HDTenEightyP/NetNews huggingface dataset:
From: cg533@cleveland.Freenet.Edu (James Eugene Alloway)
Newsgroups: rec.games.board
Subject: Still Looking for Godsfire
Date: 7 Jan 93 17:33:48 GMT
Organization: Case Western Reserve University, Cleveland, Ohio (USA)
NNTP-Posting-Host: hela.ins.cwru.edu


I am still in the market for the Godsfire game.  Please let me know if you
want to sell it.
  Gene
Newsgroups: rec.games.board
From: douglis@chimay.MITL.COM (Fred Douglis)
Subject: Re: 1830: stock round question
Organization: /u/douglis/.organization
Date: 6 Jan 93 16:54:31
Comments: Hyperbole mail buttons accepted, v3.06.

>>>>> On Fri, 1 Jan 93 19:16:02 GMT, shoham@ll.mit.edu (Daniel Shoham) said:
    Daniel> Nevertheless, in our (extremely agressive) 1830 group,
    Daniel> every company - sooner or later - get depressed to a
    Daniel> floor, slowly or all at once, during the game.  Afterward,
    Daniel> it just "crawls" up the "steps", hoping to be on a floor
    Daniel> during the stock rounds (or suffer a one-box depression at
    Daniel> someones hand). Sometimes a share pays so well, that
    Daniel> opponents would rather keep it than depress the price.

    Daniel> - much of the "cut-throat" nature of 1830 would be
    Daniel> destroyed if share-price depression via the buy-sell
    Daniel> sequence was out-lawed.


I disagree.  I've played in games with a house rule that you can't buy
and then sell in the same round, and it's worked out just fine.

Also, most of your earlier comments (deleted) refer to people who buy
and sell many shares, but in my experience most price depression is
done by people buying one share and then a second share the next turn,
immediately selling both -- this is perfectly safe for the seller.  
--
Fred Douglis
Matsushita Information Technology Laboratory  | Email: douglis@mitl.com
182 Nassau Street			      | Phone: +1 609 497-4600
Princeton, NJ 08542 USA 		      | Fax:   +1 609 497-4013
Newsgroups: rec.games.board
From: gyugyi@leland.Stanford.EDU (Paul Gyugyi)
Subject: HEXMAP 4.3 released
Keywords: Hexmap, Win3.1, wargames
Organization: DSG, Stanford University, CA 94305, USA
Date: Mon, 11 Jan 93 00:09:18 GMT

I've released version 4.3 of my hex-grid map editing
program for Microsoft Windows.  It is available via
anonymous ftp from earthsea.stanford.edu (36.60.0.64).

Registration is now a low cost of $15.  The unregistered
program will let you print plain hex maps at any
scale, and load, edit and print the sample maps
provided.  Registration enables the "save map to file"
feature, quite useful for serious work :).

New features: Improved scrolling, zooming and panning
interface; better color support for e.g. HP 500C printers;
some speed improvements; custom symbols consisting of
multiple closed polygons; and more!

Description: HEXMAP is a WYSIWYG editor for hexgrid maps.  Hex size
can be varied, and for each individual hex you can set the color,
bitmap pattern, a user-definable symbol, and the color and pattern of
the symbol.  Through MS Windows, almost all printers and video cards
are supported.  Hex numbering can be changed to one of several
schemes, or suppressed.  The binary file format is documented so other
programs can easily access the information.  The final map can be
exported as a bitmap to Paintbrush for decoration, and to Word to be
included in scenario descriptions.  Sample maps include Renegade
Legion Interceptor/Centurion integration, an "orange-peel" global map,
a railroad map (like Empire Builder), and other maps from games of
scenarios I've designed.

Ordering:
The unregistered copy is available on BBS's, or by
anonymous ftp to earthsea.stanford.edu, in ~ftp/pub/hexmap43.zip.
If you send $25 to the address below, I will mail you
a disk containing a registered copy of hexmap and place
you on the list for free updates of future (major) versions.

