HDTenEightyP/NetNews huggingface dataset:
From: irilyth@fenris.claremont.edu (Josh Smith)
Subject: Re: Phantom power and Wild Deuce flare question
Originator: irilyth@fenris
Organization: Evil Geniuses For A Better Tomorrow
Date: Tue, 29 Dec 1992 17:27:17 GMT

Jeff Johnson (jjohnson@ccscola.columbia.ncr.com) writes:

> When Phantom plays the Wild Deuce flare, how does the math work?  Are
> the ghost tokens added before squaring, or after?

I would say after. Read on.

> The relevant wording on the power card (Mayfair):
> "As a main player in a challenge, you may add the inverted ghost tokens
> to your total."

The operative phrase is "add...to your total." This is notably different
from "add...to your number of tokens," or "count...as your tokens."

> On the flare card:
> "You can square the number of your tokens in a challenge for computing
> victory."

You're only squaring your tokens here, and the inverted Ghost tokens are not
your tokens--they add to your total, but they aren't your tokens. This also
describes allies' tokens, actually: they add to your total but aren't your
tokens either. If the flare were intended to include allies' tokens as well,
it would say "You can square the number of tokens on your side etc." That
would still not include the Ghost tokens, though, because the power pretty
specifically avoids describing them as "counting as tokens on your side."
They're just a plus-N bonus on top of everything else; they don't count as
tokens on your side for purposes of any power that refers to same (Virus and
Wrack come to mind as other candidates here).
-- 
Josh Smith, User Support Coordinator  ::  irilyth@fenris.claremont.edu
Harvey Mudd College, Claremont CA     ::  consult(std-disclaimer.pl).
"It takes a big man to cry, but it takes a bigger man to laugh at that man."
Newsgroups: rec.games.board.ce
From: garbett@utkvx2.utk.edu (Garbett, Shawn)
Subject: Strategy against Visionary
News-Software: VAX/VMS VNEWS 1.41    
Organization: University of Tennessee Computing Center
Date: Thu, 31 Dec 1992 18:52:00 GMT

We just played a game in which visionary stomped all the other players.
We were using the Mayfair edition and MCE. Every encounter or challenge,
visionary always specified play a Compromise card and won his first
five challenges. Noone had Cosmic Zap and everyone had Compromise cards,
so he won the game on his third turn undefeated. Was this just an unstoppable
fluke or was there something we could do? What's a good strategy against
Visionary? I thought of paying to discard my Compromise cards, but it
costs 10 Lucre per card and I didn't realize it until too late.

Cyber--Garp Clone #5
Hail Eris! Hail Otis! Just general Hell!
From: daves@vtucs.cc.vt.edu (Dave Sisson)
Newsgroups: rec.games.board.ce
Subject: New Game Element Idea (It's cool folks!)
Keywords: Deficit Alien Power Deck
Date: 22 Dec 92 20:29:23 GMT
Organization: Virginia Tech, Blacksburg, VA


    After coming up with some new powers to add to the mix, we playtested
them in our regular Tuesday lunch CE game.  As the game ended, we realized
one power (the Victim) was a power that was extremely weak.  We decided
we could come up with several similar "Deficit" powers and play a multipower
game with each player having a deficit power.  One example is the Nothing
power available from the CE archive (although it really isn't that weak).
    Anyway, I'll post the current version of the Victim below (we aren't
quite done with the playtesting of the Victim yet) and hope you can figure
out a couple more deficit powers.  We figure a deck of 8 or more would be
good to start with.  We've got a few more we came up with and we'll post
those to.  Without further ado, the Victim:


(Use only in a multipower game.)
(You have the) (power of the victim.)
(The victim always is the first player in the game (this overrides the Queue).
If the victim has a compromise card, he must play it face up when challenge \
cards are placed. 
If the victim wins as the _offensive_ main player, he may switch the victim \
power with any of the powers his opponent has.)
(TAKES WHAT IS GIVEN TO HIM) () (VICTIM)
Newsgroups: rec.games.board.ce
From: goldberg@iastate.edu (Adam Goldberg)
Subject: Re: Fungus and Terrorist
Originator: goldberg@vincent1.iastate.edu
Organization: Iowa State University, Ames IA
Date: Mon, 21 Dec 1992 15:02:19 GMT

Sorry, I have to tak ethe Fungus side.  The bombs go off.
Tokens moved to that planet.  There is no denying that.
Sure , you can use wording and make various cases to say that the
tokens are part of this and that.  But tokens were fungused.  boom.

