HDTenEightyP/NetNews huggingface dataset:
From: lsmith@atto.cs.umn.edu (Lance "Squiddie" Smith)
Newsgroups: rec.games.board
Subject: Re: Rail Barons
Date: 9 Nov 92 02:04:52 GMT
Distribution: na
Organization: The Railroad Squids of the Poor

Back when we used to play Rail Baron in Hammerschlag lounge...

Ways of speeding up play:

a) You don't have to pay for riding on your own railroad lines.

b) Reduce the price of the Express and Super Chief.

c) Reduce the amount you must have to win.

Ways of insuring a player pays:

a) Have one player act as the bank. That person has to make sure the fees
   are paid.

b) Have a penalty if a player forgets to pay with that amount going to 
   the player who points out the player forgot to pay.

c) The player that goes next is responsible for making sure the previous
   player pays before he rolls the dice.

Ultimately, RB will always take a long time towards the end no matter what
you do. It's sort of like the end game of Monopoly where all the properties
have been bought and you're just waiting for the players to go broke by 
landing on the expensive spots.
--
   Lance "RainDog" Smith     |   "Outrageous, alarming, courageous, charming.
    (lsmith@cs.umn.edu)      |    Oh, who would think a boy and bear 
   Still waiting for the     |    could be well accepted everywhere
    Great Leap Forward.      |    It's just amazing how fair people can be."
From: keith@cco.caltech.edu (Keith Allan Schneider)
Newsgroups: rec.games.board
Subject: Re: A&A - Can the **AXIS** ever win?
Date: 13 Nov 1992 22:16:33 GMT
Organization: California Institute of Technology, Pasadena
NNTP-Posting-Host: punisher.caltech.edu

oberland@vax.sonoma.edu writes:

>Title says it all.

>I am tired of "how do I kill the Axis(worse than I already do)?" questions.

>I am interested in ideas on how to fry the Allies.
>I usually play the no Russia-Attack rule, but since they can still move and
>build, it is not too much of a hinderance to the allies, and I figure that it
>should be a given for all games.

>I also let Russia attack Japan in the first turn, tho.
>Makes the game better for Russia, IMO.

Well, I usually play the Russia no-attack-at-all-the-first-turn rule.

>Please, Please, Please, Please  post strategies for winning as the Axis if you
>have them.

Hmm...  Okay, this usually works for me:

Germany should build lots of infantry.  It should never attack Russia unless
it has plenty of infantry to use for fodder.  That is, it shouldn't attack
if it is going to lose tanks.  OF course, you could attack to wipe out
some Russian units and then withdraw before any tanks are lost...

On the first turn, Germany should wipe out the Russian and British navy
in the English Sea zone, as well as the Canadian and American transport.
This will hamper the allies for a turn while they atempt to rebuild a
navy.  Also, Germany should transport two Infantry to Africa to easily
defeat the small British force there.  Now, the allies have to worry about
Africa as well.  If they let you have it, you will be ettin too much money.
America will probably land a sizeable force in Africa.  You may want to 
avoid it, or, if thins are going particularly well, you could fly some 
planes down there ot help defend.  This will delay the allies further.
Basically, as Germany, you are attempting to delay the allied
progress long enough for Japan to start rolling.

I think it is pretty clear what Ja[an should do.  It really doesn't matter
how yu go about it as long as you quickly get a sizeable force
(infantry perhaps) on Asia to start threatening Russia.  You want Russia
to be threatened on two fronts.  It will have to retreate to Moscow.
Make sure Japan doesn't split up its infantry, though, or Russian strike
forces will take it out, rendering it ineffective.

If Germany has lots of infantry, its defense is much easier.  Also, it
can start a chain of infantry moving towards Russia.  When enough get
close, Russia will have to make some tough decisions.  Make you groups
large enough so that they aren't wiped out though.

Many times, the allies concentrate solely on Germany.  THus, Germany becomes
the most important place.  If you don't start planning for its defense
on the first turn (ie buy all infantry), you will be in trouble.  It
is usually pretty unlikely that you will be able to take out Russia quickly,
so plan for a long battle.

