HDTenEightyP/NetNews huggingface dataset:
From: deloura@noaapmel.gov (Robert DeLoura)
Newsgroups: rec.games.board.ce
Subject: Re: Doppleganger Flare
Date: 4 Jan 93 07:37:46 GMT
Article-I.D.: felix.DELOURA.93Jan3233746
Organization: NOAA/PMEL, Sand Point Way, Seattle, WA
NNTP-Posting-Host: 192.68.161.18
In-reply-to: bz556@cleveland.Freenet.Edu's message of 4 Jan 1993 06:12:51 GMT

So far, we've treated the Wild Doppleganger as being a bit like the DEMON
power, except you don't possess the main player's tokens.  You play his
challenge card for him as well. (out of *his* hand)

If someone who knows for sure could tell me this is wrong, we'll stop
playing it that way.

------
Robert DeLoura
deloura@noaapmel.gov
From: mst@vexpert.dbai.tuwien.ac.at (Markus Stumptner)
Newsgroups: rec.games.board
Subject: Re: An interesting question (any game)
Date: 12 Jan 93 17:58:33 GMT
Organization: DB and ES Subdivision, TU Vienna

From article <1iultcINNrbg@life.ai.mit.edu>, by joltman@raisin-nut.ai.mit.edu (T. Andy Frakes):
> In article <1iso60INN6fk@gaia.ucs.orst.edu>, coxa@ucs.orst.edu (huh?) writes:
> |> The impression I get from them is that no country chooses a military
> |> option without a perceived chance of winning with acceptable losses.
> |> Every situation has slight differences but in all the nation has to 
> |> have some idea of whether they will accomplish their goal or not.

I think too much emphasis is placed on rationality in this discussion.
Contrary to what various people have said by now, nations do not
necessarily behave rationally.  Nations are governed by humans, and
humans are not perfectly rational, frequently taking on odds that are
too big for them, or placing destruction ahead of personal survival.
Look at the third Punic War, the siege of Constantinople, or the war
of the Triple Alliance in the 1890s (1870s?).

The question of course hinges on the interpretation of the term
"acceptable losses" and of "perceived chance".  Hitler was quite
willing to leave no survivors if he lost, because he assumed they
weren't "worth" it.

> Does that mean that Iraq perceived themselves winning with acceptable losses?
> (not a rhetorical question)

Why would anybody question that?  It's quite clear that Saddam did not
expect a determined counterattack when he started the war.
-- 
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
From: ksoutor@unlinfo.unl.edu (kevin soutor)
Newsgroups: rec.games.board
Subject: COLUMBIA GAMES REVIEWS NEEDED
Date: 8 Jan 1993 17:10:47 GMT
Organization: University of Nebraska--Lincoln	
Distribution: world
NNTP-Posting-Host: unlinfo.unl.edu

To Anyone Who Owns and Plays These.

I would like reviews of Columbia's EASTERN FRONT and WESTERN FRONT and
also Columbia's Mail Order Address.  E-mail please to avoid further 
waste of bandwidth.

Thanks!

ksoutor@unlinfo.unl.edu

--
       Kevin Soutor        | "Buzzards gotta eat, same as worms!" |
 ksoutor@unlinfo.unl.edu   |               -- Outlaw Josey Wales  |
From: lipson@dms.agames.com (Pete Lipson)
Subject: Re: 1830: Track construction
Organization: Atari Games Corporation
X-Newsreader: TIN [version 1.1 PL6]
Date: Wed, 6 Jan 1993 17:07:16 GMT

Diane MacMartin (mdm@bnr.ca) wrote:
: In article <1ibtl8INNu5@news.uni-paderborn.de> jerry@uni-paderborn.de writes:
: >A question on constructing track:
: >
: >The rules say that the green tiles, once they are available can be used
: >to REPLACE existing yellow track tiles.   Is it possible to use a green
:
...
: 
: want to place - you must then free up a yellow tile, which some other
				^^^ really?

