HDTenEightyP/NetNews huggingface dataset:
From: morzinpl@HYDRA.ROSE-HULMAN.EDU
Newsgroups: rec.games.board
Subject: Re: Titan: 2 types of megacreatures in one stack
Date: 12 Apr 92 16:53:24 GMT
Article-I.D.: cs.1992Apr12.165324.9243
Reply-To: morzinpl@HYDRA.ROSE-HULMAN.EDU
Organization: Rose-Hulman Institute of Technology

In article <1992Apr6.220136.28871@ils.nwu.edu>, lopez@ils.nwu.edu (Chris Lopez) writes:
>
>It suprises me how many people actually use tower teleport.  I almost never do 
>it at any time during the game.  My Titan is far safer when people don't know
>which stack he is in.  Even if it they can say it is in one of those two or 
>three.  Am I alone in this philosophy?
>
>Chris Lopez
>
No.  I hate having to make sure I keep my titan stack extra safe.  All other
things being equal, my opponents are MUCH more likely to attack a group if they
know it has a titan in it.  So I keep them guessing.
								Pete
						morzinpl@rosevc.rose-hulman.edu
From: alange@jarthur.claremont.edu (Andy Lange)
Newsgroups: rec.games.board
Subject: Re: Titan: Serpents in the desert
Date: 11 Apr 92 23:50:03 GMT
Organization: People with WAY too much free time

In <1992Apr11.204512.24775@cunixf.cc.columbia.edu>
etb@cunixa.cc.columbia.edu (Elam T Birnbaum) writes:

> Charles Poirier writes in a previos post:
> 
> "Look at what might happen with a Titan and 6 Serpents defending in
> Desert, when attacked opposite the name side.  3 Serpents would die
> immediately from being unable to walk onto the board!"
> 
> I must correct this mistake. All the battlelands have been
> specifically created so that even if you have 6 creatures that move 2,
> no matter what terrain you are fighting in, you can put them all on
> the board. What Charles didn't realize is that it takes two to move
> onto the sand, so 6 serpents could fill up the four blank spaces, and
> . . . 

Charles was right.  In the desert, defending the name side, ALL 3 of the
hexes by which you can enter are sand.  As it takes all 2 of a serpent's
movement to enter a sand hex, only three serpents (or other 2-skill
critters) can make it on the board.  Thus, the extras die.  Note that this
is only defending one side, and it is relatively easy to avoid.

The moral of the story is: Don't take your serpents to the desert.

Andy Lange	alange@jarthur.claremont.edu
If I had a .sig it would go right here.
Newsgroups: rec.games.board
From: bernasco@ghost.dsi.unimi.it (davide bernasconi)
Subject: rules for space marines
Organization: Computer Science Dep. - Milan University
Date: Mon, 13 Apr 1992 14:19:22 GMT

Someone can help me ???

i saw the miniature of gunship, deathstrike multilancher and hellhound 
firethrower, but i don't find their rules!!

Someone can write me those rules ......


THANX from davide	bernasco@ghost.sm.dsi.unimi.it
From: jtisdel@digi.lonestar.org (Michael Tisdel)
Newsgroups: rec.games.board
Subject: Re: 5-6 player games
Summary: some more options
Date: 9 Apr 92 12:11:13 GMT
Organization: DSC Communications Corp, Plano, TX

>farrell@cis.ohio-state.edu (christopher k farrell) writes:
>
>
>	I have a question for all you folks out there...
>
>	I have a group of 5 people (occasionally as many as 7-8) who get
>together fairly regularly, and we're interested in what games you might
>recommend.  We enjoy Dune, Civilization, 1830, 1835, and Republic of Rome.  Any
>suggestions for other games?  Just as a thought, we're operating on the 
>constraints of no more than 12 pages of rules (RoR is at maximum), the board
>will fit conveniently on a medium-sized table, 2 or fewer pages of rules is
>a bad sign (Dune is about at the minimum with 3 pages), play shouldn't
>be too badly "phased" (i.e., turns are short or interactive ... that's the
>reason Titan doesn't make the list), and it can be completed comfortably in
>6 hours (yeah, I know, 1835 goes over, but we don't play it too often, either).
>

Three similar suggestions...

