This is the information packet on Plateau.

     Plateau(tm),  Copyright Magnolia Games, 1984, 1986, 1991, 1992
     Plateau(tm) is a trademark of Magnolia Games (all rights reserved).

This packet is organized in the following order using the key words:

Introduction:
Sample_Game:
The_Official_Rules:
Commentary:
Examples:
Strategy:
Game_Notation:

Introduction:

Plateau is a two-player abstract board game, created by Jim Albea, an 
architect from Anniston Alabama.  Sets can be ordered at the address 
below.  The price for a set is $16.00, U.S. funds only. Visa/MasterCard 
accepted.  The game set consists of 12 white and 12 black custom made 
pieces, 32 colored markers, a game board, a rule/strategy booklet, and a 
sturdy carrying case that is also used as a shielding wall during play.

Also available is a 12 minute VHS computer animated video that explains 
the plateau system in an entertaining and informative way.  Price for 
the video is $8.00.

These prices include shipping and handling.

Magnolia Games                voice: 205-464-0906
P.O. Box 143                    fax: 205-464-0046
Madison, AL 35758  USA


The Plateau Mailing List is a forum for the exchange of ideas and 
questions about Plateau and Honor Plateau (see below).

Post to the list by emailing to:

                                plateau-list@plateau.com

Messages to the sysop and other business goes to:

                                jwalbea@jima.b17d.ingr.com  <- best for now
                                plateau-request@plateau.com



What is Honor Plateau?

Honor Plateau is a computer implementation of the fascinating new board 
game called Plateau*.  Honor Plateau (HP for short) provides a 
mechanism for easily transfering game moves between two human players.  
The program displays the game board and the position and status of all 
of the game pieces. Through a series of prompts the user enters a move 
to be sent to his opponent.  The program then generates a standard text 
file that contains an encrypted version of the move.  This text file is 
then sent to the opponent where his copy of Honor Plateau decodes the 
file and enters the move.  Honor Plateau is able to keep up with many 
games simultaneously and has a game play-back feature.  This allows a 
user to have many opponents simultaneously or play many games 
simultaneously or both.  Why "Honor"?  Because secrecy and intrigue are 
crucial aspects of the Plateau game, users of HP must be on their honor, 
somewhat, to not seek the true nature of their opponents moves.

Honor Plateau is distributed as shareware by James Kosinski.  To obtain 
a copy contact either Mr. Kosinski or Magnolia Games.  If you become a 
regular user of the program you are obligated to send a $10.00 "Honor" 
fee to Mr. Kosinski.

    kosinski@andrews.edu
    
    4907 Highland Drive
    Berrien Springs, MI  49103-1051

Sample_Game:


                          A         B         C         D
<xx>                 /---------------------------------------/
<xx>                /         /         /         /         /
<xx>            4  /         /         /         /         /
<xx>              /         /         /         /         /
<xo>             /---------------------------------------/
<xr>            /         /         /         /         /          [  ]
<xb>        3  /         /         /         /         /           [  ]
<rr>          /         /         /         /         /            [  ]
<rr>         /---------------------------------------/             [  ]
<rb>        /         /         /         /         /              [  ]
<bb>    2  /         /         /         /         /               [  ]
<bb>      /         /         /         /         /                [  ]
         /---------------------------------------/                 [  ]
        /         /         /         /         /                  [  ]
    1  /         /         /         /         /                   [  ]
      /         /         /         /         /                    [  ]
     /---------------------------------------/                     [  ]

This is the initial set-up for an Honor Plateau game.  There are no 
pieces on the board.  Blacks pieces are shown with "<  >" symbols and 
whites pieces are shown with "[  ]" symbols.  This is the arrangement as 
black would see it - players are never allowed to see the opponents un-
played pieces. 

                          
                          A         B         C         D
<  >   [bx]  8       /---------------------------------------/
<  >   [bb]  4      /         /         /         /         /
<  >              [br]       /         /         /         /
<  >              [xx]      /         /         /         /
<  >             /[rr]---- ------------------------------/
<  >            / [bb]  <-------- A six-unit of white pieces.
            3  /  [xx]   /         /         /         /
              /   [xx]  /         /         /         /
             /---------------------------------------/
            /         /         /         /         /
        2  /         /         /         /         /
          /         /         /         /         /     21  <rb>
         /---------------------------------------/       5  <rr>
        /         /         /         /         /        5  <rr>   [xo]
    1  /  Six black pieces captured by white ------->   10  <rx>   [xr]
      /         /         /         /         /         15  <ox>   [rr]
     /---------------------------------------/           1  <xx>   [xx]
There are two ways to win: by capturing six of the opponents pieces or 
by creating a stack of friendly pieces that is six tall.  In this 
example, six black pieces are shown to be captured by white and a white 
six stack is shown on the board.  White would win with either of these 
conditions.

                          A         B         C         D
<xx> Mutes           /---------------------------------------/
<xx>                /         /         /         /         /
<xx>            4  /         /         /         /         /
<xx>              /         /         /         /         /
<xo> Twister     /---------------------------------------/
<xr> Red Mask   /         /         /         /         /          [  ]
<xb> Blue Mask /         /         /         /         /           [  ]
<rr> Reds     /         /         /         /         /            [  ]
<rr>         /---------------------------------------/             [  ]
<rb> Ace    /         /         /         /         /              [  ]
<bb> Blues /         /         /         /         /               [  ]
<bb>      /         /         /         /         /                [  ]
         /---------------------------------------/                 [  ]
        /         /         /         /         /                  [  ]
    1  /         /         /         /         /                   [  ]
      /         /         /         /         /                    [  ]
     /---------------------------------------/                     [  ]

Each player has seven types of pieces.  They are defined by the combinations 
of markings that they have:  "x" stands for blank, "b" stands for blue, "r" 
stands for red, and "o" stands for orange.  These four markings are the ones 
used in the physical game set.  The following screens display the four types 
of movement associated with these markings.

