HDTenEightyP/NetNews huggingface dataset:
From: thomasm@mechti.w.open.de (Thomas Mechtersheimer)
Subject: Re: More CE.
Reply-To: thomasm@mechti.w.open.de (Thomas Mechtersheimer)
Date: Sat, 3 Oct 1992 01:03:21 GMT

peter@techbook.com (Peter Sarrett) wrote on 9 Sep:
>1) More CE will be shipping in 2-3 weeks.  The copies seen at GenCon were
>pre-production copies.

According to this More CE should be shipping right now...
But at our local games shop they wouldn't even do "standing orders" for it. They
say it is announced, but not yet released (And they are known for importing
games from the US as soon as they are available...).
So could anyone please give me an address in the US where I can order More CE ?
Or provide me with the order number from Mayfair, so I can get the games shop
to order it ?

Thanks
   Thomas

P.S: Please respond by mail, as my news feed for this group is a bit unreliable
-- 
Thomas Mechtersheimer - Zum Hasenkampsplatz 1 - D-5620 Velbert 15 - Germany
e-mail:  thomasm@mechti.w.open.de
From: fallah@rwja.umdnj.edu (Mazzar Fallah)
Newsgroups: rec.games.board.ce
Subject: Re: Laser vs. Deuce
Date: 29 Sep 92 06:40:21 GMT
Distribution: usa
Organization: Robert Wood Johnson Medical School, Piscataway NJ



	Laser only chooses Deuce's main card.  Deuce's secondary
card is immune from most other powers.  I don't believe I have
the parenthetical (show the card to Laser if not a Challenge card).
The way we play is to put all the Challenge cards from the hand in 
a pile, shuffle them, and allow laser to choose one.

	I do have a question of Gambler vs. sorcerer:
	They both choose cards.  Now sorcerer switches.  No point
in gambling, but the description in the power doesn't have the
'may' or  'can'.  Gambler is hosed because he's just guessing, right?


--------------------------------------------------------------
Mazyar Fallah - My opinions are my own.  Responsibility is a part
of growing up....
Newsgroups: rec.games.board.ce
From: njs@cbnewsh.cb.att.com (nicholas.j.sauer)
Subject: Re: Finnish Cosmic Encounter
Organization: AT&T
Date: Fri, 2 Oct 1992 20:45:15 GMT

In article <1992Oct2.134950.22185@polaris.utu.fi>, snurmela@polaris.utu.fi (Sami Tapani Nurmela) writes:
>
>The concept of expansion sets is unknown in Finland (with the lone exception
>of MB's Hero Quest). 
>
>I wonder if the 
>West End representative you talked to was referring to sales of their 
>_English_ version of CE selling only via the few special game shops rather 
>that the (poor, IMO *) sales of the Finnish (BRIO) version.

That might have been it.  Or it might have been the Swedish version of CE
(if there is such a thing).  I didn't really write it down at the time, so
my memory is pretty bad on it.  It was either Sweden or Finland that CE had
sold well in (I had been pretty sure it was Finland but, now I'm not so 
certain) and, this was the country they were planning to release the
expansion set in.  He (Greg Castikyan) had also said that the expansion was
going to include Satellites and Space Stations from Encounter volume 1.  I
remember being less than impressed with this choice.

>Well, I apologise my rambling, but I just hate the public attitude to gaming 
>here :)

No problem.  To some extent, we still have the same problem in America.
"What?  Your thirty years old and still playing games Nick?"  This from a
person who then admits to plopping himself down in front of a TV for the
rest of the evening when he gets home.  Sorry, now I'll stop before I get
started.

Nick Sauer
From: phil@miracle.com (Phil Hill)
Newsgroups: rec.games.board.ce
Subject: Re: A few questions...
Date: 3 Oct 92 01:33:25 GMT
Article-I.D.: miracle.02Oct92213325
Organization: Miracle Computer Consultants

dvc@eagle.hr.att.com (David Van Cleef) writes:
>NF> On 2 Oct 92 16:46:25 GMT, nick@kiwi.ucsb.edu (Fong) said:
>NF>    [Q2: Given that in this Loser situation, the side playing the Attack 
>NF>         card loses to the side playing the Compromise, who gets 
>NF>         consolation cards, if any?]
>
>The player playing the Compromise.

