HDTenEightyP/NetNews huggingface dataset:
From: ahabig@bigbang.astro.indiana.edu (Alec Habig)
Subject: Re: Which is better? Axis & Allies or Diplomacy??
Organization: Indiana University Astrophysics, Bloomington, IN
Date: Fri, 14 Aug 1992 10:14:41 GMT

These two games are entirely different.  The only similarity is that they are
multi-player games that both have europe on the map somewhere.

Diplomacy is a game wherein no luck is involved.  Everything is negotiated, and
alliances come and go with the wind (but you've played it, so you've got the
feel for this).

Axis and Allies is much closer to Risk.  There are gobs of dice rolls.  There
is also no diplomacy or negotiating involved here - it's simply the axis side
vs. the allied side.

If you liked Diplomacy, go with it.  If you like Risk, but with more rules and
already fixed alliances, go with A&A.

Another suggestion : try Machiavelli.  It is very similar to Diplomacy, but
with a few random elements involved, and even more chances for duplicity.

	Alec
From: dci@cs.washington.edu (Donald Chinn)
Newsgroups: rec.games.board
Subject: Re: JUNTA - rules questions
Date: 20 Aug 92 21:03:57 GMT
Article-I.D.: beaver.1992Aug20.210357.9722
Organization: Computer Science & Engineering, U. of Washington, Seattle

In article <BtAGoz.IzL@sti.com> chris@sti.com writes:
>
>In article <2704@nlsun1.oracle.nl>, gbradley@uks197.Berkeley.EDU (Gary Bradley) writes:
>|> 
>|> 1) When the current president dies/resigns the rules state that the
>|> Chamber must re-elect a successor immediately. When this occurs, what
>|> happens to the position(s) currently held by the
>|> new President? Rules elsewhere state that the president can never hold
>|> another position.
>
>He must hold the positions until the next cabinet assignment phase.  I
>would invoke "the president's brother-in-law" for one of the positions
>I hold.  After all, the former president's resignation was voluntary.
>This rarely, if ever happens, and when it does, it usually is very quickly
>fixed up.
>

Another related question (which has come up in our play a couple
times) is: when the president RESIGNS sometime in the turn after
the cabinet appointment, what happens to all the positions?  Does
the former president now have NO positions?  Does the new president
have the presidency AND the one (or TWO!) positions s/he already
had?  Or is there immediately a new cabinet appointment phase?  I do
not believe the rules covers this situation adequately.

-- Donald
From: sarge@cs.uq.oz.au (The Lemming)
Newsgroups: rec.games.board
Subject: Re: Trax
Date: 17 Aug 92 14:11:18 GMT
Reply-To: sarge@cs.uq.oz.au

In <5595@transfer.stratus.com> hship@sw.stratus.com (Howard Ship) writes:

>I noticed this in a game shop and ALMOST picked it up.  But then I realized
>I could MAKE the pieces if I knew the rules.  This is the game where
>you try to make loops.  Has anyone played it?

It is a fun game. I am sure it has a tendancy to end in a draw,although 
I have only played a drawn game once. The rules are very simple. And the rule
book has nice examples. 

As for its complexity, I find it really hard to do a search of many ply depth 
because of the forced moves (in the space of 2 moves, the board can really change) but I imagine that is my own limitation.

Of course the game is not meant for people to sit down and analyse it to death
for 20 minutes a move. (Gak, if you are reading this - This means you!)

The LEmming
--
-------------------------------------------------------------------------------
Leap before you look.                      sarge@cs.uq.oz.au
The Lemming.
------------------------------------------------------------------------------
Newsgroups: rec.games.board
From: shoham@ll.mit.edu (Daniel Shoham)
Subject: Re: Diplomacy -- Shohan variant
Organization: MIT Lincoln Laboratory
Date: Tue, 18 Aug 92 05:41:18 GMT

