HDTenEightyP/NetNews huggingface dataset:
From: silber@cs.uiuc.edu
Subject: Re: Pax Brittanica--Strategy Guides?
Organization: Dept. of Computer Sci - University of Illinois
Date: Thu, 21 Jan 1993 17:15:57 GMT


	There was an article in "The General" a couple of years ago.
Some of the major points were: 1) An analysis of how many victory
points various things cost. (For instance, it doesn't cost England
very much to build a fleet, because her victory point divisor is so
large. Italy, on the other hand, should be wary of building military
forces since they aren't going to do much and take away VPS at an
astounding rate.
2) Goals for each of the powers. I won't really go into these in
detail, but I will mention the one that seemed most interesting.
In most of the games I've been in, the poor Russian ends up dead
last, or nearly so. Usually he either allies with the Brit and gets
two or three wimpy potectorates, or he allies with the Hun, and gets
about the same. In addition, since it is to the Brits advantage to 
maintain the status-quo in China, the Russian often has no leverage to
prevent the Brit from balking at the partition of China. 
(Since the only other natural avenue for Russia seems to be in China,
this is most important.)  The solution seems to be somewhat novel,
demand money as part of any deal you make. If Russia allies with
Britain, he should make it clear that his massive army isn't going
to be marching into India, and the Brit should be suitably grateful.
In addition, a little extra cash might help Russia to flex it's
muscles in the direction of Germany. Similarly, if allied to Germany,
Russia could possibly take some of their money and go after India.

.
-- 
ami silberman - janitor of lunacy
	silber@cs.uiuc.edu
Newsgroups: rec.games.board
Subject: Re: Looking for Cosmic Encounters, Illuminati
From: atischer@jupiter.cse.utoledo.edu (August Tischer)
Date: 21 Jan 93 01:00:35 EST

kleffner@trident.datasys.swri.edu (Daniel Kleffner) writes:
: I am trying to find out where I can buy Cosmic Encounters and Illuminati.
: I would be willing to order them by phone/mail.  I live in San Antonio, TX.

I am not sure about Cosmic Encounters, but Illuminati is a STEVE
JACKSON game.  The address is:

		STEVE JACKSON GAMES
		P.O. Box 18957
		Austin, TX  78760
		
I am sure they can send you a mail order catalog.

August Tischer
University of Toledo
atischer@jupiter.cse.utoledo.edu

Newsgroups: rec.games.board
From: blum@medici.ils.nwu.edu (Dan Blum)
Subject: Re: Games for sale!
Reply-To: blum@ils.nwu.edu
Organization: The Institute for the Learning Sciences
X-Newsreader: TIN [version 1.1 PL8]
Date: Tue, 26 Jan 1993 03:43:41 GMT

Whoops - Wargamer #7 (Marston Moor) and Starfire were sold.  Sorry
about that.
--
_____________________________________________________________________
Dan Blum           Institute for the Learning Sciences   Room 334
blum@ils.nwu.edu   1890 Maple Ave., Evanston, IL 60201   708-491-7149

"It's nothing, honey - the dog's learning how to juggle."
_____________________________________________________________________
From: rnlee@sdcc3.ucsd.edu (Profess'nal Agitator)
Newsgroups: rec.games.board
Subject: Re: Duration and monster games
Date: 27 Jan 93 22:35:33 GMT
Organization: MAWL - Mudd Alums Without Lives

In article <1993Jan26.023243.17320@ll.mit.edu> shoham@ll.mit.edu (Daniel Shoham) writes:
>In article <1993Jan26.000029.10847@news.arc.nasa.gov> nicholso@pioneer.arc.nasa.gov (Melvin H. Nicholson YBH) writes:
>>Merchant of Venus: ???????
>  2-3 hours

What are you playing to and how many are playing?  This game is
pseudo-exponential.  That is, the time it takes to make each
successive block of $1000 is less, but it probably stabilizes
somewhere in the $2500-3000 range.

We can usually get through the $4000 game in 4-5 hours depending on
the convenience of trade routes and how well mixed the Industry and
Technology cultures are.

