HDTenEightyP/NetNews huggingface dataset:
From: beowulf@cbnewsm.cb.att.com (john.a.foley)
Subject: Review Requested for Jeux D'Affaires
Organization: AT&T
Date: Mon, 23 Nov 1992 03:31:53 GMT

Subject line says it all.  My brother saw this game
at Games People Play in Cambridge today and mentioned
that people seemed to think it was good game.  Anybody
played it who might wish to give a review, brief or
detailed?

Thanks,
John Foley
beowulf@sos.wh.att.com
From: pm3_norr@csd.uwe.ac.uk (Paul Norris)
Newsgroups: rec.games.board
Subject: Re: Games that belong on every gamer's shelf...
Date: 18 Nov 92 18:46:28 GMT
Organization: University of the West of England, Bristol


 richard@smok.demon.co.uk (Richard Clyne) writes:

}>Roger Leroux asks the musical question:  "If you could keep only 10 games on
}>your shelf, what would you pick?"  Well...

}1) 1830

2) Civilisation
3) Flusspiraten
4) 6 Day Race

}5) Shark

6) Diplomacy/variants

}7) Junta

8) Speed Circuit

}9) Kremlin

10) Der Ausreisser

}And I think I would have a very happy wife if the othe 300 games
}disappeared!

What's a wife?

Paul

-- 
Remember.  A Dragon is for life.
Not just for Hogswatchnight.
Newsgroups: rec.games.board
From: quirk@pioneer.unm.edu (Gym Z. Quirk)
Subject: Re: Up Front Card Distribution
Date: Mon, 16 Nov 92 03:40:17 GMT
Organization: Nit-Pickers for a Better Tomorow Afternoon

Actually, this data appears in the _Banzai_ expansion set (as well as
in an issue of "The General" who'se number I've forgotten).
-- 
Capt. Gym Z. Quirk  (Known to some as Taki Kogoma)  quirk@pioneer.unm.edu
 I'll get a life when someone demonstrates that it would be superior to
                          what I have now...
Newsgroups: rec.games.board
From: drevik@utkvx3.utk.edu (Drevik, Steve)
Subject: BTECH Advice Wanted: Moving to high tech finally
News-Software: VAX/VMS VNEWS 1.41    
Organization: University of Tennessee Computing Center
Date: Thu, 19 Nov 1992 12:13:00 GMT

After years and years of playing with the original "vanilla"
weapons, we have bought the new tech readout with gauss guns,
turbo engines, lock-on-SRM's, etc.  It's time to learn tactics
all over again!

I would appreciate postings or e-mail providing advice on
the following topics:
  (1) What are the better mechs in the new tech readout, or
      what are important design criteria for mechs under high
      tech?  It seems that with the advent of the gauss gun,
      maneuverability is now foremost, with firepower next and
      survivability (armor) last.

  (2) New tactics to employ given the new weapons and turbo
      engines?

I have been downloading and enjoying the last week's postings
of 'home-brew' equipment (missile shields, head-targeting missiles,
etc).  I would appreciate mail on these items as well.

Thanks in advance,
steve


Newsgroups: rec.games.board
From: jchunko@magnus.acs.ohio-state.edu (Jeffrey Chunko)
Subject: EiA Campaigns
Organization: The Ohio State University
Date: Fri, 20 Nov 1992 00:38:48 GMT



Our group has managed to scrounge up two more players (giving us 7.)
Since it would be grossly unfair to make them play the UMP's (they have been
pretty badly beaten) we're starting over.  A motion has been made for us to
play the 1792 General scenario.  Any comments from those who have
tried it, especially those who have tried both it and 1805?  Our primary
motivation would be to provide a little more diplomatic flexibility,
avoiding the France vs the world mindset of 1805.