                          A         B         C         D
<xx>                 /---------------------------------------/
<xx>                /         /         /         /         /
<xx>            4  /   *     /         /         /         /
<xx>              /         /         /         /         /
<xo>             /---------------------------------------/
<xr>            /         /         /         /         /          [  ]
<xb>        3  /         /    *    /         /    *    /           [  ]
<rr>          /         /         /         /         /            [  ]
<rr>         /---------------------------------------/             [  ]
<rb>        /         /         /         /         /              [  ]
        2  /         /         /   <b?>  /         /               [  ]
<bb>      /         /         /         /         /                [  ]
         /---------------------------------------/                 [  ]
        /         /         /         /         /                  [  ]
    1  /         /    *    /         /    *    /                   [  ]
      /         /         /         /         /                    [  ]
     /---------------------------------------/                     [  ]
The direction of movement is determined by the marking that is to the *left* 
after a piece has been put into play.  Blue units move diagonally, somewhat 
like a (b)ishop in chess.  The squares marked with an asterisk are the 
squares that could potentially be reached by a (b)lue marked unit traveling 
diagonally.


                          A         B         C         D
<xx>                 /---------------------------------------/
<xx>                /         /         /         /         /
<xx>            4  /         /         /    *    /         /
<xx>              /         /         /         /         /
<xo>             /---------------------------------------/
<xr>            /         /         /         /         /          [  ]
<xb>        3  /         /         /    *    /         /           [  ]
<rr>          /         /         /         /         /            [  ]
             /---------------------------------------/             [  ]
<rb>        /         /         /         /         /              [  ]
<bb>    2  /    *    /    *    /   <r?>  /    *    /               [  ]
<bb>      /         /         /         /         /                [  ]
         /---------------------------------------/                 [  ]
        /         /         /         /         /                  [  ]
    1  /         /         /    *    /         /                   [  ]
      /         /         /         /         /                    [  ]
     /---------------------------------------/                     [  ]


Units with a (r)ed to the left move horizontally or vertically on the board. 
This movement is similar to a (r)ook in chess.


                          A         B         C         D
<xx>                 /---------------------------------------/
<xx>                /         /         /         /         /
<xx>            4  /    *    /         /    *    /         /
                  /         /         /         /         /
<xo>             /---------------------------------------/
<xr>            /         /         /         /         /          [  ]
<xb>        3  /         /    *    /    *    /    *    /           [  ]
<rr>          /         /         /         /         /            [  ]
<rr>         /---------------------------------------/             [  ]
<rb>        /         /         /         /         /              [  ]
<bb>    2  /    *    /    *    /   <x?>  /    *    /               [  ]
<bb>      /         /         /         /         /                [  ]
         /---------------------------------------/                 [  ]
        /         /         /         /         /                  [  ]
    1  /         /    *    /    *    /    *    /                   [  ]
      /         /         /         /         /                    [  ]
     /---------------------------------------/                     [  ]

A unit that is blank (x) can move either diagonally or "straight".  This 
movement is similar to a queen in chess.


                          A         B         C         D
<xx>                 /---------------------------------------/
<xx>                /         /         /         /         /
<xx>            4  /         /    *    /         /   *     /
<xx>              /         /         /         /         /
                 /---------------------------------------/
<xr>            /         /         /         /         /          [  ]
<xb>        3  /    *    /         /         /         /           [  ]
<rr>          /         /         /         /         /            [  ]
<rr>         /---------------------------------------/             [  ]
<rb>        /         /         /         /         /              [  ]
<bb>    2  /         /         /   <ox>  /         /               [  ]
<bb>      /         /         /         /         /                [  ]
         /---------------------------------------/                 [  ]
        /         /         /         /         /                  [  ]
    1  /    *    /         /         /         /                   [  ]
      /         /         /         /         /                    [  ]
     /---------------------------------------/                     [  ]
There is one piece that has an orange marker.  When this marker is showing, 
(to the left) the unit travels to a square that is one square straight and 
then one square diagonally.  This movement is somewhat like the knight move 
in chess.

The next several screens will step through seven moves in a sample game.


                          A         B         C         D
<xx>                 /---------------------------------------/
<xx>                /         /         /         /         /
<xx>            4  /         /         /         /         /
<xo>              /         /         /         /         /
<xb>             /---------------------------------------/
<rr>            /         /         /         /         /          [  ]
<rr>        3  /  <xr>   /         /         /         /           [  ]
<rb>          /   <xx>  /         /         /         /            [  ]
<bb>         /---------------------------------------/             [  ]
<bb>        /         /         /         /         /              [  ]
        2  /         /         /         /         /               [  ]
          /         /         /         /         /                [  ]
         /---------------------------------------/                 [  ]
        /         /         /         /         /                  [  ]
    1  /         /         /         /         /                   [  ]
      /         /         /         /         /                    [  ]
     /---------------------------------------/                     [  ]
Black always moves first and always starts by placing two pieces in a stack 
on a perimeter square of the board.  In this case, his two piece opening 
unit has a Red Mask on top (in position 1) and a Mute on bottom (position 
2).  Notice that the Red Mask has its blank side showing to the left.  
Opening two-units can be any combination of pieces.

                          A         B         C         D
<  >                 /---------------------------------------/
<  >                /         /         /         /         /
<  >            4  /         /         /         /         /
<  >              /         /         /         /         /
<  >             /---------------------------------------/
<  >            /         /         /         /         /
<  >        3  /  <x >   /         /         /         /
<  >          /   <  >  /         /         /         /            [bb]
<  >         /---------------------------------------/             [rb]
<  >        /         /         /         /         /              [rr]
        2  /         /         /         /  [xx]   /               [rr]
          /         /         /         /   [bb]  /                [xb]
         /---------------------------------------/                 [xr]
        /         /         /         /         /                  [xo]
    1  /         /         /         /         /                   [xx]
      /         /         /         /         /                    [xx]
     /---------------------------------------/                     [xx]

White always goes second and places a two piece unit on an empty perimeter 
square.  In this case, his two piece opening unit has a Mute on top and a 
Blue on bottom.  After the opening sequence, only single pieces can be put 
into play.  Notice that the nature of the black initial stack is not 
revealed to white except for the blank side "showing" on the top piece.