: alert player will now place on his track, so you must then replace
: THAT yellow tile, which will again be used by someone else ...
: 
: It's part of the essentials of this game.
: 
 I thought you always STACKED the tiles, and thusly had no yellows left
when you move 'up'.....
-- 
  /V\
-/@-*\- Peter Lipson <-- lipson@agames.com   or   netcom!dms!lipson
 \_o_/  Milpitas, CA <-- Atari Games
   U
Newsgroups: rec.games.board
From: tecot@Xenon.Stanford.EDU (Edward M. Tecot)
Subject: Hauberk and Santa Fe
Organization: CS Department, Stanford University, California, USA
Date: 11 Jan 93 23:43:49 GMT

I had the "pleasure" of playing both games yesterday.

Hauberk is like Clue with resource management and combat.  Basically,
you roam the board entering castles trying to find certain objects.
Once you obtain these objects, you go to one of four special spaces at
which time your piece becomes a Knight.  A Knight can move diagonally
as well as orthogonally.  The first player who is a Knight that enters
the castle containing the princess wins the game.  The problem is that
there are a limited number of the objects you need to complete your
task, plus you can only carry three objects at a time.  I thought the
game was fun, but it's not a game I can play over and over again.  But
then again, I'm not a Clue fan.  The game components are very good
quality.  If you are, you'll probably like this game.  Available at
Games Gallery in Valley Fair and D&J Hobby in Campbell.  To order
direct, send $25 to Hauberk, Inc., P.O. Box 2371, Chesapeake, VA
23327.

If you're expecting Santa Fe to be a traditional railroad game, where
you try to rack up the most money by laying track and running trains,
you'll be disappointed.  Santa Fe is really a connection game, where
the object is to connect track to strategic locations based upon fixed
values plus those determined by cards you play from your hand.  I
enjoyed Santa Fe more than Hauberk, but once again, it's not a game
I'd expect to play often.  The game components are also very good, but
at $50 (Gamescape Palo Alto), I'll pass.

_emt
Newsgroups: rec.games.board
From: gsbg9079@uxa.cso.uiuc.edu (G. Scott Braley)
Subject: Re: An interesting question (any game)
Organization: University of Illinois at Urbana
Date: Fri, 8 Jan 1993 18:06:48 GMT

sos@oz.plymouth.edu (Steffan O'Sullivan) writes:
>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

Baltics?  Yes, a real hotbed of guerilla warfare and spite wars...:)


			OOOOoooops!
					Scott

-- 
*****************************************************************************
*  F.B.I.B.M.--The most feared merger  *  gsbg9079@uxa.cso.uiuc.edu         *
*****************************************************************************

Newsgroups: rec.games.board
From: jjohnson@ccscola.Columbia.NCR.COM (Jeffrey H. Johnson)
Subject: Re: Talisman: Questions about Warhorse
Organization: NCR CCSD Columbia SC
Date: Mon, 04 Jan 93 17:20:05 GMT

[many great ideas for toning down the warhorse deleted].

In my group, we restrict the warhorse in several ways:
1) It adds your craft or 6, whichever is less.
2) You may only use it against face-up cards and characters you land upon.
3) You may not use it against foes that you land upon via teleport, etc.

This addresses most of the problems save the Crown of Command.  We play that
you can only take items which you can use, and since you can't use two
warhorses, you can't charge someone already on the center space AND take
his warhorse.  You only get the charge when you enter the space.

I like the original poster's ideas about lances, though, and may try them
next time.

Jeff
--
Jeffrey H. Johnson
jjohnson@ccscola.columbiasc.ncr.com

		"More human than human is our motto."
			-- Dr. Eldon Tyrell
From: rbr@well.sf.ca.us (Bob Rossney)
Subject: Re: Multi-Player Game Poopers
Organization: Whole Earth 'Lectronic Link
Distribution: na
Date: Fri, 8 Jan 1993 03:25:50 GMT

In <1993Jan7.170514.20035@jato.jpl.nasa.gov> jennifer@jato.jpl.nasa.gov (Jennifer Schlickbernd) 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.