Has anyone run from 1792 on? (past the scenario limits)  How did you handle
removal of the "old" leaders, and increasing corps fully up to 1805 strength?
Am I insane for even considering it? :)



j
Newsgroups: rec.games.board
From: hankins@cs.swarthmore.edu (Luke Hankins)
Subject: Re: Republic of Rome Wars...
Organization: Swarthmore College
Distribution: "na"
Date: Tue, 24 Nov 1992 02:32:35 GMT

jennifer@jato.jpl.nasa.gov (Jennifer Schlickbernd) writes:

>There's no such thing as a minor god in ROR, that's what makes the game
>(at least the mid and late republic games) so great.  So what if that
>general got a lot of pop and inf.  Next time, send him out to a war
>with minimum troops, and let him hang out there for a while. He has a
>good chance of being killed unless you (stupidly) reinforce him.  Note
>that the rules require that he go out to the war with sufficient troops,
>but they rules don't require him to be reinforced if the result is not
>a victory.  

	Our favorite is to send that far-too-popular general out to be a
governor in a far-flung provence.  If that provence just happens to be in
the way of an invasion and (gasp) the poor guy doesn't have enough troops to
defend it, well that's just too bad, huh?  *evil grin*
		-l
-- 
______________________________________________________________________________
Luke Hankins hankins@cs.swarthmore.edu |"Le coeur a ses raisons que la raison
for(MyAge=0;!Dead;EnjoyLife);          |   ne connait point" -Blaise Pascal
While not (EndOfLife) do Havefun(me);  |"...stay sane inside insanity..." -RHPS
Newsgroups: rec.games.board
From: duelge@schaefer.math.wisc.edu (Jason Duelge)
Subject: Re: A&A - I think the AXIS may be able to :)
Reply-To: duelge@schaefer.UUCP (Jason Duelge)
Organization: Univ. of Wisconsin Dept. of Mathematics
Date: Sat, 21 Nov 92 14:33:28 GMT

In article <1992Nov21.002029.1@vax.sonoma.edu> oberland@vax.sonoma.edu writes:
>
>You make a mistake in your logic by assuming that I will not do suicide runs
>to weaken or delay the Allied plans.  If I do it enough, I will allow Japan
>to walk in Russia(figure Japan attack with str 90-100+ on turn 5).
>
>I win almost all of the time playing this way, when the Russia no-attack rule 
>is used.  I go defensive on Germany(sorta-still pound Russia), and since I
>get as much if not more IPC's in Africa than I loose in Europe, I can do it
>for a LONG time.(start loosing IPC on turn 4) Over 40IPC for the first 2-3
>turns, also.
>Then Japan walks in...
>Works very well.
>
>Joe

I've been reading these posts for a while.  Would anyone be interested
in moderating a game of Axis and Allies?  Joe here needs to play a real
opponent.

Jason
-- 
-----------------------------------------------------------------------------
| Jason Duelge                                                              |
| 141 Lakewood                                                              |
|  Gardens ln                                                               | 
Newsgroups: rec.games.board
From: warren@nscf.org (L3 Warren)
Subject: Re: SFB: Which Cruiser is the Best?
Organization: National Science Center Foundation
Date: Mon, 23 Nov 1992 15:58:23 GMT
Keywords: Klingons suck!!

@prism.cs.orst.edu writes:

>Sure, the D7 is a pretty hot machine, if you get the B and K refits and fast
>speed drones.  But what sort of BPV value are we talking here?  For 150 BPV
>you can get the Fed New Heavy Cruiser (NCA).  

Not quite true. A D7C only costs 139, but after you've chosen your drone
upgrades, it will be pushing 150.

Also, the D7W, and the D5W, both quite awesome vessels, can be had for around
155 and 150, respectively.

Besides, who in their right mind wound choose a ship armed with a stupid
weapon like a photon torpedo. It is one of the worst direct-fire weapons
in the game.

"And now for your amusement..."
(he says as he dons the headpiece of his asbestos suit)

While I am slaughtering photons, I think I'll take a moment out to do a
little friendly slandering of Fed captains. Fed captains, in my experience,
tend to be novices. The range of tactics available to the typical Fed ship
is rather small and simplistic. The great mace in the face is about as
unsubtle as it gets. Easy for a novice to handle. Just pretend you are a
drone. Close range with your enemy and blow him away. If you get to within
handshaking distance, or the photons will miss. 

