HDTenEightyP/NetNews huggingface dataset:
From: cal@fang.att.com (Charles A. Licata)
Newsgroups: rec.games.board,rec.games.frp.marketplace
Subject: FOR SALE AND WANTED
Date: 9 Nov 92 18:18:41 GMT
Followup-To: poster
Organization: AT&T Tax Systems Development, Maitland FL

This is posted for a friend, David Kuznick. He can read news, but not post.

If you are interested please mail him at the following address:
       kuznick@meglos.mdcorp.ksc.nasa.gov

Thanks,

Chuck

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

For Sale and Wanted

For Sale:

These are all first editions.  Buyer pays postage.

Midway (AH)
Tobruk (AH)
Submarine (AH)
Third Reich (AH)
Blitzkrieg (AH)
Elric (Chaosium)

Wanted:

Hare & Tortoise (Gibson Games or Ravensburger)
4000 AD  (Waddington's House of Games)

--
David Kuznick 
Newsgroups: rec.games.board
From: a481@mindlink.bc.ca (J.D. Frazer)
Subject: Classic Games: Which 10 would you pick?
Organization: MIND LINK! - British Columbia, Canada
Date: Thu, 12 Nov 1992 21:06:55 GMT

> rleroux1@sol.UVic.CA (Roger Leroux) writes:
> Games that every gamer should have on his bookshelf...
>
> 1) Diplomacy - one of the classic boardgames of our time.

Used to have it. Machiavelli and Republic of Rome replaced it though.

> 2) One of Columbia's block games - these games are too elegant and
> exciting (not to mention interesting) not to own at least one of.

Agreed! (I'm biased though, I used to work for them)I have Napoleon, Rommel
in the Desert and War of 1812. I've been meaning to pick up East Front and
West Front, but haven't gotten around to it.

> 3) An eclectic game that covers a period of history you're fond of. (For
> me that would include Frederick the Great, and New France 1760).

Caesar at Alesia. I *never* get tired of playing this one. Besides, I
really enjoy anything Roman. (Anyone have a copy of Caesar's Legions they
want to unload?)

> 4) An eclectic or unusual game just because you happen to like it.
> (Stellar Conquest, Art of Siege Warfare, High Ground)

Magic Realm, if you believe it. I love the way the game plays, and the
atmosphere is terrific.

> 5) A fun group game such as Civ/Adv Civ, 1830 (18xx :-) which still
> requires some amount on brainpower.

I've never played any of the rail games, but I do have Civilization. It's a
superb multi-player game. Kremlin also deserves honourable mention, and
I'll have to mention Magic Realm (up to 16 players!) and Republic of Rome
again.  Oh yes, and Dune. Can't forget Dune.

> 6) A beer&pretzels game (maybe 3-4 of them) like Illuminatti and Ogre.

Kremlin's like that. I have a copy of Heroquest that gets played from time
to time, and I can't ignore Nuclear War/Escalation. :) And Dune, of course.

> 7) A monster game to satisfy those urges for huge games (I don't have
> any!)

Does ASL qualify? I'm up to West of Alamein as far as modules go. Only
another 4 modules to go (er, 6, actually, Croix de Guerre and Armies of
Oblivion are in the planning stages.)

> 8) A group cooperative game (like Arkham Horror!).

Hmm. Magic Realm could qualify, although I often like playing the Black
Knight and hunting the other characters down. :) Republic of Rome is
cooperative as well as competitive.

> If you could keep only 10 games on your shelf, what would you pick?