  Diplomacy -- thin rule book, can be played in 6 hours.  VERY interactive
               turns.
  Machiavelli -- (if you can find it) variations on the Diplomacy theme.
  Sammurai -- (if you can find it)
  Nuclear War/Escalation -- Okay, so it's not similar!


-- 
 J. Michael Tisdel              | 
 jtisdel@digi.lonestar.org      | "I want to lie, shipwrecked and comatose,
 DSC Communications Corporation |  Drinking fresh mango juice."
 *** Standard Disclaimer ***    |           -- Red Dwarf
From: daily@a.cs.okstate.edu (DAILY STEPHEN RICH)
Newsgroups: rec.games.board
Subject: Re: SFB: Romulans & Torps
Date: 8 Apr 92 05:49:42 GMT
Organization: Oklahoma State University, Computer Science, Stillwater

In article <1992Apr3.232503.17990@news.Hawaii.Edu> nishiha@wiliki.eng.hawaii.edu (Gregory Nishihara) writes:
>
>
>I have a question:\
>
>Can a Romulaan fire it's torps and then cloak? Will the toprps hit the
>target after the Romulan goes under?
>
>-thanx
>-- 
>
>
>================================================
>Greg Nishihara   (nishiha@wiliki.eng.hawaii.edu)


Yes.  Plasma torps have three points of natural ECCM and can track a target
without guidence from the firing ship.  Plasmas can even be launched before
a wild weasel and still track their targets.  A romulan cannot BOLT his
plasmas without losing cloaking benefits.
:
From: morzinpl@HYDRA.ROSE-HULMAN.EDU
Newsgroups: rec.games.board
Subject: Re: Japan in Axis and Allies
Date: 8 Apr 92 21:50:46 GMT
Reply-To: morzinpl@HYDRA.ROSE-HULMAN.EDU
Distribution: na
Organization: Rose-Hulman Institute of Technology

In article <DLW.92Apr8095956@falcon.bcm.tmc.edu>, dlw@falcon.bcm.tmc.edu (David Louis Williams) writes:
>In article <31443@sdcc12.ucsd.edu> cchiang@sdcc13.ucsd.edu (Huh?!  Wot?!?) writes:
>
>   Build the factory
>   in Kwangtung on the first turn, it is invulnerable to any invasion.
> 
>Kwangtung general falls on the first turn in our games.  The Brits invade with
>the fighter and 2 INF from India. This leaves only a fighter guarding India
>and they lose the transport (although I've seen it survive before) but the
>Japs have lost everything but Indo-China and the US generally clears that up
>on their turn.

	I was wondering if anyone else knew about that one.  Cute, ain't it?
							Pete

  If Japan uses their fleet against the US then they can't
>retake all the land lost in asia.  If they forgo the US navy then the US is
>just that much closer to building up a strong navy in the pacific with which
>to invade Japan.
>
>Has anyone else tried a Japan first allied strategy? I find that a Germany
>first strategy wins more often but a Japan first can be interesting.
>--
>----
>David Williams
>dlw@cmb.bcm.tmc.edu
Newsgroups: rec.games.board
From: ksoutor@unlinfo.unl.edu (kevin soutor)
Subject: Need ASL reviews
Organization: University of Nebraska - Lincoln
Date: Thu, 9 Apr 1992 16:03:38 GMT

I am a SQUAD LEADER grognard who is contemplating an update 
to ADVANCED SQUAD LEADER.  For those who have played this 
system, please e-mail me your opinion of this game and 
compare its complexity, cost, and enjoyability to SL.

Thank you!   Kevin

ksoutor@unlinfo.unl.edu
From: dunger@lamar.ColoState.EDU (Dallace Unger)
Newsgroups: rec.games.board
Subject: Re: SFB: Romulan SparrowHawk Carrier
Date: 14 Apr 92 15:39:21 GMT
Organization: Colorado State University, Fort Collins, CO  80523

