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- Where We're Going: Introduction to the overarching themes and future directions in gaming, focusing on Stellar Conquest and Godsfire.
- Stellar Conquest: Third Time Around: An examination of updates and new strategies in the third printing of Stellar Conquest.
- Inimical Ways to Play Stellar Conquest: Discusses unconventional strategies and tournament tips for Stellar Conquest.
- Expanding Your Stellar Conquests: Provides advanced strategies for expanding gameplay in Stellar Conquest.
- Order out of Chaos: Explores cost-benefit analysis in wargaming, offering methods to quantify game advantages.
- Again, Harmonious Fists: Reviews martial arts integration in games and presents mechanics for incorporating them.
- The Case of the Missing Micros: A narrative exploring the disappearance and legacy of microgames in the gaming industry.
- Cyborg: Critical review of the game Cyborg, analyzing gameplay and mechanics.
- Star Fleet Battles: A critical review of Star Fleet Battles, discussing its strategic depth and replayability.
- Everyday Life in The Fantasy Trip: Explores life in a fantasy role-playing setting, examining daily activities and character interplay.
- The Unwritten Rules of Rivets: Details implicit rules and gameplay tips for Rivets.
- Letters to the Editor: Compiles reader submissions and editor responses, reflecting on various gaming topics.
NUMBER 25
Bane rVa
STELLAR
CONQUEST |
obsSTACE CAMETE
November-December, No.25,1979
IN THIS ISSUE
SPECIAL STELLAR CONQUEST ISSUE
STELLAR CONQUEST
Third Timo Around
“Howard Thompson
INIMICAL WAYS TO PLAY STELLAR CONQUEST
‘Sleatopes for cassie
James G. Branaum
EXPANDING YOUR STELLAR CONQUESTS
‘$nother look at Stellar Conquest
Frank B. Weir, Jr.
ORDER OUT OF CHAOS
"Bepest Cost Analyse in Warpaming
“Glenn L. Williams
AGAIN, HARMONIOUS FISTS
‘Mog Far Fast righ
"David James Ritchie
THE oe OF THE MISSING MICROS
rete
Tim Salis
cyaore €, Bon Ostrander
oe dior
* W. G. Armintrout
STAR FLEET BATTLES
Howard Thompson
hg bbe
Kenneth W. Burke Karol Sandberg
EVERYDAY LIFE IN TFT Donna Baker
He abont a ove het cop et
“Martin Halbert
26 THE UNWRITTEN RULES OF RIVETS a fey te
ipghor mtg
“Roland Parenteau neeete”
DEPARTMENTS ae
WHERE WE'RE GOING canes er ia BES Veet
1978 FEEDBACK RESULTS. nee . * subscriptions:
NEWS & PLUGS ......
LETTERS
ART IN THIS IS ISSUE
Robert Phillips .
Roderick Phillips ete eid zi
Will McLean . chanuseedaesortatOede! Be necgenin ho instal Tae
ie 1 ce eater
Aaron Arocho . . = ade
Mitch O’Connell . . vee 24,23
Richard Mather ............ tate
Eric Hotz... : 5 24
Ghia Woodley. ee eae ae at fr umaicead manos ros, ant
Ken Mitchroney .. . seuesvir. co neeers Peer’ thet Cowie, Bas rte tor are $28
Dave Deitrick eee t eat 30 GE Siaday wane 0 cle Sotoas
Pols ot Aue, Texas
:STELLAR CONQUEST and GODSFIRE
have now bean resssued as boxad game
Untike the first delivery of boxes, these ere
compatible with our componenis. Also, these
boxes ere correctly sizad; covers are true
fulleolor. The counters are excelent cualty
Printing and cutting, That's at least some
‘consolation for an extra six months’ walt,
By the time you read this, your loes stores
‘ought to have STELLAR CONQUEST and
GODSFIRE availble.
THE FANTASY TRIP: IN THE LABY:
RINTH is now in the production phase. Before
‘Steve deekson left for NorthAmericon, rules
had boon typeset. There is one problem. We'd
‘originally expected 60:80 pages of materi! for
‘he rules, What we have will probably work aut
© 140-150 pages. The componont budget
Will have to give sornwhare alee to accomodate
‘hi wealth of material.
Deeite length, gamers won't be feced with
Lunplayability or tedious complexity. Most of
‘the rules are actully tables of eratures, magic
alls, fighter talents and stocking for the part
(of the labyrinth provided. Actual rules for pley
‘2 pronertionally emsil snd in some casos,
fehsth necestry portions of MELEE and
wizarp.
Don't order TFT: ITL yet. Price sil in’t
cesrtain, though under $20 ic the target. Roars
chats hasn't ben set.
“The next two Micros are HOT SPOT and a
double tie, ANNIHILATOR/ONEWORLD.
Both will tall for $2.85. HOT SPOT isa fast
playing game with a fow intorering wrinkles.
‘A flet fleeing the Tercan Empire needs refuel-
Ing, The only svoilable source ie the molten
mining world of Chios. The raid must capture
fome of the floating production Crustals to
favo the floet, The defender has control of
Cust movement anc the sttacker's units
‘mur auocees nefore molting,
ANNIHILATOR concerns a demolition
team’s effort to derioy the central brain of
1 cybernetic space fort. The simulstion in-
ludee landing, breakin, battle In corridors
vith robots and repeir units, and nuclear
‘charg. ONEWORLD allows players to deter
mine whieh of two god will dominate. Each
has hig ehildran, in the aspects of Stone, lace
and Fog. The Singing Grasses, Towers of
Balance, Crystal Pylons end Faults of Chaos
fi play a role in the sume. ONEWORLD
combat i esas.
ANNIHILATOR/ONEWORLD were each
bit light for spore Mlero production, so we
‘ecidad to put them into one package. We'd
father give you 2 two for one and have 3 good
fellr than give you lass than the usual quality
Miro,
[METAGAMING is expending into historical
IMicroGamet. One such game about the Second
World War willbe ready in early 1980. Yon,
ive an overworked orga, but thre aren't many
ig2mas which cover the entire Europeen theatre
fnd can be played to completion in a few
hours. This is NOT @ monster game, just 3
playable, fun geme. Various seonarios wil
Dilow the system to funtion for conflicts
fnywhere in the 1990-50 time span. A second
historial Micro being planned will be about
Flomma's Afrika Korps, The scale te unit
‘octal, but fi clesn and simple
‘A lunar tactical games als in the works. It
includes an alien fcenario. Steve has already
roughed-out an Infentry somber game based
in the OGRE universe, You mey heve thought
the infensry in OGRE dull; Steve thought
otherwise, and you wil to.
‘Now that IN THE LABYRINTH i neor
completion, the backlog of MieroQusste bared
fon THE FANTASY TRIP will begin to flow.
Wien for them,
Planned is @ sequel to our summer it,
INVASION OF THE AIR EATERS. This
Untitled game will cover combat in the inner
tolar syetom with soparets maps for 2 number
Of planote and moons. Alko included will be an
inner solar system oreit map for planot and
fpacithip movement. Jupiter ie base forthe
‘Air Eators. There may be some multiplayer
scararlos developed by publication time,
METAGAMING's spece roleplaying system
's now weil slong in playtesting. The mathod
(of handling charactor has undergone a major
revision, giving them more life. Expact to
460 the first Micro in this system to be pub-
lished im early 1980, The gamemaster seq-
‘mons ae being designed concurrently with the
‘character combat and spaceship modules.
Wo don’t want the long delay that hit the
release of che gomemestor’s material for THE
FANTASY TAI,
WIZARD, DEATH TEST, OLYMPICA,
and G.E.V. will all b6 reprinted soon. You'l
the now editions after Christmas. OLYM.
PICA will get some claen-up on ruler and 2
‘new map. If you liked it before, then the new
jacition will be worth your time. Two of the
other three eeprnts wil feature new covers and
some minor copy changes. Those of you who
liked the Roger Stine cover on the last edition
of MELEE will appreciate his naw effort for
WizanD.
Keith Gross, who brought us INVASION
OF THE AIR EATERS and ICE WAR, hae
joined Metopamings staff full ie 9s designer
‘and games editor, This should mean an in-
creased and steady flow of gimes to market.
[Now thet we've got 8 competent box and
counter manufacture, delays of that type will
fot be @ problem. Of cours, there will aways
be other problems
THINKING GAMES
‘Our recent efforts to publish material for
thousht-provoking insight were poorly raceived
FReaders didn’t ike the psychology piece or
the recent "editorial". espanse was maderate-
ty wall received, Perheps THE SPACE GAMER,
shouldn't attempt to be more than entertain-
rent for gemers. There is certainly more
profi in entertainment than in thought. You'
fee more of cspanso in the furure, but no
"though pioeoe.
(CROWDED GAMES
vary time | pick up a new issue of 2 game
related magazine, there seem to be more and
‘ore new firms. There are board game firms,
‘miniature firms and subsidiary product firms.
Many have gone out of business In the last
year or have othemwiee oven revamped. What's
furprising isthe flood of new firme when fewr
ff the ol relly make any profit.
Heritage Models (eee News & Plugs) is one
fof the three largest fms In our industry
Yet, without the change in ownership, it would
have filed. There are fot of firme with good,
rowing sale but little In the way of profits.
‘Why da to many people want to get into this
business? Beats the hell outa me. If Meta
gaming had to start now, we wouldn't make
IR. Many of the newer efforts won't either.
‘The exceptions will be these who have good
financing. They will survive for 2 time with
mediocre products, the best they seem expable
of producing.
Frankly, Ive lost treck of what's happening
In the Industry. | know what Motegaming
i doing, plum ¢ few of tha big firms’ activites.
Beyond that, i's all a haze. Something unique
‘and truly great could come out and years
30 by before | knew it. What will happen is
‘more fragmenting of gaming interests. Once,
You could own every same published. Then
You has to concentrate on Historical or role
laying or whatever. I's going t0 fragment
fven further in the 80's, Price range, age
range and game appeal wil all become crite
for splintred interes.
Will, thats it for this time. Our fall hos
been suber busy in all areas. “The box problem
le now golved. A back log of project thet
vem to have been enging forever is about
fo bust loesa. Those who've been with us the
vnole way can stick sround for 1980. Attor
Ail, Metegeming brought you the first science
Fiction and fantasy gome magazine, tha inno-
vation of MicroGames, and the art standarct
for the industry. Maybe wave got & few more
‘things up our sleeves.
Howard ThompsonWAR IN HELL.
Chios was a molten, planetary hell. It was also @ vital
production center that the Technocrat rebels had to cap:
ture
HOT SPOT is a tactical game about the Technocrat
raid on Chiros. The Ziegler Corporations maintains fragile,
floating platforms called crustals, that move through the
molten rock, The crustals are dofended by infantry and
hovercraft. The technocrat attackers are strong, but they
‘must capture crustals quickly, before their attack platforms
break up and their units melt into the lava. You decide
the outcome in this fun and exciting game.
Components include:
*24 page rules booklet
127 14" map
"63 unit counters
"19 “crustal” counters
‘TWO GAMES IN ONE...
OneWorld is the game of godly conflict for those who've dreamed
secretly of divine power. Each player is a god who must contend
with a pretentious challenger. Your “children” wage the struggle
in their aspects of Blade, Stone and Fog. Over the Singing Grasses,
Runelines, The Faults of Chaos and on the Crystal Pylons the
battle rages. OneWorld is a fast playing, humorous game, which
features @ diceloss combat system. This is an excellent game for
starters or an amusing diversion for the sfficcianado.
ANNIHILATOR is a giant, planekilling, computercontrolled
spaceship. Pan-Human Alliance assault squads and demolition
‘teams blast their way through the ship to get to Annihilator’s brain
core. The ship has security roots, repairbots, and automatic
defenses to stop the humans. Like OneWerld, ANNIHILATOR,
is a tense and exciting game.
‘Components include
724 page rules booklet
"Two game maps
"129 unit counters
Li tole a ad
tice pniminmaacin ae Metagaming
‘book staras-ask for tham. oth aro $2.95 whan ordered from Metagaming. Subscribers t9 f
THE SPACE GAMER pay $2.50. Fach order requires a Scent portage charge. Box 15346, Austin, TX 78761STELLAR CONQUEST
Third Time Around
‘The third printing of STELLAR CON:
QUEST contains afew minor revisions from the
‘rst swo editions plus 2 new rules section, Al
substantive changes and the new section are
‘covered or fully reproduced here, There is no
necomity to buy the new edition if you have
thi stile, The preface explains the reasons.
PREFACE TO THE THIRD PRINTING
STELLAR CONQUEST has become @ minor
close sinee its introduction in 1974. It was
lamang the very fie sconce fiction simulation
(games, twas the fit simultion a te society
Tel. It Is one of the few simulation games
sil widely played four years after Intreduc-
tion, STELLAR CONQUEST has become the
andard by which other society love! games
fre measured.
The popularity of STELLAR CONQUEST
th gamers is gratifying. Ie is protculerly
aratifving knowing that the Avalon Hill com-
‘pony rejected STELLAR CONQUEST in 1978.
STELLAR CONQUEST wes the start of Meta
‘gaming. then known a Meragaming Concepts.
It led to THE SPACE GAMER, our own
solence ficzlon & fantasy game. magazine.
It paved the way for the innovation of Mera
Games. STELLAR CONQUEST proved “ama
ture” could compete with the established
‘companies.
In preparing STELLAR CONQUEST for 2
tied printing Ve been surprived. The rules
land desgn hold vp well compared to current
pimes. The decision not to raviea the game
‘oems justified, You don’t wr a elsssic. It
‘stands asa tastament and exarnpleof iste.
(CHANGES by Rules Section
4.2.2 This rule is modified 10 allow Star Card
data vo be pasied to other players, if desired.
Tt ake now tater that, “no details about =
colony are given at this time
5A. Added: “Plyers_mey route ships
‘round Gat/Dust cloud hexse IF Ie results in
time saving
a Aco
‘ually decide to resolve com
iow ofthe uninvolved players.
“Optionally, layers may_mu-
ts out of the
7.2 Carifia co that players understand that &
feanqueror reesiver all information about a
conquered colony.
Howard Thompson
7.2.7 Clarified so shat players understand the
‘congusor sill controls CTs loaded with eon-
‘quered population.
729 Changed 29 that 10 million or more
colonists must be desteoyed on a planet to ren-
der it uninnabitable.
84.6 Delated so thet @ CET Colony Transport
coats one IU of output, the same ae a non-CET
cr.
2.2.5.2 In following example it ls mace clear
that IIT ie the predecessor dovolopment for
AIT end RIU.
192.6 The with predecestor development cost of
(CET is lowered from 30 1U t0 25 IU.
11.0 A note is added that invites gamers to
create their own nagotition ules if they
‘don't ike the “negotiation”
12.0 TOURNAMENT SCENARIOS
Sinee 1974 STELLAR CONQUEST hes become
f tournament favorite at goming and science
fiction conventions. The most succesful
format for tournaments hat included = fer
rules modifiestions and the us of eitferent
sorting scenarios, Thote familia with STEL-
LAR CONQUEST will find » new challange
in thepe variations.
‘Three Payer Scenarios: Often thers ars not
four players asilable. Three playor scenarios,
use only half the map end provide very compe
‘itive play. The density of stars is 50% greater
‘han four ployer game ond starting positions
are closer. The viding line on the map is be-
‘ween Canopus and Draconis. Canopus and Hy-
«rae are on one half of the map and Mizar, Cru-
, Draconis end Zoses ae on the other half of
the a.
Instead of starting at the entry hexes, players
seart their floets dietly on a star. In this
Inatonee Conous is tested as a G eles star
‘and matched mith Canis and Cat a the three
Starting pasiions enone halt of the mep.
Draconis, Bootis and Scorpil are the starting
‘arson the other haf of the me
FFour Player Scenarios: These soanorios ato
have players starting hair fle intact on 8 G
late star, The dlfferent starting positions
‘8 follow:
A. Seorpl, Cot, Cans, and Boots
BB. Dubhe, Alcor, Disha, end Tauri
(C. Dubhe, Aurigge, Diphde, and Sched
. Aurigae, Lyrae, Capella, and Spica
‘Another effective scenario isthe Nove sesnara,
Each ployar stars his fleet on Draconis. On
turn one Draconis goes Nova end each player
must immediately mave away. At the end of
‘urn two, any ship on Oracanis ora hex edo:
ant to Draconis it automatically destroyed
‘The rule for having no ship more than sight
hhexst soy from a bese should not go into
effect until after turn sx is over.
Another variation of the Nowa veenario has the
Draconis sysiem have an MT40 NM planet
fomerge ot the start of turn twonty. In thi,
Intance ships ere destroyed through the end
ff tum nineteen on oF adjacent to Draconis
‘Ships may move to Draconis on turn swenty
‘and thareater
‘Tournament Considerations: All the scenarios
this section are suitable for competitive play.
\Verying starting positions sive players a new
challenge,
play.
ha
Suarting on star maker for Testor
Listed belove are some other cules that
‘been used sucssstully in tournament,
1. Lot each player start the game with
60 million oF 80 milion limit TR planet
at hie starting star. Tht avoide uneven
starts due to players net finding a TR.
planet ely
2. Lat players start tho game with 2 threo
hx ship movement instead of a two
hex ship movement.
3, Have eames run for 36 yor/turn instead
of 40, With feet string gemes thie
‘aves time and retains play balanes,
4. Allow negotiation between between
players. This ean be limited to situations
were both players have ships on the
same star hex. Negotiations should be
limited to being the frst activity in 2
‘An enjovable STELLAR
CONQUEST tournament tks advance pre:
oration by the toumament mactar. It also
raquires cooperation of players and non layers
Jn their conduct of play. Players should be6
sllowed room and quiet sufficlnt for necessary
teoncentraion. The following conduct guide-
Tings have been used successfully in tourns-
hed their turn end be ready to start
thle turn whan it becomos thoi urn.
2, Players may take breaks os needed pro-
vided they are ready 10 play when it
‘becomes heir turn.
23, Players may agtee to take breaks simul
tanaously after reduction Years.
4, Nonlayers and players may not con-
verse at the ply table wile play isto
prosress.