Out of curiosity, what were you doing before, and what happened (why didn't
it work?)?

keith

Organization: Doctoral student, Mathematics, Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.board
Date: Thu, 12 Nov 1992 07:04:12 -0500 
From: Erik Lauer <el0g+@andrew.cmu.edu>
Subject: Re: A&A - Can Allies ever win (II)
	<1druh9INNq3v@gap.caltech.edu>

keith@cco.caltech.edu (Keith Allan Schneider) writes
.
.
.
>>I will generally agree that any factory built in the Far East is
>>basically a giveaway to the Japanese. However, if you consider the
>>Allied forces on the board at the start, it isn't much. If you wait, the
>>Japanese will roll right over them anyway. The key here is to stall. By
>
>One of the most effective ways to stall is to build an IC in India.  Britian
>can get quite a force their pretty quickly.  Nothing that Japan can knock
>out right away.  It is particularly effective if the Russian planes and
>perhaps some American units get sent there.

Waste of effort, British should be using transport to help take out
Germany, retake Africa, and garrison Karelia (so the Russians can fight
the Japanese on the mainland, reducing the use of the Japanese navy).

>>attacking with almost anything there you can go a long way towards
>>gaining time for Russia. And let me point something else out, as well.
>>If the U.S. and Britain have Germany on its knees, Russia can almost
>>singlehandedly hold off Japan until the other two can come. Japan is
>>limited in mainland forces, whereas Russia can just pound away with
>>infantry (although you are most likely advised simply to put them in the
>>way since they are twice as better on defense than on offense). 
>
>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.

>of infantry (make sure you keep them in a large group) to threaten
>Moscow.  Russia can't defend both Moscow and Karelia.  Of course, German
>is hard to defend too.  The best way is to build all infantry, I guess,
>but the allies can still easily get a foothold somewhere.  America
And Uk, who has made a joint, huge, fleet with the Americans
>can land a large force in North Africa, from where it can reach any
>number of places (like Southern and Western Europe, and others).
Such as Germany...
.

Erik
---=
From: cs125a89@eng-nxt10.cso.uiuc.edu (cs125 student)
Subject: Re: BTech: Clan Diamond Shark
Organization: University of Illinois at Urbana
Distribution: rec
Date: Fri, 13 Nov 1992 16:08:39 GMT

In article <CRUSADER.92Nov13005803@kobra.cc.lut.fi> crusader@lut.fi  
(Crusader ,the Holy Soldier of Metal) writes:
> 
> In Wolf Clan Sourcebook are listed all the 20 clans. Yet, later in the
> description of the Battle of Tukaayid, is Clan Diamond Shark ( not in
> the list of 20 ) mentioned as a reserve clan. 
> 
> This raises a question: if 17 of the original 20 remain, Wolverine and
> Mongoose absorbed ( why was Mongoose absorbed ?? ) and Widowmaker
> annihilated, what is the clan that has changed its name, and why
> has it changed its name?

The Clan that changed names was Clan Sea Fox. They are now Clan 
Diamond Shark. We have no idea why they changed.

Axly
Newsgroups: rec.games.board
From: kabreuer@cip.informatik.uni-erlangen.de (Klaus Breuer)
Subject: Re: Mechwar
Organization: CSD., University of Erlangen
Date: Sun, 8 Nov 1992 12:21:22 GMT

s915074@otto (Vitor TEN) writes:

>Other than a computer opponent all
>i wish that you add in is location shots.
>ie the abilitiy to aim for the head.
Ah - now this is something I _don't_ want, as the big Mechs are already
terribly vulnerable as it is - most of my heavies died due to head hits
(3025).

>P.S. If you tell me how to post you maps and mechs via email
>I can send you some of the maps and mechs i have created.
Easy. uuencode them (see 'uuencode' under Unix, there's a PC version about,
too) and email them to me:
kabreuer@faui09.informatik.uni-erlangen.de

Of course, if you send a scenario, you'ld have to include everything needed
(map, scenario, mechs) in a .ZIP file. Add you name & email address in a
READ.ME file, I'm getting a bit swamped here :)

Or you could wait for the next version, which has a different save format
(and a few bugfixes, GUI, mouse support, etc). Coming in a week or so.