                          A         B         C         D
<xx>                 /---------------------------------------/
<xx>                /         /         /         /         /
<xx>            4  /         /         /         /         /
<xo>              /         /         /         /         /
<xb>             /---------------------------------------/
<rr>            /         /         /         /         /
<rr>        3  /  <xr>   /         /         /         /
<rb>          /   <xx>  /         /   <bb>  /         /            [  ]
<bb>         /---------------------------------------/             [  ]
            /         /         /         /         /              [  ]
        2  /         /         /         /  [x ]   /               [  ]
          /         /         /         /   [  ]  /                [  ]
         /---------------------------------------/                 [  ]
        /         /         /         /         /                  [  ]
    1  /         /         /         /         /                   [  ]
      /         /         /         /         /                    [  ]
     /---------------------------------------/                     [  ]
>From this point in the game forward, a player can either place another 
single piece into play (call (O)nboarding) or he can (M)ove pieces that are 
already on the board.  Black goes on the offensive here by Onboarding a Blue 
so that it "threatens" white's opening unit.  Remember that (b)lues travel 
diagonally.  Notice that the nature of the White initial stack is not 
revealed to black.

                          A         B         C         D
<  >                 /---------------------------------------/
<  >                /         /         /         /         /
<  >            4  /         /         /         /         /
<  >              /         /   [xx]  /         /         /
<  >             /---------------------------------------/
<  >            /         /         /         /         /
<  >        3  /  <x >   /         /  [bb]   /         /
<  >          /   <  >  /         /   <b >  /         /            [bb]
<  >         /---------------------------------------/             [rb]
            /         /         /         /         /              [rr]
        2  /         /         /         /         /               [rr]
          /         /         /         /         /                [xb]
         /---------------------------------------/                 [xr]
        /         /         /         /         /                  [xo]
    1  /         /         /         /         /                   [xx]
      /         /         /         /         /                    [xx]
     /---------------------------------------/                     [xx]

White (M)oves a unit instead of (O)nboarding another piece.  A unit can move 
up to one space for each piece in the unit.  And a unit can drop off and/or 
pick up friendly pieces as it travels.  In this case the White 2-unit 
travels 2 spaces and drops off a piece along the way.  The dropped piece 
lands on top of the black piece.  As long as the white piece remains on top 
of the black piece, the black piece is "pinned" which means that it can't 
move.  No capture has taken place in this move.  

                          A         B         C         D
<xx>                 /---------------------------------------/
<xx>                /         /         /         /         /
<xx>            4  /         /         /         /         /
<xo>              /         /   [x ]  /         /         /
<xb>             /---------------------------------------/
<rr>            / <xr>    /         /         /         /
<rb>        3  /  <rr>   /         /  [b ]   /         /
<bb>          /   <xx>  /         /   <bb>  /         /            [  ]
             /---------------------------------------/             [  ]
            /         /         /         /         /              [  ]
        2  /         /         /         /         /               [  ]
          /         /         /         /         /                [  ]
         /---------------------------------------/                 [  ]
        /         /         /         /         /                  [  ]
    1  /         /         /         /         /                   [  ]
      /         /         /         /         /                    [  ]
     /---------------------------------------/                     [  ]
Black Onboards a Red *inside* his opening two-unit at square A3.  This Red 
is now sandwiched in between the Mute and the Red Mask.  This is but one 
example of the many possibilities of Onboarding.  An Onboarded piece can be 
placed ANYWHERE except inside an enemy unit or on top of an enemy unit that 
is not pinned.  In other words an Onboarded piece can be placed anywhere 
except as a direct strike on your opponent.

                          A         B         C         D
<  >                 /---------------------------------------/
<  >                /         /         /         /         /
<  >            4  /         /         /         /         /
<  >              /         /   [xx]  /         /         /
<  >             /---------------------------------------/
<  >            / <x >    /         /         /         /
<  >        3  /  <r >   /         /         /         /
<  >          /   <  >  /         /   [bb]  /         /            [bb]
             /---------------------------------------/             [rb]
            /         /         /         /         /              [rr]
        2  /         /         /         /         /               [rr]
          /         /         /         /         /                [xb]
         /---------------------------------------/                 [xr]
        /         /         /         /         /                  [xo]
    1  /         /         /         /         /                   [xx]
      /         /         /         /         /                    [xx]
     /---------------------------------------/           4  <bb>   [xx]

In this move the white unit at C3 captures the black piece on that same 
square.  Pieces can be captured when a unit ends its move on top of enemy 
pieces.  The white unit began and ended its move on a single square, never 
leaving the square.  Only pieces with colored markers showing (weapons) can 
capture.  A 1-unit captures one piece, a 2-unit captures two pieces, and so 
on.  Notice that the captured piece is removed from the board and placed 
near the white pieces.                        

                          A         B         C         D
<xx>   [bb]  4       /---------------------------------------/
<xx>                /         /         /         /         /
<xx>            4  /         /         /         /         /
<xo>              /         /   [x ]  /         /         /
<xb>             /---------------------------------------/
<rr>            /         /         /         /         /
<rb>        3  /         /  <rr>   /         /         /
<bb>          /         /   <xx>  /   <rx>  /         /            [  ]
             /---------------------------------------/             [  ]
            /         /         /         /         /              [  ]
        2  /         /         /         /         /               [  ]
          /         /         /         /         /                [  ]
         /---------------------------------------/                 [  ]
        /         /         /         /         /                  [  ]
    1  /         /         /         /         /                   [  ]
      /         /         /         /         /                    [  ]
     /---------------------------------------/           4  <bb>   [  ]
This move has some of almost everything. Before a unit begins moving, its 
top piece can be flipped.  This is the way that you spring surprises on your 
opponent.  The Red Mask is flipped which locks the unit into a straight 
motion but turns the unit into a weapon, giving it capturing power.  The 
unit then travels two spaces and drops off two pieces as it goes.  Since the 
unit STOPS its motion over an enemy piece it can capture the enemy piece. 
Both players have now captured on piece.      
 
                          A         B         C         D
<  >   [bb]  4       /---------------------------------------/
<  >                /         /         /         /         /
<  >            4  /         /         /         /         /
<  >              /   [rr]  /   [xx]  /         /         /
<  >             /---------------------------------------/
<  >            /         /         /         /         /
<  >        3  /         /  <r >   /         /         /
<  >          /         /   <  >  /   <rx>  /         /
             /---------------------------------------/             [bb]
            /         /         /         /         /              [rb]
        2  /         /         /         /         /               [rr]
          /         /         /         /         /                [xb]
         /---------------------------------------/                 [xr]
        /         /         /         /         /                  [xo]
    1  /         /         /         /         /                   [xx]
      /         /         /         /         /                    [xx]
     /---------------------------------------/           4  <bb>   [xx]


On this move white Onboards a Red to square A4 to protect the Mute at B4.

