HDTenEightyP/NetNews huggingface dataset:
From: jlb0170@zeus.tamu.edu (Mail directly from the Messiah)
Newsgroups: rec.games.hack
Subject: NH--
Date: 9 Jan 1993 15:52 CST
Organization: Texas A&M University, Academic Computing Services
Distribution: world
NNTP-Posting-Host: zeus.tamu.edu
News-Software: VAX/VMS VNEWS 1.41    

Nethack-- is now inexplicably gone from wuarchive.wustl.edu.

Could someone please re-upload the pc exe file? I am sitting here bored, with
nothing better to do, but can't find it.

(BTW for those of you who enjoy complaining,
a) we don't all have ftp access for those lovely spoilers, (although I do)
b) I *have* looked in every single ftp site mentioned in this newsgroup.

Messiah the third. (maybe fourth...)
Newsgroups: rec.games.hack
From: cpbaltus@cs.vu.nl (Stefan Baltus)
Subject: where can i get nethack++?
Organization: Fac. Wiskunde & Informatica, VU, Amsterdam
Date: Thu, 7 Jan 1993 13:11:48 GMT


Hi all,

Where can i get nethack++?

			Stefan.

-- 
-----------------------------------------------------------------------
Department of Mathematics and Computer Science       Vrije Universiteit
				             Amsterdam, The Netherlands
Stefan Baltus.			    	    InterNet: cpbaltus@cs.vu.nl
Newsgroups: rec.games.hack
From: pawlak@vxdesy.desy.de
Subject: Re: How do you get ^T teleport ability?
Organization: (DESY, Hamburg, Germany)
Date: Tue, 12 Jan 1993 12:27:18 GMT

In article <1993Jan11.202426.11531@cs.cornell.edu>, bau@cs.cornell.edu (David Bau) writes:
> Another question.  Once I was playing a game and ate lots of teleporting
> creatures, including a tengu or two, and I got teleport control.  But I
> couldn't use ^T to force myself to teleport - I had to wait until it happened
> randomly.  But I kept on playing and eating more teleporting creatures,
> and eventually, I found I was able to ^T, making the game much easier!
> (It's a good way to get hungry and eat lots of giants!)
> 
> I've never gotten the ability again.  How does it happen?  Do I have to
> eat lots of n's and l's?  or t's?  Or do I have to wait for my experience
> to go up?
> 
> David

Just kill 'em and wait... You get the ^T ability when you reach experience
level 12 (I think...) - a bit earlier if you are playing a wizard. True,
it is very useful, esp. with tele control...
						Michal
-- 
Sorry, no .sig tis time. Better luck next message!
From: hartman@informix.com (Robert Hartman)
Newsgroups: rec.games.hack
Subject: YAFM
Date: 12 Jan 93 21:14:29 GMT
Organization: Informix Software, Inc.

Just got this one:

	You shudder for a moment.

-r
Newsgroups: rec.games.hack
From: des@inmos.co.uk (David Shepherd)
Subject: Re: New Race of Monsters for NetHack 3.1
X-Newsreader: TIN [version 1.1 PL8]
Date: Tue, 5 Jan 93 11:18:02 GMT

Bill Poitras (bill@snoopy) wrote:
: Randolph S. Vance (rsvanc00@nx06.mik.uky.edu) wrote:
: : All terminators are represented by a "T".

: Why not a '@'?

: : And yes, I know NetHack is a Medeival game, but considering the creators let
: : Quantum Mechanics and their ilk in, they could logistacally put Terminators
: : in. :)

Also, nethack has various computer (and especially unix) orientated
features in it, like the mailer daemon and the "core dumped" message,
so if Terminators do go in then there should be a Null-Terminator
around somewhere.


--
--------------------------------------------------------------------------
david shepherd: des@inmos.co.uk                     tel: 0454-616616 x 625
                inmos ltd, 1000 aztec west, almondsbury, bristol, bs12 4sq
                New Year Resolution for 1993: Start using capital letters.
From: cyberman@exucom.com (Stephen R. Phillips)
Newsgroups: rec.games.hack
Subject: Re: identify, hezrou (and YAFM)
Date: 9 Jan 93 19:40:13 GMT
Organization: ExuCom Multimedia Inc.
X-Newsreader: TIN [version 1.1 PL8]

Eric Bazin (bazin@carolus.cma.fr) wrote:
:  so i #pray :
:    - the very idea of praying to a netral god disgust you (something
:      like this) (YAFM !)
	Because a hezrou is not neutral!