You should be able to play the $1000 game in 45-120 minutes, the $2000
game in 90-150 minutes, and the $3000 game in 2-4 hours.

>Euro-rail
>  3-4 hours

The Empire Builder series claims one hour per player.  This is pretty
much on the money although it will take longer until you familiarize
yourself with the map.  (Took us an extra hour the first time we
played Nippon Rails.)

Agitator
  #->

*Berlin*Depeche Mode*Oingo Boingo*New Order*The Smiths*Soft Cell*Yazoo*U2*
*Nitzer Ebb-Book of Love-OMD-Psychedelic Furs-10,000 Maniacs-//-Front 242*
*             R E M E M B E R   B E I J I N G               //   Only    *
*IBM PC - Who wants a politically correct computer?     \\ //   AMIGA!   *
*================================ Bring Back the Caltech \X/ Cannon!! ===*
*B-52's-Severed Heads-Tears For Fears-The The-Human League-Ministry-Xymox*
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
*Roderick Lee, HMC '91    "The Professional Agitator"   agitator@ucsd.edu*
From: gdewan@mrcnext.cso.uiuc.edu (Geoffrey DeWan)
Newsgroups: rec.games.board
Subject: Re: New Illuminati
Date: 24 Jan 93 18:33:22 GMT
Article-I.D.: news.C1DFJM.7uq
Organization: University of Illinois at Urbana

aa699@Freenet.carleton.ca (Michel Boucher) writes:

>In a previous article, wilhelm@cs.cornell.edu (Wilhelm Uwe Georg) says:

>>Hey, I can't believe, that noone came up with any new ones.

>Actually, Uwe, the original pocket box game of Illuminati had three
>expansion sets.  If you're talking about the new Deluxe Illuminati
>(well...newer), I don't know what it had.  The expansion sets had
>additional cards and one even had a board on which to play.

>Michel

It comes with the first 2 expansion sets.  They knew better then to put in the
third.
--
===============================================================================
                        Geoffrey DeWan -- gdewan@mrcnext.cso.uiuc.edu
Newsgroups: rec.games.board
From: detrie@bank.ecn.purdue.edu (Terry J Detrie)
Subject: Looking for Kingmaker
Keywords: board, game, kingmaker, diplomacy, war
Organization: Purdue University Engineering Computer Network
Date: 23 Jan 93 23:38:48 GMT


I played a game the previous summer called Kingmaker.  The person who
owned the game said he found it in an obscure gaming shop; I have been
looking ever since with no luck.

If you have a copy and are willing to part with it, make me an offer.



           /\					     Terry Detrie
          / /\/\  /\/\      /\ /\          /\	     MSE, Purdue University
   /\    / /    \/ // \  /\/  // \/\  /\  // \/\     detrie@bank.ecn.purdue.edu
  // \/\// /     \  /  \/ /  //   \ \// \//     \/\
_// /  /          /     //  / /    \/    //      \ \	"Don't tell me not to
 -- -           __o      __o      __o   /  __o      \_	burn the candle at both
___---         -\<,     -\<,     -\<,     -\<,		ends, but where to get 
_____________(+)/(+)__(+)/(+)__(+)/(+)__(+)/(+)_______  more wax."  G.B. Shaw

Newsgroups: rec.games.board
From: bethmo@microsoft.com (Beth Moursund)
Subject: Re: Duration and monster games
Date: 26 Jan 93 23:35:37 GMT
Organization: Microsoft Corporation

In article <1993Jan26.000029.10847@news.arc.nasa.gov> nicholso@pioneer.arc.nasa.gov (Melvin H. Nicholson YBH) writes:
>Titan: 4-8 hours (much longer while learning to play)

The Seattle group plays a _lot_ of Titan.  Games range from 1/2 hour
to over ten hours, but most are around 3-4 hours.  Long games are
much less common then short games; more often, one player will
establish an advantage and the others will pull rather then dragging
it out when the eventual outcome is obvious.

