HDTenEightyP/NetNews huggingface dataset:
From: alsandor@Micor.OCUnix.on.ca (Michel Boucher)
Subject: Re: FOR STEVEN E. NEWTON
Organization: M.B. Cormier INC.
Date: Thu, 31 Dec 92 15:09:36 EST

ksoutor@unlinfo.unl.edu (kevin soutor) writes:

> Steve,
> 
> I also have all of the TFT stuff as well, except THE CODEX that you 
> mentioned in your recent posting to this newsgroup.  Would you give me
> an idea as to what this is?  Thanks.
> 
> Kevin Soutor
> 
> ksoutor@unlinfo.unl.edu
> 
> --
>        Kevin Soutor        | "Buzzards gotta eat, same as worms!" |
>  ksoutor@unlinfo.unl.edu   |               -- Outlaw Josey Wales  |


The Codex was designed to serve as an index to the rules, and to
provide a brief description of various items/features of the game.
It is unfortunately not complete (there are a number of Microquests
that were published after the Codex) and although it was supposed
to be released each year, there was only one issue.

Sorry for butting in.  When I get a sec, I'll post the complete list
of TFT material.  I also have brief descriptions of each item, but
of course, it's much longer.  Needless to say, I have all the TFT 
material, including the two modules by GAMELORDS.

Michel

C. Michel Boucher              | alsandor@micor.ocunix.on.ca
Private user                   |
Ottawa, Canada                 | member, Christina Amphlett fan club
CANADA                         |
Newsgroups: rec.games.board
From: iwatters@cix.compulink.co.uk (Ian Watters)
Subject: Re: FAQ?????  rec.games.board.sfb????   
Cc: iwatters@cix.compulink.co.uk
Reply-To: iwatters@cix.compulink.co.uk
Date: Wed, 30 Dec 1992 02:28:00 +0000

>I don't recall ever seeing a FAQ file for Rec.games.board but I have thought
>about what kind of stuff I would like to see in it.
>List of gaming stores broken into catagories.  By State

Oh ghod, a list of zillions of US game stores to make Brits feel jealous at
the prices, eh? <grin>

Why not "A list of stores in your state can be obtained from..." rather than
reposting the whole thing every so often?

  //\/\/  iwatters@cix.compulink.co.uk

>>>MATRIX version  1.21e
Newsgroups: rec.games.board
From: mckinney@athena.mit.edu (Ethan L Mckinney)
Subject: Re: Hex Board Help - All Thumbs!
Organization: Massachusetts Institute of Technology
Date: Fri, 1 Jan 1993 08:23:02 GMT


The best solution to the "sliding counters" problem is to buy a packet of
"Hold-It" plastic adhesive from 3M.  You should be able to find it in most art
or stationery stores.  It runs about $2.50 for an amount which will last a long
time.
  Hold-It is a white, putty-like material which will not damage or stain maps
or counters no matter how long it is used.  Pinch off a **VERY** small amount
and stick it to the back of the counter.  Stick the counter to the map.  Just
pull up to free it.  Counters will no longer slide around, maps can be saved
set up, and maps can be mounted on wall to save space.  We use it for
everything, including our wall-mounted World in Flames games.  It's really
amazing to see the Pearl Harbor stack sticking straight out...
  Why you must keep Hold-It clean and not use too much:  With use, Hold-It will
get dirty.  Dust, dirt, skin oils, etc., will eventually render it useless.
So, try to keep it clean.  Worse, using way too much Hold-It can tear your
counters apart.  If you use gobs and gobs, three things will happen:

1)You will run out quickly.

2)The counters will not stick to the map as well (yes, less is often better
than more).

3)When you try to pry stacks of counters apart, the outer plys of the cardboard
may peel away.  IF YOU ARE USING THE PROPER AMOUNT, OR EVEN CLOSE, THIS WILL
NEVER HAPPEN!  Experiment with Hold-It, starting with very small amounts.
Generally, a 1mm sphere is enough for each counter.

