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Don't feel obligated to read it here; the instructions are included in the download and there's an in-game help menu.


HOW TO PLAY

Trick, Treat, or Die pits your group of kids against your neighborhood rivals in a contest of candy dominance. Your objective: gather the most candy, by any means necessary! This section will give you a quick start-up, and you're ready to play.

Play opens in the neighborhood by day. During this time, your goal is to recruit four minions to join your crew. Each game, the minions are generated slightly differently, but certain kids always have specific strengths and weaknesses. Choose a team that fits your liking or strategy. Recruit by using the pause menu or by talking to the kids outside their houses.

Next, you need to equip your team. See the ITEMS section for more detail. Once you have your team situated, select Ready to Fight from the pause menu and it's time for Halloween!

Trick, Treat, or Die is set up like a tactical RPG boardgame, where each minion takes their turn sequentially. See STATS for how the order is determined. Anyway, each turn, the current minion has the choice to move or wait, then perform an action. This action could be using TREAT to gather candy, or TRICK to use an item or attack an opponent. See COMBAT for more details on attacking.

Of course, because candy is the most important goal, it's vital to visit as many houses as possible. Most houses won't give candy to the same kid twice, so keep moving. The mansion, (the big building in the center,) is special. It gives out almost 3x the normal amount of candy on first visit, and will give the normal candy amount to the same kid on successive visits. Most fights center around controlling the mansion's candy output. Also, using TREAT at one of the shop squares will result in the awarding of a random item.

Play ends when any three minions are knocked out in combat, whether they're all from the same team or not. At this point, the time for trick-or-treating is over and the team with the most candy between all of its minions is victorious. Make sure when the last kid falls that you have the most candy! After that, enjoy the spoils of your victory! Good luck, good night, and good fight!


STATS

Each minion has several attributes that determine their overall effectiveness on Halloween night. Which ones are important depends on your strategy.

Health (HP) - Not really a stat, just the current physical health of your minion. If this reaches zero from taking combat damage, that kid is knocked out and can no longer act. Their candy is still counted towards the total, though.

Sugarhigh (SH) - No kid on Halloween lacks a sugar rush. This is the primary offensive stat. Boosting it allows your minion to perform multiple attacks during each combat round. However, it also makes it harder to accurately hit an opponent. See COMBAT for more details.

Fear Factor (FF) - The overall scariness of a minion. Higher Fear Factor means opponents will have a harder time hitting your minion. Also, starting values influence starting HP. Houses will give out slightly larger amounts of candy to minions with higher Fear Factor.

Speed (SPD) - The agility of a kid, separate from Sugarhigh. Minions with higher speed move first and more often. In detail, each action has an associated "energy" cost. For instance walking costs 5 energy while waiting only costs 2. At the end of the turn, the total time taken that turn is equal to the energy cost multiplied by the inverse of Speed.

Intelligence (IN) - Some kids are brighter than others. Smarter ones start out with more candy and items and have slower attack bars in combat. See COMBAT for more details.

Charisma (CH) - Charm is the single most important factor in the amount of candy a kid receives at a house. Minions with low charisma may only receive tiny amounts of candy while a high charisma minion can receive up to four times as much.



ITEMS

Items in Trick, Treat, or Die are broken up into three categories: Costumes, Weapons, and Items. All can be bought from the sketchy shopkeeper who accepts candy as currency. A minion can hold one costume, three weapons, and three items. Costumes increase stats, and a minion must have a costume equipped to receive candy from houses. Weapons boost the damage and style of a minion in combat. Items are used to affect houses. Most weapons and costumes are explained enough in-game, but here's a comprehensive list of item effects if you were confused:

Toilet Paper - When used on a house, roughly doubles the amount of candy that the house gives out to all visiting minions.
Eggs - The victimized house stops giving out any candy.
Silly String - The first use causes the house to double its candy output, just like toilet paper, but a second use of the silly string will cause a house to stop giving out candy. It has unlimited uses.
Doggy Bag - When used on the mansion, stops the mansion from giving out any candy. Can turn the tide in a game.
Brick - When used on the mansion, causes the mansion to give out even more candy than usual.
Bear Trap - Causes any minions who visit that house in the future to take substantial HP damage. Automatically used on all houses that minion visits.
Decoy - Grants immunity to the effects of the bear trap.



COMBAT

Combat in Trick, Treat, or Die is through an attack bar system. With every attack, an attack bar is displayed corresponding to the weapon that is being used for that attack. A cursor then moves across the attack bar. Your goal is to press the space bar when that cursor is over the red area to cause the most damage. Red causes the most damage, then orange, then yellow, and green is a miss. Depending on certain factors, a minion may attack multiple times in a round.

The speed of the cursor is determined by the attacking minion's Sugarhigh and Intelligence and the defending minion's Fear Factor. Increasing Sugarhigh or higher Fear Factor in the opponent raises the cursor speed, while higher Intelligence lowers it. Low speeds make critical hits easier.

The number of attacks is determined by the Sugarhigh of the attacker. Higher Sugarhigh means multiple successive attacks, but at the cost of accuracy as the cursor moves faster.

Note that RM2K is very stupid about moving pictures and the equations for space bar timing had to be fudged a little, causing the cursor to 'jump' a bit. This coder spent an a lot of time on this and despite multiple German patchs, this is the best it's going to get. Sorry about that.


VERSUS

The online and local versus modes are still under construction, but they vary from the normal Human vs AI a bit. First of all, the initial town phase is completely eliminated. Instead, the host player picks two minions to their team, then the client selects their complete team of four minions, and the host picks another two. Then, each player has the chance to equip their team. After that, play progresses as normal.

If you want to host a game, make sure that you have your ports forwarded (check http://www.portforward.com) and have an exception in your firewall. Your friend will then need your IP address, (check http://www.whatismyip.com.) If you want to connect to a game, you may need to add a firewall exception, but most likely, the game will prompt you. If you need support, feel free to post on the game page, contact psy_wombats, or head to http://www.wombatrpgs.net