:  and i die from my illness a few moves later :
:    - do you want to see your intrinsics [y] :
:      among the list : 
:          poison resistant
:          fire resultant
:    - high score list : bazin-W was poisoned on dungeon level 2

: a) I suppose that theses two intrinsics are provided by the fact that
: i was a Hezrou
: b) I found amazing to die by poison when poison resistant !

	NO you died of an ILLNESS not poison!

:)

Cyberman 
-- 
This is my sig file!
Read rec.games.programer!
Newsgroups: rec.games.hack
From: bobp@msi.com (Bob Pitha)
Subject: Re: identify, hezrou (and YAFM)
Organization: Molecular Simulations, Inc.
Date: Wed, 6 Jan 1993 21:44:32 GMT
X-Newsreader: TIN [version 1.1 PL8]
X-Posted-From: phoenix.msi.com
NNTP-Posting-Host: sol.ctr.columbia.edu

The Grim Reaper (scythe@stein.u.washington.edu) wrote:
: >Something stranged just happened to me :
: >-I was a (neutral) wizard, and (afaik) in good standing with my 
: What's afaik?

My guess would be, "as far as I know".

-----------------------------------------------------------------------
Bob Pitha                      Molecular Simulations Inc.
bobp@msi.com                   16 New England Executive Park
(617) 229-9800 x242            Burlington, MA 01803-5297
From: dcb@wdl1.wdl.loral.com (Predecrement David)
Newsgroups: rec.games.hack
Subject: Re: Hack
Date: 8 Jan 93 23:06:10 GMT
Organization: Gokuraku Videos

peter@globv1.hacktic.nl (Peter Busser) writes:
>rji@nyquist.cs.nott.ac.uk (Rob Ingram) writes:
>
>>Sorry to be picky, but I don't believe NH++ is actually an official version
>>from the developers and so, though it may be an interesting diversion it
>>should not be called the latest version of nethack.
>
>Who decides what the ``official'' version is?

The NetHack Development Team, headed by Izchak Miller or Mike Stephenson.  
They can be contacted at: nethack-bugs@linc.cis.upenn.edu.

Why do you ask?

--David
+-----------------------------------------------------------------------+
| David Blume            | "These games aren't meant to be fun,         |
| dcb@wdl1.wdl.loral.com | "They're meant to be *played!*" Phil Requist |
+-----------------------------------------------------------------------+
Newsgroups: rec.games.board
From: ahabig@bigbang.astro.indiana.edu (Alec Habig)
Subject: Re: An interesting question (any game) & RoR observation
Organization: Indiana University Astrophysics, Bloomington, IN
Date: Sat, 9 Jan 1993 12:58:11 GMT

In article <1993Jan8.193058.7765@cis.ohio-state.edu> farrell@python.cis.ohio-state.edu (christopher k farrell) writes:
>	This issue has been discussed repeatedly in the past few years on
>r.g.b, and I'm starting to tire of it a little!  I really see no reason for
>this endless debate.

Yes, but a) not everybody has been around for years, so it's a new debate to
many; and b) It obviously interests many people.  Stick the subect in your kill
file, and don't worry about it.

>BTW, I just noticed that landbills in RoR are *permanent* measures - that is
>to say, a type III costs you 10T/turn until repealed!  We just saw the three
>boxes and figured it was 10T/year for three years!  Everybody I know made the
>same mistake until we found it recently.  This makes a huge (positive) 
>difference in the game.  Anyone else make this mistake?

Yep - the landbills are permanent (except for the type I one-shots).  repealing
them is darn hard, too - look at the popularity penalties for doing so!  I
think the 3 boxes are because you can have _three_ of the suckers in effect at
the same time!  (which is one of the factors that historically caused Rome to
have so many problems later on - the economy was being crippled by a bloated
welfare system).