In article <1992Aug14.195251.17842@ils.nwu.edu> lopez@aristotle.ils.nwu.edu (Chris &) writes:
>shoham@ll.mit.edu (Daniel Shoham) writes:
>: jjfink@skcla.monsanto.com writes:
>: >
>: > demon@desire.wright.edu (Stupendous Man) writes:
>: >> The change is that when a unit is attacking, it is no longer defending
>: >> its own province. If its attack fails, and its own province is also under
>: >> attack (by someone else, of course), it is *disbanded*.
>: >
>: > This appears quite a bit more devastating than the Key rule which just
>: > dislodges the unit in the above situation.  What happens if
>: >     G: Denmark->Skagerrak
>: >     E: Skagerrak->Norway
>: >     R: Norway->North Sea
>: >     E: North Sea Hold       ?
>: > Are Skagerrak and Norway both destroyed?
>:
>: yes!
>:
>: [rest deleted]
>
>Under the rules stated it would appear that Skagerrak -> Norway succeeds.
>(1 on 0) Thus Skagerrak is NOT destroyed.
>
>Chris Lopez

You are correct Chris. In my haste I misjudged, my apologies to the net.

>(Note:  I reformated the copied text to prevent wrapping and correctly
>attribute all comments to the proper writers (the previous post kept a 
>header and indentation for text they deleted).  The contents of the posts 
>were in no way altered.)
>

Thanks.
From: thornley@mega.cs.umn.edu (David H. Thornley)
Newsgroups: rec.games.board
Subject: Re: Phalanx (sp?)
Date: 14 Aug 92 19:02:07 GMT
Distribution: usa
Organization: University of Minnesota, Minneapolis, CSci dept.

In article <146@sbe.csuhayward.edu> asymptot@sbe (Mike Mathews) writes:
>hello all-
>
>I have been trying to remeber a game I used to play as a kid.  The purpose
>was to capture opposing player(s) triangular shaped playing pieces with your
>own, while peventing your own pieces from being surrounded.  
>
Some pieces were of more complicated shapes.  If memory serves, you didn't
have to surround opposing pieces completely, but only on two or three
sides.  The board had horizontal, vertical, and 45-degree diagonal lines
on it to show where you could slide pieces.

>Does this ring a bell with anybody?  I *think* the game was called 'Phalanx'
>or somesuch.
>
Yup.  Dunno who made it.  This was a *long* time ago, and I didn't really
like the game.

DHT
From: watson@clark.edu (Dennis Watson)
Newsgroups: rec.games.board
Subject: Re: Blackbeard - how bad is it?
Keywords: Master Ninja Theme Song
Date: 21 Aug 92 16:58:19 GMT
Article-I.D.: clark.1992Aug21.165819.21809
Organization: Clark College, Vancouver, Wa.  USA

How bad is it?  Not bad at all.  My group plays serious games and fun games.
This is one of the fun games.  We listen to Pirates of Penzance while we
play.
Newsgroups: rec.games.board,rec.games.pbm,bit.listserv.dipl-l
From: idmrmb@gsusgi1.gsu.edu (Mark Buffington)
Subject: Re: Machiavelli
Organization: Georgia State University
Date: Tue, 18 Aug 1992 14:50:01 GMT

mbo@dde.dk (Morten A. Bonde) writes:

>brendan@cs.uq.oz.au (Brendan Mahony) writes:

>>Set in 15th C Italy (and surrounds) the game relives the plots and
>>counterplots hatched by the Italian city states in their attempts to
>>unify the Italian penisula...
>>In my opinion the ultimate in backstabber's delights. The ability to
>>borrow money and bribe units means that betrayals can be vastly more
>>effective than in Diplomacy.


>Could't agree more !!!! For a long time I thougt that my friends and I were
>the only ones who still play this game.

Yeah! This is a very enjoyable alternative to Diplomacy. We came up
with an additional rule to create 'spy' units that can be used when 
playing a double-blind game. They can only see the adjacent provinces
and cannot be used to attack.

