HDTenEightyP/NetNews huggingface dataset:
From: maxxon@swob.nullnet.fi (Mikko Kurki-Suonio)
Newsgroups: rec.games.board
Subject: Re: Centurion (flying space tanks yah know)
Keywords: Centurion
Date: Sun, 13 Dec 92 11:56:21 EEZ
Distribution: world
Organization: Sweet Oblivion

malstrom@acsu.buffalo.edu (Michael A Malstrom) writes:

> Two ballistic weapons per vechile with a maximum calliber of 300 mm is very
> realistic.  Even the 69th century has not repealled Newtons Third Law, 
> which states for every action there is an equal, but opposeite reaction.  
> In other words momentum has to be conserved:  M1V1 = M2V2.  Even with the
> advanced recoil technology availible in this Universe, the Grav vechile
> will cease to be a stable firing platform if it is under the influence of 
> a lot of recoil.  Modern tanks over come some of this problem by using
> friction with the ground, but this is not an option for Grav Tanks unless
> they are grounded.  I personally do not think a Centurion would be too 
> pleased if he had to ground his tank each time he wanted to fire.  
> Lasers on the other hand do not have a problem with recoil so there is no
> need for a lasers to have a maximum limit other than the 8 weapon systems
> per vechile rule.

I agree on the principle, but not the way the rules implement it.

How come 3 25mm guns generate more recoil than, say, 2 150mm guns? The
first set is illegal, the second not. AND MDCs are counted together
with gauss weapons, even though their projectiles are not even heavy
enough to go through shields (not a lot of recoil to move a 100+ ton tank).



--------
maxxon@swob.nullnet.fi (Mikko Kurki-Suonio) Voice +358 0 8092681
Sweet Oblivion (+358 0 8092678, V.32bis 8N1) Official SRP Headquarters
SnailMail: Maininkitie 8A8 SF 02320 ESPOO FINLAND
Organization: Doctoral student, Mathematics, Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.board
Date: Sun, 13 Dec 1992 03:04:34 -0500 
From: Erik Lauer <el0g+@andrew.cmu.edu>
Subject: Re: A&A: World at War Optional Rules
	<1992Dec12.033238.12305@tvnews.tv.tek.com>

Well we played this silly scenario a second time, and I really don't
reccomend buying this game.  Here is how the important part of the game
works:

Japan delcares war on the US the first turn.  Japan immediately takes
its double turn.  While fighting China in the land war with the land
troops there, Japan attacks the Hawaiin fleet with its fleet + plane,
and attacks Hawaiian island with 6 inf + planes.  Japan also transport 2
more inf towards western US.  Japan places 3 inf, 3 tanks on mailand (to
continue fighting China).  Now Japan takes its second move. Japan sinks
the 1 US transport, uses remaining fleet and some air to take out
western US fleet, uses inf, + air + banzai to take out W. US, losing
some air to keep a fair amount of land units there.

US is now unable to take back W. US, and Japan is not at war with any
other major powers.  Japan build 10 units in W. US turns 2 and 3, on
turn 4 does a banzia attack on E. US (US only has enough money to build
4 inf per turn, since its inf costs 4$ and its production is so low). 
Japan takes E. US, and by the vicory conditions give, the axis win.

Pretty stupid I think.


Erik
---=
From: doug@abby.chem.ucla.edu
Newsgroups: rec.games.board
Subject: Re: Harpoon, torps help needed
Date: 14 Dec 92 16:32:38 GMT
Reply-To: doug@abby.chem.ucla.edu
Distribution: inet
Organization: Department of Chemistry, UCLA

Oops, sorry.... thought I was still reading comp.sys.mac.games (that's what I
get for having this right after it, I guess).

Ignore my last message (this brain-dead newsreader can't cancel).


-Doug Gibson
 doug@abby.chem.ucla.edu

Neither UCLA nor the National Science Foundation has a clue what I am doing.
They just pay me to do it.

"We have to tear you to shreds because we care." - EAC
Newsgroups: rec.games.board
From: rbr@well.sf.ca.us (Bob Rossney)
Subject: Review:  AMBITION aka SCHOCKO & CO.
Organization: Whole Earth 'Lectronic Link
Date: Wed, 16 Dec 1992 00:36:25 GMT


AMBITION (also known as SCHOCKO & CO.) is a four-player game based
quite loosely on the chocolate business.