Once players get a little better, though, they move on to more interesting
races that actually require skill and thought to play, such as the Klingons,
Romulans, etc. Just about any race except fusion-armed Hydrans.

This ought to be good for a flame or two :-)

Warren.

Newsgroups: rec.games.board
From: gwsteff@pbhya.PacBell.COM (Gerald Steffler)
Subject: Re: Up Front Card Distribution
Reply-To: gwsteff@PacBell.COM (Gerald Steffler)
Organization: Pacific * Bell, San Ramon, CA
Date: Mon, 16 Nov 1992 16:10:34 GMT

If my memory serves me correctly, the General v21 n6 (the Up Front issue) has
an informational breakdown of the cards.  
-- 
Gerald W. Steffler Jr. (510) 823-6695                     GEnie: g.steffler 
{att,bellcore,sun,ames,decwrl}gwsteff@pbhya.PacBell.COM   CIS: 73567,473
From: lopez@news.ils.nwu.edu
Newsgroups: rec.games.board
Subject: Re: 183x: Info Wanted
Date: 16 Nov 92 19:33:08 GMT
Reply-To: lopez@ils.nwu.edu
Organization: The Institute for the Learning Sciences
X-Newsreader: TIN [version 1.1 PL6]

Bob Rossney (rbr@well.sf.ca.us) wrote:
: 
: 1830 (Avalon Hill) - This is set in America.  It's a much more wide-open
:    game than 1829, with fewer restrictions on rail-building and a much
:    more riggable stock market.  It's also much faster moving; I know a
:    group of folks who can play a game of it in about 3 hours--admittedly,
:    exceptional.  I much prefer 1829, but then again the rules for 1830
:    are much better written, and the components are of superior design.

3 hours is quite exceptional.  After a half dozen plays or so our group still
takes 8-10 hours/game.  I think we take so long because the group is
extremely cutthroat.  This causes some 5 minute pauses every so often while
people decide if they can get away with their next move.  Other things that
tend to slow us down are 1) quite a bit of dealing -- 'you do xxx and I will
help, but if you do yyy I am going to screw you as best I can,' and 2) people
looking carefully at what track others need as well as what track they want
to build themselves.

Chris Lopez
Northwestern University
Newsgroups: rec.games.board
From: dhenry@plains.NoDak.edu (David Henry)
Subject: Re: Stratego
Date: Mon, 16 Nov 1992 22:08:19 GMT
Organization: North Dakota Higher Education Computing Network

I remember a varient I always insisted upon myself when playing Stratego
(the only game, besides Anti-Monopoly and Life, that I, inexplicably, had
around for a long time... don't worry for me, I've brought the three closets
of other stuff in now...).

I never told my opponent about it, but I always followed it as a challenge
to myself:

I always had to have my Spy get the flag. Furthermore, I also had to kill
the #1 first (with the Spy, natch). Made for some interesting games...

-- 
David R. Henry - Rogue Fan Club - "I have a pullchain in my head." -- RIII
My mind is a jackal.--Richard Darwin // What was the question? --Kate Bush
"All you of Earth are IDIOTS!"-P9fOS // Thanks... for the memories.--Rogue
dhenry@plains.nodak.edu * ud137927@ndsuvm1.bitnet * ud137927@vm1.nodak.edu
Newsgroups: rec.games.board
From: khalsa@echo.gsfc.nasa.gov (Tej)
Subject: Re: Stratego
Organization: NASA GSFC Code 910.1, TRMM Ground Truth
Date: Tue, 17 Nov 1992 16:49:23 GMT

In article <1e18p2INN9re@gap.caltech.edu>, keith@cco.caltech.edu (Keith Allan Schneider) writes:
|> Anyone play Stratego?  Are there any good computer programs out there
|> that can play?  How about programs that let two people play over the network?
|> 
|> [other stuff deleted]

There are computer programs for statego for the MacIntosh and IMB PC's available.
I have played both and have never lost, so I wouldn't recommend them.  They seemed
actually to be pretty stupid, I would think they could definitely be improved.

