HDTenEightyP/NetNews huggingface dataset:
From: davidf@HQ.Ileaf.COM (David Fristrom)
Newsgroups: rec.games.board
Subject: Re: SPQR is a crock?
Date: 27 Jan 93 16:10:57 GMT
Reply-To: davidf@HQ.Ileaf.COM (David Fristrom)
Organization: Interleaf, Inc.

In article <1993Jan26.225003.17045@vax5.cit.cornell.edu> mvcy@vax5.cit.cornell.edu writes:

> Question to SPQRites: I remember reading in the scenario book (about the
> game as a history part I think) imitating the Roman tactics.  They mention
> charging with the hastatis and if they don't break the enemy, spending an Line
> command to retreat them through the principes.  As far as I can tell, there
> are no way for a unit already engaged in an enemy ZOC to move.  So what are
> they (H&B) talking about??

In the ad for CONSUL FOR ROME (the upcoming SPQR module), there is a
mention of it including errata for the previous games and line retreat
rules, so we should be able to use correct Roman tactics Real Soon
Now.  And heaven knows we could use some errata -- I love the games,
but hate the rules (why don't they get a decent rules editor?).  Of
course, CFR was supposed to be released in January, and I'm still
waiting for it.

David Fristrom		|
Interleaf, Inc.		|	"Bugs, Mr. Rico.  Millions of them!"
davidf@ileaf.com	|
Newsgroups: rec.games.board
From: alumni107@camins.camosun.bc.ca
Subject: Games for sale 
Summary: Canadian gamer selling closetfull
Organization: Camosun College
Distribution: na
Date: Sun, 24 Jan 1993 07:19:06 GMT

Yet another grognard wargamer has a closet-cleaning ...

I would like to sell the following wargames. All of them will be sold
to the first respondent - but I will refuse bids I consider absurdly
low. Any bid must include postage - this is about $5 to the US for one
game, and around $2 extra per additional game. ($2.50 per game extra
for sturdy shipping materials, ie a shipping container). These prices
are in Canadian dollars. Canadian shipping is about 1/3rd less.

Game list follows, in no particular order...

Wellington's Victory (SPI)
        4 maps, many hundreds of counters. Monster game of the
        battle of Waterloo. Battalion/battery/squadron level.
        Some collectors' value. very good condition.

Eric Goldberg's Kursk (SPI)
        step-reduction, multiple-mode operational Kursk game. good
        condition (worn box, map & counters very good).

Anzio (AH)
        another step-reduction game but on Italy. I believe this is
        the 3rd edition of the game. mediocre condition - box corners
        have collapsed. map & counters good.

Caesar-Alesia (AH)
        simple tactical ancients game; intriguing situation. 2 maps.
        good condition (worn box, map & counters good).

Wooden Ships & Iron Men (Battleline + AH)
        2 Napoleonic ship combat games. Battleline edition has some
        collectors' value. Battleline good (worn box; map & counters
        excellent). AH version poor (no box; slightly worn map)

Blitzkrieg (AH)
        Generic division-level WWII era game on a fictional continent.
        This is the second edition. Excellent condition.

Hitler's War (AH)
        simple strategic game of WWII europe. Excellent condition.

France 1944  (VG)
        divisional level game of Normandy breakout. Excellent
        condition but two counters are homemade replacements.

1776 (AH)
        strategic American Revolution game. Good condition;
        box slightly worn.

Operation Typhoon (SPI)
        three-map modified-PGG-system game of German Moscow offensive.
        very good condition.

Austerlitz (SPI)
        boxed folio-sized game but not a quadrigame. step-reduction
        combat. very good condition.

Panzerblitz (AH)
        platoon-level tactical game. mediocre condition - box damaged,
        but has two sets of counters.

Air Force (AH)
        simultaneous plotted movement, single-plane WWII air battles.
        Excellent condition.

Dauntless (AH)
        an Air Force expansion for the Pacific. Excellent condition.