In article <1992Apr14.115810.13715@corax.udac.uu.se> aha@meryl.csd.uu.se (Anders Hallberg) writes:
>In article <1992Apr13.125241.16351@corax.udac.uu.se>, aha@meryl.csd.uu.se (Anders Hallberg) writes:
>> In article <eJHXiB2w165w@angus.mi.org>, thx1138@angus.mi.org (Scott Abfalter) writes:
>> > I tell you, for 4 BPV a fighter carrying a Type-F Plas is a _scary_
>> [stuff deleted]
>> 4 BPV for a plasma-F fighter!?  As far as I can recall there are no
>> fighters that cheap, at least not in Captains Edition.  Or do you mean that
>> a plasma-F fighter cost 4 BPV more than a plasma-D fighter?
>
>Sorry, I was wrong, I should have checked the books before I wrote.  There *is*
>a plasma-F fighter for 4 BPV.  The Gladiator-I: 8 hits, speed 10, one F-torp one 
>chaff and *no* phaser.  How do you make it survive when there are drones around?
>	/Anders Hallberg

Escort them with some of the G-F figters that carry D plasmas.  Most Romulan
carriers carry a mix of the two types of fighters.

Dallace
Newsgroups: rec.games.board
From: zair@polari.com
Subject: Games wanted.
Organization: Seattle Online Public Access Unix (206) 328-4944
Date: Mon, 13 Apr 1992 23:34:56 GMT




I'm interested in buying the following games.  Condition is irrelevant, so long
as the games are complete.

Eon: Borderlands
     Quirks
West End Games: Kings & Things
Serif: Plum Crazy
       Telepathy
TSR: Gammarauders (used only)(preferably with the expansion set)

 Any information on how to acquire these games is appreciated.

===============================================================================
Peter Sarrett          | 18631 NE 59th Court    | "You don't stop playing games
 zair@polari.com       | Apt. 306               |  when you get old-- you get
GEnie: DELTASOEGTSI    | Redmond, WA  98052     |  old when you stop playing
BBS: (206)869-8697     | Phone: (206)869-7746   |  games."  - O. W. Holmes
===============================================================================
Newsgroups: rec.games.board
From: silber@m.cs.uiuc.edu (Ami A. Silberman)
Subject: Re: The Fog of War and McClellan (and Yamamoto and Patton)
Organization: University of Illinois, Dept. of Comp. Sci., Urbana, IL
Date: Fri, 10 Apr 1992 19:17:00 GMT

casper@vxcrna.cern.ch (CASPER,DAVI./PPE) writes:
>Another battle which I have thought this mechanic might really improve is the
>battle of Midway.  In that case, the US usually knows the Japanese
>dispositions, strengths and objectives at the start, while the Japanese player
>knows he is walking into an ambush.  One could allow both sides to choose their
>strength levels, objectives, and intelligence using a VP scale.  Hence an
>overcautious Japanese player might putz around too long while the US player,
>lacking the Yorktown and without advance warning of the attack races to get
>into position.  Or an overly confident Japanese player might run headlong into
>the waiting arms of a 3 (or even 4) CV trap (the historical result).  Or,
>finally, the US player could commit all his resources against a mere diversion,
>upon which he would have to inflict a totally crushing defeat, or else lose the
>game because he has drained resources from other key sectors for little gain. 
>The initial scenario could be determined either randomly or by choice of the
>players, or a combination (allowing the players control over the decisions
>within the scope of their real-life counterparts, while letting chance determine
>the factors that were not...in either case, VP would be added or subtracted to
>maintain balance).  Naturally, the starting conditions would not be known at the
>start.

Good idea except...  The US did know pretty well what the Japanese were doing
(fleet composition etc.) due to intelligence intercepts.
-- 
ami silberman - janitor of lunacy
	silber@cs.uiuc.edu
Newsgroups: rec.games.board
From: james@wrs.com (James Moore)
Newsgroups: rec.games.board
Subject: Re: WANTED: AH's Sturmovik
Date: 13 Apr 92 22:57:11 GMT
Organization: Wind River Systems, Inc.

It's been a long time since I've played Air Force, but I don't remember
problems mixing the AH and Battleline sets.  The graphics are very
different, but the information's the same.  (We used the Battleline
Air Force and the AH Dauntless games.)

--
James Moore                                 | james@wrs.com
Wind River Systems                          | Alameda, California
      "Half of what he said meant something else, and the other half meant
				nothing at all"
Newsgroups: rec.games.board
From: arakins@iastate.edu (Andrew R Akins)
Subject: Re: games availability
Organization: Iowa State University, Ames, IA
Date: Thu, 16 Apr 1992 23:39:03 GMT

  Yes! 

