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Volume 2, Issue 1 January 1997

The
BOARDGAMER

Dedicated To
The Competitive Play Of
Avalon Hill / Victory Games
Board, Sports and Card Games
Featuring: Air Baron, 1776, History Of The World, Gettysburg ‘88,
Circus Maximus, TV Wars, Avaloncon and AREA News & Ratings
2 The Boardgamer Volume 2, Issue 1 January 1997

Current Specific Game AREA Ratings


Turning Point: Peloponnesian Wars Victory In The Pacific
December 4, 1996 18 Active Players December 4, 1996 111 Active Players
Stalingrad
December 4, 1996 27 Active Players 1. Frank Hamrick 1617 BD-B6 1. Alan Applebaum 2013 IKAF6
2. Evan Davis 1607 AB-A6 2. Michael Crowe 1950 CDI-5
1. James Doughan 1963 DE-B6 3. Roger Taylor 1572 AC-A6 3. Ray Freeman 1947 FHBD6
2. Bryon Stingley 1784 BD-B6 4. Mark Holley 1536 AB-A5 4. Timothy Proksch 1929 EH-D6
3. Ron Fedin 1748 BC-B6 5. Kevin McCarthy 1507 AB-A5 5. David Targonski 1922 IK-E5
4. Marvin Birnbaum 1674 BB-A5 6. David Lindsay 1502 AB-A6 6. Steve Packwood 1835 GJ-E6
5. Henry Jones 1601 BC-B6 7. Michael Spinella 1501 AB-A5 7. Michael Kaye 1800 CD-B6
6. Christopher Bodkin 1599 AC-A5 8. Orhan Omer 1500 AB-A6 8. Thomas Gregorio 1796 FICE5
7. Hank Burkhalter 1576 ACAA6 9. John Ellsworth 1500 AB-A5 9. Daniel Henry 1793 JLDF6
8. Tom Johnston 1574 AA-A5 10. Tom Johnston 1791 EG-E6
9. Michael Kaye 1566 AC-A6
10. Thomas Oleson 1533 AC-B6 The Russian Campaign 11. Edward O’Conner
12. Neil Moran
1780
1775
DD-B6
BB-A5
11. Rodney Robinson 1513 AA-A5 December 4, 1996 44 Active Players 13. Glenn Petroski 1754 NMEG6
12. Dennis Nicholson 1507 AB-A6 14. Bruce Kernan 1704 CB-B6
13. Neil Fedin 1504 AB-A5 1. Robert Beyma 2079 EFGC6
2. Robert Shurdut 2028 GHN-6 15. Kevin Kinsel 1699 BCD-6
14. Chris Sturzillo 1502 AB-A6 16. Gregory Hanson 1694 IK-E5
3. Alan Frappier 1995 EHE-5
4. J Michael Noel 1979 EEK-6 17. Michael Knautz 1692 GI-E6
Breakout: Normandy 5. Charles Sorbello 1959 BCGA6 18. Michael Ussery 1684 HJBF6
December 4, 1996 83 Active Players 6. Thomas Gregario 1922 GJIB6 19. Bill Thomson 1669 BDDA5
7. Jeffrey Martin 1891 IMK-5 20. Robert Kondracki 1636 DE-C6
1. James Doughan 1733 EE-B6 21. Karsten Engelmann 1634 BC-B6
2. Don Greenwood 1731 CE-B6 8. Timothy Greene 1873 GIKB6
9. Charles Jehlen 1695 BBB-5 22. Casey Adams 1617 AC-A6
3. Ron Fedin 1706 CE-B6 23. Max Zavanelli 1602 BE-B6
4. William Edwards 1688 BD-B6 10. James Eliason 1689 DGGB6
11. Ed Druckman 1677 BBB-6 24. Alan Tomaszewski 1593 BE-B6
5. Herbert Gratz 1631 BC-B6 25. Lance Ottman 1586 BCC-6
6. Michael Lazar 1629 BC-A5 12. Henry Lowood 1666 ABCA6
13. Jerry Cecchin 1632 AC-A6 26. Stephen Resman 1582 BCD-6
7. Rodney Robinson 1613 CE-B6 27. Kenneth Nied 1581 GJ-E6
8. Alan Applebaum 1607 BD-B6 14. Gary Dickson 1613 ABAB5
15. Allen Kaplan 1605 BD-B6 28. Robert Smith 1574 DF-C5
9. James Stenard 1596 BD-B6 29. Philip Rennert 1572 AA-B6
10. Steve Andriakos 1592 BD-B6 16. David Ketchum 1579 AAB-5
17. Mark Figge 1573 AAB-5 30. Vince Meconi 1571 EG-D6
11. Robert O’Conner 1591 AB--6 31. Chuck Kaplan 1566 CF-D6
12. Bryan Eshleman 1589 CE-B6 18. Forrest Pafenburg 1542 AC-B6
19. Tom Schwarwank 1536 AB-A6 32. Joe Dragan 1565 CC-B6
13. Hank Burkhalter 1589 BD-A6 33. Peter Lerch 1563 AC-A6
14. Murray Cowles 1571 AB-A5 20. Martin Musella 1535 AB-A6
21. William Scott 1535 AA-A6 34. John Sharp 1562 JMBE6
15. Paul Nied 1568 AC-A6 35. Robert Kircher 1560 AC-A6
16. James Eliason 1562 AC-A6 22. William Putnam 1535 AAA-5
23. Peter Pollard 1518 AB-A6 36. Paul Carlson 1557 ABB-6
17. Byron Stingley 1560 BD-B6 37. Phil VanWiltenberg 1552 BD-B6
18. Marvin Birnbaum 1537 BD-B6 24. Chuck Stapp 1502 AB-A6
38. Joel Klein 1546 AC-A6
19. Kenneth Nied 1537 AB-B6 39. Pierre Menard 1545 AB-B5
20. Matthew Fagan 1536 BC-B6 We The People 40. Robert Hamel 1542 FG-D6
21. David Newport 1535 AC-A5 December 4, 1996 15 Active Players
22. Dirk Naish 1535 AC-A5
23. John Grant, Jr. 1535 AA-A6 1. Roger Taylor 1605 AB—5 Afrika Korps
24. Brian Carr 1535 AA-A5 2. James Scott II 1575 JA—6 December 4, 1996 34 Active Players
25. Jeff Czerniak 1535 AA-A5 3. James Doughan 1536 AB—6
26. Caleb Cousins 1534 AB-A6 4. Scott Smith 1533 AB—5 1. Randy Heller 1975 GGLA6
27. George Young 1532 AA-A6 5. James Tracy 1532 AAA-6 2. Vince Meconi 1867 DHEA5
28. Dennis Nicholson 1531 AB-A5 6. John Selders 1531 AAA-6 3. Michael Crowe 1812 BDCA5
29. Mark Gutfreund 1527 CE-B6 7. George Seary 1500 AB—5 4. Joseph Beard III 1740 BDED6
30. David Long 1525 ACAA5 8. Bruce Wigdor 1500 AB—5 5. Michael Reffue 1730 CEFA6
31. Tom Johnston 1504 AB-A6 6. Phillip Evans 1668 AC-A5
7. Thomas Delaney 1643 DFJA5
32. David Wong 1500 AC-A5 Circus Maximus 8. Gregory Smith 1629 BEBB5
33. James Torkelson 1500 AC-A5 December 4, 1996 37 Active Players
34. Joseph Beard III 1500 AB-A5 9. Barry Smith 1627 BEAB5
10. Frank Piercel 1600 AA—5
1. Mark Yingling 1556 AH-B6
11. Mark Gutfreund 1543 BCBA5
Fifth Fleet 2. Mike Pantaleano, Sr. 1536 AG-A5
12. Michael Matthews 1538 AB-A5
December 4, 1996 14 Active Players 3. Brendan Crowe 1535 AE-A6
13. Robert Hahn 1535 AA-A5
4. Mike Pantaleano, Jr. 1532 AD-A5
1. James Eliason 1728 AC-B6 5. Tina Snarski 1525 AE-A6
2. Andrew Maly 1636 BC-B6 6. David Yingling 1507 AH-B6 Colonial Diplomacy
3. Jimmy Fleckenstein 1532 BD-C6 7. Steven Cameron 1504 AG-A5 December 4, 1996 8 Active Players
4. James Fleckenstein 1515 BD-C6 8. Philip Chilcote 1500 AF-B6
5. Thomas Juneau Jr. 1502 AC-A5 9. Doug Lefevre 1500 AG-A5 1. James Yerkey 1535 AD-A5
The Boardgamer Volume 2, Issue 1 January 1997 3

From The Editor


Its been a busy three months here in months. Unfortunately, this means I did
Minster, Ohio. I keep track of the not spend a lot of time promoting the The BOARDGAMER
computer ratings for the local high BOARDGAMER. This is partially due to The BOARDGAMER is published by Bruce
school football team, and since we spending time on these other pursuits, Monnin. The BOARDGAMER is intended to
made the playoffs for the first time in the and partially because I’ve run out of be a compilation of quality articles on the
last three years, these services were in good ideas as to how to get this done. If strategy, tactics, and variants for a variety of
great demand. On the hobby front, I’ve any of you have any ideas, I would be board, sports and card games.
just finished GameMastering a History most appreciative if you could pass Articles from contributors are considered for
Of The World ladder game on the Genie them on. publication at the discretion of the editor.
network and finished playing a War At Rejected articles will be returned whenever
Sea game against Ray Freeman on the That brings me to the other thing I did possible. Potential authors should be
Virtual Wargamer’s HQ on the Internet. not get done these three months. I have advised that all outside submissions may not
Details of the History Of The World not been real successful in hounding have previously been submitted to other
PBEM ladder appear elsewhere in this people for articles. You will see the publications unless permission has been
issue. The War At Sea game may result of this in that I actually wrote an granted and The BOARDGAMER has been
notified. Articles may be reprinted
appear in a future issue of the article for this issue. It is not the elsewhere, although the editor’s permission
BOARDGAMER if it is an interesting dreaded Third Reich article that I’ve is requested (and will usually be freely
and competitive game. I would been warning you about, but there is a given).
encourage you to check it out if you are distinct danger that it may have to
online at the following address: surface next issue. That means I’ll have Unless otherwise mentioned, all game titles
mentioned are trademark names of The
to spend a lot of college basketball
Avalon Hill Game Company/Victory Games,
http://www.manzana.com season playtesting and writing the as is the GENERAL and Avaloncon.
article, which is not exactly what I had
The War At Sea game is under the planned. So please, do you part to help EDITOR: Bruce A. Monnin
out the BOARDGAMER and con ADDRESS: 177 South Lincoln Street
PBEM/Computer games section and is Minster, OH 45865-1240
entitled “PBEM: WAR AT SEA”. Look someone into sending in an article.
E-MAIL: MONNINB@BRIGHT.NET
for a second game to be started by the
time you receive this issue. Some Random Hobby News PHONE: (419) 628-3332

Avaloncon has been expanded to start Copyright 1997


For those of you who were on Genie
when it was at its height, be certain to on Wednesday morning, instead of the
previous schedule which started on
check out the Virtual Wargamer’s HQ.
This looks like It has the potential to be Wednesday night. Wednesday is Subscriptions
expected to be full of heats from multi-
just as good, if not better, and at no cost
other than your local Internet access player events, and also some ‘mulligan’
r o u n d s o f v a r i o u s t wo - p l a y e r
To The
fees.

Speaking of Genie, the adminstrator of


tournaments. A mulligan round means
that if you win that game you can take a
BOARDGAMER
the Games Round Table is quitting on bye in the first round of the actual
The BOARDGAMER is to be
January 1st. This will probably sound tournament. If you lose in the mulligan
round, you can start from scratch when
published quarterly with mailings
the final death knell of Genie as a place near the beginnings of January,
for playing boardgames by email. the actual tournament starts. It is a
good way to work out the rust before the April, July and October. Individual
actual tournament getsstarted. issues are $3.50 each and a one
I also did something unusual for me and
took the time to learn most of the games year (4 issue) subscription is $13.00
I purchased at Avaloncon. So far I’ve Also, on Wednesday night, a banquet ($12.00 for members of AHIKS).
learned Air Baron, Greed, We The has been tentatively scheduled to honor Although the first few issues may be
People and Stocks & Bonds. I’ve still the Avaloncon Hall of Fame inductees. sent by First Class mail, eventually
got TV Wars and Breakout: Normandy The 1996 inductee is Bruce Reiff. You all domestic subscriptions will be
to go. I also learned a few others before may recognize Bruce as a past sent via bulk permit.
Avaloncon, which means I’ve learned a contributor to the BOARDGAMER. He is
lot more than the 2-3 games a year I also a winner of numerous Avaloncon European deliveries require an extra
normally average. tournaments and the driving force $2.00 per issue. Other overseas
behind the sports and leisure time and foreign deliveries require
After Avaloncon I think I reached a point events at Avaloncon. My personal a d d it io n a l p o sta g e c h ar g e s.
where I needed to spend more time attendance at the banquet depends on if
these are any interesting games going
Contact the BOARDGAMER for
gaming to keep myself sharp and to details:
keep from falling behind in the hobby. I on at that time (I can eat all year long, I
also hadn’t read many books in a while, only get to play FTF games a few times The BOARDGAMER
so I have read six or so in the last few a year).
177 South Lincoln Street
Minster, OH 45865-1240
Continued on page 4. (419) 628-3332
4 The Boardgamer Volume 2, Issue 1 January 1997

Inside This Issue


Air Baron Series Replay 5
Basic Game by The Quake Coast Game Club

Partisan Leaders 10
For 1776 by Jim Lawler

Event Cards 12
In History Of The World by Michael Anchors

Avaloncon 1996 15
Four Days of Fun, Competition and Fatigue by James Pei

Late Returns 17
From Avaloncon 1996 by Avaloncon GM’s

Circus Maximus 18
Tips For Tournament Play by Bruce Monnin

Sweeping The Sweeps 21


Strategy In The Ratings War Phase Of TV Wars by Michael Anchors

History Of The World 23


PBEM Ladder Rules by Greg Courter

Pre-ASL AREA Recreation 25


Update October 1996 by Bill Thomson

Pre-ASL AREA Records 26


Mid-November 1996 by Bill Thomson

Gettysburg ‘88 27
A Union Opening Strategy by Ray Freeman

AREA News 28
Tournament by Glenn Petroski

From The Editor (Cont.)


Continued from Page 3. Also of note for those who like to play on There is also a section for the
their computers, the BOARDGAMER BOARDGAMER available on the Virtual
In AREA news, Glenn Petroski has has a new e-mail address. I can now be Wargamers HQ mentioned earlier in this
recently moved. Glenn has not moved reached at: article. This is in the Magazine
far, but the new address needs to be Publishers area. Be sure to check it out,
noted for those of you sending in AREA MONNINB@BRIGHT.NET leave a note so I know you were there,
chits. Glenn’s new address is: and please, state what you like, what
My Genie address is still active for now, you dislike and what needs improved in
Glenn Petroski but I will probably be shutting it down the BOARDGAMER. This input can
early in 1997. Please direct all email only help make a better product, and the
6829 23rd Avenue free publicity is always good, too.
correspondence to me at the bright.net
Kenosha, WI 53143-1233 address.
(414) 654-5044
The Boardgamer Volume 2, Issue 1 January 1997 5

Air Baron Series Replay


The Quake Coast Game Club
Olympic Lines (Yellow) : Pete Stavish Trans Toucans (Red): Jon Travers
Aero Flamingo (Green): Harry Jannsen Sky High Airlines (Orange): Stu Basker
World Domain (Blue): Paul Horn Neutral Commentator: Charles Bahl
While this game does not exactly fit the "DWT/5Y" means that the DWT profit Orange:
mold of the BOARDGAMER (it is not out marker paid a $5 dollar profit to the Starting cash = 8. FW. DIA-BRM.
of print, and it will be receiving coverage Yellow player. Purchases or takeovers Anchorage/Reno/Sacramento/(Portland)
in the GENERAL, includ ing an are listed by airport name. A series of Blue:
advanced game series replay in Volume spoke takeovers is separated by Starting cash = 9. FW. HOU-RNO.
30, #6), according to all the talk in the slashes. If an spoke name is in (Omaha).
halls at Avaloncon it will be a popular parenthesis, it means the takeover
game, and thus of interest to many of attempt at that location failed. Turn 2
the BOARDGAMER’s readers. Besides, Red:
I always like a series replay. TURNS 1 - 3 LAX-BHM/1R. Norfolk.
Turn 1 Yellow:
Just for clarification, this series replay Yellow: ATL/3R-ORF/1R. Providence.
was played with Basic Game rules. Starting cash = 5. FW. PHX-DCA. Blue:
Columbus/Dayton. FW. DIA-SMF. Tucson/Albuquerque/
Avalon Hill's new game AIR BARON is Red: El Paso.
that rarest of birds--a leisure/family Starting cash = 6. FW. SFO-CMH. Green:
game that can be enjoyed by wargame Jacksonville/Birmingham/Nashville. JFK/3Y-ANC/1O. Memphis.
players as well. However, in AIR Green: Orange:
BARON the battlefield is not France or Starting cash = 7. FW. ORD-LAX. HOU-DTW/5Y. Omaha.
the steppes of Russia, but New York, Oklahoma City/Tulsa/(Little Rock).
Chicago, and Los Angeles--in fact, all
the major air hubs of the continental
United States. It's an all-out financial
A Review Of Air Baron
war, in which players maneuver for the by Charles Bahl
best geographical locations, attack
enemy hubs (with dollars not bombs), Air Baron is a highly addictive game of air empire building. Although the game is
and set up defensive networks with simple to learn, it abounds in tricky strategies and ploys — enough to keep you
strategically placed foreign routes and coming back again game after game.
jumbo jets.
The game board is a map of the United States divided into major air hubs (new
Although luck plays a large role in AIR York, Chicago, Los Angeles, etc.). Radiating from each hub are smaller airport
BARON, if you trust to your luck for a spokes. A player wins the game by being the first person to have a combined total
victory, you will invariably find yourself of cash and market share greater than a certain fixed amount. Market share is
at the low end of the podium during the determined by the “dominance” or “control” of air hubs. If you own over half the
medals ceremony. Instead, you've got spokes of a hub, you dominate it; if you own all the spokes of a hub you control it.
to plan ahead, form strategic goals, and Each hub you control or dominate increases your market share. For example, if
discover tactics to defeat your you dominate the Chicago hub, your market share increases by 120.
opponents. In the replay that follows,
you will get some insight into how five During a turn each player randomly draws two Profit Markers (there is one Profit
different players approached the game. Marker for each spoke and each hub). Each player who owns a drawn spoke
collects a fixed profit. However, if the player happens to be engaging in a fare war
Although the replay does not list every at the moment his spoke is drawn, he receives nothing.
die roll, it is complete enough to allow
the reader to recreate the game. After the profit draw, a player can either purchase a single unowned spoke or
Players are listed in play order. "FW" attempt a takeover of one or more spokes — both owned and unowned. In a
stands for fare war; i.e., the player either takeover attempt of a spoke owned by another player, both the “attacker” and the
declared a fare war at the beginning of “defender” roll dice to determine the winner. The die rolls are adjusted by various
his turn, or he remained in a fare war modifiers. For example, if the attacker is in a fare war he adds 2 to his roll; if the
from the previous turn. If there is no defender controls the hub (i.e., owns all of the hub’s spokes), he adds 1 to his roll.
"FW" notation, the player either took
himself out of the fare war he was in, or A player’s most important decision is whether or not to engage in a fare war. A fare
he remained out. Profit draws are listed war gives a player a significant advantage in a string of takeover attempts, but it
using the three-character airport code. also forces him to forgo profits when he possibly needs them the most. The game
If the draw paid a profit, the amount of is usually exciting up to the very end, as players jockey for a strong geographical
the payoff and player to whom it was position from which to launch a final, game-winning set of takeovers. Often times a
paid are listed after the code. Thus player who begins the game in a seemingly hopeless position can pull off a
stunning victory at the very last second.
6 The Boardgamer Volume 2, Issue 1 January 1997

Air Baron Series Replay (Cont.)