1. Advanced Squad Leader
2. Republic of Rome
3. Magic Realm
4. Caesar at Alesia
5. Victory in the Pacific
6. War at Sea (+expansions)
7. Nuclear Escalation
8. Rommel in the Desert
9. War of 1812 (where the Canadian loyalists smear them Yankees!)
10. Dune

--
J.D. Frazer, a481@mindlink.bc.ca, (Vancouver, B.C., Canada)
-----------------------------------------------------------
*BRRRRAPPAPPAPPAPPAPPAPPAPPAPP!*
"MEIN LEBEN!" <thud>
"You shoulda thought about that when you signed up, buddy." - Valaria

Newsgroups: rec.games.board
From: bill@extro.ucc.su.OZ.AU (William Logan Lee)
Subject: Re: Wooden Ships and Iron Men
Keywords: British, chainshot
Organization: /etc/organization
Date: Thu, 5 Nov 1992 12:19:18 GMT

In article <1992Nov3.170735.4157@rayssd.ssd.ray.com> m1b@rayssd.ssd.ray.com (Barone) writes:
>
>	Anyway, there is a rule that states that the British cannot
>use chainshot.  Period.  No qualifications.  So, in our game, one of
>my French ships was captured by a British player.  Its guns were
>loaded with chainshot.  Could he fire them?  (We figured he could.)
>Further, since he now commanded a French ship with chainshot ammunition,
>could he use it if he wanted to?  (We decided that he couldn't.)  It
>makes sense that the British cannot use it on their own ships since
>they wouldn't have any on board.  But to forbid the British from using
>it when it's available doesn't seem very realistic.  Historically, the
>British preferred roundshot, but if chainshot were present and the
>commander wanted to go for rigging, should he not use it?

  I was just reading a book:
 "The Battle of Navarino", C.M. Woodhouse, Hodder and Stoughton Ltd, 1965.

  It contains some very interesting quotes from those who were there: e.g.
  "We were ordered to only double-shot the guns, but, in this particular, 
  we ventured to disobey orders; for after the first five or six rounds,
  I may venture to say that the gun I was at was regularly charged with
  two 32lb. shot and a 32lb. grape; and sometimes with a cannister crammed
  above all." [Hmmm... quadrupled shot!]

  The actual battle, in 1927, occupies only about 25 of the 180-odd pages
  in the book; the rest is the political lead-up and manoeuvring before and
  after the battle.  The war is written up as a very civil affair, with
  utter destruction and maiming punctuating the exercise.  Very much a
  gentlemen's affair, unless you were a civilian or an ordinary sailor.
  Overall, no interesting tactics used, just anchor next to your target
  while both of you slug it out.

  Bill Lee
Newsgroups: rec.games.board
From: kabreuer@cip.informatik.uni-erlangen.de (Klaus Breuer)
Subject: MechWar v1.2 Questions
Organization: CSD., University of Erlangen
Date: Sun, 8 Nov 1992 17:20:59 GMT

Hi all!

I'm busily rewriting MechWar v1.01, hoping to release v1.2 RSN.

Some questions:

a) I plan to drop EGA support for VGA. Anyone using only EGA out there?
b) How many of you are using RAM Disks/Disk Caches? I would like to kick the
   sprites out of the RAM, keeping them on the Disk.
c) What kind of computers are you using? 286 or 386+ ?

Ciao,
Klaus
---
Klaus Breuer, Rudelsweiher Str. 6b, 8520 Erlangen, Germany
** "Geez, I need a _reason_ for everything?" --Calvin 
** "Should I or shouldn't I? -- Too late, I did!" --Hobbes 
Newsgroups: rec.games.board
From: philipd@cs.kuleuven.ac.be (Philip Dutre)
Subject: Re: Monopoly Rules
Organization: Dept. Computerwetenschappen
Date: Mon, 9 Nov 1992 14:12:58 GMT

In article <BxDor6.DIy@acsu.buffalo.edu>, v077mdph@ubvmsb.cc.buffalo.edu (Snoopy) writes:
|> 
|> 	Another person followed up this thread, asserting that the "free
|> parking" variant arose from a "Stock Market" expansion set.  This is definitely
|> erroneous, as the expansion set in question exists but is very recent.  My room-
|> mate says that it may have come out in the last couple of months.
|> 

I thought the "Stock Exchange" expansion set came out in the fourties or early
fifties, and Parker took it out of print a long (> 40 years) time ago. The
misunderstanding probably arose from the fact that someone posted these rules 
on the net some months ago.