Each turn players buy cocoa on the "world market," hire and fire
employees, have their workers process their cocoa into chocolate,
send their salesmen to sales meetings where they obtain sales contracts
for their chocolate, and have their secretaries and accountants
process the contracts.  The object of the game is to outearn your
opponents by the end of the eighth turn.

The game is structured around two different and unusual kinds of
auction.  At the beginning of the turn, players decide arbitrarily
how much cocoa (measured, charmingly, in bars) will be put up for
auction.  It is then distributed among the five "cities," and each
city auctions off its cocoa in turn.

The cocoa auctions are silent, with written bids.  If the other players
have overspent in turn's first auctions, you may be able to get cocoa for
a song in the last--but if they haven't, you may have to bid high to get
any cocoa at all.

If the cocoa auctions are nerve-wracking, they hardly compare with
the auction of sales contracts at the end of the turn.  A fixed
number of contracts are made available (based on the number of sales-
men that the players have committed), and they are turned up and bid
for in turn.  A typical contract is for 30 tons (three bars) of
chocolate.  The starting bid and maximum price are given on the contract
card.  The auctioneer sets the price at the starting bid and increases
the price until a player decides that the price is good enough and
accepts it.

It's quite possible to get so utterly underbid here that you can't sell
*any* of your chocolate.  It's also possible to get a couple of small-
quantity but high-value contracts while your opponents are waiting for the
high-quantity contracts to come along.

Along with all the buying and selling is the management of your staff.
Hiring factory workers, salesmen, accountants, and secretaries not only
costs you cash that you can barely afford, it also clues your opponents
into what your plans are.

This is a tough game to master.  Everything depends on your ability to
outplan and outwit your opponents.  You have to set clear goals for
yourself and stick to them.  This is particularly hard because the
auctions--particularly the sales auctions--are excitingly unpredictable.
It's easy to get seduced into accepting the wrong contract just because
its price is so tantalizing and you can't bear to let any of your
opponents get it.

AMBITION is, unfortunately, not widely available in the United States.
The only store I've ever seen carrying it is Games People Play, in
Cambridge; I got my copy via a friend who overbought games on his last
trip to Europe and ended up with a spare.  It's a marvellous game.

Bob Rossney
rbr@well.sf.ca.us
From: peterb@gu.uwa.edu.au (Peter Broadribb)
Newsgroups: rec.games.board
Subject: Rules wanted for game called "Why"
Date: 20 Dec 1992 09:16:14 GMT
Organization: The University of Western Australia
NNTP-Posting-Host: mackerel.gu.uwa.edu.au

I am looking for the rules for a parlor board game called "Why" or
perhaps "Alfred Hitchcock presents Why". It's copyright Milton Bradley
Company in 1958.
 
It is a board with seven rooms in a haunted house. Players move their
pieces around the board, picking up cards from the rooms which form
parts of People (such as Napoleon, Cleopatra and Henry VIII) and Weapons
(such as Rope, Ax and Gun). It also has Motive cards (such as Jealousy,
Self Defence, Blackmail) and a Mystery To Me card. Other cards include
the Alfred Hitchcock and No Clue cards.
 
I have the game board and the cards but no rules; only vague memories.
Can anyone help?
--
Peter Broadribb <peterb@gu.uwa.edu.au>      Home Phone: +61 (9) 470 3261
Box 856, Victoria Park WA 6100, Australia     Work fax: +61 (9) 324 2030
Newsgroups: rec.games.board
From: cal@fang.att.com (Charles A. Licata)
Subject: Re: ban on lead-based figures in new york
Organization: AT&T Tax Systems Development, Maitland FL
Date: Fri, 11 Dec 1992 18:34:32 GMT

This is what I have heard about this issue today.  If this has already
been covered I apologize:

  The major lead figure manufacturers have already got lawyers arguing
with the state about the ban.

  The ban also applies to exporting, so manufactures such as mini-figs
have stopped production for now.  Pretty extreme thing for the state
to do.