                          A         B         C         D
<xx>   [bb]  4       /---------------------------------------/
<xx>                /         /         /         /         /
<xx>            4  /         /         /         /         /
<xo>              /   [r ]  /   [x ]  /         /         /
<xb>             /---------------------------------------/
<rr>            /         / <br>    /         /         /
<bb>        3  /         /  <rr>   /         /         /
              /         /   <xx>  /   <rx>  /         /
             /---------------------------------------/             [  ]
            /         /         /         /         /              [  ]
        2  /         /         /         /         /               [  ]
          /         /         /         /         /                [  ]
         /---------------------------------------/                 [  ]
        /         /         /         /         /                  [  ]
    1  /         /         /         /         /                   [  ]
      /         /         /         /         /                    [  ]
     /---------------------------------------/           4  <bb>   [  ]

Black Onboards his Ace on top of his unit at B3.  The piece is placed such 
that the blue side is "showing" (to the left).


                          A         B         C         D
<  >   [bb]  4       /---------------------------------------/
<  >                /         /         /         /         /
<  >            4  /         /  [rr]   /         /         /
<  >              /   [rr]  /   [xx]  /         /         /
<  >             /---------------------------------------/
<  >            /         / <b >    /         /         /
<  >        3  /         /  <r >   /         /         /
              /         /   <  >  /   <rx>  /         /
             /---------------------------------------/
            /         /         /         /         /              [bb]
        2  /         /         /         /         /               [rb]
          /         /         /         /         /                [xb]
         /---------------------------------------/                 [xr]
        /         /         /         /         /                  [xo]
    1  /         /         /         /         /                   [xx]
      /         /         /         /         /                    [xx]
     /---------------------------------------/           4  <bb>   [xx]


In this move white sets up a classic protection scheme by Onboarding a Red 
to his unit at B4.  Now his two Reds are mutually protecting each other and 
his red 2-unit at B4 is threatening the black unit at B3.


                          A         B         C         D
<xx>   [bb]  4       /---------------------------------------/
<xx>                /         /         /         /         /
<xx>            4  /         /  [r ]   /         /         /
<xo>              /   [r ]  /   [x ]  /         /         /
<xb>             /------------------------------<rb>-----/
<rr>            /         /         /         / <rr>    /
<bb>        3  /         /         /         /  <xx>   /
              /         /         /         /   <rx>  /
             /---------------------------------------/
            /         /         /         /         /              [  ]
        2  /         /         /         /         /               [  ]
          /         /         /         /         /                [  ]
         /---------------------------------------/                 [  ]
        /         /         /         /         /                  [  ]
    1  /         /         /         /         /                   [  ]
      /         /         /         /         /                    [  ]
     /---------------------------------------/           4  <bb>   [  ]
Black is going for the win.  He flips the ace which changes the color of the 
top of the unit from blue to red, allowing the unit to travel horizontally.  
He then moves two spaces picking up the Red Mask as he goes, coming to rest 
on square D3.  White must attack this 4-unit on his next turn or black will 
win the game in two moves.  If white fails to attack the four unit then 
black can safely Onboard the 5th piece to the stack on his next turn and 
then the winning 6th piece on the turn after that. 

 
                          A         B         C         D
<  >   [bb]  4       /---------------------------------------/
<  >                /         / [xr]    /         /         /
<  >            4  /         /  [rr]   /         /         /
<  >              /   [rr]  /   [xx]  /         /         /
<  >             /------------------------------<rb>-----/
<  >            /         /         /         / <r >    /
<  >        3  /         /         /         /  <  >   /
              /         /         /         /   <rx>  /
             /---------------------------------------/
            /         /         /         /         /
        2  /         /         /         /         /               [bb]
          /         /         /         /         /                [rb]
         /---------------------------------------/                 [xb]
        /         /         /         /         /                  [xo]
    1  /         /         /         /         /                   [xx]
      /         /         /         /         /                    [xx]
     /---------------------------------------/           4  <bb>   [xx]

White makes a bluff move.  He Onboards his Red Mask with the blank side 
showing at B4.  White hopes that black will think that this piece is the 
Twister instead of the Red Mask.  If it was the Twister and if black stayed 
on that square then white would quickly win the game by making a massive 
capture at D3.  Now, if black moves to D4 or B1 the massive capture occurs 
there instead.

                          A         B         C         D
<xx>   [bb]  4       /---------------------------------------/
<xx>                /         / [x ]    /         /         /
<xo>            4  /         /  [r ]   /         /         /
<xb>              /   [r ]  /   [x ]  /         <rb>      /
<rr>             /------------------------------<rr>-----/
<bb>            /         /         /         / <xx>    /
            3  /         /         /         /  <rx>   /
              /         /         /         /   <xx>  /
             /---------------------------------------/
            /         /         /         /         /
        2  /         /         /         /         /               [  ]
          /         /         /         /         /                [  ]
         /---------------------------------------/                 [  ]
        /         /         /         /         /                  [  ]
    1  /         /         /         /         /                   [  ]
      /         /         /         /         /                    [  ]
     /---------------------------------------/           4  <bb>   [  ]

Black takes a BIG chance and goes for the win.  He Onboards a Mute to the 
bottom of the unit at D3.  If his guess is right that the white unit at B4 
is not the Twister then he just won the game.  If his guess is wrong, then 
he just lost the game.


                          A         B         C         D
<  >   [bb]  4       /---------------------------------------/
<  >                /         / [xr]    /         /         /
<  >            4  /         /  [rr]   /         /         /
<  >              /   [rr]  /   [xx]  /         <rb>      /
<  >             /------------------------------<r >-----/
<  >            /         /         /         / <  >    /
            3  /         /         /         /  <rx>   /
              /         /         /   [br]  /   <x >  /
             /---------------------------------------/
            /         /         /         /         /
        2  /         /         /         /         /
          /         /         /         /         /                [bb]
         /---------------------------------------/                 [xb]
        /         /         /         /         /                  [xo]
    1  /         /         /         /         /                   [xx]
      /         /         /         /         /                    [xx]
     /---------------------------------------/           4  <bb>   [xx]


White is despondent.  Didn't black know what a GIGANTIC chance he was 
taking?  In the hope that black will not realize that all he has to do to 
win the game is to Onboard a piece to his 5-unit at D3, white Onboards his 
Ace right in front of the 5-unit.  What will black do?