  Remember, Hold-It is your friend.  It is the greatest boon to wargamers since
the 3-to-1.  Use it in good health

				Ethan McKinney
				(I have no association of any kind with 3M)
Newsgroups: rec.games.board
From: jdarnold@HQ.Ileaf.COM (Jonathan Arnold)
Subject: Re: Hex Board Help - All Thumbs!
Organization: Interleaf, Inc.
Date: Thu, 31 Dec 92 13:16:54 GMT

In article <1992Dec26.161739.26937@mnemosyne.cs.du.edu> epwong@nyx.cs.du.edu (Elliott Wong) writes:
>and the map/hex board is a plain glossy finish hex board. As we play,
>the counters invariably move and as we stack the counters, they fall
>off and generally make an annoying mess.

 The first thing I do when getting a wargame is clip the counters -
take a set of fingernail clippers to the ragged corners of each
counter and snip off the excess, so they look like little octogons.
It's part of my new game ritual.  Then, when I play, I slide my paper
map under a 1/4" think piece of plexiglass, which I bought at my local
glass supply store.  Then, to pick up and move the pieces, I have a
long, curved pair of tweezers, easily obtainable in most department
stores and game stores.  
 These three steps (clipping, plexiglass, and tweezers) all combine to
minimize the amount of counter slippage, practically no matter how
high the stacks get.

+=================================+================================+
| Jonathan Arnold                 |  Interleaf, Inc.               |
| jdarnold@ileaf.com              |  Prospect Place                |
| Home: (617)335-5457             |  9 Hillside Avenue             |
| Bus: (617)290-4990 x5489        |  Waltham, MA 02154             |
+=================================+================================+
From: bill@frog.CRDS.COM (auspex1)
Newsgroups: rec.games.board
Subject: Re: Six Day Race and Past Lives
Date: 30 Dec 92 14:55:08 GMT
Organization: Charles River Data Systems

In article <1hqm7lINNe32@agate.berkeley.edu> schlatt@durban.berkeley.edu (mark schlatter) writes:
>Having seen Six Day Race mentioned in several top ten lists, I took a
>look at it at my local game store and was surprised by how simple it
>looked.  Can someone explain to me how complex a game it is in terms
>of strategy?

The key to the game is the fact that no one has enough cards to finish
on their own.  You must bounce off of other players to finish.  If you 
let someone else bounce off of you will you be able to bounce off of 
them?  I think the game works best with about 6 players.
-- 

bill masek		charles river data systems, inc
(617) 275-4565 (h)	(508) 626-1122 (w)
mit-eddie!frog!bill	eddie.mit.edu!frog!bill
Newsgroups: rec.games.board
From: thornley@milli.cs.umn.edu (David H. Thornley)
Subject: Re: Fire in the East, German Strategy
Organization: University of Minnesota, Minneapolis, CSci dept.
Date: Wed, 30 Dec 1992 18:43:49 GMT

In article <1992Dec30.181203.2585@beaver.cs.washington.edu> graham@cs.washington.edu (Stephen Graham) writes:
>
>Another general comment on the German initial attack in FiTE/SE: the
>group I play with is tending to use almost all of the Luftwaffe for
>the surprise attack on the Soviet Air Force. We hold back two Me109s
>to drop the number of attacking aircraft to 69. 

Just to nitpick, why 109s?  Since this is an air unit bombing mission, they're
just as good as He 111s (both having an effective TBF of 2), and the 111s
are slightly more useful (considering there will be no Soviet air in the
surprise turn).