  New York state has an exclusion law or something (I am no lawyer)
which allows companies or stores to continue to mail order until
the state specifically nail them with an order not to do so.

  Pewter, which has some lead, has been excluded by the ban.  My prejudice
guess would be that New York state is home to the Franklin Mint (I think :-))
and they produce a lot of pewter figures and create a lot of jobs.

  Being a former New Yorker, I must say that this law bothers me and I
can not help but think of the small Middle Island store I use to buy
lead from going under due to this.

Chuck
Newsgroups: rec.games.board
From: rlbell@babbage.uwaterloo.ca (Richard Bell)
Subject: Re: Centurion (flying space tanks yah know)
Keywords: Centurion
Organization: University of Waterloo
Date: Wed, 16 Dec 1992 16:34:59 GMT

In article <1992Dec14.193631@IASTATE.EDU> wehumble@IASTATE.EDU (Ed Humble) writes:
>Also, FASA has several designs in the vehicle briefing that have more than
>three projectile weapons, usually a couple of Gauss cannon and a MDC.  I agree
>that these construction rules need to be re-evaluated.
>
  The Vehicle Briefing Guidde was released well before the rules rewrite, and
(except for the Pallas) the only vehicles that violate the rules are heavy 
tanks.  There are still some holes, such as the costs for air defense variants.
The intent of the design rules seem to be that a vehicle should have a mix of
missiles, lasers, projectile weapons, and a vulcan, an all laser vehicle will
be a scourge of the battlefield against a force of ground vehicles, and
destroy the one or two grav vehicles unlucky enough to get painted in a large
battle, but it will be unable to defend a fixed point against missile armed
infantry.
From: mage@morse.cns.vt.edu (Kurt Adam)
Newsgroups: rec.games.board
Subject: Blood Bowl Games For Sale
Date: 15 Dec 92 22:15:41 GMT
Distribution: usa
Organization: Virginia Tech, Blacksburg, VA



                 AUCTION ANNOUNCEMENT

I would like to auction off the following games:

Blood Bowl
Dungeon Bowl Expansion Set

Neither of these games have been played.  They were opened and assembled, but
after that nothing has been done with them.  The minimum I'd like to get for
each is $35.  Postage will be handled by the purchaser and I'd like to get a
money order up front.  I'll accept bids until Tuesday, December, 22, 1992. 
Any bids or questions can be sent to: mage@morse.cns.vt.edu

Thanks

Kurt Adam
mage@morse.cns.vt.edu
From: 2huwbeach@kuhub.cc.ukans.edu
Newsgroups: rec.games.board
Subject: Opinions needed and Shogun wanted
Date: 13 Dec 92 14:32:06 CST
Organization: University of Kansas Academic Computing Services






	I previously posted for some opinions on Republic of Rome, Squad
Leader, and Conquest of the Empire.  I'd like some more opinions!!
Also, I'd like some opinions on MB's Shogun and if anyone has a copy
of it they'd like to sell, get in touch.


		Insatiably yours,

		Matt Rose
		Univ of Kansas
		Remote Sensing Lab
From: barich@ravel.udel.edu (Dewey H Barich)
Newsgroups: rec.games.board
Subject: Re: A&A - I think I found it!!!!
Date: 13 Dec 92 19:11:44 GMT
Organization: University of Delaware

In article <sf_Euk600VB=Q4z0VC@andrew.cmu.edu> Erik Lauer <el0g+@andrew.cmu.edu> writes:
>I must be misremebering the map or intial set up:
>
>>Misc: 1a from Lybia to Caucasus with BS
>>JAPAN'S turn:(the real key!)send a fighter to Caucasus(It reaches) send
>>bomber to hit that armor if it can(usually, it is within range-assume not)
>
>Doesn't Britian have an inf in Iraq, an Armor in Egypt, and a fighter in
>india to take the Caucasus back with?  This would leave Germany with

C'mon, Erik, don't you have the board memorized like the rest of us? :-)

You forget that Persia is between Iraq and Caucasus, so only the fighter
could reach.  Even if they could reach, though, they couldn't win the
battle.  They'd be facing 3 infantry and 4 armor.  But, the land uniots
can't reach, so it's a moot point.

