HDTenEightyP/NetNews huggingface dataset:
From: pstrem@the-sap-pitt.East.Sun.COM (Paul Strem)
Newsgroups: rec.games.board
Subject: Blood Bowl Tournament
Date: 13 Oct 1992 17:07:47 GMT
Organization: Sun Microsystems, Inc.
Distribution: world
Reply-To: pstrem@the-sap-pitt.East.Sun.COM
NNTP-Posting-Host: the-sap-pitt.east.sun.com

	I am interested if anyone has had to modify the Advanced rules for 
Blood Bowl and if so what modifications they initiated.  We are just coming 
off of our first attempt at a Tournament which fell apart because of a 
variety of reasons.  We are in the process of planning our second go at 
it, with a few modifications in place.  I will post these if anyone is 
interested, but the list is at home (I do remember that Strip Ball was 
one which was changed).

	Send any correspondence to:

		paul.strem@east.Sun.COM
			or
		Paul Strem				  ^
		c/o The Comic Book Store at The Flea.    / \^.
		172 Merrimack Ave.		       ^/
		Dracut, Ma.  01826



  

Newsgroups: rec.games.board
From: peters@physics.ubc.ca (Dan Peters)
Subject: Re: Pbem games, EIA (was: EIA Naval Rules)
Organization: University of British Columbia, Vancouver, B.C., Canada
Date: Thu, 8 Oct 1992 01:21:41 GMT

Mustafa Unlu <mustafa+@CMU.EDU> writes:

>                                                 ... a 7 player
>campaign game of EIA is without any question the *best* game I have
>ever played or can ever imagine to be in existence.

(wow.) I recently bought EIA just 'cause it looked neat (and some of my
friends rave about it), and after a reading of the rules, I thot it looked
_seriously_ funky. But alas! there is the problem...:

>The only problem was to get seven people meeting regularly for
>extended periods of time. Of the four campaign games I have been
>involved in, none of them was played to the finish. Real life always
>intervened.

Yes. Exactly that problem.

>I have thought long and hard on this, and am fostering hopes that an
>EIA campaign game played over the net (either by e-mail or via a
>server-client system) will be possible. This will bypass the need to
>get seven players in the same place at the same time and will be a
>major boost to the game.

Bingo. I know nothing about server-client systems, but in the meantime
why not try an e-mail game? I'd be into it....

One possible problem with this: EIA gives the players many choices in many
phases, and it's hard to imagine an e-mail game of EIA going any faster than
"real-time", i.e. taking any less then eleven (real) years to play the game,
considering that players have constantly to respond to other players' choices.

Any ideas as to how to speed this up a bit without doing violence to the
game system?

Drin
--
-----------------
Gutted - Flame NA
Newsgroups: rec.games.board
From: ahabig@bigbang.astro.indiana.edu (Alec Habig)
Subject: Re: EiA: Great Britain
Organization: Indiana University Astrophysics, Bloomington, IN
Date: Thu, 15 Oct 1992 11:44:39 GMT

A good post, but you forgot to mention the best way for GB to rake in the PP's
: expeditionary forces.

If there are a corps or two of Brits running around with someone else's army,
Britain will lose only 1 PP if that army loses a battle, but gain up to 3 if
that army wins.  And the army will be eager to have redcoats along, to bolster
their morale.

Alec
From: pstrem@the-sap-pitt.East.Sun.COM (Paul Strem - Sun USOPS WSU Production)
Newsgroups: rec.games.board
Subject: Blood Bowl Tournament
Date: 13 Oct 92 17:15:18 GMT
Reply-To: pstrem@the-sap-pitt.East.Sun.COM
Distribution: ne
Organization: Sun Microsystems, Inc.
NNTP-Posting-Host: the-sap-pitt.east.sun.com


 	We are presently organizing a Blood Bowl Tournament in the Lowell 
area.  Unfortunately, because of the length of the games the tournament is 
expected to last a while.  However, if anyone would like to arrange a day 
game I'm sure we could arrange a team if you are interested.  Games are 
available in the backroom and we have the two advanced books of rules (Star 
Players and Players Handbook).  Team Miniatures can be special ordered only.