Disclaimer:
Sorry for the commercial nature of the post.
I'm not getting rich from this, just trying to provide the
gaming community with some quality software.  I've made sure
that the unregistered copy still has significant functionality.

-- 
Paul J. Gyugyi
Grad student, control systems, Stanford University
(and an avid LEGO collector)
gyugyi@isl.Stanford.EDU
Newsgroups: rec.games.board
From: kochte@stsci.edu
Subject: REe: SFB: photon & warp use
Organization: Space Telescope Science Institute
Distribution: na
Date: Sun, 10 Jan 1993 20:03:39 GMT

epwong@nyx.cs.du.edu (Elliott Wong) writes:

>>	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?! 

Yes, one can overload a currently held normal photon torp. Pretty
cool, huh?  :-)

>And warhead strength for putting in 5
>points per torp would be what? 16?

Nope, 10. See also the Captain's Edition of the rules, section E4. The chart
below drops fractional accounting; interpolate if you wish, but your max
energy cannot be over '8'):

Total 	Warhead 	Feedback	Hold
Energy	Strength	Damage		Cost
=============================================
5	10		1		2
6	12		2		2
7	14		3		2
8	16		4		2

---
Mark
Newsgroups: rec.games.board
From: johnc@porsche.cs.rpi.edu (John Colasante)
Newsgroups: rec.games.board
Subject: ASL: request for info.
Date: 8 Jan 93 19:44:43 GMT
Article-I.D.: rpi.#8!3!k=
Distribution: rec.games.board
Organization: Rensselaer Polytechnic Institute Computer Science, Troy NY


I am looking for info on ASL GAP's (game assistance programs). I read
about an IBM PC shareware version in this month's Computer Gaming
World, and the article said it was available on GEnie. Is this GAP
available on internet. Also, is a Mac version available?
--
                                     /\      johnc@cs.rpi.edu
          John Colasante           /(*\    johnc@gdstech.grumman.com
World Leader Pretend       /____\         or just holler
Newsgroups: rec.games.board
From: greason@stars.gsfc.nasa.gov (Mike Greason (301)286-4529)
Subject: Re: 1830:  More track construction
News-Software: VAX/VMS VNEWS 1.4-b1  
Organization: NASA/GSFC-Laboratory for Astronomy and Solar Physics
Date: Tue, 5 Jan 1993 19:11:00 GMT

In article <C0E85s.7JI.2@cs.cmu.edu>, rollins+@cs.cmu.edu (Gene Rollins) writes...
> 
>Well, technically, the ERIE's hex is tinted yellow.  So, the ERIE CAN
>lay its token on its home base without laying a green tile on it.  It
>cannot make a legal route from that base until the green tiles are available.
>But, if the ERIE buys the D&H private company it can then lay its second token
>on the D&H hex and lay track from there forming a legal route.  I've never seen
>it done that way, but it is possible. ......gene

True, you can start the Erie in the D&H hex.  However, remember that the
public railroads may buy private railroads only after the purchase of the
first 3 train (at which time the green tiles become available).

				Mike
Newsgroups: rec.games.board
From: Bruce_Harper@mindlink.bc.ca (Bruce Harper)
Subject: Re: Scrabble
Organization: MIND LINK! - British Columbia, Canada
Date: Tue, 5 Jan 1993 15:48:41 GMT

No answer to the posted question, but here's another:

What's the highest score ever achieved in a single play?

and if that's too easy:

What's the highest score conceivable in a single play?

(I don't know the answer to either, by the way.)
From: jerry@uni-paderborn.de (Gerald Siek)
Newsgroups: rec.games.board
Subject: 1830:  More track construction
Date: 5 Jan 1993 14:31:19 GMT
Organization: University of Paderborn, Germany
Reply-To: jerry@uni-paderborn.de
NNTP-Posting-Host: planck-bb.uni-paderborn.de
X-Newsreader: TIN [version 1.1 PL7]

Another question:

Can the Eerie RR place a green #57 (or #59?) tile on it's base even if
green tiles are not available?   Otherwise the Eerie could start operating
omly after all 2-trains are sold, right?