>nothing adjacent to Russia by Japan's turn (since they allies now hold
>Karelia and Caucuses).  As I see it unless you took Karelia you are
>about to die.  If you barely took (losing your planes) and Britain takes
>it back, and sinks your tiny Baltic fleet you are still in a lot of
>trouble.


Dewey
Newsgroups: rec.games.board
From: cwk@athena.mit.edu (Chuck Krueger)
Subject: WIF question: China attack limit
Organization: Massachusetts Institute of Technology
Date: Tue, 15 Dec 1992 01:50:42 GMT

Encountered a minor problem while playing WIF the other day. The 
situation was that Japan had not yet declared a major offensive
on the Chinese and the Chinese have all of their airforce built
and they have access to sea zones in order to fly naval air 
missions. Are the number of aircraft that China can fly into these
sea zones at all limited by the China attack limit? If so, what about
the Japanese player's ability to counter these moves with aircraft/CV's?
I'm pretty sure this one's not spelled out in the rulebook (at least not
clearly) so I'm willing to hear any thoughts people might have.

Chuck
From: RiTz@eckert (Richard Taillon)
Newsgroups: rec.games.board
Subject: Re: Mech111.zip
Date: 11 Dec 92 16:22:18 GMT
Organization: Ecole Polytechnique de Montreal
X-Newsreader: TIN [version 1.1 PL6]

> Does anybody remember which site mech112.zip is posted at?
> Thanx
> 
> --------------------------------------------------------------------
> -----------
>  I used to trust the media to tell me   |   I used to think that
> only America's
>    the truth, to tell us the truth      |     way, our way was
> right
>  But now I see the payoffs              |   But now the holy dollar
> rules
> 
> (.sig reduced to 4 lines)
>                                         -Travis Works
>                                         gt7797a@prism.gatech.edu
 
Sure. Here is part of a message I wrote on rec.games.mecha ->
"I've examined MECH112.ZIP , but the author (Klaus Breuer), does not support
any facility to print out maps in is World Design module of MechWar (by
the way, if you use a PC and love BTECH, go get this nifty program!
It's located at 131.188.1.43 in the directory /pud/pc/incoming
"

                                                ___
  _______        __________        ___....-----'---`-----....___
 /____   )    _ /___  ____/  =========================================
   __ ) /    (_)   / /  ______      ___`---..._______...---'___
  / // /    __    / /  /__   /     (___)      _|_|_|_      (___)
 / / \ \   / /   / /    /  /__       \\____.-'_.---._`-.____//
/_/   \ \_/_/   /_/   /______/         `````.__`---'__.'''''
       \_/                                     `````
From: robert@GEOBLUE.GCN.uoknor.edu (Robert Lindsay)
Newsgroups: rec.games.board
Subject: Re: GEV: cross-posting from the OGRE's BBS.
Date: 15 Dec 92 17:00:20 GMT
Organization: Geosciences Computing Network, University of Oklahoma, Norman, OK
Originator: usenet@kittyhawk.ecn.uoknor.edu

Since this is here now I have a question for Steve Jackson. When will we get
a update to the Board Game version of GEV/OGRE? I'd pay $30 for a new edition
with 5/8'' die cut counters and a bigger map. How about it?. As for the 
minatures rules, I'd love to get them but can't afford to shell out $100 for
a decent group if minatures. (Not that they don't look nice.)
From: 2huwbeach@kuhub.cc.ukans.edu
Newsgroups: rec.games.board
Subject: Game Wanted: Conquest of the Empire
Date: 17 Dec 92 13:10:13 CST
Organization: University of Kansas Academic Computing Services




	Anyone out there in netland have a copy of Conquest of the Empire
they would like to sell?  I would prefer that all the pieces be there and for
the infantry and cavalry to have most of their spears and swords intact.

