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Trespass Board Game 1979 Lakeside Games
#1
Quote:Hello All,
This is the 2 player abstract strategy board game from Lakeside games 1979. There has been a few totally separate board games introduced with the same tile.

The board stands upright similar to Connect Four. Player 1, the Attacker, has 11 pieces lined up across the bottom row of the board and their goal is to try to get 1 of their pieces to top row. There are 2 boarders, 1 separating the top row from the middle and 1 separating the bottom row from the middle. Play 2, the Defender, has 4 Blocker pieces and 1 Striker piece trying to prevent player 1's piece from reaching the top row. Player 2's Blockers or Striker pieces can not cross either barrier.

No pieces may jump over other pieces. The Attacker piece can only move 1 space straight up the board per turn. No sideways, backwards or diagonal moves allowed. The Blocker piece my move in any of the 8 directions as many spaces they choose to, but can not land on any other pieces. Their job is to block the progress of the Attacker pieces. The Striker piece can move in all 8 directions also, but only 1 space. When the Striker piece lands on an Attacker piece, the Attacker piece is bumped off the board for the remainder of the game.

As mentioned previously, the Attacker wins if they can get 1 of their piece on the top row of the board. The Defender wins when they have captured all of the Attacker pieces or block the remaining Attacker pieces from making a move.

I never played this game before I wrote it and it seems to me the Attacker has the advantage. I would like to see a game play through were the Defender can beat the Attacker. It is suggested to switch rolls for alternating games. I left a copy of the rules below.

Hope you enjoy playing;

Donald

   

Code: (Select All)
_Title "Trespass Board Game 1979 - Programmed by Donald L. Foster Jr. 2021"

Screen _NewImage(1300, 735, 256)

_PaletteColor 1, _RGB32(0, 127, 183) ' Background Color
_PaletteColor 2, _RGB32(40, 40, 40) ' Board Frame Color
_PaletteColor 3, _RGB32(170, 160, 0) ' Yellow Striker Piece
_PaletteColor 4, _RGB32(30, 30, 30) ' Black Blocker Piece
_PaletteColor 5, _RGB32(225, 20, 20) ' Red Attacker Piece

Dim Player As Integer
Dim Opponent As Integer
Dim Row As Integer
Dim Column As Integer
Dim NewRow As Integer
Dim NewColumn As Integer
Dim PieceColor As Integer
Dim Attackers As Integer
Dim Playable As Integer
Dim Piece As Integer

Dim Z As Integer
Dim Y As Integer
Dim X As Integer
Dim W As Integer
Dim V As Integer
Dim X1 As Integer
Dim X2 As Integer
Dim X3 As Integer

Dim StorageX(11) As Integer
Dim StorageY(11) As Integer

Dim BoardX(7, 11) As Integer
Dim BoardY(7, 11) As Integer
Dim BoardPiece(7, 11) As Integer
Dim Playable(7, 11) As Integer

Player = 1: Opponent = 2: Attackers = 11
PieceColor(1) = 5: PieceColor(2) = 4: PieceColor(3) = 3

For Z = 1 To 11: BoardPiece(7, Z) = 1: Next: BoardPiece(2, 4) = 2: BoardPiece(2, 5) = 2: BoardPiece(2, 6) = 3: BoardPiece(2, 7) = 2: BoardPiece(2, 8) = 2

fontpath$ = Environ$("SYSTEMROOT") + "\fonts\Segoeuib.ttf"

Cls , 1
' Draw Board
Line (10, 10)-(1016, 725), 2, BF
X = 58
For Z = 1 To 7
W = 58
For Y = 1 To 11
X1 = W: X2 = X: X3 = BoardPiece(Z, Y): GoSub DrawPiece
BoardX(Z, Y) = W: BoardY(Z, Y) = X
W = W + 91
Next
If Z = 1 Or Z = 6 Then X = X + 127 Else X = X + 91
Next
Line (16, 106)-(1010, 136), 4, BF: Line (16, 597)-(1010, 627), 4, BF
Line (46, 106)-(980, 136), 3, BF: Line (46, 597)-(980, 627), 3, BF

Color 0, 1: font& = _LoadFont(fontpath$, 25): _Font font&: _PrintString (1050, 10), "T R E S P A S S"

' Get Captured Piece Storage
X2 = 220: X3 = 1: For Z = 1 To 11 Step 2: StorageX(Z) = 1100: StorageY(Z) = X2: X2 = X2 + 81: Next
X2 = 260: X3 = 1: For Z = 2 To 10 Step 2: StorageX(Z) = 1216: StorageY(Z) = X2: X2 = X2 + 81: Next