	Jerry
--
  Gerald Siek  -  jerry@uni-paderborn.de  -  University of Paderborn, Germany
Newsgroups: rec.games.board
From: alopez-o@neumann.uwaterloo.ca (Alex Lopez-Ortiz)
Subject: Scrabble 
Organization: University of Waterloo
Date: Mon, 4 Jan 1993 20:18:50 GMT


While playing scrabble in both english and spanish, I found that since most
spanish words start with consonants and end with vocals the majority of the game
occurs to the "south-east" of the starting star. 

So the question is: Has anybody tried to move the starting star to "double
word" higher up towards the northeast corner of the board?

Alex

-- 
Alex Lopez-Ortiz                              alopez-o@maytag.UWaterloo.ca
Department of Computer Science                      University of Waterloo
Waterloo, Ontario                                                   Canada
From: gsnow@clark.edu (Gary Snow)
Newsgroups: rec.games.board
Subject: Re: SPI's Air War
Date: 5 Jan 93 22:02:56 GMT
Article-I.D.: clark.1993Jan5.220256.10481
Distribution: usa
Organization: Clark College, Vancouver, Wa.  USA

In article <1993Jan4.110859.12176@mic.ucla.edu> bmac@trifid.astro.ucla.edu (Bruce Alan Macintosh) writes:
>stanford@leland.stanford.edu (Scott Stanford) writes
>>Anyone know what happened to SPI's boxed game Air War?  It was my
>>favorite of the modern air combat simulation games since the scale was
>>right (one turn = 2.5 seconds, one hex = 500 feet) and the
>>charts/tables relatively easy to deal with.  Has anyone else played
>>this game?
>
>Air War is out of print. Justifiably so, IMHO. What you want is J.D.
>Webster's "Air Superiority", which is a far better game than Air War.
>J.D. is/was an A-7 driver, and the game does a much better job of
>reflecting real physics than Air War - no different "turn modes",
>for example; an F-16 doing a 7-G turn turns at the same rate as an
>F-4 doing a 7-G turn; the difference is that the F-4 will lose all its
>energy much faster.

One thing that I don't like about "Air Superiority", is the climb and
dive rules, they just seem too generic, and don't reflect reality very
well. For example an F-15 (which can climb like a bat out of hell) can't
do so in the game, it climb just about as fast as other aircraft.

Gary

-- 
-----
Gary Snow
uunet!clark!gsnow  or  gsnow@clark.edu
Newsgroups: rec.games.board
From: dutta@cognex.uucp (Paul Dutta-Choudhury)
Subject: Info on GMT and Decision Games companies
Organization: Cognex Corp., Needham, Mass
Distribution: usa
Date: Wed, 6 Jan 1993 22:27:14 GMT

Has anyone have experience with either the GMT or Decision games
companies?  Specifically I'm looking for information on the following
wargames:

GMT:
	Great Battles of Alexander
	SPQR: Great Battles of the Roman Republic

Decision Games:

	Four Great Battles of the Ancient World

I have read their descriptions in the WARGAMES WEST winter catalog and
they seem quite interesting.  If anyone has the address and phone
number for these companies that would also be helpful.

Thanks

Paul Dutta-Choudhury
Cognex Corp.
Needham MA
From: raman@cs.utexas.edu (Raman Rajagopalan)
Newsgroups: rec.games.board
Subject: Re: PiF: Question
Date: 4 Jan 1993 11:16:00 -0600
Organization: CS Dept, University of Texas at Austin
NNTP-Posting-Host: bathtub.cs.utexas.edu

In article <1993Jan2.120414.21090@kth.se> nv89-pla@nada.kth.se (Peter Laan) writes:

>
>When designating blitzkrieg HQ, how many may one designate?

Only One.  This was the answer the folks at the Canadian Wargamers 
Journal provided when someone in our gaming group asked the very same question.