5. Spectotors should not bellowed to
‘com around tables during pley. The
play table may even be roped off oF
otherwise partially iolated. Spectators
shouldbe able to get a view of pla
6, Players should not talk to other players
‘while conducting thelr moves.
7. A players score for a game should be
fntered on his Turn Sheet and be iris
‘ioled by the other players in the game
‘Turn Sheets for completed games should
bbe tured into the tournament mastar
evine)—()
POPULATION SHUTTLE
after esch gums. deemed necessary. For minar violations
. An orientation period should be held for i may be sufficient 10 deduct points
ail ployers before the cournamant stars. froma player's game score.
Players should be ellowed to ask ques: 10:Tournament rounds should always start
‘ions than and during play when i snot erm. “Tha bk ail be Bowe
theirtum. +0 mite thet moves. Those more than an
‘The toumament matter should raseve hour late should bo disqualified from
‘the right t0 interpret all rules and stand further play in that geme and given a
bby his ruling a8 final. Players who do eaten
not conform ot the rules of the tourna
‘mont should be alqualitied trom ply if
SOME STRATEGIES FOR STELLAR CONQUESTINIMICAL WAYS TO PLAY
STELLAR CON QUEST
‘This article ie going to look at operational
paremeters in tha bssie STELLAR CONQUEST.
tournsmant game. ‘Those parameter wor
applies to al games during Several tournaments,
im one form ar ancther, regerdase of rule
changes or startpoint chants. The tie
tourmement game rule were published in
TSG no. 10 and are cetalled In this lee.
‘The major changes in standard rules wore as
follow:
1) All players stored in heir cornet with
“Terran 80 Systeme, thirty-five milion
people, four Escorts, and twentysive
Industrial Unis to spend,
Game procedure wat changed t0 grow
population, then build.
Planetery Force Sereens were pricad
high eneugh to be unreachable, but
Super Misile Bases were added 10
counter Drescnaughts
‘Al Subterran Neturaly Metlized Syo-
tems ware removed from the game.
‘Also in the same TSG no. 10 article ware
the operational coneapts of "GWng!” [General
Motore-ing!, Population Shutle, Starburst,
Grapevine, and Crispy Critter*. It wes a very
interesting and useful article, however, every
fon2 of the aforementioned concepts fas It
olor faults, Specifically, they consistently
lose in game with experianced and competent
players
‘Under tournament rulse, the Population
Shuifle 6 not a5 good abit looks. The chart
fo. 1 shows growth rather than shuffle fe mare
productive, and it is substantially more cost
fatfeetive. Wth groth, the player hat the
Industral Units avaiable sta certin location
10 build a Drosdnaught; while with Shuffle et
the same point im population orawth, the ttal
le spread out such that on standard Terran
‘Systems, the ployer must purchase emer units
“"GWHing” requires that other players do
not ettack the subject prior to the completion
(of @ definite build period. ‘To gemble on that
isto flips onesided eain.
In reality, the Starburst concept is wonder
ful without revvation. The only eatch to
being successful is survival and strength. With
that a¢ a controlling factor, tis becomes an
lnd-ame consideration, rather than a midgame
strategy. If the ame’ progrestos along fairy
ftandard liner of conflice, Starburst usually
does nat fit In. Ht Is not needed, usful, or
cost affective. Simply eliminsting all ether
competition is more productive, more certain,
2
3
4
tnd ganeraly, quicker. economies
James G. Branaum
Initially, Grapevine seems to be 9 great
way 10 Insure @ victory, or at least @ second
place; however, in @ reasonably standard game,
Grapovining isan invitation to caster. The
Potentis af an opponent becoming vary strana
‘ery early Inthe game Is 50 great that Grapevine
[ust becomes a different way to slow him down,
‘and vnually not very wall a that, The way t0
void this appears to be larger colonies wath
Mille Bates, or Advanced Maslle Barer,
“This change significantly lowers the effective:
ress of the Grepevine concept, and severely
damages tha player's bility for onsite preduc-
“The initio! Crispy Critter concep is greet
however, unmodified, it is an unqualified
dsaeter when used agnnst @ competent player.
‘The danger ie in the viability of the ranging
colony, ones the player's Task Fores is out
ff range of the home planet. Ifthe opponent
‘ties the renging planet posulation, tho Tark
Force isliminsted, the home planet unprotset-
fe, and the opponent has & distinet Industral
sdvantope. immediately, without having to
jee pny other setion, Nevertheles, thee ion
important. lesson which should be learned,
‘used, and lived with. Speed ils, and. this
Whole concept is based on speed of action
However, there i slso the consideration thet
\clation ie suc,
Improved versions of Crispy Critter are
simple to work our, effective, less risky, and
penerally, payehologiclly devastating to the
‘opponent. They shall be dealt with later.
STELLAR CONQUEST is more then just
f ‘war’ game, and f is more than 2 game in
ie is setally a study in epplied
(+) These concopts ae reviewed in The Summary of thie ori
logistics. The pervading concept ie to. “get
there the fastest wath the mosteet.” It hoe
already been demonstrated thatthe Population
‘Shuffle fe not worthwhile In this consideration
fatly in the game, with or without Noturaly
Meralized Planets. Esrly development of any
Naturally Meelized System is now worthwhile
whan the gains in population by simple growth
fre compared t0 that total Indust Unit
avalelity & any point in time prior o about
the twentith turn in the game, After the
iwentieth tur, the Shuffle is much more
rocuetve, especially” at minimum Terran
Naturally Metalzed Systems
To etfact the capture of those populstion
‘enters, one may be interette in using Crispy
Grier at a tactic, Ag shown eae, that does
hove definite pitta. Avoiding those pitfalls
ip what some of the improvements do, without
‘excesvaly Increasing tha risk of failure, or
leaving the player open to othar sttacks. An
interesting improvement is to buy two, rather
than three esoorts; and nine, rather than one
Colony Transport. This enables the player to
‘build the extra Escort which would have been
ought, otherwise, st the Advance Base; and
protects that bate by sheer numbercal strength
in population. If one Colony ‘Traneport is
Durchaeed at the Advance Base and sent to a
rearay system, It deceases the probability
‘of losing the attacking group because of renging
planet elimination by two cifferent methods.
‘Tha only problem with thie sytem isthe pos
bility of phenomenally poor die rolls. Poor
sie rolls can totally liminate che surprise,
frength, and vibility of the whole tactic
To avoid the effects of thote aie rolls, the sameA SUMMARY OF POPULAR STELLAR CONQUEST TOURNAMENT STRATEGIES AND TACTICS
*ORISPY CRITTER: Initial 1U points are spent on Escorts. These, combined with the four original Escorts and one 10
three Colony Transports in a Task Force, are immediately sont against the nearest opponent, dropping one million colonies
‘along the way in order to lenathen the Escor’s range.
DELAYED CRISPER: The warship construction started in Entrenched Critter is continued until an attack can be launched
on masse.
DREADNAUGHT CRISPER: A\l effort is devoted to buying a Dreadnaught on Turn 12, and thet Dreadnaught is then
launched against an Escort-armed opponent.
“DUSTER: An attack squedron or a Dreadnaught is kept in the home area to intercept Scouts or Escorts before they can
visit the inner systems.
ENTRENCHED CRITTER: This popular defense against Crispy Critter consists of buying missile defenses and/or warships
‘arly in the game and then staying on your home world. An attacking Crisper must live at the end of his supply line
while you stay on your source and outnumber him,
EXODUS: At the start of the game most of the home world population is exported, leaving only enough to build Missila
Bases
*“Gil.ing” OR “GENERAL MOTORS”: (used in conjunction with the Population Shuttle and a slow Grapevine.) As much
industry as possible is used to build more industry. Colonies on Minimum Terran Naturally Metalized worlds are the
|, ultimate tournament version of this.
"GRAPEVINE: In the last half of the game, small colonies (four million for an ST and five million for 8 TR) are spread
‘over all available TR's and ST's, Mast of these colonies cannot be found and conquered before the end of the game.
Note that the TR colonies will grow, and can build Missile Bases.
IMPROVED CRISPY CRITTER (ICC): Similar to the original, except that the initial IU points are spent for two Escorts
‘and nine Colony Transports, These, along with the original Escorts in a Task Force, move to a staging world on your
border. A colony of nine million cannot be easily destroyed, and can produce front line units while the home world
tainforces the colony. This usually Is combined with Scout Diversions, Trip Wire, Duster, and String Cutter.
OPERATION QUICK STRIKE (3-nay Critter): The short board opponent is attacked, using ICC. Your own industry
sends Escorts to maintain control over your conquests, while industry is used to buy longer range and warships. These
‘capture-produced warships are launched against the short board opponents long board opponent. Capture of the second
‘opponent will usually provide the industry to defeat the third opponent,
POPULATION SHUTTLE: Every fourth year, two TR or ST colonized worlds within eight hexes of one another ship each
‘other their population growth plus enough of thelr own population to get an optimum emigration bonus. This is a straight
trade of IU output for population gain
SCOUT DIVERSIONS: Scouts with an occasional warship are launched against opponents in order to keep them off-balance
‘while other Scouts fake colanizstion and shuttle missions.
“STARBURST (A variant of Grapevine): Multiple Excorts are built et dispersed points and hidden in Task Forces up to the
36th turn in the game. On Turn 37, the Task Forces are broken down, into individual Escorts which are spread overall
avalible ST's and TR's. While thes ae more vibe then “Grapevine” econ, Escorts can fight ack nd can capture
unguarded colonies.
STRING CUTTER: A warship, often posing as @ Scout, sits in 3 Trp Wire position until an enemy attack starts, The cutter
‘than moves against the staging world of the enemy attack,
“TRIP WIRE: Border defending warships are parked over an unusable system as if itis @ colony. Attacking warships wil
strike there first, allowing real colonies time to react.
“Excerpted from Shayne Gadis excellent article in THE SPACE GAMER, No. 10.
CHART NO. 1
TURN TOTAL IU
SINGLE WORLD GROWTH VS. THE POPULATION SHUTTLE = 0 «4 «812-16 ~—OUTPUT
GROWTH (1 TR 60):
Population 35 35 42 50 60
Growth — 7 8 0 12
Total 1U Ouput Pee Turn 25 42 60 60 72 210
SHUTTLE (1 TR 20, ancl essuming immedioteclicovery of another TR 80}:
Home World Populstion 2 2 28 36 42
Growth ond Imports Bs 5 7 8
Expore 1 6 6 9 9
{Pius In-ranst Growth) 2 @ 1
Home World Total lU Ourput «1528-26 34
World No, 2 Population 0 10 15 20 30
Growth and Imports 23 4 6
Exports 36 6 o
{tus in-teansit Growth) 12 23
Word No. 2 Tota IU Ourput o 712 6 om
Total 1U Output Per Turn 15 3t 9a 52 68 © 204CHART No.2
SINGLE WORLD GROWTH VS. COLONIZATION OF A BARREN.
NATURALLY METALIZED WORLD
4
TURN
GROWTH: Ses Single World Groweh Plan in Chart No, 1
Environmental Teehnology
Home World Population
Growth
Exports
(lus tetransit Growth)
CET Costs
Hams World Tots IU Output
[BRNM 20 Million Population
Imports
‘Tota Population
BRN Tota! IU Ourpue
CHART No.3
a
2
eld a
eas
tail
20
TOTAL IU
oureur
240
CAPTURE OF SHORT BOARD OPPONENT VS. COLONIZATION OF
‘TWO 40 MILLION MINIMUM TERRAN NATURALLY METALIZED WORLDS
CAPTURE:
Playor No. 1 Total Population/|
{under Growth Plan assuming
colonization of TR 60 on
Tum'22)
Player No. 4 Ustble Populaion/1U
‘gourd by Player No.1 on
Total 1U Output Per Turn
MINN:
Player No.2, assuming growth
‘until dual colonization on
Tum 9
Home World Population
Growth
Exporss
{Plus intransie Growsh)
Home Tota) 1U Output
MTNN-40 No. 1 Population
WW output
MTN 40 No.2 Population
Ww ouput
Tota 1U Output Per Turn
8
50
secedi
8
2
50
110
TURN
16 2 2m
Rn 0 86
50 50 50
122 190 196
a)
6 6 6
9 6 6
@® @ @
30 30 30
“4 2
2 48
w 2 2
2 4 46
7 102 «118
TOTAL 1
ouTPuT
aor
9
type of tactic is ured with Dreednaughts rather
than Escorts. The hitch here is thatthe player
‘must stall his opponent into not taking the
‘offensive, and not thinking defensively enough
10 build Dresdnouphts. One intaresting way
(of doing ths Isto purchase a few extra Scouts,
land send them to the opponent's home plenet.
To really confuse the issue, send an Escort
sfter two or three Scouts. "Timed propery,
this should completely unsettle the opponent.
This system works even better If followed
with a couple of more Scouts, and then » pale
fof Excorts, timed to hit hie home plenst just
ffter ne should have louneres ¢ massive Escort
fleet 10 stop you from building Dreadnaught.
This system gives you 9 wealth of dita on
his activity during the interim, and oihor
slows of stops hie ettampted seeaults in your
direction.
In tho ovent you captures population group
‘you esnnot held or do net want to because of
ite small sae, bur oe much of the group as
possible, Thie wil further unsote the oppor
front, and, Hf you are ueky, Ie wll enrago him
10 the point of gross carelessness. In adition
to these benefit, there is futher gain and that
it the extensive damage you have done to the
‘opponent's production, growth, and general
battle plane. If, however, the player using this
tactic ean hold the eonter involved, and ic i
‘of substantia! size, ft makes @ great addition
+0 his industrial production
Up 10 thie point, the short board opponent
has aan the intended vietim. Assuming that
the player has bezn sucerstul in espturing the
major population center of his short board
‘ppenent, he should initiate poration Quick
Strike, Operation Qulek Swikoi¢ an immediate
‘90 degree turn to the captured short board
players long boerd opponent, and attack on
thet opponent with oll eallable worship.
This makes for @ very short game as the fourth
player will usually capitulate. If not, another
80 dagee turn and Operation Quick Sti
fa in order. Faure to do co may give the
fourth player enough time 19 "GM" you to
cath
should be noted that these tactics must
bbe changes to fit the player, the player's
tituation, and the specific rulss used. The
frratege considerations sonerlly remain con
fant unless mojor revisions are made In the
fules of play. Other than atcampting to romain
totally unpredictable, these are the major
‘operational parameters that generally increase
player's pronablity ofa win,
Jim Brenaum
Research and Development Department
Charts and editing by the BLOODTHIRSTY
UNDESIRABLE GAMING SOCIETY
(B.UGS) General Saft:
Doug Anderton (Stelor Congulstodor)
Bob Blair (The Blob)
Bruce Mickeigon (The Armchair Admiral)
Dr. Bob Potzin (Dr. Bobl
CCorwyn Prater (Cocwyn of Amber)
David Ray (Heavy Wospons)10
IMy forte in worgoming has been the ability
to conduct an offensive with ona hand tied
behind my back, supposedly leaving me out
rhumbered and on defense.
First, | believe frmiy In the old adage of a
00d offense boing the best dofenee, especially
when the stops you take to gain offensive
ower can provide a good defense, a6 often
happens in STELLAR CONQUEST [SC]
‘Although running @ war cheeply is seldom
2 factor in real ie, it i very important in
STELLAR CONQUEST. You must use the
sollest fle and leart defenses, but sill win
‘he battles you have to win, Afterall, SCs
‘8 game of economies. The main goal of war
Is simple Industrial Unie (1U) atriton
‘Tho choarest way of gaining 1Us is colo
rlzstian. Colonization lesde to a wide spresd
fof colony plansts. Building missile bases on all
these colonies is expensive, duplicetive, and
wasteful. The best defense is 2 central Moet.
‘The best way for this feat ta work i In quick
counteroffensives, knocking out enemy ship
base bofore the ships arrive at a planet which
eaves ther more than sight exes awsy from
1 bare, thus elimineting ther.
‘Those three concepts, colonzstion, central
‘eet, and counterattsck, are greatly enhanced
by superior movement capacity, Your Colony
STELLAR CONQUESTS
Frank B. Weir, Jr.
‘Transports (CTs don't waste pracuetion years
J transit, your contra flgt can arrive before
the enemy, and 9 faster Tet hasan easier time
ripping off enemy bases.
“There is no good reason to mov slowly
fn STELLAR CONQUEST. Ship movement
|s chosp and adventayeous. You can start the
ome at 3 MA (Ship Movement). Feom there
Foliow © Teshnoloaicl Development schedule
emething like. thi” Improved Incstria!
Technology (HIT) (Followed by industralizas
tion). Attack Ships (ATKI, Dresdnaugats (DN)
(big push for latter about ‘the time IIT is top>
ping out), then 5 MA (hip movement allow
nee), Unlimited Ship Range (USF, with
Fobotie Industral Units (RIV). following
5 ouickly az ponble, Min emphasis then
sltohes to Industry, though leftover: may 90
for Improved Ship Weapors (ISW) and & MA,
{2hip movement allowance. The end of the
ars ss unrestricted ship builing,
“The big controversy among players here
‘he decision to go ATK instead of Miss Ba
(WB), Firt, ATK.ON is 5 1U cheaper than
MB-DN in Technological Davelopmont Cost.
‘You do have £0 sehieve level one technology,
but no one says you have to build the junk.
(Of course, this snot to say I don’t build ATKS.
Wave s0 hat about missle bares? Two
for the price of one shin? Hordly. Your frst
sx MBs cost 49 IU, your first six Escorts (ESC)
fost 48, Unless you are playing some sort of
hawk, 10 ESC ought to bs able to hande
all your defense and offence until Dreadncughts
{ONs) are built, Six MBs end 4 ESC ar borely
enough t0 provide 2 weak defense, with no
offense. Sure, you could build more MB,
bur the ida ie to havea cheap test.