You ONLY get consolation if you play a Compromise and LOSE.  If the Loser
calls "upset" and one player has no Attack cards, he can play a Compromise.
He will get no consolation since he will win the challenge.
-------------------------------------------------------------------------
| Phil Hill                     | "All you people in TV land,           |
| Miracle Computer Consultants  |   I will wake up your empty shells.   |
|                               |  Peak time viewing blown in a flash,  |
|                               |   as I burn into your memory cells.   |
| Email: phil@miracle.com       |  'cause I'm alive." - Peter Gabriel   |
Organization: Junior, Math/Computer Science, Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.board.ce
Date: Thu,  1 Oct 1992 16:58:41 -0400 
From: "Joseph E. Beck" <jb8n+@andrew.cmu.edu>
Subject: Re: MCE review


>Excuse me?  The version I saw didn't have the ability to look through
>hands.  Just to ask the person for his highest attack card and
>compromise.  Has this been changed in the production version?
In this new version, doppleganer asks for 2 of his opponents cards.
He can either take those, or ask to see the rest of his opponents hand
and pick 2 cards from the remaining ones (the special case is when his
opponent only has 3 cards, if doppleganger declines the first 2 he
only gets 1 card).  So you can protect yourself somewhat (if you have
2 really good cards you can make sure doppleganger only gets 1 of
them, for example).


>Best way I've found to play this power is to attack bases with
>multiple peoples' tokens on it.  The defender goes screaming into the
>warp and the others are frozen.
How did you win?  Gorgon doesn't give you any combat advantage.  And
if the people you're playing with are any good they'll realize if they
don't ally with the defense a bunch of their tokens will be frozen.
So you're attacking with no combat power against everyone else.  Ever
read the 'Charge of the Light Brigade'?  Also, a large part of the
game is making deals.  But no one wants to make a deal 'a base for a
base' with Gorgon.  You're tokens get frozen on the base you get, and
your tokens get frozen on the base you give him; why would anyone make
a deal with him?

> Attack his bases, throw evil flares
>and edicts at him, etc.  
We don't tend to like flares around here.  After the void wild was
played people's opinion of them dropped dramatically (especiall
worms).  


> The same thing you'd do to anyone with 3 or 4 bases.
But it's not the same.  This power has a chance to get a base *every
challenge* regardless of whether invited as an ally or if the attacker
or the defender wins.  

	joe
From: randall-joshua@CS.YALE.EDU (Joshua Randall)
Newsgroups: rec.games.board.ce
Subject: Re: Order of play
Date: 6 Oct 92 00:19:55 GMT
Organization: Yale University Computer Science Dept., New Haven, CT 06520-2158

In article <1992Oct5.221120.13471@ll.mit.edu> mikem@ll.mit.edu writes:
>
>These questions pertain primarily to the EON version, but I suspect there
>are similar timing-resolution problems in the Mayfair edition.

In fact, the Mayfair rules give a specific order of play which does help to
clarify things a great deal.

[stuff deleted]

[To save space and "bandwidth", I have eliminated the actual question and just
left the number.  If you want to know what it said go back and read the orig-
inal post!]

>(1)

I agree, the lein take place before offense can play any cards.

>(2)

The Mayfair timing rules take care of this.  I believe that Offense gets
consolation first (before any ally awards).

>(2a)

Despite its special wording, I would say you cannot play Victory Boon if there
is a lein on your hand.  The only card you can play when their is a Compromise-
induced lein on your hand is Stellar Gas (becuase it says so).  Of course if
you still have Victory Boon after cards are taken, you can play it.

>(3)

Oh boy.  We had a big discussion (read: argument) about this a while back.  I
think the win should have to "survive" until the next Interphase, which is the
phase (in Mayfair rules) between challenges.  Anything can be played up until
that time to try and prevent the win.