	Alec
Newsgroups: rec.games.board
From: fred_s@netcom.com (Frederick Scott)
Subject: Re: Winning isn't everything
Organization: Nerds On Parade
Date: Tue, 12 Jan 1993 03:11:39 GMT

nicholso@pioneer.arc.nasa.gov (Melvin H. Nicholson YBH) writes: 

>The thread "An interesting question (any game)" has been fragmenting
>into a few different logical threads, so rather than shread it any worse
>I thought I would start a new thread rather than follow up the old one.
...
>The question was raised whether a person placed in a position with "no
>chance to win" is justified in attacking the person who put them in that
>sort of position.  Most of the arguments fell into two categories:
>
>1: Yes, because this forges a reputation for vengence which can help
>the player out in future games.
>
>2: No, because not playing to win is poor sportsmanship and such people
>should be ostracized.
>
>I disagree with both, and refer you all to the words of Emmanuel Lasker,
>who so eloquently posits: "From a lost position there are no wrong
>moves"
...
>The concensus on board seems to justify the notion that "if it helps
>you to win, it's okay" and the inverse "if it doesn't help you to win,
>it is WRONG.  This is too simplistic.
...
>C is perfectly justified in attacking A rather than B, not because of
>any possible hope of winning this game, not because of any reputation
>building which allows victory in future games, but because A DESERVES
>to be attacked.  This is simply a matter of retribution and justice.
>
>Certainly I don't deny that there are people who *are* abusive and who
>are spoilsports, it's just that the simplistic idea that "a spoilsport
>is anyone who is not playing to win" is just that --- oversimplistic.
...
>In short, getting along with the other players is an integral part of
>playing any game, and making undue assumption about what other players
>"have" to do can often be just as bad as the sorts of things that sort
>of assumption is designed to prevent.

Actually, what you're saying doesn't strike me as being opposed to the
view-point of "vengence as a game tool".  You're sort of bringing up a
wider question of just why people play games.

Personally, I don't think matters of "retribution and justice" are really
in the domain of games.  One reason *I* play games is because I can do all
stuff which I consider immoral (or also simply too risky) in real life, even
though I often find my real life behavior creeping into my gaming behavior.
Others may have different reasons, though, and you have to recognize this.

What you've really pointed out is that people are human and sometimes do
things for satisfying emotional reasons - not always to win the current game
or even any future games.  This is a valid point, but you have to remember
that there is cause for conflict here if what's satisfying one person's
needs are causing others problems.  (I.e., how do make this judgement?)  When
that happens, then I have to agree with some of my critics who say that not
playing games with the guy may be the only answer - although perhaps the
acrimony involved should be forgotten.

Fred
From: tar@ISI.EDU (Thomas A. Russ)
Newsgroups: rec.games.board
Subject: Re: An interesting question (any game)
Date: 12 Jan 93 17:58:13 GMT
	<ALLAN.93Jan11001256@sunk.hc.ti.com> <1iso60INN6fk@gaia.ucs.orst.edu>
	<1993Jan12.020649.27282@trl.oz.au>
Reply-To: tar@isi.edu
Organization: USC-ISI
In-reply-to: mathers@sibelius.trl.OZ.AU's message of 12 Jan 93 02:06:49 GMT

In article <...> mathers@sibelius.trl.OZ.AU (Steven Mathers) writes:
 > In article <...>, coxa@ucs.orst.edu (huh?) writes:
 > |> 
 > |> I strongly beleive that suicidal actions are wholly illogical and 
 > |> only leaders who lack a sense of logic would attempt to employ
 > |> this tactic.  Try to convince me otherwise.
 > |> 
 > |> --Mark
 > 
 > I doubt whether a country/empire would choose a suicidal course of
 > action on purpose, but in a lot of cases, conflicts get out of hand
 > and end up as 'There aint room enough on this planet for the two
 > of us.'