Turn 3 This will allow me another growth spurt End Of Turn 3
Blue: in Turn 4.
MIA-TUC/1B. San Antonio. Green is the major threat. A shortage of
Red: Green: I selected Dallas as my home cash, however, will force Green out of fare
wars for at least one turn. His defense of
SAT/2B-ELP/2B. Indianapolis. turf for one big reason: It's cheap! Dallas will be difficult.
Orange: Since I started the game with $7, I
ATL/10R-DFW/12G. Pass. theoretically could have gained San Francisco (SFO) Orange (D)
Green: complete controlled of the hub in one Seattle (SEA) None
FW. JFK/3Y-DTW/5Y. Little Rock/ turn. Of course the dice had other Anchorage (ANC) Orange
Cleveland/Milwaukee/Austin/ ideas. I had to buy Memphis outright in Sacramento (SMF) Orange
New Orleans. Turn 2. Luckily the Dallas hub paid me Reno (RNO) Orange
Yellow: $12 before my portion of Turn 3, and I Portland (PDX) None
FW. LAX-TUL. Baltimore/ was able to launch a very successful Los Angeles (LAX) None
Raleigh-Durham/Pittsburgh. takeover blitz ending with control of Honolulu (HNL) None
Dallas, dominance in Houston, and two San Diego (SAN) None
Las Vegas (LAS) None
Yellow: If given the chance, I like to bombs dropped in Cleveland and
start the game with a move to acquire Milwaukee to keep both Yellow and Red Phoenix (PHX) Blue (C)
the Detroit hub. Detroit provides a solid on their toes. Although I occupy a Tucson (TUS) Blue
beginning base that allows later strong geographical position, I am cash El Paso (ELP) Blue
Albuquerque (ABQ) Blue
takeover attempts against both of the poor going into Turn 4. Depending on
superhubs: Chicago and New York. (I player order in the next turn, I could Denver (DIA) None
call them superhubs because both of suffer a significant counterattack from Salt Lake City (SLC) None
them yield Market Shares of 120.) Red. Kansas City (MCI) None
Omaha (OMA) Orange
However, because I started the game
with only $5, it will take me more than Orange: Turn 1 went well, then the Dallas - Ft. Worth (DFW) Green (C)
one turn to establish complete control in bottom dropped out. Since the San Tulsa (TUL) Green
Detroit. Since I had no income in Turn Francisco hub did not pay off, I found Oklahoma City (OKC) Green
Little Rock (LIT) Green
2, I spent my left over buck on a myself virtually penniless. After I picked Memphis (MEM) Green
foothold (Providence) in the New York up Omaha in Turn 2, there was nothing
hub. By the time Turn 3 rolled around, I left for me to do in Turn 3 except pass. Houston (HOU) Green (D)
was cash rich. Green already holds a Austin (AUS) Green
San Antonio (SAT) Blue
spoiler in Cleveland to prevent my Blue: After my complete failure with the New Orleans (MSY) Green
complete control of Detroit. I could have Denver hub in Turn 1, I turned toward
challenged him, of course, with a take Phoenix and staged a coup. I'm a little Chicago (ORD) None
Minn - St. Paul (MSP) None
over attempt there, but decided instead afraid of what Green might do to me, but
St. Louis (STL) None
on an assault on the Washington hub, I hope he'll turn his attention to the Indianapolis (IND) Red
which I succeeded in dominating. easier and more profitable pickings to Milwaukee (MKE) Green
Alt hough dom inance of bot h the east. I'm sure I'll come into conflict
Detroit (DTW) Yellow (D)
Washington and Detroit have given me with Orange sooner or later, but for now
Dayton (DAY) Yellow
a larger Market Share than if I controlled his poor cash position will give me some Columbus (CMH) Yellow
Detroit alone, I hope I haven't spread breathing space to improve my holdings Cleveland (CLE) Green
myself too thin. My defensive position is and my defensive position.
Atlanta (ATL) Red (D)
none too strong. Cincinnati (CVG) None
NEUTRAL COMMENTARY Nashville (BNA) Red
Red: I decided to start with Atlanta Everybody dives right in: fare wars all Birmingham (BHM) Red
mainly to give Yellow a hard time in the around. This is a very common sight to Jacksonville (JAX) Red
east. I have learned through experience see on Turn 1. No one wants to get Charlotte (CLT) None
that an unchallenged "Detroit player" is squeezed out early. However, as Green Miami (MIA) None
a very dangerous opponent indeed! and Blue found out, it is not without its Tam - St. Pete (TPA) None
Much like Yellow, lack of funds in Turn 2 risks. (A +2 dice-roll modifier is not a W. Palm Beach (PBI) None
forced me to purchase a cheap foothold sure thing after all.) The risk is to put up Orlando (MCO) None
in the Washington hub (Norfolk). Such too much of your starting capital and Washington (DCA) Yellow (D)
cheap routes often can come in handy then lose it on your first dice roll. Not Pittsburgh (PIT) Yellow
later. Either they can give you the edge only will you be short of cash in the Raleigh - Durham (RDU) Yellow
in a hub-takeover attempt, or they can coming round, you will be a turn behind Norfolk (ORF) Red
simply be a defensive bastion against in the spoke-buying rush. In order to Baltimore (BWI) Yellow
an opponent when he tries a takeover. minimize your risk, I suggest a New York (JFK) None
Unfortunately, by Turn 3 I was still conservative approach. Make sure you Syr - Albany (SYR) None
broke. I was forced to settle for another select some inexpensive spokes for Buf - Roch (BUF) None
inexpensive spoiler: Indianapolis. your first foray into an air war. This way, Philadelphia (PHL) None
Luckily by the end of the turn I received if you lose a takeover bid on your first or San Juan (SJU) None
Providence (PVD) Yellow
a $10 windfall from the Atlanta hub. second dice roll, you will still have Boston (BOS) None
enough cash to make a come back in
The Boardgamer Volume 2, Issue 1 January 1997 7

Air Baron Series Replay (Cont.)


Turn 2. Both Blue and Green were Yellow: another $7 and put me in a position to
smart enough to recognize this fact. PIT/7Y-BHM/1R. Norfolk. secure the Miami hub as well in Turn 6.
Although Blue lost his very first takeover Green: At this point in the game, not only am I
attempt, it only cost him a buck. With LIT/1G-OHM/1O. Pass. ahead, but I'm in the best position to
eight dollars left in his pocket for the Red: keep up the attack. During the next
beginning of Turn 2, he didn't have FW. PHX-SMF/2O. Cincinnati/ three turns, I hope to stage a successful
much of a problem. Of course he was Charlotte/Norfolk/Raleigh-Durham. raid on New York. Success in the Big
forced to take an aggressive stance and Apple should give me the game. My
stay in the fare war. Luckily, the fates Turn 5 closest competitor is Orange. It's good
were with him. Green, too, was only Blue: for me that he is far enough away not to
temporarily stalled in his attack on the BHM-ELP/2B. Pass. pose an immediate threat. I won't
Dallas hub. Green was smart to pull Red: dispute his impending takeover of
himself out of a fare war, however, and JAX/1R-RDU/4R. W. Palm Beach. Chicago.
simply to buy dominance of Dallas with Yellow:
the purchase of Memphis. With only SFO/7O-ANC/1O. Pass. Green: Not going anywhere. (Three
four dollars socked away, it was Green: passes in a row.) I see the problem with
pointless for Green to remain in the DIA/1O-IND/2R. Pass. Dallas now. Although it is cheap, it is
trenches. Of course it would have been Orange: also very vulnerable to attack. Once
nice if Green had pulled an earlier berth FW. SEA/DTW/5Y. Portland/ Blue grabbed Oklahoma City, my
in the play order. C'est la guerre. Salt Lake City/Kansas City. potential earning power dropped
significantly. No money, no nothing.
Especially when you are in a fare war, Turn 6
you need to look ahead and manage Orange: Orange: A series of good profit draws
your money efficiently. Make sure you AUS/2G-SAT/2B. Pass. has improved my outlook tremendously,
leave yourself enough money to operate Green: allowing me control of not only San
during the following turn. Since your CVG/4R-RDU/4R. Pass. Francisco but also Denver. Currently I
position in the play order is random, you Blue: look like Red's only real opponent, and
may not be able to take yourself out of a ORF/1R-ELP.2B. Las Vegas. the burden is going to fall on me to stop
fare war soon enough to give you a Yellow: him. However, my position, I believe, is
decent shot at profits in the following FW. JFK-SLC/5O. Cleveland. somewhat weaker than his. First, he
turn. Plan ahead. Or should I say Red: only needs New York or Chicago to
"plane ahead"? FW. ABQ/2B-SEA/7O. hammer the last nail into this game's
Tampa Bay-St. Petersburg/Orlando. coffin, whereas I will need to take both
By the end of Turn 3, the battle lines Chicago and one other hub--both very
have been clearly drawn. It looks like a Yellow: Green's spoiler in Cleveland costly propositions. Second, his
crucial battle is in the offing east of the has really hurt me. Not until Turn 6 was earnings capability is better than mine.
Mississippi. To me the most interesting I able to get enough cash and a If somebody pulls the Atlanta marker
hub in the game is Detroit. Whoever favorable attacking advantage to bump when Red is out of a fare war, I might as
controls Detroit has the edge in the him out of there. As it stands now, well kiss my chances good-bye. Red
eventual takeover of New York. Of however, although I am a long way from does have one significant disadvantage:
course, New York's control represents a victory, at least I occupy a strong He is presently in a fare war. If he stays
giant step forward toward winning the defensive position. Nobody can get at in a fare war he won't have enough
game. As a result, the other players me directly without coming through money to capture Chicago; if he gets out
have to work together to make sure the Washington, Chicago, or New York. of the fare war, he will have to delay his
Detroit player does not get his money- What scares me the most right now is a attack on Chicago by at least one turn.
grubbing hands on Chicago too. If they possible invasion of JFK via Miami by In either case, I should be able to take
fail, the game is essentially over. Many the Big Red One. It might have been a over the Windy City hub before he does.
times the battle for Chicago turns out to good play on my part to have purchased
be the game's Waterloo. Although West Palm Beach in order to thwart Blue: My attack on Green hurt him a lot.
Green's Dallas hub looks strong (and Red's designs. On the other hand, I only wish I could say that it helped me
profitable), he has to be careful. The without Cleveland and total control of as much. I can't complain about my
fact that it has three "1-spokes" makes it the Detroit hub I would stand almost no income over the last three turns. It's
very easy for an opponent to attack it chance at all. been about average, I think. But trying
during a fare war. to break into Los Angeles is extremely
Red: My $10 profits on Turn 3 put me in costly. My only hope is that Orange will
TURNS 4 - 6 a great position to attack. The first goal be distracted long enough by Chicago
Turn 4 was to sew up Atlanta and then remove and his rivalry with Red. That may give
Blue: Yellow's dominance of the Washington me the opportunity I need to takeover
FW. JAX/1R-DFW. Oklahoma City/ hub. A lucky string of four consecutive LAX. Otherwise, I'll just be sitting here
(Tulsa). takeovers gave me all I could ask for. in Phoenix when the lights go out.
Orange: And my luck just kept rollin' in Turn 5,
ATL/10R-SFO/7O. Seattle. whose profit marker draws brought me
8 The Boardgamer Volume 2, Issue 1 January 1997

Air Baron Series Replay (Cont.)


End Of Turn 6 NEUTRAL COMMENTARY TURNS 7 - 9
Everybody starts staking their claims. Turn 7
Both Orange and Red are poised to make Invariably there are winners and losers. Blue:
major moves: Orange into Chicago and Red
During these central turns, the game MCO-MKE/2G. Pass.
into New York.
usually takes one of two possible Orange:
San Francisco (SFO) Orange (C) directions: either it becomes very SLC/5O-OKC/1B. Minneapolis-St. Paul.
Seattle (SEA) Orange contentious with multiple players fighting Yellow:
Anchorage (ANC) Orange it out within some of the hubs, or else BHM-LAX/3B. San Juan.
Sacramento (SMF) Orange the game settles into a more static Green:
Reno (RNO) Orange a r r a n g em en t wi t h ea c h p l ay er FW. BWI/4Y-MSY. (Birmingham).
Portland (PDX) Orange controlling his own hub or hubs. Red:
Los Angeles (LAX) None Obviously, this replay falls into the FW. SAT/2B-PHX/10B.
Honolulu (HNL) None second category. In this case, the Syracuse-Albany/Buffalo-Rochester.
San Diego (SAN) None players are trusting in luck to improve
Las Vegas (LAS) Blue their condition. At this point in the Turn 8
Phoenix (PHX) Blue (C) game, for example, a lucky profit draw Red:
Tucson (TUS) Blue can propel either Orange or Red into a OMA/1O-RDU/4R. Pass.
El Paso (ELP) Blue quick victory. Blue:
Albuquerque (ABQ) Blue FW. CMH/2Y-IND/2R. Austin/
Denver (DIA) Orange (C) Although the first three game turns (New Orleans).
Salt Lake City (SLC) Orange favored Green and Yellow, early attacks Green:
Kansas City (MCI) Orange by their opponents brought them both ANC/1O-JFK/3R/3Y. Pass.
Omaha (OMA) Orange
up short. Now that Red and Orange Yellow:
Dallas - Ft. Worth (DFW) Green (D) dominate the board, it will also be up to OKC-LAS. Philadelphia.
Tulsa (TUL) Green the others to try to stop them. For Orange:
Oklahoma City (OKC) Blue example, it's up to Yellow now to put the ATL/21R-MCO/7R. St. Louis.
Little Rock (LIT) Green
brakes to the Red juggernaut.
Memphis (MEM) Green
Unfortunately, Yellow is cash poor. If a Turn 9
Houston (HOU) Green (D) good profit comes his way in Turn 7, his Blue:
Austin (AUS) Green best bet will be to purchase the FW. SFO/15O-SMF/2O. New Orleans/
San Antonio (SAT) Blue
New Orleans (MSY) Green
expensive spokes radiating from JFK Birmingham.
(e.g., Boston and/or Philadelphia). Red:
Chicago (ORD) None Yellow made one crucial mistake in Turn FW. PHL/6Y-MSP/8O. Birmingham/
Minn - St. Paul (MSP) None 6. He should have taken advantage of Baltimore/Pittsburgh/Boston/Columbus.
St. Louis (STL) None
Indianapolis (IND) Red
his fare war to pick up either Buffalo- Orange:
Milwaukee (MKE) Green Rochester or San Juan. Ownership of FW. CLT-TUL/1G. Milwaukee/
either one of these spokes would have Indianapolis/Tulsa/Little Rock/
Detroit (DTW) Yellow (C) made Red's conquest of New York Memphis/Oklahoma City.
Dayton (DAY) Yellow
Columbus (CMH) Yellow
extremely difficult. Without that extra
Cleveland (CLE) Yellow spoke, Yellow will be fighting an uphill At the end of his turn, Orange's total
battle. exceeds $320. He is declared the
Atlanta (ATL) Red (C)
winner.
Cincinnati (CVG) Red
Nashville (BNA) Red Orange, of course, is drooling over the
Birmingham (BHM) Red Windy City. But he must think over Green: I was never a viable force in this
Jacksonville (JAX) Red carefully whether he should attempt a game. Blue's early attack against my
Charlotte (CLT) Red fare war in Turn 7. He does not Dallas hub set me so far back that I was
Miami (MIA) Red (C) currently have enough money to win unable to recover. I spent the whole of
Tam - St. Pete (TPA) Red dominance in a single turn, but he can the game trying to scrape together a few
W. Palm Beach (PBI) Red scarcely afford to delay and yield the bucks. Dallas, although tempting to
Orlando (MCO) Red hub to Red. His best bet may simply be snatch up as a starting base, is
Washington (DCA) None to take himself out of the war, buy St. essentially indefensible. I don't think it
Pittsburgh (PIT) Yellow Louis or Minneapolis-St. Paul, and hope was any coincidence that Orange won
Raleigh - Durham (RDU) Red for some good profits. the game with a final attack on its
Norfolk (ORF) Red crumbling fortifications. With three "1
Baltimore (BWI) Yellow Green's woes go without saying. But spokes" it fell without much of a fight.
New York (JFK) None Blue is a little more interesting. With
Syr - Albany (SYR) None luck he can buy an LA spoke or two Yellow: It looks like I really blew a good
Buf - Roch (BUF) None over the next three turns. This would start. Since I didn't begin the game with
Philadelphia (PHL) None give him a good base to work from. He enough money to completely control
San Juan (SJU) None may be running out of time, however. Detroit, I probably should have taken
Providence (PVD) Yellow
His best hope lies in an extended game, over Cleveland right away and left either
Boston (BOS) None
where neither Red nor Orange achieves Dayton or Columbus for later. It took
a quick victory. me too long to raise the $6 needed to
The Boardgamer Volume 2, Issue 1 January 1997 9

