces are 
shown as either small or larger boxes depending on the territory held by
the player or NPC.

Careful analysis of the Tactical map, and comparisons between successive
tactical maps, can indicate how empires are expanding or contracting.
Have two empires merged, or is there a war going on there? Small provinces
clustered together may indicate a lack of NPC or player activity in
an area or just no one powerful enough to forge an empire.


The Text Reports
----------------

Within the text reports there are a number of text tables and sections,
the first of which is the Character Activity for the turn.

Everything which happens to your character, or allies, is detailed
in this section. If it is an action that has been initiated by your
character then the order number you used will be printed in the first
column. This helps you relate back to the orders you input for the
turn. The province your character is in at the time the event occurred
is printed in the second column, and the text of the event in the
third column. All text is kept as close as possible to plain English
to make it easy to understand.

Certain events will occur in the game that were not started by your
character, for example attacks on your allies by other Individuals,
these will be indicated either by a zero order number or a blank in
the order number in the first column.



History Log
-----------

The History Log will give details of rumours and news from the provinces
surrounding the one you are currently in. The distance this news has
travelled will be only a few provinces in the first time period, the
Bronze age, but as you progress to later time periods news will reach
you from further away. Details of wars, raids, battles, the deaths
of rulers, new settlements, alliances and much more will be reported
here.

This section is very useful as it provide details of the current locations
of Individuals as well as reports of power struggles.



Character Statistics
--------------------

Each Player character, and NPC, has both leadership and charisma.
These are shown in the Character Statistics table, along with the
players current character type (which depends on how many and what
type of allies he has) and the location of the Player character.

Since the object of the game is to obtain enigmas, the number of enigmas
held by the player, plus the number that you do not have more than
one of, appear in this table. Once your Non duplicate enigmas reach
50 then you have won the game!

Each player character and NPC gathers followers during the course
of the game and the number of followers that are travelling around
with your character are shown in this table. Those followers you have
which are located in bases are not included in the total.



Enigmas
-------

The tables on enigmas provides vital information on how the game is
progressing. The enigmas held by other players gives a comparison
of how you are doing compared to the rest of the players Also when
the Total of Player Enigmas Held reaches the Total Enigmas Needed
for Timelapse then the game will Timelapse and shift forward 500 years
in time.





Allies tables
-------------

Each turn report has a number of tables showing the current condition
of all your allies, and which enigmas they currently have.

Settlement Allies
-----------------
SETTLEMENT   PROVINCE   PROVINCE    SETTLEMENT POPULATION   TECH   ENIGMAS 
NAME    ID   LOCATION   NAME          TYPE       SIZE       LEVEL   HELD

CASERT  112    654     JAYPORT       Hamlet       1          4      0 12

Like other elements of the game the Technology level of settlements
can be increased by players. However the increased technology level
is only temporary as the the NPC controlled settlements technology
is advancing naturally each turn. Settlements with a technology level
above 0 will lose one technology level per turn. Technology level
0 marks the current game technology. Each Settlement can hold up to
two enigmas which are listed by enigma number, see Appendix B for
description of Enigmas.



Individual Allies 
------------------

                CHAR   LEAD        No OF       PROV     TECH   PROVINCE                            ENIGMAS HELD 
TYPE   NUMBER   LEVEL  LEVEL  AGE  FOLLOWERS   STORES   POINTS   NAME      LOCATION    ORG      01  02  03  04  05

Ruler     100     1      3    22    1100         8        6    KASERIM     254 JAYPORT SHA       0   0   0   0   0
Indiv      25     2      1    27     541         6        0    SARTAR      1253 GOLGA  YES      50  12   0   0   0
Warlord   340     3      3    25    2000        12        2    HENGIS      1250 GOLAN  NO        6   2  11   0   0

There are a number of different Individual types each with their own
characteristics. The above NPC's are allied to you. Those with a YES
in the organized column are following you around, those with SHA are
shadowing your character. Individual Age is important as NPC's are
not as long lived as your character. Individuals can carry up to five
enigmas, which are listed by enigma number. The Province stores carried
by Individuals depend on the number of followers with them, see the
Pick up Stores command for more details. Tech Points indicate how
much training the individual has received.

Individuals which are classified as Warlords will have Armies or Tribes,
assigned to them by you, who will follow them around. See Armies/Tribes
table.