Phil

-- 
| Phil Dutre                            Dept. Computer Science              |
| philipd@cs.kuleuven.ac.be             Katholieke Universiteit Leuven (KUL)|
| Phone: (32) 16 201015 x3094/3552      Celestijnenlaan 200A                |
| Fax:   (32) 16 205308                 B-3001 Heverlee, BELGIUM            |
Newsgroups: rec.games.board
Subject: Monopoly:  House rules/real rules/other rules
From: phygod72@nic.gac.edu (Phil )
Date: 9 Nov 92 10:48:50 -0600


After reading the threads that have been around here reguarding Monopoly, I  
have concluded that there are just too many different versions of rules  
floating around out there.

The *real* rules of the game have not changed at all, really, since Parker  
Brother's version of it was released (other than the short game rules).  

What has been a problem is so-called "house" rules, which when combined with  
people's lack of knowledge about the real rules creates a bloody mess.

Examples:  

Auctioning--if a player declines to purchase a property, it is auctioned off to  
the highest bidder:  this rule exists in the real rules, though is oft  
overlooked (and hence rarely used).

Free Parking--paying "fees/taxes" to the middle; a player landing on Free  
Parking takes the booty:  a common house rule

Minimum Money on Free Parking--an addition to the Free Parking rule which says  
that there must be a minumim of X dollars on Free Parking at all times.

Jail--a source of confusion for all:  you can collect rent in jail, you can  
build houses--you can do anything but move (per the real rules); house rules  
generally don't allow collecting rent in jail

Not paying rent--let me illustrate.  There are four people playing (A, B, C,  
D), sitting like this:

                A
              B   D
                C

Right.  "A" lands on "D"'s property.  He does not have to pay if "C" throws the  
dice.  Many think that it is person "B" who is the indicator, but that is just  
not right (again, per the real rules).



***SO***, what am I trying to get across?  (I'm going to regret this later,  
but...)  I'd like to collect all the known variants out there...house rules and  
other, bundle them all together, and post it.  Don't bother sending me the real  
rules, as I know them off the top of my head, but do send variants on the real  
rules (ie the jail thing).

MAIL them to me...phygod72@nic.gac.edu...DON'T POST THEM!!!

Posting will be bad, since I might not have time to get to the article before  
it expires on my news server.  Include in the subject line something about  
Monopoly ("Monopoly" would be just fine)--I get too much mail in one day, so if  
it doesn't say something about Monopoly, it may get lost in the fray...

I don't know when I'll get this done (over the weekend, most likely), but I'll  
post it when I am through.  The post will include the real rules (plus some  
comments further explaining them), varients that I receive in a different  
place, and typical combinations of the rules...

Phil Miesle
From: emullins@vesta.unm.edu (Eric Mullins)
Subject: Re: A&A - Can Allies ever win (II)
Date: Thu, 12 Nov 92 21:43:06 GMT
Organization: University of New Mexico, Albuquerque

el0g+@andrew.cmu.edu (Erik Lauer) writes:
>>Most Japan players seem to build industrial complexes on the mainland
>>rather right away.  It is probably a good idea to build a large number
>
>Then you are not playing against people with the proper plan.  If you
>build a factory, it will be stratbombed till you get an AA gun there,
>hence factories cost 20 each.  For 16 you can build 2 transports which
>will bring over 4 inf per turn.  Notice the transport inf are not a turn
>behind, since you can build the inf the same turn as the transport, then
>bring the inf to the mainland the next turn.

Exactly!

I have never understood why so many people like building industrial
complexes as Japan when transports are so superior.  My first turn
builds as Japan are either 3 inf+2 transports or 3 transports.

   - Transports can help attack US if such action is ever
     warranted, which industrial complexes can not do.

   - Transports can move all of the USELESS men on islands to
     Asia, which industrial complexes can not do.

   - Transports can invade (with inf) several of the islands
     in the area for more Japaneese income, which industrial
     complexes can not do.

   - And as Erik pointed out, transports are more effective
     per IPC at getting troops to the mainland.

