function bbbrOver() {
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	'<h3>Basic Rules - 1.Overview</h3>These rules are for solo, one-to-one, or team wargaming with 2mm scale figures when fighting land battles involving infantry, cavalry and artillery.<br /><br />They are presented in the following sections:<div style="margin-left:35%;"><ul><li><a href="#lyt" onclick="bbbrIntro()">Introduction</a></li><li><a href="#lyt" onclick="bbbrEquip()">Equipment</a></li><li><a href="#lyt" onclick="bbbrClassCO()">Troop Classifications</a></li><li><a href="#lyt" onclick="bbbrPhase()">Phases</a></li><li><a href="#lyt" onclick="bbbrMvmnt()">MER phase -  Movement</a></li><li><a href="#lyt" onclick="bbbrCmh2h()">MER phase - Hand-to-hand Combat</a></li><li><a href="#lyt" onclick="bbbrCmdst()">MER phase - Ranged Combat</a></li><li><a href="#lyt" onclick="bbbrVctry()">Victory</a></li><li><a href="#lyt" onclick="bbbrTbles()">Tables</a></li></ul></div>';
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function bbbrIntro() {
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	'<h3>Basic Rules - 2.Introduction</h3>Just a few words about why these rules exist.<br /><br /><h4>Aims</h4><p>My intention was to create a set of rules which needed little equipment or supporting paraphernalia, and which played at a reasonable pace. Historical accuracy was not my first concern. I was aiming for a set of rules suitable for a quiet Sunday afternoon’s gaming, either alone or with a good friend or two.</p><h4>Warning</h4><p>The emphasis of this system is firmly on the <i><b>game</b></i> part of the word wargame.<br /><br />If you demand a high level of historical accuracy in your wargaming; or you enjoy measuring distances and angles with pinpoint accuracy; or you take pleasure in moving your troops with the utmost precision; then these rules are probably not for you.</p><p><div style="float:left;"><a href="#lyt" onclick="bbbrOver()">\<\< PREV</a></div><div style="float:right;"><a href="#lyt" onclick="bbbrEquip()">NEXT \>\></a></div></p>';
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function bbbrEquip() {
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'<h3>Basic Rules - 3.Equipment</h3>The paraphernalia needed to play a Bijou Battle.<br /><br /><h4>Hex Grid Playing Surface</h4><p>The playing area is covered by an hexagonal grid. Each hexagon is 30mm wide (the distance between parallel sides).</p><h4>Cards</h4><p>A Bezique deck of cards (a deck of 32 cards, the 7 to Ace of every suit).<br /><br />A deck of cards for the forces of each player, one card for each unit or command element.</p><h4>Dice</h4><p>Several of each type of polygonal dice – 4d, 6d, 8d, 10d, 12d.</p><h4>Troops</h4><p>These rules are for 2mm scale figures.  These should be based.  A single base with its troops forms an element, with one or more elements grouped to form a unit.</p><h4>Terrain</h4><p>Model terrain in 2mm scale may be used.  Alternatively hexagons may be filled with a pattern to indicate their terrain type.</p><p><div style="float:left;"><a href="#lyt" onclick="bbbrIntro()">\<\< PREV</a></div><div style="float:right;"><a href="#lyt" onclick="bbbrClassCO()">NEXT \>\></a></div></p>';
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function bbbrClassCO() {