	Send any correspondence to:

		paul.strem@east.Sun.COM
			or
		Paul Strem				  ^
		c/o The Comic Book Store at The Flea.    / \^.
		172 Merrimack Ave.		       ^/
		Dracut, Ma.  01826
Newsgroups: rec.games.board
From: garbett@utkvx2.utk.edu (Garbett, Shawn)
Subject: Battle for Armegeddon, Space Crusade
News-Software: VAX/VMS VNEWS 1.41    
Organization: University of Tennessee Computing Center
Date: Fri, 16 Oct 1992 14:29:00 GMT

I'd like to hear a review of Battle for Armegeddon, and Adv. Space Crusade.
I only have enough funds to buy one of them right now. Various
aspects of the games, playability etc. (By the way GW just released Adv.
Space Crusade version 2).

Also what is the game Horus Heresy like?

Shawn Garbett
Garbett@utkvx.utk.edu
ge
From: kuaxe@kuhub.cc.ukans.edu
Newsgroups: rec.games.board
Subject: Blood Bowl: Undead question
Date: 11 Oct 92 20:22:32 CDT
Organization: University of Kansas Academic Computing Services

	I love Blood Bowl but I have one problem perhaps someone out there
could answer for me.  I want to run an undead team but I find that the costs
of operating such a team are impossible to meet.  Does anyone have a different
way to run Undead?  Also, does anyone have different Undead "races" such as
vampires, etc.  I'm curious to see what people have.  I was thinking of making
vampires, golems, and ghouls.  I'd like any ideas you have on these races.
Thanks in advance.

P.S.  If they aren't going to make new stuff for BB, then we'll make it 
      ourselves :)
-- 

				Tim Benninghoff

				kuaxe@kuhub.cc.ukans.edu
From: rnlee@sdcc3.ucsd.edu (Profess'nal Agitator)
Newsgroups: rec.games.board
Subject: Re: Attn:  David Gibbs
Date: 10 Oct 92 16:55:37 GMT
Distribution: ca
Organization: MAWL - Mudd Alums Without Lives

In article <=vjp2_d@quantum.on.ca> dagibbs@quantum.on.ca (David Gibbs) writes:
>In article <39172@sdcc12.ucsd.edu> rnlee@sdcc3.ucsd.edu (Profess'nal Agitator) writes:
>>Sorry about this, but mail has been bouncing for over two weeks.
>>

>(Actually I posted a notice about this on rec.games.pbm about
>a week or week and a half ago.  Did you miss it there?)

Oops, I tried replying to this when I sent it off to everyone else in
the game.

No, I didn't see it there.  I haven't touched r.g.pbm in a while (at
least two weeks)  The Diplomacy tends to get lost there.

Incidentally, the new England did move to the North Sea.  Whether he
goes to Norway is left to be determined.

Agitator
  #->

"A political deadend."                  Bruce Herschensohn for U.S. Senate!!!
    --Gore on the Vice Presidency when    Not the ten-year       //  The REAL
      asked about a Dukakis-Gore ticket   Congress insider      //   outsider
--------------- R E M E M B E R   B E I J I N G ------------\\ //------------
IBM PC - Who wants a politically correct computer?           \X/  Only AMIGA!
========================================== Bring Back the Caltech Cannon!! ==
Roderick Lee, HMC '91      "The Professional Agitator"      agitator@ucsd.edu
Newsgroups: rec.games.board
From: lunatic@netcom.com (Lunatic Johnathan Bruce E'Sex)
Subject: Re: <Btech> Two Engines Question
Organization: Netcom; Renegade User
Date: Wed, 7 Oct 1992 09:25:33 GMT

In article <s903609.718438051@minyos.xx.rmit.OZ.AU> s903609@minyos.xx.rmit.oz.au (ACE) writes:
>Greetings,
>	  What do people think about having two engines in a Battlemech ?
 
 
    ][ hear strains of the Beach Boys: "Wouldn't it be nice...."
     _
    (_onsidering that EACH and EVERY BattleTech fusion engine can
 dissipate 10 points of heat above and beyond its own heat output...
 even engines that weigh only .5 tonnes...  There'd be no reason to
 add extra heat sinks.  Just add a 10 rated engine for .5 tonnes and
 get 10 points of heat dissipation.  It'll take 6 critical hit
 locations, but that's still a lot less than the equivalent number
 of heat sinks.
     _
    |_
    |_very time you add a PPC, simply add another .5 tonne engine.
 Voila, heat problems all solved.
 
