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The Space Gamer 025

The Space Gamer 025

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Andrew Fulton
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100% found this document useful (2 votes)
867 views34 pages

The Space Gamer 025

The Space Gamer 025

Uploaded by

Andrew Fulton
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF or read online on Scribd
  • 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 | obs STACE 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 Thompson WAR 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 78761 STELLAR 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 be 6 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 CONQUEST INIMICAL 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 same A 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 © 204 CHART 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 besin 1 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 combat strength 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 them 4 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 point 3) 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 cur 18 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 MELEE GAMING 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 "8 22 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 eS 24 : 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 a om New Microture Ad METAGAMING’S. MICROTURES Se 17300 scale vehicles ‘THE FANTASY TRIP TFTOI TFT 02 TFT 03 TET 04 TFT 05 TFTO6 TFTO7 TFT OB TFT 08 TET TFT 12 TET 13 HEROES AND HEROINES ($2.95) 2ea.Mon wiwo hand axe, Man w/two hand sword, Man ‘wihow, Man wisword, Woman whword, Woman wibow, Vioman w/doager WIZARDS ($2.95) 2a, Cloves, Clerics whtalt, Sorcerer, Sorcerers Apprentice, ‘Sorcerer wiadestal, Ward, Ward wheaft DWARVES (82.95), 2a, Duart w/bon, whpear", wlaxe, wisword, leather, Duar? wiehainmall spear", whhammer, wlerossbow, w/two hand ELVES ($2.95) 23. if wieword, Kaceling w/bow, Standing w/bow. Chain ‘mail wird, wbow, wispear standing 1 ea. Ef chainmail w/soear kneeling. Leather wApear LABYRINTH DWELLERS ($2.95) 2 6a, Wolves, Sear, Gargoyles 1 ea Ogre, Giant ORCS (82.95) 4.00, Ores wieaw, whsword, wlerossbow, w/polenxe HOBGOBLINS ($2.95) 2 ea, Hobgoblin whsword, whcimitar, Standing w/bow, Knecl- ing woos, w/axe, whhammner 10a. Hobgoblin wipolearm, w/ooleaxe DRAGON {ONE HEX} (82.95) 1 09. Dragon, Tressure chest, Gota pile ORCS No. 2 ($2.95) 2ee. Great Ore wisword, wleree, wlake, whwordexe, Steading whbow, Kneeling w/bow 1 09. Great Ore wlpoleaxe, Commander LABYRINTH DWELLERS No. 2 ($2.95) 2 en. Seorplans, Spiders 1 oa, Siime, Mold, Leech DRAGON (SEVEN HEX) ($7.95) 1 ea. Dragan HALFLINGS ($2.95) 3.00, Halling w/degger, w/enord & shied, sword, Standing vwfbow, Kneeling whrow, wlexe METAGAMING’ cree) The Fantasy Trip De ae a TFT 14 TROLLS ($2.95) 202, Trolls wielub, whranvmer, w/ewo hand axe, w/two hand sword TET 15 GOBLINS ($2.95) ice. Goblin wisuord, wlexe, wlbow, wispear 1 ca. Wolf Rider wioxe, w/bow TFT 16 DRAGON (FOUR HEX! ($4.95) 1 0a. Dragon w/treaure ches, Gold pile OGRE MICROTURES OGR 01 OGRE MK v ($6.95) OGR02 G.EV. ($2.95) $00 GEV. OGR 03 HEAVY TANK ($2.95) en Heavy Tank OGR 04 MISSILE TANK ($2.95) fa Mise tk ORDER CONDITIONS Due to the mailing weight of these Miresture packases, they must be ordered subject tothe following conditions TL)" "Three Microture packages or more is the minimum rder." Orders for only one oF two Microture Dackages wil be returned 2.) Rpostage and handling fee of $1.00 per order must fSceompany each orcer for Mierotures 31) Subserbers to THE SPACE GAMER are exemot {rom the $1.00 postage and hancling fee. SOLD BY: Metagaming P.O. BOX 15346 AUSTIN, TX 78761 MANUFACTURED UNDER LICENSE BY. MARTIAN METALS: P.O. BOX 388 CEDAR PARK, TX 78613 $2.95 26 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, CA 28 ‘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 78761 Plese 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. Cummings STELLAR 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 78761 ne a Prd Pr THE ant 2X0 70s Bees ees ot ee

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