StartGame:
' Display Player Indicator(s)
Line (1057, 42)-(1259, 128), 1, BF

If Player = 1 Then
X1 = 1158: X2 = 85: X3 = 1: GoSub DrawPiece
Else
X1 = 1100: X2 = 85: X3 = 2: GoSub DrawPiece
X1 = 1216: X2 = 85: X3 = 3: GoSub DrawPiece
End If

font& = _LoadFont(fontpath$, 20): _Font font&: _PrintString (1115, 135), "Player: " + Str$(Player)

GetPlayables:
For Z = 1 To 7: For Y = 1 To 11: Playable(Z, Y) = 0: Next: Next
If Player = 1 Then
For Z = 1 To 7
For Y = 1 To 11
If BoardPiece(Z, Y) = 1 Then If Z > 1 Then If BoardPiece(Z - 1, Y) = 0 Then Playable(Z, Y) = 1
Next
Next
End If

ChooseAPiece:
font& = _LoadFont(fontpath$, 18): _Font font&: _PrintString (1040, 700), " Choose a Piece to Move "

GetBoardPiece:
Do While _MouseInput
For Z = 1 To 7
For Y = 1 To 11
If (Player = 1 And Playable(Z, Y) = 1) Or (Player = 2 And BoardPiece(Z, Y) > 1) Then
If _MouseX > BoardX(Z, Y) - 32 And _MouseX < BoardX(Z, Y) + 32 And _MouseY > BoardY(Z, Y) - 32 And _MouseY < BoardY(Z, Y) + 32 And _MouseButton(1) = -1 Then
GoSub ButtonRelease: Row = Z: Column = Y: Line (BoardX(Z, Y) - 44, BoardY(Z, Y) - 44)-(BoardX(Z, Y) + 44, BoardY(Z, Y) + 44), 15, B: GoTo SetupMove
End If
End If
Next
Next
Loop
A$ = InKey$: If A$ <> "" Then If Asc(A$) = 27 And Full = 0 Then _FullScreen _SquarePixels , _Smooth: Full = 1 Else If Asc(A$) = 27 Then _FullScreen _Off: Full = 0
GoTo GetBoardPiece

SetupMove:
' Remove Playables
For Z = 1 To 7: For Y = 1 To 11: Playable(Z, Y) = 0: Next: Next

' Setup Playables for Move
Playable(Row, Column) = 1: Piece = BoardPiece(Row, Column)

Select Case Piece
Case 1:
Playable(Row - 1, Column) = 1
Case 2:
X = 1
Dir1: If Row - X >= 2 Then If BoardPiece(Row - X, Column) = 0 Then Playable(Row - X, Column) = 1: X = X + 1: GoTo Dir1
X = 1
Dir2: If Row + X <= 6 Then If BoardPiece(Row + X, Column) = 0 Then Playable(Row + X, Column) = 1: X = X + 1: GoTo Dir2
X = 1
Dir3: If Column - X >= 1 Then If BoardPiece(Row, Column - X) = 0 Then Playable(Row, Column - X) = 1: X = X + 1: GoTo Dir3
X = 1
Dir4: If Column + X <= 11 Then If BoardPiece(Row, Column + X) = 0 Then Playable(Row, Column + X) = 1: X = X + 1: GoTo Dir4
X = 1
Dir5: If Row - X >= 2 And Column - X >= 1 Then If BoardPiece(Row - X, Column - X) = 0 Then Playable(Row - X, Column - X) = 1: X = X + 1: GoTo Dir5
X = 1
Dir6: If Row + X <= 6 And Column + X <= 11 Then If BoardPiece(Row + X, Column + X) = 0 Then Playable(Row + X, Column + X) = 1: X = X + 1: GoTo Dir6
X = 1
Dir7: If Row - X >= 2 And Column + X <= 11 Then If BoardPiece(Row - X, Column + X) = 0 Then Playable(Row - X, Column + X) = 1: X = X + 1: GoTo Dir7
X = 1
Dir8: If Row + X <= 6 And Column - X >= 1 Then If BoardPiece(Row + X, Column - X) = 0 Then Playable(Row + X, Column - X) = 1: X = X + 1: GoTo Dir8
Case 3:
If Row - 1 >= 2 Then If BoardPiece(Row - 1, Column) < 2 Then Playable(Row - 1, Column) = 1
If Row + 1 <= 6 Then If BoardPiece(Row + 1, Column) < 2 Then Playable(Row + 1, Column) = 1
If Column - 1 >= 1 Then If BoardPiece(Row, Column - 1) < 2 Then Playable(Row, Column - 1) = 1
If Column + 1 <= 11 Then If BoardPiece(Row, Column + 1) < 2 Then Playable(Row, Column + 1) = 1
If Row - 1 >= 2 And Column - 1 >= 1 Then If BoardPiece(Row - 1, Column - 1) < 2 Then Playable(Row - 1, Column - 1) = 1
If Row + 1 <= 6 And Column + 1 <= 11 Then If BoardPiece(Row + 1, Column + 1) < 2 Then Playable(Row + 1, Column + 1) = 1
If Row - 1 >= 2 And Column + 1 <= 11 Then If BoardPiece(Row - 1, Column + 1) < 2 Then Playable(Row - 1, Column + 1) = 1
If Row + 1 <= 6 And Column - 1 >= 1 Then If BoardPiece(Row + 1, Column - 1) < 2 Then Playable(Row + 1, Column - 1) = 1
End Select