For an interesting treatment of just this type of problem in the real
world, I would refer you to the book THE MARCH OF FOLLY by noted
historian Barbara Tuchman.  It analyzes cases of action in which
countries took actions that were against their own best interests,
even in the face of critics who warned that the action in question was
counterproductive.  The three main case studies are

	1) The Renaissance Popes
	2) British policy toward the American Colonies
	3) The US in Vietnam

--

Thomas A. Russ                                             tar@isi.edu    
USC/ISI, 4676 Admiralty Way, Marina del Rey, CA 90292      (310) 822-1511
Newsgroups: rec.games.board
From: jdoucette@venus.cc.hollandc.pe.ca (I rush forward with my spear set in a charge!)
Subject: Re: An interesting question (any game)
News-Software: VAX/VMS VNEWS 1.41    
Organization: Holland College - Charlottetown PEI
Date: Thu, 7 Jan 1993 14:18:00 GMT

In article <1993Jan7.000751.1@us.oracle.com>, cracicot@us.oracle.com writes...
>I have a moderately philosophical question for all you net-folk.
> 
>Is it a reasonable game action (in game of your choice) to threaten
>someone as follows, then carry through if they call your bluff:
> 
>"If you don't do/refrain-from action X, I will spend the rest of
> the game making you do as badly as possible.  I don't care how
> badly it wrecks my position."
> 
	Sure it is.  Esp in games like Diplomacy.  However, most of the 
times this has been tried on me (in much less drastic fashion) it has 
failed because I followed my own strategy and wasn't about to be 
intimidated.
	This strategy only seems to provide consistent results when one 
player is sufficiently stronger than the threatened player to make the 
threat stick.  And in that case, the strong player usually faces an 
"Anybody but him" alliance.
	I think this is more of a kamikaze strategy than anyhting else.

John Doucette
jdoucette@venus.cc.hollandc.pe.ca
Newsgroups: rec.games.board
From: daryl@zaphod.uchicago.edu (Daryl McLaurine)
Subject: Seeking The CLAY-O-RAMA rules & Expantions (Dragon #125)
Summary: AGGH!
Organization: Dept. of Mathematics, Univ. of Chicago
Date: Mon, 11 Jan 1993 20:19:58 GMT

Please, I am seducing my wife to the Dark Side, and Clay-O-Rama is my
key, after Intro Wars,  If anyone has the rules & expantion, please
ether mail or post them?
	Thank you!
	-Daryl
====================== Standard Disclaimers apply ======================
 Daryl McLaurine,     Systems Consultant / Systems Administrator 
 University of Chicago Mathematics Dept. / Cummings Computing Facility 
 daryl@zaphod.UChicago.EDU(128.135.72.61)/ system@biovax.uchicago.edu
From: doug@abby.chem.ucla.edu
Newsgroups: rec.games.board
Subject: Re: Dumb Moves By Game Companies
Date: 5 Jan 93 19:35:54 GMT
Reply-To: doug@abby.chem.ucla.edu
Organization: Department of Chemistry, UCLA

In article <1993Jan4.163851.20284@cbnewsh.cb.att.com>, njs@cbnewsh.cb.att.com (nicholas.j.sauer) writes:
>In article <1992Dec30.195744.525@afterlife.ncsc.mil>, acadams@afterlife.ncsc.mil (Arthur C. Adams) writes:
>> I was setting around thinking today:
>> what are some of the dumbest moves made by game companies?
>
>Someone already touched on this one but, TSR sitting on the entire SPI line
>with apparently no clue as to how popular some of these titles are.  In 
>particular, I don't think you have to be a rocket scientist to realize that
>Russian Civil War and Empires of the Middle Ages would both stand a good 
>chance of being hot sellers (given what used copies of these games tend to go
>for).  I guess we should be thankful that they don't reissue them, though.  
>TSR would just have to tamper with the rules to each of these classics and,
>god only knows what abominations that could result in.  I guess you just 
>can't win.

I hate to say this, but personally, I'm kind of glad that T$R isn't
republishing any of these old SPI games.

If they did, I'd be tempted to let those bastards get hold of some of my money.


-Doug Gibson
 doug@abby.chem.ucla.edu

Neither UCLA nor the National Science Foundation has a clue what I am doing.
They just pay me to do it.