- raman rajagopalan
Newsgroups: rec.games.board,rec.games.frp.marketplace
From: jleitzel@magnus.acs.ohio-state.edu (James W Leitzel)
Subject: Looking for Space Fleet (GW)
Organization: The Ohio State University
Date: Thu, 7 Jan 1993 15:17:44 GMT

Hello,

	A friend of mine is looking for a copy of Space Fleet, the space 
combat game by Games Workshop. If you have a copy send me mail, please.

jleitzel@magnus.acs.ohio-state.edu

Please include what you think the game is worth.

jim

-- 
------------------------------------------------------------------------------
| I take so many guilt trips, I qualify for |      Oh look, how quaint.      |
| frequent flyer miles. - Jon Arbuckle      |        A .signature file       |
------------------------------------------------------------------------------
Newsgroups: rec.games.board
From: ahabig@bigbang.astro.indiana.edu (Alec Habig)
Subject: Re: Civilisation on a Sun or a Mac
Organization: Indiana University Astrophysics, Bloomington, IN
Date: Wed, 6 Jan 1993 15:38:04 GMT

In article <C0FsI4.5o2@dcs.ed.ac.uk> gym@dcs.ed.ac.uk (Graham Matthews) writes:
>Hi, 
>
>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?

I know it exists for the PC.  Since Suns can run PC software, odds are that
with a little work you could run it on a Sun using the PC emulation mode.

	Alec
Newsgroups: rec.games.board
From: $stephan@sasb.byu.edu (Stephan Fassmann, Software)
Subject: SFB: Out of balance BPV's
Organization: BYU
Date: Tue, 5 Jan 1993 19:36:26 GMT
Distribution: World
X-Posted-From: garyf.byu.edu
NNTP-Posting-Host: sol.ctr.columbia.edu

Some ships are obviously and not so obviously out of balance with their BPVs.
Does anyone have a list of these ships and changes they would make?

Some that I know of are:
Hydran OverLord -too low at 180, better at ~210, a BCH on steriods
Rom Firehawk -too high at 179, better at ~160, an NCA up against BCs

Thanks.
From: johnc@porsche.cs.rpi.edu (John Colasante)
Newsgroups: rec.games.board
Subject: Multi-Player Game Poopers
Date: 6 Jan 93 18:55:28 GMT
Article-I.D.: rpi.9692ck
Distribution: rec.games.board
Organization: Rensselaer Polytechnic Institute Computer Science, Troy NY


No doubt about it, I enjoy a multi-player game. Simple, complex
whatever. Its just fun for me to face off against 4 or more players
whether it be miniatures, naval sci-fi or a game like Civilization.
But there's always that one person who unexpectedly gets up in the
middle and says "Hmm, I forgot I have to pick up my mother-in-law at 
the airport at 7, gotta run!". Isn't this the most annoying thing?

Usually it takes weeks to plan a game gathering, another week to
finally decide the actual game/scenario/sides. After all of the
preparation to walk out is downright rude!

Usually, but not always, its the player whose position is weak
and/or threatened. Well, isn't that a surprise. I myself will
always stick it out until the end so the others can complete
the game even if there's no hope of winning. I just think this
is gamers ettiquette. 

I can recall incidents where the rest of us were having such a great
time in Civilization that we DEMANDED the forfeiting player stay
and finish the game. He was falling asleep and was so bored but
he sat there until 3am when the game ended, how cruel.

just a thought...
--
                                     /\      johnc@cs.rpi.edu
          John Colasante           /(*\    johnc@gdstech.grumman.com
World Leader Pretend       /____\         or just holler
Newsgroups: rec.games.board
From: graham@cs.washington.edu (Stephen Graham)
Subject: Re: Fire in the East questions
Organization: Computer Science & Engineering, U. of Washington, Seattle
Date: Fri, 8 Jan 93 16:45:17 GMT

In article <cscoging.45.726490085@unpcs1.cs.unp.ac.za> cscoging@unpcs1.cs.unp.ac.za (Chris Scogings) writes:
>I've just started a game as a Russian player and wonder if someone can 
>answer one or more questions:
>
>Q: If a German tank attacks a Russian tank in a swamp, is the modifier for
>   the dice roll -6 ?   (-2 for swamp and -4 for full anti-tank)

Yes. The German player should also be whacked on the head for stupidity.