I'm not saying transports should always do this that and the other thing,
but they are capable of so much more than industrial complexes.  Their
versatility makes them vastly superior to industrial complexes which
can do only one thing.  This doesn't even mention the disadvantages
brought by industrial complexes.  They can be stratgically bombed, or
even worse, captured by the enemy.

Now, having said that, I will mention the one time I wished I had
built industrial complexes instead of transports.  I merrily did my
normal Japaneese moves at the time, attacking Hawaii with a large
force, dominating Asia, and building 3 transports, ok great.  Then
the US player decides to buy 7 tech rolls and I'm thinking, "cool,
let him waste his IPC's."  Well, he's saddened to get only one six--
long range aircraft.  AAARRRGGGHH!  He sent his bomber to Sea of Japan
(announcing that he now had the required mp since he could land in
Soviet Far east or something) and proceded to destroy the 4 transports
I had sitting there.  Yes, he was incredibly lucky, but I couldn't
help screaming because at the beginning of the game I had told him
how stupid it was to invest in weapons development.  I still have
nightmares about the incident.  Anyway, I now leave a battleship
in the Sea of Japan. :-)
-- 
   Eric Mullins			Internet: emullins@triton.unm.edu
Mars the God of War		Bitnet:   emullins@unmb.bitnet
Newsgroups: rec.games.board
From: mckinney@athena.mit.edu (Ethan L Mckinney)
Subject: Re: WiF naval rules
Organization: Massachusetts Institute of Technology
Date: Fri, 13 Nov 1992 02:04:17 GMT

Don't forget to split the Sea of Japan into a seperate sea zone, now!  Anyone
know the WWII PTO system and how they work this?
From: kuaxe@kuhub.cc.ukans.edu
Newsgroups: rec.games.board
Subject: Blood Bowl, Blunderbuss Q and repost request
Date: 9 Nov 92 11:16:17 CST
Organization: University of Kansas Academic Computing Services

	Quick question.  A friend and I used the Blunderbusses in a game this
weekend and we were wondering, what are the rules for shooting a prone player? 
Also, I would appreciate it if someone would post the rules for the Secret
weapons lab and the Grave digger rules again.  I'd appreciate it.


			Tim Benninghoff
		
			kuaxe@kuhub.cc.ukans.edu

Newsgroups: rec.games.board
From: randall-joshua@yale.edu (Joshua Randall)
Newsgroups: rec.games.board
Subject: Diplomacy Replacement Needed
Date: 7 Nov 1992 14:26:45 -0500
Organization: Yale University Science & Engineering UNIX(tm), New Haven, CT 06520-2158
Distribution: world
NNTP-Posting-Host: minerva.cis.yale.edu

Please help!

Washington Judge game "Pillbug" needs a replacement for Turkey.

Game is Standard, White Press Only (Partial Allowed).

Don't let Turkey go Civil Disorder!

Thank you.
-- 
Joshua E. Randall                       randall@minerva.cis.yale.edu
From: re@dcs.ed.ac.uk (Roderick Easton)
Newsgroups: rec.games.board
Subject: Re: BTECH:  On artillery
Date: 13 Nov 92 09:44:48 GMT
Organization: Department of Computer Science, University of Edinburgh

>Patrick Chester writes
>]3) If worse comes to worse, I'll charge your legs, knocking you to the ground, 
>]     essentially crippling you.  (granted, it would take roughly 6 of the 
>]     buggers to knock out a leg, but...)
>
>You definitely must be playing Draconis Combine forces. Where else are you
>going to find kamikaze pilots.

You obviously haven't read my article.  The only kamikaze pilots in the Combine
are those considered honorable enough to attend Sun Zhang or one of the other
military acadamies.  You think they'd want to pilot a vtol when they could
have a mech?!  I don't.

TTFN
Rod
Organization: Carnegie Mellon, Pittsburgh, PA
From: kgnome@cs.concordia.ca (MATIS stephane)
Newsgroups: rec.games.board
Subject: BTECH: Merc2ndEd on wuarchive.wustl.edu
Date: 12 Nov 92 20:51:16 GMT
Organization: Computer Science, Concordia University, Montreal, Quebec


Here ye Here Ye!