Air Baron Series Replay (Cont.)


attack Cleveland after it had fallen into pretty pathetic early turns. Finally, with End Of Turn 9
the hands of Green. For the rest of the the acquisition of Denver, my empire
game I never received a large enough had reached critical mass, and I just Position at game’s end. Red’s neglect of the
Chicago hub gives Orange a surprisingly
income to seriously challenge Red. need to bide my time until I had enough
swift victory.
money to make an effective blitz.
Blue: Orange snuck up on all of us. I San Francisco (SFO) Orange (C)
have to share a measure of the blame. NEUTRAL COMMENTARY Seattle (SEA) Orange
After Orange received $17 during my A cautionary tale. Check for the worst- Anchorage (ANC) Orange
part of Turn 9, I should have seen the case scenario. Orange's sudden game- Sacramento (SMF) Orange
handwriting on the wall. But I was too ending strike seemed to come out of Reno (RNO) Orange
focused on Red at that point to think nowhere. It certainly caught this Portland (PDX) Orange
straight. I didn't figure out that with one commentator napping, along with the Los Angeles (LAX) None
more lucky profit draw, Orange was in a r es t o f t h e p l a y er s -- i n cl u d i ng , Honolulu (HNL) None
position to sweep. If I had attacked the apparently, Orange himself. Although San Diego (SAN) None
Denver hub, I might have been able to Orange was certainly an important Las Vegas (LAS) Blue
stop him. I think I really might have had contender from about Turn 5 or so, it Phoenix (PHX) Blue (C)
a chance in this game if I could have didn't seem possible for him to carry out Tucson (TUS) Blue
stretched it out for another three turns or such a swift victory march across the El Paso (ELP) Blue
so. continent. In hindsight it would have Albuquerque (ABQ) Blue
been better for Red to aim his guns at Denver (DIA) Orange (C)
Red: This was my game to lose. And I Chicago, but I can hardly fault him for Salt Lake City (SLC) Orange
did! Obviously, I was blinded by the not doing so. From my perspective, Kansas City (MCI) Orange
Omaha (OMA) Orange
glitter of New York. I didn't recognize Red was almost a sure win in New York
that Chicago in this situation was the by no later than Turn 11, while I figured Dallas - Ft. Worth (DFW) Orange (C)
more important city. By concentrating that it would take Orange until at least Tulsa (TUL) Orange
my attack on Chicago, I would have Turn 12, if not longer, to grab both Oklahoma City (OKC) Orange
Little Rock (LIT) Orange
forced Orange to go after Los Angeles. Chicago and Dallas. Apparently, Red
Memphis (MEM) Orange
Even with his very potent cash position, had similar thoughts.
Orange did not have enough strength to Houston (HOU) Blue (C)
capture LA in a single turn. Although I Orange makes a good point about hub Austin (AUS) Blue
San Antonio (SAT) Blue
did not have the money to capture control. Own a hub and your game is New Orleans (MSY) Blue
Chicago right away, a takeover run never a lost cause. With a hub you may
there would have probably bought me just sit there for a number of turns Chicago (ORD) Orange (C)
enough time to win the game in a later twiddling your thumbs, but eventually Minn - St. Paul (MSP) Orange
St. Louis (STL) Orange
turn. somebody will pull your hub marker and Indianapolis (IND) Orange
you will be on your way. This was Milwaukee (MKE) Orange
Orange: Red did blow it, but it also took especially true in this particular game
some fantastic luck on my part as well. since Orange controlled San Francisco, Detroit (DTW) Yellow (D)
Dayton (DAY) Yellow
After all, $32 in the last three game a hub which, apparently, none of the Columbus (CMH) Red
turns is nothing to sneeze at. (Not to other players were interested in. Cleveland (CLE) Yellow
mention winning some very tight dice
Atlanta (ATL) Red (C)
rolls.) In any case, a rather slow start One final note. In this game foreign
Cincinnati (CVG) Red
turned out great. I think that as long as hubs, jumbos, and SSTs were not used Nashville (BNA) Red
you hold on to the control of at least one by any of the players. Normally, players Birmingham (BHM) Red
decent hub (San Francisco barely will buy a few of the cheaper foreign Jacksonville (JAX) Red
qualifies) you are never completely out routes to protect their domestic hubs, or Charlotte (CLT) Red
of the game. If you don't control a hub, they will purchase a jumbo or two to Miami (MIA) Red (C)
you are essentially dead. Green in this fortify their key spokes. However, Tam - St. Pete (TPA) Red
game is a good case in point. It also during this game, money remained tight W. Palm Beach (PBI) Red
helped that I did not run into stiff and the takeover opportunities were Orlando (MCO) Red
competition. First of all, San Francisco generally plentiful. The players, Washington (DCA) Red (C)
was a long way from what seemed to be therefore, were always more eager to Pittsburgh (PIT) Red
the center of the action--the east coast. attack their brothers than to defend Raleigh - Durham (RDU) Red
Nobody was paying much attention to themselves. In a six-player game, Norfolk (ORF) Red
me. Second, Blue left me alone, however, there are fewer hubs to go Baltimore (BWI) Red
deciding to focus on Texas and Green's around. With fewer hubs, players are New York (JFK) None
holdings in this part of the country. usually more open to spending money Syr - Albany (SYR) Red
Blue's approach made sense, because on defense. This is particularly true Buf - Roch (BUF) Red
the pickings were definitely easier there. when using the Advanced Rules, which Philadelphia (PHL) Yellow
He had little to gain in staging a strike permit jumbos and SSTs to be San Juan (SJU) Yellow
Providence (PVD) Yellow
against San Francisco. However, my relocated.
Boston (BOS) Red
relative isolation left me free to build up
possessions slowly even during some
10 The Boardgamer Volume 2, Issue 1 January 1997

Partisan Leaders
For 1776
by Jim Lawler
The rules listed in this article are irregulars, were the only effective Troops:
intended to be used in the overall fighting forces left in the south after Any Rebel or Tory militia or Indian units
framework of rules that were printed in Benjamin Lincoln surrendered his army accompanying a Partisan Leader are
the General Vol. 25, No. 4, in my article and the city of Charleston in May of considered Partisans.
"Command Pressures" Leaders for 1780.
1776. They were developed after I sent Partisan Leaders can lead a maximum
in my first draft to Avalon Hill and the The British also developed effective of Three total strength points, a
article went to print before the Partisan Leaders. Joseph Brant (Chief maximum of Two strength points if
information on Partisans could be Thayendanegea) and Sir John Johnson dragoons are present (both strength
added. You will have to create your led allied American Indian forces points may be dragoons).
own counters for the Partisan Leaders. throughout the war terrorizing up state
Using blank counters they should follow New York and Pennsylvania, forcing Partisan Leaders may never lead
the design that Avalon Hill used for the Washington in 1778 to expend scarce regular troops. They may accompany
leader counters that were inserted into resources and send General John regular troops but have no effect on
the General Vol. 25, No 2. I like green Sullivan and four regiments of New York combat. Partisan leaders are subject to
counters for the American partisans and Continentals to counter their threat. leader casualties after they participate in
orange for the Tories, but use what you (See Scenario 5, Tory and Indian combat.
have available. Campaign). British officers, Banaster
Tarl et on a nd Patri ck Fur gu so n Individual Partisan Leader Rules
On each side of the American developed into very effective leaders of
Revolution, there emerged men who Tory Militia in both theaters of the war. Francis Marion: The Swamp Fox
possessed that special knack for leading may move through one area of swamp
irregular forces. These men had the Partisan Leader Rules terrain each turn expending only one
unique leadership skills that enabled movement point.
them to effectively lead local militia Movement:
forces against well trained regular units. Partisans tended to stay close to their Patrick Furguson: He is the only
Partisans were used effectively by both home terrain and move quickly, as they partisan leader that may lead British
sides in both the Northern and Southern were not bogged down with much heavy Regulars. When Furguson is leading
theaters of the war. They had a larger equipment. Partisan leaders will be British Regulars, he functions as a
effect in the south mainly because of the permitted to lead their forces 10
relatively small population, and size of m ovem ent
the Regular Units operating in that points rather Leader Rules For Montcalm & Wolfe
theater, to land ratio in the south. than the 1776 Scenario
standard 8
Ethan Allen and Seth Werner led the m ovem ent Order Combat
Green Mountain boys and captured Fort points. French Rank Of Rank Effect Position
Ticonderoga and Crown Point in May of
1775. Werner led the Green Mountain Because they Montcalm ** 1 +2 Quebec
boys later that year as they joined mainly lead Bourlmaque * 1 +1 Ft. Ticonderoga
General Montgomery in his invasion of militia, Partisan Levis * 2 +1 Montreal
Canada. John Stark and Seth Werner leaders will be Bougainville * 3 +2 Quebec
won the battle of Bennington and were restricted to Leader A * 0 +0 Ft. Ticonderoga
instrumental in winning the Saratoga ei t h er the
Order Combat
campaign. Northern or
English Rank Of Rank Effect Position
Southern map
In the South, the legendary Swamp Fox, board. No
Amhearst ** 1 +1 Albany
Francis Marion, and Charles Summer's Am er i ca n
Wolfe ** 2 +2 AAAA45
Partisan Leader
Prideaux ** 3 +1 Albany
1776 may
Canada
ent er
after
Monckton * 1 +1 AAAA45
December 4, 1996 17 Active Players Townshead * 2 +1 AAAA45
1776. If any
Leader A * 0 +0 Albany
1. Steven Packwood 2011 EG-C6 P a r t i s a n
Leader B * 0 +0 Fort Edward
2. Michael Sincavage 1863 DE-C6 leaders with or
Rodgers * 0 +2 Albany
3. Mark Miklos 1821 EF-D6 without their
4. Rod Coffey 1648 AB-A6 militia leave Special Rules:
5. James McAden 1570 ABA-5 their area of 1) Amhearst can only move 5 MP and may not force march
6. Nathan Kilbert 1515 AB-A5 play, they are 2) Prideaux must lead the forces that march to Niagara if any
7. Robert Jamelli 1504 AC-B6 removed from choose to go
8. John Barrett 1501 AA-A6 the game. 3) Rodgers can only lead British Colonial forces
9. Charles Ryder 1500 AB-A5
The Boardgamer Volume 2, Issue 1 January 1997 11

Partisan Leaders For 1776 (Cont.)


British leader, not a partisan leader. Scenario 6: Lincoln's Southern Camp. I understand that unless you have and
Furguson has no movement restrictions, Watson Replace Leader C save your old Generals you may not
he may move anywhere on the map with Tory have access to some of the scenarios
board. Reinforcements listed. Anyone wishing a copy of any of
Sumter Replace Leader A these scenarios can get a Xerox by
Daniel Morgan and Benedict Arnold at Hillsboro writing to me at:
for the Continentals and Banister Marion with Rebel Militia Jim Lawler
Tarleton for the British were excellent Reinforcements in 51 Eric Lane
leaders of militia forces and may lead South Carolina New Hyde Park, N.Y. 10040
militia without the -1 combat penalty, (516)352-8939
(listed in the Leaders Rules in the Scenario 7: The British Dilemma
General) but they are not considered Brant Painted Post I hope this gives you a reason to dust off
partisan leaders. Ferguson New York your old copy of 1776. It is a great
Stark Ft. Ticonderoga game and the leaders just add to the
Retreat before Combat: Werner Norwich fun. Just ignore the Tactical Cards
When an enemy force enters a hex that when playing solitaire.
contains only an enemy partisan force, Campaign Game & Short Campaign #2
combat is not automatic. The player of Brant Any Indian Village If any of you have written or are aware
the partisans has the option to attempt April 76 of any other 1776 scenarios, I would
to retreat before combat. On a die roll Johnson Any Indian Village appreciate you sending them along. I
of 5 or 6, the partisans may retreat to Oct. 76 also would not mind a couple of PBM
any surrounding hex unoccupied by Ferguson With Tarleton April 77 opponents for 1776. I have a simple
opposing forces enemy units. Watson Appears anywhere in PBM system I have used for years.
South Carolina the
Partisan Leaders: interphase after
North
British (CE)
5 BR appear in
either Carolina
1997 Midwest Open
Joseph Brant +1 Marion& Appears anywhere in Victory In The Pacific
Sir John Johnson +1 Sumter Deep South at Tournament
American (CE) interphase after
Seth Werner +2 5 BR appear This two day, six-round Swiss style
John Stark +1 anywhere in the Victory in the Pacific tournament will be
South South held in Kenosha, WI from March 1-2,
British (CE) Stark Norwich April 76 1997. This tournament drew 29
John Watson +1 Warner Norwich April 76 competitiors from 12 states last year,
Patrick Furguson +2 and was widely acclaimed to have been
American (CE) Short Campaign #3 a great success.
Francis Marion +2 Brant Unadilla
Thomas Sumter +2 Ferguson New York Prizes for the event include a plaque
Johnson Oswego and $100 cash for first place, a plaque
Partisan Order of Appearance: Watson Augusta and $50 for second, a plaque and $20
Stark Norwich or third; plus the Halsey award (plaque
Scenario 1: Invasion on Canada Warner Ft. Ticonderoga and $10) for best Allied play of the
Werner Ft. Ticonderoga Marion Georgetown tournament and the Nagumo award
Sumter Anywhere in South (plaque and $10) for the best Japanese
Scenario 2: Saratoga Carolina play of the tournament.
Ferguson New York
Brant Oswego The last scenario, designed to be used For info, mail Glenn Petroski at:
Stark Albany with the 1776 format, that I am familiar
Werner Ft. Ticonderoga with, is an excellent scenario written by Glenn E. L. Petroski
Fred Sassin on the French and Indian 210 W. Hunt
Scenario 3: Greene's Southern Cam. War, entitled Montcalm & Wolfe. It Twin Lakes, WI 53181-9786
Marion Replace Leader A appeared in the General Vol. 20 No. 3. (414) 877-4178
at Georgetown I am enclosing the leader rules for this
scenario, I highly recommend you dig it Pre-registration fee is $20 by 2/15/97;
Scenario 5: Tory and Indian Campaign out and give it a try. It also shows the $25 thereafter. Special tournament rate
Brant Replace Leader B game could be adapted to other early of $49 per night has been arranged at
at Painted Post American wars. I would be very the DAYS INN - Kenosha; (414) 857-
interested if someone tried to create a 2311.
scenario based on the War of 1812.
I think I will probably be attending this
one myself. See you there.
12 The Boardgamer Volume 2, Issue 1 January 1997

Event Cards
In History Of The World
by Michael Anchors
At the start of History Of The World, Dark Green (Flags) Group Ochre (Wave) Group
each player is dealt a hand of nine
Event cards, one card from each Population Explosion, Civil Service, Disaster. Play in Middle Epochs. Six of
category. Players may play up to two Allies. Play Early. These cards furnish these cards destroy monuments, cities
cards in each Epoch. Since every cards the active empire with two extra armies. and forts in the target land. The seventh
helps the player or hurts an opponent, Extra armies are more useful to early card destroys fleets in one sea. Choose
players strive to get all their cards into empires, because the early empires a target land/sea belonging to the game
play. Therefore, it’s a waste to be left have so few armies. This isn’t always leader, with juicy cities/monuments
with any cards in your hand at the end true, of course. Two extra armies/fleets threatening to survive for several turns
of the game. come in handy for the Dutch (Epoch without the intervention o Mother
VII). But you can’t base a game plan on Nature.
But, it’s also axiomatic of good play to getting the Dutch. You should use your
make the best use of cards, not just “civics” card the first time you see the Dark Blue (Bearded Warrior) Group
throw them down willy-nilly. Timing is chance to garner three extra VPs. You
important. That’s what this article is might not get another chance and you’re Leader, Weaponry, Fanaticism. Play in
about: timing. unlikely to get more than three VPs with any Epoch. These are the most
it. powerful offensive cards in the game.
For some cards, timing is obvious. They should be reserved for the times
Black Death, for instance, can only be Ship Building. Play during any Epoch. when you command a large empire with
played in Epoch VI. It follows, therefore, Most useful for small maritime powers, good opportunities. Usually, you will
that Black Death should by played in such as the Minoans, Netherlands or prefer to use this card in a later Epoch
Epoch VI, unless another card-play is Portugal. because (1) later empires have a better
vitally more important. chance to score, (2) getting ahead early
Engineering. Play Early to Middle can hurt you in the Epoch card draws,
Other cards can be played in more than Epochs. Two free forts for the active and (3) it is more clear late in the game
one Epoch, but are still best used at empire. Less useful in the last epoch(s) which opponent is the most dangerous.
certain stages of the game. For since the fortified sites don’t have On the other hand, you can’t count on
instance, “Allies”, which confers two enough time to rack up points and getting Britain or France, can you? So
extra armies to expand into vacant maritime powers can bypass fortified should you withhold Darius from the
lands, is a boon to Egypt (Epoch I), bottlenecks. Persians in hopes of using your leader
allowing it to dominate both the Middle card on the Brits? Hmm. I’d say it
East and Africa, but the same card is Trade Bonus. Play in Middle Epochs. depends on your position in the game
useless to Germany (Epoch VII) In the early game, no one will trade with and what other cards you hold.
because every land Germany can reach you because extra armies benefit you
is likely to be occupied. “Allies”, more than them. Wait until a game Orange (Clashing Swords) Group
therefore, is an Early Game card. leader is established. Then all the
“Barbarians”, on the other hand, is of no wanna-be’s will be eager to trade. Jihad, Elite Troops. Play in any Epoch.
use to Egypt because the lands next to These attacking cards are not as
th e Barr en L and s wh enc e th e Rust Red (Skull) Group powerful as the dark blue group
barbarians issue are unoccupied or because they are more easily lost
inaccessible. “Barbarians” is a Middle- Barbarians. Middle Epochs are usually through defeats. It’s important, when
Late Game card. the best time to play this card because using them, to fight the easiest battles
the lands around the Barren Lands are first. Save the hard ones for later.
It’s most important, before players do filled with enough choice targets and
anything else at the start of their turn, smaller empires in the Middle Game Civil War. Play Middle to Late Epochs.
that they look at their hand and decide need the assistance. This card is like the “Revolt” of
which “play before turn” card(s) to play. “Kingdom” cards — best used for
It’s just good sense to go about the Black Death. Epoch VI. Use it or lose reestablishing your color in an area of
game in an orderly way. Don’t suffer the it. the board whence you were wiped out.
indignity of having your “Hittites” card Another way to use this card is to soften
nullified because you moved your Plague, Pestilence and Famine. Play in up an enemy empire for the kill. Civil
armies marker on the VP track or placed any Epoch. Did your opponent garrison wars are good fort-killers, too. Forts are
your Shang capital too soon! his capital/monument with three armies? useless against them.
Too bad. You can play one of these
Enough preliminaries. Let’s look at the cards to soften up his garrison before Jewish Revolt, Crusade. Play in Middle
cards by category: assaulting it directly. Be careful with Epochs. Use these cards like a
“Pestilence”. It affects adjacent lands Kingdom card to get a toehold in the
around the target — be sure these Middle East when it will win you points.
areas don’t hold your own armies. Don’t expect your city and fort in
Palestine to last very long.
The Boardgamer Volume 2, Issue 1 January 1997 13

Event Cards In History Of The World (Cont.)