>(3a)

Yes to all three.  Like I said, the way my goup plays, *any* card can be played
up until the next Interphase.
-- 
Joshua E. Randall			randall-joshua@minerva.cis.yale.edu
Newsgroups: rec.games.board.ce
From: jlb@aal.itd.umich.edu (Jeffrey Lawrence Bailey)
Subject: Cosmic Hearts
Date: Fri, 02 Oct 92 13:26:11 EDT
Organization: The University of Michigan, Ann Arbor
Distribution: na
Originator: jlb@clapton.aal.itd.umich.edu

Anybody out there get the third issue of Encounter 2?  The back pages have
the rules for a variation on Hearts called Cosmic Hearts.  My gaming group
has played a fair amount of this, and I'm looking for other opinions.
Specifically --

1.  Do you use Sorcerer?  (One of our players tore it up after someone else
	used it not so well and still stomped us.)  What mechanisms do you
	recommend to soften it up?

2.  Are Macron and Prophet as useless as they play?  Macron is almost a
	Weakness rather than a power, and Prophet is kind of a "well,
	might as well" power.  Any suggestions here?

3.  Do you play with the Jack of Diamonds option?  We find it good for
	three-player games, but not for five.  (Game goes a couple hours
	then.)

4.  We modified the Aristocrat as soon as we saw it, moving it closer to
	Connoisseur.  We play that he gets to look at his hand one card
	at a time, but he gets a pair an discards one.  It works fairly
	well at reining in the hands of power.  Any thoughts?

5.  Anybody else out there try Cancellation Cosmic Hearts?  A mess, ain't it?

6.  If the Loser and a power that changes the identity of a card (Mesmer)
	are in the same game, and the Loser claims an upset and leads the
	2 of Spades, and the Mesmer follows with a wild card that he says
	is the 2 of Spades, rules for Mesmer say first card takes PRECEDENCE.
	But Loser says that low card takes the trick.  Does Mesmer and other
	card-changing powers reverse the precedence rule too?  Does Loser
	win or Mesmer?

7.  Any thoughts on throw in the two jokers as Cosmic Zaps and dealing out
	entire deck, letting people keep the cards they don't play as taken
	(as does Miser)?
If posts are made to me, I will naturally summarize to the net.  Thanks!

-- 
Jeff Bailey, jlb@ccs.itd.umich.edu (Open 24 Hours a Day!)
Standard disclaimer - If you wanted U/M's views, you came to the wrong place. 
"The owner of the game deals and plays first." -- Nuclear War/Escalation
From: gkatz@csws4.ic.sunysb.edu (Gerald W Katz)
Subject: Re: Lots of questions...
Organization: State University of New York at Stony Brook
Date: Thu, 1 Oct 1992 20:31:05 GMT

In article <EelvhhS00Vp5AEDVI6@andrew.cmu.edu> jl8e+@andrew.cmu.edu (Julian D Lighton) writes:

>
>I prefer Silencer-Gambler. They can't call your bluff.
>
>_______________________________________________________________________________
>|Julian Lighton     jl8e@andrew.cmu.edu |   :-)   | It is not I who is
>crazy, |
>|---------------------------------------|---------| it is I who am MAD!!!!!   |
>|"Sleep my friend and you will see, that dream is | --Ren                     |
>|my reality. They keep me locked up in this cage, |---------------------------|
>|can't they see it's why my brain says rage-Metallica-Welcome Home(Sanitarium)|
>|_____________________________________________________________________________|

How about Silencer/Skeptic?

Your opponent cannot double doubt you.  Therefore, you win the
challenge without playing challenge cards.

Now, if you add Parasite, you can do this in every challenge and no one
gets to play challenge cards.  Especially with no Lucre, the only way to get
cards is to be a winning defensive ally.  However, as Parasite, always ally
offensively, and never ask for allies as defensive player.  As long as no one
was dealt a Cosmic Zap or Reincarnator Flare or similar, you cannot help
but win.