Mark..
-- 
  __      __
 |__)|\/||__)    R. Mark Buffington     |  DBA - Database Group
 |  \|  ||__)    idmrmb@gsusgi1.gsu.edu |  GSU Wells Computer Center
----------------------------------------|  University Plaza
"I'm not bad, I'm just drawn that way." |  Atlanta, Georgia 30303
Newsgroups: rec.games.board
From: mikem@inmet.camb.inmet.com (Mike McGuirk)
Subject: Re: JUNTA - help please
Organization: Intermetrics Inc, Cambridge MA
Date: Thu, 20 Aug 1992 20:03:13 GMT

In article <Bt50E3.EAK@usenet.ucs.indiana.edu> ahabig@bigbang.astro.indiana.edu (Alec Habig) writes:
>
>Now I've got a question : according to the rules, each player can move 1 (one!)
>stack per turn during the fighting in a coup.  Since the coup lasts for such a
>short time (3 turns??), how does anything ever happen (especially if you're the
>guy with the police spread out all over, or have a few extra mobs under your
>control).
>
>We read that rule, and immediately made the house rule that each unit you have
>can move once per turn.
>
>Has anyone tried the way the rules suggest?  If so, how does it work, and/or
>how are we interpreting it wrong?

Blech !  Maybe I've always been playing it wrong, but whenever I've played
JUNTA we always allowed every stack to move once a turn.  I'm inclined to
play it that way even if the rules say otherwise.  Not that JUNTA needs
extra silliness, but we also play that El Presidente must speak with an
accent (doesn't matter which one) or else its an automatic coup excuse :-)

Mike McGuirk
mikem@inmet.com

Newsgroups: rec.games.board
From: gletty@ux1.cso.uiuc.edu (Bruce Gletty)
Subject: Re: Advanced 3rd Reich
Organization: University of Illinois at Urbana
Date: Thu, 13 Aug 1992 15:05:04 GMT

exukozi@exu.ericsson.se (Tom Koziatek) writes:

>In article <14239@mindlink.bc.ca> Bruce_Harper@mindlink.bc.ca (Bruce Harper) writes:
>>Comments on several topics:
>>
>>1. Ahistorical possibilities.
>>
>>There has been discussion about whether Advanced Third Reich
>>allows ahistorical possibilities such as Russia remaining neutral
>>or the United States not participating in the war.  It does.
>>Specifically:
>>
>>b. If the Axis restrain themselves or are losing (or both), U.S.
>>entry into the war might well be delayed until 1943 or later.
>>U.S. participation in the war on the Axis side is an historical
>>absurdity and is not permitted in the game.
>>

>It wasn't that absurd. Prior to the Lusitania, there was a lot of Pro-German
>sentiment in the US. Had Hitler curbed his maniacal tendencies a bit, iand 
>Britain make a few anti-US mistakes, we could have entered on the opposite
>side. What would the US reaction to say, a British sub sinking the Lusitania ??

Wrong world war. I don't think there was a whole lot of pro-axis sentiment
in the USA in 1939. Germany started the war, and had gobbled up a lot of
minor countries. The US was blatently violating neutrality laws in favor of
the allies. Hitler never objected because he was afraid of the US actually
enterring the war if he did. 

The Lusitania was carrying guns and ammunition as well as passengers. I think it
was not a US owned ship. The US was honoring the British blockade of Germany in
WW1, so Britain never got the chance to shoot at our ships.
From: brendan@cs.uq.oz.au (Brendan Mahony)
Newsgroups: rec.games.board
Subject: Re: Other 1830 questions
Date: 17 Aug 92 00:51:40 GMT
Reply-To: brendan@cs.uq.oz.au

In <1992Aug16.183403.5653@uwm.edu> bruno@csd4.csd.uwm.edu (Bruno Wolff III) writes:

>There doesn't seem to be any rules for how to carry out the bidding for private
>companies.

Read the rules they are there.

Basic procedure is that each person can:

	Buy the top card or
	Bid on any unsold card

When a card with bids on it comes to the top, all those with bids on it
enter into a competitive auction.

--
When soldiers form lines or hollow squares, you call it reason.
When wild geese in flight take the form of a letter V, you say instinct.
When the homogeneous atoms of a mineral arrange themselves into shapes
mathematically perfect you have nothing to say. You have not even invented a name to conceal your heroic unreason."
Newsgroups: rec.games.board
From: bruno@cerberus.csd.uwm.edu (Bruno Wolff III)
Subject: Re: Which is better? Axis & Allies or Diplomacy??
Originator: bruno@cerberus.csd.uwm.edu
Reply-To: bruno@cerberus.csd.uwm.edu
Organization: University of Wisconsin - Milwaukee
Date: Fri, 14 Aug 1992 17:57:55 GMT

 s9100433@win4.vut.EDU.AU (Duncan M Jurisic) says:
>I am looking to buy a game for about 6 players....
>Until now, I had planned on getting Diplomacy, because I had played it before
>and I liked it, but then someone said that Axis & Allies would be a better game
>to get...
 
