 *****************************************************************************
 This documentation contains an explanation of the rules and parameters under
 which the game operates.

 Following the rules and parameters are the Hardware Requirements along with
 procedures for ordering copies of the game.

 If you have a printer attached to your PC, a copy of this documentation can
 usually be printed by simply changing to the directory to which the game was
 installed and keying:  TYPE RULES.TXT >PRN
                              OR
                        TYPE RULES.TXT >LPT1
                        and then pressing the enter key.
 *****************************************************************************

                                COLD HORIZONS
                  copyright 1995 Strategic Objective Systems

 DESCRIPTION and OBJECTIVE.
  Cold Horizons is computer simulation of the June 22, 1941 German invasion
  of Russia.
  It is NOT a shoot 'em up, reflex reaction game with lots of sound, graphic
  glitter and little mental challenge.
  It IS a game for the serious wargamer.
  The graphical appearance and functions of the game were designed for ease of
  understanding and use. This simplicity is deceiving as there are numerous
  factors considered by the computer which are transparent to the player.
  For this reason it is MOST IMPORTANT that you read the rules. Without a
  complete understanding of the affect of all factors, you'll not be able to
  develop and employ effective tactics and strategies.

  The objective of the game is for the German units to advance as deeply as
  possible into Soviet territory in the allotted weeks.
  The computer commands the Soviet forces while the player commands the
  invading Germans.


 TURNS.
  The game is divided into turns. Each turn is equivalent to one week of
  time.  The are 52 weeks allotted for the campaign.  The game will
  automatically end after 52 weeks or if either side has no units left on the
  screen. Note: For the demonstration game, the game will end after 4 turns.


 PHASES.
  Each turn is divided into 3 phases. The current phase is indicated at the
  top of the screen. The three phases are:

              .Assign Supplies Phase.
              .Give Orders Phase.
              .Execution of Orders.

  You assign the supplies and give the move orders to the German units.
  The computer does the same for the Soviet units.
  The computer will automatically execute the orders when 'Execute' is
  selected from the menu in the 'Give Orders' phase.
  Progressing from phase to phase is accomplished by selecting the
  appropriate choices from menu windows. (See Menus)


 ASSIGN SUPPLIES PHASE.
  Note: Assignment of supplies is bypassed for the opening week of the
         campaign.
  A unit's strength is represented by a point value.
  Each unit has a maximum strength and a current strength.
  A unit's current strength is used by the computer during battle.
  The maximum strength is the strength at which units enter the game.
  Supplies/replacements are also represented by point values.

  Positioning the cursor on a unit and pressing the enter key or the left
  mouse button will open a window indicating the army group of which the unit
  is an element along with the unit's maximum strength, current strength,
  current supply assignment and an line of supply amount choices.

                            (00 25 50 75 99)

  To assign supply/replacement points to that unit, use the keyboard arrow
  keys or mouse to highlight the choice and press enter or the left mouse
  button to select that choice. Pressing the Escape key or right mouse button
  closes the window.
  The computer automatically reduces the available supplies indicated at the
  top of the screen by the choice made.
  The computer will not allow a unit to exceed its indicated maximum
  strength. If the choice you selected would cause the unit to exceed its
  maximum, the computer will automatically assign only those supply points
  that would bring the unit up to its maximum and only those points so
  assigned would be deducted from the available supplies.
  After a unit has been assigned supplies, you can change the supply
  assignment for that unit by simply opening the window for that unit again
  and changing the choice.
  If you reduce the supply assignment for that unit the difference will
  automatically be added back to the available supply points for that week.
  If you select a choice that exceeds the remaining available supplies, the
  unit will be assigned only those points that are remaining.
  A single unit can not be assigned more that 99 supply points in any given
  turn.

  The additional new German supply/replacement allotment that becomes
  available each week depends on the week as well as the weather.
  The allotment for week 2 is 400 points, week 3 equals 350 points. Each week
  thereafter the normal allotment is 320 points.
  However, this weekly allotment is reduced to 290 points in rainy/muddy
  weeks and to 300 points in sub zero frozen weeks.
  Soviet available supplies progressively increase throughout the campaign.

