HDTenEightyP/NetNews huggingface dataset:
From: lerouxm@prism.CS.ORST.EDU (Markie Mark)
Newsgroups: rec.games.board
Subject: Re: An interesting question (any game)
Date: 8 Jan 93 18:58:11 GMT
Organization: CS Dept, Oregon State University
NNTP-Posting-Host: prism.cs.orst.edu


Look!  The guy has obviously become predictable in every game he
plays.  You know what he will do so take advantage of it.

If you want to, just declare at the beginning of the game in
which you are playing with him, "I am going to destroy you no 
matter what the cost to myself or others.  Nothing matters
to me except that you must lose."

After a little taste of his own medicine he'll probably come around.
If he enjoys the punishment you give him then he has no grasp of
sportsmanship and probably shouldn't be invovled in anything
competitive.  In fact he probably  doesn't enjoy competition 
otherwise he would not try his "suicide offense" strategy.

--Mark
Newsgroups: rec.games.board
From: njs@cbnewsh.cb.att.com (nicholas.j.sauer)
Subject: Re: Sante Fe game review
Organization: AT&T
Date: Mon, 4 Jan 1993 18:49:00 GMT

In article <1992Dec30.151038.9804@frog.CRDS.COM>, bill@frog.CRDS.COM (auspex1) writes:
> 
> (In the US it was expensive, $52, at Games People Play in Cambridge, MA.
> The game is published in Germany so it should be cheaper in Europe.)

In the US you can order the game directly from White Wind at the following
address:

White Wind
15 Burnside Street
Lancaster, NH 03584
(603) 788-3255

The price is $39 plus $5 shipping.  You might want to call first and make
sure there are still copies available.  If you call, you also get to talk
directly to Alan Moon (who is a very nice guy and more than willing to answer
questions about his games).

Nick Sauer




Newsgroups: rec.games.board
From: stanford@leland.Stanford.EDU (Scott Stanford)
Subject: SPI's Air War
Organization: none whatsoever
Distribution: usa
Date: Mon, 4 Jan 93 06:13:25 GMT

Anyone know what happened to SPI's boxed game Air War?  It was my
favorite of the modern air combat simulation games since the scale was
right (one turn = 2.5 seconds, one hex = 500 feet) and the
charts/tables relatively easy to deal with.  Has anyone else played
this game?

Scott

-- 
Scott Stanford                 |)  Eenie meenie miney moe.
stanford@leland.stanford.edu  /|   Catch a tiger by the toe.
                             ((|,) If he hollers...yeah whatEVER.
"MORE Doctah Peppah!!"        ~|~  He's EATIN' your ass.  Run, you idiot.
Newsgroups: rec.games.board
From: fred_s@netcom.com (Frederick Scott)
Subject: Re: Whom do you pound? (was: Re: An interesting question (any game)
Organization: Nerds On Parade
Date: Fri, 8 Jan 1993 22:08:48 GMT

fierkelab@bchm.biochem.duke.edu writes: 

>We discussed this game at some lenght afterword, and I've been thinking about
>it for a while.  I am of the opinion that, in general, whenever you have a
>situation where 1--2-3:4,(where -- and : indicate relative position of place),
>it is in the best interest of 2,3 and 4 to attack 1, trying to bring him back
>to the pack.  When player 2 jumps out ahead, then attack him.  Player #3 was of
>the opinion that, given the above situation, it pays to attack #2, bringing him
>back to 3 and 4.  Then all players will have common cause to attack #1.  I
>disagreed with this, because it seems to me that this tactic can allow #1 to
>cement his lead and presumes an awful lot on the good nature and forbearance of
>player #2.

Your rationale is much better.  The obvious question I have for #3 is, why
doesn't the 2nd place player *already* have a good incentive to attack the
1st place player, assuming all are playing for the win?  In short, the
common cause already existed - I can't understand why he believed he had to
attack you "create" it.