 Diplomacy really works best with 7 people. It takes a fairly long time to
 finish a game. Usually you cannot finish the game completely in one session.

Newsgroups: rec.games.board
From: pmagrude@tusol.cs.trinity.edu (Patrick Magruder)
Subject: BTECH: Mac version of the editor?
Followup-To: rec.games.board
Organization: Jet Propulsion Lab
Date: Thu, 20 Aug 1992 21:20:13 GMT

Is there a mac version of the mech editor?  If there isn't, is there any
interest in such a program?  I've been working on one for myself, maybe I
could tone it up and make it presentable.

Reply via e-mail, please .. I'm losing news access in a few days..

Thanks,

Patrick Magruder
pmagrude@tusol.cs.trinity.edu

<<<<<<<<<<---------- Standard Disclaimer Here ---------->>>>>>>>>>
Xref: sparky rec.games.board:8092 news.groups:17054
From: hooverb@h.cs.wvu.wvnet.edu (Bruce Hoover,Armstrong)
Newsgroups: rec.games.board,news.groups
Subject: Re: rec.games.strategic
Date: 21 Aug 92 20:21:21 GMT
Followup-To: rec.games.board
Originator: hooverb@a.cs.wvu.wvnet.edu

From article <1992Aug21.082714.6883@ists.ists.ca>, by os9ug@gkcl.ists.ca (OS-9 User Group):
> 
> I find rec.games.board practically unreadable.  My killfile is larger
> than I care to think about, and growing rapidly.
> 
>
and also
 
> Lets put it this way:  The problem is that so many of us are being
> overwhelmed by a large number of posts concerning one particular
> special interest group: war gamers.  
>

Maybe my site doesn't get all the posting... but I rarely see more than
twenty or thirty in a given day. If you are having problems with twenty
posts in a day, perhaps you should see about getting a better
newsreader. (Seriously). We have a really sorry reader (vn) which
doesn't even have kill files, but I don't consider rec.games.board to be
a hrad group to read. (some groups have >100 posts per day!)

It seems that this topic comes up about once a year, but never really
goes anywhere.

Bruce Hoover 
Newsgroups: rec.games.board
From: melody@grad00.math.ncsu.edu (Patrick Melody)
Subject: Re: BTECH: LAM fans out there?
Organization: NCSU Mathematics Dept.
Date: Sat, 15 Aug 1992 22:45:32 GMT

Since you like Macross so much, here are some jumpflight rules for
LAMs that we use.  They pretty much replace FASA's airmech mode
movement rules:

   When jumping in Airmech mode, the LAM skims hovercraft-like a meter 
above the ground surface using the following adjusted move point costs:

   1 MP    enter rough/water hex
   1 MP    go up a level or change facing by 1 side
   0 MP    go down a level / take off / land

   Jumpflying generates 2 heat.
   If all jump jets are destroyed while jumpflying, the LAM 
automatically falls.
   +1 to all piloting rolls for being in AirMech mode.
   +1 to all piloting rolls made while jumpflying per jump jet destroyed.
   Destruction of a jump jet while jumpflying forces a piloting roll to 
avoid falling.
   LOS to all units rule for jumping does not apply to jumpflying LAMs.
   No piloting roll needed to enter / leave water hex.
   A jumpflying airmech may not go under water.
   Mines cannot harm jumpflying LAMs.
   Jumpflying LAMs may not punch, kick, or DFA.  They may charge
   Jumpflying LAMs may not change facing by more than 2 hex sides in a 
single hex.  (No jumpflying on a dime.)