                          A         B         C         D
<xx>   [bb]  4       /---------------------------------------/
<xo>                /         / [xr]    /         /         /
<xb>            4  /         /  [rr]   /        <xx>       /
<rr>              /   [rr]  /   [xx]  /         <rb>      /
<bb>             /------------------------------<rr>-----/
                /         /         /         / <xx>    /
            3  /         /         /         /  <rx>   /
              /         /         /   [br]  /   <xx>  /
             /---------------------------------------/
            /         /         /         /         /
        2  /         /         /         /         /
          /         /         /         /         /                [  ]
         /---------------------------------------/                 [  ]
        /         /         /         /         /                  [  ]
    1  /         /         /         /         /                   [  ]
      /         /         /         /         /                    [  ]
     /---------------------------------------/           4  <bb>   [  ]
BLACK WINS ON 15TH MOVE!!!  FACES DOWN WHITE'S BLUFF AT MOVE 12.  To finish 
the game off, all black has to do is Onboard a piece to his 5-unit at D3.

This is the end of the example game.  Essentially all of the Plateau 
concepts have been covered except the Prisoner Exchange.  We highly 
recommend that you look over the Official Rules and Examples on the next 
several screens.                           



The_Official_Rules:

PLATEAU(tm)
Copyright Magnolia Games, 1992
All rights reserved.
Plateau is a trademark of Magnolia Games.

**************************************************************************
The Pieces

The players , White and Black, each have twelve pieces.  In the computer
version called "Honor Plateau" the pieces are distinguished by lower case 
letters.
 
        Name         Markings         Value (used in Prisoner Exchange)

[rb]  1 Ace          red/blue        21 pts
[ox]  1 Twister    orange/blank      15 pts
[rx]  1 Red Mask     red/blank       10 pts
[bx]  1 Blue Mask    blue/blank       8 pts

[rr]  2 Reds         red/red          5 pts each
[rr]

[bb]  2 Blues       blue/blue         4 pts each
[bb]

[xx]  4 Mutes      blank/blank        1 pt each
[xx]
[xx]
[xx]

************************************************************************
Object

A player wins by either:

    Holding six or more captured pieces, or

    Forming a "unit" of six of his own pieces.

************************************************************************
Definitions

stack   A pile of pieces on the board.
unit    A part of a stack (may be the whole stack) that is unbroken
        by enemy pieces.
weapon  A unit with a marker facing up. (to the left)
blank   A unit with a blank side facing up.(to the left)


************************************************************************
Play

Black and White begin with all pieces off the board.  The opponents
pieces are concealed from view.  Play begins as follows:

1. Black places a two-piece unit on a perimeter square of the 4x4
   board.

2. White places a two-piece unit on a different perimeter square.

Black and White alternate turns for the rest of the game.  On
his turn a player may either:

    "(O)nboard" one piece held off the board,

     (M)ove the top unit in a stack, or

     tender (P)risoners for exchange

************************************************************************
(O)nboarding

An onboarded piece may be placed anywhere in the playing arena
except:

      inside an enemy unit, or

      on top of a stack topped by an enemy unit.

************************************************************************
Movement

A player can flip the top piece of a unit before moving it.  The
size  of a unit and color showing on its top determine how it
can move.

A (r)ed, (b)lue, or (x)blank unit moves in a straight line in a
single direction.  It moves up to one space for each piece in
the unit.

   red units move straight (horizontally or vertically),

   blue units move diagonally, and

   blank units move straight or diagonally

 An orange unit (Twister) moves to a square that is two squares
 straight in one direction and one square at 90 degrees.  It reaches
 this square by traveling first one square straight then one diagonally.

A piece's movement is not affected by the presence of friendly
or enemy units along its movement path.


Before leaving any square on its movement path (including
the initial square), a unit may drop off any number of pieces
from the bottom of the unit.  Dropped pieces land on top of the
stack on that square.

You are restricted from dropping blanks on top of (touching) enemy
units:

    A blank unit may not end its move on top of any enemy unit.

    No unit may "drop off" a blank subunit on top of an enemy
    unit, except on its initial square.

After arriving at any square on its movement path, a unit
may pick up and add to its bottom any number of friendly pieces
from the top of the stack on that square.

Dropping off and picking up (from different squares) may
be combined on a single move.  The maximum distance a non-Twister
unit can travel is determined by its size at the beginning of
the turn.  The distance it can travel is unaffected by how many
pieces it may drop-off or pick-up.

**********************************************************************
Capture

Once a unit arrives at its final destination, it may capture enemy
pieces there, provided it is a weapon (has a marker showing).
A unit may travel zero spaces and capture on the initial square.

A unit captures up to one piece for each piece it contains at
the moment of the first capture in the stack.   The captured pieces
must be taken from the top of the stack down. 

Pieces dropped-off during a unit's movement may not capture in
that turn.

Captured pieces are displayed off the board where both players
can see them.

***********************************************************************
Prisoner Exchange

Instead of moving or onboarding, you may tender any or all captured
enemy pieces for exchange.  The prisoners you tender have some
point value.  If your opponent has an equal or lesser value, then
he must exchange.  He can give a greater value if he wishes. 
The point value of his response must be at least equal to your
offer if he has an equal value.  If he does not have an equal
value then his response cannot be lower than the next closest
value below your offer.  If your opponent makes a response, you
must accept it - the prisoners are exchanged and your turn is
over.  If your opponent does not have an equal or lesser value
and chooses not to exchange, you may tender a different group
of prisoners or you may take your turn by onboarding or moving.


**********************************************************************
Inspection (for "live" play with a physical game set)

Each player may inspect both sides of any captured piece, both
sides of any of his offboard pieces, and any friendly top unit
in a stack any time.  Other inspections are carried out by common
agreement of the players.   All onboard manipulations and inspections
are carried out using the "One Hand Rule".

**********************************************************************
One Hand Rule (for "live" play with a physical game set)

All manipulations of pieces including onboarding, moving, capturing,
and inspection should be done with one hand and in full view of
the opponent.

**********************************************************************
General

If a player has no legal moves, then his turn is forfeited.  A
draw can be called by mutual agreement of the players.  


<END OF RULES>


Commentary:

Onboarding, movement, and capture

The intrigue of Plateau arises from the possibility of flipping
the top piece before moving a unit.  Flipping a piece can change
its marking, making it a different kind of piece with a different
direction of travel.  Turning a blank into a weapon can be a great
surprise for your opponent and great fun for you.