Frequently games are won with only one player having more then 200
points.  (Games are almost exclusively 4-6 players; I think I've seen
less then 10 3-player Titan games in 5 years, and I've never seen a
2-player Titan game.  This definitely makes a difference in strategy
and in game lengths.)

House rules (which help speed up play) are that splits can be made
and unmade freely during other players's turns, up until you roll
the dice for your turn.  Thus no delay for splitting.  Also, they
don't bother showing the creatures that are recruiting, just announce
what they are.  All dice must be rolled into the Titan box; any that
bounce out are rerolled.  (Thus no debates about cocked dice.)  And
other players will go ahead and take their turns while a battle is
being fought, if the battle results don't affect them.  (Attacking
the person whose turn is right after yours is humorously frowned
upon.)
From: i6p@vax5.cit.cornell.edu
Newsgroups: rec.games.board
Subject:  Careers
Date: 28 Jan 93 16:48:21 EST
Distribution: rec
Organization: Cornell University

I have the board, cards, money and pieces to a 1956 version of the game 
Careers.  If I can get any money for them I'll sell.
(I also have the rules, but they have been written on.)
Vince
From: f12008ad@triton.unm.edu (Student Class Account)
Newsgroups: rec.games.board
Subject: Re: A&A Game Balance
Date: 25 Jan 1993 05:28:57 GMT
Organization: University of New Mexico, Albuquerque
NNTP-Posting-Host: triton.unm.edu

Robert Colbey-

     Your strategy is very sound and common for Russia using no attack
on Russia's first turn.  I would propose, however, that Germany will be
in control of Karelia after turn 2.  I would prefer not to post a blow
by blow account of what would happen to avoid making this strategy useless
to local opponents who read the net.  I am willing to back this statement
up by playing 2 turns with you resolving all battles by the odds.  I do not
have a program to run battles over and over, so this is what I propose:

On each round, the attacker and defender add up their combat points and divide 
this number by six, rounding all fractions >= .667 up.  This is number of hits  the attacker/defender scores.  This will be done round by round by the attacker
until the attacker withdraws, is defeated, or wins the battle.  The attacker
would remove defending forces in the order inf, armor, fighter...etc unles
the defender states otherwise.  In the case that a side doesn't have at least
3 combat points, the 1 or 2 will be carried over to the next round until
the battle is concluded.

For strategic bombing, bomber damage against a country will be assesed
3,4,3,4.... on the sixth bombing run over a country the bomber will be shot
down.  It doesn't matter if it is a brand new bomber from a country who
is bombing for the first time...the sixth overflight is shot down.

For AA shots during a battle, divide the number of attacking planes by 6.
Round up with fractions >= .667.  This number is the number of AA hits.

Using this method, complete results of a countries turn could be exchanged.

What do you think?

David Saville
f12008ad@triton.unm.edu
From: mol@jyu.fi (Mika O. Latokartano)
Newsgroups: rec.games.board
Subject: Steve Jackson Games' "Hackers" too much like "Illuminati"?
Date: 27 Jan 93 11:55:34 GMT
Organization: University of Jyvaskyla, Finland


  Having recently become devastatingly aware of the ongoing conspiracies
  everywhere and currently contemplating on the obvious connections
  between Kibo and Fnord, I'm considering the option of plunging into
  another potentially eye-opening experience offered us by the
  conspiracy-ridden SJG; Hackers.  My worry is, that "Hackers" seems
  a lot like the original addiction (i.e. Illuminati).  What's the
  word?  Should I go for it, or let it pass, and still remain at least
  somewhat assured that the network is still safe?

	- Mika


-- 
[  Mika O. Latokartano	  |    "They say the sea is cold, but the sea  ]
[  Internet : mol@jyu.fi  |     contains the hottest blood of all."    ]
[  mol@vipunen.hut.fi     |     Whales Weep Not!  -D.H.  Lawrence      ]
From: mwhite@vesta.unm.edu ()
Newsgroups: rec.games.board
Subject: I Am Spartacus: Command Magazine
Date: 25 Jan 1993 19:57:21 GMT
Organization: University of New Mexico, Albuquerque
NNTP-Posting-Host: vesta.unm.edu

Greetings: Would anyone care to comment upon the game balance or relate
           glorious stories about "I AM SPARTACUS?"
From: cjs@phy.duke.edu (Carl Schnurr)
Newsgroups: rec.games.board
Subject: Re: Six Day Race
Date: 22 Jan 93 17:27:12 GMT
Organization: Duke University Physics Dept.; Durham, N.C.