We don't mind the avoid-in-place problem: LAMs should be able to take
advantage of their maneuverability just like any other unit.  

patrick melody@math.ncsu.edu
From: stevena@cory.Berkeley.EDU (Steven Alexander)
Newsgroups: rec.games.board
Subject: Scrabble tournament October 10-11 in San Jose
Keywords: Scrabble, word, crossword
Date: 19 Aug 92 06:30:33 GMT
Distribution: ba
Organization: University of California, at Berkeley

Here's an announcement of a Scrabble tournament run by an excellent
tournament organizer.  I have no affiliation with this tournament
except as a satisfied player.

If anyone is interested in sharing rides on Saturday & Sunday from
the Oakland area, please call me.

---------------------------------------------------------------------------

		                San Jose
                   Scrabble Crossword Game Championship

			   October 10-11, 1992
			  San Jose, California

Entry:	Two divisions divided at 1650, [higher entry fee] for the upper
	group and [lower entry fee] for the lower group.  Registration
	by mail will be accepted until October 7.  Registration at the
	door will incur an additional [some] charge and must be paid in
	cash.  Complete the form below and mail to: Mr. Johnny Nevarez,
	4804 Bannock Circle, San Jose, CA 95130.  Make checks payable to
	Mrs. Darlene Nevarez.  For more information call at Mr. Nevarez at
	(408) 379-5845.  All cancellations will incur a [slight] charge.

Schedule:  Check-in will begin at 8:30 a.m. Saturday, October 10, 1992.
	   Check-in will cease promptly at 9:30 a.m. with games to follow
	   shortly thereafter.  Do not be late!  Games will begin at 9:00
	   a.m. on Sunday.  Complimentary continental breakfast and lunch
	   will be provided each day.

Format:	   Saturday 9 games.  Sunday 6 games.  'King of the hill' pairing
	   for each round.

Location:  The Tournament will be held at the Caribbees Park's Recreation
	   Center, which has space for more than one hundred attendees.
	   The address is 411 Lewis Road in San Jose.  The attached sheet
	   contains a map, showing the park, parking areas, and nearby
	   hotels and motels.

Prize Fund:  All money remaining after expenses will be returned as
	     prize money.

Supplies:  Please bring chess clocks and game boards.

---------------------------------------------------------------------------

Register me to play in the 1992 San Jose Scrabble Championship, October
10-11, 1992.  I plan to be there by 8:30 a.m. on Saturday, October 10 to
check in.

Division Choice:    ____ 1650 and up ($..)      ____ Below 1650 ($..)

Name:______________________________________________________________________

Address:___________________________________________________________________

Telephone:________________________Member Number:___________________________

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Steven Alexander
Comp Sci grad student                           stevena@cs.berkeley.edu
& non-practicing lawyer extraordinaire
Newsgroups: rec.games.board
From: gwd@unislc.uucp (Greg Davis)
Subject: S&T, small SPI games for sale
Organization: Unisys Corporation SLC
Date: Thu, 13 Aug 1992 20:44:47 GMT

Miscellaneous stuff for sale:
No minimum bids.  You pay postage.  Best offer received by Aug 21 takes.

Unpunched SPI minigames in ziplock bags:
	Space Capsule 2:  StarGate
	Space Capsule 3:  Titan Strike
	Space Capsule 4:  Vector 3

Issues of Strategy & Tactics with unpunched games:
	83 - The Kaiser's Battle, the German Offensive, March 1918
	85 - Fighting Sail, Sea combat in the Age of Canvas and Shot, 1775-1815
	103 - The Road to Vicksburg

Other Magazines
	Battleplan #1

Two issues of The Judges Guild Journal:

	Issue 6 (o) Item #51 Oct/Nov 1977 - circulation 1671
	Issue 7 (p) Item #53 Dec/Jan 1978 - circulation 2200

	Both are newpaper format, 11 x 17, 16 pages, folded in half.
	The paper has yellowed with age.  Original price was $.80 each.
-- 
Gregory W. Davis
UNISYS Corporation, MS: B1C05 |  Internet: gwd@unislc.slc.unisys.com
322 North 2200 West           |  UUCP: ...!{sun, uunet}!unislc!gwd
Salt Lake City, UT 84116      |  Voice: (801) 594-5410
From: njs@cbnewsh.cb.att.com (nicholas.j.sauer)
Subject: Kangaroo
Organization: AT&T
Date: Fri, 14 Aug 1992 15:02:57 GMT
Followup-To: rec.games.board
Keywords: by Great Games Inc


After our latest round of garage saling, I picked up this game called
Kangaroo put out by some company called Great Games Inc in 1970.   It's 
basically a two player pawn jumping type game, I gather, from the example 
of play on the back cover.  The back cover also said there were more detailed
rules inside.  Well, there weren't (I suppose I shouldn't complain as
the game only cost me 50 cents).  So, I was curious if anyone out
there in net.land had a copy of this game and would be willing to send
me a copy of the rules.  Thanks.