Fred
From: cjs@phy.duke.edu (Carl Schnurr)
Newsgroups: rec.games.board
Subject: New Mayfair Games
Date: 5 Jan 93 16:09:25 GMT
Organization: Duke University Physics Dept.; Durham, N.C.

In a recent catalog I saw that Mayfair Games is now importing (or
has created) several games.  These include:

Shark
Murphy
Aladdin

Does anyone have the word on these games?

Thanks,
-Carl
-- 
	Carl J. Schnurr					1-919-684-8256
	Duke University Dept. of Physics        	cjs@phy.duke.edu
	Durham, N.C.      27706			
Newsgroups: rec.games.board
From: markg@engrg.uwo.ca (Mark Gagnon)
Subject: Re: An interesting question (any game)
Organization: University of Western Ontario, London
Date: Sat, 9 Jan 1993 17:20:36 GMT
Keywords: Machieavelli 

Try "Machieavelli" by Avalon Hill. Similar mechanics to "Diplomacy" 
but the game centers on Renaissance Italy and the surrounding terrritories.
Hours of endless amusement. Annoy your friends! Buy off your enemies!
Be the life of the party!
~
-- 
Mark Gagnon (markg@prism.engrg.uwo.ca)  University of Western Ontario
=====================================================================
              Great Wits are sure to Madness near ally's 
              And thin Partitions do their Bounds divide 
Newsgroups: rec.games.board
From: warren@nscf.org (L3 Warren)
Subject: SFB: photons & warp use
Organization: National Science Center Foundation
Date: Fri, 8 Jan 1993 19:32:53 GMT

I have a question.

Warp use. Let's say you are in a cruiser. Who cares what kind. Move cost
is 1. You cannot HET at speeds greater than speed 26, because of the lack
enough warp to do it.

Likewise, if you've allocated for an HET, you've used 5 warp, and the rules
on mid-turn speed changes (C12) say you cannot ever be doing a speed in
excess of the available warp at the start of a given turn. Thus, you could
not speed change to greater than 26 for the same reason, even if your
allocation permits enough power to do it.

The question is this: Does this also apply to charging photons? I think it
does.

An example may be in order. The Fed TC has 38 power: 30 warp, 4 imp, 4 AWR.
Paying 4 for maintenance, and 8 to arm standard photons leaves 26 points
of power for movement and other stuff. 

He's used 4 AWR to arm photons. He has to use 4 warp to finish arming them,
and 5 warp for the HET, leaving 21 points of warp. Is his maximum speed
thus 22 for the turn, even though he could do a 15/26 split for only 20
points?

Warren
Newsgroups: rec.games.board
From: iwatters@cix.compulink.co.uk (Ian Watters)
Subject: Re: Need to identify an out of print gam
Reply-To: iwatters@cix.compulink.co.uk
Date: Fri, 8 Jan 1993 00:21:00 +0000

Kingmaker is in print, at least the last time I looked.  Someone did a
version under licence from AH.

  //\/\/ (who has a copy of Divine Right, as it happens...)

>>>MATRIX version  1.21e
Newsgroups: rec.games.board
From: fred_s@netcom.com (Frederick Scott)
Subject: Re: Need to identify an out of print game...
Organization: Nerds On Parade
Date: Mon, 4 Jan 1993 21:27:09 GMT

mccoy@ils.nwu.edu (Jim Mccoy) writes: 

>The game was a sort of fantasy wargame, with players taking the role of
>one of several leaders of various groups.  You tried to capture cities
>and territory, but what made the game interesting were the various 
>"mercenary" forces you could get by drawing certain cards (if I remember
>correctly).  Some of the forces were "The Ghost Riders of somesuch" and
>a sailor called "The Sea Rat" or somthing like that.  One player was
>"The Black Hand" i think and there were elves and dwarves, etc.  I am
>not sure who made it, but the fact that i can't remember the name
>of the game is driving me nuts.