Don't forget to tip the Butler!

					gkatz

P.S. His tip has been raised.  Inflation, you know :-)

Newsgroups: rec.games.board.ce
From: brandon@aardvark.ucs.uoknor.edu (Garland Operator 7-G)
Subject: Vampire and Fungus as allies...
Originator: news@midway.ecn.uoknor.edu
Date: Fri, 2 Oct 1992 00:16:00 GMT
News-Software: VAX/VMS VNEWS 1.41    
Organization: The Anime Doujou

Who gets the tokens? Do they divide them 50/50?

Domo. Ja na.

Brandon Freels (Garland Operator 7-G)
brandon@aardvark.ucs.uoknor.edu  -or-  brandon@uokucsvx.bitnet
"I'm witty naturally, I don't need quotes."
From: cs161feu@sdcc10.ucsd.edu (Anthony Minkoff)
Newsgroups: rec.games.board.ce
Subject: Re: Players Resigning in Mid-Game...
Date: 3 Oct 92 06:46:29 GMT
Organization: University of California, San Diego

In article <02Oct92114038@miracle.com> phil@miracle.com (Phil Hill) writes:
>For drop-ins:
>
>1) Tell him to fetch some munchies and wait for the next game to start.
>2) Give him a new system, and shuffle his destiny disks in.  As a slight 
>   penalaty you can make him throw 1/2 his tokens into the warp.  (How
>   many times have you wished that you could just start over).
>3) Let him play the Zilch.
>
>Personaly, I think #1 is the best solution.

Here's another possibility, depending on your group:

4) Let the drop-in act as a "consultant" to one of the other players
already in the game.

Women seem to be particularly receptive toward this idea.  Men
usually resent it.  Make of this what you will.

Tony
From: gharris@jade.tufts.edu (George W. Harris)
Newsgroups: rec.games.board.ce
Subject: Re: Cavalry & Virus Combo
Date: 28 Sep 92 14:33:20 GMT
Organization: Tufts University - Medford, MA
Originator: gharris@jade.tufts.edu

In article <RATINOX.92Sep26204437@splinter.coe.northeastern.edu> ratinox@meceng.coe.northeastern.edu writes:
>>>>>> "ECE" == Elliott Conan Evans <ee0r> writes:
>
>ECE> Using the Eon Virus and Mayfair Cavalry.
>
>ECE> If you are using this combination, does the
>ECE> Cav. card get mutiplied by the tokens?
>
>I need to ask because I don't remember, but does the Cavalry get to
>add his tokens, or just the card? If it's the latter, then no, Virus
>doesn't work; if it's the former, it does (this would be the only time
>that Virus/Cavalry could use both Powers simultaneously). Now, because
>Cavalry is an ally, he would only multiply his own tokens, not the
>tokens of the other allies or the player he's allied with.

	Tsk, tsk, rich, posting without thinking again.  Cavalry can't use
hir power except as an ally, so tokens will already be added in.

	Since Virus says you multiply your card by the total of your tokens
and your allies' tokens, if Virus-Cavalry were an ally and played a Cavalry
card, he would multiply hir tokens *only* by the card, since the other 
tokens are the main player's, or the main player's allies' tokens, and *not*
Cavlry-Virus' allies' tokens.

>--Rat
--
gharris@jade.tufts.edu          "She had ever chance for happiness, ever 
George W. Harris                chance in the world, and stomped ever one 
Dept. of Mathematics            of them chances down in the dirt like a 
Tufts University                bug."   _The Devil's Dream_
Newsgroups: rec.games.board.ce
From: dvc@eagle.hr.att.com (David Van Cleef)
Subject: Re: Vampire and Fungus as allies...
Originator: news@cbnewsb.cb.att.com
Organization: AT&T Bell Laboratories
Date: Fri, 2 Oct 1992 15:16:16 GMT

>>>>> On Fri, 2 Oct 1992 00:16:00 GMT, brandon@aardvark.ucs.uoknor.edu (Garland Operator 7-G) said:
GO7> Originator: news@midway.ecn.uoknor.edu
GO7> News-Software: VAX/VMS VNEWS 1.41    

GO7> Who gets the tokens? Do they divide them 50/50?