Light Blue (Sword-In-Hand) Group are similar to the corresponding light ANY EPOCH
blue cards, but bolster only a single
Treachery. Play in any Epoch. The empire. Ship Building Plague
atomic bomb. Automatically wins all Pestilence Famine
attacks in one land. The target should, Purple (Castles) Group Leader Weaponry
of course, be a land with lots of points Fanaticism Jihad
and a hefty garrison/fort (or to break Kingdom. Variable play. Play a Elite Troops Treachery
through difficult terrain to lead to future Kingdom card when the indicated Rebellion Surprise Attack
open terrain attacks, such as breaking kingdom is likely to survive several Siegecraft
the Great Wall of China, editor). epochs. Kingdoms are most apropos
when your color has been wiped out of PARTICULAR EPOCHS
Rebellion. Play in any Epoch. Use this an area of the board and the empire you
card to sneak your color into an area of have to play is on the other side of the Minor Empires Black Death
the board where it doesn’t exist. Aim at world. Sub-Saharan Migrants Kingdom
a land with one army and no fort. North American Migrants
Rebellions aren’t very strong. Upper Nile. Epoch II, or Epoch IV
after the Arabs.
Empires Revive, Empires Fortify. Play Southern Iberia. Epoch III after the
Early to Middle Epochs. Provides four Romans.
armies or three forts, in two pre-existing Malay Peninsula. Epoch V after the History Of The World
empires. Good for reinforcing point- Romans. December 4, 1996 171 Active Players
getting positions which promise to last a Highland. Epoch IV. 1. Timothy Johnston 1603 AG-A5
few turns if protected. Gold Coast. Epoch IV, V or VI (the 2. Jim Fardette 1569 AE-A6
sooner, the more points the city 3. Keith Levy 1563 AG-A6
Maroon (Arrow) Group earns). 4. Helen Hsieh 1562 AG-A5
5. Thomas Scarborough 1562 AG-A5
Surprise Attack. Play in any Epoch. North American Migrants. Epoch II or 6. Olin Hentz 1553 AH-B6
Voids the effect of forts and difficult III. 7. Michael Hart 1553 AH-B6
terrain in one land, so this card would be 8. Stefan Krzywicki 1542 AI-B6
best used in attacking a land with a fort Sub-Saharan Migrants. Epoch VI. 9. Josh Johnson 1536 AD-A5
and difficult terrain. Great for Southeast 10. Laura Ehlers 1535 AC-A6
Asia. Light Green (Domed City) Group 11. Gordon Bliss 1535 AC-A6
12. William Edwards 1535 AC-A6
Siegecraft. Play in any Epoch. The Minor Empires. Fixed play. Each minor 13. Ben Goldstein 1535 AC-A5
active empire ignores forts. Good when empire can only be played in its 14. David Metzger 1535 AC-A6
there are a lot of forts to conquer. particular epoch. Don’t forget to play it. 15. Michael Newman 1534 ACA-6
16. George Young 1528 AC-A6
17. Brian Carr 1528 AE-A5
Pirates. Play in Early Epochs. One free Summary
18. Amber Martin 1528 AE-A5
fleet, regardless of navigation. You’re
19. Michael Frey 1528 AE-A6
never going to get more than one VP Here is a summary list of my
20. Gary MacLellan 1528 AE-A6
per turn for this fleet anyway, so play it recommendations: 21. Edward Wrobel 1528 AE-A5
at the first chance in a sea where the 22. Matthew Romaniecki 1528 AE-A5
fleet is likely to survive. Shang pirates EARLY CARDS (Epochs I and II) 23. Cliff Ackman 1528 AE-A6
in the Sea of Japan or Lower Indus 24. Andrew Kutzy 1528 AE-A5
pirates in the Bay of Bengal are the best Population Explosion Allies 25. James Allaire 1528 AE-A6
examples. Civil Service Pirates 26. Ivan Lawson 1528 AE-A6
Empire(s) Revive Engineering 27. Eric Hessen 1528 AE-A5
Naval Supremacy. Play in Late Epochs. Empire(s) Fortify 28. Keith Altizer 1528 AE-A6
This card is most useful to the maritime 29. Lillian Burke 1528 AE-A5
powers appearing in Epochs VI and VII. MIDDLE CARDS (Epochs III, IV and V) 30. Eric Redstone 1527 AE-A6
Players might be tempted to use the 31. Christina Hancock 1527 AE-A6
card with Mediterranean empires such Trade Bonus Barbarians 32. Jared Scarborough 1522 AG-B6
as the Greeks, Romans and Byzantines, Disaster Jewish Revolt 33. Chris Sasso 1522 AG-B6
but those empires would be better Crusade Kingdom 34. Michael Ehlers 1522 AG-A6
served by the dark blue cards, “Elite Empire(s) Revive Engineering 35. Kevin LeRow 1522 AG-B6
Troops” or “Jihad” since these cards Empire(s) Fortify Civil War 36. Paul McCarthy 1522 AG-A6
have effect on land and sea. Playing 37. William Navolis 1521 AG-B6
“Naval Supremacy” and a land card is LATE CARDS (Epochs VI and VII) 38. Richard Trockel 1521 AG-B6
39. Jeffrey Miller 1521 AC-B6
overkill.
40. Lauren Hickok 1514 AH-B6
Naval Supremacy
41. Dennis Disney 1514 AH-B6
Empire Revives, Empire Fortifies. Play Civil War 42. Kathy Stroh 1509 AI-B6
in Early to Middle Epochs. These cards 43. James Yerkey 1500 AC-A6
14 The Boardgamer Volume 2, Issue 1 January 1997
Advanced Squad Leader 2-Player Game
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The Boardgamer Volume 2, Issue 1 January 1997 15

Avaloncon 1996
Four Days of Fun, Competition and Fatigue
by James Pei
Travelling to my second Avaloncon, I learning that many other veteran players final on Sunday morning since some
arrived at the Marriot on Wednesday owned several copies of the game. finalists don’t show up due to winning a
evening for my first tournament, a new spot on other finals. With my high
game called Air Baron. It is not quite Anyway, Marty bid 21 objectives for the score, I would be the first alternate.
like Rail Baron, more an economic Axis in the four-turn final while I bid 22. Sure enough, I was informed by Joe a
game with a touch of History Of The My attacks in Army Group North and day later that I was in.
World. Like a majority of the players, I Center were successful in turning his
had not played this game before. The flanks and cutting a large number of Fast forwarding to Sunday morning saw
game is simple, quick and fun. I did not Soviet units out of supply. However, six finalists competing in the first HWB
advance to the next round as I did not Army Group South bogged down south championship. Player black, Bruce
grasp the fare war concept quickly of the Pripet Marshes. I did not want to Bernard, jumped out to a big lead with
enough. With plenty of time left, I repeat the mistake of Marty’s previous 65 points due to snowballing the
grabbed some food and wandered over opponent when he inadvertently over Romans with the Guptas early in the
to Open Gaming. extended his panzers blitzing near Kiev fourth epoch. The next highest was only
and then watched them surrender due 36 points. I was dead last going into the
Thursday morning was busy as the to out of supply status. The situation fourth epoch and only managed to pull
convention officially got started. I was a little more critical than I in 30 points. Seeing that my situation
played in my favorite wargame, Russian anticipated since Odessa probably was almost hopeless, I bid high for the
Front. Due to a couple of no or late would not fall by turn 4. That means I Mongols for one last hurrah. Along with
shows, the tournament did not meet the needed to take either Vitebsk in the the crusade card and getting the Ming
minimum eight entrants requirement. central sector or Novgorod near Dynasty in the sixth epoch, I was able to
That means it will become a demo next Leningrad to meet my 22 objective catapult into first place with my blue
year. I hate to see any great game, let points. I decided to strike north for presence in almost every area. Of
alone Russian Front, languish and fade Novgorod since it is easier to occupy course, everybody else sacking the
away slowly this way. I know there is a and it puts pressure on the Soviet units Roman player’s pieces helped a lot.
whole bunch of people out there playing in the Leningrad area. Besides, the
eastern front games. If you like central front sector was swarming with With only a few points separating the
strategic level games, this is a great lines of determined Red Army soldiers. front runners and the championship up
game. Especially to the people who My decision proved very wise as Marty for grabs, everyone was bidding rather
play The Russian Campaign, Russian shifted his Leningrad defense away from low to pick up empires at a bargain. I
Front has a very innovative design, the Finns to protect against the now was surprised to get Britain for only 28
employing more fluid action, pleasing menacing German panzers. In his points. Naturally, my blue monuments
graphics, and very dynamic combat haste, he left fortress Leningrad and pieces were the target of many
interactions. I’ve played quite a few unguarded. I was able to blast my way reprisals and attacks. But with a
eastern front games, none of which through the Baltic coast corridor, and powerful legion of 20 armies, I had no
approaches the elegance and ease of using a reserve Finnish unit, occupied trouble holding onto my lead and the
play of this game. After being Leningrad. With the loss of Leningrad championship. Special mention should
introduced to this game, I literally and the Baltic fleet, plus the 4 objective be awarded to player red, Robert
stopped playing other eastern front points, Marty conceded. Kircher, who again managed to squeeze
games. I urge all you Russian Front through to a second place tie with player
players out there as well as any eastern Previously, with mutual agreement, black. By virtue of getting 37 net points
front gamer to compete in this Marty and I postponed of Russian Front for the Netherlands, Robert won the tie-
tournament next year. final until Friday to allow me to play in breaker. This was amazing considering
History Of The World with Bidding on that Robert did not get any great empire.
I was able to advance to the final round Thursday night. The tournament format His only strong empire was the
along with Marty Roecker. Talk about a is based on the concept described in the Byzantines! What a good player!
real fan and historian of WWII Eastern GENERAL, Volume 29, #1. This year, it
Front, Marty has researched, revised was at tournament status after debuting My personal thanks to one of the HWB
and expanded the rules and scope of last year as a demo. My bidding in the players, John Weber, who offered to
the Russian Front game system. It has preliminary round was fairly low, picking give me a ride to the airport after
taken him years of work, and with at up empires at a bargain. I was able to learning that I would miss my return
least five or six copies of the game itself, steadily accumulate more and more flight to Austin for the second year in a
he has expanded the mapboard and points. However, by a combination of row. Since we did not finish the final
created many realistic combat units, like my not paying attention and his lying low until 3:30 pm in the afternoon, we barely
the Italian Alpini Corps and the Soviet throughout the game, Robert Kircher had enough time to get to the airport.
mechanized armies, that actually fought sneaked his way through to win over me By weaving through traffic (while
in that ferocious campaign. I felt by one point. I was surprised and observing the speed limit), John
ashamed in that I only own my original dismayed by my lack of diligence. But managed to drop me off at BWI five
worn out copy of Russian Front while the GM, Joe Lux, consoled me that I minutes from takeoff. I raced to the
had a good chance of getting into the departure gate, hopping onto the plane
16 The Boardgamer Volume 2, Issue 1 January 1997

Avaloncon 1996 (Cont.)


just before the flight attendant closed This had been another outstanding jackpot in infusing an esprit de corps to
the door. What a way to end a fun and convention. The second time around all the wargamers and leisure gamers
wonderful week, sweating to the end. was even more enjoyable. I saw many with this wonderful annual convention.
familiar faces and got to know new Something the gaming hobby needs
To wrap up, I played in another Air ones. Like many players, I was mentally badly, a sense a belonging and
Baron heat and two other tournaments, and physically fatigued. But it was the leadership. Keep up the good work. I
Acquire and Hannibal. One thing I like kind of fatigue that leaves a good feeling do hope next year’s Con will be even of
about tournaments with multiple heats is inside you. Don Greenwood and the longer duration.
the flexible time schedule. I entered in Avalon Hill staff have definitely hit the
yet another round of Air Baron on Friday
afternoon when my schedule was open.
But luck was not with me that time as
my LAX hub did not make me money
until too late. Afterwards, I wanted to
enter in the Titan tournament. But
Pay Increase For Authors!
running low on fuel and ammo (tired and
Starting with Volume 2 in 1997 (this issue), pay for authors will be doubled to
hungry), I decided to withdraw from the
one free issue of the BOARDGAMER for each half page the article occupies.
battlefield to my room where I took a
In addition, those who have built up a number of issues can instead cash
nap. Later, I replenished my stomach
them in at the rate of $3.00 each.
by enjoying the excellent buffet at the
hotel restaurant.
The BOARDGAMER is always in need of authors to pen quality articles.
I have always enjoyed Acquire since it Although there are no set restrictions as far as article content, the
contains no dice. However, being a BOARDGAMER will always concentrate on the play of Avalon Hill/Victory
Saturday morning game did not help my Games board, sports and card games. Thus strategy articles, series replays
cause as I was not yet fully awake. My and variants for these games are always good material for submission.
brain was still in a semi-conscious state. Game reviews of some of the older titles which may not be quite as familiar
I just could not keep track of how many to some of the newer members of the hobby as they are to the old grognards
shares of which hotel a player had. would also be welcome material. History articles, game reviews, game
Needlessly to say, I lost in all three previews and articles dealing with games from other companies will be
rounds of the tournament. considered on a case by case basis.

By Saturday afternoon, I was combat Articles submitted will not be printed with any significant changes without first
ready for Hannibal: Rome vs. Carthage. receiving the approval of the original author. It is requested that articles
This is a great game, even better than submitted to the BOARDGAMER not also be submitted elsewhere without
We The People. You can tell just by first informing the BOARDGAMER.
strolling through the Open Gaming Area
how popular this new game is as many
people were playing Hannibal. Since I
had a little more experience than my BOARDGAMER Back Issues
opponents who were just learning the
game, I was able to advance quickly to Yes, we’ve finally been around long enough to have back issues for sale. Each
the third round. While waiting for my back issue is available at a cost of $3.50 apiece. Some back issues will also be
next opponent, I had the chance to chat available from me at Avaloncon (if you can find me). If ordering in quantities
with the designer who told me that he is greater than one, the extra issues are $3.00 each.
working on another new game,
Alexander The Great. Wow, can’t wait Preview Issue - Circus Maximus (V), Candidate (S), War At Sea (R, S), 1830 (V),
for that one! Up Front (R), AREA News & Ratings (N)

Anyway, I lost in the third round, only by Volume 1, Issue 1 - Avaloncon 1995 (N), Assassin (S), Panzer Leader (Sc),
one province. At one point, my AREA News & Ratings (N)
opponent offered to resign. I convinced
him to continue since anything can Volume 1, Issue 2 - Avaloncon 1995 (N), History Of The World (SR),
happen in a four turn format. Something Panzerblitz/Leader (Sc, V), 1776 (Sc), AREA News & Ratings (N)
did happen and I was dismayed that I
wound up losing. I cursed and Volume 1, Issue 3 - Battle Of The Bulge ‘91 (S), Auction (S), War At Sea (S),
screamed (on the inside, of course). On Victory In The Pacific (N), Machiavelli (S), Starship Troopers (N),
the outside, I congratulated my Fortress Europa (SR), AREA News & Ratings (N)
opponent and graciously shook his hand
(maybe squeezing a touch hard). Even Volume 1, Issue 4 - Fortress Europa (SR), PBEM (N), Panzerblitz (N),
though I was now very fatigued, my Attack Sub (S), Avaloncon 1996 (R & N), AREA News & Ratings (N)
adrenaline was still pumping. So I went
over to play in Open Gaming. War is Key: (H) = History; (N) = Narrative; (R) = Rules Clarifications; (S) = Strategy; (Sc) = Scenario;
hell! (SR) = Series Replay; (V) = Variant
The Boardgamer Volume 2, Issue 1 January 1997 17

Late Returns
From Avaloncon 1996
by Avaloncon GM’s
The write-ups from many Avaloncon BREAKOUT: NORMANDY two assistants was that the entire BKN
tournaments appeared in the last issue field appeared to be much stronger than
of the BOARDGAMER. Following is the
(GM - Ron Fedin) in previous years (especially Mike
write-ups from two more. Hopefully, Welker). Rounding out the BKN prize
Breakout Normandy (BKN) started out
more details about other events will winners were Jim Doughan, third;
the weekend with a “Mulligan” round on
follow in an upcoming issue of the Murray Cowles, fourth; Matt Fagan, fifth;
Wednesday night. Players could take or
GENERAL. Ron Fedin, sixth; Don Greenwood,
leave their Wednesday night results, in
seventh; and Alan Bard, eighth.
place of the regular first round, which
BATTLE OF THE BULGE ‘91 was scheduled for Friday. Mulligan Several special items to note. Jim
(GM - Kevin McCarthy) round losers could drop their loss status Doughan donated a chess clock to each
and start fresh on Round 1 on Friday the first and second place BKN and
This year’s tournament resulted in a morning. Mulligan round winners could Turning Point: Stalingrad finishers, as
three to one majority in American sleep in on Friday and would not report appreciation for having these events run
victories. The automatic victory for regular BKN tournament play until the at Avaloncon. Thanks Jim! Special
condition for the German capture of start of Round 2 on Friday afternoon. note also to Bruno Sinigaglio who
Liege was eliminated and is now part of Thirty four people played in the BKN entered the BKN tournament with very
the normal victory conditions. Mulligan round, some experimenting limited knowledge of the rules with the
with tactics, knowing that a loss could be intent to learn more about the game.
As in most Bulge games, the German discarded. Players seemed to His first opponent, Keith McFarland,
situation usually deteriorates after the appreciate this chance to warm up for patiently continued to explain situations
December 17th turn. The German’s the regular BKN tournament. to Bruno throughout the game, rather
must make great strides on the opening t h a n t a k i n g a dv a n t a g e o f hi s
moves if they hope to attain victory. Friday, the regular BKN play began. 54
inexperience, and ultimately ended up in
Bulge ‘91 is an interesting mixture on players took part in the BKN tournament,
a sure-lose position as the Allies. Bruno
non-locking ZOC’s, weather and air an increase of six players over last
graciously evacuated Caen, allowing
power variables. Neither side can be year’s Avaloncon BKN tournament. New
Keith to obtain a win, in respect for the
totally secure from devastating isolation this year was the use of the bid (to play
time and effort provided to teach Bruno
moves. the Allies) as the points to be awarded
the rules and tactics of BKN. Don
for a victory, by either the Allies or the
Greenwood also put in a strong bid
This year’s field contained three Axis. This system provided a convenient
again this year to earn that coveted
returning champions with four plaques tiebreak for people with the same won/
championship plaque from one of the
among them. The first round saw the loss record, a problem for any 2-player
area-movement games, which has
o n l y G erm a n vi c to ri es i n t h e tournament with 54 players and only 6
eluded him since the first Avaloncon.
tournament. The surprise of the rounds of play.
Only the ultimate champion ruined his
tournament occurred when John tournament win record.
Metzger defeated one former champion Axis play dominated with 47 wins versus
and played a very close game against the 33 wins for the Allies. Since the
another. bidding for the Allies was an auction bid