Why build Attacks (ATKI? They cost
as much a3 2.5 ESC, butere worth only 24, Ft
takes three to meteh 9 DN, but you only gt
two for the price. I won't count research
because DNs are necesaty, and ATK techno-
logy is © necessary evil of DNS. | will note
here, nowever, thatthe ATK does ule supreme
{ora large portion of the gre, before tho DNs
horn
Well, unt DNs are built, you wo ATK
to attack. If you don’t ike tho odds, sttack
someviere els, Nowe an ATK ie worth exactly
2A ESC only when it meats exsetly 24 ESC
tnd fights to the death, in other words, raray
How many timss do you s99 a single ESC
running around? Quite often, Encountered
fingly, an ATK can take out four ESC before
fr finaly goer down. If It sakos on 0 pale,
fone after the other, it can il three ESC.
Double up your ATKS and things rally besin1 look good. They can take out 12 ESC one
at 8 time bafore both are destroyed by return
fire, oF 3% pair, or two three-packs, oF ack!o
‘our with only'@ single easulity. "All chose
are favorable attrition. The ATK is concentrs
‘ed power that stays that way, often gaining
the uppershend in battle.
(OF course, the bast way 10 get favorable
sition Is 19 take or destroy something whi
Tosing nothing, like shooting MBs (ESCs won't
stand still) with DNs: or shooting popuation
With ATKs {IU for 1U, they do this the best
You ean't got 1U goody. You could buy a
constant autput of two IU per production,
Year forthe expenditure af 1 ESC, which isthe
Iinimum naeded to control 3 conquered
folony. He worth thet. Trouble i, the other
piayar might want his colony beck. ‘One thing
4 smell feet cannot support is ful fledged war.
Where relly wasteful Is losing ships shooting
‘up other ships and defenees, and then not
having snyzhing to show for Ie beccuse your
opponent recaptured the planet. Burning
Dopulation is a good wey to damage your
‘opponent's industry, and we're talking 1Us
per production yes, not just IUs. This tactic
vormes on the dostrdly whon you're ceaing
with IIT, Advanced Industrial Technology
(AIT! ora Natural Metallized [NM) planet
Sinee | use USR as astepping ste to AIL,
‘many crippling etacks can be made dsp Inthe
fnamy's rear ateat, Although my fleet i
taually smaller than the defending fet, itis
flso usually faster. It can ut manouver 3
Targorflsot and pounce on a couple of ships
or @ totally undefended planet ond go to
work, OF course, 1 uruslly get interrupted
by defenders, whichis when I taka off and nail
another plane.
If you don’t have USA or forward colonies,
you can stil attack the enemy's rear using 3
bridge. A bridge Is 1 million pooplo put on 2
plonet for the sale purpose of extending ship
range. The quicker bridges are pretty obvious,
from yellow star to yllow star: Seorpi-Dubhe:
Boota-Taur-SchederCanitDiphda-Dat-Aleor
AurigaeScorpi. bridge Ie easy to ent, f you
kaow where itis, but ifthe attackers grab 2
colony, they havea ship ose right there.
‘To prevent a raiding bridge you can ereate
4 moet. With a single ESC and e feet of CTs
{2 about building sll possible bridge links
from their worlds to yours, and then fry the
1 million people with the ESC, leaving an
uninhabitable void {09 wide for ships to eross
‘while maintaining normal ehip range. (Now
SSC rules make this a more expensive sira-
tegy. £6.) Anothar usa of thes to et up on
the long tide of the board in e four player
some. Use distance end gas clouds a provee-
tion from the player siting opposite commer
from you and then mount 9 full scale attack
psinet the pls across the shore side of the
bbowrd. ‘Such @ maneuver moy well lve you a
large colony base eely in the game, though
‘you'll hove to maintain 2 military sence for
the remainder of the game to protect it.
(One other thing you can do with unwanted
Cilians is to put theie CTs in with the rest of
‘your fast, While the enemy & shooting tham
up, you ean be blasting away at their warship,
and hell bs calling you an idiot for exposing
‘your transports to fire.
‘The theory of this stateuy i that you can
cconcantiate on erly industrializtion using
‘mobility t2 prevent hawks from erushing You
in the first few tues. In addition, othor
Indusritists will have so distract some from:
‘their industry for defense or your constant
prober thresten soriout attack. In short,
keep the enomy offbalance while proventing
him from upsstting your game plan. Once
‘you start playing your own gama, a victory
should come easly.
Minimally Habitable Cluster: A Variant
‘This weciant vos designed to promote
early war, lower levels of industrializaion, andl
take the omphaie off of NM habitabios. Tt Is
also compatible with the tactical level above.
‘The first TR-40, TR-80, oF TR-BO a player
n
finds becomes his home bate, and ie tested
normally. Eech plyer i allowed ene, and only
fone, home base, though he must discover
this planet normally. IFhe has trouble, be moy
lect to take another planet for his home base,
‘though he still only gets one and may not
switch (ST-0', MT-40 NMS, and the ST-40
NM make good sternates).
Al othar planats have one change madi in
their stor cord isting: thelr maximum habiea-
tion limits are reduced to 25% of the origin
rounded down. A TR-BO becomes © TR-20,
fa MT-10 becomes an MT-2,. a BR-20 NM
bocomer a BRS NM, oe
‘The meximum defenses 2 planet may use
‘ae sot at one AMB and four MB per one
million inhabitant. PFS's may be wed in
{deltion to this on any planet.
This type of geme is ususlly played to the
death, but can be played to a time limit {1
suggest 60 turne, due to the sover evolution
fof industry]. Figure the winner normally,
excopt that home planets count risle whet
‘hey normally woul.OrbEmr out of CHAOS
Benefit Cost Analysis in Wargaming
Wor es alnays beon chaotic. It hat alvays
been risky. ut the chsos of modem war
‘hroatene national survival. The comploxty
lana consoquoncas of military decisions have
‘caused military leadership. t0 evolve into
mary manapership. By analyse and plan
ning, though compromise if need be, mic
tary managers now seek to bring order out of
chaor and reduce the risks of their decisions,
With the additional challenge of limited bud
get, military managers have to make sure they
(et the "bert bang fr the buck". One tool 9
help them face these challenges is benefit-cost
snslysis. When faced with alternative weapons
syetame, the planner compores ratios between
the benefit. and the costs for each of the
pomibilities, looking for te mest costatfoctve.
In the 1960s, the controversial TF fightor
project (today the Air Force's FelNT), wa
Pioneer example of this technique. Today It
Wirgaros can bo used to illustrate the baie
‘methods of benetie cost anelysis. Evan gorerals
hore only theater oF wr i 9 poper map and
Yeroke armies are cardboard eutouts ean use it
to examine the games they play. In this article
intend to show hove this ean be dane using
recent, inexpensive wargames as examples.
“The basic Idee is to create 2 ratio betwen
wat something doss and what It cos, to
Insure you get the biggest bang for the buck.
‘The veriout fctors which noed to be con-
sidered in thet decision are quantified to the
reatst oxtent possible. Quamitying veriables
slows the analyst to compara apples and oran-
S88. Both aro. converted to @ more abstract
concept, “fruit”: the ratio between benefits
‘nd costs, Eventually, the decision maker
Tooke at msthematical models of the sltam:
tives, Cites of the technique argue that
the ratio can be too simple, that it muds
the fine detsis and ignores those which do
not raduee to numbers. The result, they s8y,
Dbliterates important distinetions between com:
peting elternatives and substitutes an imperfect
maths for axperionce.
‘A simplifies version of the process consists
of several step
1. Define the objectives precitaly. The
‘efintions should be complete enough thatthe
analyse flows directly from ther
2, Litteach alternative that will ascomalsh
the objectives.
3. For oath alernatve, fet the benefits
it will provide, Ae much s# possible, these
benoit should be expressed in numerical form
by
Glenn L. Williams
to holp the analyst. Sometimes, measuring the
Doeneits is more complex than estimating
kiloton yields of various ICBM warheads. For
‘example, now ean an analyst even bagin to
‘Quantity. the banafit derived when 9 suclesr
rere carrier "howe the flag” In a fersign
port? What is the psychological benefit of ©
Minuteman III misile in 2 newly hardened
silo? Sometimes, the qumbers hide the fact
‘hat swo diferent things are belng measured
along two differant seals wich do not directly
correlate toeach other
14, Discover all the relevant coe or each
siternstive, These incuce not only production
and purchase costs, but repair and upkaep over
the life of the systrn. ‘There are alo “oppor.
tunity coe; in buying one thing, the pure
chaser hos lost sn opportunity 9 buy some
thing else. Money spent on an MX missile
systom, for sxamlo, is not availabe if there
fea sudan nead to fund fusion power research,
Some costs, e¢ some benefits, cannot be re
jluced to numbers, An exomale is the “spill
lover" effect, 0 torm visd for side effects
hot directly relatad to the problem at hand.
‘American politicians who make military con-
tract decitions with an eye toward. future
blactions aro considering this affact. We may
fot agree with such caste, or the wright given
‘thar, but they arw real costs within the con
text of the decision proces
‘8. Examine the constraints or limits on the
Gecison. In wargaming. term, this maone
the player must carefully read the rules, noting
fueh things as tarrain affects and stocking
limits. Ing strategic nuclear context, one
constraint is the Ametiean policy docisions
fhould not appear to be aggressive. ‘That
Constraint limite some aiarnstve deployments
for ICBMs, and recently wes en issue in the
SALT negotiations 2: tho Soviews questioned
‘ur Shuttle progrom.
8. Devise 2 mathematica! model of the
benefits and costs which vields 2 simple ratio
for soch of the alternatives. The model-meking
process actually begins with step 1, and Ie
refined at this step. One important feature of
the model is explicit, The quslty of sn ansysis
epends directly upon the assumptions thet
Uunderlig it~ that wore used to simplify the
most of dots, porameters, te. the analyst had
1 distill. Too ofan, the assumptions found on
page ane are the fect of page threo, and the
“409 difficult to analyze" becomes “val”
2 few pages ater.
7.” Solece the altomative with the highest
ratio of benefits to costs. Having mede thet
choiee, the analy often looks over the ranking
10 s26 If It also makes intuitive sense. A very
preci anslvsis can load to 8 very precise
sarong ener
Tort the solection. A technique trex
quenily used Is "sonitvity analysis". The
sumptions sre changed to see how sensitive
‘the outcome i to zhose changes.
‘As a beginning exercise, consider 2 rele-
tively simple some, SI's “opoco capsule”
THE CREATURE THAT ATE SHEBOYGAN.
In this game, 9 creature of unknown charac
teristes Is stomping rouné the downtown
area of Sheboygan, Wisconsin, rezing buildings
‘and searing the populace. Tha opposing player
represents the municipal government atterp-
ting to bring the ereature under control with
rational guard Infentey, artillery and tanks,
plus the police with thair cruisers and heli-
Ccopters. The objective for the human player
ig straight forward: kill the creature before it
strays 8 specified number of buildings snd
people. The human player knows only thet
the ereature has @ fixed number of points to
sllocste among: 1) movemont; 2) attack;
3} defense; 4) building destruction; snd 5) spe~
Ciol abilities such o¢ fire breathing, ving, net
\wesving or great helght. The actual allocation
le covered the hard vay, in batle when the
creature uses the ability.
Human units have threo charactristes:
1) combat strength; 2) renge of weapons; and
'3) movement allowance. The human player
Tike the creature, is ghen @ set number of
points with whieh to purchase a suitable fores
to oppose the monster. The cost of each unit
ig its combat strength. A police cruiser with &
combat strength of one costs one, 2 nations
fquord tank with a combet stongth of #ik
outs ax. Table One lies the human units
fand their cheracteites. Sines human units
‘ko have special ables, these need to bo
‘mentioned Poli can move populace counters
431-2 higher than normal movement rete. Heli-
copter pay no terrain cost. Notional guard
infantry may make suicide close assaults =
double strength.
In. game terms, the creature's defense
straneth must be reduced to zero. ‘There is no
Flan strategy of retest in this game, ooly
combat will achieve the objectives, The beast
enters from 9 preselected map edge which is
fot known to the human when he deploys.
‘The sssumptions of our mods are that combatstrength and mobility are eaualy important,
fince the human units do not know fram where
thw attack will come. A soeond assumption Is
‘that special abies are of minor importance
[a simplifying but cangerous assumption), A
third esumption, whien will ba changed later,
is that range initially has no value,
‘The creature's objective isto amass victory
points. It rectives 3 points for each low bulld=
ing, for each high buileng, 6 fr e8eh populace,
tnd ona for each human combat strength point
Fedostroys.
‘Now let us lnsert what we know into the
bbonaitcort analyse procs
1. The abjective isto Kill @erenture which
can enter from any dition,
2. Tho altornatives are the various type
of units which may be purchased,
3. Benefite are the unit charectersice
printad on the counters and listed in Table
One, Special bilities rs ignored for the
presen
‘4. Cost is oqual tothe unit combat strength
5. The constrains [other than the rules
thamsetves) oro the limit to the number of
combat points availabe for purch
6. Tho mathematical model for thoso
Units is shown in formula no. 1.
7. Table one shows the computed ratios
{or this simple model. The higher the ratio,
‘he more cost-effective the unt is
18, Following this analysis, the player
would frst buy police helieapror, then police
fears, thon national guard infantry, followed
by tanks and finaly, artillery. Howover,thore
are two obvious flav in this analysis. Fist,
‘he affects of rango were sesumed any. Inthe
same's combat system, 2 unit attacking with
Fanged combat ignores scvarse combat results
In sdeiton, range ean offsct some of the cree
ture's mobility. Second, an important con-
straint of the game rules Is the sacking limit
of two units por block. A force composed
‘ntialy af potien cars eoulé never bring enough
force to beat to destroy the creature before
ie ts mage.
To illustrate how altering the assumptions
‘or the mode! change the analysis, consider one
change: combat ability can be expressed 2s
‘the product of combat strength end range.
Thee change iters the cost benefit ratios.
The new formula is shown in formula no. 2.
“Table Ono shows these now ratios in prenthe
ses next to the old ration. ‘The analysis now
refieets the adage shat dierotion Is the better
Patt of valor: vith mobility and the ability
{to strike from outside the creature's grasp,
units are_more powerful and a little safer.
Because of their movernent and low combat
strength, nelicoptats ate still a very good buy.
“This type of change to west he model Is called
‘earsitvty analysis", and this model wat
cobuieusly very soncisve to changes. This is
fhown very well in the dramatic change in
Velue for the national guard artillery unit
Assumptions, thus, ore crucial, That ls why.
thay must be made explicit. The analysis could
bbe extended by taking Into secount special
bilities, terrsin effects on movement ond
combot, and line of sight, which reduces the
‘olue of ngee combat by limiting i.
‘Most games are notassimpioas CREATURE,
and even that game is not s simple ss the
FORMULA ONE
FORMULA TWO
preceding illustration. Speci! abiltse can be
‘extremely hard t0 quantity, yet have & major
Tnmpact on the relative velues of units. Very
‘often such unique effects are found in the
‘errain ral, particularly natiesable in games
whieh Impose varying sort for Infentry ant
‘xmor to enter the same terrain, Sometimes
tho affects ao extraorainarily complex, such a¢
‘the ability of Warp Line Generators in HOLY
WAR 10 create new paths of rapid movement
for other units in the gome. One game where
‘these effect ae treated very wall ie ICE WAR,
(with te terrain conversion fature.
Recently, on issue of TSG caried an article
sing elementory benetit cost analysis in
examining slterative tactics and relative unit
waives in ICE WAR. One feoture of the game
roted in the article but not directly incor
orated into the author's model, was train
Conversion, ICE WAR simulatr 9 raid on the
Alasan olllelds near Deachorse from across
the paler fe. Units ao alec figenowmodis),
howereraft, and mate conventional infanty
tanks, and VERTOL transpors. The gee
tito incorperstes orbiting. survelanes and
‘weapons systems. Since the game assumes
‘widerpreed use of tsetical nuclear weapons
ina frozen environment, flocs of ice and
tunds may melt, changing thelr terrain charac:
ter. This feature is terbin convesion. lee
‘becomes open water, tundra becomos mud
‘The victory conditions for the invading
ESA player depend solely on the number of
‘llwols he can csstroy. For the defending
‘American player, the objeetive js to limit the
damage. Oilwell are destroyed by converting
Benefit Cost Ratio = Combat Strength + Movernent Allowance
Comber Seenaeh
cost Effectiveness [Combat Strength
‘Comet Srenaeh
TABLE ONE ‘THE CREATURE THAT ATE SHEBOYGAN
Unit Combat Movement Cost
Type Strength Range —Allowance_—_—Effectiveness,
Helicopter 1 2 7 8.0 (9.0)
Police Cor 1 1 3 4.0 (4.0),
Nat'l Guard Inf 3 1 3 2.0 (2.0)
Nat'l Guard Tanks 8 2 5 18 (28)
Nat'l Guard Arty 5 6 2 14164)
FORMULA THREE
(cont Effectiveness ~ Versatility « (Combat Strength + Movement + Conversion}
13
ge) + Movarnent Allow
Unie cost
the terrain of their hex. There are no victory
points for destroying enemy units, nor is there
{Gime limit suhich either player must race
ams.
“Tarain conversion i¢ aside effect of combat,
and fas three uses in the game: 1) it isthe
‘only means by whieh tho cllwolls can be
cestroved: 2) unfavorsble attacks can be
teonverted to favorable attacks ifthe defending
funk fe expecially sensitive to. such changes
leuch ae infantry caught on melting ice); and
23) conversion can limit the mobility of en ene-
my force and channel is aracks, particularly
wien the force is sledheew
“There are four stvibutes 10 measure for
‘each ICE WAR unit; 1) combat strength
2) movement allonance; 3) the ability to
‘convert terain; and 4) the effect conversion
has on the nies ability 10 mow and fight.
Teal hi lace atritute “versity”
The objectives of the game require terrain
conversion ba 2 fosture of the made we bul.
‘Assumptions rolating the benefits and costs
aso need 0 be specified, The fist assumption
i thot each attribute is of equal importance.