Struggle of Nations (AH)
        intriguing strategic Napoleonic game on the 1813 campaign.
        excellent condition.

Bids by email or surface mail.

alumni107@camins.camosun.bc.ca
Jeff Johnson
1429 Taunton Street,
Victoria BC
Canada
V8R 1W8
(604) 595-4203
From: standeven@adcalc.fnal.gov
Newsgroups: rec.games.board
Subject: RE: Hackers
Date: 27 Jan 93 11:31:02 -0600
Organization: Fermi National Accelerator Laboratory
NNTP-Posting-Host: adcalc.fnal.gov

	Definitly get "Hackers". We have had a lot of fun with it. And yes, all
your conspiricy theories will be confirmed, only now it is an elitist group
of "winner" hackers that ride the net on the backs of regular net "losers".

	Dont Bielieve me, play the game. We did make one house rule. I play
with our system manager and he pointed out that the nets developed in 
hacker dont develop any down time from hardware failure. So we randomly
roll each turn to see if a node goes down. He even added a rule that If you 
rolled a 1 on a system that was down then you rolled again and that is how many
rounds it takes for the system repair rep to get around to fixing the machine.
 Just like in real life.  One of my favorite tactics is to get root access on
an indial machine and two of the adjacent ones, then crush the nuts of anyone
along that line by bluffing them unmercisly for hacking phreaks and favors.
Course this will work until one of them narcs on me so I try to have a 
reverse narc for a hole card just to keep them honset. The only bad part about
this tactic is that the others play more conservativly by trying to build there
systems up and then hacking while you spend your hacks trying to get root
access on the indials. Fortunatly my system manager is not a good poker player
and I can bluff the crap out of him. This backfired last time when he decided
to get even by supporting my other competition with free hacks, phreaks and
even equipment trades. The rules say you cant trade equipment but we decided
why not. I once bluffed mark out of his screamer modem :) That was one time
I really appreciated how fun this game can be. Other games are very resource
consious types. "My pile of counters and cards againt your pile of counters and
cards." Hacker is different. How much you help or hinder or even give stuff 
to each other is up to you which gives it a dufferent flavor but retains
a win objective. I like it and recommend it. Not exactly a review, more of a 
ramble but its a fun game.
From: ccjm@st-andrews.ac.uk (Colin Charles James MacDonald)
Newsgroups: rec.games.board
Subject: Re: SFB: Blackhole vs Drones
Keywords: SFB
Date: 22 Jan 93 11:32:27 GMT
Organization: St. Andrews University, Scotland.

In article <1993Jan20.114418.2936@dct.ac.uk> mcsbc3maw@dct.ac.uk writes:
>I will be playing in a scenarion with a black hole(Hypermass) in it soon
>And I will be using a Kzinti ship . Any advice about stopping drones
>dissapearing into the great maw ??

If I was your (DF armed) opponent, I would try and keep you on the
other side of the hole. This would be easier if I kept closer to the
hole than you.

You didn't say what speed of drones you're using; if fast, you might
be able to sneak some round if you can get a large enough 'angle'
past the hole. If slow, you are really going to have to engage him/her
far out from the hole. Try holding station as far out from the hole as
the scenario lets you to try and trick your opponent into coming past
it, then if necessary manouver to get him/her between you and the hole,
giving your drones a boost. Alternatively just go at high speed past
both the hole and your opponents ship so that you can again launch 
drones back towards him/her and the hole.

You could perhaps launch a SP (especially with WBP's) way out around
the hole on ballistic courses to try and get 'outside' your opponent.

If you move fast in an orbital motion to try and open up a decent
firing angle, your opponent will have to move closer to the hole to
close it down. If you are very lucky, he/she might get too close, or at
least close enough to hold him where he is long enough for you to 
get 'outside' him/her again.

Good luck!

