HDTenEightyP/NetNews huggingface dataset:
From: rwstarke@vela.acs.oakland.edu (Ross W. Starkey)
Newsgroups: rec.games.board
Subject: Re: Republic of Rome erratum from The General (vol. 27, no. 4)
Date: 7 Apr 92 14:08:46 GMT
Organization: Oakland University, Rochester MI.

In article <1242@idacrd.UUCP> purtill@idacrd.UUCP (Mark Purtill) writes:
>rwstarke@vela.acs.oakland.edu (Ross W. Starkey) writes:
>>This rule appeared in this month's issue of The General (vol. 27, no. 4) and

>[Rule omitted]

(Mark suggests that the rule has the effect of giving the Senate the ability
to see into the future with respect to matching wars, removing all sense of
urgency in dealing with wars such as the First Punic, which have matching
wars waiting to show up- for the senate could just wait until the Second
Punic was drawn, and then stomp on the First Punic at its old strength
during the one turn that the Second Punic is still face down in the Inactive
Wars slot.  However, if this rule is not used and two (or more!) matching wars
are drawn in a single turn, Italia is knee-deep :-) in fertilizer without the
Senate having ever had the chance to do anything about it.  Mark therefore
suggests conditional use of the rule)  

>	As an aternative, perhaps we should just arrange that:

>>Rome [has] at least one opportunity to deal with a war, having a
>>reasonable chance of success before its strength multiplies without resorting
>>to extraordinary measures such as a Dictator.

>We could do this by putting Wars in the inactive pile face down (as
>in the General's rule) _only_ if the matching War also showed up _this
>turn_.  (The First Punic would count as having shown up on turn one).
>This means the senate has at least one turn to deal with a War before
>it gets matched, but if they miss the chance, they may be in deep
>trouble.  
>	Comments?
>
I think this is an excellent idea.  I agree with Mark completely.

cheerio

-- 
Ross Starkey                         "Of course you know, this means WAR." 
rwstarke@vela.acs.oakland.edu        "This whole thing is goony, I shou'da
                                      stood in bed!"  "Gruesome, isn't it?"
FIGHT DICTATORSHIP!  VOTE!!!!                                  --Bugs Bunny
From: thornley@cs.umn.edu (David H. Thornley)
Newsgroups: rec.games.board
Subject: Re: 5-6 player games
Date: 6 Apr 92 17:05:30 GMT
Article-I.D.: cs.1992Apr6.170530.29777
Organization: University of Minnesota, Minneapolis, CSci dept.

In article <1992Apr5.201411.12281@cis.ohio-state.edu> farrell@cis.ohio-state.edu (christopher k farrell) writes:
>
>	I have a question for all you folks out there...
>
>[Wants games for 5+ people with 3-12 pages of rules, can be completed in
> 6- hours, short or interactive turns, reasonable-sized board.]

I'd nominate Merchants of Venus (AH) as one of my favorites.  It will hold up
to 6 players, can be finished fairly fast, is reasonably simple, and the
turns move well.  Kremlin (also AH) is not one of my personal favorites, but
it satisfies your criteria very well.  Since you like Civilization, have you
tried Advanced Civilization?  Is Circus Maximus (AH) still available?

DHT
From: stevea@jab.tucson.az.us (Steve Albany)
Newsgroups: rec.games.board
Subject: Re: SFB: Romulans & Torps
Date: Mon, 13 Apr 92 11:00:44 PDT
Organization: Just Another Bbs. Tucson, AZ

911414p@ace.acadiau.ca (PIOTR CEZARY  PROSZYNSKI) writes:

> In article <shawni.702969379@tis.llnl.gov> shawni@.tis.llnl.gov (Shawn Insten
> 
> >aha@meryl.csd.uu.se (Anders Hallberg) writes:
> 
> 
> >Thanks for the correction.  You are right, it takes a somewhat larger
> >explosion to expose a cloaked ship.  I'll have to verify that a t-bomb
> >counts (I'm pretty sure it does, but it has been a while).  Then you'd
> >just drop a shield when fighters were docked, lay a bomb where the fighters
> >disappeared, & detonate it yourself.  Since the fighters would have to
> >wait 8 impulses before firing, you'd have time to raise the down shield,
> >just in case he manages to launch one.
> 
> >Or overrun him with a Lyran ESG, since you have such a good fix on his
> >position just by watching fighters.
> 
> Oh no....Please tell me I'm wrong...
> You guys actually take cloaked Roms off the board?
> As in: secret? as in INVISIBLE ?
> Brrrrrrrr...... Scary; we play the on-the-board-hard-to-fire-at-yet-clearly
> -visible Romulans and they *still* fry my Kzinti cheeks. How do you ever 
> manage to maintain play balance? - or do your Romulans have the Universe at 
> their mercy?
>                         (PCP) The Tailor-Cat.
 