You are thinking of "Divine Right".  (It's "The Ghost Riders of Khos", BTW.)
My copy was printed by TSR but it's still out of print, AFAIK.  (That's,
'as far as I know' - thanks to all those who wrote to explain that acronym,
BTW.)  Periodically, folks will write into rec.games.board asking or begging
for a chance to buy a copy.  Turns out, it's one of those games which is a
lot of peoples' favorites but didn't get printed for very long.  I don't know
what the going price is for a good condition used copy but suffice it to say
they're very hard to come by.

Fred
From: torbenm@diku.dk (Torben AEgidius Mogensen)
Newsgroups: rec.games.board
Subject: Re: 1830 questions
Keywords: 1830
Date: 11 Jan 93 13:14:36 GMT
Organization: Department of Computer Science, U of Copenhagen

rpfaff@umiacs.umd.edu (Ray Pfaff) writes:

>My gaming group finally got around to playing 1830 the other night.
>We liked the game quite a bit, but there were several questions that
>we had which were unclear in the rules.
>1. When you play the operating round, does each railroad play a token,
>set up railheads, ect. or do you alternate.  I.e. each railroad lays a
>token, when all are finished, each lays a railhead if desired, ect.

Each company plays the full sequence before the next company starts.

>2. Do the split tracks (tiles which have one track on one side and 
>two splitting off (no cities on it) count as two seperate rails for
>the purpose of determining routes?  In other words can I have two
>trains running routes over that tile?

No. You cannot cross the same edge twice. If there are two entirely
separate tracks (e.g. crossing each other with a bride), you can run
trains on both.

>3. When the first railroad buys a 4 train, does only that railroad's
>2 trains get removed, or do all the 2 trains on the board get removed?

All 2 trains get removed at once.

	Torben Mogensen (torbenm@diku.dk)
From: bill@frog.CRDS.COM (auspex1)
Newsgroups: rec.games.board
Subject: Re: 1830 questions
Keywords: 1830
Date: 11 Jan 93 15:39:34 GMT
Organization: Charles River Data Systems

In article <63308@mimsy.umd.edu> rpfaff@umiacs.umd.edu (Ray Pfaff) writes:
>1. When you play the operating round, does each railroad play a token,
>set up railheads, ect. or do you alternate.  I.e. each railroad lays a
>token, when all are finished, each lays a railhead if desired, ect.

Each railroad finishes its turn before the next railroad starts its
next turn.

>2. Do the split tracks (tiles which have one track on one side and 
>two splitting off (no cities on it) count as two seperate rails for
>the purpose of determining routes?  In other words can I have two
>trains running routes over that tile?

No you cannot not.  For example the brown non-euclidean triangle can only
be used once in a turn.

>3. When the first railroad buys a 4 train, does only that railroad's
>2 trains get removed, or do all the 2 trains on the board get removed?

All 2 trains are removed.  A "kinder and gentler" VARIATION of the game
lets each company use its obsolete trains one last time (like 1853).

Enjoy, its a great game.


-- 

bill masek		charles river data systems, inc
(617) 275-4565 (h)	(508) 626-1122 (w)
mit-eddie!frog!bill	eddie.mit.edu!frog!bill
Newsgroups: rec.games.board
From: f12008ad@triton.unm.edu (Student Class Account)
Subject: Axis and Allies 
Date: Tue, 05 Jan 93 20:08:50 GMT
Organization: University of New Mexico, Albuquerque

     I am looking for opponents in the Albuquerque area.  I played the 
game extensively when it first came out and have purchased the 2nd edition
and played a few games under those rules.