Use the timing rule...
--
David A. Van Cleef			AT&T Bell Laboratories
internet: dvc@eagle.hr.att.com		Red Hill Facility, Middletown, NJ
					+1 908 615 4906
From: desj@ccr-p.ida.org (David desJardins)
Newsgroups: rec.games.board
Subject: Re: Titan rules question
Date: 30 Sep 92 15:26:42 GMT
Organization: IDA Center for Communications Research, Princeton

Charles Poirier <poirier@ellerbe.rtp.dg.com> writes:
> I had a Ranger and wanted to move it four spaces, ending on Sand.  The
> terrain effect on movement reads "Non-flying non-natives are slowed
> when entering Sand."  Compare this to the effects of Bramble and
> Drift, which both read "Non-natives are slowed when entering."

> I am relatively incensed, not because this affected my game but
> because the ruling is so clearly wrong.

I think the ruling is clearly right.  The effects are the same in sand
as in bramble and drift.  While there is no reason for the language to
be different, this is not the only case in which Titan uses different
language in different places to mean the same thing.

The terrain effect says, "non-flying non-natives are slowed when entering
sand."  So, when your ranger is flying, it is not slowed.  However, when
your ranger is no longer flying, but landing, it is slowed.  Thus if you
want to complete your movement, ending in the sand hex, you must have
sufficient movement to land.  This is all consistent with the rules on
flying creatures.

> That is fine with me, but I say the terrain effect is just what it
> says it is on the terrain effects chart I quoted above.  Nope, says
> the article, the terrain effect for sand is "badly worded".

That's right.  It is badly worded, but not wrong.  You are interpreting
"non-flying non-natives" to refer to non-natives which do not have the
power of flight.  The official interpretation uses it to refer to
non-natives which are not flying at that instant.  I think that if you
look at the other places where the rules use the word "flying," they are
all in this second sense.

> 3) What are the odds that the question was answered by some bonehead
> newbie goon at TAHGC who certainly didn't write the rules, and
> probably never even played the game?

Very low.

                                        David desJardins
From: dshaffer@andromeda.rutgers.edu (Donald A Shaffer)
Newsgroups: rec.games.board
Subject: Re: Btech/RoboTech comparison
Date: 2 Oct 92 18:30:15 GMT
Organization: Rutgers Univ., New Brunswick, N.J.


   Just for my own information, could someone please give me the range of
the weapons from robo. please.  Ihave found from these posts that on the 
ground range is generally greater in the mecha, but how about in space
(AC/20 has a range of 9000 Km, if I converted right).  Aka, how would fighters
compare?
From: sylvan@tony.ksu.ksu.edu (Thad A Williams)
Newsgroups: rec.games.board
Subject: For Sale: Avalon Hill Stuff
Date: 6 Oct 1992 16:29:31 -0500
Organization: Kansas State University
Distribution: world
NNTP-Posting-Host: tony.ksu.ksu.edu


Hey all! Got some stuff to sell. Take a look and
send me a line if you're interested. 

Avalon Hill:                            Cond.   Minimum   Bid

Lords of Creation                       F-VF    10.00
Freedom in the Galaxy                   F-VF    8.00
Blitzkrieg                              F-VF    9.00
Wizard's Quest                          F       10.00	10.00
Pro Golf Game                           F       6.00
Bali                                    F-VF    5.00
Football Strategy                       VF      6.25
Panzer Leader                           VF      15.00
Squad Leader                            VF      15.00
Hexagony                                VF      8.00
Decathalon                              F       7.00
1776                                    VG      10.00
Kingmaker                               VG      13.00	13.00
Afrika Korps                            F       8.00
Status Pro Football                     F       18.00
Thunder at Cassino                      VF      13.00
Midway                                  G       8.00
Platoon                                 F       8.00