Some clarifications:

Flipping action occurs before movement starts, not during
or after.

You may onboard on top of, inside, or under any of your own
units, under any enemy units, or to any blank square.

All non-Twister movement is simple, straight-line movement,
no backtracking and no billiard-ball action off the edge of the
board.

The distance a unit can move is determined by its size before
it leaves its start square (except for the Twister), but the number
of pieces it can capture is determined by its size after it arrives
at its destination.

Pieces underneath an enemy unit are "pinned":   they can't
move or capture.  The restrictions on blanks keep them from causing
new pins while allowing them to perpetuate existing pins.


The Inspection and "One Hand Rule" allow a player to tilt
a piece to check the under side.  This would reveal the top of
the piece underneath, to both players.

Concealing the pieces

The players hide their offboard pieces behind the game box.  If
any pieces become scratched or marked, the  markers can be rearranged
to preserve the secrecy of the pieces.  If necessary, this can
be done every game.  It isn't necessary to move every marker to
make the set like new.  Since the opponent won't know which ones
you moved, moving only a few gives the effect of changing the
whole set.

Exchanging Prisoners

See the chart below for options available to the players in a
prisoner exchange.  "Initiating player" decides to use his turn
exchanging prisoners.

           Other players options                    Initiators options

1. "Other player" does have an equal point value.

      a.  Give a greater point value.....................Must accept

      b.  Give equal point value.........................Must accept

2.  "Other player" does not have an equal point value.

      a.  Give a greater point value.....................Must accept

      b.  Give next closest value below
          value of initiators offer......................Must accept

3.  "Other player" does not have equal nor a lower value.

      a.  Give a greater point value.....................Must accept

      b.  Refuse the exchange............................Offer another
                                                         combination or
                                                         move/onboard

<END OF COMMENTARY>




Examples:


Movement


  <xx>
  <xx>
  [xx]                                 [xx]            <xx>
  <xx>                                 <xx>            <xx>
-------/-------/-------/-------      -------/-------/-------/-------
            BEFORE                                AFTER
A unit moves up to one space for each piece in the unit.  In this
example, a 2-unit is shown moving two spaces.



          <xx>                                 <xx>
  [xx]    <xx>                                 <xx>            [xx]
  [xx]    <xx>    [xx]                         <xx>    [xx]    [xx]
  [xx]    <xx>    [xx]                         <xx>    [xx]    [xx]
-------/-------/-------/-------      -------/-------/-------/------- 
            BEFORE                                AFTER
Movement is not affected by the presence of friendly or enemy
units along the movement path.  In this example, a 3-unit moves
3 spaces, jumping over an enemy 4-unit and a friendly 2-unit.


                                                       [xx]
                                                       [xx]
  [xx]    [xx]                                         [xx]
  [xx]    [xx]                                         [xx]
  <xx>    [xx]                         <xx>            [xx]
-------/-------/-------/-------      -------/-------/-------/------- 
            BEFORE                                AFTER
A stack can "pick up" friendly pieces as it passes over.  Here
a 2-unit moves 2 spaces.  It passes over a 3-unit and picks up
all three pieces, which are added to the bottom of the 2-unit
as it passes over.  The 2-unit can travel only two spaces no matter
how many pieces it may pick up, but on a later turn, the White
unit can move as a 5-unit.  The enemy 1-unit has no effect on
the White 2-unit.



  [xx]
  [xx]
  [xx]                                         [xx]
  [xx]                                 [xx]    [xx]            [xx]
-------/-------/-------/-------      -------/-------/-------/------- 
            BEFORE                                AFTER
A stack can "drop off" pieces as it moves.  In this example, a
4-unit moves three spaces.  In the process it leaves three pieces
behind.  It drops one piece on the starting square and two pieces
on the next square.  The top piece travels the entire three spaces.
When the turn is complete, there are three separate units.




  [xx]
  [xx]                                 [xx]
  [xx]    [xx]                         [xx]                    [xx]
  [xx]    [xx]                         [xx]            [xx]    [xx]
-------/-------/-------/-------      -------/-------/-------/------- 
            BEFORE                                AFTER
A stack can drop off and pick up on the same move.  In this example,
a 4-unit moves three spaces.  It leaves three pieces behind on
the original square.  On the next square it picks up two pieces.
On the next square it drops off one.  It finally comes to rest
as a 2-unit on the third square.  In this example, White could
have won the game simply by moving either stack on top of the
other.


   [xx]
   [xx]
   [rr]                                                [xx]
   [xx]           [xx]                 [xx]    [rr]    [xx]
   <xx>   <xx>    <xx>                 <xx>    <xx>    <xx>    [xx]
-------/-------/-------/-------      -------/-------/-------/------- 
            BEFORE                                AFTER
This is an example of  dropping blanks and weapons along a movement
path.  A blank unit drops a blank on the initial square, a weapon
on the next square, and a blank on the next.  The only piece that
MUST be a weapon is the one indicated as [rr].

Capture


          [rr]    <xx>                                 [rr]
          [xx]    <xx>                                 [xx]
-------/-------/-------/-------      -------/-------/-------/------- 
            BEFORE                                AFTER
A unit captures one piece for each piece in the unit.  Here a
2-unit lands on an enemy 2-unit and captures both pieces.


                  [xx]
          [rr]    <xx>                                 [rr]
          [xx]    <xx>                         [xx]    [xx]
          [xx]    <xx>                         [xx]    <xx>     
-------/-------/-------/-------      -------/-------/-------/------- 

            BEFORE                                AFTER
In this example a 3-unit travels one space.  It leaves two pieces
on the starting square, reducing its capturing ability.  It then
picks up the 1-unit on the next square for a total of two pieces.
The two white pieces then capture two black pieces from the stack.
The enemy piece left over is pinned.


                  <xx>                                 [rr]
                  <xx>                                 [xx]
  [rr]            [xx]                                 [xx]
  [xx]    [xx]    <xx>                                 [xx]
-------/-------/-------/-------      -------/-------/-------/------- 
            BEFORE                                AFTER
In this example, a 2-unit travels two spaces.  It picks up a piece
on the next square, giving it a capturing ability of three.  It
then moves on top of a stack containing three opposing pieces
and captures all three.