  In addition to the normal weekly allotment of supply/replacement points,
  additional supply points can be gained by capturing a city.
  Each time a German unit moves into a Soviet controlled city, 200 additional
  points are added to the next weeks available supply points.

  The computer will not allow you to assign supplies to a cut off unit.
  (See Cut Off units below)

  Units assigned supplies receive those supply/replacement points during the
  Execution of Orders phase.
  Assigned supplies are distributed to the designated units immediately AFTER
  execution of the FIRST order in coming week.

  Note: All units, whether or not they engaged in battle, have their strength
  reduced by 2 points each week to account for normal supply consumption.
  However, the computer will never reduce a unit's strength below 1 simply to
  account for normal supply consumption.


 GIVING ORDERS.
  Positioning the cursor on a unit and pressing the enter key or the left
  mouse button will open a window indicating the army group of which the unit
  is an element along with the unit's current strength, the assigned
  supply/replacement points for the coming week, any current movement orders
  and a line of symbols or letters indicating movement order choices.

  In addition, if the unit already has movement orders, the unit itself will
  be placed in motion for a repetitive display of the execution of those
  orders while the window remains open.  Up to six orders can be given for a
  unit.
  The choices provided are:
         Right, Left, Up and Down as indicated by the arrow symbols.
         'D' to order a unit to Dig In.
         'B' to order an Engineer unit to build a bridge.
         'C' will Clear all orders for that unit.

  Use the mouse to highlight the choice and press enter or the left mouse
  button to select that choice  -or-  just press the keyboard arrow keys for
  the direction in which you want the unit to move.
  You can also simply press the keyboard 'B', 'C' or 'D' to respectively
  order a bridge to be built or a unit to dig in, or clear the current
  orders.
  Pressing the Escape key or right mouse button closes the window.

  Bridge building orders can only be given to Engineer units.

  See Battle Rules for effects of 'digging in'.

  Orders not executed in one week are carried into the next week.
  These carry over orders can simply be added to or cleared and new orders
  issued.


 MOVE RULES.
  In battle, if a unit is forced to retreat or is routed in a direction which
  does not match the next move order for that unit, all move orders for that
  unit are canceled by the computer.

  Movement of units is delayed based on the terrain through which they move
  as well as the weather.
  Units can only cross rivers through cities or bridges.

  The following grid displays the movement rate per week for the different
  unit types and terrain. The rates shown are fair weather rates.

                   -----------  Movement Rates --------------
                    Type                Terrain Types
                    Unit           Open     Wooded     Marshes
                   ------------    -----    -----      -----
                    Armor           5.0      3.0        1.0
                  Infantry          3.0      3.0        1.5
                  Engineer          5.0      3.0        1.5

             (See Weather/Ground Conditions for effects of weather).

  Engaging in battle has a delaying effect on a unit's movement. This delay
  is remembered by the computer from week to week. That is, if a unit engages
  in battle toward the end of one week's execution of orders, the delay may
  be carried over to the execution of orders phase of the following week.

  Only one unit at a time can occupy any specific position. Therefore, one
  unit can NOT move through a position that is already occupied by another
  unit.
  This means that when giving move orders, potential 'traffic control'
  problems should be considered.


 BATTLE RULES.
  Whenever a unit enters the zone of Influence of an enemy unit, the computer
  will automatically initiate and resolve a battle. (See Zone of Influence)

  A battle between two opposing DUG IN units will NOT be initiated.

  When a unit is DUG IN, the effectiveness of an opponent's strength in
  battle is reduced. However, when DUG IN, a unit can not move. This means
  the unit will continue to battle under conditions where it would normally
  have been forced to retreat.

  When a unit is in a city, it's effective strength in battle is temporarily
  increased.

  Opposing units that are diagonally adjacent to each other, battle each
  other with reduced effectiveness.

  A unit's effectiveness is affected by the weather. For the affects of the
  weather on a unit's effectiveness see Weather/Ground Conditions later in
  this document.