"We have to tear you to shreds because we care." - EAC
Newsgroups: rec.games.board
From: iwatters@cix.compulink.co.uk (Ian Watters)
Subject: 1830: Track construction                
Reply-To: iwatters@cix.compulink.co.uk
Date: Fri, 8 Jan 1993 00:21:00 +0000

> Is it possible to use a green tile to construct NEW track?

Absolutely not.

>Can the Eerie RR place a green #57 (or #59?) tile on it's base even if
>green tiles are not available?

No.  Don't buy shares in it until phase two (and maybe not even then)

  //\/\/

>>>MATRIX version  1.21e
From: robert@geoblue.gcn.uoknor.edu (Robert Lindsay)
Newsgroups: rec.games.board
Subject: Re: Games for sale
Date: 8 Jan 93 19:50:37 GMT
Organization: Geosciences Computing Network, University of Oklahoma, Norman, OK
Originator: news@kittyhawk.ecn.uoknor.edu

In article <1993Jan7.204520.13157@hypnos.bssi.bls.com> frank@hypnos.bssi.bls.com (moo) writes:
>I am cleaning out my games closet to make room for new acquisitions and will
>start a minor game auction. Shipping will be handled on a per case basis
>depending on size and weight. 
>
>Games:
>
>
>I also have an odd collection of S&T and Ares games from the magazines but
>without the magazines. (Not for collectors but cool for gameplayers.)

I'm intrested in the issue games of S+T without magazines. Please Email me
more info. I tried to Email you but no luck.

>I have the S&T's from Paratroop-Tito---and a copy of Scrimmage (oh joy.) Will
>happily trade a few of these for a Dragon 125, or copy of the Clay-o-rama
>article.

I'm also interested in the S+T issues Paratrooper and Tito. I'll bid $5 each.

robert lindsay
robert@geoblue.gcn.uoknor.edu
405-325-5540
From: mccoy@ils.nwu.edu (Jim Mccoy)
Newsgroups: rec.games.board
Subject: Need to identify an out of print game...
Date: 4 Jan 93 20:10:30 GMT
Organization: The Institute for the Learning Sciences

Hi there.  I have been wracking my brains for several days trying to
remember the name of a game i used to play a while back that has been
"out of print" for probably a decade or so  (or at least it wasn't
being printed when we started to play it, a friend had an old copy.)

The game was a sort of fantasy wargame, with players taking the role of
one of several leaders of various groups.  You tried to capture cities
and territory, but what made the game interesting were the various 
"mercenary" forces you could get by drawing certain cards (if I remember
correctly).  Some of the forces were "The Ghost Riders of somesuch" and
a sailor called "The Sea Rat" or somthing like that.  One player was
"The Black Hand" i think and there were elves and dwarves, etc.  I am
not sure who made it, but the fact that i can't remember the name
of the game is driving me nuts.

Any help would be appreciated :)

jim

-- 
Jim McCoy          |  PGP 2.0 Key md5 hash:
j-mccoy@nwu.edu    |  61323c49024cb089337c78a05aafe8c6
mccoy@ils.nwu.edu  |  finger mccoy@ils.nwu.edu for public key
Newsgroups: rec.games.board
From: macleod@venus.cc.hollandc.pe.ca (ALAN MACLEOD)
Subject: Divine Right
News-Software: VAX/VMS VNEWS 1.41    
Organization: Holland College - Charlottetown PEI
Date: Sat, 9 Jan 1993 00:27:00 GMT

I played Divine Right a lot several years ago but unfortunatly in a move 
some time ago I lost the rules. I notice that lately there seems to be a 
lot of intrest in this game in this conference. If someone has a copy of 
the rules that they would be willing to send me (either the original or a 
copy) it would be much appreciated. You can E-mail me at
 Macleod@hollandc.venus.pe.ca