    ___
   ( |his has been another example of how unrealistic a game BattleTech
 is.  If this had been real life, you would have been dead by now.)

-- 
   _______________________________________________________
  /         -= Lunatic Johnathan Bruce E'Sex     (:      /
 /  lunatic@netcom.com  GEnie: LUNATIC  CI$: 76170,672  /
/______________________________________________________/
Organization: Doctoral student, Mathematics, Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.board
Date: Fri,  9 Oct 1992 03:54:39 -0400 
From: Erik Lauer <el0g+@andrew.cmu.edu>
Subject: Re: A&A: No Russian attack rule

Jonathan T. Moore <jmci+@andrew.cmu.edu> writes:

>Also, just off the top of my head, let me toss out an Allied strategy.
>Mind you, I haven't tested it yet, so if there are holes in it, just
>point them out nicely sans flaming. 

>Ok: This also assumes that Russia is allowed to attack on the first
>turn. Now, Russia attacks Manchuria, Britain attacks Kwangtung with the
>famous Gurkhas (Indian troops). Now, if Japan doesn't reinforce Burma on
>his first turn, the U.S. attacks Burma (if I remember the map correctly,
>both China and Sinkiang are adjacent to Burma). 
So far your plan is pretty normal (US usually picks a target the first turn).
Burma is often left empty (or has the enitre Jap airforce, perhaps guar
>Hopefully, if things
>happen nicely, _maybe_ the U.S. will be able to build an I.C. in Burma
>and hold it.
Well, now things are getting unlikely.  The Japs probably have 4
transports now, and can probably take it back right away.  In any event,
you will quickly lose it, giving the Japs a free factory.  This does not
buy you much time, now the Japs have a convient place to build takns.
However, I have seen the "trick factory" ploy.  The allies have built a
large number of bombers (bombers are fairly flexible pieces with their
quick move, strat bomb, and strong attack : good at attacking in naval
battles).  An ally builds a factory in the way of Jap progress (if it
does not occur soon it must be the russians).  If the Japs take it (and
do not have an aa gun handy) the allies bomb Japan so hard it does not
have enough $ left to buy an AA gun.   This basically ends the game, as
the Japs will not be able to build anything till they get their AA gun
there, and are not killing any bombers either.



Erik
---=
From: brendan@cs.uq.oz.au (Brendan Mahony)
Newsgroups: rec.games.board
Subject: Re: Empires in Arms
Date: 15 Oct 92 00:48:44 GMT
Reply-To: brendan@cs.uq.oz.au

In <BLRRBH3S@cc.swarthmore.edu> hirai@cc.swarthmore.edu (Eiji Hirai) writes:

>[ Obligatory EIA question:  should France ever build cavalry?

The cavalry charge is the difference winning the battle and winning the
war. France have the most effective of cavalry charges because they tend
to win battles pretty quickly. Morale has nothing to do with it.

--
When soldiers form lines or hollow squares, you call it reason.
When wild geese in flight take the form of a letter V, you say instinct.
When the homogeneous atoms of a mineral arrange themselves into shapes
mathematically perfect you have nothing to say. You have not even invented a name to conceal your heroic unreason."
From: keith@cco.caltech.edu (Keith Allan Schneider)
Newsgroups: rec.games.board
Subject: Re: A&A: Allies buy how many dice
Date: 9 Oct 1992 07:36:14 GMT
Organization: California Institute of Technology, Pasadena
NNTP-Posting-Host: punisher.caltech.edu

"Jonathan T. Moore" <jmci+@andrew.cmu.edu> writes:

>On another topic, barring the British bombing raid strategy (which
>started this whole discourse, apparently, and which I agree seriously
>hampers Germany), what do you think is the best German strategy to take
>Russia? So far, my experience shows that Germany should only buy
>infantry, and launch an assault against the Russian stockpiles with all
>the "3"s (tanks and planes, as well as the bomber, as long as they
>survive) and simply withdraw when all the warm-body infantry have been
>used up. With this strategy, it seems that the Germans can maintain
>their quality pieces while carrying out an attrition strategy in a
>scenario where Russia cannot outproduce them (assuming Japan makes at
>least moderate gains in Asia). Well, what do you guys think?