>>Bob Rossney
>>rbr@well.sf.ca.us


>I don't really understand this...assuming that you are playing the game
>because it is interesting/fun/entertaining, then at least at the start, 
>everyone is having the same experience.  Later, in many multi player games,
>the winner(s) is doing more and the losers are doing less.  Are you saying
>then that unless everyone is doing the same amount of activity throughout
>the game, the game is a waste of time?  If so, I would have to disagree with
>you.  For one thing, in many games, winners don't stay that way.  In Dip,
>for example, you can be doing well in the early-mid game (winner) and someone
>can come from a poor position and win in the late game.  In Republic of
>Rome, your Senator can be on top of the world, hero of the century, etc etc,
>and a bad chit draw at the start, and boom, he's dead and you are no longer
>winning.

Your examples are ones of what I would think of as good multi-player games:
the possibility of change is one of the things that keeps players on the
losing trend interested.  I was alluding more to games where losers face a
lot of tedious busywork that does them little good.  I would term a game
that develops that kind of situation seriously flawed.

I personally find games where the winners are progressively doing more and
more on their turn while the losers file their nails kind of dull.  I much
prefer games like Confrontation or Acquire where everyone has a similar
workload, turn by turn, whether or not they're winning.  If nothing else,
this feature in a game keeps the "Oh, what ever will I do with my
ponderously huge army?" smirks down.

Bob Rossney
rbr@well.sf.ca.us
Newsgroups: rec.games.board
From: mccoy@ils.nwu.edu (Jim Mccoy)
Subject: Re: Need to identify an out of print game...
Organization: The Institute for the Learning Sciences
Date: Tue, 5 Jan 1993 03:57:05 GMT

In article <1993Jan4.212709.14052@netcom.com> fred_s@netcom.com (Frederick Scott) writes:
[regarding my game query]
>
>You are thinking of "Divine Right". [...]

Many thanks, that's the ticket...  Well, if anyone has a copy they might
want to part with for some $$....  :)

I have been looking for that one and Kingmaker for so long it drives me
nuts.   This sort of thing is about as frustrating as searching for an out
of print book, but at least you can find a book in a library...

jim
-- 
Jim McCoy          |  PGP 2.0 Key md5 hash:
j-mccoy@nwu.edu    |  61323c49024cb089337c78a05aafe8c6
mccoy@ils.nwu.edu  |  finger mccoy@ils.nwu.edu for public key

Newsgroups: rec.games.board
From: frank@hypnos.bssi.bls.com (moo)
Subject: Initial Reaction?
Organization: BellSouth Systems Integration
X-Newsreader: Tin 1.1 PL4
Date: Thu, 7 Jan 1993 20:46:41 GMT

I am seeking the rules for Initial Reaction and Beatlemania. If anyone
can summarize the rules, or drop me a copy, I'd be grateful.

Moo
Frank Branham
Newsgroups: rec.games.board
From: blum@medici.ils.nwu.edu (Dan Blum)
Subject: Re: Divine Right Game Auction
Reply-To: blum@ils.nwu.edu
Organization: The Institute for the Learning Sciences
X-Newsreader: TIN [version 1.1 PL8]
Distribution: usa
Date: Fri, 8 Jan 1993 02:30:44 GMT

Paul Dutta-Choudhury (dutta@cognex.uucp) wrote:
> I have a received a number of solicitations for my copy of the game
> Divine Right (more than I expected).  Therefore, the only fair thing
> to do is to run a mini-auction for this game.

> I will utilize the excellent format used by Wade Hutchison in his
> auction and will start the auction with this posting.  Again my copy
> of the game is in near mint condition.


> ----------------------------------------------------
> Game			Min Bid		Current Bids
> ----------------------------------------------------

> Divine Right		25.00		NONE


> All those who sent me e-mail please submit your bids at your
> convenience.  I will update the state of the auction every few days or
> as the number of incoming bids dictates.  A winner will be declared on
> 2/1/93.