Colin.
From: s666@ac.dal.ca
Newsgroups: rec.games.board
Subject: Re: SFB: CVA Duel problems
Date: 27 Jan 93 12:55:36 -0400
Distribution: world
Organization: Dalhousie University, Halifax, Nova Scotia, Canada

In article <00#@byu.edu>, $stephan@sasb.byu.edu (Stephan Fassmann, Software) writes:
> 
> Here is an interesting tactical problem I am trying to resolve.
> The year is 181 and the Feds are approching Remus, in OP. Remus.
> So here are the players. 
> Feds have a CVA with F-14As and A-10s escorted by an NER, and two DARs.
> Rom have the SuperHawk-B with G-III and G-FSF escorted by a SPM and 2xSKEAs.
> Both sides have full t-bombs and roms also have NSMs
> The problem is how can the Roms kill the CVA which would unhinge Op, Remus.
> What I see is best for the Feds is to have the F-14s sit next to the carrier 
> and salvo half thier drones every turn, and cycling into the carrier for 
> reloads. And using the A-10s for long range plinking at the Roms. Besides 
> there are the 8 Photons of the DARs and the carrier. And let's not forget 
> the SWACs. The Roms can't just run in because of all those photons and 
> phaser-Gs (a DAR is as bad as any Hydran at range 2 or less). But that is 
> the only thing I see them able to do, an all-out unbalancing frontal 
> assault. I just don't see the Roms having enough firepower left to hurt the 
> carrier by the time they are done getting past the escorts and fighters.
> Survival of the Roms isn't important only the distruction of the CVA. If it 
> isn't destroyed all it will do is fall back to a repair tug, pick up new 
> fighters and escorts at an AuxCVA and on to Remus.
> Thanks for the help.

      I would suggest that you try to take out the escorts first, with the
plasmas from your fighters and the SUB. Time this strike to coincide with
his drone strike on you. Remember that if the SWACs go wild, ALL of the
seeking weapons on the board are attracted to the weasel, not just the plasmas,
so he has just solved a potential problem for you. If he doesn't use the SWAC,
follow up on the plasma strike as best as you can, using the phasers on the
fighters and SUB. If the F-14s are sititng next to the carrier, let them have
large doses of PL-Ds from the escorts. Remember that you can beam over
replacements from the carrier to replenish the plasma racks (I doubt you could
use all of the pl-D storage on a SuperHawk-B). This will be a grinding 
attrition battle. When the carrier group defenses are reduced sufficiently,
psycho yourself on the carrier, particularly since your survival isn't
important.

Sean Dzafovic
Dalhousie University
From: isopi@acf9.nyu.edu (Marco Isopi)
Subject: Re: Republic of ROME question, HELP
Organization: New York University
Date: Wed, 27 Jan 1993 03:01:18 GMT

The illustrius Pat Ellis (the DM) <IO11330@MAINE.MAINE.EDU> writes:

>Well I just played for the first time over the weekend (with more than
>one players that is) and I thought I'd found a way to win.  We had three
>active wars present and one war inactive.  Rome had enough money to
>survive the turn but not alot of Military strength remaining from
>previous wars.  My partner in crime and I were voted as Dictator and
>master of Horse.  Instead of going after the Second Punic we went after
>the Illyrian war, The inactive one.  It was my thought that by taking
>them out (we did) and then revolting we would win as rome would fall
>because there would now be four wars going on.  However, after much
>discussion and looking at the rules it was decided (by myself as well..)
>that we had all lost, it stated that the only way to revolt and win
>was if the people revolted or the state went bankrupt while we were in
>revolt.  My question is what do any of you out there think of this does
>this make sense????  Just looking for a little moral victory here,
>Thanks alot,
>                Pat Ellis

It makes perfect sense. If the people revolts you march on Rome
as a man of the people and seize power. If it's Hannibal marches on Rome
at most you save your own ass by staying away from Rome.
People won't really love you for that.