When I play Germany, I always buy just infantry.  On the first turn, I wipe
out the British navy, and send some units to Africa.  I withdraw to Eastern
Europe (maybe), and then just start moving a chain of infantry east.

keith

Newsgroups: rec.games.board
From: dmeier@casbah.acns.nwu.edu (Douglas Meier)
Subject: Re: Fortress America
Organization: Northwestern University, Evanston Illinois.
Distribution: na
Date: Mon, 12 Oct 1992 04:53:25 GMT

In article <geqDo8a00WAu84iJRn@andrew.cmu.edu> "Jonathan T. Moore" <jmci+@andrew.cmu.edu> writes:
>Anyone ever played it? I am curious--my games always come out with
>America getting beat upon. However, some of my friends claim the game is
>heavily balanced _towards_ America. Any thoughts on the matter?

Yeah, and in all the games I played, the game was decided in the East.  If the
Russians broke through, It was time to move to Canada.  If the Russians were
held in, the game ended in a dead heat with major battles and destruction
occuring on the coast and the US meanwhile wasting the West and South with
it's Lasers.  I lost only once as the US, and that was because the South was
able to come up from behind, nail Atlanta, and let the Ruskies in.

Of course, with the cold war over, the game is now mute.....

-- 
Douglas C. Meier		|  Remember to vote this election year,       
Northwestern University, ACNS 	|  you probably won't get another one. 
I don't claim them, they don't	|  
claim me.......			|  dmeier@casbah.acns.nwu.edu
Newsgroups: rec.games.board
Subject: SFB: D7V escort group
From: $stephan@sasb (Stephan Fassmann, Software)
Date: 7 Oct 92 14:35:12 -0700
Organization: BYU

Anyone know what the appropriate escort group would be for a D7V in year 
Y181-2. 
I know it's in R3 but I don't have it yet.
Thanks.
Stephan Fassmann  Internet: $stephan@sasb.byu.edu  GEnie: S.FASSMANN
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
From: s903609@minyos.xx.rmit.oz.au (ACE)
Newsgroups: rec.games.board
Subject: Re: BTECH: House Rules
Date: 12 Oct 92 05:53:22 GMT
Organization: RMIT Computer Centre
NNTP-Posting-Host: minyos.xx.rmit.oz.au

91vanderkolk@gw.wmich.edu writes:


>Since the idea of a home rules book has come up, I though I would post some
>of the "home rules" my group plays with and see what the opinions are.
>Have at it...
>1) All jump movement requires a piloting skill roll, regardless of terrain.

Good idea.

>2) SRM streaks all hit in the same location.

This SUCKS !!

>3) When spotting for indirect LRM fire the spotter can fire his weapons as
>normal and you don't count any of the spotters movement or terrain modifiers.

NO WAY JOSE!!  

>4) CASE vents an ammo explosion out the rear of the mech without damaging the
>internal structure.

COOL !

>5) Gauss Rifles can be CASEd.

SO ?!?!?!?!?

>6) Initiative alternates.

Okay, keep us in suspense, see if I care.

>7) Any SRM or LRM can be loaded with infernos.

Not a good idea. Can anyone say 'plasma puddle'? 

>8) Clan can use vehicles (this one hurts the most).

Ohhhhh! Scary, scary, don't we look mean !

>John
>"You have one leg and you are kicking me. Right......."
Just hang on to a nearby cliff with your arms ! No problem, Nobbo !

			       ACE
                   s903609@minyos.xx.rmit.oz.au
	        " How deep is the ocean ? " - Eric
" No Silicon Heaven ? But where would all the calculators go ? " - Kryten
      " Smoke me a kipper, I'll be back for breakfast." - Hero Rimmer
Engineering : The art of using something without actually understanding it.
Organization: Freshman, MCS general, Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.board
Date: Wed, 14 Oct 1992 13:16:16 -0400 
From: "Jonathan T. Moore" <jmci+@andrew.cmu.edu>
Subject: Shogun

I have played a couple games of MB's Gamemaster Series' SHOGUN, and I
know someone else mentioned it in a post. In the games I've played, it
seems that spreading yourself too thin over lots of provinces is better
than just stockpiling for defense, largely because of economic reasons.
Also, I am a bit curious about good use of the ninja. Usually, in our
games, one guy bought him (we called him "Phil the Ninja" for some
reason, although there is absolutely no reason any of you needed to know
that) in the first round, and then uses him to spy on the richest player
to get the ninja back. He very rarely ever attacks a daimyo with it, and
I have seen in the rulebook example how it can majorly swing a battle.
Consequently, I would like some ideas about how to use the ninja to its
full potential.