>Q: Force A and force B (both movement of 10) are going to link up for an
>   overrun.  Force A uses 6mp to overrun and Force B (from further away)
>   uses all 10mp to overrun.  Can Force A continue to move for 4mp ?
>   Is there no "time coordination" of the overrun ?

Force A can continue to move. It's something I find irritating in Europa,
but it is legal.

>Q: Russian bombers plus escorts move to a Russian occupied hex in the Russian
>   air phase.  They are attacked by German interceptors.  Will surviving 
>   bombers definitely be there for defense in the next German attack?
>   Can the German interceptors be re-used as escorts in the German air phase?

That depends. Are you playing with the optional offensive AA rule? (The
attacked may fire AA at Defensive Air Support.) If you aren't, yes, they
will be.

>Q: Does the "fragile divisions" rule mean that Russian 5-6 and 6-6 infantry
>   divisions can not be built up from cadre or re-built after being 
>   eliminated ?

Correct.

>Q: What is the general Russian strategy ?  Should you make a strong line and
>   take enormous casualties or should you hold reinforcements back and let 
>   the Germans take large chunks of Russia ?

Generally, run, run away. However, you should only run so far. Build defensive
lines in front of Leningrad running down to the Valdai Hills and from there
to Kaluga. How far south you go depends on how many troops you have. In
the south, defend Odessa, perhaps Kiev, and definitely Stalino. And that's it.

Territory isn't very important. Casualties are. Keep Soviet casualties under
100 points per turn if at all possible. 150 points per turn is tolerable,
but should be dealt with. Anything more is bleeding you dry. Average June II
losses should be about 370 points. Conversely, the Germans can afford
roughly 30 points of losses per turn, and are in trouble when they take
more than 60.
-- 
Stephen Graham
graham@cs.washington.edu	 uw-beaver!june!graham
Newsgroups: rec.games.board
From: lewism@jmb2.jmb.com (Mike Lewis)
Subject: Question on Diplomacy Strategy
Organization: JMB Realty Corporation
X-Newsreader: Tin 1.1 PL5
Date: Mon, 4 Jan 1993 17:18:28 GMT

I just played Diplomacy for the first time over the weekend.  Wow!!  I can't
believe I've never played this game before!!  I played Austria-Hungary, and I
was wondering if anyone out there had any tips for how I could have played
differently.  Basically, Russia talked an inexperienced Turkish player into
an alliance early on and grabbed Rumania while Turkey grabbed Bulgaria.  I
took Serbia in the first turn and froze Turkey into inaction in the second turn
(with dire warnings of a Russian backstab) long enough to also grab Greece.
I thought things were looking pretty good, as Italy was my dependable buddy
and together we fought off the combined Turkish-Russian assault on the Med and
Balkans.

Then things started to fall apart.  Germany moved into Tyrrolia (sp) in spite
of assurances of neutrality.  Italy was able to defend Venice adequately, but
Austria-Hungary was forced to choose between keeping the Russians out of
Galicia and keeping the Germans out of Trieste.  As play halted (due to time
constraints), it looked like a Russo-German-Turkish coalition was going to
prevail over a loose Austro-Italian-French alliance.  France had been looking
strong (Spain, Portugal, most of Britain), but a poorly executed backstab on
Munich (partly to divert German attention from the Balkans) let the Germans
grab Belgium and part of Britain.  We were toast.

Any suggestions?  Ideas for how things might have been done differently?
Austria-Hungary seems like a difficult country to play; is that a correct
assessment?  Also, I now have the fever completely.  Anybody know of any
openings in net games?  Thanks.
Newsgroups: rec.games.board
From: JMETSAKALLAS@FINABO.ABO.FI (Juha Mets{kallas INF)
Subject: Desert Steel scenario modifications
Organization: Abo Akademi University, Finland
Date: Mon, 4 Jan 1993 12:06:30 GMT
X-News-Reader: VMS NEWS 1.24


Some one asked before xmas for modifications in scenario rules of Desert 
Steel by West End Games. 