  To reflect the dedication that SS contingents were expected to display, the
  computer increases the effectiveness of SS units during battle by one tenth.

  During a battle, if the computer detects that a unit's strength has fallen
  to half that of the enemy unit and the unit is NOT dug in, the computer
  will attempt to force the unit to retreat from the engagement.
  The unit will be retreated only if the terrain delay associated with the
  unit's current position has been satisfied and an open position into which
  it can retreat is available.

  If the computer detects that a unit's strength has fallen to 1/4 that of
  the enemy unit and the unit is NOT dug in, the unit is routed. Again the
  computer will attempt to force the unit to retreat from the engagement.
  A unit routed in this manner will be retreated immediately regardless of
  any terrain delay as long as an open adjacent position is available.
  A routed unit losses 4 additional points from its current strength each
  time it is routed.

  An open position for retreat is checked in the following priority:
           a. If the enemy is moving directly toward the retreating unit,
              the adjacent position in line with that same direction is
              checked first.
           b. The direction of the next move order of the retreating unit is
              checked second.
           c. Finally, any available open adjacent position.

  Any move orders for a unit that is forced to retreat are canceled. This
  includes any orders to dig in. That is, if a unit moves into a position and
  is engaged in battle before that unit's next order (the order to dig in)
  has been executed, that unit could be routed or forced to retreat if it's
  strength was sufficiently reduced as a result of the engagement.

  The computer uses a unit's current strength to establish a range of
  potential loss that the unit is capable of inflicting.
  It then adjusts this range to account for factors such as weather, terrain
  and enemy 'dug in' status.
  The computer then applies a random factor to the range to get the actual
  losses inflicted.
  The application of the random factor helps to simulate the uncertainty of
  battle. Regardless of the odds, the outcome is never assured.

  When a unit's strength falls to zero, that unit is eliminated. When a unit
  is being eliminated, the computer will sound a warning and flash the unit
  being removed. The appropriate 'Lost' counter at the top of the screen
  (left side for German, right side for Soviet) will be updated.


 BRIDGES.
  Units can cross rivers only through cities or bridges.

  Bridges can only be built by Engineer units.

  To order an engineer unit to build a bridge, select 'B' for Build when
  giving that engineer unit its orders.

  The computer will only accept an order to build a bridge if the engineer
  unit has first been to a position immediately adjacent to a river.
  If an order to build a bridge is given to an engineer who is not adjacent
  to a river, the computer will display the error message 'Can't build bridge
  here.'.

  When a build bridge order is accepted, the computer will not allow any
  subsequent orders for that engineer until the bridge is built or the build
  order is canceled.
  When an engineer begins the building process, the unit will move onto the
  river position remain there until the bridge building is complete. (approx.
  one full turn).

  When the bridge is complete, the computer will automatically move the
  engineer unit to the first position on the opposite bank of the river and
  stop there. The unit can now receive new orders in the next Give Orders
  Phase.


 ZONE OF INFLUENCE.
  The zone of influence for any unit extends for one position in every
  direction out from the unit. Assume that the screen is divided into small
  squares and that a unit always occupies one square. Each of the 8 positions
  surrounding the unit is considered to be in the Zone Of Influence of that
  unit. i.e. In the following diagram, X stands for the unit and Z indicates
  the Zone Of Influence of that unit.

                                     
                         
                             Z  Z  Z 
                         
                             Z  X  Z 
                         
                             Z  Z  Z 
                         
                                     



 CUT OFF UNITS.
  During the supply phase, a unit is considered cut off and will not receive
  its supplies when that unit cannot trace a path to the left (German) or
  right (Soviet) side of the screen without passing through an enemy zone of
  influence. (See Zone of Influence explanation)

  In addition, any unit in the Pripyat Marshes is considered cut off.

  In attempting to trace a supply path, the computer will only search forward
  toward the enemy side of the screen a limited distance from the unit's
  current position.

  The computer will advise which units, if any, are cut off at the end of the
  Execution of Orders phase.

  In either the Assign Supplies or the Give Orders Phases, when a window is
  open for a unit, pressing and holding down the 'P' or 'Z' key will cause
  the computer to respectively display the Supply Path or the Zone of
  Influence for that unit.