Ciao,
Klaus

PS: I made the reply public as I'm getting lots of questions like that...
---
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
Newsgroups: rec.games.board
Subject: Re: Games that belong on every gamer's shelf...
From: tdunn@ecst.csuchico.edu (Tim Dunn)
Date: 13 Nov 1992 06:41:04 GMT
Distribution: na
Organization: California State University, Chico
NNTP-Posting-Host: hairball.ecst.csuchico.edu


my list: 

1) Hero System Rulesbook (RPG)

2) a deck of cards, poker chips and dice (gambling)

3) Wiz War, with expansions

4) Family Business

5) Othello

6) Chess

7) Backgammon

8) Jenga

9) Balderdash!  (only played once, fell in love instantly)

A) SNES SF2 (video game)

Hmm, none of these are fit as topics on this newsgroup.  Maybe I'm
in the wrong place.  =)

-- 
"It took me fifteen years to discover that I had no talent for writing,
but I couldn't give up because by that time I was too famous."
From: mdm@bnr.ca (Diane MacMartin)
Subject: Monopoly Rules
Organization: Bell-Northern Research, Ottawa
Date: Thu, 5 Nov 1992 23:53:15 GMT

Over the years, Parker Brothers has had many coprighted sets of
rules for Monopoly.  When two or three generations get together
to play (Grandma / us / our kids) we agree beforehand on what
variations we are playing with today, but this has made me 
curious as to what has changed since 1929 (or whenever the original
set of rules was printed).

The following are some variations I am aware of in the basic game
rules - not including the short game versions:

1.  If you roll a two and a one, you could elect to stay where you
are and take a chance.  Outdated.  
2.  You must build at the beginning of your turn.  In the same turn,
you can tear down at full price.  Again, outdated.
3.  You must ask for your rent before the next player rolls.  We
play anytime until your roll comes up, you can ask, to prevent 
collusion.
4.  Getting out of jail - if your third roll in jail is not doubles,
you pay $50 and MOVE THAT ROLL.  This is in the rules, but some
people play that you get one more turn in jail before having to
move.
5.  Free Parking - as kids, we used to either place one of each
bill in free parking, or pay misc. dues (income tax / luxury tax /
etc) to the center, or both; if you landed on free parking you
got the money.  To my knowledge this has never been written in
the rules.  How did this custom become so widespread?
6.  Housing shortage auction - this supercedes the rule that you
must build at the beginning of your turn.  But my husband's family
doesn't play this rule.  Was it not in the rules at one time?

Are there other variable rules anyone else plays?

My real question is - I was wondering if the history of Monopoly
rules has ever been compiled?  What abou the reasons for the
rule changes?

-- 
Diane MacMartin       Bell-Northern Research, Ltd     Ottawa, Canada
mdm@bnr.ca            Any opinions are my own and do not represent BNR.
=========>> If this is printed on paper, please recycle it <<==========
Newsgroups: rec.games.board
From: kurtf@sue.econ.su.oz.au (Kurt Frank)
Subject: FGA's  The Civil War
Organization: Faculity of Economics, University of Sydney
Date: Wed, 11 Nov 1992 13:51:58 GMT

Recently I had the misfortune to purchase a copy of FGA's the Civil War
(the war that pitted brother against brother).  After a couple of rather
short games (approx. 6 month) I came to the conclusion that any semi-
competent union player can win the war in about a year.  So I was
wondering if anyone on this net has written a set of variant rules
to fix the major flaws in this game, and if so could they mail them to
me?  I've been working on a set of patches for the many holes inherant
in this game and if anyone wants them, mail me.

Thanks in advance,
Kurt S. Frank   kurtf@sue.econ.su.oz.au
Nice map, nice counters, the rules?, well 2 out of 3 ain't bad!




Newsgroups: rec.games.board
From: farrell@pluto.cis.ohio-state.edu (christopher k farrell)
Subject: Re: EIA: Re: Bidding
Organization: The Ohio State University Dept. of Computer and Info. Science
Date: Thu, 5 Nov 1992 18:14:58 GMT

	I like the "new" bidding system (GB,Fr,...) for a number of reasons.

	1)  Any way of resolving bids that is not ordered like this can result
in anomolies.

	2)  It forces rational bids; you can't just bid to play a certain
country.  You have to think, well, I'll play England/France if I can get them
for under 30, so I'll bid maybe 30 for GB and 25 for France, but other than 
that I'd rather play Prussia, and have no desire for Russia, so I'll bid
5 for Russia (if I get it for that it's a steal), 2 for Austria and 8 for
Prussia (which, by that point, should easily win if I didn't get some other
nation at a "bargain basement" price).  You have to figure how many VP's you
think you can get easily, then factor in some "preference".