I see your argument, your token was already there and theirs are simply
an extension of your already present token.  
My opinion is that this is an invalid claim. New tokens HAVE arrived, even
though they are non-entities

-- 
 Adam Goldberg                  !   Ask me how IOWA STATE UNIVERSITY is  
 goldberg@iastate.edu           !   censoring my usenet access!!        
 ..!uunet!iastate.edu!goldberg  !   >>I don't need a BIG BROTHER!!<<     
Newsgroups: rec.games.board.ce
From: garbett@utkvx2.utk.edu (Garbett, Shawn)
Subject: Let's make a deal
News-Software: VAX/VMS VNEWS 1.41    
Organization: University of Tennessee Computing Center
Date: Tue, 22 Dec 1992 15:21:00 GMT

This will make my fourth attempt at posting this. Something is weird with
my local server. 
I just got CE & MCE and have played a few games. I am curious if there is
any other way to make a deal besides a flare or playing compromise cards
on both sides of a challenge. Also I have seen mention of a side-deal to
a deal, when can this happen?

Cyber-Garp
Newsgroups: rec.games.board
Newsgroups: rec.games.board
From: iwatters@cix.compulink.co.uk (Ian Watters)
Subject: Re: Dumb Moves By Game Companies        
Cc: iwatters@cix.compulink.co.uk
Reply-To: iwatters@cix.compulink.co.uk
Date: Fri, 1 Jan 1993 20:15:00 +0000

Oliver quoting:
<>MB is selling what the typical mass market will buy; unfortunately, the
<>unsophisticated mind of the average american can entertain itself best on
<>the likes of home alone 2, [...] the gaming interests of the typical public
<>reflect this lack of sophistication.

>What sophomoric elitist crap this is.

>First, your assumption that the "typical" American is incapable or unwilling
>to deal with mentally sophisticated leisure is trivially untrue.  Remember
>that the leisure interests of the American consumer are not limited to
>board games, and are extremely diverse.

Yes, you're right in that people have better things to do than play the great
games <grin>.

But there are better, much *MUCH* better, games that are equally suitable for
those family occassions than MB provide.  (Just look at the German market for
proof!)  If we know that, so should they, yet they continue to sell crap.


(BTW I'd actually agree that Home Alone being the #1 comedy film in any one
year is a sign of American poor taste, but to be the biggest box office
comedy ever makes me realise how Dan Quayle got to be US V-P <grin>)

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

>>>MATRIX version  1.21e
Newsgroups: rec.games.board
From: alsandor@Micor.OCUnix.on.ca (Michel Boucher)
Subject: Re: Up Front: Marsh Terrain
Organization: M.B. Cormier INC.
Date: Wed, 30 Dec 92 23:26:13 EST

bp14+@andrew.cmu.edu (Benjamin L. Peal) writes:

> 
>   I purchased Up Front recently, and I'm a bit confused about the Marsh
>   terrain card.  The card indicates that there's a +1 Fire Strength modifier
>   to attacks against groups in Marsh terrain, but the rules description of
>   the card says that there's a -1 modifier.  Which is the correct modifier?
>   
I believe the -1 would be for groups firing OUT OF marshes.  Just like
on hills, except inverted.  But of course, I don't have the game handy.
Read the description at the beginning of the rule book.  They're fairly 
detailed.

Michel

C. Michel Boucher              | alsandor@micor.ocunix.on.ca
Private user                   |
Ottawa, Canada                 | member, Christina Amphlett fan club
CANADA                         |
Newsgroups: rec.games.board
From: rbr@well.sf.ca.us (Bob Rossney)
Subject: Re: Looking for Scotland Yard board game for a friend
Organization: Whole Earth 'Lectronic Link
Distribution: usa
Date: Thu, 31 Dec 1992 01:15:13 GMT

In <1hro0sINN8lv@wintermute.phys.psu.edu> vic@physci.psu.edu (Vic Ricker) writes:


>I'm looking for the board game "Scotland Yard" for a friend.  Any info
>on how a copy could be acquired would be greatly appreciated. Please
>email me at vic@physci.psu.edu
Isn't Ravensburger still distributing this?  They've sold about a zillion
copies of it.  Ravensburger's US offices are in Morristown, NJ; a quick
phone call to them should answer this one.