			Matt Rose
			Univ of Kansas
			Remote Sensing Lab
From: mst@vexpert.dbai.tuwien.ac.at (Markus Stumptner)
Newsgroups: rec.games.board
Subject: Re: Which 2-player games are best?
Date: 14 Dec 92 09:53:52 GMT
Organization: DB and ES Subdivision, TU Vienna

From article <1992Dec13.055110.27436@sol.UVic.CA>, by rhorner@ugly.UVic.CA (Roger  Horner):
> In article <cf9XK4K00WB3M8dlg6@andrew.cmu.edu> "Jonathan T. Moore" <jmci+@andrew.cmu.edu> writes:
>>One of my favorite 2-player games is Panzer Blitz by Avalon Hill. 

> If you liked Panzer Blitz you will love Panzer Leader by Avalon Hill.  The
> rules are very similar, but the scenarios are a bit fairer.

If you like Panzer Leader, you should take a look at West End's
Western Front Tank Leader (WFTL).  Designed 12 years after Panzer
Leader, and it shows.  Straightforward system including command
control, i.e., you can see the effects of superior leadership and how
it can overcome inferior material.  There are two other games in the
series. Eastern Front Tank Leader (EFTL, which has one or two not-so-good
rules that were replaced in WFTL) and Desert Steel (about North Africa).  
I haven't touched my Panzerblitz copy since I bought EFTL.
-- 
Markus Stumptner                                mst@vexpert.dbai.tuwien.ac.at
University of Technology Vienna                 vexpert!mst@relay.eu.net
Paniglg. 16, A-1040 Vienna, Austria             ...mcsun!vexpert!mst
Newsgroups: rec.games.board
From: jimgar@scorch.apana.org.au (Jim Garner)
Subject: Re: Talisman questions
Organization: Craggenmoore public Unix system , Newcastle , Oz
Date: Sun, 13 Dec 1992 21:46:43 GMT

schrey@oak.NoSubdomain.NoDomain (Timothy M. Schreyer) writes:

|  How does everyone handle the "magic whirlwind" that can ensue when 
|  someone has a player character who must maintain at least one spell?

My friends and I always play a house rule - only 1 spell can be cast
per turn per player. This stops the Prophetess, the High Mage, and whoever
gets the Orb.

|  In light of this, does anyone else feel that the Prophetess is over-
|  balanced for the game?  Not only does she always maintain a spell which

The only time we play the Prophetess is against the Monk. Normally we
leave them out as too good, and we leave out the dwarf elf and
halfling as too poor.

-- 
Jim Garner - jimgar@scorch.apana.org.au

Newsgroups: rec.games.board
From: erisande@silver.ucs.indiana.edu (Nowhere Man)
Subject: Re: Flower cards(?) Japanese.
Organization: ARCP&D
Date: Mon, 14 Dec 1992 19:45:17 GMT

rbr@well.sf.ca.us (Bob Rossney)
>In <Byr4F3.87A@usenet.ucs.indiana.edu> erisande@silver.ucs.indiana.edu (Nowhere Man) writes:
>
>>	My aunt brought me a game from Japan called (I think) flower
>>cards and taught me how to play.  Since this has been some time ago, I
>>have since forgotten the scoring and rules.  It doesn't help that the
>>rules are also in Japanese, eh?
>
>>	If anyone knows something about this game and could tell me
>>where I could find the rules and scoring, I would be most thankful!
>>It's a waste to have the cards and not any rules.  Thanks!

>The reference book _The Way to Play_, by the Design Group, has a set of
>rules for use with hanafuda.  I don't know if it's still in print, but a
>good library should have it.

	Thanks!  Is there anyone that has the rules at their
fingertips?  The game I remember had where 3 people played, you
collected cards in groups (usually 3 n ia group) and played for (I
think) 78 points.  I remember that the ribbon cards had different
meanings.  Such as the red ribbons got more points if you had
something else.
	Well, if you have rules that are even close to this for these
cards, could you send them to me?  Anyone?
-- 
She's so hot, yet so cold...  That's what I like about her...
From: nroworth@nl.oracle.com (Nick Roworth)
Newsgroups: rec.games.board
Subject: Blackbeard
Date: 18 Dec 92 16:27:07 GMT
Reply-To: daa@seachang.demon.co.uk
Organization: Oracle Europe


I am posting this for a friend, so please do not reply to me. His signature
is at the end but mine will probably be appended automatically. When he 
says he will summarise to the net, unless his postmaster sorts something
out he means I will summarise.