The final was between Jack Morrell (the


at the start of each game, the
dominance of Axis wins seems to infer Classified Ads
reigning champion) as the Americans that people tended to overestimate the
This service will be available free of
and Kevin McCarthy as the Germans. ease of the Allies action or players got
charge to all of the BOARDGAMER’s
A good German opening was stymied carried away with the auction bidding
subscribers. The BOARDGAMER
when the skies cleared and eight process. Maybe it was playing the six
assumes no responsibility for the
American air appeared on turn two. five-hour rounds in less than two full
business practices of those advertising
Jack’s skillful placement and delaying days!
here.
tactics slowed the Germans on turn
three. On December 19th the Germans The BKN tournament was won by
Please keep all ads down to a
managed to isolate the southern portion newcomer Hank Burkhalter, his first
maximum of 50 words apiece. Also
of the American line. Then on the 20th, Aval onc on. Hi s 1 99 6 BKN
keep in mind that the BOARDGAMER
the skies cleared for the remainder of championship was deservedly earned
goes to the printer several weeks
the game. Air drops and sound with wins over the 1994 BKN champion,
before it is mailed, therefore if you wish
American strategy sealed the fate of the Don Greenwood and four other worthy
your ad to appear in the April issue, it
Germans during the last two turns. opponents. Second place was taken by
better arrive at the BOARDGAMER by
With this victory, Jack became the first Bryan Eshleman who, along with Hank
late February at the latest.
back to back champion in Bulge ‘91. Burkhalter, entered the final game
undefeated. Both vowed to come back There were no ads received this issue.
next year to try again! The overall This feature will continue only if interest
comment from the GameMaster and his is sustained.
18 The Boardgamer Volume 2, Issue 1 January 1997

Circus Maximus
Strategy Tips For Tournament Play
by Bruce Monnin
When I started gaming in 1980, my first top, I have come up with a few tips on Circus Maximus races generally break
games were, in order: Battle of the how to play well with various types of down into two distinct groups, the light,
Bulge ‘65, Third Reich, Panzer Leader, chariots. fast chariots and the slow, heavy
Fortress Europa, Tobruk and Arab- chariots. The heavy chariots need to
Israeli Wars. All two-player games, Heavy Chariots damage the fast chariots early before
which was good because I only knew they can pull away. The races then
two other guys willing to play these Heavy chariots are the best chariots to generally evolve such that some fast
games. Then someone else in town take just to have fun. The heavy chariots sneak away, and some heavy
purchased Circus Maximus. We were chariots get to do most of the attacking chariots slow down to kill them on the
able to get a group of six together, and and get to instill the most fear. All fun next time around the track. Therefore,
for about two months we played a lot of stuff! as a heavy chariot, it is a good idea to
Circus Maximus. Then the group split make certain you are at the front of the
up and I haven’t been able to play multi- When deciding whether to take a heavy other heavy chariots. Let the other
player games at home since. chariot, pay attention to the other heavy chariots do the attacking early,
players. For a heavy to win a race, the while you go ahead as fast as you can.
So, when I went to my first Origins in field needs to be at least 1/3 and Eventually, you can talk the other heavy
1983, I went to play Third Reich and the preferable half full of heavy chariots. A chariots who are behind you into
other “serious” two player games. I was lone heavy chariot will have lots of slowing down to set up the gauntlet line
unprepared for how serious they were targets for 2-3 turns, then the survivors while you keep chasing to make sure
(and how poor my strategies were). I will zip on past, not to see him again the leaders don’t try to slow down while
was having very little fun until I got to until they lap him. If you notice some working their way through the gauntlet.
the Circus Maximus tournament being people who usually take heavy chariots, With any luck, the leading light chariots
run by Bruno Sinigaglio. If anyone or hear lots of talk of dead horses and will be killed on the last straightaway
remembers this Origins in Detroit, all the flipped chariots, then it might be safe to where there is no room left for the other
tournaments were held in one huge take a heavy. heavy chariots to stop you from winning
room, and the Circus Maximus the race.
tournament drew a lot of attention due to When selecting a heavy chariot, the
all the yelling, screaming and shouts of next decision is where should your other Light Chariots
“Alpo!” every time a horse was two preparation points go.
damaged. I came back for multiple Light chariots require a different type of
Endurance may not be necessary. You driver than the heavy chariots. The
heats, and soon Bruno was showing me
will seldom, if ever, be attacked, so driver of a light chariot has to be able to
some of the finer points of the game
endurance is not necessary for braking. accept the fact that everyone is going to
(usually while he was defeating some
Heavy chariots will also be going slower, be out to get him without developing a
poor foe at Afrika Korps at a nearby
so they can run through the more inner persecution complex. The game is kind
table). Eventually, I made it into the
lanes on the turns and will only need of like a fox hunt. It looks like it is a lot
final, a monstrosity with somewhere
voluntary straining on the straightaways. more fun to be the hounds, but it is more
between 18 and 22 chariots (I can’t
Therefore, one point at most should be challenging to be the fox (and you’re
remember exactly), all of whom were
used for endurance, and you can more likely to end up dead).
required to have heavy chariots, which
usually get away with no preparation
was four laps long instead of the usual
points. It is best to be a light chariot when the
three. About six hours later I was
poised to win the tournament when race is full of other light or normal
At least one point should be used for chariots. If you are the only light in a
Jimmy Page came along side me thanks driver modifier, or else your opponents
to a good strain whip, launched a field of heavy chariots, you are going to
may succeed in evading your every need incredible luck to survive. So, if
successful attack and killed one of my attack. Two points are ideal, but then
three remaining horses. I later you look around the board and see a
you will have a very slow chariot. bunch of fellow gamers who look to be
calculated that the odds of that attack
keeping me from winning the race was the violent and vengeful types, a light
Team speed is where the real decision
only 11%. chariot may not be the best choice.
comes in. A preparation point here
raises your speed by 2-3 movement After deciding to go with the light
This experience hooked me on Circus points (MP) each turn, while a driver
Maximus tournaments, and I have been chariot, the next decision is where to
modifier prep point will raise your speed allocate your four unused preparation
in the Origins, Atlanticon or Avaloncon by 1, help you strain in corners and help
tournaments every year since. Although points.
you succeed in attacking others. The
I have only managed to win one tradeoff is that increased team speed
tournament, I have been able to win a Endurance is much more of a necessity
will help you keep up with the leaders to with a light chariot. You will probably
number of heats and finish high in many attack them more often, while the driver
finals. From these experiences and burn a lot of endurance braking from
modifier will help the attacks go through, attacks, a little more straining in the
from playing with and talking to players if you can just keep up.
who seem to consistently finish near the corners and as much as possible using
The Boardgamer Volume 2, Issue 1 January 1997 19

Circus Maximus (Cont.)


voluntary straining to distance yourself be the fastest chariot on the track, but chariots. If the heavy chariots are still in
from the killers in the pack. At least one as such you may not be the main target, range of the lights, then a normal may
preparation point is needed here. Two either. With this chariot, you should stay attack the light chariots. Although any
would be nice, but there are more as far away from the obvious leader as damage caused will not cripple a light
glaring needs elsewhere. possible, i.e. if the leader(s) takes the chariot, 2 or 3 such attacks may. Due to
corner in an outside lane, try to work their minimal expected damage, attacks
Driver modifier is crucial with this type of your way through the inner lanes. on horse teams are not worth the
chariot. A light chariot will be the target Hopefully, the heavy pursuing chariots movement point they cost, especially
of many attacks, so a good driver will be concentrating on the leader, early in the race.
modifier is needed to try and avoid allowing you to stay near the front
them. A light chariot will probably also without using too much endurance or A better attack choice, especially if the
need to take a few chances on the suffering too much damage. If the heavy chariots are starting to fall behind,
turns. Finally, a light chariot is wasting heavy chariots fail to eliminate or is the lash attack. An ‘M’ or ‘W’ result
his time making ram attacks on another sufficiently damage the leaders, you will will slow up the defender, allowing the
chariot or horses. Instead, when being eventually have to goes after them heavy’s to catch up. If nearing a corner,
hounded by a heavy chariot, a lash yourself with lash attacks to hopefully an ‘S’ (sideslip) result can ruin the
attack result of an ‘M’ (movement loss) slow them back down within reach of the defender’s plan for taking a particular
or ‘W’ (wound with a movement loss) pursuing pack. lane through that corner.
can slow him down enough to make a
getaway. A good driver modifier is Remember, when you choose a light If there are many heavy chariots in the
needed to get on the positive Lash chariot you have committed to racing, race, it is best for a normal chariot to
Factor side of the Lash Attack Table, as not combat. Limit your attacks to an keep a low profile. In other words,
this increases the chances of a positive occasional driver lash attack against perform no attacks, try to stay clear of
result and reduces the chances of the chariots which can be swerved into the the leaders and do not use voluntary
dreaded ‘G’ result (whip grabbed). Due wall, lash attacks against horses of straining if it may put you into the lead.
to the possibility of losing the whip, the chariots preparing to enter a corner, or a The plan is to be clear of some of the
lash attacks are better left until the first driver lash attack against a heavy heavy chariots before they decide that
lap is complete, when you’ve already chariot which has been hounding you in you are a prime target.
used much of your endurance and there an attempt to slow him down enough to
are not so many pursuers on your tail. get away. However, be selective in your General Tips
At least one preparation point must go lash attacks until you have used a good
to the driver modifier, two is even better. portion of your endurance. Straightaways are 34 spaces long.
Always keep this in mind when plotting
Speed is an interesting decision that Normal Chariots out your next move or two. This means
many novices miss. If you’re going to if you have a current team speed of 17
have a light chariot, you better have all Although not technically a part of either or 18, you can cruise around the track in
the speed you can get, right? So, many of the two previously mentioned groups, the inner lane spending two turns on the
automatically put down 2 preparation normal chariots are flexible enough to straight and one in the corner. This will
points for speed and then sacrifice be a lesser version of either group. As allow you to keep up with most anyone
endurance or their driver modifier. This such, normal chariots manage to win a without using any endurance. If you are
is not necessarily the best choice. surprising number of races. just barely through a corner, knowing
this also makes it easier to count out
If you use 2 preparation points for The most popular normal chariot is the how many spaces you are from the next
speed, then you either have a driver “horse with no name” combination of corner by subtracting how far you have
modifier of only 1 or very little one preparation point in every category. cleared the last corner from 34.
endurance. Your only strategy will be to This is also a frequent winner. It allows
run as fast as you can and hope you you the flexibility to run any kind of race. If near but not in the lead and a heavy
don’t suffer any damaging attacks. The main disadvantage is that instead of chariot is just a little too far off the pace
Everyone else in the race knows this allowing you to dictate the type of race to catch the leader, ask him if you may
too, and you will be an early target. This you will run, it forces you to react to the whip his horses. This has two effects:
setup gives you the best chance to run type of race others are running. (1) the heavy may be able to catch and
away with a race, especially in a group attack the leader, and (2) you may have
of players who are more interested in For those wishing to be able to run with just made an alliance which will make it
attacking anyone for the fun of it than in the light chariots, an alternative is to less likely you will be attacked in the
working together to catch the early take the preparation point away from near future.
leaders. This setup also gives you the team endurance and add it to team
best chance to be knocked out of the speed. With this setup you will need to If you lose your whip, there are still
race early so that you can move on to carefully hoard your endurance to avoid many ways to utilize your endurance:
another tournament. running out before the end of the race. 1) Convince others to whip your
horses.
Another alternative is to use just 1 If there are many light chariots in the 2) Take corners faster than the safe
preparation point for team speed and race, then a normal needs to make an corner speed.
use two for driver modifier. You will not immediate alliance with the heavy
20 The Boardgamer Volume 2, Issue 1 January 1997

Circus Maximus (Cont.)


3) Brake off written speed so that - The defender may suffer adverse Above all else, remember that this game
you can box in a leader and effects on the corner strain chart. a first and foremost a race. Every time
force his to wast e hi s Sideslip results may keep him from you stop to attack someone, you are
endurance. clearing the corner in one turn. Horse using a movement factor which could be
damage and flip results are obviously used to move you one step closer to the
When aiming to park in front of an inner also good. But the result you are finish line. Therefore, you must make
corner lane, know exactly how many realistically looking for is the dreaded sure that your attacks are valuable
movement points it will take to get there ‘Jostled’ result. This results in the enough to be worth the cost. Try to
and write down a few extra for your turn defender losing 3 off of his current driver avoid attacks against opponents with a
speed. This will allow you to brake from modifier (and thus also off his maximum higher driver modifier than you, as the
any attacks before you move or allow turn speed). The resulting negative defender is likely to evade such attacks.
you to weave in and out of traffic to get driver modifier prevents the defender Even if you are a heavy chariot, do not
to your desired spot. If you still have from voluntary or corner straining, as try to take out all of your opponents at
extra movement points when your turn well as making him easier to attack. once. Make selective attacks against
arrives, use them by launching attacks The effects of the jostle also linger to a those chariots most likely to break away,
(preferably against horses, as there are lesser extent for the next two turns. and depend on the other players to help
no possible repercussions of such out.
attacks) or by weaving out a lane and - The defender may choose to take a
back in. Each time you move out a lane lane farther to the outside. While this Tournament Tips
and back in it costs one MP more than if will reduce or eliminate the endurance
you had moved in a straight line. loss and corner strain risk, it will slow One thing to note about tournament
down the defender. play. There will be players whose only
The inner most corner lane has a safe goal is to take a heavy chariot and have
corner speed of 8, which makes it the If the other chariot has plenty of fun attacking others. Such players are
only lane which can be safely navigated endurance, consider a lash attack rarely a threat to win the race. Do not
in one turn without corner straining. against the driver. Either a wound, attack such players, and try to get on
However, whenever other chariots are in movement loss, or brake result could their good side. Such players are
the vicinity, it is wise to plot a speed of 9 slow the driver sufficiently so that he can valuable allies, since they are unlikely to
or 10. The extra movement will allow not clear the corner in one turn. A challenge you for the overall win. They
you to get through the turn even if you sideslip result on an attack from the are also likely to mess up everyone's
were attacked and were forced to brake. outside can force the chariot into a plans by ignoring a leader if they can’t
It also allows you to clear the end of the corner lane farther to the inside than he get that far and instead attack the
corner by an extra space, thus giving would have preferred. The drawback to chariots which can reach the leader.
you the option to brake from an attack this attack is the possibility of the whip Plan on this eventuality and concentrate
without backing into the corner. grabbed result. your attacks on the leader, ignore those
who are slightly behind and try to put as
On a related topic, if you take the inner Notice in the rules that to win the race, much distance between yourself and
most lane through a corner, move out you do not have to being driving your these fun-loving wreckers of havoc on
one lane with your last movement point chariot. You can win the race by being the track.
as you leave the turn. This prevents an drug across the finish line by a barely
opponent from trying to swerve you into alive driver. Most dragged drivers have If you play in many tournaments, you
the wall with a lash attack, and also a decent chance of surviving the race to will notice that Circus Maximus draws a
allows you to evade an attack instead of the finish line if their chariots flip in the number of entrants who are only mildly
having to brake and back up into the final turn and all four horses are still familiar with the game. These players
corner. alive. So, if your are a few places back are also unlikely to challenge for the
from the lead going into the final turn win. Do not waste movement points
When another chariot is parked in from and do not feel you have a realistic attacking these players early in the race.
of an inner corner lane and has not yet chance of winning, Take the far inside Instead, concentrate your race decisions
moved this turn, launch a lash attack on corner lane at the maximum speed you on the actions of the more experienced
his horses (especially if they are low on can go. Odds are that your chariot will players. If you find yourself in a close
endurance). Such an attack can have flip in the corner, but you may gain race late in the game against one of
numerous positive results: enough position by taking the inner lane these inexperienced opponents, you can
that you will contend for the victory usually outmaneuver them to seize the
- The defender loses an amount of unless someone makes the effort to run victory, while this will not be the case
endurance equal to the additional over your dragged driver. Besides, with the more experienced players.
movement factors gained. there is the off chance that you will roll
low and suffer only minor horse damage Circus Maximus is still a game where an
- The defender may lose additional or a sideslip, in which case you will have odd die roll can suddenly result in your
endurance for going faster than the made a significant gain on the leaders (if chariot being flipped and your driver
maximum safe corner speed. you have not passed them). being drug along behind your horse
team. Using good, sound strategy can
help decrease the chances of this
happening, but never eliminate it.
The Boardgamer Volume 2, Issue 1 January 1997 21