Army and Tribe allies

                           TECH               PROVINCE                ENIGMA      SUPPLIES 
TYPE  NUMBER   SIZE  EFF%  LEVEL  NAME        LOCATION     ORGANIZED  HELD        CARRIED

ARMY    45      2    100.0   0    SUZERAINS   1253 GOLGA     YES       12           4 
TRIBE  120      4     58.8   4    GOTHS       1250 GOLAN     340        0           8
TRIBE  130      2    100.0   0    VANDALS     1272 TIRAL     DEF        0           7

Armies or Tribes which have a YES in the organized column will be
following your character around. However those with a number in this
column are under the command of that Individual, i.e. Warlord 340
and are organized to him. Technology levels operate for Armies/Tribe
in the same way they do for Settlements. Supplies carried refers to
the amount of province stores carried by the Army or Tribe and will
be used up in preference to the local Province stores. For example
Army 45 is size 2 (operating at 100% efficiency) and requires two
units of Province stores per turn.

Recruiting troops from the local populace will reduce the Rural population
of provinces.

Armies and Tribes with DEF in the Organized column have been commanded
to defend a province using the DP command.



Provinces allied 

PROVINCE              CITY       RURAL      TECH  PROVINCE   ENIGMAS HELD 
NAME      LOCATION ID POPULATION POPULATION LEVEL STORES     01 02 03 04 05 06 

GOLGA       1253         1          4         2     15        0  0  0 41  0  0 
DANZAL      1260         3          2         0     45        7  0  0  0  0  0



Provinces manufacture province stores from three areas, Settlements/Cities,
Rural populations and Firms. For example Province 1260 Danzal has
a city population of 3 and Rural of 2, and will produce 5 province
stores per turn. Technology levels operate in the same manner as those
of Settlements and Armies/Tribes. Up to six enigmas can be held in
a province.



League Tables
-------------

Each turn one main league table is printed, this shows the top ten
players overall, plus how many points your character has amassed.
In addition to this regular league table a selection of minor league
tables, each covering a different topic, are printed in rotation each
turn.


Timelapses
----------

When a Timelapse occurs all the player characters are thrown forward
into the next time period. Since an interval of about 500 years will
have passed, then all of your allies, and followers will have died
off, and you will have to start again. However your bases will still
be intact, along with any enigmas you had inside them, being maintained
by the descendants of the followers originally there.

This is important to remember as you will only keep hold of the enigmas
you character has with him and those at your bases. Those enigmas
held by your allies will no longer be owned by you, since your allies
will be long dead after the Timelapse.

This mechanism allows players who were falling behind in the last
time period a chance to catch up, while keeping the enigmas stored
by the more successful players. So when you see the total number of
enigmas held by players creep towards that magic Timelapse figure
then it is time to complete the work on your bases and their all too
valuable enigmas.



Special Actions and features of Timelapse
-----------------------------------------

In any game which can cover a time span of five thousand years, a
certain amount of the games features will apply only to part of the
game. Timelapse is no exception.

Firms
-----
Firms do not enter into the game until the fifth time period, the
City State age, when firms will start to take hold. Unlike armies
and tribes, firms are not mobile in Timelapse. However one special
feature they possess is the ability to manufacture province stores,
used for the supplies of both armies and tribes. It is this feature
of firms that will make them invaluable for the support of the very
large armies that will appear in the later time periods.



NPC's
-----
Unlike many other games, NPC's are very active in Timelapse, in fact
they may be often mistaken for players, as they have their own objectives
and plans. They can form alliances, enlist armies, conquer provinces
and build empires. However they have a much shorter lifespan that
the player characters, and will on occasion die, sometimes from natural
causes and sometimes in battle. As the game moves into the later time
periods the average lifespan of NPC's will increase.



Reports and Rumours
-------------------
Players can receive up to six reports of possible enigma sightings
during any one turn. These can be investigated the following turn.
Players should take careful note in which province the rumour arose
as investigating it in that province has a better chance of success.

Not all rumours will be true, depending on the time period, superstition
and fable may be prevalent. Also worth taking into account is the
fact the the NPC's are interested in the enigmas, but for different
reasons, and are actively trying to steal them from each other. So
enigmas can move about the surface of the world.


