-<table border="1">
-<tr> <th>Rank</th> <th>Character</th> <th>Number</th> </tr>
-<tr> <td>Marshal</td> <td>M</td> <td>1</td> </tr>
-<tr> <td>General</td> <td>G</td> <td>1</td> </tr>
-<tr> <td>Colonel</td> <td>C</td> <td>2</td> </tr>
-<tr> <td>Major</td> <td>m</td> <td>3</td> </tr>
-<tr> <td>Captain</td> <td>C</td> <td>4</td> </tr>
-<tr> <td>Lietenant</td> <td>L</td> <td>4</td> </tr>
-<tr> <td>Sergeant</td> <td>S</td> <td>4</td> </tr>
-<tr> <td>Miner</td> <td>n</td> <td>5</td> </tr>
-<tr> <td>Scout</td> <td>s</td> <td>8</td> </tr>
-<tr> <td>Spy</td> <td>y</td> <td>1</td> </tr>
-<tr> <td>Bomb</td> <td>B</td> <td>6</td> </tr>
-<tr> <td>Flag</td> <td>F</td> <td>1</td> </tr>
-<tr> <td>Unoccupied</td> <td>.</td> <td> </td> </tr>
-<tr> <td>Obstacle</td> <td>+</td> <td> </td> </tr>
-</table>
-<p> The AI program can't place any obstacles, and must at least place the Flag for its setup to be valid. </p>
-<p> RED will always occupy the top four rows of the board, and BLUE occupies the bottom four rows. </p>
-
-
-<h3> Turns </h3>
-<h4> Query </h4>
-<p> RED starts the game. The manager queries RED to make the <i>first</i> move by printing: </p>
-<p> START </p>
-<p> Followed by a WIDTH*HEIGHT grid. '*' or '#' characters are used to indicate positions of unknown (BLUE/RED) enemy units. </p>
-
-<h4> Response </h4>
-<p> The AI program must respond with a <i> single </i> line of the following form: </p>
-<p> X Y DIRECTION [MULTIPLIER]</p>
-<p> Where X and Y represent valid co-ordinates, upon which there is a piece of the AI program's colour. </p>
-<p> DIRECTION must be either "UP", "DOWN", "LEFT", or "RIGHT", and is, obviously, the way the piece is supposed to move </p>
-<p> MULTIPLIER is optional, and should only be given if the AI program is moving a Scout. Scouts may move multiple times in the same direction if possible. </p>
-<p> </p>
-
-<h4> Outcome </h4>
-<p> The manager program will indicate the result of a move by responding with: </p>
-<p> X Y DIRECTION [MULTIPLIER] OUTCOME </p>
-<p> Where X, Y, DIRECTION and MULTIPLIER are as above. </p>
-<p> OUTCOME signals the result of the turn, and will be one of the following: </p>
-<table border="1">
- <tr> <th> OUTCOME </th> <th> Description </th> </tr>
- <tr> <td> OK </td> <td> The piece was successfully moved, nothing eventful happened </td> </tr>
- <tr> <td> FLAG </td> <td> The piece moved onto the opposing Flag; the game will end shortly </td> </tr>
- <tr> <td> KILLS RANK1 RANK2 </td> <td> The piece landed on a square occupied by an enemy, and destroyed it, moving into the square </td> </tr>
- <tr> <td> DIES RANK1 RANK2</td> <td> The piece landed on a square occupied by an enemy, and was destroyed. The piece is removed from the board. </td> </tr>
- <tr> <td> BOTHDIE RANK1 RANK2</td> <td> The piece landed on a square occupied by an enemy, and <i>both</i> pieces were destroyed. </td> </tr>
- <tr> <td> ILLEGAL </td> <td> The moving player attempted to make an illegal move, and has hence lost the game. The game will end shortly. </td> </tr>
-</table>
-<p> If printed, RANK1 and RANK2 indicate the ranks of the moved piece and the defending piece (the piece who occupied the destination square) respectively. </p>
-
-
-<h4> Additional Turns </h4>
-<p> The Outcome of each turn is printed to <i>both</i> AI programs. </p>
-<p> The state of the board is then printed to BLUE, who makes a move, then the process repeats. </p>