Bob Rossney
rbr@well.sf.ca.us
Newsgroups: rec.games.board
From: cwk@athena.mit.edu (Chuck Krueger)
Subject: Re: WIF question: China attack limit
Organization: Massachusetts Institute of Technology
Date: Mon, 28 Dec 1992 20:17:24 GMT

In article <1992Dec23.192017.16941@delfin.com> gordon@delfin.com writes:
>In article <1992Dec15.225026.22660@delfin.com>, gordon@delfin.com
>(Gordon Hua) writes:
>> In article <1992Dec15.015042.4900@athena.mit.edu>, cwk@athena.mit.edu
>(Chuck Krueger) writes:
>>> Are the number of aircraft that China can fly into these
>>> sea zones at all limited by the China attack limit? If so, what about
>>> the Japanese player's ability to counter these moves with
>>> aircraft/CV's?
>
>> This is pretty clearly spelled out.  Before the Major Offensive,
>> China and Japan are limitted to flying in missions a maximum of the
>> attack limit number of aircraft/CV.
>
>I reread the appropriate rules last night, the aircraft limit applies
>to attacks against Chinese/Japanese units and factories.  (I would think
>STR attacks against resources should also count :-).  So flying into a
>sea zone should not count towards the aircraft attack limit.
>
Unless we want to consider a Japanese convoy marker or ship a Japanese unit.
Does anyone think that these limits on aircraft operation should include 
defensive ground support missions and escorts? 
	I would be interested in hearing how this rule was playtested. (FYI,
the Chinese airforce at its height includes 2 TAC both with an air to sea
factor of 1 and 3 FTR with air to air ratings of 6,5, and 4.)

Chuck
From: bjm@rommel.UUCP (Brad McMahon)
Newsgroups: rec.games.board
Subject: Re:   Ad Civ....Short Games?
Distribution: world
Date: 23 Dec 92 19:59:44 +1030
Organization: Private

In article <bjm.02tb@rommel.UUCP> bjm@rommel.UUCP (Brad McMahon) writes:

In article <71100@cup.portal.com> DukeJ@cup.portal.com (Chris - Janus) writes:
>  While reading the "bad games-reasons" discussion I was struck with an Idea
>for playing a quasi-variant of  Advanced Civilization......short games.
>  You have to admit ...Advanced Civ is a long game. Most of my groups games 
>end prematurely as someone has to leave, etc.

     No, I don't believe Advanced Civ (AC) is a long game, it doesn't take any
longer than normal Civ. I find with six or seven players we can get a game over
in a days play (about six or so hours I guess), not long at all really,
after all we are condensing several thousand years into a turn!!


> Have any of you Advanced Civ 
>players out there ever set out DELIBERATELY to finish the game early, perhaps
>halfway across the AST, or some other arbitrary point?

If someone has to leave, we leave their pieces on the board as a neutral
country to conquor. Admittedly this places some countries at an advantage.

>   I was wondering if something like this might radically change countries'
>strategies (my feeling is it must), and thus make  Ad Civ into, essentially,
>myriads of  sub-games, each requiring different playing strategies DEPENDING
>ON WHERE YOU HAD DECIDED TO END THE GAME!

Try playing to a time limit - say three hours... speeds up the game no end :-)

--
*****************************************************
* Brad McMahon               - bjm@rommel.UUCP         *
*                                                      *
* "There's just a fine line between stupid and clever" *
*                                   -Spinal Tap        *  
********************************************************
From: nv89-pla@nada.kth.se (Peter Laan)
Newsgroups: rec.games.board
Subject: PiF: Question
Date: 2 Jan 93 12:04:14 GMT
Reply-To: nv89-pla@nada.kth.se (Peter Laan)
Organization: Royal Institute of Technology, Stockholm, Sweden
Originator: nv89-pla@hemul.nada.kth.se

If playing PiF with the optional rule with antiaircraft units wich are
blackprints does the russian player need to build them from the
forcepool before he gets access to his whiteprint units?

Are the antiaircraft units land units?

When designating blitzkrieg HQ, how many may one designate?
Newsgroups: rec.games.board
From: mkkuhner@milton.u.washington.edu (Mary K. Kuhner)
Subject: SFB: The Trouble with Hellbores
Organization: University of Washington, Seattle
Date: Thu, 24 Dec 1992 19:47:03 GMT

I need some help in flying against Hydran hellbores, specifically the
Overlord BC (shuttles in place of her fighters) vs. ISC Star Cruiser.
The basic setup is weapon status I, about 40-50 hexes apart, speed
whatever, and the board may 'float' so long as a fixed point at the
center of the original board is present.  The fixed point is often a
planet or moon containing some scenario relevant objective
(crippling/destroying the enemy usually represents a greater victory
than obtaining the objective does).  We play what I think are close
to Tournament Rules, with the exception of allowing Electronic Warfare,
and disallowing Mid-Turn Speed Changes.