Marco
Newsgroups: rec.games.board.ce
From: michele@ccs.yorku.ca (Michele Marques)
Subject: Re: Question on Seeker...
Organization: York University, Help Services, CCS
	<1993Jan20.073107.6939@blaze.cs.jhu.edu>
	<1993Jan20.175238.5691@coe.montana.edu>
	<1993Jan21.200139.12410@risky.ecs.umass.edu>
	<21JAN199320582725@aardvark.ucs.uoknor.edu>
Date: Fri, 22 Jan 1993 14:37:54 GMT


In article <21JAN199320582725@aardvark.ucs.uoknor.edu> brandon@aardvark.ucs.uoknor.edu (Garland Operator 7-G) writes:

   Here is what is said on the power (it is in front of me):

   If the question involves his intentions, he must decide and then
   subsequently abide by that decision if he can. The question MUST
   relate to a SINGLE SPECIFIC CHALLENGE or to the PLAYERS CURRENT
                                        ^^^^ [my emphasis]
   HAND. You may NOT bind the player to an action beyond one specific
   challenge.

   [response to another posting deleted]

   For that
   situation, I would rule that the other player would have to decide right
   then and there and philanthropist's gift is irrelevant (because
   philanthropist might lie). Yes, in this condition it is possible for
   Seeker to grab someone by the balls.


In my interpretation, that 'or' means that when the question is about the
single specific challenge, it is not limited to the players current hand -
if he reasonably expects to get another card (e.g. is going for a joint
win with philanthropist and knows a card in p's hand, has finder and 
knows a card in someone's hand).

Questions about the player's current hand, however, don't have to be
about the current challenge (e.g. do you have any card higher/lower
than X, do you have more than one challenge card).


		-- Michele
--
Michele Marques                      | UUCP: ....!utzoo!yunexus!michele
Computing Help Services              | Internet: michele@apex.ccs.yorku.ca
Computing & Communications Services  | Bitnet:   michele@yuorion
York University                      | Voice:    +1-416-736-5800
From: dmccart@gomez.intel.com (D. J. McCarthy)
Newsgroups: rec.games.board.ce
Subject: Re: 4 Questions
Date: 26 Jan 93 02:19:18 GMT
Organization: Intel ASTG, Santa Clara, CA
X-Newsreader: TIN [version 1.1 PL8]

Mark Phaedrus (phaedrus@halcyon.com) wrote:
\      Void is down to two home bases and is thus without his power.
/ He challenges one of his home planets and wins, thus regaining the
\ power.  Does he get to void the opponents' tokens for this challenge?
/ It seems to me that he should; after all, if you lose your power
> instantly when you lose the challenge that costs you your third base
\ (and thus if Zombie loses a challenge that costs him his third home
/ base, his tokens go to the warp), it seems reasonable that you gain
\ your power back instantly when you win the challenge that gets you your
/ third base.  Comments?

	Only that I agree.

--
D. J. McCarthy (dmccart@gomez.intel.com)
"For some unknown reason I have seen four different people barf in public
 today on campus."
                                         --L. Stewart, talk.bizarre, 12/16/92
From: thomasm@hal.gnu.ai.mit.edu (Michael J. Thomas)
Newsgroups: rec.games.board.ce
Subject: 4 Questions
Date: 23 Jan 1993 07:50:40 GMT
Organization: MIT Artificial Intelligence Lab
Distribution: world
NNTP-Posting-Host: hal.ai.mit.edu

Here's hoping this actually makes it to the net.  I HATE being a newbie...
 
Four questions for your enjoyment...
 
1)  The Vampire wins as an ally with the Fungus.  Powers state that the
Fungus takes the opponents' tokens into his stack; the Vampire enslaves
one token of each opponent.  Does the Vampire take one and the Fungus gets
the rest?  Does the Fungus get them all and the Vampire then gets one token
to enslave from OUTSIDE the challenge?
 