Mercenary Handbook 2nd Edition is now in the 

	/pub/MSDOS_UPLOADS	on wuarchive.wustl.edu 128.252.135.4

available by anonymous ftp. It will not be E-Mailed unless soemone gives
me a "super" script that chunks down UUencoded files.

	The file name is : merc2ndX.zip

The 'X' indicates that it's "encrypted". Once you have got a copy, send
me E-Mail, and I'll send you the password. This should work well. The
file should remain there for about 5-6 days before they realise it's
"bad" and delete it.

	A lot of people have responded so far, and I thank you. 
	Many have asked for a more "generic" version of the document
	(ie ASCII). I may provide it by Friday evening. The file
	would be called : merc2ndA.zip , and it will have the same 
	encryption password.

Why encryption ?

	Because any file outside my control, especially on a FTP server
	will be backed-up, and thus remain on the Ineternet indefenitly.

That, I can't allow, mostly out of pride in my work. BTW, I welcome your
most critical response. I'm not made of paper, and my writing may not
agree with your style. If you wan't to correct my English, so be it. I'm
looking mostly for "trechnical corrections" and request for elaboration,
to make sure that the document turns into something a novice may follow
without much problem.

	Again, Thanks to all who have responded, the file is there for
your taking. Please E-mail me again for the password to unlock it.

	The current format of the files is MAC Word 5.0. Mostly
	because FASA uses it as standard and because the document uses
	huge tables. Converting it to ASCII will loose much of it's
	"fancy" formatting, and may even turn the "template" 
	document into molasses.

Cheers !


+-----------------------------------------------------------------------------+
| Stephane I. Matis |  E-Mail : kgnome@cs.concordia.ca  | Viva NeXTSTEP 3.0 ! |
|.............................................................................|
|------------ bla bla Mecha*Press bla bla Dream Pod 9 blabla FASA ------------|
| BATTLETECH ----------------------------------------------------- NeXThead ! |
|------------ aka : Major Adrian Hammerhand, WolfNet Intelligence ------------|
+-----------------------------------------------------------------------------+
Newsgroups: rec.games.board
From: bankler@terrier.ece.cmu.edu (Brian Bankler)
Subject: Re: Republic of Rome - Reviews?
Organization: Electrical and Computer Engineering, Carnegie Mellon
Date: Fri, 6 Nov 1992 18:09:59 GMT

In article <BxAuHE.BIK@usenet.ucs.indiana.edu> charbonn@silver.ucs.indiana.edu (gary charbonneau) writes:
>In article <BxArIB.J5v@news.cso.uiuc.edu> hoetker@alexia.lis.uiuc.edu (Glenn Hoetker) writes:
>>I'm considering Republic of Rome as a purchase and would like to get
>>some opinions.  Do people find it a fun game?  How are the two
>>and one person games?  Also, it is rated as "very complex," does that
>>come from their being lots of strategic points to keep track of or
>>is the playing system itself complex?
>>
>>Thanks for the input.
>>
>
>>Glenn Hoetker
>>hoetker@alexia.lis.uiuc.edu
>
>
>Glenn, I didn't much care for it.  What ruined it for me was the fact
>that the game was usually decided on the last turn by assassination
>die rolls, which often negated the results of an entire game of careful
>play.  However, the rest of the game was basically OK.
>
>
>-- 
>Gary Charbonneau
>charbonn@silver.indiana.edu

	Use the optional rules in the General for the early/mid
scenario.  When the deck runs out, roll a die at teh end of each turn
and add the number of turns since the deck ran out, if it is >=6, the
game ends.  It forces people to manuever and not try a pot shot.
	Better yet, play the campaign game.