        We always take the Rom's off the board and use plotted movement. 
It's really the only way to have a CLOAKED ship. What's the point if the 
counter is still visible?


        ================================================================
        |                    Capt. Steve E. Albany                     |
        |                 Cmdr. USS PATTON (NCC-8570)                  |
        |--------------------------------------------------------------|
        |                           | "My son, ask for thyself another |
        | SteveA@Coyote.Datalog.Com | kingdom, for that which I leave  |
        |  SteveA@Jab.Tucson.Az.Us  | is too small for thee.."         |
        |                           |    - King Phillip of Macedonia   |
        ================================================================
Newsgroups: rec.games.board
From: benjie@pram.cs.ucla.edu (Benjie Chen (Guest))
Subject: World War I
Organization: UCLA, Computer Science Department
Date:  9 Apr 92 23:59:51 GMT

Any one has any comments on this game(from SPI I guess)?
Ben
--
-----------------------------------------------------------------------------
Benjie Chen    ->      The best defense against logic is ignorance
UUCP: benjie@bury.cs.ucla.edu			
Proline: benjie@pro-palmtree.socal.com
From: torbenm@diku.dk (Torben AEgidius Mogensen)
Newsgroups: rec.games.board
Subject: Re: 1830 questions
Date: 8 Apr 92 11:02:40 GMT
Organization: Department of Computer Science, U of Copenhagen

bill@frog.UUCP (Bill Masek) writes:

>2.  Buy multiple shares of the person who follows you, rather than the
>	person just before you.  That way you are only vulnerable if you
>	are the last person to buy shares.  (You will be able to dump your
>	worthless shares first.)

In our group we have the house rule, that we in every stock round
deals the numbered cards to see who buys in what order. That way, you
cannot feel secure about anything. That goes both ways: the person who
robs a company of its assets cannot be sure he will be able to dump
his shares first, and the other players cannot count on keeping
someone from robbing a company by threathening to leave him with the
directors share.

	Torben Mogensen (torbenm@diku.dk)
Newsgroups: rec.games.board
From: bjohnson@athena.mit.edu (Brett W Johnson)
Subject: Re: Re: Japan in Axis and Allies
Keywords: A&A, Axis & Allies
Organization: Massachusetts Institute of Technology
Distribution: na
Date: Wed, 8 Apr 1992 13:54:10 GMT

In article <31448@sdcc12.ucsd.edu> cchiang@sdcc13.ucsd.edu (Huh?!  Wot?!?) writes:
>	Actually any industrial complexes that starts on the board
>may produce without limit.  This subtlety have great consequences
>behind it.  Germany can produce out of Karelia without limit and if
>Russia is captured, Yank can produce without limit out of Karelia
>should Yank liberates it (Both actually happened, the Germ scenerio
>is not surprising, the Yank scenerio is not only surprising but
>devastating to the Axis' chance to victory).
>
>P.S.  	Look at the rules sometime, you may discover even
>	nastier subtleties that can determine the outcome of
>	a game.
>

I think you should reread the rules.  It specifically states that
ONLY the original owning country can produce an unlimited amount.
Conquered factories are ALWAYS limited.

-Brett


--
Brett W. Johnson     (617) 273-2289
---
These opinions are mine and mine alone...
Newsgroups: rec.games.board
From: drakenk@infonode.ingr.com (Keith Drake)
Subject: Harpoon game for sale.
Organization: Intergraph Corporation, Huntsville, AL.
Date: Mon, 13 Apr 1992 13:04:20 GMT





	I have a copy of Harpoon with 1991 data annex for sale. $20 plus
shipping. Unpunched and in MINT condition. Will also consider trading for
similar type games.(Captains Edition Harpoon,Attack Sub)

-- 
N. Keith Drake (205) 730-5515 |How many times do you hear it? It goes on all
drakenk@infonode.ingr.com or  |day long. everyone knows everything no ones ever
ingr!b25!logos!keith          |wrong. Until later. 
Opinions are mine             | Rush, Show Don't Tell
From: Olaf.Wendt@arbi.informatik.uni-oldenburg.de (Olaf Wendt)
Newsgroups: rec.games.board
Subject: 3M games wanted
Summary: looking for old games
Keywords: 3M
Date: 15 Apr 92 07:44:32 GMT
Organization: University of Oldenburg, Germany


Hi !