Tej
Newsgroups: rec.games.board
From: kasprj@isaac.its.rpi.edu (Jim Kasprzak)
Subject: Review wanted: North American Rails
Reply-To: kasprj@rpi.edu
Organization: The Big Wedge 
Date: Mon, 23 Nov 1992 12:57:05 GMT


 In a recent Mayfair Games catalog I saw a listing for "North American 
Rails", which claims to be a supplement to Empire Builder. So, has anyone
played this? Does it cover all of North America with a map on the same 
scale as Empire Builder, or is it a larger-scale representation with more
area but less detail? Does it stand on its own, or do you need to already
have Empire Builder to play it?
 
 Thanks in advance...
------------------------------------------------------------------
     __  Live from Capitaland, heart of the Empire State...
 ___/  | Jim Kasprzak, computer operator @ RPI, Troy, NY, USA
/____ *| Sam Adams,Spaten# Life is too short #Hudson Lager,Beck's 
     \_| Pilsener Urquell#to drink cheap beer#Pete's Wicked Ale
      ====  e-mail: kasprj@rpi.edu or kasprzak@mts.rpi.edu
From: meierdalepau@bvc.edu
Newsgroups: rec.games.board
Subject: Looking for used B'tech Stuff 2
Date: 19 Nov 92 15:25:14 CDT
Organization: Buena Vista College, Storm Lake, IA

	BTW--I'm also looking for a used copy of the Battletech Camo Specs 
book.

Dale Meier
Newsgroups: rec.games.board
From: hankins@cs.swarthmore.edu (Luke Hankins)
Subject: Re: Any experienced Junta players?
Keywords: junta
Organization: Swarthmore College
Date: Tue, 24 Nov 1992 02:34:26 GMT

elric@imryrr.Eng.Sun.COM (Rick Heli) writes:

>Playing a game recently and ran into a problem interpreting the rules.  The
coup ended with 2 power centers controlled by the Pro-President forces, 2
power centers controlled by Pro-Junta forces and the remaining power center
occupied by both Presidential and Junta forces.  How should control of this
contested area be resolved?

	You were right, any contested area counts for the President.
Therefore the rebels must have 3 _uncontested_ areas to pull the coup.

		-luke

-- 
______________________________________________________________________________
Luke Hankins hankins@cs.swarthmore.edu |"Le coeur a ses raisons que la raison
for(MyAge=0;!Dead;EnjoyLife);          |   ne connait point" -Blaise Pascal
While not (EndOfLife) do Havefun(me);  |"...stay sane inside insanity..." -RHPS
Newsgroups: rec.games.board.ce
From: wchaga@vela.acs.oakland.edu (William C. Haga)
Subject: MCE Moon Rule
Organization: Oakland University, Rochester MI.
Date: Wed, 18 Nov 1992 21:02:13 GMT


Just bought More CE, and HEY!, they changed the rules to eliminate
one of my favorite Moon tactics; that is, taking your tokens off a
moon and then retaking it in the same challenge to invoke its effects
again.  This was officially endorsed by Jack K. in the Eon version;
he himself called it a good tactic when answering a question about
its legality.  Now the MCE rules specifically disallow it!  This
is an improvement?

Newsgroups: rec.games.board.ce
From: njs@cbnewsh.cb.att.com (nicholas.j.sauer)
Subject: Re: Pentaform with Artifact and Setup Powers
Organization: AT&T
Date: Mon, 16 Nov 1992 14:03:51 GMT

In article <1992Nov15.231653.6585@netcom.com>, cinnibar@netcom.com (Jeff Wood) writes:
>
>Yes, regarding this, I once played the Pentaform, and used (gads, what's the
>name?) the power that allows you to use 20 extra tokens?  

Symbiote.

>Well, what happens if
>my first base is using only those extra tokens?  Obviously, I would evolve to
>a 1-base power, 

As Tom pointed out, you would not, as the Symbiote's second color tokens
alone on a base do not count as a foreign base.  However, if you had one of
your primary color tokens on that base it would count as a foreign base and
you would ....