Sweeping The Sweeps


Strategy In The Ratings War Phase of TV Wars
by Michael Anchors
If TV Wars is a war, then the “Ratings If the game ends due to exhaustion of +29 pts.). A show may be augmented
Wars” within the game are the decisive the Critic’s Choice/Viewer’s Views with only one Bonus tile. Best Network
battles of the war. They represent the st acks, pl ayer s conver t t hei r News adds 5 pts. to the first show in the
quarterly Nielsen poll of viewers. At programming to cash and add their 8:00 time slot and continues as a 5 pt.
each quarterly sweep, in each time slot, actual cash to determine their new worth lead-in bonus for the network winning in
the program with the lowest rating is winner. Programs are converted at a each subsequent time slot. Players
canceled, i.e. ousted from the game. rate of $500 per 30 minutes per 10 forking over $5000 get a 10 pt.
Since each player’s prime asset is his ratings points. Hence, “Wagon Strain”, Promotion Bonus for all the programs in
roster of programs, it is essential to 90 minutes long and 40 rating points is their line-up. Hence, a 120 pt. Action
avoid the loss of programs. If worth 3 x 4 x $500 = $6000. Values Special can be blasted into history by a
wargamers think of programs as their range from $500 (“The Fraidy Bunch”, 60 pt. Sitcom with the right combination
precious supply of panzer divisions or “Mrs. Ed”, etc.) to $24,000 (any 120 of lead-in bonus, Emmy and Promotion
aircraft carriers, the whole situation minute Special for which a ‘12’ is rolled). Bonus.
becomes more familiar.
Programs earn cash during the game There is another consideration:
The game rules have an unusually good whenever players land on the Sponsor counter-programming. For each
Players notes section, outlining many s p a c e, $ 5 0 0 p er h a lf - h o u r o f network scheduling programs of the
important features of strategy, but programming, and, in this case, point same type in the same time slot, your
advice on program scheduling is value is irrelevant. program-rating is reduced by 10 pts. If
conspicuously absent. Too bad, two other Networks put up Action
because choosing which programs to The first principle of programming programs against your vaunted Action
play in which time slots is the most strategy is so obvious it shouldn’t need Special, even a 40 pt. Sitcom with the
important decision of the game. to be mentioned. Yet it is amazing how bonuses would beat it!
many players ignore it. Take account of
Programs come in four time lengths: which programs (and Stars) your Thus, prudence becomes even the
30, 60, 90 and 120 minutes; and four opponents have! Until they are placed Mighty. If you see that your opponents
types: Action, Drama, Sitcoms and on the schedule during a Ratings War, possess powerful Stars and Emmies
Other. Each player starts with 10 hours their programs remain face down and all (you can’t be sure about their Critics’
of programming and garners more you may know about them is their length Choice/Viewers’ Views tiles since they
during the course of the game, in and type. But once those programs are face-down and used only once), it
Tel evisi on Pro ducti on Com pan y have been exposed during a sweep, might be prudent to stuff your schedule
auctions, the “Steal a Program” space there is no excuse for forgetting them. with your worst shows. Better to lose a
and other means. The rate of Would you risk your 80 pt. Other, 10 pt. show to a souped-up Sitcom than
acquisition of programs usually does not knowing that one opponent has a 90 pt. your 90 pt. best. Your opponents can
keep pace with the rate of loss, since, in Action? Would you put up a 60 minute only use their Emmy once and $5000
each sweep, one program gets knocked Drama for bidding when you have seen spent on Promotion is gone forever.
out in each of the six time slots, the only that all the high-rated Drama shows are Opponents can’t keep spending $5000 a
exceptions being the rare case of an out? Do you remember which opponent turn for long and hope to win.
unopposed program or use of the had Dandy Griffith, when it comes time
Preemption tile. If attrition is equal, to Steal a Star? Stay alert. Of course, if your opponents suspect
each player in a four player game can you would be so devious as to schedule
expect to lose 1.5 programs per sweep. Now let us consider programming junk, they might save their Emmy and
Ratings Wars occur, on average, every strategy in the following three cases: their Promotions for a later sweep and
6.5 player turns. Hence, to keep even, beat you with an unadorned middle-
each player should plan on acquiring 1. The player with all high rated shows. rated show. So it’s a bluffing game.
one new program every turn, a goal You would think such a player would not Think vs. counter-think.
which can seldom be achieved. have to worry about the competition. He
Bankruptcies are common in a need only fill the Prime Time Span with Nevertheless, it is better to be in this
(viciously) well-player game. his highest rated shows, and watch his category, with a handful of block-busters
opponents die. Actually, it’s not so than in the next category . . . .
Each program has a Ratings Point value simple. No show is strong enough by
which ranges from 10 to 90 for regular itself to be totally secure because other 2. The player with mostly middle-rated
shows and 100 for Academy Award players can augment their program- shows. Middle-rated shows are not
movies. Specials range from 20 to 120 ratings by the addition of Bonus Tiles, likely to win contests, but you can at
depending on the roll of two dice. This Best Network News and Promotion least hope they won’t get canceled. A
value is determined during each sweep, bonuses. Bonus tiles are of four types: program that doesn’t get canceled, for
after the show is placed in the schedule. popular Stars (+10, +20 or +30 pts.), whatever reason, is almost as valuable
Emmy Awards (+50 pts.), Critics’ Choice as the program with the highest rating.
(up to +36 pts.) or Viewers’ Views (up to
22 The Boardgamer Volume 2, Issue 1 January 1997

Sweeping The Sweeps (Cont.)


Short middle-rated shows are more show, take stock of which “Bulletin”
valuable in this regard than long middle- cards have come up. One Bulletin card PBM Ladders
rated shows. I would rather own earns you $500 per each 30 minutes of
“Petting Place” (30 minutes; 60 pts.) and Action programming, but another Advanced Squad Leader
“Wheel of Misfortune” (30 minutes; 60 penalizes you the same amount. If the A PBM ladder has been started by
pts.) than “The B-Team” (60 minutes; 60 “Action series are ‘in’” card has come up Russ Gifford. Contact Russ at 320 E.
pts.) even though the two shorter shows but “Consumer boycott” still lurks in the 27th Street, Sioux City, NE 68766.
have the same total value. Elimination deck, schedule your Action shows in the (414) 494-8746.
of a rival’s low-rated show in the first line-up. If the reverse is true, schedule
half-hour time slot can expose “The B- another type of show and hold onto Across Five Aprils
Team” to elimination by another Action. A ladder is being set up for both PBM
network’s high rated show. But, if and PBEM. Contact Andy Lewis, 16
“Petting” is scheduled ahead of “Wheel”, And a final question to test your Gosling Drive, Lewes, DE 19958.
only “Wheel” is threatened. knowledge of TV Wars minutiae. (I (302) 644-1984. Em ail:
couldn’t think of enough questions to alewis16@aol.com.
Let’s face it. Middle-rated shows are a make an entire quiz.) You are allowed
liability, unless bolstered by Bonus tiles one 120 minute program and one 90 Panzerblitz
and Promotion cash. They are not minute program at the start of the game. Paul Martin (1917 St. Laurent Blvd.
strong enough to survive on their own, Which type should you choose for #1914; Ottawa, ON K1G 3P8;
and they are too valuable to lose. Wise each? Canada) in running this PBEM ladder.
players use high-rating shows to protect Contact Paul for details.
lower rated ones, of course, but a Answer: a 120 minute Action and a 90
second important principle is to use low- minute Drama. Only in this way do you War At Sea
rated shows, as sacrificial lambs, to have a chance of getting a 90 pt. show Paul Martin (1917 St. Laurent Blvd.
protect the middle-rated shows. The in these categories. #1914; Ottawa, ON K1G 3P8;
certain loss of a 10 pt. show is Canada) is planning to start this ladder.
preferable to probable loss of a 60 pt. A mailing is planned to go out to
one. potential participants in January 1997.
Contact Paul for details.
3. The player will all low-rated shows is
losing, so he can play for fun. Since he
TV Wars Stalingrad
will likely get only one new show per December 3, 1996 8 Active Players This ladder is active with at least 4
turn, he should bid for long ones to 1. Eric Wrobel 1571 AB-A5 participants. There is always room for
cover the Prime Time span. It’s not so 2. Josh Dunn 1536 AB-A5 more. Contact John B. Grant, Jr. (198
bad. After his single long show gets 3. Michael Destro 1524 AD-A5 Brookdale Road; Stamford, CT 06903)
knocked out of the schedule, he can 4. Lauren Vessey 1524 AC-A5 for details.
enjoy watching his opponent’s programs
go back to the box. If he fills his
schedule with short programs, on the
other hand, only his programs will get
canceled and Chapter 11 looks ahead.

Two final considerations: some uses of


low-rated programs have already been
suggested, but another use of junk-
programs is as a dumping ground for
negative Critics’ Choice/Viewers’ Views.
These nasty tiles have to be used
somewhere, not on your “Shoegun”
heaven forbid! Kamikaze programs are
best left for late evening, so as not to
spoil the chance to garner the lead-in
bonus earlier. Thirty-minute garbage is
best suited for the purpose. Two of
these junk-shows can neutralize a
couple of negative “Bonus” tiles for less
than $2000. Using bad “Bonus” tiles on
longer shows is more expensive.

If you are faced with the probable loss of


an Action show or some other type of
The Boardgamer Volume 2, Issue 1 January 1997 23

History Of The World


PBEM Ladder Rules
by Greg Courter
There has been a PBEM History Of The - Everyone can play in, at most, two - If a player drops out, note that they will
World ladder competition going on for games at a time. get zero (0) points. Another person can
some time on Genie. Recently, the first take over that position prior to Epoch 6.
al email game of people on different - Games positions are first come first If another player takes over a position, it
online services was started, and served with the following stipulations: will be handled as if they started the
hopefully in the near future there will be 1) Players not currently in a game game for point and AREA concerns. If a
a game on the Virtual Wargamer’s HQ get dibs. player has a pressing need (health, etc.)
on the Internet (www.manzana.com). If 2) Everyone on the ladder must be to drop, they will not be penalized and
you are interested, contact Greg at available to moderate games - will be put on the inactive list.
GCOURTER@genie.geis.com. dibs for open game slots go to
the player with the most games - Any game issues will be arbitrated by
PBEM Ladder Rules moderated. the GM. If need be the Keeper of the
3) Another tie-breaker is number of Ladder has final say.
- All games will be AREA rated ladder games (completes plus
(something to keep Glenn Petroski busy current) played. The person - Please let the Keeper of the Ladder
with). with fewer games gets first know if you need to take an extended
crack. leave and if your electronic mail address
- Each position in a game will be rated changes.
based on finish. All games should have - Moderator rules will need to be
6 players but in no case will any have formalized, but basically would be that if - Most importantly, have fun.
less than 4. You will get points based a turn is wrong or illegal, you back up all
on finish as follows: following moves until the turn matches History of the World PBEM
the correct result. Guidelines
4 Player Game
1st place 7 points - There will be 2 different values for the - All games will be run by a moderator.
2nd place 5 points ladder - total points and average This person will be the final arbiter of
3rd place 2 points position. The average will be the ladder any issues or questions. Games may
4th place 1 point order, total (and AREA rating) for be "normal" or "bidding".
breaking ties and for another way of
5 Player Game looking at things. - It is suggested that all players swap
1st place 10 points phone numbers with the GM. This will
2nd place 7 points - Games may follow the normal rules or allow them to communicate problems
3rd place 3 points the bidding rules as defined in The such as modem or computer failure or
4th place 2 points General. Players will specify which other things that might cause them to be
5th place 1 point game type they want to play in and the "AWOL".
GM will accumulate the players. The
6 Player Game optional rules (11.2 Preservation of - Games will be played using the Honor
1st place 10 points Culture and 11.3 Fortresses) may be System. That is, the player taking the
2nd place 7 points used at the GM's discretion. Again this turn is responsible for rolling all dice,
3rd place 5 points must be defined before the game both attack and defence. The player
4th place 3 points begins. then reports the results of the turn to the
5th place 2 points rest of the group.
6th place 1 point - Any changes to the ladder rules must
be voted on and passed by a plurality of - Play can be by e-mail, or by posting to
(7 Player Game?) the current ladder players who vote a central board. This is determined by
1st place 10 points within 1 week of the question. the capabilities of the players.
2nd place 7 points
3rd place 5 points - Use common curtesy. When you will - The moderator will draw all cards for
4th place 4 points be away for any length of time (over 2 the players.
5th place 3 points days is a good measure) be sure to let
6th place 2 points the GM and other players know. Turns - Any "secret" information will be passed
7th place 1 point should take no longer than 2 days to by e-mail only (such as the event cards
turn around. Consistent tardiness or and empire cards drawn by each
Dropping out of game results in 0 points. extended leaves without notification can player).
result in having your position turned
Bonus: Score/100, drop any fractions over to a backup player or expulsion - In a bidding game, the GM will either
from the ladder. randomly pick a player to place the
Bonus: +1 if you beat the next place Sumerians or the GM may place them.
opponent by >= 50 victory points.
24 The Boardgamer Volume 2, Issue 1 January 1997

History Of The World PBEM Ladder (Cont.)


This will be done prior to the first round - To speed play, a player who has an 2) Rerun the turn from the point of the
of bidding. In a 7 player game, the army (armies) that must retreat should first error. This should be used
Sumerians will be an available empire to try to specify as soon as possible, only when there are many
be bid on. preferrably as soon as the previous errors or the outcome would
empire completes its turn. not be too effected.
- In a non-bidding game, the GM will, 3) Replay the entire turn. Obviously
one at a time, e-mail the appropriate - Errors: It is quite possible that a turn this is only to be used in
player the empire drawn and who it may can be in error. This is usually due to extreme cases.
be passed to. That player will then post someone missing a difficult terrain
or send e-mail to all players and the GM defense but this is not the only reason. As always, the GM has discretion.
specifying the card's use. When there is If an error occurs, the GM can (in order Use common sense.
only one empire left, the GM will email of preference):
this information to the "drawing" player 1) Reroll the erroneous attack. This - Players should always look to keep the
and the player who receives it, and will usually is just rolling additional game moving. Let the others know
e-mail or post the first player's turn. dice. If there is no change, the when you will be gone for more than a
turn stands. If an attack fails couple days, etc.
- The players will then begin taking their which had originally succeeded,
turns. When one empire finishes, the then you "roll back" the turn. - At the end of each Epoch, the GM will
other players should check that turn for [i.e. If one attacking army lost, post or email all players a summary of
errors. If they find none, the next then the final attempted attack the board and player positions for
empire can begin. of the turn does not occur. If 2 verification prior to the beginning of the
were lost, then the last 2 attacks next epoch and at the end of the game.
- To speed play, the GM should tell the did not o c c u r . Th i s c a n
player if the empire held follows one that obviously result in a changed - If played for ladder position, all games
is missing that Epoch. This will allow score. If the incorrect attack must be registered with the Keeper of
that player to start play as soon as succeeds when it originally the Ladder prior to play and reported
possible without waiting for that failed, then the player will get when completed.
information later. one or more additional armies
to attack with, and will be told to - As always, the main issue is good
complete the turn. sportsmanship and fun.

History of the World Ladder (12/2/96) Greg Courter :)er


Keeper of the History of the World
Pos Player/Mod AREA Ladder # Total PBEM Ladder
Address Rating Rating Gms Wins Points GCOURTER@GENIE.COM

1 Eric Kirchner 12.0 1 1 12


e.kirchner@genie.com
2 Michael Newman 1534 ACA-6 10.0 2 1 20
NAVCON IV
m.newman2@genie.com This naval games convention will be held
3 George Young 1528 AEAA6 9.5 2 1 19 in Washington, DC from February 14-16,
g.young20@aol.com 1997. Board games featured will include
4 Mike Stachowski 1486 AE-B6 8.0 1 0 8 Fifth Fleet, Enemy In Sight, Attack Sub,
mlstack@moran.com Wooden Ships & Iron Men, Victory In
5 Bob O'Connor 7.0 1 0 7 The Pacific and War At Sea. Special
r.oconnor6@genie.com guest gamemaster will be bestselling
6 Jeff Miller 1521 ACAA6 6.0 1 0 6 author and game designer Larry Bond.
blachorn@aol.com
6 Greg Courter/1 1493 ABAA6 6.0 1 0 6 For info, E-mail Jim Fleckenstein at
gcourter@genie.com NAVYMEML@NAVY-MEMORIAL.ORG,
7 Bruce Monnin/1 1479 AGAB6 4.0 2 0 8 or write to:
monninb@bright.net
8 John Grant/1 1493 ACA-6 3.5 2 0 7 NAVCON IV
j.grant16@GENIE.COM U.S. Navy Memorial Foundation
9 Steve Quarterman 3.0 1 0 3 701 Pennsylvania Ave., N.W.
q-s.bren@genie.com Suite 123
10 Marc Guenette 1493 ACA-6 2.0 1 0 2 Washington, DC 20004
m.guenette@GENIE.COM
11 Patti Miller 1493 ACA-6 1.5 2 0 3 One price registration fee is $10 by
blachorn@aol.com 2/3/97; $15 thereafter. Convention T-
12 Robbie Robberson 1493 ACA-6 0.0 1 0 0 shirts cost an extra $5.
???
The Boardgamer Volume 2, Issue 1 January 1997 25