-- 
~               Silverfoot come silenty...                 ~
~        Thad Williams- Kansas State University            ~  
~                sylvan@matt.ksu.ksu.edu                   ~
Organization: Freshman, MCS general, Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.board
Date: Thu,  1 Oct 1992 19:48:29 -0400 
From: "Jonathan T. Moore" <jmci+@andrew.cmu.edu>
Subject: Re: A&A: Allies buy how many dice?
	<BvFDIL.4oA@news.udel.edu>

In article "Re: A&A: Allies buy how many dice", barich@bach.udel.edu
(Dewey H Barich) writes:

>Of course, heavy bombers makes this virtually trivial.  I prefer to not
>develop weapons, in order to force better strategy development, not
>luck.

I agree completely with this sentiment. The industrial technology always
seemed to be a silly rule. For example, while some sort of military
research would be understandable (look at the Manhattan Project in the
actual war--but that is an extreme), but more often than not, it is very
difficult to get something you really need. (e.g. Britain with Super
Subs?!?) Also, when a really good combination does arise, it unbalances
the game completely. For instance, if Russia gets industrial
development, no matter what is currently happening in Europe, it becomes
50% harder for Germany to take Russia! The UK with heavy bombers is a
huge example. I have always refrained from buying dice with a preference
for buying actual units. I'll take a tank over a roll any day. Also, if
a lot of mass technology development goes on, it becomes even more of a
game of chance and less of the great strategy game it is. I have played
against people whose whole strategy for the UK was to get heavy bombing.
After wasting about 150 IPC's over several turns, the Axis (mostly
Japan) were simply rolling across Asia and Africa and on their way to an
economic victory. Enough said.

However, I do agree about the bombing strategy for Britain. Even with
average luck, the Germans have to make amazing advances on the Russian
front in the early turns to even hope to take Moscow. The bombing raids
really hit you in the $$$.

Newsgroups: rec.games.board
From: jerry@uni-paderborn.de (Gerald Siek)
Subject: Titan:  Victory points
Keywords: titan scoring
Reply-To: jerry@uni-paderborn.de
Organization: University of Paderborn, Germany
X-Newsreader: TIN [version 1.1 PL6]
Date: Sat, 26 Sep 1992 09:57:57 GMT

Has anyone of the more experienced Titan veterans tried to modify the
scoring rules?   Yesterday we had a game where one player won three
fights successively and collected about 300 points while the loser 
got nothing although he had managed to slay a large number of the winners
characters.
I wonder how the game would be if both, winner and loser get points for
the characters slain (e.g. the winner gets full points and the loser half
points or so).
Any experiences or opinions?

Regards,
	Jerry
--
  Gerald Siek  -  jerry@uni-paderborn.de  -  University of Paderborn, Germany
From: z_copeab@ccsvax.sfasu.edu
Newsgroups: rec.games.board
Subject: Re: BTECH: Optional Rules Version 2.1
Date: 6 Oct 92 09:51:44 CST
Organization: Stephen F. Austin State University

In article <Bvp8G9.IJM@dei.unipd.it>, saint@paola.dei.unipd.it (Gian_Uberto Lauri 228495) writes:
> In article <2316@cix.cict.fr> dutech@reseau.Berkeley.EDU (Groupe ELEVES) writes:
> 
>>  I believe that's because of stable fire platform. Well, I don't see
>>why this could not be made for 'Mech either.
> 
> I think that the range bonus refers to a technic like the one used in
> the Civil War by Northern Artillery in Fort Sumter (?) where they
> buried the back of the gun barrels to stop recoil and increase range
> (those were forward loaded guns). Veicles could just place some sort
> of block in the ground (like some SPG do today) to stop recoil. They
> are low enought to be stable. Mechs are too tall.
> 

	Actually, I wasn't thinking of something like that. Consider a person
firing a high-powered rifle while standing, and then firing it while prone.
In the second case, the person is a bit more stable, and thus gets better
accuracy.

	Also, remember that I didn't give VTOLs or hovercraft the bonus,
either. I could see a case for quadruped mechs getting the bonus for being
stable, but not a biped mech.

Brandon Cope