2)  A Fungoid stack goes to the warp, and in that stack were some of the
Grief's tokens.  Does Grief now get cards, or should he have gotten them when
the Fungus assimilated them to begin with?
 
3)  A wild Destiny card is turned over.  The offensive player chooses
the Anamoly.  Can the Anamoly change his luck, or is the offensive player's
decision considered a choice and the Anamoly has no power here?  ("Now go
away, before someone drops a house on YOU!")  If the Anamoly can change
his luck, does the offensive player choose another system or draw another
Destiny?
 
4)  The Plant grafts the power of the Machine, and at the end of the
challenge the power specifically states that the Machine would then go back
to the player from whom it was grafted.  Does this mean the Plant is unable
to graft the Machine and therefore get more than two challenges?  Are there
similar powers the Plant can't graft?
 
Okay, chew on THOSE for a while... <grin>
 
--- Alan ---
 
"And someone respond to this just to tell me they SAW it..."
From: cs161fir@sdcc10.ucsd.edu (Anthony Minkoff)
Newsgroups: rec.games.board.ce
Subject: Re: New Variant
Date: 27 Jan 93 20:11:18 GMT
Organization: University of California, San Diego

In article <1k0t64INN6e1@bigboote.WPI.EDU>,
macquivr@bigwpi.WPI.EDU (John Todd) writes:
>Some friends of mine have come up with a new to play Cosmic, I have revised it
>a little but the Specific details are up to who ever is running it as to
>how they want to play.

[Blind CE description deleted]

It's a neat idea.  Some friends and I have fantasized about a
similar version, but it would require a computer moderator (which
would be a *bitch* to write).

Each player sits as his own terminal, and so can't see what the
other players are up to.  Each player knows his *own* power, but
doesn't know anybody else's unless he deduces it.  (E.g., if
somebody plays a Compromise against you and you lose, you know he's
the Pacifist.)

The Computer moderator allows for all sorts of "anonymous" actions.
E.g., if Philanthropist gives you a card, the card will suddenly
appear in your hand, but you won't be told where it came from.  (The
number of cards in other players' hands, like their Powers, is known
only to them.)  Announcements can also be made anonymously.  (E.g.,
"Visionary says you will play an Attack 8," or "This planet is
booby-trapped," but you won't know who the Visionary or Terrorist
is.)

I don't see how this anonymity could be acheived by a human
moderator.  It is, of course, possible, though extrememly
demanding, for a human to emulate the computer moderator.  He would
simply get his own terminal, and would be solely responsible for
tracking the state of the game, and keeping all players informed
about whatever they're supposed to know.  It would probably be at
least a two-person job.

Tony
-- 
Tony Minkoff                            aminkoff@sdcc13.ucsd.edu
cs161fir@sdcc10.ucsd.edu                cs163wav@sdcc8.ucsd.edu
"This quote is in this .sig for no particular reason."
Newsgroups: rec.games.board.ce
From: brandon@aardvark.ucs.uoknor.edu (Garland Operator 7-G)
Subject: Re: Question on Seeker...
Originator: news@kittyhawk.ecn.uoknor.edu
Date: Fri, 22 Jan 1993 02:58:00 GMT
News-Software: VAX/VMS VNEWS 1.41    
Organization: The Anime Doujou