============================ Included Article ==============================

I have recently seen an AH games called `Blackbeard' in our sole, small,
games shop, and the blurb looked interesting.  I've always fancied
plundering the Spanish Main and cocking a snook at the  Spanish King's
foppish minions.  Avast, me hearties!  Oops, sorry, carried away there.
Anyway, I would like to know if anyone has some information on the
feel, content, playability etc. of the game.

Constraints:
	Group is 3-4 (or 5) players; smart, but not into rules-a-thons
	Ideal game plays in 3-4 hours, i.e. an evening
	We already play & like `18xx', Acquire, CE, Kings & Things

Info. wanted:
	Number & quality of bits & pieces (counters etc.)
	Complexity level
	Player interaction level (the more the better)
	Fun level (i.e. how many times can you say "Arrr Jim lad!"?)
	`Mythic realism' level: i.e. is it like a (good) pirate movie in
				the same way that `Gunslinger' is like a 
				good western?

Don't care about:
	Solitaire playability (I'd rather read something)
	Real realism ("...finally, roll for the effect of the Force 5 wind
			on your mizzenmast standing rigging which has taken
			5 points of chain-shot damage...")

Thanks in advance for any help.  As usual, I'll summarise mail replies to
the net.  BTW, if anyone can recommend any other games that fit the above
criteria, I'd be very interested.
------------------------------------------------------------------------------
David Allsopp (daa@seachang.demon.co.uk)	|	"Liverpool Street"
SeaChange Ltd., 1 St. George's Place,		|	"Dagenham East"
York, YO2 2DT, Great Britain			|	<what is this move?>
Tel: +44 904 611666 Fax: +44 904 610412		|	"Mornington Crescent!"
------------------------------------------------------------------------------
=============================== End of Include =============================
-- 
Nick Roworth, ORACLE Europe             "Bugs Mr. Rico! Zillions of 'em!"
Rijnzathe 6, NL-3454 PV De Meern        Starship Troopers - Robert A. Heinlein
Phone: +31-3406-94211                     
nroworth@nl.oracle.com
Newsgroups: rec.games.board
From: wehumble@IASTATE.EDU (Ed Humble)
Subject: Re: Centurion (flying space tanks yah know)
Keywords: Centurion
Reply-To: wehumble@IASTATE.EDU (Ed Humble)
Organization: Iowa State University
Date: Tue, 15 Dec 1992 01:36:31 GMT

In article <mgTPVB1w165w@swob.nullnet.fi>, maxxon@swob.nullnet.fi (Mikko
Kurki-Suonio) writes:
> malstrom@acsu.buffalo.edu (Michael A Malstrom) writes:
> 
> >	[Explanation of Newton's Law in relation to limiting projectile
> >  	  weapons on grav vehicles deleted]
> 
> I agree on the principle, but not the way the rules implement it.
> 
> How come 3 25mm guns generate more recoil than, say, 2 150mm guns? The
> first set is illegal, the second not. AND MDCs are counted together
> with gauss weapons, even though their projectiles are not even heavy
> enough to go through shields (not a lot of recoil to move a 100+ ton tank).
> 
	Also, FASA has several designs in the vehicle briefing that have more than
three projectile weapons, usually a couple of Gauss cannon and a MDC.  I agree
that these construction rules need to be re-evaluated.

> 
> 
> --------
> maxxon@swob.nullnet.fi (Mikko Kurki-Suonio) Voice +358 0 8092681
> Sweet Oblivion (+358 0 8092678, V.32bis 8N1) Official SRP Headquarters
> SnailMail: Maininkitie 8A8 SF 02320 ESPOO FINLAND


========================================================================
Ed Humble                |   Iowa State University   -  Moo!          
wehumble@iastate.edu     |   Dept. of Aerospace Engineering
                         |    Grad (Professional) Student
========================================================================
  "`Ecrasez l'infame.'  I looked it up.  What infamous thing do you wish to
eradicate?"

  "What infamous thing have you got?"
========================================================================
Newsgroups: rec.games.board