  I very much want to get my hands on Space Crusade! If
anyone finds out anything about this, please:

  LET ME KNOW!!!!

-- Andy Akins
   aka Brother Andrek
   Iowa State University
   arakins@iastate.edu
From: morzinpl@HYDRA.ROSE-HULMAN.EDU
Newsgroups: rec.games.board
Subject: Re: Re: Japan in Axis and Allies
Date: 8 Apr 92 21:39:42 GMT
Article-I.D.: cs.1992Apr8.213942.17429
Reply-To: morzinpl@HYDRA.ROSE-HULMAN.EDU
Distribution: na
Organization: Rose-Hulman Institute of Technology

In article <31448@sdcc12.ucsd.edu>, cchiang@sdcc13.ucsd.edu (Huh?!  Wot?!?) writes:
>In article <1992Apr7.203043.29932@cs.rose-hulman.edu> morzinpl@HYDRA.ROSE-HULMAN.EDU writes:
>
>>	The edition of rules I have says that industrial complexes which you
>>did not own at the begining of the game may only produce a number of units per
>>turn equal to the value of the territory.  This is why the U.S. factory is not
>>so wonderful.
>>							Pete
>	Actually any industrial complexes that starts on the board
>may produce without limit.
>
>					- The Tasmanian Devil
>					cchiang@sdcc13.ucsd.edu
	
	Did you check your rules?  I lost mine, but I remember it the other
way.
						Pete
						morzinpl@rosevc.rose-hulman.edu
Newsgroups: rec.games.board,rec.games.frp
From: sasso@flounder.phy.anl.gov (John F. Sasso)
Subject: Re: WH40K:  Space Marine Chapter Names
Organization: Argonne National Laboratory
Date: Fri, 10 Apr 1992 22:32:08 GMT

In article <1992Apr10.175654.10197@eng.ufl.edu> plt@wasp.eng.ufl.edu (Pete Taylor) writes:
>I am a fan of the WH40K stuff presented in Space Hulk and its expansions.  I 
>have been putting together some campaign stuff of my own (it is still pretty
>sketchy so don't ask me to send it to you yet).  Anyway, I was wondering if
>there is a listing of Space Marine Chapter names so that I could use some 
>names besides the ones that appear in Space Hulk.
>
>Names I already have are:  Blood Angels, Dark Angels, Ultramarine, Space 
>Wolves, and the Traitor Chapters listed in the Campaign book.
>

Others that I remember:

Blood Drinkers
White Scars
Salamanders
Mentor Legion (They do the R&D on armor and weapons)
Salamanders
Griffins
Thousand Sons (TZEENTCH!!!!)

And my own, the Onyx Phalynx (pun intended)

Check out the following for SM info:

SM Painting Guide (1$ pamphlet)
WH40K Companion

							John F Sasso






-- 
"The only way to true inspiration is the study of TedDo.  And lots
of MauMau, of course."  The Elvis Lectures
"I am not the False Bob, I am a free man."  The Book of FalseBobs
"Since the introduction of MauMau, HP sales have skyrocketed." Book of MauMau
From: mboone@ai11.cs.nps.navy.mil (mark boone)
Newsgroups: rec.games.board
Subject: Tactical Question
Date: 13 Apr 92 01:15:08 GMT
Article-I.D.: ai11.4622
Reply-To: mboone@cs.nps.navy.mil (mark boone)
Distribution: na
Organization: Naval Postgraduate School, Monterey CA


I want to propose the following tactical question for discussion:

   ? How best to attack and penetrate a uniform line of defense?

Figurewise, it is a line of enemy units in which you need to punch a hole
in or push back.  See below, where the x's represent the enemy units:

     _/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \
      \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/
     _/ \_/ \_/x\_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \
      \_/ \_/ \_/x\_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/
     _/ \_/ \_/ \_/x\_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \
      \_/ \_/ \_/ \_/x\_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/
     _/ \_/ \_/ \_/ \_/x\_/ \_/ \_/ \_/ \_/ \_/ \_/ \
      \_/ \_/ \_/ \_/ \_/x\_/ \_/ \_/ \_/ \_/ \_/ \_/
     _/ \_/ \_/ \_/ \_/ \_/x\_/ \_/ \_/ \_/ \_/ \_/ \
      \_/ \_/ \_/ \_/ \_/ \_/x\_/ \_/ \_/ \_/ \_/ \_/
     _/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \
      \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/

This is a situation which comes up in just about every war boardgame I`ve 
ever played that implements a hex based map.  For me this is one of the 
hardest defenses to overcome; so I was wondering if anyone can suggest their 
best stategies in overcoming this type of obstacle.