> Paul Dutta-Choudhury
> Cognex Corp
> Needham MA

Can you give a more complete Internet address?  I'd like to bid but I
can't mail to you at dutta@cognex.uucp.  

--
_____________________________________________________________________
Dan Blum           Institute for the Learning Sciences   Room 327
blum@ils.nwu.edu   1890 Maple Ave., Evanston, IL 60201   708-467-2306

"It's nothing, honey - the dog's learning how to juggle."
_____________________________________________________________________
From: fierkelab@bchm.biochem.duke.edu
Newsgroups: rec.games.board
Subject: Re: Civilisation on a Sun or a Mac
Date: 6 Jan 93 19:33:27 GMT
Organization: Biochemistry

>Recently I played a game of "Civilisation" on an amiga
>and enjoyed it a lot. I was wondering if there was a 
>version of the game available for the Sun or Mac platforms?
>
>-- 
>Graham Matthews                 And it's true we are immune
>Dept Comp Sci, Edinburgh Uni    When fact is fiction and T.V. 
>gym@dcs.ed.ac.uk                is reality
>

Well, Microprose is advertising (through the mail, at least) Civilisation for
the Mac, so, if it's not out yet, it should be out soon.

Eric Roush			Deck us all with Boston Charlie
fierkelab@			Walla Walla Wash and Kalamazoo!
bchm.biochem.duke.edu	Nora's freezin' on the Trolley,
				Swaller Dollar Cauliflower Alla-ga-Roo!

				Walt Kelley
Newsgroups: rec.games.board
From: LIPSCOJA@ctrvax.Vanderbilt.Edu (Andy Lipscomb)
Subject: Re: Scrabble
Organization: Vanderbilt University
Date: Tue, 5 Jan 1993 21:53:12 GMT
X-News-Reader: VMS NEWS 1.24

> > and if that's too easy:
> I don't want to even try to work this out.
> 
> 
> > What's the highest score conceivable in a single play?

I can think of 320, but it requires four tiles already in place and a blank:
QUIzZICALLY in a corner.
Q 10
U  1 11
I  1 12
z  0    (blank)
Z 10 22
I  1 23
C  2 25 (?)
A  1 26
L  1 27
L  1 28
Y  2 30 (?)
It crosses two triple-words to reach 90 and 270, and a bingo would then make it
320.

  |
--+-- Andy Lipscomb
  |   lipscoja@(ctrvax.vanderbilt.edu,vuctrvax.bitnet)
  |   Don't blame me, I voted Libertarian.
From: mst@vexpert.dbai.tuwien.ac.at (Markus Stumptner)
Newsgroups: rec.games.board
Subject: Re: Any games in 1650 - 1750 Europe?
Date: 5 Jan 93 22:33:48 GMT
Organization: DB and ES Subdivision, TU Vienna

From article <00966284.4D7C5F40@abby.chem.ucla.edu>, by doug@abby.chem.ucla.edu:
>>>Are there any strategy or diplomatic games for Europe in 1650 to 1750?
> I think Avalon Hill put out a Frederick the Great game (I don't remember the
> title, and don't know if it is still in print... I last saw it probably 8 or 10
> years ago), and if I remember right that's around 1750 or so.

I think it was called Frederick the Great.  One of the titles they
bought from SPI, I believe.  It is indeed out of print.  
-- 
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: sos@oz.plymouth.edu (Steffan O'Sullivan)
Subject: Burlington, VT, Convention: March
Reply-To: sos@oz.plymouth.edu (Steffan O'Sullivan)
Organization: Plymouth State College - Plymouth, N.H.
Distribution: na
Date: Fri, 8 Jan 93 02:47:42 GMT

This is an unofficial call for games to Northeast Wars I, the first
game con sponsored by Quarterstaff Games in Burlington, VT.  These
people not only do not know I'm posting this, they don't know I exist
. . . but I'm going to the con, and I want some good games to play in!