  Notes: The path displayed may not be the only route nor the shortest route.
  The computer simply displays the first successful route it encounters in
  its search for a path.
  Although units only move up-down and left-right, a diagonal route is
  acceptable for supply purposes.


 WEATHER/GROUND CONDITIONS.
   Movement and battle strength are affected by weather & ground conditions
   as follows:

         Conditions        Affect on Germans         Affect on Soviets
         ----------        -----------------         -----------------
         Fair & Dry        Normal move ability       Normal move ability
                           and strength.             and strength.

         Rain & Mud        Movement & battle         Movement & battle
                           effectiveness reduced     effectiveness reduced
                           by one fifth.             by one fifth.

         Sub Zero Temp.    Movement & battle         Movement & battle
                           effectiveness reduced     effectiveness reduced
                           by one quarter.           by one fifth.


 SCORING.
  The computer calculates Tactical and Strategic points based on depth of
  penetration and cities occupied along with friendly and enemy units
  eliminated.
  A menu option in the Assign Supplies phase provides for the viewing of your
  current score.

  Points gained for capturing a city can be lost again if a Soviet unit
  re-occupies the city.

  The computer will indicate whenever a city changes hands.

                                                 Points
                                       Tactical           Strategic
     Each enemy unit eliminated -         5                  2
     Each friendly unit eliminated -     -5                 -2
     Each column of advancement  -        1                  1

     Advancement beyond:
         Dnieper River -                 25                 50
         Don River -                     50                100

     Capture of:
         Balashov -                      65                 65
         Dnepropetrovsk -                30                 40
         Donesk -                        65                 70
         Khar'kov -                      35                 50
         Kiev -                          40                 50
         Kursk -                         50                 75
         Minsk -                         25                 25
         Moscow -                        50                100
         Orel -                          50                 75
         Rostov-na-Donu -                75                 75
         Stalingrad -                   100                100
         Tambov -                        50                 65
         Ul'yanovsk -                    75                 75
         Voronezh -                      75                 50

  In addition to the tactical and strategic point values to be gained by
  capturing a Soviet controlled city, an additional 200 supply points becomes
  available for assignment in the next week.


 CHEAT MODE.
  German orders are not available to the computer when the computer is
  issuing Soviet orders. Conversely, viewing Soviet supply and move orders is
  normally restricted. However, when Cheat Mode On is selected from the menu,
  Soviet orders will be displayed when the cursor is positioned on a Soviet
  unit and the enter or left button is pressed.
  Cheat Mode remains turned on until Cheat Mode Off is selected from the
  menu.
  Regardless of the Cheat Mode setting, the computer never looks at German
  orders when issuing Soviet orders.


 MENUS.
  Pressing the 'M' key or moving the mouse to the bottom right most position
  on the screen and pressing the left button will open a Menu in both the
  Give Orders and Assign Supplies phases.

  While a menu window is open, pressing the number associated with the
  desired option will execute that option. Moving the highlight with the mouse
  and pressing the left mouse button will also execute the highlighted option.

        Give Orders Menu.
          This menu provides option selections for:

            1. Next Phase, Normal Move.
               This option advances to the Execution of Orders phase.
               The graphic movement of units will be at normal speed.

            2. Next Phase, Quick-Move.
               This option advances to the Execution of Orders phase.
               The graphic movement of units will be at twice their normal
               speed.

            3. Next Phase, Insta-Move.
               The units will move instantly except when engaged in battle.

            4. Evaluation.
               This option opens a window displaying your tactical and
               strategic scores to this point.

            5. Save and End game.
               Saves the current game for later recall then ends and exits to
               DOS.
               If games have been previously saved, a window will open on the
               screen allowing you to save the current game as a new saved
               game or to overlay a previously saved game.
               Assuming there is enough room on your computer's hard drive, up
               to 9 different games can be saved.
               After saving 9 games, to save a another game, you must select
               to overlay a previously saved game.

            6. End game without saving.
               Ends and exits without saving the game. Any previously saved
               games will remain intact for recall.