Nick Sauer


Newsgroups: rec.games.board
From: bruno@cerberus.csd.uwm.edu (Bruno Wolff III)
Subject: Re: 1830
Originator: bruno@cerberus.csd.uwm.edu
Reply-To: bruno@cerberus.csd.uwm.edu
Organization: University of Wisconsin - Milwaukee
Date: Wed, 12 Aug 1992 19:25:07 GMT

I wanted to make some more comments on why we were thinking of the rules
changes we were considering.
One person thought that hand money was the only thing not public. The way
we understood the rules, only corporation money is secret.
However since initial money is known and all transactions are public, it is
possible to keep track of money. However making people do this involves
busy work that is rather pointless. It is easier just to be able to ask
when you need the information.
I agree that there are some constructive reasons to sell stock you bought
in the same stock round (such as selling 10% of a company you just floated
so that you will have the cash to float a second company), buying and then
selling to lower a stock price is a time consuming tactic that detracts
from the fun of playing the game. There are times when you don't want to
do this, but most of the time you do. By putting in a rule limiting this
practice we hope to speed up the game and make it more fun as well.
While it is true that more people are going bankrupt now, because of our
inexperience, than will later I still don't like that happening. What will
happen is that whoever isn't in first will have to bail out the person being
bankrupted so that the game will continue. I feel it is better to not let
the person off the hook. The suggestion I made allows the game to continue
in an orderly manner while still severely penalizing the person who managed
to let himself be bankrupted.
Someone had a couple of questions about how my suggestion would work.
First the company that forced the bankruptcy to occur would still be owned
by the player going bankrupt. It will not have a train, but there are several
other ways in the game for corporations not to have trains. They can lose
them due to a purchase of a new train class, selling them to another
corporation, at initial startup, not having a train and not being able to buy
one because there are none to buy. The corporation is still obligated to try
and buy a train at the end of its next operating round. If the owner is able
to raise some more cash he may actually be able to buy a train eventually.
Selling the company during the next stock round may also sovle his immediate
problem.
From: webber@gbm.ocunix.on.ca ( Andrew or Patti Webber  )
Newsgroups: rec.games.board
Subject: WWII:ETO Errata
Date: Mon, 17 Aug 92 19:30:09 
Distribution: na
Organization: Games by Mail, Ottawa, Ontario

In article <1992Aug17.150234.11444@rchland.ibm.com> 
(Bill Seurer) writes: 

> Yes, there is errata.  I posted it a while ago.  Or you can write to TSR
> (include a SASE) and they will mail it to you.  Most of the errata was
> also published in a magazine article (Moves?) about a year ago too.

The errata from Moves magazine is also available through The Errata File,
which we offer as a service to anyone interested.  We have hundreds of pages
of errata, available for a nominal 25 cents per page.  The complete list
of errata is e-mailable.

Andrew Webber
webber@gbm.ocunix.on.ca
From: db@dcs.ed.ac.uk (Dave Berry)
Newsgroups: rec.games.board
Subject: Re: Other 1830 questions
Date: 20 Aug 92 17:03:59 GMT
Reply-To: db@dcs.ed.ac.uk (Dave Berry)
Organization: Laboratory for the Foundations of Computer Science, Edinburgh U

bruno@csd4.csd.uwm.edu (Bruno Wolff III) writes:
>If you already own two trains can you trade one in for a diesel?

No.  You can only buy a train if you have space for it.  There's no
way to dump trains (except when they become obsolete), so you can't
"trade one in".  You have to sell the old one to a friendly company,
if you have one.

Dave.