Specifics:

March 19-21, 1993, Sheraton Burlington (right off I-89, exit 14W).

Gamemasters/Umpires needed for all types of events: RPGs, F&SF
miniatures, Historical Miniatures, board games.

Guests: Sam Lewis of Fasa (B-tech author)
	Tim Olsen of Task Force (VP)
	Mike Stackpole (author of many B-tech novels, RPGs, etc.)

Persons running games totalling six hours or more will have free
admission.  Six game slots total: two on Friday, three on Saturday, one
on Sunday.

For more information:

Chris Meyer
Quarterstaff Games
152 Church St.
Burlington, VT 05401

(802) 863-3666

-- 
  - Steffan O'Sullivan		         sos@oz.plymouth.edu
Newsgroups: rec.games.board
From: alsandor@Micor.OCUnix.on.ca (Michel Boucher)
Subject: Re: Has there been a TITAN issue of "The General"?
Organization: M.B. Cormier INC.
Date: Wed, 06 Jan 93 13:40:58 EST

dm@bailey.u.washington.edu (Danger Mouse) writes:

> I'm not a "GENERAL" reader or subscriber; has there been an issue (or
> issues) focusing on TITAN, and if so, what was the focus? Rules
> clarifications (I've picked up the addenda/errata already), Variants,
> Strategy?

Issue 23-1 of the GENERAL had a solitaire variant for Titan entitled
Shadowtitan.  I can't be sure as my collection of GENERALs is patchy,
but I doubt there's been an issue devoted specifically to TITAN recently.
Somebody else might be able to answer that.

Michel

C. Michel Boucher              | alsandor@micor.ocunix.on.ca
Private user                   |
Ottawa, Canada                 | member, Christina Amphlett fan club
CANADA                         |
Newsgroups: rec.games.board
From: charbonn@silver.ucs.indiana.edu (gary charbonneau)
Subject: Re: Following the rules
Organization: Indiana University
Date: Fri, 8 Jan 1993 16:46:22 GMT

In article <19381@mindlink.bc.ca> Bruce_Harper@mindlink.bc.ca (Bruce Harper) writes:
>
>What an interesting line of discussion this could be.  While I'm such a
>rule-changer that it's led to Advanced Civilization and Advanced Third Reich,
>I think players may often wreck a game by discarding rules which seem
>unimportant to them (perhaps not in a role-playing-game, but in a simulation
>where there are subtle relationships, this can throw the game out of whack).

>How much do players fool around with the rules to games?  Does it depend on
>the type of game, or whether they trust the designers?  And do I really want
>to know?

If a game appeals to me, I play it a lot.  The more I play it, the more I
am likely to find things that I think could be improved.  Therefore, I tend
to fiddle with a rules a lot, on those games I actually play.  I tend to
do this, however, with those games which are oriented toward historical 
accuracy rather than those which emphasize fun and competition.  That is,
I want to make the realistic games even more realistic, but I don't mess
around much with the rules to competitive, military chess kinds of games,
because it would be too easy, as you note, to throw play balance out of
whack.

One of the hallmarks of a good game is that the basic strcuture is sound,
allowing me to change a few rules to make it, in my eyes, a great game.

- Gary Charbonneau
  charbonn@silver.indiana.edu
From: dm@bailey.u.washington.edu (Danger Mouse)
Newsgroups: rec.games.board
Subject: Has there been a TITAN issue of "The General"?
Summary: What's the Vol and Iss #?
Date: 6 Jan 93 09:09:19 GMT
Organization: World's Greatest Secret Agency... er. whoops.
NNTP-Posting-Host: bailey.cpac.washington.edu

I'm not a "GENERAL" reader or subscriber; has there been an issue (or
issues) focusing on TITAN, and if so, what was the focus? Rules
clarifications (I've picked up the addenda/errata already), Variants,
Strategy?