In general, there seems to be three basic approaches to this problem:
   1) Implement a massive spearhead at one point, then exploit the breach.
   2) Flanking maneuver.
   3) Full engagement of the line.

Method 1) seems the best but the opponent usually has enough reserves to throw
back any breaches madea.  Also, he can usually shift his units down the line
at least one hex to form a pocket around the breach if necessary.

Often Method 2) is not available since the enemy line is usually anchored by
mountains or sea/lake/swamp hexes which are often prohibited or highly 
costly to move through (and slow).

Method 3) is just too costly in losses.  

In general, the problems are:
  - Whenever you 'engage' one unit in the line, you always 'engage' at least
a second unit.  This can have severe impacts if you have to attack any units
you're engaged with (ie Stalingrad).
  - A breach is hard to create due to enemy defense modifiers (like rivers
and cities) and due to stacking limits.  One can't generate enough attack
power to punch a hole without taking major losses.
  - Without 2nd impluse movements, the attacker can't exploit/maintain the 
breach and will usually see it disappear during his opponent's turn.


Any suggestions and comments are welcome.

Mark.
email: mboone@taurus.cs.navy.mil

-- 
email: mboone@taurus.cs.nps.navy.mil
From: sackett@csd4.csd.uwm.edu (Michael Scott Zimmerman)
Newsgroups: rec.games.board
Subject: Re: Axis&Allies Germany attacks U.K.
Date: 8 Apr 92 15:23:15 GMT
Article-I.D.: uwm.1992Apr8.152315.18927
Organization: Computing Services Division, University of Wisconsin - Milwaukee

In article <31440@sdcc12.ucsd.edu> cchiang@sdcc13.ucsd.edu (Huh?!  Wot?!?) writes:
>In article <1992Apr2.124646.645@gacvx2.gac.edu> josh@gacvx2.gac.edu writes:
>>Conclusion:  Someone should calculate the chances of getting Long-range
>>aircraft AND/OR Heavy bombers with SIX technology rolls.  If you get
>>one of the two, go ahead and try the attack.  The worst that can happen
>>is you fail miserably and resign.  So what, start a new game -- this
>>one took less time to play than it did to set-up the board.
>	Actually, the calculation is simple.  Let's use the best
>case scenerio:  6 rolls, for heavy bomber OR long range aircraft.
>	chance of Getting a six: 1 in 6
>	chance of Getting a four or a six after the six: 1 in 3
>	multiplied together: 1 in 18.
>	multiplied by 6 dice:  1 in 3.
>	Therefore the chance of getting heavy bomber OR long range
>aircraft should be about 1 in 3 (theoretically).
>
>	I don't know, sounds risky to me (I'd go for it if it was 1
>in 2 even then I might waffle about it).
>
>	Thanks for share that with us.  Let's hear more innovative
>ideas.
>
>					- The TaZ
>					cchiang@sdcc13.ucsd.edu


Correct me if I am wrong, but isn't tech only good on Newly purchased
units and not the initial units on the board?  If I am correct, the
theory that Germany can attack Brits on first turn with heavy bombers
and or long range air craft is shot full of holes!

Mike.

sackett@csd4.csd.uwm.edu
Newsgroups: rec.games.board
From: delaney@XN.LL.MIT.EDU (John Delaney)
Subject: Re: Game Auction, Update #3 [mail problems]
Reply-To: delaney@XN.LL.MIT.EDU (John Delaney)
Organization: MIT Lincoln Laboratory
Date: Mon, 13 Apr 92 17:09:09 GMT

I have tried a great variety of mail address variations but everything
I try to send to Mr. Hutchinson bounces somewhere along the line. I
have repeatly tried doing NSLOOKUP on my SUN-3 with querytype=MX and
still cannot figure out how to reach him. Anybody out there having
better luck than me? If so, what address do you use?