I'm a player of board- and table games, specially looking for games
from the 3M company, and I'm trying to find some of the games listed:

---------------------------------------------------------------------
Sport:      Big League Baseball          Speed Circuit
---------------------------------------------------------------------
Gamettes:   Monad         High-Bid       Sum-up          Octrix
---------------------------------------------------------------------
Bookcase:   Phlounder         Quinto              Oh-Wah-Ree
	    Jumpin            Events              Mr. President
	    Foil              Challenge Bridge    Jati
	    Chess             Go                  Backgammon
---------------------------------------------------------------------

Is anybody out there who has some of these games and wants to sell them ?
If you have games which are not on the list, please contact me, too.
I have a lot of old and new german games in my stock, so possibly we can
make a deal.

Olaf

-- 
Olaf Wendt, Uni Oldenburg, Dep. of CS, P.O.Box 2503, W2900 Oldenburg, FRG
Olaf.Wendt@Informatik.Uni-Oldenburg.DE  +49-441-7983123 or +49-441-602618
----------------------THREE QUARKS FOR MASTER MARK-----------------------
From: cchiang@sdcc13.ucsd.edu (Huh?!  Wot?!?)
Newsgroups: rec.games.board
Subject: Re: Re: Japan in Axis and Allies
Keywords: A&A, Axis & Allies
Date: 10 Apr 92 08:16:06 GMT
Distribution: na
Organization: University of California, San Diego

In article <1992Apr8.201554.28552@magnus.acs.ohio-state.edu> rday@magnus.acs.ohio-state.edu (Robert E Day) writes:
>The last time I read the rules, if an ally liberates your terratory, it's 
>ownership returns to you(they liberate it for you.)

	True, but in the case of Russia in the German hand, and the
Yank liberates Karelia, Yank can produce out of Karelia (There's a
section of the rule on this, somewhere).

					- The TaZ
Newsgroups: rec.games.board
From: silber@m.cs.uiuc.edu (Ami A. Silberman)
Subject: Re: World War I
Organization: University of Illinois, Dept. of Comp. Sci., Urbana, IL
Date: Fri, 10 Apr 1992 19:18:56 GMT

benjie@pram.cs.ucla.edu (Benjie Chen (Guest)) writes:

>Any one has any comments on this game(from SPI I guess)?
>Ben
Are you refering to the old S&T issue game from about 10 years back?
I thought it was OK, although there really wasn't all that much detail.
Decision games (the people now putting out S&T) are supposedly putting out
a new WWI game late this year/early next.
-- 
ami silberman - janitor of lunacy
	silber@cs.uiuc.edu
Newsgroups: rec.games.board
Subject: titan: Warlocks
From: <wjr@PHOENIX.SCH.Symbolics.COM>
Date: 7 Apr 92 08:43:45 EST
Reply-To: <wjr@PHOENIX.SCH.Symbolics.COM>
Organization: Symbolics Tech. Support

In article <aflitney.702576446@adelphi> aflitney@physics.adelaide.edu.au (Integrator III) writes:
> etb@cunixa.cc.columbia.edu (Elam T Birnbaum) writes:
> 
> >Ok, now, if nobody out there minds, I would like to bring up some new topics
> >of discussion. First, how many people out there like building a warlock on the first turn if one rolls a six? I don't like it too much (takes up space, behind
> >on building, etc.), but I would like to hear what others think. Second, has
> 
> When I started playing Titan I used to take the warlock on a roll of six on the
> first turn nearly all the time. In one game I started with three sixes = three
> warlocks. It was a long time ago so I cant remember what happened but I dont
> think I won (it was a 5-6 player game as I recall). Now, on a six I use one of
> the following stategies:

Warlocks are very powerful an,d if used properly, can help you win many
battles.  If I can get a warlock on the first turn, I will do so.  The
question is do you want to wait around to recruit another?  In smaller
games (3 players) you pay the price of having the opponents move their
stacks while you are waiting.  In large games (5 - 6 players) it some-
times doesn't matter because stacks get in the way of unrestricted 
movement.

If you can get 2 or 3 warlocks by sitting and waiting I say go for it.
But don't wait too long. Warlocks will give you a great advantage in combat.  

> 	Teleport to vacant tower and muster a third centaur (ogre). Best if it
> 	is a tower with the woods (hills) four hexes away, not the woods
> 	(hills) that forces you onto the outer ring. Either way there is a 1/3
> 	chance of mustering a warbear (minatour) on the following turn,
> 	teleporting again with a six.