APPENDIX A

Time Period    Description   Turn length       Estimated Period in game time.                                                            
                              in Months             Year

   1           Bronze Age         12               3000 BC
   2           Post Bronze Age    11               2500 BC
   3           Settlement Age     10               2000 BC
   4           Tribe Age           9               1500 BC
   5           City State Age      8               1000 BC 
   6           Empire Age          7                500 BC
   7           Dawn Age            6                  0
   8           Pre-Dark Age        5                500 AD
   9           Dark Age            4               1000 AD
   10          Middle Ages         3               1500 AD
   11          Pre-Space Age       2               1800 AD
   12          Space Age           1               2000 AD


Appendix B

Special enigmas and their uses

There are fifty different types of enigmas scattered across the world
you are stranded on, see appendix D for a full list. Some of these
enigmas have special uses within the game and are well worth looking
out for.


Enigma 2. Head up display.

This enigma, when carried by your own character, gives a bonus in
the distance you can communicate with your allies. If your character
has the head up display in his baggage train and the allied individual
has the Laser communicator then there is no limit to the distance
over which you can communicate. So the allied individual can be sent
anywhere on the map and you will still receive reports from them.
If you have several allied individuals, each with a laser communicator
then they will all be able to follow your orders at great distances.

If one of your bases has a laser communicator stored in it you can
also pass it orders, for example Move Base, at any distance. Without
this long range communication link the maximum distance you can communicate
with an allied individual or base is limited by the time period you
are in, see appendix C for details.



Enigma 4, Portable computer.

The portable computer can give enhanced information when carried by
any individual using the GI (Gather Information) command. The computer
ensures that the information given to you is accurate or lets you
know when an NPC has provided false information.



Enigma 14. Armoured Radiation suit

This enigma gives an increased defensive and offensive bonus to individuals
who are carrying it. Individuals who have it in their possession are
unlikely to be killed in battle. This applies to both player characters
and NPC's alike.



Enigma 15. Laser pistol.

The laser pistol increases the fighting capability of the individual
carrying it, both for defence and attack.



Enigma 16. Laser rifle.

The laser rifle also increases the offensive and defensive capabilities
of the individual carrying it, by twice that of the laser pistol.



Enigma 22. Ships Scanners

Possession of the ships scanners by player characters gives them access
the SZ (Scan Zone) command, where they can scan areas of the map for
enigmas. The ships scanners have to be with the player character before
the command can be used.



Enigma 23. Communication Disk.

This enigma, when carried in the baggage train of your character,
allows you to use the SM command (Send Message) to send a text message
to any other player similarly equipped, regardless of the distance
between you.



Enigma 25. Laser Communicator

This enigma is for use by allied individuals or player bases. When
either carried by an allied individual or in a players base, it allows
the player (if carrying the Head up display) to communicate with that
ally without limit of distance. Without this the maximum communication
distance is limited by the time period you are in, see appendix C
for details.



Enigma 10 Ships Main Laser & Enigma 33 Laser Array.

The laser array & the ships main laser, when in the possession of
Armies and Tribes (allied to player characters), can be used as a
battle enhancer for both attack and defence. Especially good for sieges
against settlements or defended provinces.





Appendix C

Time Period        Maximum distance (in provinces) for communication

   1 - Bronze Age                      5
   2 - Post Bronze Age                 5
   3 - Settlement Age                  5
   4 - Tribe Age                       5
   5 - City State Age                  5
   6 - Empire Age                      6
   7 - Dawn Age                        6
   8 - Pre-Dark Age                    6
   9 - Dark Age                        7
   10 - Middle Ages                    7
   11 - Pre-Space Age                 10
   12 - Space Age                     50