Thanks in advance.

Jon

Newsgroups: rec.games.board
From: clport@eos.ncsu.edu (CHRISTOPHER L PORT)
Subject: Re: Some Car Wars Questions
Originator: clport@c00467-224wi.eos.ncsu.edu
Reply-To: clport@eos.ncsu.edu (CHRISTOPHER L PORT)
Organization: North Carolina State University, Project Eos
Date: Thu, 8 Oct 1992 19:14:41 GMT


In article <92278.125744TJS107@psuvm.psu.edu>, Sime
<TJS107@psuvm.psu.edu> writes:
|> Path: taco!gatech!darwin.sura.net!wupost!psuvax1!psuvm!tjs107
|> Organization: Penn State University
|> Date: Sun, 4 Oct 1992 12:57:44 EDT
|> From: Sime <TJS107@psuvm.psu.edu>
|> Message-ID: <92278.125744TJS107@psuvm.psu.edu>
|> Newsgroups: rec.games.board
|> Subject: Some Car Wars Questions
|> Lines: 42
|> 
|> Just a few things I noticed from Uncle Al's Catalog From Hell that I
|> want to
|> comment on:
|> 
|> First:  I hate when they contradict themselves.  Or else I just don't
|> understan
|> d what they're trying to say. With grenades, it sez 'They no longer
|> hit on the
|> turn after they are fired, but on the same phase'.  

I took this as a reference to the old rules, where it hit one turn later on the
same phase.  so the second one is correct.

|>Then the next sentance it
|> sez 'Grenades now impact after one phase for every 4" of range.'
|> So what's the deal? Which one is right?  I assume the second one is correct,
|> but what's the use of the first sentance, aside from confusing me?
|> 
|> Second: Laser guidance-IR lasers can't penetrate more than 1" of
|> smoke/paint.
|> So why does 1/2" of smoke/paint thwart laser guidance, ie when a
|> laser
|> reactive web sets off smoke/paint?  It's a half inch, the laser goes
|> in (thru
|> a half inch of smoke) aquires the target and then comes back out
|> (thru another
|> half inch of smoke:  2 half inches of smoke = one inch;  one inch is
|> not more
|> than one inch) so the laser should be able to penetrate. Or am I
|> missing someth
|> ing again?

I think you're missing the fact that in general, laser guidance is IR,
so any smoke blocks it.

|> 
|> Third:  Not really a question, but just an observation.  It's
|> possible to do
|> zero points of damage to vehicles but not peds, correct?  OK, so why
|> get a
|> Heavy Machine Gun?  It does 2D-2, in other words from 0-10 points.  I
|> don't
|> know all the statistics of die rolls but it doesn't seem worth the
|> extra weight
|> and space for a HMG when an MG does a decent job on its own, or a
|> better to hit
|> roll with a Vulcan. (I ain't got the rule book here I'm going on
|> memory so
|> please correct me if I'm wrong on something)
|> 

I don't know about the pedestrians alway take damage thing, but a HMG is still
one space, the biggest reason to get one (in my opinion) is so you can put two
in a 2-space turret.

|> Another thing I shoulda put up with the smoke and paint article, but
|> it has
|> different penalties for firing thru smoke and paint listed in various
|> places.
|> Which is correct, -1 per 1/2", right?