DHT


Newsgroups: rec.games.board
From: garry@archsci.arch.su.edu.au (Garry Stevens)
Subject: Command Magazine etc
Followup-To: rec.games.board
Organization: Dept Architectural Science, Uni of Sydney
Date: Sat, 2 Jan 1993 08:20:11 GMT

I was a subscriber to S&T from the early 1970's until very recently. Am I
imagining it, or does Command magazine now put out games vastly superior to
those in modern S&T, to wit:
1) With good graphics
2) Fairly simple
3) Playable and fun
4) On interesting topics
5) With minimal bugs and needed errata
6) With good 'chrome' even if it isn't super-realistic
7) Playable in an evening (say four hours, tops)

I have only recently discovered Command, and am a bit surprised that no
discussion of it has occured on this neswgroup.

On a slightly different topic: I am desperate to get a copy of Command's
games on Alexandros and/or Xenophon and/or The Successors. I have tryed
faxing Command with an order, but they just seemed to ignore it. No one in
Australia has any stock of these left. Any suggestions anyone?

Finally, it seems to me that the post-Alexandrian period to the end of the
Second Punic War would be an excellent period to do a game using the
mechanics of Empires of the Middle Ages. Has any company tried something
like this?

Garry Stevens
Dept of Architectural & Design Science
University of Sydney
Australia
From: fierkelab@bchm.biochem.duke.edu
Newsgroups: rec.games.board
Subject: Re: good three-player games
Date: 29 Dec 92 20:39:20 GMT
Organization: Biochemistry


Another good three-person game would be Tyranno Ex.  4 is also a good number
for this game, but not 2.  There is a lot of player interaction in this game,
although not much player communication.  Daytona 500 is another good 3-4 player
game, made, "believe it or not!" by Milton Bradley!  (Actually, I understand
that it was originally a German game.  MB just bought the rights to it)


Eric Roush			Deck us all with Boston Charlie
fierkelab@			Walla Walla Wash and Kalamazoo!
bchm.biochem.duke.edu	Nora's freezin' on the Trolley,
				Swaller Dollar Cauliflower Alla-ga-Roo!

				Walt Kelley
Newsgroups: rec.games.board
From: hall@bcstec.ca.boeing.com (Robert J. Hall)
Subject: net.rpg - attributes
Organization: Boeing
Date: Wed, 23 Dec 1992 22:29:37 GMT

Another way to handle attributes would be to divide them up into Physical
'systems' and Mental 'attributes'. The physical systems would be a fixed, but
comprehensive list, such as:      

  Manipulate         - Arms/Tenticles/Other grasping & manipulating limbs
    Strength
    Speed   

  Mobility           - Legs/Jets/Wings/Other movement limbs
    Strength
    Speed

  Protection         - Scales/Hide/Plates/Connective tissue  

  Power              - Heart/Lungs/Blood Vessels/Power lines

  Health             - Stomach/Intestines/Mouth/Immune system

  Senses             - Eyes/Ears/Nose/Tongue/Hairs

  Command            - Brain/Spinal cord/Nerves/Reflexes

  Miscellaneous      - Other "stuff"

There would be a 'tree' of mental attributes that would be modified according
to the genre being used.
 

-- 
 Bob Hall                   |  if [ -bs message ]; then
 Boeing Computer Services   |      mv message /compost/heap/$$
 root@chicken.ca.boeing.com |  fi
Newsgroups: rec.games.board
From: imeslsl@Msu.oscs.montana.edu (LEPRICAN~~~)
Subject: The Game of RAILROADING (update 2)
Reply-To: imeslsl@Msu.oscs.montana.edu (LEPRICAN~~~)
Organization: Montana State University
Date: Sun, 3 Jan 1993 00:28:40 GMT

OK, so you guys are interested.  You also want more info.  Here it is:


Brochure info:

C&O/B&O - The Game of
RAILROADING.  Authentic
game based on the actual
combined systems of
the Cheasapeake & Ohio and
Baltimore & Ohio railroads.
Players compete against each
other as well as the elements
(floods, derailments, collisions,
mountain slides, etc.) to earn the
most revenue.  Contains 97 real-life trains
...perfect game for model railroad buffs.
It's better to switch than fight...
	engineered at $7.98


What it looks like:

About 9x12x3 inch box, one long side open, with another simmilar
box inside it.  Paper glued to the outsides of the box are still
mostly intact.  Some is peeling near corners, and a little is worn
through on the edges, but I don't think any is missing.