>thereby losing the artifacts of the 0-base power.
>
>How would you handle this setup?

We covered a similar situation in Encounter issue two with respect to
Changeling/Symbiote swaps.  Basically, as soon as you evolve to your next
power all of your Symbiote tokens remain where they are but, have no effect
on the game.  They would no longer add to your total in a challenge and
would not even be challenged along with your primary color tokens as they
no longer belong to you.  The only way they would go to the warp, that I
could think of, is if someone sets off a Terrorist bomb on a planet where
some of the second color tokens happen to be located.

I would never use Symbiote in my Pentaform stack as it just to easy to get 
your first base.  We, like many others apparently, have altered the 
Pentaform text to allow you to pitch any "start of game" powers you don't
want and draw new ones to replace them.

Nick Sauer

 

Newsgroups: rec.games.board.ce
From: mfterman@phoenix.Princeton.EDU (Mutant for Hire)
Newsgroups: rec.games.board.ce
Subject: Re: Sting
Date: 15 Nov 92 21:26:37 GMT
Article-I.D.: Princeto.1992Nov15.212637.8573
Reply-To: mfterman@phoenix.princeton.edu (Mutant for Hire)
Organization: Mutant for Hire, Inc.

In article <1e3bofINNs0u@life.ai.mit.edu>, thomasm@hal.gnu.ai.mit.edu (Michael J. Thomas) writes:
>Or maybe there is some circumstance (other than the above) where you can
>legally choose to lose a token.  (I can't think of any offhand, but I'm no CE
>expert.) At any rate, I would say that voluntarily RISKING a token is not the
>same as voluntarily LOSING a token.

The only conceivable time I can picture a place where one is definitely
choosing to lose tokens is when going against the Wrack and choosing not
to give into torture. You deliberately are choosing to lose the token
instead of giving into the Wrack.

Other methods one can toss a challenge away aren't guarenteed, such as
playing a negative attack card (if you have no way of reversing its sign)
or playing a negative or zero kicker. Some power can usually botch such
things.

-- 
    Martin Terman, Mutant for Hire, Mean Ol' Top, Priest of Shub-Internet
    Disclaimer: Nobody else takes me seriously, why should you be the first?
mfterman@phoenix.princeton.edu mfterman@pucc.bitnet terman@pupgga.princeton.edu
"Sig quotes are like bumper stickers, only without the same sense of relevance"
From: cs161feu@sdcc10.ucsd.edu (Anthony Minkoff)
Newsgroups: rec.games.board.ce
Subject: Celebrity Aliens
Date: 21 Nov 92 22:19:26 GMT
Organization: University of California, San Diego

Just a thought:  match up various alien powers with appropriate
celebrities.  E.g., 

Siren:      Cindy Crawford
Terrorist:  Moammar Qaddafi
Changeling: Scott Bakula (or, for Republicans, Bill Clinton)
Void:       John Gotti
Zombie:     George Burns
Assassin:   John Hinkley, Jr.
Butler:     Chris Hewitt
Trader:     Ivan Boeski
Filth:      Larry Flint
Crystal:    the Anal Retentive Chef
Machine:    the Energizer Bunny


Tony
From: cs161feu@sdcc10.ucsd.edu (Anthony Minkoff)
Newsgroups: rec.games.board.ce
Subject: Re: Compromise - Artifact Info?
Date: 16 Nov 92 16:51:00 GMT
Organization: University of California, San Diego

In article <1992Nov15.194401.1@pearl.tufts.edu>,
dhoberma@pearl.tufts.edu writes:
>A question for you all:
 
>	I was playing in a game where we were teaching a few new players,
>and for the second game, he ended up being Terrorist.
>At one point, a compromise situation came up, and he offered to tell me
>where a bomb was if I gave him a base.
>	Strictly according to the Mayfair rules, this appears to be illegal.
>But what would be the possibilities of a variant compromise situation where
>one could swap information as well?