‘This assumption is_nocoteary bocause tho
player assembles his force with only a slight
knowledge of the natura of hs eppesiton
Inthe face of uncertainty, each tector i
sssumed to havo equal woight until proven
atherwise by experience. Second, while com
bat strength, mobility and the ability to convert
terrain are directly measurable (trom the coun-
tar itself or by inspection ofthe terrain eonver=
sion tablel, versatiiry is 2 modifiar of the
(thor thr. The simplest way to modify them4
are “stuck” in mud
may then only attack
the surrounding six
hhoxes
Tanks Conversion has no
effect ~ before and
after may only enter
tundra and mud
Before conversion may
‘ontor any hex on the
map, after only mud
Infantry
FORMULA FOUR
| UnieType Vers, Combat
| Hover Transport 1.01.0
| Light Hover 10 20
Armored Hover 1.030
Infentry os 40
Sled Trans 05 20
ArmoredSled 0550
Tank 02-60
Is to find some multiplier thot shows the
‘general nature of the effect.
‘Tho offect of terrsin conversion varies with
ach type af unit. Sieds may not enter con
verted. torrin hex, while hoverereft. ignore
conversion completely. Tanks may not enter
fe or water, but may move through tundra
for mud. Infantry can enor ie, tundra or mud,
bur mot water. One wey to mesure this
foffect is to count the hoxes a unit may entor
before any hex on the map is converted, then
‘expres that a5 2 percentage of tho total map
Next, count the number of exes the
unit could enter or attack if every hex on the
map weko converted, thon express that a6 a
Dereentage of the total map ates. The varsa-
Ailey Is found by averaging those two porcen
tages. Table Two shows the versatility for
TABLE TWO ICE WAR:
Unit
Type Effect of Conversion
Hovercraft No effect
Sleds May not enter water,
"Teor OF = Min Vas Sum of Combs Tras: Mont + Ter Com + Tampon CIE
“Teor Cort
‘TABLE THREE ICE WAR: COST EFFECTIVENESS RATIOS FOR ESA UNITS
UNIT VERSATILITY
Area of Map Area of Map Versatility
Before After (average of
Conversion Conversion ‘last two)
10 10 1
19 less than .01 os
|
02 oz 02
10 02 06
Mvmt Conv, Cost C/E Rank
40 10 «10 601
60 10 20 452
49° 20 20 452
10200 10 2
a
40 30 20 30 5
30 40 20 18s
cach type of unit. Since VERTOLS are not
combat units, they are not being considered,
but the tachnique tho sam
‘Terrain conversion se an attibute is not
raoclly mossureble from the unit counter.
To arrive 2t 2 point value for it, consider the
highest number on 2 aie roll that would recut
in conversion if the unit were t0 attack by
Itself. For example, a tank with 2 combat
strangth of six converts terain on ell of one
through four, £0 its terrain conversion value
‘four.
(Coit in ICE WAR, unlike in CREATURE,
fs not an expression of combat strength, but an
fbstract measure of rolative worth (oe the
Designer's Introduction in TSG 18). It is
functionally sa economic factor since it is
ied £0 allocate & limited resoures ~ the xed
umber of poims with which a player may
build his army.
All of the featuros nesdod to build a mathe>
matical model of ICE WAR ground combat
Units are now present. Msi sleds end missiles
tre beyond the scope of this analysis, but the
feeder may wish to attempt to add them to
this model. The model quantifies the unusual
terrain effets plus the other more conventional
chareetelaies. Ite more complex than that of
‘Tony Watton’s analysis in TSG 22, but com
plexity comes with a price: the extra effort
‘may not Yield epprecioby suparicr rsuls. Soe
{formula no. 3.
“Tle Three giver the resulting ratios a well
= the unit wolues used to compute them.
In addition, units ers ranked in descending
‘order of cottetectveness.
There are two observations that can be
made sbout the resute in Table 3, Fist, for
‘he invader, tanks and infantry are useless
wethout troaports. Tanks cannot erces the
ice, while infantyy do 30 to0 slowly. Since
they require» trorgport, 9 team approach
might be more useful. "Perhaps we should
‘change the asumptions and ty to derive
twam cost effectiveness rtios. That would
fexnond the definition of = weapons system
from a single combat unit toa pockage of unit
which ae used topether.
Second, a seemingly weak unit, the hover-
craft tontport, has emerged. the single
‘most cost effctive unit in the geme, is it
really 2 good buy? Seneithity analyis could
help examine its eelotive worth. Sines tims and
stacking sre not constraints In the same,
mobility and versatility might not have the
fame weight 68 combat and conversion caps-
bility. However, the hover i cheap, It can 90
anyahore, and even & week unit has @ chance
{for conversion. When coméinad with on effec-
tive passenger that could help support break
throughe and leo estoy ollwels, the high
Value of the hover might make more sense.
‘Once agsin, @ t26m approach might be more
set
‘The team spproach 8 more complicated
than simply adding two cost ofiectiveness
ratios topather. The rlationship between two
parts of a whole ie not ususlly thoir sum.
Because the game rules have constrains which
prohibit combat by a passenger on the turn Ft
ismounts, transport might have to initia
2 breakthrough or defend by itself. Otherwise,
combat etrnath ie addhtive, ‘The tersin conver.
sion feoture i nearly additive, as Inspection of
the chare will show.
Movement siso is not quits so simple at
adcition. A passenger unit may not mave
‘the turn it diamounts, so mobility is more 2
function of the sranspor’s moverent allow-
lance than the passenger's. Versatility itself
it no orenar thon the wokeet link in the tear.
All units should be able t0 join in battle,
‘consequence of the team assumption. The
final ratio wil be the average of teom effec:
tiveness and that of the tansport alone (be-
causo of tho urns it might have to move end
fight unsupported by its pessonger). Given
‘eae assumptions, the madel fe shown in
formulae. 4.‘Table Four shows the rosults of this ap-
proach. Onca again the teams are ranked
‘ecording to cost effectiveness. There a
‘our teome show, the combinations passinia
with two typer of wenspors Islod and hover)
‘and two of pastongors [tanks and infantry).
If the reader analyzed VERTOLS, he might
wish to attempts simile tear eomputetion for
‘comparison.
‘The low versity of tanks and sleds
contibuter to their relatively low overall
fetfetiveness. Assuming hovers ane infantry
fare teamed, thoy aro a very good buy in this
‘model. This enti analysis changes, however,
1 docwinal assumptions are changed. For
sxample, 2 USA player who conducts close
in deferse may not be concerned about the
ow vorstiity of tanks because he Intends
to fightin and around the sian.
Sometima, thore ore considerations that go
bboyond numaricsl measures and are fundamen
fal 10 the gume, In HOLY WAR, Metepaming’s
now MicreGare, one ployer is attempting to
hurl a star into @ sensor duct of the quasi=
mechanical god Arik, within whose vast Body
‘the mer occurs. ‘These Sunthrowersare opposed
bby the Holy Band, 2 group of believers to
whom such on action would be sacrilege. The
game's victory conditions require the Sune
‘thrower player purchase 2 special type of space
thi, the pressorship, whose function isto move
4 star to a sensor duct, then bur it into the
duct. The Holy Band, similarly, he a spacial
thio, StarBuster, whose function is to blow
Up the Sunthrowers' purloined stor, but if
they blow up the ear, they have to explain it
to their god. ‘The explanation raquires a ship
called an Emisrary of Prayer, which must
be in one of the sensor ducts £0 ger the god's
tention end convey. their explanation and
‘ology. None of ‘these shige type have
really good cost etfeeivaness ratios without
considering these special sbiltes. In purely
‘economic terms, they ae poor buys. However,
‘the player wha does not purchace these ship
types, buys 9 defeat.
In HOLY WAR, buying these nesced ships
has an “opportunity east": the activation
pointe that wont to tho necessary shipe are
not available to buy combat ships, end combat
Inthe kay to victory. In general, i the plover
rakes 2 mistake st this point (when he is
aesombling his forces), i's a ase of “buy now,
pay’ later.” No matter what the 9am, the
some principle. applies, This is why some
simple form of cost Benefit anssis can hale
awargarer.
‘The preceding cscussion has highlighted
real world technique which military planners
tue when deciding what to buy, how much, and
tnhere to deplay the forces. There ate othor
aspects too complex to cover here. For exom-
ple, in life cycle costing, the anclyst must
feo consider not only research, development
and procurement costs, but also meintenance,
supply, support facilities, and salaries for ot
Tong a the weapon system lst. Even the costs,
and benefits ef salvoga or transfer 10 8 thrid
World nation must be considered. A game
ich ovould land Iga to that type of analy-
fis nould be SPI's recent game of the Spanish
‘Armeda |ARMADAl, where ships have pure
chase cost, maintenance, vietua! sad munitions
TABLE FOUR
Team Vers Gmbt_Mmt Conv
Hovr/inf 06 50 40 30
Hover/Tank 02 70 40 40
Sidiint 05 60 40 40
Sied/Tonk 0.2 80 40 50
costs which must be borne oF the ships are
ed
‘Another refinement 10 the basic technique
i “discounting” future costs and benefits,
reducing future dollar values to present values
in order to account for such things 2s inflaton,
The analyst tris to avoidincorporatng different
value dollars into his ealeulsions.
‘The method of benefit cost analysis has
proven Its worth in many projees from helium
Production in Texas to LS spsce colony
planning, A wargamer can uso 3 simplified
version of the technique to examine different
alternatives in a game, partculrty to get 2 feat
for vehich units will prove thorseves superior
In the long run, However, there are some
‘cautions to remember.
The first caution willbe familiar to anyone
wo hes studied computer programming
“GIGO", garbage in, garbage out. An enalysis
snd its madel ae no better than thelr assump-
tions and the cae which has gone into making
thom, As soen in CREATURE, the results
can be vory sensitive 10 chenges in assump:
tions, Practice in playing the game wl re
Which assumptions acd to be reexamined
sand which need tobe discarded,
The second caution is agsinst planning
forits own soke, I can have a seductive spposl.
[Many analyse get lost in their mast of charts,
sraphs and printouts, Time. can slip awe
Opportunites can be lost because critical
projects nevar got past the planning st
This is the “marginal utility” of planning”
{An analyst mast weigh, sometimes intuitively,
the value of thot exte bit of analysis: ic the
‘loser, longer Took worth the extra ine, effort
fang expense? ‘There realy ia paint whore the
analyst must sey, "Close enough for gover-
ment work.”
‘Third, thie method will probably never
produce brillanes, It if not an optimizing
method where the best answer of all possible
nswere mirgeulously sppears. Compromises
fare made at each step to keep the analysis
manageable. By balancing factor, the process
is leit @ compromise. Inetead of “what Ie
bost?”, the analyst must oft be satisfied with
aha wll da?"
Fourth, the ord product of this mathod it
to help the decision maksr make disions.
As it vas prosnted here, its @ tool to helo &
\wargamer astess the relative value of the units
finilsbe. I the analysis does not appreciably
ICE WAR: TEAM COST EFFECTIVENESS
Cost C/E Trans C/E AvaC/E Rank
20 36 60 48 14
30 10 60 352
2035 35 ae
30 11 35288
help that decigion, its cost in terms of time,
fort and money, could have been etar spent
slesahore.
“The recommended technique in decison
rroking would be to first buy those units
‘sential tothe vietory eancltions (tho prestor-
shine for the HOLY WAR Sunthrovers, for
example). Then, buy units in descending oder
fof cost effectiveness, Each decision must be
tempered by fudgrent, ss thara are unquantl-
fisble benefits end costs. Only the good
sense end experience ofthe player cen temper
the deceptively simple ratios.
I have attemptic to lusrate 2 "real wor”
‘technique and show how wargamers can use
the same method. The swrgomer feess the
seme decisions in simpler form ot real comman-
dere and politicians. Obviously, an indepth
analysis of every game is nether worthwhile
ror even interesting. However, a successful
{ome iz one which compels the player to
sssume the role of eammandar in his mind 3s
Welles on the map. As 2 wergemer, you are
more than merely 3 means by which carboerd
Counters are maved, Wargaming is exerised
fot on paper. but in the mind
BIBLIOGRAPHY
AFR 178-1, Economic Analysis and Program
Emluation for Rosoures Management, 28Dec73.
AFP 178-2, Wing/Base Level Management
Anslysit, 18 Nov 70. Exealiont source.
AFM 2641, USAF Monagemont Process,
15 Oct 64,
Handbook of Economic Analyst, 20 Edu,
Defense Analysis Council, no date. I got this
a8 2 photocopied handout in graduate school.
It Js the single best source | found end isthe
‘basis for the approach inthis article.
Herber, Bemord P., Modem Putile Finance:
The Study of Puble Sector Economies, Richard
D. Iiwin, Ine, Homewood, ines, 1971
Hinvichs, Harloy and Taylor, Graeme M, Pro-
gram Budgeting and Beatie Cost Ararsi,
‘Goadyear Publishing Ine, Pacific Palissdos,
cA, 1960.16
AGAIN, HARMONIUOS
FISTS
by
David James Ritchie
(One of the small joys of writing for publi-
‘ation cores when those ideas which one s0
fcsualytoated into tho faceless void come
fchoing back st new articles from intoresd
readers who havo boon Inspired to put thal
‘nn ideas down on paper. Since TSG no. 16
carried my article, HARMONIOUS FISTS IN
MELEE, in which | made some preliminary
iggretions for incorporating martial arts and
Oriental weaponry into MELEE, | have herd
my share of echoes. Experience has shown
tome of the ideat prevented In the original
article could do with rome elaboration and
revision. Accordingly, | offer the following
Update of HARMONIOUS FISTS.
DOIN’ THAT HOODOO
‘The essential supposition underlaying the
Inolution of special rules governing the mortal
arts and Oriental weaponry in the MELEE
framework is thet martial artsts and their
‘weapons differ in soma fundamental respact
from other wertior typas and their waditional
slesh and bludgeon approach to mayhem.
the skills of the martial artist were readily
stainable to the mact of characters and dt
fered only in the degree of strength or dex
‘rity requirad of the practitioner, then simple
‘sugmentation of ST and DX would suice to
over the effact of martial arts training. Sim
lary, if Oriental weaponry were al of tho cut
‘end bash verety, requiring no special raining
but only 2 general familiarity with one's wea
pons, there would be no point In toking thom
Int aecour in MELEE situations.
‘Yet, there is substantial evidence char the
marital’ artist @ superior type of individual
in certain respects. The spacial skills of w 4th
Dan in Goju Ryu are unlikely to be duplicated
by anyone (no matter how strong or dex:
trout) who hoe not hed thet some specializag
training, ‘The attainments of the fully urine
rmartal ast are, in fat, so different in scale
‘and kind from the commonly understood
bilities of other types of combatants and
fthletee ge to make what they do seem like
voodeo, To the intlsted, such anstry at
that of Oyama is a function of proper taining,
rot magic. Simply put, all marca arts derive
their pecular effectiveness from superior
form of preparation for combat or mack:
combat.
“The core of all marval arte is kata form)
Essentially, 2 kata is an intrieste end preci
form of toallet performed according to rigid
prosriptions, The kets incorporetes » number
ff movements in the form of kicks, punche,
throws, ete. whieh the pupil must master.
ech movement is porformed in sequence, and
judged by standords_ mora ceranding ‘than
‘hose used for judging Olympic eantestants on
‘he parallel bare. Failure to place 2 foot proper-
Iy one time during a ffteen minute oxorcce
an be grounds for disqualification for advance:
ment, Olympic stindirds merely mandate the
lows of points. Such rigid insistance upon form
ig not gratuitous. The forme of all kicks and
punches have been worked out over centuries
secording 20 selentifc principles of balance
tnd movement. The dlifference berween 9
uneh which posteser sufficient eneray to
Kills Bull and one which recils from bruising
2 unebug is 2 matter of @ few millimeters
Placement, snd a fraction of 2 second dl
feronee in calvery aime. Kata ian attempt to
Instill inthe pupil the ability to Kill a bull
covery time by the uss of patient reheorsl
{0 insure the some punch e delivered in execty
the same way, the body In perfect balance,
the mind 8t rest, the moverant automatic...
every time,
Ie can be useful to sompare marti! arts
‘and ballet. Indeed, martial arts has more in
‘commen with ballet than modern combatatves.
‘ust at the prime Ballerina polishes each cur of,
the leg an flutter of the hand 10 perfection
Luntil the actual peyott, the lve performance
So doce the martial artist polish his routine.
Ustimately, for both individuels, their bosies
begin to move without consciour direction
The mind and the emotions are subdued
[though always present in the beckarounel.
‘The boay i bed from chains of doubt, moving
th naturel grace and sureness. The slashing
stack of the beerker can no more compare
with the surity of the martial artist in aetion
than ean the frenetic twitching of Dori-Du
‘the-Diseo-Queen compara with Yuriko Kemura’s
Galicate physical poems.
Now, all of this wexing Iveical may seem
ingsental, but when proclaiming » messure-
ment, itl useful to know what it being me
sured, Knowing something of whet constitutes
the spacial nature of the martial arest could
bliminate some confusion In the rationalization
‘of his role in MELEE. Botially, in function
terms, the martal artist moves faster and with
more surity in cotain defined spheres. Within
‘those spheres, he alio exhibits more strength
{az velocity of datvary and improved lveracel
“The martial artist may be x clumsy ae you or!
in executing an unfamiliar tatk, but he sl
demonstrate magic in the execution of hi
special si
ATOUCH OF CLASS
For purposes of incorporating mari
stirs into TFT, the following rules are suagie-
teat
1) Wile employing ST, DX and 10 in the
sama manner st other choractors, “Merv
Artict" are consicere a spaciel class of charac:
‘or In that they ae permitted certain funetional
benafits in combat at the expense of slower
character development. Any character (inc
ding wizards and warriors wien using WIZARD
rules) may be designated a Martial Arist at
‘any time between MELEE srene combets or
boetween quests when playing eampaign
Existing characters which are designated
Martiat Artists immoditaly gain the benofite
of their class, but lore all accumulated OX
in excess of 12 and ¥ ofall ST in excess of 12.