-- 
David Saville          :  It takes a big man to cry, but it takes a bigger 
f12008ad@triton.unm.edu:  man to laugh at that man.
                       :                    - Jack Handy 
***************************************************************************
Newsgroups: rec.games.board
From: rbr@well.sf.ca.us (Bob Rossney)
Subject: Re: Multi-Player Game Poopers
Organization: Whole Earth 'Lectronic Link
Distribution: rec.games.board
Date: Fri, 8 Jan 1993 03:33:09 GMT

In <1993Jan7.202839.23614@netcom.com> fred_s@netcom.com (Frederick Scott) writes:

>rbr@well.sf.ca.us (Bob Rossney) writes: 

>>It seems to me that a multi-player game that isn't as interesting to the
>>losers as it is to the winners is a waste of time no matter what kind of
>>etiquette you adopt.

>That's kind of a "pie-in-the-sky" comment.  I know of few if any multi-player
>games which are as interesting to a player in a clearly losing position than
>to one who still has a chance.  You may have a better attitude about playing
>out a losing position than some of the rest of us, though.  If so, more power
>to you but you should understand that others don't necessarily feel that way.

>Fred

Well, I'll give you a couple of examples.  Hare and Tortoise is designed so
that the farther behind you are, the easier it is for you to reach the end
of the race.  This means that the problems that losing players face get
easier and easier to solve as more and more players finish ahead of them.
So while their situation vis-a-vis *winning* don't get better, their
situation vis-a-vis *finishing* does.  Speaking as someone who has lost a
lot of six-player Hare and Tortoise games, I can attest to this keeping up
the interest level.

Confrontation is another good example.  While it's possible for a player to
get blown away, country by country, until there's nothing left of him,
typically what will happen is that the players in the middle will turn their
attentions to the player who seems to be winning--which will give the player
in the basement the opportunity to grab back another country or two.  Of
course, if someone has a spare attack and decides to do away with him, he's
out of the game, but he's had a frail hope to cling to right up until the
end.

A third, and entirely different, example:  Die Macher.  Here, the process of
playing the game is pretty interesting even if you have no hope at all of
playing, just because it's a deeply engrossing game.  Maybe you'll gain a
couple of extra seats.  Maybe not.  But in the final three elections,
there's an awful lot of interesting stuff to do, whether or not you think
you have a shot at taking Bonn.

Finally, there's Election, which has so much opportunity for bluff that you
can't necessarily tell until the elections are held and the votes counted at
the end of the game who's really winning.  I've only played Election once
and don't know if the situation in the game I played would be as unclear to
an experienced player, but I went into the election convinced that I was
going to win.  P.S. I didn't, not by a long shot.

Bob Rossney
rbr@well.sf.ca.us
From: sos@oz.plymouth.edu (Steffan O'Sullivan)
Subject: Re: An interesting question (any game)
Organization: Plymouth State College - Plymouth, NH.
Date: Fri, 8 Jan 93 16:45:34 GMT

Re: threatening to focus on another player during a multi-player game if
they don't do something . . .

I think it would be unrealistic if the players represented countries.
If, however, each player represented one person, this is actually a
valid strategy that can be quite realistic.

We were once playing Task Force's _King's Bounty_ and I had just ended
my turn landing on the space where a criminal was.  I didn't have
enough action points to search the space for him, though.  The next
player moved to the space, and began to search for the criminal.  Since
each piece represented one person, and since she was in the same town
as I was, I was able to rationalize talking to her in character: "This
one's mine.  If you go after him, I go after you."  She went after him
anyway, and I spent the next four turns harrassing her piece.  I really
felt this was in character, keeping within the spirit of the game.  A
bounty hunter isn't necessarily a nice guy . . .

Of course, not all country leaders are either, but I still think you
would have a harder time mobilizing an entire country to a spite war,
unless it really stood to gain something.  On the other hand, look at
the Baltics and the Middle East . . . I don't see what those people
have to gain at all by their actions.  Looks like a spite war from my
admittedly limited point of view.