Pre-ASL AREA Recreation


Update October 1996
by Bill Thomson
Bill Thomson has been working hard As the player base is largely 6) Even if you no longer play Pre-ASL
recently to reconstruct the AREA ratings represented by the SLlist email group any records or partial records would be
for the original Squad Leader series and (Eric Pass; epass@nyx.net) with 100+ greatly appreciated.
its gamettes (Cross of Iron, Crescendo members, the SLlist is taking over the
of Doom and G.I.: Anvil of Victory). This responsibility for the creation and 7) Players without a game result in
involves recreating the results from the maintenance of the Pre-ASL AREA TWO YEARS will be considered inactive
first 6 Avaloncon conventions as well as rating system. The administration of the for the quarterly posting of standings.
games played online among members Pre-ASL AREA rating system after the However all records are in the database
of the SLlist. If you have any previous records have been recreated is should activity be resumed.
documentation of previous AREA still under negotiation, but will most
games played, be sure to forward this probably be handled by the Squad 8) Tentatively, there will be no
information to Bill. leader Academy. Many on the SLlist provisional/verified differentiation. The
wish for autonomy from the ASL same formula will apply to the first
You will notice on the next page that this administrator Russ Gifford. This is as games played as is used for all the other
research is still incomplete and that the SLlist community does not wish to games.
there are no numerical AREA ratings be a subset, or lesser priority, or under
yet. Hopefully, these will be available the administration of a player body not Other SLlist/SQLA activities:
for the next issue. involved with Pre-ASL. AS stated
before, the administation of Pre-ASL will - email ladder - (Alan Yngve)
The AREA ratings for Pre- Advanced probably be maintained by the Squad
Squad Leader (one combined rating for Leader Academy with constant effort - scenario record - (Chabot)
SQL, COI, COD, GIAV) is nearing the being made to coordinate information
functional form of the reconstruction between the AREA administrators and - discussion group - (Eric Pass)
process. The present database has 168 related publications.
posted games involving 67 players - compiled Q/A - (Roland Gettliffe)
tracing back to 1978. Including those Here are the key points of the Pre-ASL
names of past Avaloncon mailing lists AREA rating system: - SQL4th edition soft copy rule book in
provided by TAHGC, a total of 91 MSword 6.0 - (Thomson et al)
players have been identified. If you are 1) There will e one combined rating for
are one of these persons for which there Squad Leader (SQL), Cross Of Iron - SQL5th edition project in progress to
are presently have no games in the (COI), Crescendo Of Doom (COD) and integrated all Q/A - (Edwards/
database, I seek any records you may GI: Anvil of Victory (GIAV). Thomson/ Yngve)
have or memory of any past Avaloncon
participation. The tracking of past 2) Presently accepting records from any - A composite rule book; single rule set
Avaloncon events 91-96 are on the time frame. Most can be confirmed via for SQL-GIAV play - (Edwards/
SQUAD LEADER ACADEMY'S home cross referencing other players. Thomson)
page (http://zim.com /BThom son).
Several 'holes' exists in these records 3) Standings to be published quarterly - SQL and COI email tournaments -
as other players know where they won in the BOARDGAMER magazine. The (Yngve/Thomson)
and lost but not who they played. The SQLA home page to be updated
PARS (Pre-ASL Rating System) file monthly. - Av a l o n c o n 9 7 SQ L a n d CO I
exists on this home page as well (multi tournaments - (Thomson/Welsh/Pollard)
sheet form ula laden Exc el 5.0 4) Current administrator is Bill
wo r kb o ok ). Pl ea s e s en d a n y Thomson /SQLA which is indirectly a - Jaxcon97 SQL tournaments (TRC
information you may have to me via subset of the SLlist. The full file is kept also) - (Pollard/Thomson)
snail mail or email or phone at the below on my home page and in the SLlist
numbers: archive for backup redundancy. - SQLA newsletter - (Thomson)
Additionally, files are backed up
SQUAD LEADER ACADEMY automatically on several drives/ - SQLA Library of SQL tools -
Phone: locations. (Thomson)
daytime/voice mail: 561-739-3591
evenings-weekend: 954-742-8617 5) The standings are to be 'active' for - COI 4th edition soft copy rule book -
E-mail: some time as records will be added (Ulen/Thomson)
SQLA@zim.com, or chronologically as players are tracked
bthomson@zim.com down. Feel free to help identify current - AREA/PARS - (Thomson)
Address: addresses as the records go back to
P.O. Box 3756 1978 and some players have relocated.
Boynton Beach, FL 33424-2756
26 The Boardgamer Volume 2, Issue 1 January 1997

Current Pre-ASL AREA Records AHIKS


Mid-November 1996 The AHIKS International
by Bill Thomson Wargamer’s Society is a great
The Pre-ASL AREA ratings presently are lacking AREA values as the database expands resource for those who do not
weekly due to an extensive letter writing and player history investigation. AREA ratings will have a good supply of FTF
be calculated after current investigation of past games is completed. Below is a simple opponents and desire quality
ranking by winning percentage of games played; 203 games logged; 52 players with game PBM competition.
history; 33 others listed. Six+ games are needed for Verified status; 2 year activity period. AHIKS main function is to
# serve as a matching service
Rank PARS# Name W L D W-L Win % Games Qual Status to pair members who wish to
play the same game. If a
1 KW-01 Kevin Welsh 10 1 0 9 0.909 11 C Verified m at ch r eq u est c an n ot
2 SR-01 Scott Romanowski 9 1 0 8 0.900 10 B Verified immediately be filled, it is
3 BL-01 Brian Laskey 8 1 0 7 0.889 9 B Verified published in the AHIKS
4 AY-01 Alan Yngve 6 1 0 5 0.857 7 B Verified newsletter to help encourage
5 ES-01 Eric Stranger 15 7 0 8 0.682 22 E Verified other members to accept the
6 FW-01 Fred Wexler 15 8 0 7 0.652 23 E Verified requested match.
7 PP-01 Pete Pollard 10 6 0 4 0.625 16 D Verified
8 PB-01 Patrick Barker 4 3 0 1 0.571 7 B Verified Besides its primary function of
9 BT-01 Bill Thomson 52 37 3 15 0.565 92 M Verified providing members with
10 MG-02 Mark Gionet 8 7 0 1 0.533 15 C Verified opponents for play-by-mail
11 KT-01 Kieth Turner 7 8 0 -1 0.467 15 C Verified games, AHIKS also provides
12 MH-01 Michael Handiboe 4 5 0 -1 0.444 9 B Verified the following services:
13 EF-01 Ed Fritz 3 4 0 -1 0.429 7 B Verified 1) A workable PBM system
14 AK-01 Allen Kaplan 3 4 0 -1 0.429 7 B Verified which includes sets of random
15 TE-01 Ted Ewen 2 5 0 -3 0.286 7 B Verified numbers sent to players to
16 ER-01 Eric Redstone 3 8 0 -5 0.273 11 C Verified replace die rolls and stock
17 PR-01 Paul Reinert 4 10 1 -6 0.267 15 C Verified tables.
18 CE-01 Chris Edwards 2 7 0 -5 0.222 9 B Verified 2) A bimonthly newsletter
19 JR-01 James Roche 1 5 0 -4 0.167 6 B Verified filled with open match request
20 JM-02 Jeff Miller 3 0 0 3 1.000 3 A Provisional lists, gaming related articles,
21 SE-01 Stefan Eriksson 2 0 0 2 1.000 2 A Provisional society news and much more.
22 TF-01 Tony Faro 2 0 0 2 1.000 2 A Provisional 3) The judge, an impartial
23 MM-01 Mark Manitzas 2 0 0 2 1.000 2 A Provisional rules arbiter available to
24 JC-01 John Cannady III 1 0 0 1 1.000 1 A Provisional resolve rules questions.
25 DH-01 David Hooton 1 0 0 1 1.000 1 A Provisional 4) The PBEM Coordinator to
26 MW-01 Mark Walker 1 0 0 1 1.000 1 A Provisional help find electronic mail
27 AL-01 Alan Lipka 4 1 0 3 0.800 5 A Provisional opponents.
28 PM-01 Pete Maloney 2 1 0 1 0.667 3 A Provisional 5) The Unit Counter Pool to
29 SW-01 Steve Williams 2 1 0 1 0.667 3 A Provisional replace that one missing
30 CL-01 Chuck Leonard 2 2 0 0 0.500 4 A Provisional counter from your otherwise
31 JM-01 Jim Minnow 1 1 0 0 0.500 2 A Provisional complete favorite game.
32 EP-01 Eric Pass 1 1 0 0 0.500 2 A Provisional 6) Th e Multi- Pl ay er
33 OS-01 Oscar Scholten 1 1 0 0 0.500 2 A Provisional Coordinator to help arrange
34 RW-01 Russ Woods 1 1 1 0 0.333 3 A Provisional for matches in multi-player
35 ED-01 Eric Dunsmore 0 4 0 -4 0.000 4 A Provisional games.
36 LM-01 Linden Moore 0 4 0 -4 0.000 4 A Provisional 7) Courteous, dependable
37 AC-02 Andrew Cowdery 0 2 0 -2 0.000 2 A Provisional competition. Members with a
38 KR-01 Ken Rutkowski 0 2 0 -2 0.000 2 A Provisional history of dropping out of
39 JT-01 Joe Thomas 0 2 0 -2 0.000 2 A Provisional games or otherwise behaving
40 NW-01 Nathan Wallace 0 2 0 -2 0.000 2 A Provisional unethically can face expulsion
41 BE-01 Bill Wells 0 2 0 -2 0.000 2 A Provisional from the society.
42 JB-02 James Bouffard 0 1 0 -1 0.000 1 A Provisional
43 HB-01 Herb Boutilier 0 1 0 -1 0.000 1 A Provisional To join AHIKS, or for more
44 SC-01 Stephen Chin-quee 0 1 0 -1 0.000 1 A Provisional information, contact the
45 PC-01 Patrick Coyne 0 1 0 -1 0.000 1 A Provisional BOARDGAMER at 177 South
46 PF-01 Pete Fecurka 0 1 0 -1 0.000 1 A Provisional Lincoln Street, Minster, Ohio
47 EJ-01 Elliot Jackson 0 1 0 -1 0.000 1 A Provisional 45865. You will be put in
48 RJ-01 Rich Josephus 0 1 0 -1 0.000 1 A Provisional contact with your Regional
49 TK-01 Tony Kurilla 0 1 0 -1 0.000 1 A Provisional Director who will provide you
50 KO-01 Ken Oates 0 1 0 -1 0.000 1 A Provisional with more information about
51 MR-03 Michael Reffue 0 1 0 -1 0.000 1 A Provisional AHIKS as well as your
52 MR-01 Mike Rickman 0 0 1 0 0.000 1 A Provisional membership application.
The Boardgamer Volume 2, Issue 1 January 1997 27

Gettysburg ‘88
A Union Opening Strategy
by Ray Freeman
I have discovered an opening strategy of retreat. Any adverse result will cause Pegram could enter at either P1 or S4,
for the Union player that uses the fact casualties. If he suffers losses on his according to rule 3c. This is a hell of a
that the first Confederate forces to enter attack, he now gets hit at +2, and is lot better than any of the three options
the board come on in a corner. By likely to die. Finally, even if Heth suffers listed above. The Union defense I have
carefully arranging his cavalry, and no losses, there is a 19% chance that shown cleverly uses the rules and the
taking some early risks, the Union the position will be functionally similar to limits of the board to force the
p l a y er c a n s ev er el y l im it t h e option C after 2 turns. Confederate player into making poor
Confederate player’s ability to maneuver odds frontal assaults or losing a lot of
to gain reasonable attack odds. Option B isn’t so wonderful either. Heth time. The additional risks for the Union
will get a +3 attack on Gamble (with a player over other defenses are
The defense sets up as follows (see 28% probability of failure), but to get that negligible. Light Union forces are
Diagram 1): Pegram has to attack Devin at -1 and relatively expendable, Confederate
will take casualties 36% of the time. infantry is not. Note that none of this
Buford - P3 Plus, there is a very real danger (18%) would be possible if the Terrain Chart
Gamble - Q2 that Heth and Pegram could interfere hadn’t lopped off that corner of the
Devin - R2 with each other’s ability to retreat and board.
Reynolds - O6 caus e a dditional loss es. The
Wadsworth - O6 probabilities are too complicated to This aggressive defense is part of an
spend the time coming up with exact overall strategy designed to take
Here are three reasonable Confederate numbers, but it looks pretty scary to me. advantage of the very poor coordination
replies (all others are similar or worse): of the Confederate forces early in the
Under Option C, the Confederate player game. If the Union can slow the Rebels
A. Heth - R1 simply loses a turn, and then has to face coming down the Chambersburg Pike
this defense (see Diagram 2): enough to allow the Union army to
B. Heth - R1 occupy the line Oak Ridge - Q5 -
Pegram - S2 Wadsworth - R2 McPherson’s Woods on turn 3, then
Devin - Q2 Ewell and Rodes face a rather scary
C. Heth and Pegram do not enter the Buford - Q2 entrance to the board. As in the real
board. Gamble - Q2 battle, an aggressive but intelligent
delaying action by Buford’s cavalry is
Option A isn’t pleasant. There is a 21% The best Confederate move then is to the key to disrupting the Confederate’s
chance that Heth will be annihilated plus bring on Hill, Heth and Pender to S2 and timetable on the first day, with
a 16% chance of a Heth step loss by the attack Wadsworth at +4. This is fine, potentially far reaching consequences
end of turn 2. How does this work? If but Pegram and McIntosh must stay off as the battle continues.
Heth wins the combat, but causes less the board as there is a 21% chance that
than 2 step losses, he can be Hill will be repulsed, so S1 must be kept An Illustrative Battle
counterattacked at even odds. If he open as a retreat square.
retreats as a result of his attack, it must To illustrate the Union strategy of
be to S1. Again he can be attacked at What is particularly frustrating about this constricting the entry options of the
even odds, plus now he is pinned is that if the Union sets up his cavalry on Confederates coupled with aggressive
against the board edge with no avenue turn 1 in say R1 and S2, Heth and tactics to intimidate and/or cause

Diagram 1. Turn 1 Union Defense Diagram 2. Turn 3 Rebel Attack


28 The Boardgamer Volume 2, Issue 1 January 1997

Gettysburg ‘88 (Cont.)


casualties, I have played out a game Hill, Pender & McIntosh attack Gamble very unpleasant situation for the
through three turns using the basic & Devin at +3. Confederates.
rules. The DR is C3/U3, net +3.
Gamble loses a step and retreats to P2. Obviously the Union will not get results
Turn 2 Devin retreats to R3. like this in every game. In some games
Hill, etc. advance to Q2. he may get his cavalry whacked without
The Union forces set up as advertised causing any casualties. Less probable,
on turn 1 and the Confederates choose Doubleday to S5. but still a reasonable possibility, is for
option B as being “safe but not wimpy” Wainwright to R5. the Union to get lucky and crush Heth
as far as protection of Heth goes. Robinson to R6. before Hill arrives. Whatever occurs,
Reynolds & Barlow to S8. excepting for disastrous die rolls, I
Heth attacks Gamble at +3. Wadsworth to R2. believe this approach will give the Union
The DR is C5/U7, net +1. Howard, Osbourne & Schurz to Q3. player a superior position to what he
Gamble retreats to P2. Buford, Devin & Gamble to P2. might achieve by more passive defense.
Heth advances to Q2. Gettysburg ‘88 has a combat system
Union groups at R2, Q3 and P2 attack that rewards the aggressive, offensive
Pender attacks Devin at -1. Hill at +2. minded player. There is no reason for
The DR is C9/U8, net =. The DR is U3/C9, net -4. the Union to wait for the victory point
Pender retreats to S1. Osbourne loses a step. areas at Culp’s Hill and Cemetery Ridge
Wadsworth retreats to S3. t o be t hr eat en ed bef or e
Doubleday to I5. Howard retreats to P3. counterattacking.
Wainwright to H5. Buford retreats to O2.
Robinson to H4.
Barlow & Reynolds to G4. Hopefully, the readers have been Gettysburg ‘88
Howard, Osbourne & Schurz to L6. following this play on the board and can December 3, 1996 25 Active Players
Gamble to P1. view the position at the start of the
Wadsworth to Q3. Confederates fourth turn. So far the 1. Allen Kaplan 1781 CF-C6
2. Michael Uhrich 1750 DGBC5
Devin to R2. dice have been pretty even. The Rebs
3. Vince Meconi 1729 CFBD6
have lost one step of infantry, while the
4. David Zimmerman 1718 FIBD6
Gamble, Devin & Wadsworth attack Yanks have lost one of cavalry and one 5. John Poniske, Sr. 1708 CEBC6
Heth at =. of artillery. Note that the Union forces 6. Charles Hamm 1631 BDAB6
The DR is U6/C2, net +4. occupy very solid defensive positions on 7. Robert Mull 1596 AC-A6
Heth loses a step and retreats to R1. both fronts and have prevented the 8. Jeff Cierniak 1585 BE-B5
Gamble advances to Q2. army of Northern Virginia from uniting 9. John Scivolette 1579 CG-C5
Hill and Ewell. For now they are unable 10. Michael Sims 1553 AB-A6
Turn 3 to support each other. If Ewell and 11. Stephen Scott 1535 AA-A4
Rodes enter the board, they can be 12. John Welage 1530 AB-A5
Heth to S1. attacked at +2 or perhaps more. A 13. John Selders 1528 AB-A5
Hill, Pender & McIntosh to R1. cautious Gray leader may wait until turn 14. Michael Ellsworth 1510 AB-A6
5 to bring on Ewell and Rodes. This is a 15. Randy Schilb 1508 AB-A6

A.R.E.A. News
Tournaments
by Glenn Petroski
Lately, requests are coming in from AREA is an information pool. The chief on we will define it more closely. For
G am eMa s t er s a n d T o u r n am en t criterion for an AREA endorsement is a now, this is what AREA has.
Directors. There is a very definite wi l li n g n es s t o s h ar e wh a t ev er
interest in running AREA SANCTIONED information that you may have. One For starters, contact AREA six months
tournaments and events. This has been step beyond that is to acquire more in advance. Please enclose a financial
an AREA vision since Russ and I took information and forward that to AREA. contribution. I want to suggest $10, but
charge. Like everything else with This is the premise under which we will settle for $5. As I write, I have no
AREA, it has come upon us sooner than operate. idea what this is going to cost. I am
we are able to prepare. This is not sure that the individual $1 charge will
deterring us. We continue to ask What is an AREA sanctioned event? not cover it. This shows that you are
patience as we pull together what is What are the requirements? At this putting some thought into this thing and
needed. What you ask for, we intend to early stage, I can provide only an that it is not simply a passing fancy.
deliver. outline, a place to start. As time goes
The Boardgamer Volume 2, Issue 1 January 1997 29

A.R.E.A. News (Cont.)