John
-- 
Newsgroups: rec.games.board
From: sackett@csd4.csd.uwm.edu (Michael Scott Zimmerman)
Subject: Re: A&A Sub Rules
Organization: Computing Services Division, University of Wisconsin - Milwaukee
Date: Fri, 10 Apr 1992 15:05:32 GMT

In article <qjsj30_@lynx.unm.edu> emullins@vesta.unm.edu (Eric Mullins) writes:

>With current implementation, tanks are good if you don't need to defend
>territory after capturing it.  Otherwise, fighters should be used.  Infantry-
>fighter combinations are very powerful.  If tanks are to have the ability
>to retreat after combat, then they should cost more.  What cost makes the game
>playable?  Who knows, that's what playtesting is for.  I volunteer!! :)
>-- 
>   Eric Mullins			Internet: emullins@hydra.unm.edu
>Mars the God of War		Bitnet:   emullins@unmb.bitnet

Let me know how the playtesting goes!

Mike  sackett@csd4.csd.uwm.edu
From: trn@warper.jhuapl.edu (Tony Nardo)
Newsgroups: rec.games.board
Subject: Wanted: Voice of the Mummy (Milton Bradley)
Keywords: oldie, mummy, wanted
Date: 13 Apr 92 19:49:20 GMT
Distribution: na
Organization: Johns Hopkins University

A fit of nostalgia once again drives me ahead on a search...

I am looking for an old Milton Bradley game called Voice of the Mummy.  The
game was produced back in the late 60's, and has long since dropped out of
production.  If anyone has a relatively intact copy of the game they'd be
willing to sell, or knows where I can find same, please let me know.  Thanks.
--
Tony Nardo,		   INET: trn@warper.jhuapl.edu, trn@aplcomm.jhuapl.edu
 Johns Hopkins Univ./APL   UUCP: {backbone!}mimsy!aplcomm!trn
From: emullins@vesta.unm.edu (Eric Mullins)
Newsgroups: rec.games.board
Subject: Re: rec.games.board.A&A ?
Date: 11 Apr 92 03:47:55 GMT
Organization: University of New Mexico, Albuquerque

haydenw@courier1.aero.org (bill hayden) writes:
>Does the heavy interest in Axis & Allies (as observed over the last couple
>of months) warrent the creation of a separate group ?

I've been reading r.g.b for the last four years and seen intrest in A&A
come and go several times.  After a few weeks, the number of A&A posts
will drop significantly if not completely, just have a little faith.
-- 
   Eric Mullins			Internet: emullins@hydra.unm.edu
Mars the God of War		Bitnet:   emullins@unmb.bitnet
Newsgroups: rec.games.board
From: junkin@turing.toronto.edu (Mike Junkin)
Subject: Re: La Battaille de la Moskova
Organization: CSRI, University of Toronto
Date: 10 Apr 92 02:23:30 GMT

The edition you refer to was published in 1989 due to the efforts of 
"The Weekend Warrior" (a games store in LA (?)). If I recall correctly,
1500 copies of the game were printed, and are fairly widely available.
I would say that this edition is not a collector's item due to the large
numbers available.
    I should also say that although probably a revolutionary system at 
the time, the system has evolved alot since it first appeared in 
Moscowa. Games using the third edition rules are currently being published 
by Clash of Arms Games, and are far and away more realistic and better 
produced than Moscowa. Unless you are a Borodino freak or sentimental about 
old games, I would recommend COA'a efforts. They are currently offering 
games covering Ligny, Quatre Bras (and soon Mont St. Jean (Waterloo)), 
Auerstadt and Eylau (might be out of print).
    If, however, your friend decides to get Moscowa, Grenadier magazine
published a set of rules extensions a while ago to bring the system part 
of the way to its current state. The best I can do is to tell you that
the issue containing the extensions was published in 1981 or 1982.

Michael.
From: thx1138@angus.mi.org (Scott Abfalter)
Newsgroups: rec.games.board
Subject: CE Classic
Date: 2 Apr 92 14:27:17 GMT
Organization: North Star BBS


Maybe Mayfair should dig up the Eon version and republish it as 
"Cosmic Encounters Classic"!


THX

-----
Scott Abfalter (thx1138@angus.mi.org  -or-  thx1138%angus@teemc.tmc.mi.org)
North Star BBS, Troy, MI --------------------------------- +1 313 524 9024 ---