I don't see why not, if all players want to play that way.  My
group plays with a house rule that in Compromise/Compromise
situation, it is legal to discuss the contents of your hand, and, in
fact, to deal for particular cards.  We find this makes for a more
interesting game.  E.g., "Since you're about to lose your Power,
I'll sell you a Rebirth Edict for 10 Lucre."  Strictly speaking,
this is illegal under standard rules, since you're not allowed to
tell the other player that you have a Rebirth in your hand.  But we
find that this sort of deal makes for a more interesting game.

BTW, speaking of discovering Terrorist bombs, I had the following
situation in a recent game:  In a six-player, no moons game, the
Terrorist planted six bombs.  He then used his Super Flare to plant
three more, and then Space Junked his Super Flare, and planted three
more.  There were now twelve bombs out there on thirty planets.
(Lloyd really cleaned up in that game...)  Anyway, I invited
Terrorist to ally with me in a challenge, and, when he did, I played
the Wild Changeling Flare, and borrowed his Terrorist power.  This
allowed me to find out where all the bombs were.  :^)

Tony
From: dhoberma@pearl.tufts.edu
Newsgroups: rec.games.board.ce
Subject: Compromise - Artifact Info?
Date: 16 Nov 92 00:44:01 GMT
Organization: Tufts University - Medford, MA

A question for you all:

	I was playing in a game where we were teaching a few new players,
and for the second game, he ended up being Terrorist.
At one point, a compromise situation came up, and he offered to tell me
where a bomb was if I gave him a base.
	Strictly according to the Mayfair rules, this appears to be illegal.
But what would be the possibilities of a variant compromise situation where
one could swap information as well?
	(ie, the highest attack card, a flare in my hand, a terrorist bomb,
part of a misers hoard)
	
	comments questions critiques?

	David
From: tac6189@hertz.njit.edu (Tom Carmichael                                                  )
Newsgroups: rec.games.board.ce
Subject: Re: Pentaform with Artifact and Setup Powers
Date: 16 Nov 92 00:09:18 GMT
Organization: New Jersey Institute of Technology, Newark, N.J.

In article <1992Nov15.231653.6585@netcom.com> cinnibar@netcom.com (Jeff Wood) writes:
>In article <40985@sdcc12.ucsd.edu> cs161feu@sdcc10.ucsd.edu (Anthony Minkoff) writes:
>>In article <6871@dove.nist.gov> glenn@sloth.ncsl.nist.gov writes:
>>>I'm somewhat confused how to handle the pentaform when it comes with
>>>setup and Artifact powers.  The possibilities are endless as are
>>>the arguments.  Our solution the other night was to simply not allow
>>>it and the pentaform just keeps picking until it gets 5 powers that don't
>>>involve setup or artifacts.  Any comments?
>>
>
>Yes, regarding this, I once played the Pentaform, and used (gads, what's the
>name?) the power that allows you to use 20 extra tokens?  Well, what happens if
>my first base is using only those extra tokens?  Obviously, I would evolve to
>a 1-base power, thereby losing the artifacts of the 0-base power, which would
>cancel my first base, making me the 0-base power, activating my first base, etc.
>
>How would you handle this setup?
>
>Jeff Wood
>cinnibar@netcom.com


Easy.  The Symbiote's (the power you are refering) bases only count towards 
victory if he has a token of his main color there.  Therefore, a base with 
only the symbiote color on it does not count as a first base.

Tom Carmichael
Newsgroups: rec.games.board.ce
From: harrison@adobe.com (Harrison Page)
Subject: RGBCE archives and Lucre Poker
Followup-To: rec.games.board.ce
Organization: Adobe Systems Incorporated
Date: Wed, 18 Nov 1992 21:37:20 GMT

Are there any archives for this newsgroup?

Fun: Play "Lucre Poker" after each player has taken a turn.  Rotate the
deal.  If you're out of lucre, bet with a token and if you lose it, you
can buy it back - for a single lucre - when you have the cash again.

  ..Harrison

--
Harrison Page (harrison@adobe.com)
Adobe Systems Incorporated, Mountain View, California
"Not satisified with being dead, they packed up and headed west."