Thanks.
From: bruno@cerberus.csd.uwm.edu (Bruno Wolff III)
Newsgroups: rec.games.board
Subject: Re: 1830:  More track construction
Date: 6 Jan 1993 02:50:16 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 <1993Jan6.003222.9355@ll.mit.edu>, by shoham@ll.mit.edu (Daniel Shoham):
> In article <C0E85s.7JI.2@cs.cmu.edu> rollins+@cs.cmu.edu (Gene Rollins) writes:
>>
> 
> Rule question that that particular game raised:
> Must the Eire place it's free token if it can? we assumed it is not
> required to.
> 
The Erie home token is placed when the Erie first operates. If there isn't
a green tile there, it just goes into one of the two unnconnected cities.
The player who places the OO tile gets to put the Erie marker in either city
if the marker is already in the hex.
Other companies are free to play the OO tile on the Erie starting hex before
the Erie marker is down if they met the normal critera for placing a tile
there.
From: mrose@kuhub.cc.ukans.edu
Newsgroups: rec.games.board
Subject: LOST: Tom Koziatek, Please Reply
Date: 9 Jan 93 21:51:51 CST
Organization: University of Kansas Academic Computing Services



Tom,
	I sent the money for the game Dec 26. I lost your email address 'cos
me system account expired.  Have you sent the game yet.  Please Reply 

				Thanks much
				Matt
From: nroworth@nl.oracle.com (Nick Roworth)
Newsgroups: rec.games.board
Subject: Re: 1830: stock round question
Date: 6 Jan 93 09:16:57 GMT
Organization: Oracle Europe

In article <1993Jan5.174039.8151@harlqn.co.uk>, daveb@harlqn.co.uk (Dave Berry) writes:
|> >Diane:
|> >>The 1830 rules explicitly prohibit selling, then buying the same stock in
|> >>the same stock round.  A quick perusal of the rules did not turn up any rule
|> >>that said whether you couldn't or could buy THEN sell a stock
|> 
|> Ian:
|> >Yep, so we've been playing it that you can (with some "interesting" tactical
|> >implications).  The original game in the series, 1829, forbade it though.
|> 
|> 1829 doesn't forbid it either.  I'm not sure if you can buy and sell in the
|> same *turn*, but you definitely can buy a share in one turn and sell it in a
|> later turn of the same *round*.  One tactic with this is to buy the last
|> shares in the current company so that you can get the director's certificate
|> of the next, and to then sell those shares so that you can afford shares of
|> the new company.  Of course, your opponents may join in the fun, in which
|> case you have to time it right.  These games are all about timing.

Buying and then selling shares is forbidden in the very first share round. This
is to stop players going through the companies until they have one they like.

-- 
Nick Roworth, ORACLE Europe             "Bugs Mr. Rico! Zillions of 'em!"
Rijnzathe 6, NL-3454 PV De Meern        Starship Troopers - Robert A. Heinlein
Phone: +31-3406-94211                     
nroworth@nl.oracle.com
Newsgroups: rec.games.board
From: mathers@sibelius.trl.OZ.AU (Steven Mathers)
Subject: Re: An interesting question (any game)
Reply-To: s.mathers@trl.oz.au
Organization: Telecom Research Labs, Melbourne, Australia
Date: Thu, 7 Jan 1993 22:19:56 GMT

In article <1993Jan7.000751.1@us.oracle.com>, cracicot@us.oracle.com writes:
|> I have a moderately philosophical question for all you net-folk.
|> 
|> Is it a reasonable game action (in game of your choice) to threaten
|> someone as follows, then carry through if they call your bluff:
|> 
|> "If you don't do/refrain-from action X, I will spend the rest of
|>  the game making you do as badly as possible.  I don't care how
|>  badly it wrecks my position."

It worked for Rome.  Any sort of empire game that doesn't allow for
'Do this or suffer' type diplomacy is seriously flawed IMHO.i

When you think about it, most diplomacy is really just
`Do this and benefit' or 'Do this and suffer' -- and in fact works
best when combining the two.  'Do this and die' is just the extreme.
I cant understand empire game players who, when faced with this
sort of situation, pout 'but thats not fair!'.
Newsgroups: rec.games.board
From: neil@progress.COM (Neil Galarneau)
Subject: Re: Command Magazine etc
Organization: Progress Software Corp.
Date: Tue, 5 Jan 1993 18:18:08 GMT

garry@archsci.arch.su.edu.au (Garry Stevens) writes:

>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 subscribed to Command for over a year now.
I sometimes yearn, however, for something more meaty.

Sigh.


Neil
neil@progress.com

Newsgroups: rec.games.board