On this initial contact, explain to AREA Any complaints that AREA receives will AREA will keep your efforts at arm’s
what you intend to do. What game titles be directed back to the Tournament length. AREA is pleased to assist in
do you plan to play? What formats? Director for consideration. It is up to the resolving disagreements and reconciling
How many GMs? Do you have any TD to correct any problems with his own our friendships. However, AREA will not
experience? Are you doing anything tournament. The TD also needs to take sides, and will avoid being drawn
about problems that you, or others, assure AREA that these things are into disputes.
encountered in the past? There are no being examined. No human endeavor is
wrong answers. AREA’s interest is ever perfect. In that light, it is our duty So, O.K. What is the exchange?
knowing that you have thought this to strive for continual improvement. The Everything that AREA can provide for
through and are on your way to a only crime is ignoring difficulties. you at the time of your request!
successful event.
If there will be open gaming, or pick up Information!
The main reason for the contact is so games available at this event, AREA - What game titles are currently AREA
that we can exchange information chits must be available so that players rated?
before the fact. The exchange is to be may report these games for AREA - What titles can be AREA rated?
two-way. What AREA can provide in rating. There is no way to force anyone - What title can not be AREA rated?
trade for what you have. AREA’s half is to rate these individual games, and no Not many, but there are a few.
included further down this article. one will be. This is how and where - AREA discourages single elimination
newer players are introduced to games events. Want to know why?
AREA sanctioned events must be ALL and the hobby. This is a way to play a - Maybe the approach you are planning
AREA RATED. Be up front about this. more relaxed game, or to give that real to use has been used by others. It may
All officials, players, and participants screwball idea a run for the money. or may not work well in certain
should know this before they become However, the option must be there if the circumstances.
involved in any way. If there is any individuals want their particular game - As we collect written material on
objection to AREA or AREA ratings, AREA rated. different formats and tournament
their only recourse should be to not procedures, they will be included. Only
participate. No hard feelings, this is just There are only three items that are likely two are now available, but more info is
the way it is. to cause an AREA endorsement to be being gathered.
denied.
All games that are part of the event are Referral Services!
to be reported by the GM running the The first is a previous record of - GMs who have tried similar formats.
event, not by the individual players. The numerous complaints from a number o - GMs who are known authorities on the
GM will report every game in the event, different sources. If you had an event in games you intend to play.
without exception. the past that led to much unhappiness, - Retailers, manufacturers, and others
and are not taking steps of correction, who support our hobby, and might
Along with the GM report or tournament AREA certainly can not support your consider sponsoring or promoting your
results and games actually played, efforts. event.
AREA wants player's names and - Mailing lists of players in general.
addresses. Every tournament will add The second is lack of cooperation. If - Mailing lists of game-specific players.
new players. For these, the basic your current efforts are uncooperative - Mailing lists of geographic-specific
information is necessary. For players with AREA or others in our hobby, do players.
already listed, the address check is not expect return favors. If your past - Current rating lists of players by game
helpful. These veterans will have ID record of cooperation is lacking, we titles.
numbers, and should know them. need to work out how to make it better - Something else that you want to
Include the ID whenever possible. for everyone. This is a hobby. No GM know? Ask. AREA will do its best.
or TD is expected to have tournament
For players that do not yet have, or do records to AREA via overnight express, ***************************
not know their ID, list them with a but do get them in as soon as possible.
temporary ID. The temporary ID Records, notes, and materials that are Please take note! AREA has moved!
consists of their current five digit zip unaccounted for, incomplete, or The Petroski’s have a new address and
code and a decimal point, followed by confusing, amount to responsibility. phone number. We remain eager to
double zeros. It will be enough to go on hear from you!
until AREA can track them farther. The third is hobby feuding. If you are
involved in a public disagreement with At your service,
Part of the information exchange also other members of our hobby, and your
includes the players. As stated earlier, event appears to be an extension of that Glenn E.L. Petroski
they are to be advised, in advance, that disagreement, AREA wants no part of it. 6829 29th Avenue
this is an AREA sanctioned event. Take note that I wrote “appears”! It Kenosha, WI 53143-1233
AREA’s address is to be available to does not matter whether the event (414) 654-5044
them for comment. If they thought that it actually is a “feud” extension. If others
was all great, so much the better! We might perceive it as being that way,
can do it again.
30 The Boardgamer Volume 2, Issue 1 January 1997

Current Specific Game AREA Ratings


Up Front Great Campaigns Waterloo
December 6, 1996 142 Active Players December 4, 1996 17 Active Players
Of The American
1. Herbert Gratz
2. William Edwards III
2028
1975
DHAA5
HKEB6
Civil War Series 1. Kevin McCarthy
2. Larry Lingle
1866
1744
CC—5
AC-A5
3. Jeff Paull 1853 HLEB6
December 6, 1996 31 Active Players 3. Joseph Beard III 1635 BDCC6
4. Nicholas Cascone 1823 GI-I5 1. Trevor Bender 1687 BB—6 4. Eric Kirchner 1572 BC-A5
5. Donald Hawthorne 1811 GJ-I6 2. Scott Smith 1573 AB—6 5. James Penick 1555 ABE-6
6. John Emery 1799 DE-B6 3. Kenneth Lee 1542 AB-A5 6. Scott Goehring 1515 AAB-5
7. Larry Davidson 1777 EF-H5 4. Hugh Mater 1535 AA-A5 7. John Ellsworth 1514 ON—6
8. Ray Stakenas Sr. 1758 DE-C6 5. Jeffrey Lange Sr 1535 AA-A5 8. Carl Adamac 1512 AB-A5
9. James Murphy 1748 JK-I6 6. Walter Garman III 1535 AA-A5 9. Phillip Evans 1500 AB-A5
10. Stephen Buchholz 1748 CDD-6 7. Garth Germond 1535 AA-A5 10. Joseph Brooks 1500 ABC-5
11. Will Miner 1721 CF-A6 8. Tom Constantine 1535 AA-A5
12. Paul Lebowitz
13. Bruce Young
1680
1672
BE-G5
CEAB6
9. Bruce Maxwell 1535 AA-A5 Fortress Europa
10. Nick Frydas 1535 AA-A5 December 3, 1996 9 Active Players
14. Gregory Courter 1663 DFFC6 11. Jeffrey Otto 1535 AA-A5
15. Mark Dumas 1656 BE-A6 12. Mark Bailey 1535 AA-A5 1. Michael Newman 1960 DD-A5
16. Craig Tenhoff 1649 KK-I5 13. Michael Arnold 1535 AA-A5 2. James Eliason 1759 DGGC5
17. Michael Rodgers 1643 ABA-6 14. Forest Speck 1535 AA-A5 3. Charles Jehlen 1630 AAE-6
18. Richard Worden 1622 AC-A6 15. William O’Neal 1535 AA-A5 4. Trevor Bender 1561 AB-A5
19. Jeremy Billones 1611 DE-B6 16. Gordon Bliss 1535 AA-A5 5. Ed Druckman 1500 AA—5
20. William Conner 1611 CF-A5 17. Joseph Bellas 1532 AB-A5
21. John Hart 1606 EH-H5 18. Steven Katz 1500 AB-A5
22. Ray Stakenas Jr. 1594 CE-C6 Battle of the Bulge ‘81
23. James Matt 1583 BCDA6
24. Steve Huskey 1580 BE-A5 Main Battle Tank December 4, 1996 18 Active Players
25. Bill Henderson 1577 AC-A5 December 4, 1996 14 Active Players 1. Randy Heller 1928 EHCC6
26. Michael Reed 1571 GI-H5 2. John Grant, Jr. 1714 AB-A5
1. Robert Schoenen 1647 CD-C6
27. Robert Mull 1570 BD-A6 3. Daniel Tierney 1650 ABA-6
2. Bruce Young 1622 BC-B5
28. Blair Bellamy 1570 AC-A6 4. Bruno Sinigaglio 1593 AC-A6
3. Jon Cleaves 1588 AC-A5
29. Murray Cowles 1568 BD-A5 5. Phillip Evans 1561 AB-B5
4. Chuck Yingling 1559 AB-B5
30. Nick Vlahos 1567 CF-A5 6. Alan Libuszowski 1535 AAA-6
5. Kevin Schoenen 1542 AA—5
31. Jeff Kimmel 1566 AA—6 7. Henry Lowood 1531 AAA-6
6. John Emery 1537 AA-A5
32. Bruce Maxwell 1564 BE-A6
7. Jeff Kimmel 1505 AB-A6
33. Alan Emrich 1557 GI-H5
8. Kirk Bonnevier 1504 AB-A6 Third Reich 4th Edition
34. Brian Devitt 1556 CE-G5 December 4, 1996 10 Active Players
35. Maria Hawthorne 1552 BE-A6
36. David Gantt 1550 AB-A5 Russian Front 1. Charlie Corn 2017 DD—6
37. Bruce Schlickbernd 1546 FH-H5 December 4, 1996 12 Active Players 2. Michael Mitchell 1834 CEAA5
38. Thomas Drueding 1546 AB-A6 3. Bill Thomson 1600 ABB-6
1. Michael Mitchell 2024 GJP-5
39. Jeff Matthews 1545 AC-D5 4. Tony Haney 1561 BB—6
2. Patrick Flory 2006 DCG-5
5. Roger Cox 1501 AC-A5
3. Charles Sorbello 2000 BCG-5
War And Peace 4. James Bjorum 1997 DFI-5
December 4, 1996 10 Active Players 5. Alan Frappier 1995 EHE-5 Anzio
6. Timothy Greene 1885 FGM-5 December 4, 1996 5 Active Players
1. Nick Frydas 1785 BD—6 7. Thomas Gregorio 1883 EHG-5
2. Robert Beyma 1619 BD—6 8. James Falling 1835 BC—5 1. Thomas Oleson 1860 EFAB6
3. Marvin Rabin 1569 AB—5 9. Craig Clemens 1800 CEH-5 2. Mark Bayliss 1695 ABE-5
4. Matthew Burkins 1550 BD—6 10. John Laney 1750 ABD-5 3. Michael Sincavage 1557 AB-A5
5. Bryan Jackson 1542 BD—6 4. W Andrew York 1509 DDK-5
6. James Jordan 1535 AA—6 Stalingrad
December 4, 1996 10 Active Players D-Day ‘77
Wizard’s Quest December 4, 1996 7 Active Players
December 5, 1996 15 Active Players 1. Scott Goehring 2007 IJR-5
2. Joseph Beard III 1630 BCE-5 1. Lynn Barlow 2039 KLW-5
1. John Poniske, Jr. 1572 AE-A6 3. Johnny Hasay 1565 ABB-5 2. Joseph Beard III 1566 ABC-5
2. Mary Kratz 1518 AE-A6 4. Thomas Delaney 1535 AAB-5 3. John Ellsworth 1535 AAA-6
3. Kim Cresswell 1518 AE-A6 5. Daniel Leader 1535 AAA-5 4. William Putman 1535 AAA-5

Mustangs Panzergruppe Guderian D-Day ‘91


December 4, 1996 7 Active Players December 4, 1996 8 Active Players December 4, 1996 7 Active Players
1. Steven Chilcote 1570 AB-A5 1. Phillip Rennert 1605 AB-A6 1. Jack Morrell 1601 AB-A5
2. Charles Hamm 1568 AB—6 2. Michael Pustilnik 1535 AB-A6 2. Edward Snarski II 1535 AA-A5
3. Jeffrey Lange, Jr. 1500 AB-A5 3. John Keating Jr. 1500 AB-A6 3. Kevin McCarthy 1500 AC-B5
The Boardgamer Volume 2, Issue 1 January 1997 31

Current Specific Game AREA Ratings


War At Sea Kingmaker Panzer Leader
December 4, 1996 63 Active Players December 6, 1996 17 Active Players December 6, 1996 40 Active Players
1. Bruce Monnin 1844 FJHE6 1. Steven Erdman 1708 BK—5 1. Bruce Wright 1751 CCD-6
2. Steve Packwood 1819 DG-D6 2. William Wible 1647 AH-A5 2. James McAden 1747 EGK-6
3. Philip Rennert 1800 DH-C6 3. George Sauer III 1643 Bl-B4 3. Danny Price 1707 CDEA6
4. Ray Freeman 1725 DG-C6 4. Justin Thompson 1641 BJ-A4 4. Kevin Kinsel 1601 CCD-6
5. Timothy Hitchings 1717 DH-C6 5. Heikki Thoen 1570 BI-E5 5. Eric Bonner 1593 FFM-6
6. Thomas Scarborough 1707 CEBB5 6. Tim Sullivan 1548 AB-A5 6. Fred Wexler 1592 BCE-5
7. Glenn Petroski 1686 BC—6 7. Paul Toro 1536 AG-A4 7. Jeff Wise 1582 CDE-6
8. Bruce Reiff 1679 BC-A6 8. Robert Beyma 1568 AB-A5
9. Vince Meconi 1650 DG-C6 New World 9. William Scott 1564 CF-A5
10. Robert Mull 1647 BD-A6 June 1, 1996 19 Active Players 10. Steve Shambeda 1537 AA-A5
11. Michael Knautz 1602 CE-B6 11. Tom Storey 1535 AAA-5
12. Jon Lockwood 1585 BE-C6 1. John Quarto-vonTivada 1536 AB-A5 12. Steve Andriakos 1535 AA-A5
13. Frank Cunliffe 1584 BE-D6 2. Frank Schmitt 1527 AD-A5 13. Michael Panteleano 1535 AA-A5
14. Philip Van Wiltenberg 1565 AC-A6 3. Trevor Bender 1527 AD-A5 14. Oscar Kenneth Oates 1514 DFJ-6
15. Joseph Beard III 1560 AB-B5 4. James Fuqua 1524 AD-A5 15. Roger Kyle-Keith 1502 AB-A5
16. Gary Moody 1547 BD-A6 5. Kirk Woller 1524 AD-A5 16. James Yen 1500 CCC-6
17. Joseph Powell 1547 AC-A6 6. Vanessa Sanabria 1524 AC-A5 17. Paul Martin 1500 AAA-5
18. Aaron Petroski 1535 AB—5 7. Bret Mingo 1524 AC-A5 18. Michael Noan 1500 AAA-5
19. Chuck Stapp 1530 BE-C6 8. Michael Anchors 1522 BB—6
20. John Pack 1528 DG-C6 1830
21. Paul Sommers 1528 BE-B5 Panzerblitz June 1, 1996 2 Active Players
22. Robert Fiorio 1525 AC-A6 June 1, 1996 25 Active Players
23. Patrick Richardson 1524 AC-A6 1. Bobby Laboon 1632 BB—6
24. John Welage 1513 BD-C6 1. David Giordano 1964 FHIB5
25. Michael Bailey
26. Alan Applebaum
1513
1509
AC-B5
AC-B5
2. John Hasay 1766
3. Oscar Kenneth Oates 1710
EE-A5
BCE-5
Diplomacy
December 6, 1996 88 Active Players
27. Carl Olson 1506 AC-A6 4. Fred Wexler 1640 EGJ-5
28. Gabriel Crowl 1505 AC-B5 5. Stephen Andriakos 1570 AA—5 1. Sylvain LaRose 1536 AH-A5
29. James Pei 1500 AB-B5 6. Charles Leonard 1556 DEAA5 2. Tom Kobrin 1536 AH-A5
7. Steven Sheftic 1546 BD-B5 3. Steve Elliot 1535 ADA-6
Blitzkrieg 8. Leslie Geraty 1535
9. Angelo Valeri1533 AB-A5
AAA-5 4. Louie Tokarz 1528 AFB-6
August 25, 1996 7 Active Players 5. Sean Smallman 1527 AH-A5
10. Michael West 1514 ABB-5 6. Steve Nicewarmer 1527 AH-A5
1. Glenn Petroski 1605 AB-A5 11. Mark Roman 1500 AAA-5 7. Dan Mathias 1527 AH-A5
2. John Laney 1535 AAA-5 12. Jeff Wise 1500 AAA-5 8. Greg Geyer 1524 AH-A5
3. Bob Henry 1532 AC—5 9. Joseph Abrams 1524 AF-A5
Platoon 10. Michael Cunningham 1521 AH-A5
Civilization June 1, 1996 6 Active Players 11. David Webster 1521 AF-A5
August 25, 1996 2 Active Players 12. Matthew Noah 1521 AF-A5
1. Kevin McCarthy 1603 AB-A5 13. Charles Ellsworth 1521 AF-A5
1. Beth Carlock 1550 BB-B6 2. Roger Knowles 1502 AB-A5 14. Stephen Koehler 1519 AF-A5
15. Mark Franceschini 1519 AF-A5
Decathlon Midway ‘65 16. William Schoeller 1519 AD-A5
December 3, 1996 5 Active Players 17. Thomas Pasko 1518 AF-A5
December 4, 1996 23 Active Players
18. Carl Willner 1516 AH-A5
1. Bobby Laboon 1520 AL-A5 1. Glenn Petroski 1641 CC—5 19. Catherine Lange 1515 AH-A5
2. John Coussis 1510 AL-A5 2. Bob Henry 1512 BC—5 20. Web Agnew 1515 AH-A5
3. Andrew Lewis 1505 AL-A5 21. Steven Cooley 1514 AH-A5
Israeli Defense Force 22. Hugh Turner 1512 AD-A5
Dune June 1, 1996 2 Active Players 23. William Thompson
24. Donald Williams
1512
1509
AD-A5
AH-A5
December 4, 1996 7 Active Players
1. Rob Schoenen 1535 AA—5 25. Rex Martin 1509 AH-A5
1. Roger Cox 1759 BB—6 26. Vincent Galarneau 1509 AH-A5
2. Keith Blackwell 1741 BB—6 Football Strategy 27. Lauren Cain 1509 AF-A5
3. Alan Camp 1719 BB—6 June 1, 1996 1 Active Players 28. David Tanier 1509 AD-A5
29. James Greb 1509 AD-A5
Empires In Arms 1. Michael Fitzgerald 1570 CECA5 30. Brian Ecton
31. Ed Rothenheber
1506
1506
AH-A5
AD-A5
December 6, 1996 15 Active Players
Civil War 32. Greg Fairbanks
33. Robert Wartenberg
1506
1505
AD-A5
AF-A5
1. James Chatham 1535 AD-A5 June 1, 1996 1 Active Players
2. Ed Slusarek 1518 AD-A5 34. Hudson Defoe 1503 AH-A5
3. Hwan Rhieu 1518 AD-A5 1. George Seary 1710 BB-A5 35. Scott Bowling 1503 AF-A5
Advanced Squad
Leader
July 15, 1996 700+ Active Players
1. Gary Fortenberry 2279 KOE
2. Steven Pleva 2255 IMK
3. Bob Bendis 2136 GK*
4. Scott Drane 2106 LQK
5. Brian Youse 2032 NN*
6. Chad Cummins 2005 CF*
7. Robert Banozic 2002 GJ*
8. Phil Petry 1921 RL*
9. Patrik Manlig 1920 CEB
10. Louis Tokarz 1903 IO*
11. Guy Chaney 1888 DH*
12. Richard Summers 1868 JN*
13. Fred Ingram 1867 HJA
14. Jim McLeod 1854 FH*
15. Russ Gifford 1852 QRH
16. John Droesche 1830 CG*
17. Phillip Driscoll 1829 GHO
18. James Crawley 1820 CE*
19. Daryl Rothchild 1818 CB*
20. Evan Sherry 1795 BC*
21. Ross Sutton 1793 GL*
22. Lee Conner 1792 EF*
23. Dave Van kan 1791 DH*
24. Dade Cariaga 1788 DH*
25. Thomas Morin 1787 GJ*

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