            7. Turn Sound Off/On.
               Toggles between turning the sound off and on.

            8. Cheat Mode On/Off.
               Toggles between turning Cheat Mode on and off.

            9. Help for this Phase.
               Opens a window displaying information on the Give Orders Phase.

            X. Exit Menu.
               Closes the menu window and returns to accepting orders.
               Pressing the Esc key also exits the menu.

        Assign Supplies Menu.
          This menu provides option selections for:

            1. Next Phase.
               This option closes the supply assignment phase and advances to
               the Give Orders phase.

            2. Auto Assign.
               This option tells the computer to automatically assign any
               remaining available supplies/replacements evenly to all
               eligible units.

            3. Evaluation.
               This option will display your current tactical and strategic
               scores as calculated by the computer.

            4. Save and End game.
               Saves the current game for later recall then ends and exits to
               DOS.
               If games have been previously saved, a window will open on the
               screen allowing you to save the current game as a new saved
               game or to overlay a previously saved game.
               Assuming there is enough room on your computer's hard drive, up
               to 9 different games can be saved.
               After saving 9 games, to save a another game, you must select
               to overlay a previously saved game.

            5. End game without saving.
               Ends and exits without saving the game.
               Any previously saved games will remain intact for recall.

            6. Help for this Phase.
               Opens a window displaying information on the Assign Supplies
               phase.

            7. Cheat Mode On/Off.
               Toggles between turning Cheat Mode on and off.

            X. Exit Menu.
               Closes the menu window and returns to accepting
               supply/replacement assignments.
               Pressing the Esc key also exits the menu.


 GAME NOTES.
  In the early weeks of the campaign, the German forces can be expected to
  enjoy a superiority in supply and concentration of strength. As it did in
  1941, this should result in quick penetration along with elimination of
  devastating numbers of Soviet units.
  However, as the penetration deepens and the supplies are stretched and
  diminished, the weight of the Soviet abundance in reserves and supplies
  will begin to be felt.
  By the onset of winter, German good fortunes are not as certain as they
  were in the summer. The final outcome is up to you. Good luck.


 ********************************* HARDWARE ********************************

 HARDWARE REQUIREMENTS.
  .An IBM compatible PC with DOS version 3.2 or later is required.
  .EGA or better color graphics adapter.
  .Minimum of 294k free memory.
  .A mouse is desirable but NOT necessary to use the software.
  .A floppy disk drive is required to install the software.
  .A hard disk drive with 415k of free disk space is needed. This is
   where the software will be stored and run on your computer.

 ***************************************************************************

  TO PLAY the game after it has been installed, change to the drive and
  directory to which the game was installed and type in CH and press the
  enter key.
  For example, if the game was installed on the 'C' drive in a directory
  called 'GAME' you would do the following:

        1. Key in: C: and press the enter key.
           This will establish the C drive as the default drive.
        2. Key in: CD \GAME and press the enter key.
           This will establish GAME as the default directory.
        3. Key in: CH and press the enter key.
           This will start the game.

 ***************************************************************************

 TO ORDER additional copies of the game, fill out the form below and send it
 along with $19.95 (U.S. dollars) plus $4.95 shipping and handling for each
 game. Send to:

                                    S.O.S.
                                 P.O. Box 401
                           Lanoka Harbor, New Jersey
                                08734-9998 USA

             (New Jersey residents please add 6 percent sales tax)

  Game(s) will be shipped prepaid first class mail to anywhere within the
  United States.

****************************************************************************

 ORDER FORM
   (Send check or money order payable to S.O.S. Please do NOT send cash.)

 Enclosed is $_________ for _____ copy/copies of COLD HORIZONS. Please ship
 to:
           Name: __________________________________________________

        Address: __________________________________________________

                 __________________________________________________

 City: ______________________________   State: __________    Zip: __________


                        Check floppy disk type needed:

                  3.5 inch                          5.25 inch
         --------------------------         -------------------------
         1.44MB ____     720KB ____                1.2MB ____


 SOSCH96CS
 ***************************************************************************