  [rr]                                                         [rr]
  [xx]                                                         [xx]
  [xx]            <xx>                                 <xx>    [xx]
-------/-------/-------/-------      -------/-------/-------/------- 
            BEFORE                                AFTER
A unit captures only at it's final destination - if you jump over
an enemy unit, you do no harm to it.  In this example a 3-unit
travels three spaces with no capture.  If it captures the enemy
unit, it can travel only two spaces.


          [rr]
          <xx>                                 [rr]
          <xx>                                 <xx>
          <xx>                                 <xx>
-------/-------/-------/-------      -------/-------/-------/------- 
            BEFORE                                AFTER
This is an example of "capture by standing".  A white piece is
sitting on top of three black pieces.  The move begins and ends
on the same square.  A 1-unit captures one piece.


                  <xx>                                 [rr]
                  [xx]                                 [xx]
                  [xx]                                 [xx]
                  <xx>                                 [xx]
          [rr]    <xx>                                 <xx>
          [xx]    <xx>                                 <xx>
-------/-------/-------/-------      -------/-------/-------/------- 

            BEFORE                                AFTER
In this example a 2-unit moves one space.  It lands on a stack
and captures two pieces.  It captures only two pieces because
a unit captures one piece for each piece it contains AT THE MOMENT
OF THE FIRST CAPTURE IN THE STACK.  This is because the turn is over
immediately upon capturing.  The first two opposing pieces
encountered in the stack are the two pieces that are captured.

Prisoner Exchange

On your turn you decide to make a prisoner exchange.  You submit
three pieces: a mute (1 pt), a blue (4 pts), and a red (5 pts).
These add up to ten points.

If your opponent has pieces adding up to ten points or less, he
must exchange.  Your opponent also has the option to give more
than ten points if he wishes.  In either case, you must accept
his exchange.

Your opponent has captured four pieces:  one mute (1 pt),  a red
(5 pts), the blue mask (8 pts), and the twister (15 pts).   He
must exchange because he can give an equal or lesser value.  He
has two options: give the next closest value below the value you
are offering (this would be 9 pts - mute and blue mask), or give
a greater value (there are combos equaling 13, 15, 20, and 23
pts).  If he had had a combination equaling 10 pts, then his options
would have been to offer ten points or greater.  

Your opponent chooses to give one piece in exchange - the twister
(15 pts).  The exchange is made, and now it is your opponent's
turn.

<END OF EXAMPLES>

Strategy:

Hints

Onboard instead of moving.  If you don't get your forces into
play by Onboarding, you won't be able to do anything.  A move
that doesn't capture is usually wasted.

Guard your power pieces.  When you lose a power piece, the lopsided
point value will cripple you in a prisoner exchange.  Once a power
piece has been captured, or even revealed, the other pieces can't
pretend to be it.

Watch out for tall units.  An unthreatened 4-unit wins - if you
fail to threaten my 4-unit, I onboard to it, making it a 5-unit.
Whatever you do on your turn, I then onboard Number 6 for the
win.


Count weapons.  You can garner lots of information.  For example,
there can be at most four red markers showing at any time - two
Reds, the Red Mask, and the red side of the Ace.  If you see three
red markers, one must be a power piece.  This is equally true
of blues.  Once a mask has been revealed, none of the blanks on
the board can be that mask.

Bluff.  It preserves your real weapons and is often just as powerful.
If you can keep a poker face, you may gain that unpredictable
edge.


Pieces

Mutes

The Mute has much mobility but no firepower.  Its mobility makes
it good when forming a six-stack.  Its cheapness makes it a great
decoy, especially when bluffing as a Mask.  If your opponent takes
the Mute/blank, he may be capturing a mask.  If not, he risks
it turning into a weapon later.  Used well, the Mutes give the
intimidation value of seven Masks (three real ones and four Mutes
bluffing as Masks).   Mutes also make great stack-stuffers.  Onboard
them inside and under units, giving greater reach and capturing
power.   In a way, there are only two kinds of pieces in Plateau:
the Mutes and The Rest.  To become skillful, one must become skillful
playing the Mutes.

Reds

The red marker is the core of Plateau weaponry.  A Red can be
maneuvered to attack any square on the board.  Its lines of influence
(the lines along which it travels) are always four squares long,
while the Blues' lines of influence vary in length from two squares
to four.  This movement versatility makes red weapons more useful
than their blue counterparts.  Any red marker, regular  or Mask,
can bluff as the Ace until that piece is revealed.

Blues

Blue markers are the least powerful weapons.  Their movement is
limited to diagonals, so a Blue can access only half of the squares
on the board.  Since a Blue is blue on both sides, it can't be
flipped for repositioning.  But Blues are weapons and can capture
and pin as well as any Red.  Their low point value makes them
excellent cheap "formation busters".


The Masks:  Red,  Blue,  and  Twister

These three power pieces are weapons of total mobility.  The regular
weapons move only along their lines of influence.  A Mask attacks
on its line of influence but with its blank side up can move in
any direction.  A Mask is most useful as an instrument of stealth,
so Masks should usually be Onboarded "face down", concealing their
identity.  When played in concert with the Mutes, they keep the
opponent guessing by multiplying the number of "potential" Masks
you have on the board.

The Twister, because of its crooked path, can attack any of the
other pieces without itself being attacked.  It is often thought
of as the "Ace Slayer" and rightly so.  It is often just as valuable.
The Twister is the mobile of the mobile - almost impossible to
pin down even on such a small board.

The Masks are dangerous for your opponent because they contain
hidden threats and dangerous for you because they have large point
values.  Once lost, they can be impossible to buy back unless
you have a similarly valuable piece to exchange.

The Ace

The Ace is the most powerful piece in Plateau, as reflected in
its value of 21 points.  Many games are won or lost depending
on how the Aces are played.  The longer an Ace goes unrevealed,
the longer other weapons can pretend to be it, and the longer
it stays out of danger.  Give it up for commensurate gain.  Avoid
a "chase the Ace" scenario where your opponent onboards while
you move your Ace to keep it safe.

Concept of AfterMath

There are two forced situations in Plateau:  forced exchanges
and forced deployments to defend six-stacks.  Prisoner exchanges
are easier to turn to your advantage - forcing your opponent to
onboard multiple killer pieces to defend a potential five-stack
can negate a deployment advantage rapidly.