That's correct to the best of my knowledge...



|> -Sime


Chris Port
From: kurtg@yang.earlham.edu (Son of Scribbler)
Newsgroups: rec.games.board
Subject: Re: New Game from GW/MB
Date: 16 Oct 92 19:34:13 GMT
Organization: Earlham College, Richmond, Indiana

In article <4erhTx_00YV9A24Mht@andrew.cmu.edu>, kendrick+@CMU.EDU (Kendrick Kerwin Chua) writes:
> Has anyone out there heard of/bought/played a new game from Milton
> Bradley/Games Workshop (The Makers Of HeroQuest (as announced
> shamelessly on the box)?
> I think the thing is called BattleMasters.  Supposedly there is a five
> foot square hexmap, with about 200 plastic GW figurines in it (probably
> duplicates of Warhammer stuff, I'm not sure).  Is it worth getting? 
> Thanks in advance
> 

A guy I know got it and said it was to Warhammer Fantasy Battles as Heroquest
was to Advanced Heroquest, a beginner's version of the original. I believe that
it's a way to get pre-teens interested in Games Workshop games.
BTW what's next, a low level Talisman????? B-)

> 
> 
> Kendrick Kerwin Chua
> 
> kc3u+@andrew.cmu.edu    or
> kendrick+@CMU.EDU
> 
> Cthulhu for President, 1992!
-- 
Kurt Grossman
KurtG@earlham.bitnet
KurtG@yang.earlham.edu

Nice boy. Got a mind like a steel trap... full of mice.
			-Foghorn Leghorn

He's like school in summer... no class.
			-Bill Cosby
From: vvirrank@cc.Helsinki.FI (Ville Virrankoski)
Newsgroups: rec.games.board
Subject: Re: EIA: The Importance of Being British
Date: 16 Oct 92 12:02:47 GMT
Organization: University of Helsinki, Finland
X-Reader: GNUS 3.13

In article <8erO0_600VpEE1g7M7@andrew.cmu.edu> mustafa+@CMU.EDU (Mustafa Unlu) writes:
>2) They will *not* be outbuilt as far as ships are concerned. 
>They can have a max of 210 ships, compared to 120 for FR/RU and 90 (?) for
>SP because they get 7 fleets and the others het 4/4/3 respectively. (I
>might be wrong about the Spanish number, I am writing this off the top
>of my head). They have Nelson and other favorable modifiers. In fact,
>one might make the case that the system favors the British Navy too
>much. But that's another debate.

Well...
Fleets in the game:

British: 7    max 210 ships
French:  4        120
Russian: 3         90
Spanish: 3         90
Turkish: 2         60
Austria: 1
Prussia: 1
Denmark: 1
Holland: 1
Portugal:1
Sicily:  1
Sweden:  1
Venice:  1


If GB is at war with F and S, she couldn't hold Venice, Portugal or Holland.
To keep Sicily and Denmark, she should place one fleet to the each sea area.
If there is crossing arrow in the Channel, she should keep one fleet there.
That leaves 6 GB fleets (max 180) against 4+3+1+1(+1)=9(10) F+S fleets
(270(300) ships). GB could perhaps use Swedish fleet, but that is unlikely,
because R would like to take that.

Things are not so clearly favoring Brits as they first seem to be.

VV
Newsgroups: rec.games.board
From: thornley@milli.cs.umn.edu (David H. Thornley)
Subject: Re: SFB: Necessity is the mother of invention
Organization: University of Minnesota, Minneapolis, CSci dept.
Date: Sat, 10 Oct 1992 04:34:36 GMT

In article <1992Oct9.123904.1@skyler.mavd.honeywell.com> djbailey@skyler.mavd.honeywell.com writes:
>[I used to play Star Fleet Battles.  I noticed that the Federation Destroyer
> was grossly underpowered.  Has anybody considered replacing the photon
> tubes with Phaser-Is or something?]

I think the subject of replacing the photons came up in Captain's Log #1.
They had a list of things you could put in instead:  four Phaser-I or -Gs,
four Plasma-Fs, two Plasma-Ss, drones, etc.

Personally, I really respect the power of the Phaser-I.  Any small ship that
can fire eight of them down the front centerline is going to be nasty at
close range.

I ran a 200-point design-your-own-force abuse-S3.3 game once.  One player
managed to convince me that he could have 14 Phaser-Is on a Sparrowhawk
firing in the FA arc, and had enough points left over for a Legendary
Weapons Officer and an Outstanding Crew, and therefore had a 50% chance
each turn of hitting with 14 points of damage on a target 75 hexes away
(using narrow salvos, of course).

Other experiences include running a Gorn CA under the old plasma rules
(fire at end of turn), never getting a good plasma shot, but watching my
opponent's shields wear away fast.

DHT


Newsgroups: rec.games.board