My main problems seem to be: 1) the Hydran seems to have more bonus power
(reserve power plus power after basics and hvy weapons--she doesn't arm
fusions), hence more speed; 2) my weapon arming cycle seems to keep me from
effectively engaging until turn 3, by which point the Hydran can often
be far enough ahead of me scenario objective-wise that I have to
destroy/capture her in order to win; and most importantly 3) hellbores keep
finding my down shield after the first pass, while I usually have to pound
though a relatively fresh shield at least once more.  Any advice on ways to
compensate for these problems would be most welcome.  Use of enveloping
plasmas would seem to leave my manuvering game in a very bad way, and I don't
think I can compete firepower-wise sans PPD, though maybe this is incorrect?

Also, what would be a good Fed/LDR/ISC ship to fly with the Star Cruiser
against the above Overlord and a Traveller (no refits).  The additional
ship should be close to 105 BPV, same scenario as above.

Thanks,
Jon Yamato (mkkuhner@genetics.washington.edu)
Newsgroups: rec.games.board
From: harry@medusa.dseg.ti.com (harry campbell)
Subject: Axis and Allies Question
Reply-To: harry@medusa.dseg.ti.com
Organization: Texas Instruments, Inc.
Date: Thu, 31 Dec 1992 16:57:05 GMT

This hapened in one of our games, I'm wondering if anyone has an answer....

	The US and UK were stockpiling in UK in preparation for a leap into 
western Europe.  On the Island itself were fighters, bombers, tanks, and men, 
and of course AA guns.  The transport fleet was burgeoning in the surrounding
sea zone, I would assume these ship would be docked near the Island.

	The Germans had built up quit a sizable bomber force, and maybe some fighters
thrown in as well.  On their turn they fly into the sea zone surrounding UK, and
attack the transport fleet.  After a long, and loud, discussion and several scannings
of the rules it was "determined" that the aircraft on the UK could not participate in
the fight, nor could the AA guns.  So, despite the valliant efforts of the British
and US navies, the transport fleet was decimated, and troops overloaded on the Island
had no way to join the fight in Europe.

It seems to me that most, if not all of those ships would be docked in small harbors
around the Island.  If I had AA guns I'd make damn sure they could cover the harbors.
And with all my fighters I would definitely have a CAP over the Island and surrounding
waters.  I understand it's a game.  But did we really play this out correctly?
Has anyone run into a similar situation?  Seems like the land-sea barrier causes a
lot of problems, as it is the only situation where combatants in two different zones
can fight each other.  The rules are kind of sketchy and don't do an adequate job of handly the kinds of things that go on there.  I wish I could redraw the map, and
include some of the adjacent water in the coastal zones.  Anyone have a practical
solution?

Harry E. Campbell
harry@dseg.ti.com

Newsgroups: rec.games.board
From: shoham@ll.mit.edu (Daniel Shoham)
Newsgroups: rec.games.board
Subject: Re: 1830
Date: 21 Dec 92 22:46:49 GMT
Organization: MIT Lincoln Laboratory

In article <1992Dec21.170059.18569@cs.hw.ac.uk> ngm@cee.hw.ac.uk (Neil Milne) writes:
>Can someone mail me the name of the company that sells 1830, if it is still
>sold that is. Also the price if you know!
>
>--
>Neil G Milne    RA    Dept. of Computing and Electrical Engineering
>JANET:ngm@uk.ac.hw.cee | OTHER:ngm@cee.hw.ac.uk | or... eeengm@uk.ac.hw.clust
>-------------------------------------------------------------------------------
>Did anyone see where that small black screw went...?

Avalon Hill.

My rulebook (1986) says their address is:
4517 Harford rd, Baltimore MD, 21214
(301)254-5300

It's a great game, one of the best.


Dan Shoham               shoham@ll.mit.edu
------------------------------------------------------------------------
The view presented are not necessarily those of my employer, etc.

Massachusetts Institute of Technology
Lincoln Laboratory
244 Wood Street
Lexington Massachusetts, 02173-9108
Office B-373
617-981-3515
------------------------------------------------------------------------
Newsgroups: rec.games.board
From: gletty@ux1.cso.uiuc.edu (Bruce Gletty)
Subject: Re: CIVILIZATION, differences from ADVANCED CIV
Organization: University of Illinois at Urbana
Date: Tue, 22 Dec 1992 18:56:54 GMT

jjk@astro.umd.edu (Jim Klavetter) writes:

>My present question is would someone be so kind as to post or email a
>SMALL summary of the differences/additions of ADVANCED CIVILIZATION.
>I like CIVILIZATION so much that I'm wondering if AC just adds layers
>of complexity without really making it more fun (as someone wrote to
>me).  So I'm asking for a summary, but your opinions are also welcome.