This is a very good and conservative approach.  I can't see any flaw in it
unless you are the first to move in a six player game and can't get into
a tower.  However, the move listed below seems to take care of that.
 
> 	Teleport to the plains (marsh) below the inner ring, with a 2/3 chance
> 	of mustering the same creature again on the following turn assuming
> 	no blocking.

Wayne J. Rasmussen
From: cwk@athena.mit.edu (Charles W Krueger)
Newsgroups: rec.games.board
Subject: Re: Japan in Axis and Allies
Keywords: A&A, Axis & Allies
Date: 9 Apr 92 00:12:20 GMT
Distribution: na
Organization: Massachusetts Institute of Technology

In article <31443@sdcc12.ucsd.edu> cchiang@sdcc13.ucsd.edu (Huh?!  Wot?!?) writes:
>In article <31282@sdcc12.ucsd.edu> otran@sdcc13.ucsd.edu (Oai Tran) writes:
>>Granted, Japan is the Axis only hope
> 	Unfortunately, Jap hope of Asian Domination depends on Germs
>keeping the Russkies busy on the eastern front.  A fact that many
>ignored.
>>  Manchuria is usually taken out by Russia
>>on the first turn, provided Russia doen't get extremely bad luck.
>>After this, it only has Kwangtung and French Indo-China.  To attack
>>Sinkiang, it has to use French Indo-China.
>	To counter this, Jap saves its fleet from attacking Pearl
>Harbour and use the transport to provide forces to destroy the
>Russkies in Manchuria complete with the two battleship's on-shore
>bombardment (given you only get two shots, but they are 4 or less to
>hit).  With some fighters and bomber, Russkies units would be
>overwhelmed.  That'll leave Kwangtung and Indo-Chinese forces to
>attack Singking with fighter support.  Finally use the cargoship to
>transport 2 infantry from the island to Indo-China and land all the
>fighter in Indo-China to prepare the Assault on India and at the
>same time protect Indo-China from being invaded.  Build the factory
>in Kwangtung on the first turn, it is invulnerable to any invasion.
>Now I think people will realize the wisdom behind the strategy
>against Jap attacking Pearl Harbour.  If the Yank builds a factory
>in Asia, it will be lost because the forces there will not be enough
>to protect it (no Yank fighter and 2 infantry), and the Allied
>forces can not mount an unified counter attack.  It'll just sit
>there until the Jap forces gear up and overwhelm it.  
>
>>In A&A, it's usually a slaughter one side or the other with the
>>allies usually coming out on top.  
>
>	Maybe true, but it's the possible chance of Axis coming up
>on top that makes the game fun
>
>P.S. 	Is anyone still going to doubt the uses of the Jap navy, and
>	ignore the consequence of the on-shore bombardment.
>
If the Allies really want to gang up on Japan, I suggest a Russian attack on Manchuria with a subsequent British attack on Kwangtung (transport two infantry from india, fighter support - lands in Sinkiang. Sure, the japs can take everything back, including India, but now find themselves very short of land units on the continent. I've seen more than one frustrated Japanese player following this opening.

-Chuck
From: bas@phys.uva.nl (Bas de Bakker)
Newsgroups: rec.games.board
Subject: Re: Republic of Rome erratum from The General (vol. 27, no. 4)
Date: 8 Apr 92 09:19:07 GMT
Organization: Institute for Theoretical Physics, Amsterdam, the Netherlands
In-reply-to: thornley@cs.umn.edu's message of 7 Apr 92 20:41:22 GMTLines: 13

>>>>> On 7 Apr 92 20:41:22 GMT, thornley@cs.umn.edu (David H. Thornley) said:
dht>Relay-Version: VMS News - V6.0-3 14/03/90 VAX/VMS V5.4; site news.sara.nl

dht>There aren't that many inactive wars in the deck, and I've never noticed
dht>the Senate eager to ignore existing wars.  I think the rule as published
dht>is good, and that's how I want to play.

I have noticed the Senate eager to ignore existing wars. You should
take a look at the Series Replay in the General, issue 27-4.

dht>DHT

Bas de Bakker
Newsgroups: rec.games.board
From: gletty@ux1.cso.uiuc.edu (Bruce Gletty)
Subject: Re: Alternate Rule Sets for SPI's War in Europe
Organization: University of Illinois at Urbana
Date: Mon, 13 Apr 1992 19:08:35 GMT

jtisdel@digi.lonestar.org (Michael Tisdel) writes:

>In article <1992Apr12.130839.23527@nuscc.nus.sg> ipser@solomon.technet.sg (Ed Ipser) writes:
>>
>>I have heard rumors that there exists an alternate set of rules for SPI's
>>War in Europe game. Does anybody know of such a rule set or has anyone out
>>there experimented with alternate rules? As with so many of SPI's games,
>>this one was execellent in scope and design but extremely poor in details
>>(their treatment of armored units, in particular, sucks).
>>
>>Also, does anyone know anything about the WWI module for the same game?
>>I am interested in purchasing a non-mint copy.