1Q is not affected. Newy-created characters
ray be designated Marval Ariss when ereses,
without suffering eny loss of DX or ST. This
rule reflect: the lost of comparative abiliie
whan one cass to do things in an aexabishes
manner, and besins learning £0 do the same
things in @ new end unfamiliar way. Further,
the intent of the rule ie to restrain playere
who might attempt to bulld = normal character
into Amold Schwartzenbicep over 2 period of
time and thon, unresisteally designate this
‘utele-bound moran a black belt in Kung FU
2) Martial Artists do not benefit from ex
perionce in the same manner 9s other charac-
tore, The experiance of eut and thrust combat
Indeed, 2 vital part of their education, but
itis far less important then is solo practice
‘The sporting and fencing whieh make up the
main experiance of other warior types
‘imply less valuable to 2 Martial Artst than to
his uniniioted retnern. Accordingly, while
Marat Artist types gain EP's in the normal
manner, the value of thoss EP's for purposes
of conversion into attbutes is lessened. It
cons 9 Martial Artist 200 EP's to gain 1 cad
tional point of DX or ST. 10 points may be
purchased at the normal rate of 100 EP's per
point3) Martial ists oe the only warrior types
vio can employ certain weapons at full force.
In adcition, certain weapons Inot necessarily
‘owe limited to Martial Artis) require =
minimum OX in order 10 be used to effect.
Shaken, kendo stick, manrikigusri,nunchaku,
bokken, wakizachi, katana, tonte, sai, lutte,
‘crime, kumede and naginata_ are weapons
whieh ‘may only be usod ro full effect by
‘artis who are clasified se Mierval Artists,
‘and who Posse the minimum DX required te
employ esch particular precision weapon
Characters who. donot meet these eiteria
rey not be intially armed with such wospons
‘They mey pick the weapons up during melee,
but any atwerpt to use them i resolved at haf
effect (round down the numbar of hits seorad
before deducting for his absorbed by armor,
fhlelde, ot]. Further, there is a penalty of
2 DX. imposed on ‘unqualified characters
attempting t2. hit with precision weapons.
CCherocters who sttempt to employ other
weapons not Bete harsin, but which requira a
‘minimum DX not possessed by the characte,
tre penalized in_sezordance with this rule
For detslls, 20 THE ORIENTAL WEAPONS
TABLE
'4) Martial Artists may perform cortain
fate not potsble tothe untrained. They may
choose @ SHIFT AND DEFEND eption oven
‘ehenunetmad. They may also choose @
CHARGE ATTACK option while unarmed
When choosing @ SHIFT AND. DEFEND
‘option, the Martial Artist reoalvas eartain spe>
cial benefits. SHIFT AND DEFEND works
for the Martial Artist in the seme menner 25
it works for other eharactars excopt that,
additionally, chergetore attacking Martial Art:
ats in 2 SHIFT AND DEFEND may suffer
counteramasures, If such charactors mis theie
initial die roll to hit, the Marval Artist may rll
to hit. If the Martial Arist is successful, the
appropriate number of hit dice is rolled for
‘whatever weapon the Mortal Artist may have
wed, Countarmmessures may seore his in the
harmat manner. In addition, if the Maral
Artist scores 2 hit for effect (not absorbed
by armer, et] on his opponent, that opponent
‘must roll his adjusted DX or lower, on three
dee or he ie coneidored “thrown” and alls
to the around in & hex of the Martial Artist’:
choice, but within hexs of rent’ for Martial
‘Artist. Marti Artists who choose the SHIFT
AND DEFEND or DODGE options may choose
to deflect 2 throvn waapon which enters bis
hex by rolling his DX on 3 dice. Similary,
18 missile may be deflected on 3 4ce DX
Check, The deflected weapons fll 10. the
ound in the Martial Artist's hex. These
‘chniquet require @ certain minimum DX,
not simply the designation “Martial Artis”
iter a character's name. For details, 326
‘THE MARTIAL SKILLS TABLE.
ARMS AND THE MAN
‘THE ORIENTAL WEAPONS TABLE con-
tains relatively complete isting of the sort of
wespons which the average Japanese, Chinese
oF Indian warrior might encounter in an edven:
ture set in the peroid 600.1700, ‘These are in
_aaition to those weapons which are theprevince
‘of the Oriental Martial Artist. Opposite each
inespon Is its damage potential, the minimum
SST and DX required to employ the wespon
whore appropriate, the DX penalty imposed
fon a character using che weapon to disarm an
tnamy (or, in the eate of the kumade, to pul
him to the ground) and note eepaecing spacial
weapons capabilites. In come settings, a vere
sion of the broad sword, © twoshanded sword
(thoro variety) or even cutlass might be
Included on thi st.
‘Two new wespons have been added since
1T9G no. 16, The first isthe Kumade, or bear
pov. ‘This weapon is, literally, an iron likeness
17
of a baer pow affixed to a pole, The purpose
(of the seapen is to hook an opponent's armor
‘and dag him 10 the ground. The weapon is
fewily capable of panetrating a stool cap, and
should be considered spout as effective as the
hooks used by the English to pull down the
fir line of French skitmishars at Agincour.
The naginata is a sort of great glave with &
blade up £0 4 feet long, Used with gras slash-
ing strokes, ican cut @ man in half without
much trouble, A more proce method isthe
tee of the naginata to make a figure eight of
‘swirling steel through which no attacker can
panetrate. Legend says 8 Mi-dera monk named
Tajima used his naginate to deflect hs
fired at him curing the bata of Uji la feat
which eamed him the sobriquet of Tajims
the Arcon-cuter
‘The armor common to the Orient includes
everything from simple. lesthor Jerkins to
Tigheight Ineian mall to th rg pte ermor
first fovored by tho Chinese, All MELEE
‘yes should be employed. In addition, thee
te one type of armor peculiar to the Orient
whieh je not covered by the MELEE rul
This Is Asiatic “Iomelt’” armor. Lamellr
armor ie 2 scale type armor manufectured by
Binding pisces of ste! or heavy hide into plates
fof varying lengths (depending upon where
In the srmor they ara to be used). These
plates are then sheathed In loathor and lac-
fquored to maka them veetertight lamellar thus
being the only sllweather armor}. Once the
plats ave fished, they are laced Into over-
Tapping sepmonts using strong. silken cords.
‘The result is a supple, yielding, but almost
impermeable protective suit which relies upon
efisction rather than cgiity for effect.
Protectiveness ie akin to plste ermor while
fffect on movoment and dexterity fs compars-
‘ol 10 chain mail. Lamelie armor was primarily
(of two tyes! Yoroi, the horse ermor, a box.
type much favored by Japan's Semural and
Haremakl, the round, less cumbersome foot-
man’s ermor (slso fevered by the Chinese)
YORO! LEMALLAR absorbs § hits per atack
st a OX acjustment of 8 and allows a MA
Of 6. HARAMAKI LAMELLAR azeorbe 4
Fits per attack at 2 DX odjusiment of —# and
allows a MA of 7
MAGICAL MYSTERY TOUR
‘The Oriental Monk, holy man, lama or
vwhatevar one chootes 10 ell hm hae been
fan abject of fascintion to Westerners for
reerly two eenturiee, The often superhuman
‘qualities attributed to auch incividvsls make
them wondrous characters for uso fa eny fan
tasy world employing an Oriental theme.
Since auch figures are often portrayed a fl
Towers of some zen-riented martial art, they
‘may appropriately be dlcuswe herein
‘Generelly, Onental monks are posssssod of
soacial powers of self-control, meking them
‘specilly dangerous. The liad monk who
‘ees better thon the slghted and whose inser
‘able wisdom Ik an infallible guide to success
may be eontiered archetypal. The defining
Cheracteriatlc of the Oriental monke for cur18
purposes might be an intnite settmastery
born of long meditation upon the wheel of the
The following rules are
Posse trantment ofthis charae-
1) Monks constitu @ special cess of character
‘encompassing all Oriental holy men of
vhatever persuasion, All Monks aro consi-
dered Mariah Artists and, rules which apply
to Martial Artists aso apply to all Monks,
In addition, Monks are possessed! of speci
skills dependent upon their 10.
2) The primary advantage accruing to Monks
is the ability to choose speci eption
‘THE SUMMON KY option which funetions
In most respects like 2 normal WIZARD
spell. Any Monk may choose to summon
his Ky, any time. "This option ropresente
the chice to engage in form of meditation
serignea to gather the Individuals interna
resources of psychic energy, making the
eharaeter temporarily more powerful. It
‘cont thd Monk 1 ST 10 enoowe this option
Ipayabie immediately before any action i
resolved). Unlest tho character who Is
summoning nis Ky suffers one or more
hite of effective camage during the Turn
in which the Ky Is boing summoned, the
sttempt ie auiomsticlly succesful. The
expended 1 ST is stil lost. Once sum
rmoned, Ky remains controlled for 12
‘Turns, ‘The etfct Is os follows: For avery
2 IO points sbove 10, the Monk who
summons his Ky increases his ST and OX
bby 7 point each, Sines summoning Ky Is
fwentioly 9 moditationsl technique and
‘not @ spell, both warrior and wizard type
charaetert may use ths option. Otherwise,
‘rect a3 in 10.10 sp.
83) During any turn’ on which a Monk sum-
mone Ky, that charecter must remain
jnactive. It cannot move, attack or effec=
tivaly defend. Concentration Is considered
© be sliowhere, making the figure easier
to hit effectively. Thus, when rolling to
hit chovaeters whieh are summosing Ky,
the attacker auiomaticlly hite on ny
roll except 17 oF 18 (which has the same,
normal effect). This rule applies to
adjacent attscks Iphysleal or musical
Missle and thrown weapon attocks or spalls
fare resolved at +2 DX. Attompts at HH
combat aro automatically suecestul (bot
charactors grapple], andthe fire
combat are automatically sucossful (both
Combat are automaticelly succesful (both
fharacters groppiel, ond the fst HOH
fttack on @ character torn from meditar
tion eat #2 DX.
In exdition tothe specie ability to summon
Ky, Monke re considered to live in a
somewhat heightened stole of swarenass
normally. In consequence, Monks have
‘their 1G and OX raised by 1 for al saving
throws.
'5) Those desiring to keep Monk t¥pe charae-
tare from being too tough should agree
before hand to limit wizard Monks 10 the
se of certain gardenvariety spells (no
tuperstrong lack masle), and warrior
monks to the employment of certain
limited weapons. types or to. defensive
options.
4
IN CONCLUSION
‘Those who read my original eticie. will
note cartsin changes In approach herein. In
addition, I have decreased the pover of a num-
ber of Weapons to make thom soem lass magic
‘al. Based on experience, the new mix of
‘weepene works quite well. | have incorporated
tome of Flnald Penr'e ideat into this article
and | recommend pleyers use his ules regaccing
felfcamage for bore-nanded ateckers trom
‘TSG no. 18 a8 being infinitely superior to my
SKILL
SHIFT AND DEFEND BARE-HANDED
CHARGE ATTACK BAREMANDED
SHIFT AND DEFEND (COUNTER-MEASURE)
DEFLECT THROWN WEAPON
DEFLECT MISSILE WEAPON
‘ption), To detlact a thrown weapon or mis
MANRIKIGUSARI? 22,13
POLE WEAPONS
Keno stick 2 10 2
| Nunenaqu™ 2 1
BOKKEN ii ta
waktzasi 2 8
SiomrswonD 21M
wince aon
SMALLAX® ten
RATANA® aro
BATTLE Axes 2
JAVELIN M8 2
pean teow
KUMADE moo
| NAGINATA moo
|
|
|
[tumownnock 14
| SMALL BOWS WW a
Honse Bowe 1 1
tone BoM wont
may be thrown: += ewovhanded weapon
Only Martial Aetits with the requiske OX may employ these options (or, In tho ease of
counter-maasures stemming fram @ SHIFT AND DEFEND, benefit in this manner from the
chosen @ SHIFT AND DEFEND ar DODGE option that Turn. The misils or weazon is defi
tad and drope st the character's feet upon a ce roll of OX or lst on the appropriate number
of dice. A characteris never obligated to attempt a defletion.
HAND WEAPONS
WEAPON DICE ST DX DIS NOTES
DaGceR* “ 142m HH combat
Sal 12 13-2 Meydefendyertsek x main-gouche
wutTe 2 13-1 Sameas ors
ESCRIMA 4 2 Incapable of killing
TONFA 12 2 Sama as for sai
SHAKEN" 4 2 ‘ee TSG n0.13
cuua* 19
MISSILE WEAPONS
fun inital coneapts. 1 stl think my damage
chert in TSG no. 16 Is velid anc recommend
it be used with these rules. Hopefully, they
provide a more organized framework for
‘adding martial artists and Oriental weapons to
your MELEEAWIZARD campaigns. Now, if
Cony Metagaming wil come out with a miero-
‘quest called THE GANG OF FOUR AND A
DWARFISH LAMA ENTER THE GARDEN
OF THE BLACK CHRYSANTHEMUM or
‘chile, | wll rally be said
DX NOTES
12. Same oe SHIFT AND DEFEND,
bbut no weapon nesdcs
13 Possibility of slt-damage
14 Possibility thet attackor will be
mages
15. Sece saving throw needed
18 4.ice soving throw nowded
weapon (not spell, the charseter must have
Seo Bola Rules TSG no.13//1-2
in HoH
a
2 tin aH eombat
2 Incapable of king
Some as for a0)
‘ee Pols Weapon Rules in MELEE
‘See Pole Weapon Fles in MELEE
2 DIS number i for causing fall
‘ee Pole Weapon Ales in MELEE
As per MELEE
As per MELEE
‘As por MELEE
As per MELEEGAMING CONVENTIONS,
WinterCon Vill: (Nox. 16-18) The winter
version of MichiGon, WintexCon is sponsored
‘by Metro Detroit Gamers (probably the best
gaming club in the country), and the con
has all the usual features. Info: MDG, 2616
Kenwyek, Troy, MI 48098,
WerCon ‘$0: (Feb 1-3) Memorial Student
Canter, Texas ALM University, College Station,
‘Texas. Bourd games, roleplaying, miniatures,
seminars, demonstrations auction, fms, and a
presentation of microcomputer games. Meta
gaming will be sponsoring touaments for
several of is games. Thisis the oldest and best
taming con in Texas. Info: WarCon ‘80,
Box $718, Collage Station, TX 77844,
DunDraCon ¥:_ (Feb 16-18) Villa Hotel, San
Mateo, CA. The convention includes tour
raments in Dungeon, Cosmic Encounters,
DAD, and others, af well as fms, seminars,
land computer games. Infor DunDeaCon V;
386 Alcataz, Oakland, CA 94618,
SimCon Il: (March 22-23) River Campus
fat the University of Rochester, Rochester,
Now York, The convention will Include tourne-
‘ments In D&D, MicroGames, Diplomscy,
Cosmic Encounters, end any others. Info
SimCon il, Box $142 Riversation, Rochester,
NY 14627,
[SCIENCE FICTION CONVENTIONS:
ConClaver (Now 24) Ramada tan Metro,
Romuslis, MI. Goll: A. E. Van Vogt, Mem:
36 til 9/1, $20 after. Info: EMU SF Society,
117 Goodivon, Ypsilanti MI 48197,
NurriaCon: (Nor 30-Dee 2) Grand Hotel,
‘New Orleans, LA. GoH: Karl Edward Wagner,
BobTucker, “George Ale Effinger. Mem:
$6 all 10/31, 59 after. Info: Tom Longo,
6221 Wadsworth, New Orlons, LA 70122.
ChateaCon Pie: (Jan 45) Sheraton Down-
towa, Chattanoogs, Tenn. Gol: Joan Vinge
Mom: $7 ull 9/30. Banquet $10. Info
ChattaCon, PO Box 211173, Chattanoogs,
‘TN 37421.
AggieCon XL: (March 27-30) Texas ASM
University, College Station, Texas, Goll
Poul Anderson. Films, panels, art contest,
more, Info: AguioCon XI, PO Box 5718,
College Station, TX. 77844,
Norcarcon 2: (1980 World SF con) (Aug.
29-Sopt 1) Boston, MA. (more later)
HUGO AWARD WINNERS: Novel: Dream
snake, by Vonda Melntryre; Novella: Pess-
tence of Vision, by John Varley; Novellete:
uster’s Moon, by Poul Anderson; Short
Story: Cassandra, by C. 1. Chery; Drama
tie Presentation: Superman.
[NEW GAMES
FREEDOM IN THE GALAXY is Simulations
Publications game bused on Stor Wors; only
the names have been changed from the move.
‘The rules provide for planetary defense bases,
rebellions, creatuzes on the different planets,
local mobs, hyperspace jumps, robots, space-
ships, sovercgns, secret rebel bases, Imperial
serocities, the DeathStar (lias Planetary
‘Stabllzer), interogation and torture of priso-
rere, and more. The game system is Uke
WAR OF THE RING, but much more complex.
Several scenarios sre provided, but the fll
Galactic Campaign game is rathor Long (est-
sated playing time 20 hours). Tt is available
or $20 from SPI
JOHN CARTER, WARLORD OF MARS is
based on Edgar Rice Burrough’s: Barsoom
series. It is aot primarily concemed with
chiricteraxmy Interactions, lke WAR OF
THE RING and FREEDOM IN THE GAL-
AXY, but suther Is a fantsy-oleplaying
ame, It bas several versions, Tt also is priced
11820.
Avalon HIl's DUNE is based on Frank Het
bere popular novel, Te is a faily simple
rmulplayer game that emphasized alliances
between the players (the Bene Gossrit, the
Fremen, the Gull, the Harkonnens, the Em-
pore, and the Atriedes) It includes rules for
tucachery, spice, storms, sandworms, and
psychi abilities. 1 soll for $12.
Avalon HII] also leased MAGIC REALM,
4 fantasy-roleplaying game, and WIZARD'S
(QUEST, a boardgame. I don't know anymore
about them,
‘Game Designcs’s Workshop BELTER is about
prospecting and mining the Asteroid Delt
Combat occurs betwoen mining cartels and
fin the Advanced Game) a government peace
keeping force. The map is ofa small section of
the Belt, and the units inelude crews, workers,
‘mining equipment, prospecting ships, transports,
anda fow combat unis.
GDW's SNAPSHOT deals with close combat
between individuals on boaté a spaceship. Tt
is mateable with TRAVELLER, but it ean ako
be played by ise
‘THE KUNUNIR is a new Traveler supplement,
also put out by GDW. It is an adventure aboard
‘a batdecruiser
TUNNELS AND TROLLS, an PRP game, has
been revised and re-published, with new ilus-
‘rations. It is available for $8 ftom Flying
Buffulo Inc., FO Box 1467, Scottdale, AZ
35252
SPACE QUEST is space roleplaying game,
Ir is explained in a 111>page book, avalable
for §9 from Tyr Gamemakers, LTD; PO
Box 414, Arlington, VA 22210.