Advanced civ doesn't really add any complexity. It:
Changes the victory conditions to include 50 points per city and 
        100 points per step on the AST. Therefore the player that
        reaches the end of the AST first is not always the winner.
Removes the limit on civilization cards - you can buy them all if    
        can rais the 'money'
Increases the limit of trade cards held to seven (I think)
Adds more catastrophies       
Makes the non tradable ones brown backed like the others so you
        don't see them comming.
Makes the tradable disasters hit whoever they wind up with, even
        if you do not trade them. They can be traded more than once.
Adds some extra trade cards, including to expansion set ones
Adds a new group of civilization cards - religion
Adds some new civilization cards in the other groups.
Randomizes which disasters apply if you get more than 2.

I like it better. I think everyone will fall back on the AST march
at least once. It does take longer.   
-- 
This post is mine, and does not necessarily reflect the views of C.C.S.O.
Newsgroups: rec.games.board
From: Bruce_Harper@mindlink.bc.ca (Bruce Harper)
Subject: Re: Hex Board Help - All Thumbs!
Organization: MIND LINK! - British Columbia, Canada
Date: Thu, 31 Dec 1992 15:37:23 GMT

It's also possible to put adhesive magnets on the backs of the counters and
mount a mapboard on furnace duct metal.  The stronger the magnets, the less
chance of a disaster.  Unmounted counters can be mounted on half-inch
magnetic tape, after which they are light enough to stack on a wall board.

For Avalon Hill, at least, even game boards which are normally mounted can be
purchased unmounted if desired.
Newsgroups: rec.games.board
From: "michael sloan" <michael.sloan@canrem.com>
Subject: hexmap
Reply-To: "michael sloan" <michael.sloan@canrem.com>
Organization: Canada Remote Systems
Distribution: rec
Date: 1 Jan 93 02:52:09 EST

TO: GYUGY@EARTHSEA.STANFORD.EDU

        FROM: MICHAEL.SLOAN@CANREM.UUCP

I a interested in HEXMAP, but I need to be able to import the output
into a product like micrographics Designer to add detail.  Is it
possible to do this?

          MICHAEL SLOAN
---
  DeLuxec #7519  Work is not a rabbit.
--
Canada Remote Systems  - Toronto, Ontario
World's Largest PCBOARD System - 416-629-7000/629-7044
Newsgroups: rec.games.board
From: harmonix@stein.u.washington.edu (Chaz Stevens)
Subject: MB/GDW: HeroQuest & BattleMasters
Summary: Looking for reviews
Organization: Organization? We don't need no steenking Organization.
Date: Sun, 27 Dec 1992 01:04:36 GMT

	I've recently seen two games from Milton Bradley working with GDW in
my local toy store, namely HeroQuest and BattleMasters.  I am interested in
knowing how playable they are.  Can someone who has seen or played one or
both of these games give me a review of them?  E-mail or posted is fine.  
Thank you!


-- 
Chaz Stevens                                         Call the Neutral Zone BBS!
harmonix@u.washington.edu                              (206) 527-9049, 24 hours
From: zog@topper.ksu.ksu.edu (Scott Allen Bauer)
Newsgroups: rec.games.board
Subject: White Dwarf #135
Date: 27 Dec 1992 00:43:39 -0600
Organization: Kansas State University
Distribution: world
NNTP-Posting-Host: topper.ksu.ksu.edu


In issue White Dwarf there is an article about Skaven and tunnels
for the Warhammer Fantasy Battle game.

Does anyone have a copy of this that they can send me???
or if you dont want the magazine anymore I will buy it.

I am playing skaven in the local Mighty Empires game and would realy
like to get this information.

ZOG out
Newsgroups: rec.games.board
From: iwatters@cix.compulink.co.uk (Ian Watters)
Subject: Command Magazine etc                    
Reply-To: iwatters@cix.compulink.co.uk
Date: Sun, 3 Jan 1993 23:16:00 +0000

Yes Command is very good, isn't it.

>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.

They very quickly sold out themselves of the magazine with Alexandros, alas.
There were some "game only" packs advertised some issues ago, but I assume
they've gone too.  Which is a pity, because I'd like a copy too <grin>.

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

>>>MATRIX version  1.21e
Newsgroups: rec.games.board
From: harry@medusa.dseg.ti.com (harry campbell)
Subject: Re: REALLY good simple non-abstract board game
Reply-To: harry@medusa.dseg.ti.com
Organization: Texas Instruments, Inc.
Date: Wed, 23 Dec 1992 16:05:18 GMT

Take a look at High Ground.  It's a napoleonic-miniatures derivative board game, without all the flashing that encumbers most minatures games.

Harry Campbell
harry@dseg.ti.com