In article <C18tAL.Ewn@techbook.com> peter@techbook.com (Peter Sarrett) writes:
>
>
>Descriptions of Six Day Race on the net have intrigued me.  I'd like to get
>my hands on a copy.  Only problem is, nobody seems to have heard of it.

The only place that I know of to purchase 6-Day Race in the US is through
Games People Play.  Their number is:  (617) 492-0711.  The reason you
won't find it in other stores is because it's a German game and has to
be imported.  Thus the $55 price tag.

-Carl
-- 
	Carl J. Schnurr					1-919-684-8256
	Duke University Dept. of Physics        	cjs@phy.duke.edu
	Durham, N.C.      27706
From: wr0k+@andrew.cmu.edu (William Dow Rieder)
Newsgroups: rec.games.board
Subject: Re: DF&E: Hydran or Kzinti Graveyard ?
Date: 23 Jan 93 14:32:42 GMT
Article-I.D.: andrew.wfMSCeO00VpJ4StUtJ
Organization: Carnegie Mellon, Pittsburgh, PA

Greetings -

>	I will be playing  D Fed & Emp for the first time soon against
>	another inexperienced player . My question is , as i am the 
>	coallition , do i try to smash the Kzinti out of the war in the first
>	few turns of hold back and try to nail the Hydrans (you only need
>	3 starbases outside the old colonies!) . Do I build a B10 and if
>	so do i transfer economic points from the Lyrans to do it ?
>		What do the Romulans do ? Crush (ahem) the federation
>	or the gorn ? Or do they nail the tholians ? Or Both ?

>	Mark

	Hit the Kzintis on turns 1-3, since you can't hit the Hydrans yet.
Plan on moving everything available in to devastate the Kzinti Capital
system on turn 3.  Repair and Strat move to the Hydran border on turn 4
(you will need to build FRDs on the first 3 turns so you have enough repair
capacity).  Hit the Hydran capital with everything on turn 5 and take it.
Turn 6 repair and redeploy again.  Turn 7 you can hit the Feds with a strong
attack, or try to take the Kzinti capital.  After that its grind the Feds time.
	Don't try to build bases next to an off-map zone - there is no way
to protect them. (Ex: you spend 36 EP to upgrade a BATS to a SB, but it 
doesn't take effect till AFTER the Hydran turn - they come on map and
blow up the BATS and the 36 EP with it.)  The advantage of kicking the
Hydrans offmap (besides the fact that their capital is the easiest to take) is
that one stack sitting in the middle hex next to the Old Col can react and pin
any Hydrans coming on map.
	Whatever you do, DO NOT attack the Tholians.  It is probably the
single worst thing you could do... there is no reason to do so (the SFB
rationale
is bogus)  as the Tholian capital does not count for victory purposes.
	I would advise starting with the first (6 turn) scenario rather than
trying the grand campaign right away.  You will learn a lot about tactics,
etc. during the inital games, so you won't hose yourself early in a full game,
which can be very frustrating.
	Good luck with the game,

					W. Dow Rieder

 	When the only tool you have is a hammer, all your problems
start to look like nails...
Newsgroups: rec.games.board
From: nicholso@pioneer.arc.nasa.gov (Melvin H. Nicholson YBH)
Subject: Re: Republic of ROME question, HELP
Organization: NASA Ames Res. Ctr. Mtn Vw CA 94035
Date: Mon, 25 Jan 1993 19:10:12 GMT

>The illustrius Pat Ellis (the DM) <IO11330@MAINE.MAINE.EDU> writes:
>> In my first game, Rome was facing three active and one inactive wars, so
>> when I was dictator I attacked the inactive (Illyrian) war and then
>> revolted, figuring that as a rebel I'd win if Rome fell.  After looking
>> at the rulebook, it looks like we all lost instead.  Since a rebel will
>> win if Rome falls due to bankruptcy or the revolt of the people, does
>> it make sense that the rebel loses too if Rome falls due to four active
>> wars?]
>> 
Yes, you lose.  I'd also say it makes sense that you lose.  The
critical point is the timing of the Rebelion.