				Brian
From: m91kgh@tdb.uu.se (Karl-Gunnar Hultland)
Subject: Re: BTECH: What is your need ? ... hmmm?
Organization: Dept. of Scientific Computing, Uppsala Univ.
X-Newsreader: TIN [version 1.1 PL6]
Date: Wed, 11 Nov 1992 18:51:52 GMT

MATIS stephane (kgnome@cs.concordia.ca) wrote:
: From: eda858xsft@vx24.cc.monash.edu.au
: 
: > Having just finshed reading the COMSTAR sourcebook i can say im just about
: > certain that we will be seeing clan wolverine (a.k.a Minnesota Tribe)
: > probley from the Combine, FedCom (Davion half) boarder. The question is what 
: > is next
: 
: BTW, I don't think Blaine got permission on the Clan Wolverine bit yet..
: I hope that anyways.


Ditto, they are good to have as the boogeyman after the Clans
liberates the inner sphere.

: 	Clan vs Clan vs Inner Sphere vs Inner Sphere // Comstar vs W.O.B.
: 
: 	Wolf's Dragoons vs Anyone Foolish enough to fight them

And now the question is:

How long will Federated-Commonwealth remain intact?
(Not counting any conquests of systems by adversaries)

: 
: > or am i just paranoid in thinking that FASA want more money out of us?
: 

What would they otherwise want from us? Criticism?


: 	Paranoia is healthy - S.L.

Ever talked to a psychiatrist :-)




				Karl
-- 

Karl-Gunnar Hultland              Vox Dei, Vox Populi
m91kgh@bellatrix.tdb.uu.se
Newsgroups: rec.games.board
From: graham@cs.washington.edu (Stephen Graham)
Subject: Re: BTECH: On artillery
Organization: Computer Science & Engineering, U. of Washington, Seattle
Distribution: na
Date: Fri, 13 Nov 92 01:05:27 GMT

Strangely enough, most of these problems (shoot and scoot, final battery
defense) have been solved or had solutions proposed for them. If you're
in the US, you might want to wander down to your local government documents
repository and look for the various US Army field artillery manuals.

In this day and age, artillery rarely stays in the same place for more
than 5 minutes or one volley of fire. It's just too dangerous. Most MRLS
batteries fire and are gone from the firing site before the rockets hit.
And if it's applicable today, it's certainly applicable in BattleTech.
-- 
Stephen Graham
graham@cs.washington.edu	 uw-beaver!june!graham
From: bruceb@mpd.tandem.com (Bruce Burden)
Newsgroups: rec.games.board
Subject: Re: Eurorails (or Empire Builder, XX Rails) question
Date: 5 Nov 92 21:12:35 GMT
Article-I.D.: devnull.2794
Organization: Tandem Computers (MPD) Austin, TX

In article <9164@vtserf.cc.vt.edu> mage@morse.cns.vt.edu (Kurt Adam) writes:
>
>	I was playing Eurorails last night (I just got it a few weeks ago) and
>we started wondering about an unclear area in the rules.  During rail building,
>the rules say that you can either build from existing line or start at any
>major city.
>

	One of the problems with Mayfair is the rules seem to hide
    when looking for an explicit rule.

	Anyway: Track building starts from any major city. The train
    may start from any city you have connected to. You can build from
    any city you have connected to (or the start city), or from any
    existing track.




							Bruce



-------------------------------------------------------------------------------
  Bruce Burden
  bruceb@mpd.tandem.com
  Tandem Computers Inc.
From: tom@clipper.ingr.com (Tom Granvold)
Newsgroups: rec.games.board
Subject: Re: Games for Sale
Summary: Mike Junkin where are you?
Keywords: games board wargame role playing games forsale
Date: 3 Nov 92 23:14:28 GMT
Organization: Intergraph Advanced Processor Division - Palo Alto, CA

This is personal to Mike Junkin

    My email to you at mjunkin@turing.toronto.edu bounched with an
unknown host name.  Since this is the only email address that I have
for you I am trying to contack you through this newsgroup.

    I have received your bids.  Please send me another email address
that I can use to contact you with.

Tom Granvold
------------------------------------------------------
Mail:    2400 Geng Rd., Palo Alto, Calif., 94303
Email:   tom@clipper.ingr.com
------------------------------------------------------