Inside is a little 1-2 inch tall box, completely apart at each
verticle edge, (held now with a rubber band) holding two map boards,
each composed of four about 9x12 inch boards which ford into a square.
These are placed end to end to make a roughly 18x48 inch playing surface.
Between these boards (in great condition) are 97 counters and 2 blank
counters, 40 cargo chips, 24 (I think) situation cards, two timetables,
an instruction booklet with lots of historical background, another
instruction pamphlet, a business reply card, an Avalon Hill 1969
brochure, 2 score cards, and possibly something else which I can't
remember.

All of this is in great condition, except for the worn box.


What I'm going to do:

I'm going to sell to the highest bidder on Jan. 15, 2 days after our
classes start, and I'm assuming most others start arround then, too.
I will do business with the person who e-mails me the highest bid.
Any bidders will be notified if their bid is topped, and I plan one
more update before the 15th.  Bids include postage.
(I hope there is no confusion now...)

The current bid is $32.00.

{-;
	Leprican~~~
Newsgroups: rec.games.board
From: delaney@XN.LL.MIT.EDU (John Delaney)
Subject: SPI Bull Run counter inventory needed
Reply-To: delaney@XN.LL.MIT.EDU (John Delaney)
Organization: MIT Lincoln Laboratory
Date: Mon, 28 Dec 92 13:55:09 GMT

I recently bought a punched copy of SPI's Bull Run game through an
e-mail auction. The game arrived a few days ago and seems to be
missing one counter. Could be a blank counter for all I can tell. The
rules do not include a counter manifest, just a count of 200. I may
eventually be able to work out what is missing from the rules and
scenarios but I am not certain. 

Maybe you have a copy of the game and could compare your counters with
the following inventory? I could return the favor with an inventory
check for one of the many SPI games I own. Or in some other reasonable
manner.

Thanks in advance,

John

Blue counters

1	blank
2	USA markers
2	Leader markers (named)
6	0-8 Dummy units
3	1-8 Cav. unit (w/unit id)

4	1-8 Inf. unit (w/unit id)
12	1-8 Inf. unit (w/o unit id)
7	2-8 Inf. unit (w/ unit id)
12	2-8 Inf. unit (w/o unit id)
3	3-8 Inf. unit (w/ unit id)

11	3-8 Inf. unit (w/o unit id)
6	4-8 Inf. unit (w/ unit id)
10	4-8 Inf. unit (w/o unit id)
3	5-8 Inf. unit (w/ unit id)
7	5-8 Inf. unit (w/o unit id)

4	6-8 Inf. unit (w/ unit id)
3	6-8 Inf. unit (w/o unit id)
2	7-8 Inf. unit (w/ unit id)
1	7-8 Inf. unit (w/o unit id)
1	8-8 Inf. unit (w/ unit id)

100	Total

Grey counters

6	blank
1	Game Turn marker
2	CSA markers
1	Leader markers (named)
10	0-8 Dummy units

2	1-8 Art. unit (w/ unit id)
3	1-8 Cav. unit (w/ unit id)
4	1-8 Inf. unit (w/ unit id)
9	1-8 Inf. unit (w/o unit id)
1	2-8 Cav. unit (w/ unit id)

7	2-8 Inf. unit (w/ unit id)
8	2-8 Inf. unit (w/o unit id)
2	3-8 Inf. unit (w/ unit id)
8	3-8 Inf. unit (w/o unit id)
2	4-8 Inf. unit (w/ unit id)

8	4-8 Inf. unit (w/o unit id)
1	5-8 Inf. unit (w/ unit id)
7	5-8 Inf. unit (w/o unit id)
1	6-8 Inf. unit (w/ unit id)
6	6-8 Inf. unit (w/o unit id)