font& = _LoadFont(fontpath$, 18): _Font font&: _PrintString (1040, 700), "Choose Location to Move to"

GetLocation:
Do While _MouseInput
For Z = 1 To 7
For Y = 1 To 11
If Playable(Z, Y) = 1 Then
If _MouseX > BoardX(Z, Y) - 32 And _MouseX < BoardX(Z, Y) + 32 And _MouseY > BoardY(Z, Y) - 32 And _MouseY < BoardY(Z, Y) + 32 And _MouseButton(1) = -1 Then
GoSub ButtonRelease: NewRow = Z: NewColumn = Y:: GoTo Location
End If
End If
Next
Next
Loop
A$ = InKey$: If A$ <> "" Then If Asc(A$) = 27 And Full = 0 Then _FullScreen _SquarePixels , _Smooth: Full = 1 Else If Asc(A$) = 27 Then _FullScreen _Off: Full = 0
GoTo GetLocation

Location:
Line (BoardX(Row, Column) - 44, BoardY(Row, Column) - 44)-(BoardX(Row, Column) + 44, BoardY(Row, Column) + 44), 2, B

' Check for Change Piece
If NewRow = Row And NewColumn = Column GoTo GetPlayables

' Check for Attacker Captured by Striker
Piece = BoardPiece(Row, Column)
If Piece = 3 And BoardPiece(NewRow, NewColumn) = 1 Then
Attackers = Attackers - 1
X1 = StorageX(11 - Attackers): X2 = StorageY(11 - Attackers): X3 = 1: GoSub DrawPiece
End If

' Move Piece to New Location
BoardPiece(Row, Column) = 0: X1 = BoardX(Row, Column): X2 = BoardY(Row, Column): X3 = 0: GoSub DrawPiece
BoardPiece(NewRow, NewColumn) = Piece: X1 = BoardX(NewRow, NewColumn): X2 = BoardY(NewRow, NewColumn): X3 = Piece: GoSub DrawPiece

' Check for Winner
If Player = 1 Then
X = 0
For Z = 1 To 11
If BoardPiece(1, Z) = 1 Then X = 1
Next
Else
V = 1: X = 0: If Attackers = 0 Then X = 1
For Z = 1 To 7
For Y = 1 To 11
If BoardPiece(Z, Y) = 1 Then If Z > 1 Then If BoardPiece(Z - 1, Y) = 0 Then V = 0
Next
Next
If V = 1 Then X = 1
End If
If X = 1 GoTo winner

Swap Player, Opponent: GoTo StartGame

ButtonRelease:
Do While _MouseInput
If _MouseButton(1) = 0 Then Return
Loop
GoTo ButtonRelease

DrawPiece:
If X3 = 0 Then V = 1 Else V = 0
Line (X1 - 42, X2 - 42)-(X1 + 42, X2 + 42), V, BF
If X3 > 0 Then Line (X1 - 37, X2 - 37)-(X1 + 37, X2 + 37), PieceColor(X3), BF: PSet (X1 + 37, X2 - 37), 15: Draw "L74D74R1U73R73"
Return

winner:
font& = _LoadFont(fontpath$, 18): _Font font&: _PrintString (1040, 700), String$(50, 32)
Color 0, 1: font& = _LoadFont(fontpath$, 16): _Font font&
_PrintString (1070, 690), "Player " + Str$(Player) + " is the Winner!"
_PrintString (1050, 712), "Play Another Game? Y or N"
GetYorN:
A$ = UCase$(InKey$): If A$ = "" GoTo GetYorN
If Asc(A$) = 27 And Full = 0 Then _FullScreen _SquarePixels , _Smooth: Full = 1 Else If Asc(A$) = 27 Then _FullScreen _Off: Full = 0
If A$ = "Y" Then Run
If A$ = "N" Then System
GoTo winner
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#2
(Note:  This poor Steve doesn't have the rules for this one, so I couldn't include them with the game itself.  Best I can offer is a link to where someone is discussing the rules and their thoughts on the game itself: https://www.geekyhobbies.com/trespass-19...and-rules/

Hopefully that's enough for folks to be able to play and enjoy this one.  Apologies -- Steve!)
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