Appendix D

Enigma      Followers needed  Enigma
Number      to carry enigma   Description

   1             2            Pilots seat 
   2             0            Head up display   
   3             4            Cabin life support
   4             0            Portable computer
   5             0            Life support energy cell
   6             0            Navigation charts
   7             0            Emergency food supply
   8             0            Computer memory module
   9             2            Entertainment module
   10            5            Ships main laser
   11            4            Power cabling
   12            0            Personnel gas grenades  
   13            0            Survival suit
   14            0            Armoured radiation suit
   15            0            Laser pistol
   16            0            Laser rifle 
   17            4            Diamond cockpit
   18            0            Computer toolkit
   19            0            Tachyon toolkit      
   20            3            Vernier toolkit
   21            5            Main engine toolkit
   22           10            Ships scanners
   23            2            Communication disk
   24            3            RF antenna  
   25            0            Laser communicator
   26           15            Tachyon generator
   27           15            Particle accelerator
   28           20            Tachyon storage ring
   29            5            Engine energy cell      
   30           15            Tachyon Reality chamber 
   31            0            Super conducting cable
   32           15            Imaging chamber      
   33           10            Laser array
   34            0            Optical cabling
   35           30            Ships hull (Nose)
   36            5            Vernier thrusters
   37            5            Vernier fuel tank
   38           10            Vernier engine
   39            5            Vernier energy cell
   40            0            Vernier fuel coupling
   41            0            Vernier computer
   42           20            Hydrazine fuel tank
   43           50            Main engine
   44           20            Hydrazine thrusters
   45           10            Main engine energy cell
   46           10            Main engine fuel coupling  
   47            5            Main engine computer
   48           60            Ships hull (Wings)
   49          100            Ships hull (Body)
   50           30            Ships hull (Tail)


APPENDIX E

Summary of Commands by Game Element

Page numbers refer to the printed rule booklet, available separately.

C  A  Description       Page        C  A   Description          Page                                                             e

      Armies                               Tribes              
A  A  Attack Army       16         B  T    Barter with Tribe   19
B  A  Barter with Army  18         D  P    Defend Province     21
D  A  Dispatch Army     19         D  S    Dump Stores         21
D  P  Defend Province   21         D  T    Dispatch Tribe      22
D  S  Dump Stores       21         G  S    Gather Stores       24
G  S  Gather Stores     24         H  T    Help Tribe          26
H  A  Help Army         24         I  E    Install Enigma      26
I  E  Install Enigma    26         L  T    Look for Tribes     28
L  A  Look for Armies   26         N  T    Name Tribe          30
N  A  Name Army         29         O  T    Organize Tribe      31
O  A  Organize Army     30         P  T    Place Tribe         32
P  A  Place Army        31         Q  T    Question Tribe      33
Q  A  Question Army     32         R  E    Remove Enigma       35
R  A  Raid Army         33         R  T    Raid Tribe          36
R  E  Remove Enigma     35         S  T    Study Tribe         40
S  A  Study Army        36         T  C    Transfer Command    40
T  C  Transfer Command  40         U  T    Upgrade Tribe       42
U  A  Upgrade Army      41                                     
                                           Bases               
      Firms                        A  B    Abandon Base        17
B  F  Barter with Firm  18         A  E    Assemble Enigmas    17
H  F  Help Firm         24         C  B    Create Base         19
L  F  Look for Firms    27         D  C    Disband Camp        20
                                           Followers
Q  F  Question Firm     33         D  E    Dump Enigma         20
R  F  Raid Firm         35         E  B    Enlarge Base        22
S  F  Study Firm        36         M  B    Move Base           28
                                   O  F    Organize Followers  31
      Individuals                  R  B    Raid Base           34
A  I  Attack            17         T  E    Take Enigma from    40
      Individual                           Base
B  I  Barter with       18                                     
      Individual
D  A  Dispatch Army     19                 Rulers              
H  I  Help Individual   24         A  R    Attack Ruler        17
L  I  Look for          27         B  R    Barter with Ruler   19
      Individuals
N  I  Name Individual   29         H  R    Help Ruler          25
O  I  Organize          31         L  R    Look for Rulers     27
      Individual
P  I  Place Individual  32         Q  R    Question Ruler      33
Q  I  Question          33         R  R    Raid Ruler          35
      Individual
S  I  Study Individual  36         S  R    Study Ruler         39
T  C  Transfer Command  40                                     
T  I  Train Individual  40                 Enigmas             
                                   A  E    Assemble Enigmas in 17
                                           Base
                                   D  E    Dump Enigma in      20
                                           Base/Province
      Settlements                  G  E    Give Enigma to      23
                                           Individual
A  S  Attack            18         I  E    Install Enigma into 26
      Settlement                           Army/Tribe
B  S  Barter with       19         I  R    Investigate Report  26
      Settlement
H  S  Help Settlement   25         L  E    Look for Enigmas    27
L  S  Look for          27         P  E    Pick up Enigma from 31
      Settlements                          Province
N  S  Name Settlement   30         R  E    Remove Enigma from  35
                                           Army/Tribe
Q  S  Question          33         T  E    Take Enigma from    40
      Settlement                           Base
R  S  Raid Settlement   35                                     
S  S  Study Settlement  40                                     