-- 
  - Steffan O'Sullivan		         sos@oz.plymouth.edu
Newsgroups: rec.games.board
From: alsandor@Micor.OCUnix.on.ca (Michel Boucher)
Subject: Re: An interesting question (any game)
Organization: M.B. Cormier INC.
Date: Sun, 10 Jan 93 22:11:12 EST

hooverb@cs.wvu.wvnet.edu (Bruce Hoover,Armstrong) writes:

> Can anyone provide historical examples of a culture which was willing to
> face  cultural anihilation in order to dismay a foe?

Well, the Zealots for one...  There are also suggestions that the Viking
mentality would have allowed such an event to take place, had it ever 
come to that.  Also, the Incas.

Answer your question? :-)

Michel

C. Michel Boucher              | alsandor@micor.ocunix.on.ca
Private user                   |
Ottawa, Canada                 | member, Christina Amphlett fan club
CANADA                         |
Newsgroups: rec.games.board
From: rbr@well.sf.ca.us (Bob Rossney)
Subject: Re: Multi-Player Game Poopers
Organization: Whole Earth 'Lectronic Link
Distribution: rec.games.board
Date: Thu, 7 Jan 1993 02:53:32 GMT


It seems to me that a multi-player game that isn't as interesting to the
losers as it is to the winners is a waste of time no matter what kind of
etiquette you adopt.

Bob Rossney
rbr@well.sf.ca.us
Newsgroups: rec.games.board
From: forman@fraser.sfu.ca (Pamela Catherine Forman)
Subject: Hero Quest
Organization: Simon Fraser University, Burnaby, B.C., Canada
Date: Tue, 5 Jan 1993 02:35:48 GMT

Flame time!

I am looking for other people to talk to about the Hero Quest gaming
system.  It is occasionally mentioned in rec.games.board but I'd like
to know if there are other groups where Hero Quest is talked about a
lot more.  Is there a rec.games.board.HeroQuest anywhere?  I really
don't have much of an interest in most of the games in rec.games.board
but occassionally there is something interesting so I keep looking and
hoping.  Thanks.

Just to get the ball rolling a bit I'll mention a few things about the
group I play with.  Right now I have two copies of the game to give me
two board, double the number of monsters, and double the number of
cardboard pieces and furniture.  I also have two copies of the
Kellar's Keep expansion pack and a copy of The Return of the Witch
Lord.  We're talking a lot of monsters here!  I have also been
crossing the border and have managed to pick up the latest expansion
packs, the Barbarian Quest Pack and the Elf Quest pack.  As far as I
know they are not yet available in Canada.  Sometimes it's a bummer
being a Canadian *<:)  These are great because they have more,
different monsters, more treasure, chaos spell, artifact, and monster
cards.  The Barbarian Quest Pack has mercenaries that the party can
hire and the Elf Quest Pack comes with 8 Elf spells that the Elf can
choose if s/he doesn't like what the Wizard doesn't want.

The quests for the latest packs are something special.  The first
three are solo trials for the Barbarian and Elf and the last two are
actually one big double board quest.  There's a lot of neat new stuffs
with these latest expansion packs!  You're party should love them, if
they live!  These are *killers*!  Make sure that the solo heros have
*lots* of potions of healing or healing spells to help them through.
The Barbarian took out about 78 monsters for the 3 quests and died
about 7 times overall.  The Elf managed to kill about 56 monsters but
also died about 6 or 7 times.  The last double quest has the party
ging up against over 120 monsters.  These are nasty, but lots of fun!

Right now I play the role of Zargon/Mentor, the schitzoid omniscient
overseer of the quests.  My girlfriend (the one with this UNIX account
I am borrowing) plays Bob Arian the Barbarian, Lavender the Elf is
played by a fencing friend from University, Red the Dwarf is played by
another University friend and Wally the Wizard, is an engineering
friend from Whitehorse that's going back East to get his Phd.  Anybody
in the Vancouver area want to sub for our Wizard for a few years?