19
A. now, but wellfinaneed game company
called Yaguinto Publications, has started
fff with eight boxed ames.” Two of the
osimes, Steve Peek and Craig Taylor, used
to work for Batdeline Games, now out of
Dosiness Four of the gimes are historical
and four ere fantaty/sf oriented. ULTIMATUM
4 a nearforure game dealing with posible
nuclear war, STARFALL is a strategic (1
think) space game. TIME WAR is about
time teavel. THE BEAST LORD i « WHITE.
BEAR AND RED NOON type fantasy board
ame.
Yet another company has entered the undes-
85.sfgame market. Task Force Games, headed
‘by Stephen Cole (formerly editor of JADG-
PANTHER), has introduced STARFIRE, AS.
TEROID ZERO-FOUR, CEREBERUS, and
STARFLEET BATTLES. The frst three sell
for $3.95 and the last sls for $4.95, STAR>
FIRE is a shiptoship combat game, vith
secanarios about space battles in a future war.
CEREBERUS deals with the invasion of an
‘Alien-occupied planet. ASTEROID ZERO-
FOUR is about a war between Americans
and Russians in the asteroid belt. STARFLEET
BATTLES is based on Star Trek
HERITAGE MODELS SOLD: Our source
disclosed that Heritage, one of the laxgost
taming firms, has beon sold to a Texas milion-
alze. Jim Oden, president and majority stock-
holder, apparently felt this was better than
Potential bankruptcy. Rumors had been ci
culating about Heritage’s impending demise
for several months
THE MERCENARY, « new gaming fanzine,
deals with the smaller game companies. Wate
to The Morconary, 6720 Chickasw Drive,
Fort Wayne, IN 46815
DIFFERENT WORLDS no. 4has articles about
selling game designs, enchanted weapons,
Star Trek, and a RuneQuest adventure. This is
4 professonallooking magazine dealing pie
marly with FRP games. Published by The
‘Chuosium, PO Box 6302, Albany, CA 94706;20
The Case of the
Missing Micros
by Tim Solis
“This is th ety. Los Angeles, Califor
‘We have everything to offer when It eames
to saming. DAD, WarpWar, Traveller, Stllsr
Conquest, you name ft, But whan someone
gets too gobby end steals them it becomes
‘my butines. ... Tearrya badse
July 8, 9:59 am,, it as a hot day at civic
cantar. We wore working the day shift on
burdary. My name's Thursday because Fridoy
sw already token. My partners name is Blue
Mondey. ‘The boss is Coptsin Big Wednesday.
“All, Blue,” | eal, “looks Uke we better
do what the taxpevers of this city pay us fr.
"Right. Which coffee shop do you want
‘to lounge around at today?"
"don’t know. Batter not stay at just one.
We'l look busier if we vis tras or four.
Just then the phone rang. Blue and | tried
to ignore it, but the Captsin came inio the
room and made me pick it up, mainly because
fhe thought his ereaitors wore after im again.
Unfortunately, it wat 4 eltlzen in distress.
Everyone in the division crew stra 1 60 wo
Would go out to investigate, I ost butt aidn’e
fare. I figured that aftr we filed this report
12 could Kil the rest of tha shift at the Burger
‘Queen.
12:08, We entered Alfrado's Exclusive
Hobby Shop, locatedon Redo Drive. Alfeda’s
‘doa 8 brick busines selling various games and
Sclence-iction paraphenclis. The prosretor,
1 Mr. Dubois told us what happened
“opened up at the usual time and wont
about my regular routine until | noticed the
bbeek dear to the stock room wes open. Well,
act out my Inventory sheet to add up the
lesz, but to my gurprie I got off pretty lucky.”
“Hos that?” | asked.
‘"fye got over a thousand bueks in merchan=
cise and near a¢ | can figure they only took
five games."
"Could you aive us © description of the
ising ters?”
"ure. Thee MicroGames.”
“NtiecoGames?”
"Yagh, Thay'te about 8" x 434", come in
4 litde plastic bag, and heve on tho cover the
lotto GEV."
"GEV?
"Yeah, i’ MieroGame no. 8"
“Okay” I seid, “We'll contact you agen if
anything comes up.
‘lue war locking a nother
"You know, doe, | think my kids would
Wik thie. 1 ehink FN gett!
“sj ence, What's it about?”
“Raed the back, Joe.”
“Okay, ‘The Webbies want your mind. And
unless the U.N’ daring raid on Mors suesesds,
‘he Web wil ensave humenity. « Ham. «-
“Thore's only one thing that bothers me,
“Whats that?” asked Blue
"1 didn't know the Internal Revenue Service
wae on Wars
Blue took the game and another one called
‘Maioe up t0 tho counter. He put the gemes on
the counter, kept 2 poker face, and feigned
reaching for his walle. The clerk didn’t get the
"Wl that be cath or charge?” he stk
Blue reluctantly went for his wallet, but |
went over end stopped him. "Get the menager
over hero," | ordre.
vest”
“The manager came over. How much dothess
aes cost?" Haske.
“all, it looks ike you've got about six
Soliars worth there.”
“You know." | said, "Thief # pretty nee
store. I'd hate to heve the fire inspactor come
over hore and write up a fow citations, Now,
haw mueh are those games?”
“Oh. Uh, no charge.”
“Thanks.” By now ie wes 1:30.
4:40. Ie took us ten minutes to get out of
the store because a few of the customers
mistook us for a couse of robots,
‘2:00, We ate lunch ot the sation. After.
wards, Blue and I tried out one of the somes.
“Okay, Your move,” Blue sid
“Alright. Wateh this.” | 398, picking Up
the dice, I rolled a twalve-s hit.'I rolled for
the damage and got an sight. Blue's figure
Die the duet
“1 just con't understand F. Where oid 1
go wrong, Joe?”
“Simple, You forgot one thing
sats that?”
“Never send © hobgoblin to do 2 giant's
jb.”
4:19, We had received over twenty calls
all over the motropolten eres from hobby shops
thot hod been knocked over for the express
‘urpose of stealing the G.E.V. MieroGemes.
Thad a strong inkling thet 9 patern vas cevel-
‘oping. +.
4:94, Quitting time, We were just sbout
10 clove up the shop shen Blue noticed his
temas ware misting.
"left thom right hor," he said, pointing
at the das,
"Look over there, Bul”
In a for comer of the room | sported &
snotnosed little ki playing one of the gemes.
‘ie drow our service revolvers and ordered the
suspect to le prone an the floor. He complied,
‘and efter savoral hours of uestioning and
threstening to show nim old Dragnet episocs,
he finally confesed. I admit we thought we
had this one wrapped up. Not only did he
confess about the MicroGame esper, but we
flke gat him to admit to three other unsolved
Crimes, evan though he eoule’t have commit
ted one of them because he wasn't born when
it happend! I vas glad we were finshed for
the ay, | sll had time to shakedown the
ice cream man who would be coming down
ry stot in a wil
5:03, Blue and | wore caught trying to
sneak out of police headquarters efter learning
that the snotnosed kid put the finger on us.
How was | 29 know that ho wos the Chics
snoteoved kid?
9:15 am, Wechesday, July 10, 1 feat
pretty good considering tht I had to spend the
whole night cleaning prisoner eels atthe coun
+ jal. Lucklly for me, the casa ofthe missing
MicroGemes fe now in the hends of someone
es.
4:10 pm, Monday, Soptomber 14. Ym
sll offically off the cave, however the fellow
ing thins have now come to lsh
ITEM: The CIA. has interespted casio
sransmissiane coming from the Urel mountains
in the U.S.A. It hes been leemed that the
Soviets oro quickly bulding large factories in
this ar0a. So far, the CIA has only been able
toecipher one Russian code word: Oprenshi
ITEM: The FBI has located one of the
missing MlcroGames and has tured it over to
‘he President. Unfortunstely, he ean't seam to
{et ft opan and has called out the Army Corps
ff Engingars to advee him on the matter. His
shughter, Amy, has promised to explain the
rules to him when and i he ever open it.
ITEM: The Senate committea on weapons
research has obtsined a fom eopios ofthe game
{and seems interested in implementing wespons
‘of this type, but are unable to do s0 becouse
‘hey are convinced thot the rules ar@ in some
type of code,
ITEM: Motagaming, the company. thet
makes MicroGames, has just received on order
‘or 198 of MieroGame no. 6: also known 2
RIVETS. ‘The order was placed by the Argan=
‘inion government. Meanwhile, rumor has it
that Chilean agent ore attempting to negotiato
‘the buliding of Boppars with cho designer
ff RIVETS in order to keep one jump shead
ff Argentina. Both countries are poor and
fennot afford mote sophisticated weaponry.
ITEM: Since Skylab fll, thore has been
rowing concam by some’ internationally
Known scientists thet it did not fall by is
‘own ceord, Rether, it war knocked out of
frbit by aliens who, after secomplishing this
satardly deed, vl et thee sights on conwer=
ting our etmesphere into thers
‘Ae for me, Ym not en burglary anymore.
Ny. partner, Blue, has besn tansforred to
traffic control. I'm now in the public relations
vision of the department. You know, go out
to the Eehoole, show the kids the right way
tnd wrong wey to erces the street, bieyele
fafety, things like thot. But | still got home
in time to shakedown the Jee cream man
for free popcicie. That's another strange
‘hing: yeeerdsy, efter buraming anther ico
‘ream off of him, he told mo that he had
had eth me and my freebies. Then he ssid
something about that If | evar bothered him
‘goin he'd civo mo a Magic Fist. | gues that's
‘8 new type of ice eream bar. Anyway, Il
find out when | shake him down toe.
The story you have just rd is false. The
names were changed ia provect the gully
foncaoe the writer, who originally rote this
stary in crayon because, whore ho lives. they
have to be careful not t0 Jet him ploy with
‘anything sharp such ae a pen or penct).Cyborg
a review
by
WG. Armintrout
Tile of Game: CYBORG=The Ultimate
Aasvonture
Publi
Dosgner:
Excalibee Games Ine,
not lets
Fidetey of Simulation ("Reals").
Physieal Quatey. o
Graphics 2
Bookkeeping Player Alc).
‘ules City
Prayabity
Game Speed
Game Balence
Game ara Vihole
‘Anyone who thinks viriting 9 rove i aaey
heen't done it, Yas, ive a lot of fun sexing
Your name in print, and) your opinion on
splay. Sut thore Is alsa some ree! enguish
It ig a fot lke receiving 2 proposal of marrage
‘you hate to sey "no", but you're afraid to say
"yes
‘This roviow has boon vary hard to weite,
1 you'l seo who I come 10 my conclusion,
Mesnuhile, la’ look at Exeslibve’s CYBORG
in soveral crucial categories:
FIDELITY OF SIMULATION: What i
CYBORG all about? The advertizing can tll
Us the whole story =
CYBORG it an adventure gome that
pl beautiful princess, her Amazon
companions and powerful Cyborg quar
ans agent a horde of hideous mutants,
foul wizards and deadly torr. Tho
‘game includes a one-to-one combat
system, 240 die-cut counters, large
laying map and very playabte ruts.
Obviously thi Is not 2 obtalles military
simulation, and it would be silly to evaluate
ie on that baie, Insteadie i feithful to is
Premise? Does it really plby like « Princess
VS the Evil Bad Men samo?
"Yes..." This Is not at alla traditions
‘vargeme, and that isa real plus for CYBORG,
dust like Mion Bradley “make wersames,
this Is @ wargaming version of those childeens
somes you sep in storee which feature all the
current TV show heroes. Prinesss Gloviane and
her loyal followers begin the gamo on tho hex
marked START. Three ronds lead from thare
10 the destination the Holy City {though
Glorians dose not have to stick to the rosce.
Terrain features sound lke thay came from
Satursey morning TV: the Snake Pits of
Locnar, pltenhednfested Caribe Fiver, the
Hatching Grounds of tho Gargoyle, te- And
the other ployer, Goriana's ei! sunt Aemutoio
fand hat Necromancers, is not contont to
rrarely_kil! the prines fcally
‘rant 10 throw tho prineas into the voleane
Immolare! No WOODEN SHIPS AND IRON
MEN, ladles and contiomen, . but ft sure
sounds ike funt
Forces range from the fantartic but fow
‘woops of tha princass ~ Cybares, Amazons,
and Imperial Guard, plus pitiful rogimanss of
Villagers ~ to the nurbertess hordes of Mutants
and flying gargoyles wich follow Aemulatio,
Esch side ko hat te resident mesicans,
Glorlane hat bosts and airships 10 aid her
fight, but these are at the wiong end of the
mapa the destination.
Ie is hard not 10 Hike @ game lke ts. Ie
Is automatically familior to us, unlike those
ther games whare i okes ten pages of material
to clue ut In as to what is going on. But, there
sare rome flaws
Combat is NOT pertonso-erson, not
unless these are wird peoplowoniy single
counter ‘ils en entire village. Magic Is eon
ducted by ale roll, with maglelane having no
choice in wha spel they cast, | wish Aemula-
tio had more varaty of troops ~ just mutants
and gargoyles scoms limiting. And | have a
‘minor complaiat sbout the initia setup:
Prineess Gloriona Is supposed to ba fighting
21
her way 10 the Holy City t0 ssume the throne
fof her dead fether. Why, thon, do most of
Gloriane’s forces start with her in the START
box, while only @ few are stationed in the
Holy City? Should Gloriena have just &
feu loyal troop with her to begin the game?
But, all in all, 1 find that | believe in CY-
BORG. | give it an “8 ner,
PHYSICAL QUALITY: Tho components
‘a fine quality, as can be expected trom
Exeaibre. The mapehoet is 28” x 23", printed
In blue anc brown on heavy outy paper. The
terrain typot~ river, lake, mountain, forest,
farmiand, ville, marsh, rection zone
re eary to distinguish. The counters ae dieeut
fand printed in cork colors (red for Agmulato,
‘green for Glotiana) that are easy to tll apart
Unfortunetely, the eountore are mostly blank
because the artist drew the siloueste low ia
fone corner, the movement factor in another
corner, and the label in tiny print over the top.
Iris hard to tal ch counters of one side pert
‘The rulesbook Is printed on slick papor (two
894 x 11 ehoot) enclosed in a protective folder,
snd dots not eontein s single spelling error!
Except for the counter problem, | am happy
with the components "822
GRAPHICS: Th moti is comie book,
and the art fe R. P. Winther. His work is
flmett uniformly terrific. The sole exception
i the front cover art This piece of art i
Probably the worst draviing of a neo-acked
Princess I have ever seen. One mistake, but
‘big one ~only a "6" hee,
BOOKKEEPING: A haswy yellow page
holt the C.R.T. on one ide and the Order of,
‘Aapesrance chart on the athar. Very nico.
tout the player aid dowsn't ogree with the
rulesbook! Retest rules ere reexplsinod in
2 totally different fashion, # new rule about
‘wounding the princes ie sketchily mantionsd,
and the GALT. is olutares with gimmicky
fymbole: DS (Defender Sisin|, DE (Defender
Eaten), OB [Defender Blasted), DM (Defender
Melted), and DD [Delender Disintegrated)
This kinel of player ai eof no aid at all ~ "3".
RULES CLARITY: In their house magh-
ine, Tact & Strategy, Excalibre explains
Its devotion to “pure and simp” sciance
Fiction some. So far as rulos go, this seeme to
man “pure and sloppy”. To clte problams:
No terain rus for vers, which dominate the
map. Does “Only one unit may attack one
‘other unit gor turn” rally mean what it says?
No units may be foreed to retreat into fatal
‘arrain, but @ whole rules section covers that
point enywray, Boas are provided In tha same,
fand an island te 2 crucial strategie locale, but
no rules are given for landing troops from =
Dost. An unclear rule seams to incicate airships
may be stacked In the air only if they ar
fying off the cost, while boats may never be
attacked [nat even by flying gorges). In all
faimess, these rules problams can be setted
by a pregeme agreement among players ~ it
isn't ax if you have to writa your own rules.
Stil, @gome should be eelt-xplanstory. | give
(CYBORG's rule larity "2"
PLAYAGILITY: Easier than most Micro-
Games. ‘Movement is by expending movement
factor according to terrain, with fiying units
isragerding terrain. Magic is cast by rolling
1 die, For combat, the attacking unit reteren-
fe Its type versus the defenciers type on the
CAT. This provides hres poesibi results of
‘equal probability, anda ie roll choses the
‘inal result. With only three possible results,
it is ey 10 make generalizations, Mutants
‘iueys whip Villas, either destroying them
or forcing them to retreat. Likewisa, Cyborgs
melt right through Mutants. Extremely powers
fal unite ~ Asmulatio here, for instance ~ ean
be totally immune to attacks from such norms
Units a the Imperial Guard or Mutants, Thi
may seem very simple to most gamers, but
CYBORG is designed 10 match th eystm ~ the
whole thing works. It if alf0 easy t0 play.
sol ge ian "8".
GAME SPEED: Two or three hours, most
of which is spent in actual movement oF com
boat. This will keep your attention on the
same. "8 here,
‘GAME BALANCE: | would say the player
commanding Princess Glarene's forces hae a
mall aavantege, He has favor but more
powerful tro0p nd just ane point te defend
the princess, Gloriana’s side it mare forsiving
fof ros, and the superiority of the troops
lowe for going tho Initiative in combat
“Stuations. But, | prefer to pay the Aemulatio
‘de, This is most unforgiving ~ just 2 fow
Crucial mistakes, and thote Cyboret con wor
apart the enemy, The temptation is great
to woste strength by attacking. piecemes!
with whatever is available rathor than to let
Gloriona acvonce while ssembling sn attacker
force for @ major assault. However, Aemulatio
hh those flying gargoyles! These are great for
Dehind-enemyslines rics to eapture the rine
cues, "7" for balance.
GAME AS A WHOLE: Well, hare i is.