       Your Character                                           
C  R   Circulate Rumour  19                 Remote Commands     
D  F   Disband           21         RC   AA  Attack Army         16
       Followers                    
E  S   Expel Stores      22         RC   AI  Attack Individual   17
                                    
F  W   Fight War         22         RC   AR  Attack Ruler        17
                                    
G  E   Give Enigma       23         RC   AS  Attack Settlement   18
                                    
G  F   Gather Followers  23         RC   CB  Create Base         19
                                     
G  I   Gather            23         RC   DE  Dump Enigma         20
       Information                  
M  E   Move East         28         RC   DP  Defend Province     21
                                    
M  N   Move North        28         RC   DS  Dump Stores from    21
                                             Army
M  NE  Move North East   28         RC   EB  Enlarge Base        22
                                    
M  NW  Move North West   28         RC   ES  Expel Stores from   22
                                             Individual
M  S   Move South        29         RC   FW  Fight War           22
                                    
M  SE  Move South East   29         RC   GE  Give Enigma to      23
                                             Individual
M  SW  Move South West   29         RC   GF  Gather Followers    23
                                    
M  W   Move West         29         RC   GI  Gather Information  23
                                    
N  C   Name Character    29         RC   GS  Gather Stores       24
                                    
P  S   Pick up Stores    32         RC   HA  Help Army           24
                                    
R  D   Reveal Details    35         RC   HF  Help Firm           24
                                     
S  D   Set Details       36         RC   HI  Help Individual     24
                                    
S  M   Send Message      37         RC   HP  Help Province       25
                                    
S  O   Standing Orders   37-        RC   HR  Help Ruler          25
                         39         
S  Z   Scan Zone         40         RC   HS  Help Settlement     25
                                    
T  E   Take Enigma       40         RC   HT  Help Tribe          26
                                     
                                    RC   IE  Install Enigma      26
                                    
       Followers                    RC   LA  Look for Armies     26
                                    
D  F   Disband           21         RC   LE  Look for Enigmas    27
       Followers                    
E  B   Enlarge Base      22         RC   LF  Look for Firms      27
                                    
G  F   Gather Followers  23         RC   LI  Look for            27
                                             Individuals
O  F   Organize          31         RC   LR  Look for Rulers     27
       Followers                    
U  A   Upgrade Army      41         RC   LS  Look for            27
                                             Settlements
U  T   Upgrade Tribe     42         RC   LT  Look for Tribes     28
                                    
                                    RC   ME  Move East etc.      28
                                    
       Provinces                    RC   OA  Organize Army       30
                                    
B  P   Barter with       18         RC   OT  Organize Tribe      31
       Province                      
D  P   Defend Province   21         RC   PE  Pick up unattended  31
                                             Enigmas
H  P   Help Province     25         RC   PS  Pick up Stores      32
                                    
N  P   Name Province     30         RC   QA  Question Army       32
                                    
S  P   Study Province    39         RC   QF  Question Firm       33
                                    
U  P   Upgrade Province  41         RC   QI  Question            33
                                             Individual
                                    RC   QR  Question Ruler      33
                                    
       Remote Commands              RC   QS  Question            33
       (cont)                                Settlement
RC SI  Study Individual  36         RC   QT  Question Tribe      33
                                    
RC SO  Standing Orders   37-        RC   RA  Raid Army           33
                         39         
RC SP  Study Province    39         RC   RB  Raid Base           34
                                    
RC SR  Study Ruler       39         RC   RE  Remove Enigma       35
                                    
RC SS  Study Settlement  40         RC   RF  Raid Firm           35
                                    
RC ST  Study Tribe       40         RC   RR  Raid Ruler          35
                                    
RC TE  Take Enigma       40         RC   RS  Raid Settlement     35
                                    
RC UA  Upgrade Army      41         RC   RT  Raid Tribe          36
                                    
RC UP  Upgrade Province  41         RC   SA  Study Army          36
                                    
RC US  Upgrade           42         RC   SC  Shadow Character    34
       Settlement                   
RC UT  Upgrade Tribe     42         RC   SF  Study Firm          36