4	7-8 Inf. unit (w/ unit id)
2	7-8 Inf. unit (w/o unit id)
2	8-8 Inf. unit (w/o unit id)
2	9-8 Inf. unit (w/ unit id)

99	Total


-- 
Newsgroups: rec.games.board
From: jfc@athena.mit.edu (John F Carr)
Subject: Re: Europaphiles - where are you??
Organization: Massachusetts Institute of Technology
Date: Sat, 2 Jan 1993 02:02:17 GMT

In article <gdwds*+t1@caleb.UUCP> jdp@caleb.UUCP (Jim Pritchett) writes:

>> I've found playing FiTE that the winter rules are not enough to prevent
>> continued German advance, leading to at least one major breakthrough in the
>> spring.

>They shouldn't.  The Soviet player should do that.  In the actual event, the
>Germans did continue some advances during the winter - until they reached the
>end of their ability to continue advancing.  Don't count on weather rules to
>do everything.

I meant, even with Soviet resistance the Germans have it too easy.  In the
early winter short supply lines are effective at stopping the German advance.
In the second half of the winter, supply lines have caught up to the front in
enough areas that the Germans can start attacking again.

In the games I've played or watched, the Germans have been able to break
through Russian lines in the central plains after the end of the first winter
because they were able to push too hard in the winter.

--
    John Carr (jfc@athena.mit.edu)
From: jdp@caleb.UUCP (Jim Pritchett)
Newsgroups: rec.games.board
Subject: Re: Europaphiles - where are you??
Date: Thu, 31 Dec 1992 06:44:00 GMT
 <1992Dec14.171618.3164@beaver.cs.washington.edu> <1992Dec20.184019.10186@athena.mit.edu>
Organization: is sometimes desirable

In article <1992Dec20.184019.10186@athena.mit.edu>, John F Carr writes:

> 
> I've found playing FiTE that the winter rules are not enough to prevent
> continued German advance, leading to at least one major breakthrough in the
> spring.

They shouldn't.  The Soviet player should do that.  In the actual event, the
Germans did continue some advances during the winter - until they reached the
end of their ability to continue advancing.  Don't count on weather rules to
do everything.



                                                Jim Pritchett


UUCP:  rwsys.lonestar.org!caleb!jdp
 or    utacfd.uta.edu!rwsys!caleb!jdp
Newsgroups: rec.games.board
From: rbr@well.sf.ca.us (Bob Rossney)
Subject: Re: Review: AMBITION aka SCHOCKO & CO.
Organization: Whole Earth 'Lectronic Link
Date: Mon, 21 Dec 1992 21:36:18 GMT

In <BzMCqD.6pu.2@cs.cmu.edu> rollins+@cs.cmu.edu (Gene Rollins) writes:

>There is also a very favorable review of this game by Allan Moon.
>In this review he notes that the Express cards are not well-balanced
>and adds luck to the game.  He suggests playing without them, or
>using his alternate set.  I tired playing without them with good
>success.  The express cards each feature a disaster that you can inflict
>upon another player.  There is also a disaster card that is inflicted
>on everyone equally at the end of each round, which adds enough
>uncertainity and interest to the game.

I'm with Moon on this one.  The Contracts provide this game with all the
luck it needs.  The game rewards careful planning so directly that throwing
little monkeywrenches in here and there just spoils the fun.

Ambition is the French version of the game; it's identical (except, of
course, for the language) to the German version.  I haven't seen the German
rules, but the French rules are hilarious; I've never seen a game with rules
like these.  Like, one section of the rules addresses some interesting
subtleties (e.g., if a player makes a deal with you to let you see the Le
Confidentiel card if he buys it, can he welsh?), only it's in the form of an
advice column, with a wife writing in to talk about how Ambition is ruining
her marriage.  Bizarre.  French.