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'<h3>Basic Rules - 4.Troop Clasification - part (a)</h3><p>Troops are classified in six ways: Cohesion;Order; Morale; Rating; Attack and Defence<br />(acronym C O M R A D).</p><h4>Cohesion</h4><p>May be  <b><i>Steady</i></b>,  <b><i>Shaken</i></b> or   <b><i>Shattered</i></b>.<br /><br />Unlike the other five classifications that remain unchanged throughout a battle, a unit’s Cohesion will fluctuate with the fortunes of war.<br /><br /> All units are Steady at the start of a battle.<br /><br />Units that suffer a setback may become Shaken.  Shaken units may be rallied to become Steady again.<br /><br />Shaken units will become Shattered if they suffer a further setback. Elements within a Shattered unit must test for rout.  Elements that rout will be removed from the game.</p><h4>Order</h4><p>Refers to the amount of space between individuals.</p><p>May be  <b><i>Skirmish</i></b>,  <b><i>Open</i></b>  or   <b><i>Close</i></b>.<br /><ul><li>Skirmish:<br />   A great amount of space between individuals.  There may be no obvious pattern or formation.</li><li>Open:<br />   In formation but with clear space between individuals.</li><li>Close:<br />   In formation with little or no space between individuals.</li></ul></p><p><div style="float:left;"><a href="#lyt" onclick="bbbrEquip()">\<\< PREV</a></div><div style="float:right;"><a href="#lyt" onclick="bbbrClassMR()">NEXT \>\></a></div></p>';
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function bbbrClassMR() {
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	'<h3>Basic Rules - 4.Troop Clasification - part (b)</h3><h4>Morale</h4><p>The mental and emotional attitude or temperament of the troops.  Their willingness and disposition to engage the enemy.</p><p>May be <b><i>Confident</i></b>, <b><i>Hopeful</i></b>, or <b><i>Uncertain</i></b>.<br /><ul><li>Confident:<br />   Troops with a great deal of self-belief and trust in their leaders; certain of success.</li><li>Hopeful:<br />   Optimistic troops with a belief that success is probable.</li><li>Uncertain:<br />   Pessimistic troops, unsure of their leaders; doubtful about the possibility of success.</li></ul></p><h4>Rating</h4><p>Refers to a troops’ fighting qualities.  Encapsulates training, experience and motivation.  May be divided into<b><i> Elite, Standard,</i></b> and <b><i>Poor.</i></b><br /><ul><li>Elite:<br />    Well trained, very experienced and dedicated troops.</li><li>Standard:<br />   Trained, some experience and willing to fight.</li><li>Poor:<br />   Little if any training, little or no experience, fights grudgingly or with more enthusiasm than skill.</li></ul></p><h4>Attack</h4><p>Refers to a troops’ principal offensive weapon such as:   <b><i>Sword, Spear, Javelin, Crossbow, Musket.</i></b></p><h4>Defence</h4><p>The amount and quality of armour worn or carried.</p><p>May be <b><i>Light</i></b>, <b><i>Medium</i></b>, or <b><i>Heavy</i></b>.<br /><ul><li>Light:<br />   At most non-metal protection (leather or padded material), small shield.</li><li>Medium:<br />   Partial metal protection, standard shield.</li><li>Heavy:<br />  Mostly metal protection, large shield.</li</ul></p><p><div style="float:left;"><a href="#lyt" onclick="bbbrClassCO()">\<\< PREV</a></div><div style="float:right;"><a href="#lyt" onclick="bbbrPhase()">NEXT \>\></a></div></p>';
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function bbbrPhase() {
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	'<h3>Basic Rules - 5.Turns, Phases and Bounds</h3><h4>Turns</h4><p>A Bijou Battle will consist of a number of turns.  The exact number of turns may be detailed in the scenario being played, or may be unknown when battle commences. Each turn consists of a number of Phases.  There is a maximum of 32 phases in each turn, though there may be considerably less. The order in which the phases occur is randomly determined by drawing a card from the battle-deck and consulting the following Phase Table:</p><p><table style="float:right; margin:8px 22%;" border="2px" cellpadding="3px"><tr><td colspan="3" style="text-align:center;background-color:gold;">Phase Table</td></tr><tr><td style="text-align:center;background-color:khaki;">Phase Type</td><td style="text-align:center;background-color:khaki;">Maximum per turn</td><td style="text-align:center;background-color:khaki;">Related Cards</td></tr><tr><td style="text-align:center;">Move, Engage, React (MER)</td><td style="text-align:center;">12</td><td style="text-align:center;">Aces Kings Queens</td></tr><tr><td style="text-align:center;">Rally</td><td style="text-align:center;">12</td><td style="text-align:center;">Jacks Tens Nines</td></tr><tr><td style="text-align:center;">Event</td><td style="text-align:center;">4</td><td style="text-align:center;">Eights</td></tr><tr><td style="text-align:center;">Free Choice</td><td style="text-align:center;">4</td><td style="text-align:center;">Sevens</td></tr></table></p><br /><br /><br /><br /><h4>Phases</h4><p>At the start of a turn the battle-deck is shuffled and placed face down.  The top card is turned over and the indicated phase is played.  That card is then placed on the discard pile and the next card at the top of the battle-deck is turned over and, again, the indicated phase is played.</p><p>This continues until the turn ends.<br /><br />A turn ends when<ul><li>All 32 cards in the battle-deck have been played.</li><li>All army cards for all sides have been drawn.</li><li>An event causes the turn to stop.</li></ul></p><p><div style="float:left;"><a href="#lyt" onclick="bbbrClassMR()">\<\< PREV</a></div><div style="float:right;"><a href="#lyt" onclick="bbbrMvmnt()">NEXT \>\></a></div></p>';
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function bbbrMvmnt() {
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	'<h3>Basic Rules - 6.MER phase : Movement</h3><h4>Initiative</h4><p><span style="margin-left:45px; font-style:italic;">... to be written</span></p><h4>Movement</h4><p><span style="margin-left:45px; font-style:italic;">... to be written</span></p><p><div style="float:left;"><a href="#lyt" onclick="bbbrPhase()">\<\< PREV</a></div><div style="float:right;"><a href="#lyt" onclick="bbbrCmh2h()">NEXT \>\></a></div></p>'; 
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function bbbrCmh2h() {
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	'<h3>Basic Rules - 7.MER phase : Hand-to-hand Combat</h3><h4>Charge</h4><p><span style="margin-left:45px; font-style:italic;">... to be written</span></p><h4>React</h4><p><span style="margin-left:45px; font-style:italic;">... to be written</span></p><p><p><div style="float:left;"><a href="#lyt" onclick="bbbrMvmnt()">\<\< PREV</a></div><div style="float:right;"><a href="#lyt" onclick="bbbrCmdst()">NEXT \>\></a></div></p>'; 
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function bbbrCmdst() {
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	'<h3>Basic Rules - 8.MER phase : Ranged Combat</h3><h4>Field of Fire</h4><p><span style="margin-left:45px; font-style:italic;">... to be written</span></p><h4>React</h4><p><span style="margin-left:45px; font-style:italic;">... to be written</span></p><p><div style="float:left;"><a href="#lyt" onclick="bbbrCmh2h()">\<\< PREV</a></div><div style="float:right;"><a href="#lyt" onclick="bbbrVctry()">NEXT \>\></a></div></p>'; 
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function bbbrVctry() {
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	'<h3>Basic Rules - 9.Victory</h3><h4>Win, Lose, or Draw?</h4><p><span style="margin-left:45px; font-style:italic;">... to be written</span></p><p><div style="float:left;"><a href="#lyt" onclick="bbbrCmdst()">\<\< PREV</a></div><div style="float:right;"><a href="#lyt" onclick="bbbrTbles()">NEXT \>\></a></div></p>'; 
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function bbbrTbles() {
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	'<h3>Basic Rules - 10.Tables</h3><p><span style="margin-left:45px; font-style:italic;">... to be written</span></p><p><div style="float:left;"><a href="#lyt" onclick="bbbrVctry()">\<\< PREV</a></div><div style="float:right;"><a href="#lyt" onclick="bbbrOver()">NEXT \>\></a></div></p>'; 
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