Thanks muchly,

  -- Danger Mouse
From: mst@vexpert.dbai.tuwien.ac.at (Markus Stumptner)
Newsgroups: rec.games.board
Subject: Re: Command Magazine etc
Date: 7 Jan 93 13:37:19 GMT
Organization: DB and ES Subdivision, TU Vienna

From article <72832@cup.portal.com>, by Xorg@cup.portal.com (Peter Ted Szymonik):
> COMMAND is definitely a decent magazine and like S&T, it does have its ups
> and downs. [...]  The games also tend to be highly superficial
> and just a step or two above standard beer-&-pretzels fare,

I tend to agree, but this is not true of all of their games.  While
all of their games are simple and some could be called downright bland
(like Port Arthur), they sometimes manage to condense rules in a way
that brings out exactly the right level of detail, as in their Jutland
or Victory at Midway games (ok, so it's not Flat Top, but there's a
lot of free space between Flat Top and beer-&-pretzel games).

Has anybody played the Tet '68 game from #18?  If it's anything like the
recent Miranda games in S&T, it shouldn't be beer-&-pretzels either,
but I haven't played it yet.
-- 
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
From: desj@ccr-p.ida.org (David desJardins)
Newsgroups: rec.games.board
Subject: Re: An interesting question (any game)
Date: 12 Jan 93 16:06:44 GMT
Organization: IDA Center for Communications Research, Princeton

Daniel Shoham <shoham@ll.mit.edu> writes:
> When we play Monopoly (rarely) and certain other games (Britania for
> instance), we declare before the game begins "how binding" deals are.
> Usually we say that deals are binding "totaly", "within a turn", or
> "until the next die-roll".  (sometimes we use other criteria).

In most multiplayer games, any deal which lasts longer than one instant
ruins the game, unless restrictions are placed on what deals can be
made.

In Monopoly, for example, it would almost always be to the advantage of
the second- and third-place players at some point to make a deal for one
of them to sell everything to the other for $1, where the recipient is
determined randomly (either by a random choice outside the game, or a
random event within the game).  Such deals turn most of the rest of the
game into a sideshow with little effect on the chance of victory;
victory is instead determined by who makes what deals with whom, and
perhaps a few die rolls.

                                        David desJardins
Newsgroups: rec.games.board
From: acd@cbnewsh.cb.att.com (andrew.c.durston)
Subject: Re: Games for sale
Organization: AT&T
Date: Mon, 11 Jan 1993 15:28:27 GMT
Summary: Ares games

In article <C0JwGI.LCp@constellation.ecn.uoknor.edu>, robert@geoblue.gcn.uoknor.edu (Robert Lindsay) writes:
> In article <1993Jan7.204520.13157@hypnos.bssi.bls.com> frank@hypnos.bssi.bls.com (moo) writes:
> >I am cleaning out my games closet to make room for new acquisitions and will
> >start a minor game auction. Shipping will be handled on a per case basis
> >depending on size and weight. 
> >
> >I also have an odd collection of S&T and Ares games from the magazines but
> >without the magazines. (Not for collectors but cool for gameplayers.)
> 
> I'm intrested in the issue games of S+T without magazines. Please Email me
> more info. I tried to Email you but no luck.

	Hi. I'm also interested in the Ares' games ( can you post or send
	a list ) but also had the same mail problems as Robert Lindsay had.
	Thanks in advance,

	Andrew C. Durston
	..!att!hotld!acd
Newsgroups: rec.games.board
From: epwong@nyx.cs.du.edu (Elliott Wong)
Subject: Re: SFB: photons & warp use
Organization: University of Denver, Dept. of Math & Comp. Sci.
Date: Sun, 10 Jan 93 15:32:46 GMT

>	Move speed 31 while holding 'Normal' torps and park next to your
>victim, er honorable opponent.

>	Next turn do a "Halt and Catch Fire" and expend 20 points on
>photons. (I always imagine Scotty throwing this big switch labeled "warp
>shunt" from "Move" to "Kill" ;-)

	Holding normal torps takes one point per torp. You can switch
from normal loads to overloads?! And warhead strength for putting in 5
points per torp would be what? 16?