	Sure, you have to try to "duck" a high bid for some country, but any
other preference system is worse.  Say we resolve each player's highest bid
first; then some players could easily get screwed where they bid significantly
higher for a country that went in an earlier round; plus you could easily
have second-tier nations (Austria or Spain, for example) going for outrageously
low bids where everyone else had their highest bids for France, GB, and Russia
(since if one of those three is not your highest bid, you won't get it).  This
would really screw up play balance.  The "unique" bids also prevent anomolies
(like, say, 0 for all the countries, which would end up with you getting Turkey
dirt cheap).

	Bidding is an extremely important part of the game, and with each 
"high" bid you should have an idea where the VP's are coming from.  To remove
the skill from bidding, or to make it more random, would have a very 
deleterious effect on the game.  Sure, I would rather have a system whereby
every player gets the country he wants, but this is a more serious game than
that.  Every nation has it's attraction (yes, even Prussia), and they all
can be fun to play.  Which one you get isn't *that* important, so I'd rather
have a system that results in a fair distribution of nations with reasonable
bids.

	Just as a note, I thought I'd mention what I thought of as "reasonable"
bids.  GB should usually go for around 40 (or more), France is a steal at less
than 30, and Russia/Austira shouldn't go for too much more than 15 or so.  Now
you have to weigh this with the other player's natural tendencies to beat the 
hell out of either France or Britain, but if you bid high they *may* be less 
inclined to do so.  However, if you play with a group where they always just 
pick one of France or Britain and go kill them, you may wish to consider 
finding another group.

						Chris
-- 
"If every man says all he can, if every man is true
     Do I believe the sky above, is Caribbean Blue ..." - Enya, Carribean Blue
"My light shall be the moon, and my path the ocean,
     My guide the morning star, as I sail home to you." - Enya, Exile
From: jcwu@moet.cs.colorado.edu (WU JEFF)
Subject: Re: Monopoly Rules
Organization: University of Colorado at Boulder
Date: Mon, 9 Nov 1992 21:20:28 GMT

In article <lflg3jINNhom@exodus.Eng.Sun.COM>, mcgrew@ichthous.Eng.Sun.COM (Darin McGrew) writes:
|> + A player caught stealing money, propeties, houses, etc. from
|>   the bank or from another player goes to JAIL.

This is an amusing rule.  If we play with this rule, there would be a
crime wave.  After all the properties are bought, there is nowhere better
than Jail.  Of course, you must play with all these optional rules where
you can get money on Free Parking and such (the MOST AWFUL optional rule
every invented).

|> + You don't reshuffle the deck when all the COMMUNITY CHEST or
|>   CHANCE cards have all been drawn; drawn cards are placed at the
|>   bottom of the deck, to be drawn in the same order the next time
|>   through the deck.

I believe this is the official rule.  

|> + Utility fees are based on the dice roll that caused you to land
|>   on the utility.

I believe this is the official rule.

-----

One problem with most house rules is that they tend to make the game
longer.  Which is why most adults will not play monopoly, they complain
the game is boring and takes too long.  I used to feel the same way
until someone showed me how to play monopoly the correct way (according
to the rules).  The way we play it, it usually lasts about an hour, but
that hour is action packed.

The reason for all the optional rules are:

+  For some reason, it is viewed as a children's game.  Monopoly is
   really not suited for children, there are too many rules for 
   children, as a result, simplifying house rules come into existence.
   (for example, no auctions).

+  Children really hate losing.  But for the game to end, all but one
   player has to lose.  Therefore, money is introduced into the game
   to prevent players from losing (and thus the game from ending).  A
   much better children's game would be one that someone WINS without
   eliminating other players.

+  It is actually good to be in Jail in monopoly.  Morally, this is a
   corrupt concept and people cannot believe this.  So they assume that
   there is something bad that happens when you go to jail (thus the
   rule that you cannot collect rent while in jail).

My suggestions for adult players are:

+  play with the official rules, don't add ANY optional rules.

+  trade, trade, trade, and encourage other people to trade.  That's
   the fun part of monopoly.  What if no one wants to trade?  Offer the
   reciprocal deal (I give you Illinois for Park Place  -or- I give you
   Boardwalk for Indiana and Kentucky), if people constantly refuse these
   deals, then play some other game. 

+  Go for broke.  Hock everything.  Conservative games take forever.  I'd
   rather play 3 wild exciting games than 1 long conservative boring game.