Revolt is DECLARED in the Revolution Phase, at which time the rebellion
becomes part of the stress which lends to fall fall of Rome (so in your
case, your Rebllion cause the Emipre to collapse immediately, and the
whole point of Rebelling (to capture the Empire IN TACT) is lost.)

There is another important disctinction which may not be clear: even though
rebellion is DECLARED in the Revolution phase, it is not FOUGHT until
the next turn, during the Combat phase.  This is a very important rule
which is designed to give Rome a chance to defend itself (so a leader
who wins an early war with 5 of 5 legions cannot rebel and win just by
getting lucky and winning the support of all 5 legions, plus a lot of
other examples in a similar vein)

The rule which give a Rebel until the end of the turn to fight (other)
wars after defeating the Senate's forces is designed for the situation
where the Rebel declares (bring the total up to no more than three) then
the NEXT TURN, more wars are drawn which bring the total above three.

The fact that the rebel must count himself in the number of wars makes
sense at least as far as it is harder to hold an empire together while
overthrowing it's principal government (if you like "realism" arguments,
which I don't particularly).  More importantly, this provides the other
players with a defense (not a foolproof one) against rebels, and allows
for a better game balance (between the game and the players, not between
the players and each other)

Mel



Newsgroups: rec.games.board
From: detrie@bank.ecn.purdue.edu (Terry J Detrie)
Subject: Kingmaster Search:  Update
Keywords: kingmaster, war, diplomacy
Organization: Purdue University Engineering Computer Network
Date: 27 Jan 93 15:57:29 GMT


Thank you to all who have sent me useful information about how
to contact Avalon Hill.  I hope to buy the thing once my next paycheck 
comes in.  This posting nullifies the previous article (I don't know
how to cancel my own article) so that my mailbox can take a rest :)

Once again, thank you.

           /\					     Terry Detrie
          / /\/\  /\/\      /\ /\          /\	     MSE, Purdue University
   /\    / /    \/ // \  /\/  // \/\  /\  // \/\     detrie@bank.ecn.purdue.edu
  // \/\// /     \  /  \/ /  //   \ \// \//     \/\
_// /  /          /     //  / /    \/    //      \ \   "Diplomacy is the ability
 -- -           __o      __o      __o   /  __o      \_ to tell a person to goto
___---         -\<,     -\<,     -\<,     -\<,	       hell such that he looks
_____________(+)/(+)__(+)/(+)__(+)/(+)__(+)/(+)_______ forward to the trip."
From: dvlgsd@cs.umu.se (Gunnar Strand)
Subject: SPACE HULK: Questions
Organization: Dep. of Info.Proc, Umea Univ., Sweden
Date: Tue, 26 Jan 1993 10:59:37 GMT


I've had my SH game for about six months, and recently
invested in GENESTEALER supplement which includes the
rules for psycic combat. When we played, two questions
arised:

1. When you use the card 'teleport', are you allowed to
both move the model AND face it in any direction on the
spot it arrived?

2. Suppose a blip is hunching behind a corner, on the
square closest to the board section a marine flamer is in
If the marine moves to get a LOS and to fire the flamer 
at the section containing the blip. When the blip is 
converted, is it allowed to place a genestealer on
the board section which the marine is standing? That
means that he should have seen the closest stealer
BEFORE he saw the blip!