>Oops!  I just sold my WWI module about 2 months ago -- to add to the injury,
>it was in mint condition!  Once I read what modifications had to be made to
>the board, I never punched out the counters.

>>
>>If you have any information on these subjects, please reply by email.

>Please copy to me also!


The WWI module is playable without marking up your map, you just have to
remember a few border changes. The problem with the game is the victory
conditions and that the dardenells effort will work at least 2 out of 3
times, and knock Turkey out of the war almost instantly. If you disallow
this, the game will go on for quite a while (as it should). Things move
slowly (as you would expect in a WWI game). I only played it a few times
a long while ago, so any detailed discussion is beyond me now.
Newsgroups: rec.games.board
From: saab@ais.org (Micheal Marks)
Subject: Re: PBeM games (Flattop)
Organization: UMCC
Distribution: usa
Date: Sat, 11 Apr 92 03:11:54 GMT

In article <1992Apr8.232848.871@athena.mit.edu> pckyip@athena.mit.edu (Patrick C Yip) writes:
>In article <1992Apr8.164447.2855@linus.mitre.org> wesm@mbunix.mitre.org (Miller) writes:
>>many aircraft to handle (for those unfamiliar with the game, one plane counter
>>in the game = one plane in real life (basically)...so there are a lot of 
>              
>I have CV, and I remember one plane counter represents one squadron. 
>Does CV has a bigger scale than Flattop, or I've got it wrong?
>
>
>Patrick

I think if I remeber right that both Flattop and CV are approx. 
3 planes/factor.  There were some minor fudges (such as the 4
B-26's at Midway are 1 factor) but overall that was what was
intended.
 
I have CV (my copy of Flattop is missing the maps :(  ) and, although
I may regret this, I am willing to act as an Umpire for a Play-by-Email
CV game if anyone has any interest in it.  If I ever get my hands on
a Flattop map I might be willing to try that as well...
 
Mail me at saab@irie.ais.org if you are game.
 
MDM, the one who always loses the Enterprise first.

Newsgroups: rec.games.board
From: WALDER@rzmain.rz.uni-ulm.de (Walder Matthias)
Subject: ILLUMINATI new edition?
Organization: University of Ulm, FRG
Date: Wed, 15 Apr 1992 07:13:50 GMT
X-News-Reader: VMS NEWS 1.21

Dear Illuminati-players,

I remember that some time ago there were rumours about a new version of our
loved game :-) If there is, could somebody post a summary of the new things
or send a mail to me?

Greetings from Germany.. Matthias


             "Vote Cthulhu in 92' - why voting a lesser evil?"

  --- walder@dulruu51 --- walder@rzmain.rz.uni-ulm.de --- Ronin on IRC ---
From: Bruce_Harper@mindlink.bc.ca (Bruce Harper)
Newsgroups: rec.games.board
Subject: Re: Tactical Question - answer
Date: 14 Apr 92 18:15:19 GMT
Organization: MIND LINK! - British Columbia, Canada
Distribution: world

I can clarify my doubts about this question in ADVANCED THIRD REICH terms:

If the Russians are low on BRPs, the Germans might well wish to attack all
along the line, using 1:1 attacks, because they could afford the losses while
the Russians can't.  This is more or less what the British did at El Alamein.

If the Russians have lots of BRPs, the Germans may prefer to attempt
encirclements by concentrating their armor on key hexes and breaking through,
even if the encirclements might be broken.

If the Russians have made a mistake or didn't have enough units, the Germans
might find a flanking attack profitable.

These different answers do depend on the tactical situation in a single game
(and on a single front).  In different games, the question becomes even more
abstract.  And if it had a simple answer, we wouldn't have to play the games...
Newsgroups: rec.games.board
From: junkin@turing.toronto.edu (Mike Junkin)
Subject: Some Rare Games For Sale
Organization: CSRI, University of Toronto
Date: 17 Apr 92 17:02:49 GMT

I have about a dozen games for sale, including a number of hard-to-find ones.
They include: 
    War Between the States
    War in the Pacific
    War in the East (#1)
Please write to me at junkin@turing.toronto.edu for a complete list and the
minimum bids.

Michael.