Jeff Wu
jcwu@cs.colorado.edu
From: meierdalepau@bvc.edu
Newsgroups: rec.games.board
Subject: Oversized Hvy Mechanized Units
Date: 11 Nov 92 17:41:51 CDT
Organization: Buena Vista College, Storm Lake, IA

	I recently saw an ad in DRAGON Magazine about O.H.M.U. (Oversized 
Heavy Mechanized Units).  Can anyone tell me if it's available here in the 
U.S. and whether or not it's any good?

Dale Meier
Newsgroups: rec.games.board
From: velardeb@rintintin.Colorado.EDU (VELARDE BRANDON CRAI)
Subject: 3R:  Need Third Reich Hints
Summary:  What does Germany need to do to win?
Keywords: 3R, WWII, Germany 
Organization: University of Colorado, Boulder
Distribution: usa
Date: Mon, 9 Nov 1992 23:09:23 GMT

My friends and I have just started playing 3R and what I need is a a blue-
print of what Germany should do inorder to win.  So far, I've only played
the allies (mostly England and Russia) but I have to play Germany next.  In
most of the games we've played, Germany gets bogged down in France.  France
always takes an attrition option on the western front and is usually able
to take one or two hexes a turn from Germany doing this.  So give me list
of Germany's objectives, mayby some strategy, and a timetable to go with it
so I know if I need to quicken my pace.

Some other questions:
Would it be wise for France to attack Belgium before Germany?  It seems like
it would be a good method for slowing down Germany.

Should Italy attack France?  35 BRPs is a lot for Italy to spend.

How do you keep England from putting a fleet and 5 factor air on Malta before
England and Italy are at war.  Malta makes it difficult to take Egypt.

Email or post, and thanks in advance.
--------------------------------------------------------------------------------
Brandon                          | A proud member of Clan Steel Viper
velardeb@rintintin.colorado.edu  |
velardeb@kinglear.cs.colorado.edu|
Disclaimer:  vlta'pu'be'         | Any Klingons out there?
--------------------------------------------------------------------------------
Newsgroups: rec.games.board
From: jmb@athens.cc.bellcore.com (bennett,jay m)
Subject: Re: Games that belong on every gamer's shelf...
Organization: Bellcore, Livingston, NJ
Distribution: na
Date: Fri, 13 Nov 92 13:27:42 GMT

My list:

1. Advanced Squad Leader (a shelf in itself)
2. Up Front
3. Attack Sub
4. A House Divided
5. Cosmic Encounters
6. Acquire
7. Strat-O-Matic Football
8. Panzer Command (neglected VG masterpiece; better than Tank Leader)
9. Ace of Aces
10. Go

Jay Bennett
jmb@athens.cc.bellcore.com
From: re@dcs.ed.ac.uk (Roderick Easton)
Newsgroups: rec.games.board
Subject: Re: BTECH: two questions on targetting and leg destruction, and a design
Keywords: multiple targets, leg destruction
Date: 5 Nov 92 12:58:04 GMT
Organization: Department of Computer Science, University of Edinburgh

In the Mech design what is the furthest right column?  I haven't got a clue what it
is.
In article <Bx8JAv.I8v@cs.vu.nl>, rfvhout@cs.vu.nl (Houten van RF) writes:

> My first question: if you target hexes iso Mechs, do you still
> get the +1 penalty for targetting when you target multiple hexes?
> I haven't been able to find an answer, but I feel that targetting
> an immobile hex shouldn't give you a penalty.
   When firing at an immobile target you receive a -4 bonus.  Therefore the net
effect of firing at a hex as a secondary target is -3 to-hit this gives 5+your move
at long range (I presume thar's when you're going to use it).  
> My second question deals with a totally different issue. Ever
> since I've controlled a mercenary batallion, I started to hunt
> for legs, not heads to increase the salvage value of Mechs.
> So against a Clan unit a marauder with TSM can kick a Loki
> leg cleanly away. 
> But my question is: if after loosing a leg a Mech automatically
> falls, and if a legless Mech has 1 MP, and getting up costs
> 2 MP, how does he get up? You can't run with one leg, and even if
> a Mech has jumpjets, I doubt he could use them lying down.
    The Battletech rules state that a unit can always make 1 move per turn regardless
of movement points.  This means that your Annihilator can run up a hill into heavy
woods if its the only thing he does that turn movement-wise.  Thus a one-legged mech
can make one attempt to stand up per turn and then move off at a rate of one hex per
turn.
    BTW that Endo-steel only weighs 3.75 tons so you can add a couple of points of
armour to each leg (0.25*16=4), and depending on the engine maybe even more.

TTFN

Rod