‘The conclusion. And I don't know whst 10
co
CYBORG i 2 fun game. It is 2 challenging
geme, ond the believeble premise mokes
fesser to vant to play the game over and over
‘pain, It may [ook lke a grownup version of
Monopoly, but i relly 8 good game,
‘On the other hand, we are all consumers
and the gome companies are che ENEMY.
Wwe eset our economic voto by purchasing
CYBORG, we cast our vote for sloppy exiting
correlative metoral, and. poorlvawettan
tues, hare already too much of thet
In the ioduszry.
es © tough decision, and you'll have 10
make it, Buy & fun game, or boycott a sloppy
publishing Job. It would be best all around
it Exealibye would simply revise CYBORG,
‘edit the rules properly, end resus the game
ina second edition
(CYBORG is. avilable trom Excalire
Gomes Inc, Bex 20171, Brooklyn Canter,
IM 55429, for $8.95,
STAR FLEET BATTLES
a review
by
Kenneth W. Burke
STAR FLEET BATTLES i the fourth in
4 saree of gamer published by Task Force
Games, a nencomer 20 the wergsming fia.
Being the third Star Trek waroame produced
(ihe STAR TAEK BATTLE MANUAL boing
tho fiet and the STAR FLEET BATTLE MAN-
UAL the second, STAR FLEET BATTLES
ie @ significant improvement over its predees
tore, It is unfortunate that it Ie not Imorove-
mont enous
‘STAR FLEET BATTLES comes with
rule booklet (5" x 81"; 30 pages including
‘cover, # map (17" x 22", sky blue with an
SPI style grid coordinate system), ship speci-
tieation tables, movernent tables, and diecut
feounters. The counters ere quite thin; you
‘murt punch them out carefully or their tops
will rip off, The rulebook also has problems
ite printing fz Ineredibly small and contains
errors. The speed of light is presented 2s being
ten thousand Klomststs per second, not the
‘wo hundred tan thousand kilometers por
second that it it. The O-t renge-column of the
Photon Torpedo roads “Miss” forall combat
‘ults when it should resd "Hit". Declining
feucational standards, no doubt.
In STAR FLEET BATTLES, playsbility
con beet be defined as slow. Its being miniature
‘oriented mesns playars must take time to fill
in thelr energy allocation sheets, plot thei
vessels movement patterns, and the like. A,
‘mavement "made" system, In which ships with
diferent speeds move at diffrent times during
the movement phase, only adds tothe slownes
‘The mapbosrd proves itself to be too sm
allowing the sarships litle room to maneuver
each hex represented an area five or ten times
‘the speed af light across, the mapbosrd would
be all right: they don’t, hough, sit n't
Overall, | ge STAR FLEET BATTLES
1 “owed for improvement” rating. In their
esire to make on “eccurate” Star Trak ware
‘ome, its designers inadvertently let playability
fly oUt the window, and wound up mith 2 game
0 complex it mpkes ALPHA OMEGA look like
KRIEGSPIEL. The only silver lining behing
this dork elaud of a geme is the possiblity that
someone will someday design a playable Stor
Trek geme, slong tha Avalon Hill WAR AT SEA
ling. Better stil, maybe somsone will design
4 STAR TREK game with optional complexity,
Tike Avsion Hilts revised BISMARCK. In
ther case, I cannot recommand you buy
STAR FLEET BATTLES, unless you are the
most loyal SE&F gamer or Teekkle fan ima
finable. Even then, you will find STAR.
FLEET BATTLES to be & colossl bore.
‘The game costs $5.00; I's evalable at local
hobby stores only.Everyday Life
ah The Fantasy Trip
Martin Halbert
All tight, anyone with the TET Micros end
rome dice ean confidently sate precisely wh
Wall happen when Yamog the Avid caste a
{roozs spall at Curmugoon the Craven of 10,
OX, ST blah, bioh,bish at renge yerpty bloo.
With eheee wondrous simulation systoms (and
fon't get me wrong, | think they're great),
two have reduced the adrensline-packed swing
Of the sweaty wartior into cold numbers, and
the mesty chop into eubtracted points on
elo, stark sheets of black and white. Finel
Alehough | sometimes wonder if my shivering
Wworthies would setally held closo to their
heart the loge of the numbers and realy
charge anything as gruesome os = sauad of
goblins, At least we can bang on tho tabla,
ratte the windows, and shout to the high
heavens that, b'god, they had, them con-
amed vali would've bean whipped! Vodka
the Stumbling lost exactly sx strength points,
2 1 sid, tine
ut I sometimes wonder
between swings of the morningsar what
ordinary life is like in TET. | mean, beyond
the walls of the arena, out f the gloom ofthe
dungeon, away from th stench of the bet
fin, What ae thor kingoms like? OF cour
they have high towers and walls, but the
fsrcheologist in me wonders whet kind of
lives people would lead in this enc other
‘magical wore.
We picture TFT, D&D, etc, as being set in
f continuum analogous to the Middle Age.
Now throw working magic in and let's ste
what would happen. Sesral SF/Fantery
forts have bean made in this direction by
teriters like Poul Anderton, Ursula K, Le Guin,
and Larry Niven, 2 former mathematician in his
Warlock ‘saree. Niven did a super® job of
explaining the netuee of mana, what he defines
f@ the force behind masie. He explained
how, but not why. Deas anybody have any
thoughts on just what magic 4? Sure, wizards
neture cryptically and mumble esoterealy
nd, wll, things heppen. But why? Applied
{quantum mechani, ESP, the will of the dresd
0d Vursomoseh the Maladrcit?
Let's supposo TFT mage Is fifth fores in
nature, unlike strong and weak nuclear forces,
flectromognevam, and gravitation in that,
Niven said, ft lb controllable to varying degrees
by exganisns, and controls by varying degrees,
frgenisms, Now wo have tomething lke
Kirin auras, 2 kind of force field which
‘objects postess. Now, glvan our hindkight of
history, whet do men (or any sentient) tend to
do with @ eontrolisble force? One, thoy dis-
cover its applications in warfare. Two, they
work on peaceful applications. TFT pretty
well cavers the military aspects. But, whet
‘lke can we do with asic?
Wa, oF rathor they, can harness it t0 do
work fire of all, The easiest way to do 20 in
the TPT rulebook is with illusions. I everyone
involved kespsbalivin
‘can do an infinite amount af work at no cost
{other than its creation cost). usion saves
could ba mass produced in magle factorise,
‘and nobody in the kingdom over has 10 work
fagain. Notice, the rules sty illusions venish
the instant their ereator cies, wills them away,
for goes uneonteious, Unconscious Is much
different from asleep, 50 your golem won't
tlisenpeae the stoand the crestor wizard tums
infor the night. Mare on al thisin a moment
Vat about architecture? The well spl,
1 2 ST pts, seems like 8 viablasubstiute for
briekleying, “What isthe loed bearing eapacity
of 2 mapicaly created wll? How precisely can
they be placed in creation? It reer likely tht,
with practice, a squad of mason wizards cou
{throw up castes faster than an army of slab
hauling pyramid slaves.
wall?) Granted the right proper
roots, illusion valle could make up ok
seroner eastot, oF ven float in air HF mado
weightless, I would be eesier to disbelieve in
{ll Ranging in midi, But once the trend
‘war eet, tho kingdom’ inhabitants would Find
‘ich structures commenplace. Mind you,
‘ate must be taken with gawking tourists
eS24
: Slat
ns te
What about ert? Any dummy mystic of
10.8 can whip up an Image whieh is indistin«
vishable from the orginal, exceot it would be
destroyed if touched. Anyone Knowing the
imoge spell ean laugh atthe concept of camer.
By creating the image in a bottle, you can eaB~
ture 9 scene in 3D, sound, and smell. These
possible works of art aro limited only by the
imagination, The poorest bgp could ive in
splendor, if careful not to touch, Whatever
‘tae, thete magical kingdoms are going to glow
ft right with color ond beauty, making ovr
‘rimitive naan sfferss look sick,
TAs long a there arb healthy maps in thase
magical lands, there will Be no energy exits.
Light is eory to create through images. For the
fects of ect, rea fire is evelablo, inexhaust
fable, and cheap (1 ST pt). For furnaces anc
forges vihere more intense heat is nebdod,
‘multiple fire spells can be used, oF an illusion
fire of any intensity ean be created.
‘The people in Cir are going tobe heathy,
for all thor fighting. Ald spall will keep the
sick wall, Sleep spells would outclss any
nacsthetle yet developed, For ertical case,
shld spell might gersen the vietim from 2
Gisease (a kind of thrown spel, after all.
‘The slaw movement and freeze spells might
be refined by grocers to keep food from spoil.
ina.
‘By this time I've probably got a crowd of
booing warrior: throwing more than spells
Grocery magic? Bahl ilies thing Vooka
‘ne Stumbling overheard of, but with hima,
he should talk, If thie article seams to be
txamining something seriously which is only
meant to be fun, too bod. If we can edd up
‘Yamog's eesnes in thee columns, we can also
consider grocery magi for fun
Mlusions keep bugging re, Extrapolatin
fone comes up with ludlerous extremes, mie
fine whole kingdomet of nathing but illusions.
Educate everyone in wizardry, and nobody
reeds enything he can’t dream Up in his heed.
‘A palees for every couple, a flying gallon for
‘the commuter, and worse ad nauseum. tre
‘mings me too much of Niven's csnaria. tn his
Univers, when the mena ran out, all the flying
palaces smashed back to the ground end those
igh and mighty eivliztions fell to sword
slinging baroerians who'd naver near of moaic,
fand didn't need or want it. It would be even
Wworse in TFT, The wizard kingdoms would
‘g70W s0 dependent on illusions that they would
fe longer be abe to cisbelive them if chey hod
to, Along comes a barbarian horde, takes one
took at those increible towers hanging In the
sky and POOF. The werd ae sitting on so
much air, End af tha magi civilization. Evolu~
tion fevers the berberiane through the yoo
‘Today we're ineapebie of belleving in magic,
to it dooen’t exist any moro. Sounds likaly,
dossn’t i? But, I don't believe it. People
want to boliove in mogie 190 much for it rot
‘to maniost tat, feist,
Surely we can expect hard up wizards to
create illusion coneubines (and studs of course,
42). What do we call ehe aftspring of such 2
Tiason? eI llustonary, real, or summoned?
Porhaps it would be a elon ofthe real part
inet the illusion can technically convibute
nothing eorpersal. Can illusions mete? | doubt
Ft would rosul in offspring [se bottom of page
14 in the WIZARD fulebook|. While we're in
‘hit aro, eon illusion food sustain you, even if
nobody dsbelowes it?
“The ad soll bothers ma, too. Brien McCue
raised an axcallont point in TSG no. 22 in his
Three Woras. While i srt usually practical
in small acutfer, with 2 concerted effert by @
large number of magicions, = singla wizard
‘could be tuperenerazed until ho would be
‘eapsble of almost anything. He could magic
‘iat a hole tiroush 2 mountsin, teleport around
the worle, oF threw spells requiring superhu
‘man capable which the WIZARD spell table
‘couldn't hint at. Exxrapolatng again, we come
Up nith a rational explanation for gods in TFT.
Simply believing in 9 carta concep, it would
seem to me, if powerad by enough peel,
‘would act ef a kind of sid spall. By worship:
ping Yursomosch and sacrificing to him ritul-
ty, Feebemelike his worshippers would eventually
come up with an actual, if moglesl, manifos:
tation of 2 fiftysheaded floh-god with hundreds
fof orm snd a dozen tals. And Yursomorch
would set just as they had imagined him to
(he couldn't do anything ese, being a kind of
Ilurion}, othe people's faith in him would
grow stronger, and he wauld grow stronger,
and. . you got the Idos. If enough people
believe in Yursomosch, he becomes the strong-
fr god around, erating even more followers.
IF to kingcome have inimiee!Teetings toward
each other, their gods fight (being = manifes:
tation of thelr mass mind) and myshology is
born. When the people die out, the gods 90,
‘anay. Vary tidy, hmmm? Old idea, 10,
‘So what are we left with? Cick, the TET
‘world, i weirder than snyone expected. On
the one extreme, we have sky-dwveling civ
zations of superadvancsd magic technology
which come crashing down if their inhabitents
‘aren't earful to kesp their cities invisible from
‘the other extreme, clubvtting barbarians who
five 9 crude end pungent existence without
magical wonders, OF cours, thre wil iso be
‘everything In between, and’ a travelog would
bbe interesting 10 say the least. 1 kaow one
‘hing, thoush, As | look eround at our sroy
‘ities of concrete and stel, Our cors chugging
slong on borrowed time, our baring electronic
dviess, our smog, our enclssly breaking
‘consumables, and all cur sullenecee, jaded
populations, | advise my quaking warriors,
"You guys don't know how goad you got
ine
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ORDER CONDITIONS
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$2.9526
The Unwritten
Rules of Rivets
by
Roland Parentecu
RIVETS is @ real switch. In most other
wargames, the effective strengths of units
fageinet one another re immurabl
‘undenisble ~ 8 TSS tank unit aginst an MBO
‘always lores [wall almost always). la those
‘ther games, it's up to the players to work
‘with the unite and the nitstrengths they are
‘given, That'll he players ean do.
In RIVETS, on the other hand, eech ployer
cides which of is units will bo effective
fosinst which other enemy units. Not only
that, but each player ean ectally change his
rind about this fundamental game parameter
right in the middle of the game. This is what
makes RIVETS interesting ~ and makes pre-
game plzaning dfieut, If not downright
Impasse
For readers not femiiar with he geme
situation, RIVETS is a game about » battle
between’ tno tome of robots. The people
have been killed off long ago, but the semi
Ingetigent robots don’: know how to cea fre,
$0 thay keep on going. Each player seleets his
fountermix from among several diffrent
typer of robot: Big Bopper, Jeck Bopper,
Rockst Boppers, Dive Bopper, Licht Bopper,
and Tiny Ipronounced “teeny”, of course]
Boppers. All the boppers are controlled by the
player's Bopper Control and Praduction Com
plex, of BCPC for short. The BCPC isso the
player's source of roplacoment units, The ob
Jet of the game fe to dertroy the opponent's
‘acre.
Before the game, each player “programs”
‘ach of the unittypes he hat on the bosrd to
stack one, and only one, of an opponent's
Uunitaypes. For example, | could prose my
Big Boppers to attack your Rockst Boppor,
‘my Jack Boppers to atack your Light Boppor,
and go forth. A gven unit can only attack an
‘opposing unitaype itis programmed to attack
none other. (There are exceptions, but rood
‘the rule 00k to find out)
‘A player can re-program any of his units
‘assuming that all the units he wishes 10 Fe
program ar ineie his BCPC.
‘Combat takes place at the end of each
player's tum, after he has moved his units
‘Any iencly unit whieh i programmed 19
stack an enemy unit It Is adjaeant to does 50,
bby comparing combat factor, reducing the
comperizon #@ sn odds rato, and rolling the
tle. One Important point inthis game: ifthe
enemy unit Is not programmed t0 attack the
‘nivtype that if attacking it, then the etacker
‘ezolves the combat one column higher up on
the combat rewuits ‘able. This is called the
combat aca", and can be 2 big aovantage. It
can ala be very unplesiant surprise when you
ont get it, but ware expecting to,
Given thet you are playing » gore where
‘you aren't eortain which of Your opponent's
Unies can attack which of yours, how should
‘you inelignetiy proceed? Neturll, since you
can't know what Your opponent willbe up t0
bofore the gome starts, rigid planning i out.
You need instead set of guidelines and "eriks
‘of-pay” to keepin mind. 1 can suggests few.
1) Keep wack of your opponent’ unit.
‘This rule cen be divided into two subvrues
(a) keap track of which of your opponent's
units ettacking which of yours; and (b) Keap
wack of how many units of each type your
‘opponent hes remaining, ond where they are
fon the boar.
Fula 1[e}__ssoms obvious, but is worth
soussing. Tho only ways you will obta
formotion about which ef your opponent
Units are attacking which of ‘yours are by
‘attacking hie units, and noting which oner give
‘you a combat acd and which don't, oF By
Allowing your opponent to attack your units.
Vinienover wey you got the information (you's
Tsly to get it both ways), don’t waste a shred
fof it. The only way to estimate the likelihood
‘of sucess of any offensive you want to make it
10 know what your opponent has in the nl
borhood thet can atts your units
ule 1(b) ie litle lss obvious, but never:
theless, Important, There ate situctions wen
Yyou may not want to destroy your opponent's
lest remsining unit of 2 certain type. If you
eatoy it, he gets to re-program thet unit-1yPe
wth hie next replecamant and thet might
pot be to your ecvantage. If you don't aastroy
jt, om the other hand, Your opponent may re
turn his unit to his BCPC and re-program it
anyway. Or he may advenee it vo do whatever
his lone unit ean do. I'l help your chances
FHyyou know what his options are.
12). Use at varied 9 force as possible, This
tule, to0, e2n be divided into two sub-rule:
{e) pecially when advancing on the enemy
BCPC, try to hove several different unitaypet
round, instead of just one or two; {b) don’t
‘overdo the number of your unittypes program
mad to attack one unit-type of tho enemy's.
“You'l lots the combat add, and therefore the
scvantage of numbers, mors frequently. What's
‘more, some other unit you hevent programmed
‘opine will more easly go through and do you
ddamege
'] Don’t be afraid to destroy you own units.
Few thinge ere more frustrating than wanting
to re-program # unittype to do something
lisful, but having ong litle remaining unit
Joute up your plans and require several turns
to make it back to the GOPC. What is the
answer to this problem? A poor-adés, sacif-
dal attack ~ afterall, these are just robots,
rememier?
"Thot ust happens to be one of the things
about RIVETS | find especially entertaining
fand liberating ~ there are no people involved
Jn any of the combats. All the historical games
fram Avalon Hill or SPI, and even the other
MicroGamer, involve people: people riding
round in spacsships, sanks or whatever; oF
people walking around a¢ infantry, or as just
Plain people. As a wargamer-witha-heart, |
find. it very difficuit to. justify. sacrificing
these “peopled” unite excent under extreme
ciccumstances. I'm just not the kind of guy
‘ho ean advance a truckunitinto the ine-of fire
of & whole tovnful of tanks just to spor thelr
fire. In RIVETS, though, | don’t have 2 probs
lam ~ like the ack of the rule book sey,
‘that else can yeu expect from robots with
the average Intolligonca of an electric can
opener?”