Anyway, that about sums it up for our group.  We've played most of the
quests in the original game box and done some special ones and have
one hell of a fun time playing.  It's a great way to kill a Saturday
or Sunday.  Anyone else out there in netland play a lot of Hero Quest?

					Alan Stewart
					     -)-----
Newsgroups: rec.games.board
From: jester@sage.cc.purdue.edu (Jester)
Subject: Warhammer 40k Mini's for sale
Organization: Purdue University Computing Center
Date: Wed, 13 Jan 1993 02:07:56 GMT


WarHammer 40k Mini's for sale

Best Offer + shipping

10 Plastic Space Marines (unpainted, assembled)
5 Lead Space Marines w/ Plastic arms and weapons (unpainted, assembled)
3 Lead Harlequins (unpainted)
1 Lead Space Marine Captain (primed badly)
2 Lead Epic Scale Eldar Knights (unpainted)

e-mail offers

Jester@sage.cc.purdue.edu
-- 
Join the Omnipotent Overlords of the Omniverse today. Add to intelligent    	
political, environmental, and social discussions. Buck the growing trend of 
apathy in the world today, and most importantly have some well earned fun.  
Read all about us on alt.overlords or e-mail : jester@sage.cc.purdue.edu    
Newsgroups: rec.games.board
From: scraig@elipse.mentorg.com (Stuart Craig)
Subject: Re: Need to identify (Divine Right)
Originator: scraig@elipse
Date: Thu, 07 Jan 1993 17:03:55 GMT
Organization: Mentor Graphics 
Keywords: 
Followup-To: 


In article <8341@news.duke.edu>, cjs@phy.duke.edu (Carl Schnurr) writes:
> In article <1993Jan5.035705.26053@ils.nwu.edu> mccoy@ils.nwu.edu (Jim Mccoy) writes:
> >In article <1993Jan4.212709.14052@netcom.com> fred_s@netcom.com (Frederick Scott) writes:
> >[regarding my game query]
> >>
> >>You are thinking of "Divine Right". [...]
> 
> I've never understood *why* this is such a collectable (I was one of
> the ones who sold my copy recently for $85).  I played it twice and 
> both times found it OK in the beginning, but full of holes in the
> mid and endgame.  Our games always turned into a "who can raise the
> biggest barbarian horde and squash the most cities" sort of a game.
> By halfway through, people would start sacking their allied npc cities
> just for the points.  By the end, usually the only cities left unsacked
> were the player's capitols.  
> 	I mean, it seemed like it would be a good game, I wanted it
> to be a good game, but...oh well.
> 	If I remember right, there were some buggy rules involved when
> a country's capitol was sacked.  Doesn't the country become neutral, then
> some of the armies come back if that neutrality is violated?  We used to 
> have fun doing that over and over to rack up points for killing armies.
[...] 
> If anyone can tell me what this game's appeal is, please do.  I never 
> found it.  Perhaps I'm missing out on something good?

It took me a while to remember to dig up one of my copies of Divine Right
(which aren't for sale), but I finally got around to it.  I think you were
misinterpreting some of the rules, unless you were using the 1st edition
rules and they were a lot different from the 2nd edition.  I've never seen
the 1st edition rules so I don't know.  For one thing, you don't gain any
points for sacking a city belonging to an npc that is allied to you.  You
also don't gain any points for killing armies.  Raising barbarians is a
useful tactic, but you can't sack a lot of cities that way since any
barbarians that are involved in a successful siege take their plunder and
go home.  (In other words, they are removed from play.)

I like the game a lot, I just wish it didn't take so long to play.  In my
experience a five player game usualy takes 8 to 10 hours.

Later,
Stu

-- 
Stuart Craig              | If you pick a starving dog and make him
Mentor Graphics Corp.     | prosperous, he will not bite you.  This is the
stuart_craig@mentorg.com  | principal difference between a dog and a man.
#include <std_disclaimer> |                                     MARK TWAIN