Bob Rossney
rbr@well.sf.ca.us
Newsgroups: rec.games.board
From: ken@uxc.cso.uiuc.edu (Ken Primer)
Subject: three player games
Organization: University of Illinois at Urbana
Date: Thu, 31 Dec 1992 03:32:00 GMT


    A three player game I like is Web & Starship by West End. Two alien races
collide and earth has to somehow beat both of them! 

-- 
    I am the most humble man in the universe! Nobody  | ken@uxc.cso.uiuc.edu
can beat me in humility! Wow am I humble? You Bet!    | fanboy generation 92
********************FNORD*****************************| the great con wars
  What? me? Sarcastic?
Newsgroups: rec.games.board
From: goldman@orac.cray.com (Goldman of Chaos)
Subject: Re: GEV: More loot from the Ogre's lair.
Organization: Cray Research, Inc.
Date: 22 Dec 92 09:05:54 CST

In article <HCOBB.92Dec19064322@fly2.berkeley.edu> hcobb@fly2.berkeley.edu (Henry J. Cobb) writes:
>
>	[As spotted on SJG's BBS 1-(512)-447-4449  -HJC]

> 104: I've bought a bit over 100,000 copies
>  By: Steve Jackson  [2]
>Date: 00:19  12/18/92
>
>of Basic GURPS. Why?
>
>Oh, never mind . . . <smirk>
>
>Sadly, there are no current plans for a big-counter version of OGRE/GEV.
>Never say never, of course. But if I ever publish a big-hex boardgame version, 
>I'd like to include lotsa little plastic tanks, per Milton Bradley, rather 
>than cardboard. Which is all a pipe dream right now.

I've got a big counter version of Ogre!  But then we have a color
laser printer on the network here.  I did up the map on 11x17
paper, and redid the counters.  I really HATE the font on the
Ogre/GEV counters, mine are much easier to read.

Actually I've got a number of versions of my map and counters.
I've got on that folds up and can go away with me, and I've got
one with magnetic backers.  I have a white board at work with
the current situation up and running on it.  Today is not
a good day to be in the command post...

Matt

-- 
Matthew Goldman              E-mail: goldman@orac.cray.com
Fax: (612) 683-3099                   Work: (612) 683-3061
      "Say George, I don't mean to interrupt, but 
       there's a glowing red dot on your forehead."
From: bruno@cerberus.csd.uwm.edu (Bruno Wolff III)
Newsgroups: rec.games.board
Subject: sorcerer (was Re: good three-player games)
Date: 30 Dec 1992 20:57:26 GMT
Organization: University of Wisconsin - Milwaukee
Reply-To: bruno@cerberus.csd.uwm.edu
NNTP-Posting-Host: 129.89.7.46
Originator: bruno@cerberus.csd.uwm.edu

From article <246@trident.datasys.swri.edu>, by noren@trident.datasys.swri.edu (Greg Noren):
] 
] Speaking of out of print games ... two other friends and I used to 
] have many enjoyable sessions of the old SPI _Sorcerer_ game.  I
] seem to remember enjoying the provided scenarios as well as our
] own.  Also, two of us could play the second solitare ("The Magic
] Tide" ???) scenario and have a lot of fun.  This was an "us against
] the board" kind of scenario which lets you play and not compete with
] the other player - refreshing when you are learning the game.  It was 
] quick to learn and generally played rapidly.  SPI's classic combat 
] differential (+1, 0, -1, etc) was used but with a twist.  The column 
] in the table was affected by the color of the battling units and the 
] color of the hex in which the battle took place.  I recommend it if 
] you can find it.
] 
Sorcerer was a classic example of SPI's work; there was a good game there
somewhere, but the rules needed a lot of work.
I would recommend starting scenarios with some units built. I remember that
in at least one case the first player had an execellent chance to kill the
other player's prime sorcerer before he got to do anything.