4 Use your build pons carefully. Thor's
ro point in turning another Jeck Sapper locss
‘on the board when you have only ene other
Jack Bopper left, and its only got one target
lew the target is a Big Bopper that’s pro
sgrammad to attack your Jack Boppers, and you
‘eed the extra unit to improve your odds
Barring that, 2 wiser course might be to bring
the remsining unit beck to the BCPC, then
re-program both unit and unisach cham all at
fence. An opponent with an “unbalanced”
threat (sce Rule 2) can got 3 nasty surprise
that wa
15) Have fun with it This reminder should
2 at the front and back of the rule book of
very MicroGame, The game le shore and
lays soveral umes et a siting. Explore variar
tions. Trest it like you would 8 game of
chess ~ after a couple of King’s Pann openings,
‘ry Queen's Pavin, than try the Sicilian, maybe
the French Defense, and so on. You cen’
eonsder yourself experienced until you've
tried alot of variations.
‘And don’t: make winning or losing a big
eal, 1d much rother lore on exciting game
land start snother one immediately) than win
© game which cost me a month's worth of
Friday nights. Lil's too short
Se —————LLet_me publicly thank Lynn Willis for
‘esponding to my review in your megenine
f reviewer, ike ® game designer, neace com
‘ment and etc.
"Ab requested by Mr. Will, heve ere my
concerns sbout the Supaly Fle, stacking, and
‘upply tans in general
“The stacking limits are imposed because of
the “aitfculty of supply". Why then do the
supply tains only inerose the stacking limits
‘uring combat?) The whole matter of combat
{and non-combat stacking limits is not doa
‘sith in sufficient detail ~1 arn sorsehat lost
‘Only two supply trent af sllowed in one
hoe per player. What happens ita piyer who
ready hae two trains in the hex captures
{third or fourth?
"There arena rules for deploying the supply
units at the Beginning ofthe game. Do we han
cle it ke the hereditary artilery, or must
al units ba pureharea? Can a rch payer realy
"guy up" al the work's supply tains?
‘Supply counters have 2 combat factor.
3 hax contsining 9 tle supply tain i entaree
by enemy foresr, what happens? Combat?
‘Automatic change of control, snes supply
Units are "indestructable"?
Why do the supply trains have 3 combat
fotor? Dove this mean that a desperate player
fan launch sn etack with only supply trains?
(Can supply trains fight each other?
‘Supply. trains raise the stacking limit in
combat. What if loses ooeur-esn the supply
‘COARGAME
Funnies
train be taken a 9 easuaty, and if s0, whet
hoppens to the overstacked units when the
stacking limit decreases?
“This ie obvious, but perhaps you should
specifically stot that supply units do NOT
false stacking lies of transport units Hike
1 also suggest thet all rulss pertaining 10
supoiy unis be placed in tho Supply Rule
section. The combat and noveombat stacking
Timit busines, far instance, is only mentioned
in the Stacking Séetion, asic Rules, pa. 2,
vile the other rules are In tho Advanead
Roles, page 9
Valeo have @ few minor points of irritation:
my ere supply waine incestructible? Can't
1 9¢ louse have a die rll to s iF | destroy my
‘supplies before the enemy gets to them? Why
‘re supply trains as fast as most ermiss?: Why
{do supply ‘rains cost the some to purchase
for every player, when the Transuyoming
country particularly should ‘ind it easy to
locete draft horses fatter sll, they find it easy
10 gt eavelry forthe army)?
‘Almost all of these questions can be solved
by an individual wargame, but | look forward
‘© having the game's dasignor provide universal
folutons. It ie @ little nicer whon everyone
ie playing by the some set of rules.
W. 6. Aemintrout
Tooele, UT
27
| have just read Howard Thompson's ed
torial article in The Space Gamer no. 24. While
0 not feel that editorials should be written
while under the influence of a savers hangover,
1.40 concede that your postion in that article
might have some slight justification, For that
reaton, 1 wigh to repeat the anecdote which
fallow
During the socond world war, an Army
recruit arrived on Gusdalcanal at’ the height
of he operations counst the Japanese. Flushed
‘with feracous patriotism, he demended of an
fold sergeant: "Where ore Nipe?-1 want to
KILI" The sergeant pointed to a grostes
knoll one hundred yards beyond the frontlines
fand said: "Son, You go up on that hill thre
fand shout ‘Hirchito sucks turds? real loud
bout three times end you'll be able to il
hal the Japs on thi sland” The recruit went
Off. About fitesn minutes later, he raerult
fame running bock to the sergeant, who asked:
ne, now many Jops did you kil?” The
recruit panted: “Sergeant, | went up there
fn voll just ke you aid, and all ofa sudden
this little yellow fellow with buck teeth, thick
Jats, and 2 two foot pigsticking bayonette
fn the end of his fle jumped out ofthe erase
‘and came at mo screaming “Roosevelt Is
bortard!" and | came bock hare just 2 fast,
ae | could ‘cause | could not bring eyselt t0
shoot e Republican.
Some people think life's # lot tke that,
you know, Howard.
|A fast comment on the payehology of
amare: Lawyare visit their mistakes in jal,
doctors bury thers, ond good gamers laugh
‘heirs off: gaming Is the sdventure of making
decisions and not having to worry sbout the
onreovencir because cardboard does not
bleed. Little more than that should be made of
the entire hobby.
Jet Tibbetts
Oakland, CA28
‘As © novice to the gaming field | found
Me. Thompson's article in TSG 0.23 rather
ingorosting. In "Whare We're Going, ne cusses
‘thot gamers use more literate tastes in buying
games, | would lke to suggest Mr. Thomason
‘that Is rather hard to buy wisely, untese.
‘hore are competent reviews of somes in m
‘ines like The Space Gamer or The Oragen;
much like the review of QUAZAR in that same
Issue, Or the buyer, in the sense of caveat
‘emptor trys 2 new game by Buying it.
In addition, my eompanions and | happen
to enjoy fontasy-role playing type amet:
however, We tr¥ f0 bo judicious in purchasing
ii lin
BOY, AFTER THAT PAIR OF GIANTS AND THE
NEST OF GARGOYLES ,THIS SHOULD BE
A REAL PUSHOVER
‘quatey. If anything, we tend 10 be concer:
‘ative when it comes to buying new material
We have gambled, succesfully, several times,
bt only sfter much forethouhr.
Brian McCue's aricie, "Know Thysst:
fa system of parson
true me at 8 rehath of several post systems
{or realism in roleplaying thatthe TSR people
have printed. Of course, Mr. McCue esme st
it from s silferent tack, but it war nothing
naw or exatting.
‘Neill E, Frigzal hes @ much better orp
fof the Deryni than Mr. Per. Consequently,
enjoyed it much better. ean only suggest
{to Mr, Pohr that he road all the material vale
able on the Deryni before he claims that they
fare chaoti avi. The Daryn are merely ‘ifted”
hhumens and posses the samo social graces a
the rest of the human raeg; ie. ~ the ability
to be good. Mr. Prizeel suggests limiting
‘the number of ectve Deryri but he, and DM's,
should ko9p in mind thee the Deryni comes
‘race of people, Aleo, they are a rather close-
kit people who are highly pro-Derynis they
{do not tend toward bigotry egtinstnon-sslonie
suman
| Tiked the review of QUAZAR. | thoushe
‘thera wore adequate reasons given to shun
‘the geme. However, it reminded me of
review of gamer done by the college “zine,
Ampersand. ‘The critical editors of Ampersand
‘penned everything fut games that a two yea
‘ld could master, Then the reasons they gave
for staying vay trom good games went from
‘aking over an hour to play toa rule book with
Torty-odd pages. I'm not suggesting that Mir.
‘Acmintrout falls in that category but his article
hinges on having that Impression come to mind.
Peres, his article could have oan tinged
teh a little lee sarcasm ane carping: yee have
the ome effect of eautioning buyers.
Ir. Behe! Plosee. | don't want to focus on
Yyou, and the rest of the contributors to The
Space Gamer, negatively; yet when you suggest
aide wizards | must protest. | boliave that in
‘uying to ereate_a schema for ineluding book
characters into TFT you sscifie 100 much
for the sake of universal acceptance, Dibal’s
Valde ara not human. ‘They share humanoid
Characteristics but they re more like elvsh
folk, The Valde are reluctant 20 kill, yer!
But this reluctance is due to the emasthy they
share tor the living erestures, The reason
Diball ghar for the extermination of the
Sersamert le: the Valde do not sense soule
Jin the Sersamers. The Screamers are not alive
‘0 their senee, and therefore anathema, Thon
you focus on the dusitrance. ‘Tsk! Tsk! The
‘uoltranes it 9 speci! ite among the Vale,
and must be prepared for. In addition, the
‘ues are fought in concealed privacy ~ Velde
warrior to Valde wetror. 1 know it is unrea-
Sonablo to suggost that edaotions of the Dery,
the Valde, and others like them be done with
mare discretion; with othor writers who are
tunfomilir with the Deryni and the Velde
‘making them chaoticevil or wizards.
_avronce Henry Apodsce
Austin, TX‘THE WEBBIES WANT YOUR MIND.
OLYMPICA simulates the U.N. Mars raid to capture the Web
BOAR drill. If they fail man’s future may fall to the telepathic,
religion/machine Web Mind of Mars.
OLYMPICA is the clever tactical creation of Lynn Willis, His
future history of the Martien revolution of 2206 hinges on the
‘crucial U.N. raid. The game is easy to learn, fast playing, and
challenging. Like the other MicroGames, itis ideal for beginners
and fun for pros. OLYMPICA is the perfect game for those who've
never tried soience fiction games.
Components include:
*24 page rules booklet
“8 x 14" map
*96 unit counters
gs
ele
ea Sa
‘TACTICAL SPACESHIP DESIGN AND COMBAT.
WARPWAR is 2 game of interstellar maneuver and tactical
combat. Players design thelr own ships with offensive, defensive,
‘and movement capability. Ships move through space ~ or jump.
‘along the warplines that connect certain stars ~ to gain control
of enemy base stars.
WARPWAR uses a unique diceless combat system. Each player
selects movernent and combat allocations for his units. No chance
is involved. .. you must outguess your opponent.
Advance rules introduce Systemships and a technology factor
‘which gives newer ships an advantage in combat.
Components include:
424 page rules booklet
<8" x 14" map,
"56 unit counters
cumcinitanew mccain, anexee MMetagaming
em, Bothare $2.95 when ordered tom hagamina. Subtest cau
Riise aes ee Box 18346, Austin, TX 78761Plese Inform your readers that they may
have gotten an incorrect impression of me from
iy letter (or excerpts thereof) printed in TSG
no. 22. All you printed was the pert about
TARTARS AND MARTYAS being “realy
dumb," MicroGames posibly dying off, anc
‘he ports seying "I hate your Feedback Form”
‘and "| hate the name Microtues."” Readers
‘who might infer from these sslecions that
‘was writing a poison-pen lor poison-typenriter
letter should be told (whether they ear8 or not)
‘hat | wrote a much longer leter than wher was
printed, wich had 2 number of nice things
to say. For instenes, | dstinetly remember
making telly polite and twetful and compli
tary eomments on your handling of my POND
WAR piece, 09 BieroGame subscriptions, on
the art you're publishing, on Howard Thome-
ton's opinions about the Middle Eat situation,
fon the. brillant syntactical clarity of tho ad
‘copy for HOLY WAR, on the perpetually
‘amazing proofresders you employ, on Steve
“Jackson's checkered past {I assume the FBI
hasn't caught up with him yetl, on Ban Ostran-
er's quite valid restone for concealing tram
‘everybody what the C in his name stands for
(1 understand, it allright, there, thers, and
most importantiy on TSG'6 raiable punctual-
ity. Beter than punctual, in fact ~ my copy
(of no. 22, tho March-April issue arrived May 29,
fully 24 hours betors | expected
‘And to prove 1 haven's run out of eomall-
mentary things to sey, | should tell you thet
[enjoyed all the articles in no. 22, particularly
ul Wagner's PARTY BRAWL, which I found
vastly entertining. Loss satisfactory wes
""Theee Words, mainly because | could see no
reson wny Brian MeCue hod to sot hls story
‘ftor 1892. Ie could just a6 easily have ken
place todey.
len Verney
eno, NV
‘wien 1 opened my mailbox today and saw
the familiar whita envelope with my Space
Gamer inside, | was amazed, Just imagine!
For the first time in recent history, TSG had
‘arrived early! | dign’t see any signs of rushed
job, either, which lets me hope you've finally
‘99tthing in order down in Austin.
My ioy ee shortlved, however, when
1 road some of the articles in no, 28, Instead
of being happy end content after reeding i
‘cover to cover, | was dopresad
T play wargames-espectally science fiction
vargames-to forget about the real world. |
don't want to be reminded that the US.
Inflation rate is nearing 15% or that the Rus.
sans are taking over the world ar that Western
Culture on tho ropes. | look forward to
receiving my So8ee Garmerbecausaitie supposed
fa deal with games, which are supposed to bo
fun, For some reason, I don't think I'm going
to have nearly a= much fun playing Starship
“Troopers now she Iwill be seeing it a sexu
releate mechan. It probably is, but I don’t
went to ste Tt explained in detail just aftor
Te finished reading Hower Thompron's
‘sepressing “Whore Were Going”
‘And then thare was the guy who criticized
(09%, ona of my alte fun wargams, because
i wasn't © totally sccurate armor warfar
simulation, Three. blows In only 28 popes!
Treas ready to throw the magazine in the
trath can. So what if Ogre and GEV have =
rove-tnenire sequence? It may not be
fralistic, but it fite with the rest of the game
fnd doesn’t overiy. comalicate play flow.
Desoite Its faults, 1 doubt whothor I've ever
played any geme more exciting than the now
fllehe “lunch break Ogre”. 1 don't expect
fextreme realism from a MicroGame-end 1
don't want it.
In retrotpeet, there were some bright
spots in TSG no. 24. The four howitzer dt-
fense article vas superba classic example of
‘hat I want to 8 in a gime mopazine. And:
‘he Black Hole introduction vas interesting,
if nothing ale
Tom Geen
coturnbia, MO
1 realy with It were so “black and white”
eziy to alatingush between 2 good game and
‘bac one. Unfortunately itis not.
First it ie not always eesy t0 look at the
rules before the purchase. I the packaging
dosen't stop you the storekeeper usually wil
‘And | ean understand them not wanting People
rooting through their games.
‘Second, even if you could read the cules
before hind it might not b2 of much hel
Ie takes at least two readings, of most same
to understand how everything works. Even,
then, ve teed ambiguous or uneven rules
‘that when played out, are quite acceptable,
‘You can’t even rly an a friends opinion,
since his personal tastes might influence his
ruation. ve played! many games that aro
00d pisyable sames but 1 don't give them
my recommendation because I don’t like the
subject matter
“The best wey to buy an unknown gore it
1 combination of all the above. Play the game
i you ean but if you ean, chock with fonds,
ty 0 read 2 copy of the rules, even loak for
printed reviews, But don't foro wat I think
5s the single most important factor~the designer
and publisher. If you have hed good luck with
ther betore and know that thoy are decicated
to good material then they probably won't
Jet you down. If on the other hand you have
hag bad experiences, con't buy it. They were
‘probaaly just out for your monay and have not
‘changed since thai ast game.
“This is where you Metozaming poopie have
ry vote. | have yet to sea shoddy job come
from you and | don't think | wil, That is why
18 S30 price tag on TFT: ITL won't phase me
‘bit. 1 know twill be worth i
Woyne F. CummingsSTELLAR
CONQUEST
When it fist oppeared, GODSFIRE was hailed os the best
polical/ecanomic SF game ever designed. Now ina new boxed edtion—
Complete wih beautiful full-color cover by Rick Sternbach and
tenough components for & players — GODSFIRE is a must”
fer the shlled gomer.
‘GODSFIRE is two games in one. The basic version ls @ battle game,
with space flees ond ground forces fighting for contol of
fifteen plone's. A unique movernent system makes true
three-dimersional mevement easy.
The advanced game odds diplomacy, subversion, polis — and the
chance of Armageddon, Before you ge to war, youl have f0 gain
supper from intemal political and economic inrrests
(by for rearment, negotiation, bribery, or force) —
or face revolution.
‘Components incide two glant 22” by 94” strategie maps,
418 Systom Sheets and 6 Nationol Government Sheets: 960 unit counters:
616 Gigabuck counters: and the rule booklet.
Paying rime ronges from two hours to ell day, depending on the
scenaria (rom 2 10 15 players) that you choose,
Designed by Lynn Wils edited by Steve Jackson: cover art
by Rick Srrmbach,
'GODSFIRE sels for $15.95 — or $14.00 for
The Space Gamer subscribers,
Aclassic science fiction
game...availableagain!
Fight for controlofa
globular cluster — build,
research, and explore.
Victory willgo to the
player who makes best use
of the available resources
to outbuild and outguess
his (or her)rivals.
‘The new boxed edition of STELLAR CONQUEST
fnchides 480 counters, 17” x 22” fullcolor map, rules book,
star cards, data sheets, and record! sheets, The price is only
$12.95 ~ 11,50 for THE SPACE GAMER subscribers
Game design by Howard Thompson; cover art by
Kelly Freas
aT
SODSFIRE.
Please send me ....« copies of STELLAR CONQUEST at $12.95 each ($11.50 for THE SPACE GAMER subscribers)
And sn.n copies of GODSFIRE at $15.95 each ($14.00 for TSG subscribers). I fam) (am not) a TSG subseriber..
Please enter my subscription to THE SPACE GAMER for ....
months, at $8.00 for 6 issues or $15.00 for 12
issues, I understand that chis subscription entitles me to the subseriber discount on games I am ordering now.
Na "Address.
Please add 50 cents for postage and handling,
LEY nn SARE nn ZA
Box 15346
(Metagaming Austin, TX 78761ne
a
Prd Pr
THE
ant 2X0 70s
Bees
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