The general ideas are "victory for high price isn't a victory at all" and
"not to have to leave the mapboard in order to get points". 
Few examples of these principles are:

6. SIDI BARRANI
Modified victory condition: "The Allied player wins if 20 or more Italian
units THAN HIS OWN are destroyed..."

7. TOBRUK
Original victory condition: "The Axis gets 1 point for every unit he exits
from the north map edge..." Modified victory condition: "The Axis gets 1 point
for every unit that rearches the hexes within tree (or any other agreeded
amount) hexes from the north map edge..." 
And the allied units must be deployed souther than that fire base zone.
                                    
This implies that the Axis can create a sort of fire base that makes it easier 
to get unit throught the british lines. And this zone is relatively safe for
shaken units - unless the allied player redeploys units during the game. 

8. OPERATION CRUSADER
A neat trick the allied player can do is to transport the artillery on the
map A. After this there is too many british units under too heavy backup 
by the artillery for the axis to destroy. 
Rewrite the victory conditions totally, something like this: "The Axis scores
1 point for each destroyed Stuart and 2 points for every artillery gun. The
Allied scores 1 point for each destroyed German unit and for each own unit
on the map A at the end of the game." 
By playtesting you find a point scale that you like. I'd recommend such 
where one side wins decisive if over half of the opponent's units (in points) 
is destroyed in cost of one quarter of own ones. A difference of 2 points is 
a draw, and other result is a  marginal victory for proper side.

14. TEBOURBA GAP & 15. KASSERINE PASS
Analogously to the scenario about Tobruk.



				Metsis
				
-------------------
opinions are my own  

Juha "Metsis" Mets{kallas
in%"jmetsakallas@finabo.abo.fi"
From: Xorg@cup.portal.com (Peter Ted Szymonik)
Newsgroups: rec.games.board
Subject: Re: OLD SPI FAVORITES RE-RELEASED?
Date: Tue, 12 Jan 93 06:09:35 PST
Organization: The Portal System (TM)
Distribution: world

Unlikely.  Shrum and Crane sold FGA to a private collector and TSR has
never had any inclination to sell any SPI copyrights to anyone.

Peter Szymonik
xorg@cup.portal.com
Newsgroups: rec.games.board
From: kinsler@newton.physics.uq.oz.au (Paul Kinsler)
Subject: Re: Winning isn't everything
Organization: Physics Dept. The University of Queensland
Date: Tue, 12 Jan 1993 00:08:30 GMT

In article <1993Jan11.211925.1298@news.arc.nasa.gov>, nicholso@pioneer.arc.nasa.gov (Melvin H. Nicholson YBH) writes:
>>    [...]
>>    The concensus on board seems to justify the notion that "if it helps
>>    you to win, it's okay" and the inverse "if it doesn't help you to win,
>>    it is WRONG.  This is too simplistic.
>>    
>>    The problem is the sort of player who tries to manipulate this sort of
>>    rule to his/her own ends.  Examples are a bit hard to provide, but the
>>    idea involves a situation where player A, who wants to win, make a very
>>    devastating attack against player C, leaving B in the lead, A a close
>>    second, and C a far third.  It is unrealistic to ask C in this situation
>>    to attack B "becuase he is the lead" or to promote balance and such.
>>    [...]
My approach is:
1) Try to win
2) If you can't win, try to come second.
3) If you can't come second, try to be third
...
n-1) If all else fails, try not to come last.

If in attempting to make (eg) third place, 1st and 2nd being beyond
my ability, I end up ensuring that player X comes first, or that Y
comes last, why should I care. I try to get the best position I can.

That is, unless, I am really pissed off with another player, and
change my strategy to:
1) Who cares what the victory conditions are, if player Z does badly,
   it was a sucessful game :-)

And there is another rule too ...
0) Have fun.

-- 
+soluble fish+
"You people, you do not see the grandeur in the wind and stone and stars,
 in the blood and fire and iron - but paint only the flowers."
Newsgroups: rec.games.board