      1. Marine turn                2. Marine moves...

              |  |  |SM|                 |  |  |  |
board limit:  +--+--+--+   board limit:  +--+--/--+
           :  |  |  |  |              :  |  |SM|  |
--------------+--+--+--+   --------------+--+--+--+
  |  |  |BB|  |  |  |  |     |  |  |BB|  |  |  |  |
--------------+--+--+--+   --------------+--+--+--+


      3. and blip conversion!

              |  |  |  |  
board limit:  +--+--+--+   
           :  |  |SM|  |  
--------------+--+--+--+ 
  |  |GS|GS|GS|  |  |  |
--------------+--+--+--+  

This means that the marine would be unable to flame
or cast a psycic section effect on the stealer section!

We decided to say that this particular conversion is NOT
possible, and that any excess stealers were lost (don't
worry, I played stealer and nailed him anyway :-). Was
this right, according to normal and house rules?

/Gunnar
Newsgroups: rec.games.board
From: neil@progress.COM (Neil Galarneau)
Subject: Re: The Speed of Heat
Organization: Progress Software Corp.
Date: Wed, 27 Jan 1993 22:42:06 GMT

stefano@bmdhh181.bnr.ca (Stefano Cascarini) writes:

>I have just bought 'The Speed of Heat' and so far (read the rules,
>punched the counters, and played the first scenario) I am very
>impressed. It is what I hoped 'Flight Leader' would be. My only
>disappointment so far is the range of aircraft included - it
>would have been nice to have had some contemporaneous European 
>planes. Presumably the follow on games/modules alluded to in the 
>rules will contain these as well as some more modern aircraft, does
>anyone have more information on any planned follow-ups ?

The precursor games _Air Superiority_ and _Air Strike_ contain modern
aircraft.  When GDW runs out of those games, Webster will be able to release
a modern module for TSoH.  It shouldn't be too hard to convert the aircraft
cards from the GDW games to the new format.

>Stef Cascarini, no email please, it won't reach me !


Neil
neil@progress.com
From: robertt@mel.dbce.csiro.au (Robert Thompson)
Newsgroups: rec.games.board
Subject: Re: Empires iin Arms
Date: 27 Jan 93 01:58:08 GMT
Article-I.D.: highett.620
Organization: CSIRO, Div. Building Constr. and Eng'ing, Melb., Australia

In article <117790003@hpcuhe.cup.hp.com> davidb@hpcuhe.cup.hp.com (David Black) writes:
>
>(mcvos@cs.vu.nl) writes:
>
>>I was wondering, does anybody actually ever _finish_ the grand
>>campaign of EiA? The box says it can last for 200 hours.
>>200 hours = 10 hours a day, 7 days a week, 3 weeks long.
>>Is this really playable for normal human beings??
>
>Using the play once every 2 weeks plan with occasional weekends it took our 
>group 10 months to finish the grand campaign game. It was well worth the time 
>invested!
>
>I consider us "normal" human beings :)
>
>Dave "Prussia can win" Black
>

Im my gameing group we finish the campaign more oten than not. 10 months
is not an unreasonable length of time for us also. We play one night every
week, with no weekends.

Is good fun, we are recording our current campaign for a posting when
when finish in 6 or 8 months or so :-)



_____________________________________________________________________________
| Robert Thompson  CSIRO Division of Building, Construction and Engineering |
|                  Post Office Box 56, Highett, Victoria, Australia   3190  |
| Internet: robertt@mel.dbce.csiro.au Tel:+61 3 252 6182 Fax:+61 3 252 6241 |
|___________________________________________________________________________|
|  Though this be madness, yet there is method in it - William Shakespeare  |
|___________________________________________________________________________|
Newsgroups: rec.games.board
From: sap@sactoh0.sac.ca.us (Stephan A. Puga)
Subject: Looking for Paul Work
Organization: Sacramento Public Access Unix
Date: Fri, 22 Jan 93 19:39:47 GMT

I would like to thank those who sent me Paul's address.  He
contacted me directly and told me of his situation.  I have since
received my game and am quite pleased.

-- 
#############################################################
# "Its been surreal!"         #     sap@sactoh0.SAC.CA.US   #  
#     -- Gogo Dodo            # UUCP=..ames!pacbell!sactoh0 #
#############################################################