When players are well matched, the game proceeds as a series of
prisoner exchanges.  The key to winning is to emerge from exchanges
with an advantage.   There are three principles to follow:

1.Force your opponent to initiate the exchange.  You get to move
twice, gaining a deployment advantage.  Force an exchange by getting
and staying at least one up in captured pieces.  Eventually you
will have four pieces and your opponent will have three (or fewer).
The game will change radically when you capture the fifth piece.
You will have many options and your opponent will have few, which
will degrade rapidly to one - a prisoner exchange.


2.Exchange favorably.  The optimum situation is to both force
and exchange and exact a favorable piece count in the exchange.
Position yourself for exacting a favorable piece count by not
playing powerful pieces when onboarding, thinking "capture and
protect" with pedestrian weapons, and by playing guerrilla warfare
with board coverage and no stacks greater than two tall.  Your
opponent might play power pieces which you capture with pedestrian
weapons.  You may fall behind in captures, but when the exchange
occurs you will be able to trade a few power pieces for lots of
trash.  The risk of this strategy is that you may be branded as
someone who plays only trash early on.

3.Maintain onboard piece count.  Toward this end, one should only
onboard or capture, especially in early stages; never move a unit
without capturing.  If you force your opponent to initiate exchanges,
you should eventually have more pieces on the board.  More pieces
mean better board coverage, better board coverage means more safe
places to onboard, more safe places to onboard means better opportunities
to load up mobiles and more onboarded pieces in general, which
all leads up to having five or six pieces on the board that can
be coalesced into a six-stack, or a safe five-stack (which wins
on the next turn).

Concept of "infomodity"

Treat information as a commodity:  give up less than, and get
more than, your opponent.  Evaluate every move as to how it affects
information.  When you have more information, you have more options.
For example, an offboard Mask has many options.  When onboarded,
it has fewer options (can't be onboarded elsewhere).  When revealed,
it has drastically fewer (can't pretend to be other pieces, making
moves as if it were those pieces), and when captured it has none
at all.

Use your attacks to gain information.  White should sometimes
open with a direct strike on Black with pedestrian weapons in
a position that will require Black to give up information.  If
Black flips and takes, he gives up information.    If he doesn't,
White takes his opening stack.  White comes out ahead by getting
either information or pieces.  Use this principle throughout the
game.  Look for either information or pieces, and look by using
onboards to keep onboard piece count high.

Guard your information.  Don't flip a Mask or Ace for some short
range good; wait for the big kill.  Occasionally play a Blue when
the Ace would be much better.  Onboard a Mask with its weapon
facing up.  Onboard the Ace at the bottom of a stack, to be dropped
later on a deadly destination.  Play the Mutes.  You must seem
as if you're actively pursuing goals that in reality are fictitious,
while surreptitiously pursuing others.  Remember your opponent
doesn't know what is on the bottom of a piece before you flip
it over, and he doesn't know what pieces you have or haven't played.

<END OF STRATEGY>



Game_Notation   by  Tracy Cobbs

Each move is listed in numerical order:

1. Black's first move.     2. Whites first move.

3. Black's second move.    4. Whites second move.

In this way odd numbered moves designate Black and even numbered
moves designate White.

Pieces are denoted using a two letter code, with the first letter
being the top face and the second letter being the bottom face.

x=blank, b=blue, r=red, o=orange

ex.xx = Mute,   rb = Ace (red side facing up)

An algebraic system is used to designate each square on the board.
The columns are labeled a-d from left to right, and the rows
are labeled 1-4 from top to bottom, from the point of view of
one of the players.

Onboarding:  To designate onboarding, write the coordinates of
the square on which the new piece is onboarded and the marking
that the piece has facing up.  The move number will designate
whether a piece is White or Black.  If a piece is onboarded on,
into, or under a stack, this is designated by placing a slash
(/) and its numerical position in the stack, counting from the
top.

ex.6. a3/2 bb    White's third move.  Piece onboarded on square
a3 underneath the top piece of a stack (therefore occupying the
second position from the top).  The piece is a Blue.

In the case of a third party recording the game or games by mail,
the above move would be written:  6.  a3/2  b?   In this case
the player will have to record the actual move separately.

An opening 2-unit would be recorded in the following way:

ex.1. a1/rb,rr   Black opens with Ace over Red.

Movement:  To designate moving an entire unit from one square
to another, first write the coordinates of the square that the
unit moves from and then the square that the unit moves to, separated
by a comma.  ex.  34. b2,d4

If the top piece of  a unit is flipped before the move, a caret
symbol (^) is placed before the square of the origin.

 ex.  28. ^d4,d2


To designate picking-up write the square from which pieces are
picked up, and then in parentheses a plus sign and the number
of pieces picked up.  Similarly, if pieces are dropped off or
left behind, a minus sign is used.  The following example is from
the third diagram on page 8.  The squares are assumed to be a1-a4
from left to right.  Notice that all squares affected by a move
are listed, separated by commas.

16.  a1(-3), a2(+2), a3(-1), a4

Capturing:  To record capturing, write the square where the capture
takes place, then an asterisk (*) and the pieces that are captured.
The following examples are taken, in order, from the capturing diagrams.

a2, a3*(bb,xx)
a2(-2), a3(+1)*(rx,rr)
a1, a2(+1), a3*(bx,bb,xx)
a1, a4
a2*(rb)
a2, a3*(xo,bb)

Prisoner Exchange:  The move number indicates whether White or
Black is initiating the exchange.  The pieces that are being tendered
are placed first in parentheses and the pieces that are exchanged
for them are placed next in parentheses.

ex.28. (xx,xx,rr,bx) (rb)   In this case White tenders 15 points
for exchange.  Black has chosen to give more in point value and
gives 21 points.

<END OF GAME NOTATION>
 

Copyright Magnolia Games, 1992

Plateau is a trademark of Magnolia Game Company

Magnolia Games
P.O. Box 143
Madison,  AL  35758   USA

Electronic:  plateau-request@plateau.com
             uunet!plateau!plateau-request

Contact the address above for information about the Plateau community
- The Plateau Society, the newsletter (hardcopy and electronic),
computer Plateau, and tournament schedule.






Copyright Magnolia Games, 1992

Plateau is a trademark of Magnolia Game Company

Magnolia Game Company
P.O. Box 143
Madison,  AL  35758   USA



---------------------------------------------------------------
Jim Albea                              uunet!plateau!albeaj 
Magnolia Games                                 
P.O. Box 143                            albeaj@plateau.com   
Madison, AL 35758                     