In article <la>, hopcraft@spock.ecs.umass.edu (Geoffrey S Hopcraft) writes...
>I've replied individually to a few posters, but this house rule seems
>pretty widespread, so I'm going to post. Essentially, by allowing the
>seeker to get away with questions which essentially force behavoir,
>you're getting onto pretty thin ice. To whit
>
>Alright, let's take this house rule, and have the seeker ask a main
>player (who does not have parasite):
>
>"Are you going to ally for the rest of the game?"
> 
>Well, the person doesn't know that they will be able to ally; they
>have to be invited, and that depends on another player (just as
>getting a card from philanthropist depends on another player). So, by
>this house rule, they would have to respond 'no' to the question. All
>of a sudden, they can't ally for the rest of the game. In most groups
>I play with, this is tantamount to forcing that player to lose.
> 
>Ok, so you forbid this situation. What about "Are you going to
>compromise?" Can't do it unless the other main player agrees (barring
>the obvious cases), so you have to say no. Heck, make it "Are you
>going to compromise ever with anyone in the game other than me?"
> 
>Following the rules as stated (the person must do what they said they
>would if they can) still allows seeker to be used for information
>(although the seeker must be careful with her questions). If anybody
>doubts that, send me a case (in email, so this board isn't swamped) of
>some yes/no information item, and we'll see whether we can work out a
>reasonable question to ask. This house rule opens the door to hundreds
>of abuses, and with a little work can be made to be a pretty general
>"Do what I tell you to do" power even without the logical trap
>mentioned above. To my mind, this is not the intent behind seeker.

Here is what is said on the power (it is in front of me):

If the question involves his intentions, he must decide and then
subsequently abide by that decision if he can. The question MUST
relate to a SINGLE SPECIFIC CHALLENGE or to the PLAYERS CURRENT
HAND. You may NOT bind the player to an action beyond one specific
challenge.

..Seems to be clear to me...this means that you cannot ask a long term
question like the ones above (or "Will you answer no to this question."...
..it doesn't relate to the challenge or the player's hand).

What started this discussion was that AURA was in the game so it was known
what seeker had (for those of you who tuned in mid discussion). For that
situation, I would rule that the other player would have to decide right
then and there and philanthropist's gift is irrelevant (because
philanthropist might lie). Yes, in this condition it is possible for
Seeker to grab someone by the balls.

Domo. Ja na.

Brandon Freels (Garland Operator 7-G)
brandon@aardvark.ucs.uoknor.edu  -or-  brandon@uokucsvx.bitnet
"I'm witty naturally, I don't need quotes."
Newsgroups: rec.games.board.ce
From: sgs4349@ritvax.isc.rit.edu
Subject: Re: Eek! I'm running a tournament!
Reply-To: sgs4349@ritvax.isc.rit.edu
Organization: Rochester Institute of Technology
Date: Thu, 21 Jan 1993 21:25:44 GMT

to include points for lucre also.

              Paul Swan
From: speno@clam.rutgers.edu (John P. Speno)
Newsgroups: rec.games.board.ce
Subject: Mirror and Cavalry [Q]
Date: 23 Jan 93 07:22:20 GMT
Distribution: rec.games.board.ce
Organization: Rutgers University -- Camden, New Jersey.


I think this was before finding the bug laminated under our Prophet
but a situation arose with Mirror defending against someone with the
Cavalry on their side. If Mirror calls dyslexia, does it also affect
the Cavalry's card. In our game, we ruled it did for the time being.
What do you think?

--
John P. Speno, speno@clam.rutgers.edu -> "Sleep is for the weak.", C. Crenson
From: cs161fir@sdcc10.ucsd.edu (Anthony Minkoff)
Newsgroups: rec.games.board.ce
Subject: Re: how to replace tokens?
Date: 23 Jan 93 02:50:00 GMT
Organization: University of California, San Diego

In article <C15zvE.39v@willamette.edu>,
pdudey@willamette.edu (Peter Dudey) writes:
>Just send a letter and a couple of bucks to Mayfair, and they'll send you
>new tokens.  Worked for me, although it took a couple of months for them
>to get here.

Great!  I didn't realize that Mayfair sold replacement token sets.
How much did they charge?  (Is there a set price, or just whatever
vague amount you include in the envelope?  Does the Dragon get his
cut of the price?  :^)


Tony
-- 
Tony Minkoff                            aminkoff@sdcc13.ucsd.edu
cs161fir@sdcc10.ucsd.edu                cs163wav@sdcc8.ucsd.edu
"This quote is in this .sig for no particular reason."