The Alamaze Oracle XIV

Spring 1993

 

 

Eye of the Oracle

I know you have been waiting, perhaps impatiently. I know that the world or Alamaze rotates to the words of this magazine and I have badly missed the promised date. In this our fourteenth issue of The Oracle we bring you a modified "best of" (a portfolio of articles by Rick McDowell) coupled with two new writers. Such a deal. New writers are always welcome, and faithful contributors even get special notice--see "Company News". So take the hint and submit! Your reward may not even have to wait for heaven.

Angela Gustafsson returns as our cover artist (see Issue XII). A self-taught artist, she borrows freely from other artists and finds comic book art especially appealing. Between her and my son I've started looking at the genre again and it is considerably different. The vocabulary and dark world vision of the X-Men, et. al. is not for third graders. Visually they are quite compelling, even if "to be continued" does grow tiresome. For $1.25 you might discover another addiction besides Alamaze. Some additional art comes from the Dover book Knights and Armor, a Coloring Book by AG Smith.

Always the hue and cry for articles that discuss strategy. Always recognize that others read the same article and can apply the reverse principles. In his article this issue Mike Baker makes a wonderful case for doing the unexpected, the sheer joy the novel. Following someone's detailed description does not insure you the victory they might have enjoyed; the number of variables is staggering. Consider, for example, that in a game three different kingdoms have forces at other's capitals and each capital has some desirable prisoners. To wit, the Giant sits at the Witchlord capital where several Elven emissaries lay bound; the Darkelf is at the Giant capital where two Demon Prince counts languish; and the Black Dragon has landed at the Elven capital where two Witchlord emissaries face the sword. Imagine then the importance of the random computer shuffling of orders within the same order number (such as #150) as to who gains the last or first dose of this trove. No amount of strategy, original or imitative, can account for that, and it is the variables that make a game a game and not a matter of mathematics.

For reading, try Steven Brust an American fantasist who meets the criterion established by that English curmudgeon Michael Moorcock that fantasy have some humor, a serious lacking he avers in Mr. Tolkien. While Brust does not create new creatures or deal in the slash and sorcery some find defining of the genre, he does write witty and entertaining novels. You might try The Phoenix Guards as a starter.

 

The Word of the Maker

Articles by the Game Designer,

Rick McDowell

Gathered from Oracles I-X

 

Alamaze and The Art of War

Oracle 3

Rick McDowell

Sun Tsu wrote the classic work The Art of War in China twenty-five centuries ago. Although it may seem incredible, many of his strategic teachings are well worth the study by the lords of Alamaze today.

"If you know the enemy and know yourself, you need not fear the result of a hundred battles. If you know yourself but not the enemy, for every victory gained you will also suffer a defeat. If you know neither the enemy nor yourself, you will succumb in every battle." So wrote Sun Tsu, and this particular quote is a great place to begin. In terms of Alamaze, the focus here is to understand clearly both your kingdoms's strengths and weaknesses and those of your opponents. If, for example, your brigades have large contingents of cavalry, they are best used in the plains where there is room to maneuver, not against population centers or in restrictive terrain, where losses will run higher due to the rider's reduced effectiveness. Equally important is knowledge of the foe. Every scrap of information is useful. Of what caliber are his leaders? Does his force have wizards to aid him? Is he ready to fight to the last man, or would he prefer to withdraw in a tight battle?

"All warfare is based on deception. Hence, when able to attack, we must seem unable; when using our forces, we must seem inactive; when we are near, we must make the enemy believe we are far away; when far away, we must make him believe we are near. Hold out baits to entice the enemy. Feign disorder, and crush him. If he is secure at all points, be prepared for him. If he is in superior strength, evade him. If he is taking his ease, give him no rest. If his forces are united, separate them. Attack him where he is unprepared, appear where you are not expected."

"The general who wins a battle makes many calculations in his temple before the battle is fought. The general who loses a battle makes but few calculations beforehand. Thus do many calculations lead to victory, and few calculations lead to defeat; how much more no calculation at all? It is by attention to this point that I can foresee who is likely to win or lose."

In Alamaze, be decisive and quick. If you are at war, seek to overwhelm rather than pick away at your enemy. Make your war a political, economic, and covert one, as well as militaristic. Avoid sieges except as a ploy to draw the enemy to that point in order to engage him or so as to lure him away from another target.

"The onset of troops is like the rush of a torrent that will even roll stones along its course. The quality of decision is like the well-timed swoop of a falcon that enables it to strike and destroy its victim. Therefore, the good fighter will be terrible in his onset and prompt in his decision." "That the impact of your army may be like a grindstone dashed against an egg, use the science of weak points and strong. Appear at points that the enemy must hasten to defend; march swiftly to places where you are not expected."

"Military tactics are like unto water; for water in its natural course runs away from high places and hastens downward. So in war, the way is to avoid what is strong to strike at what is weak. Water shapes its course according to the nature of the ground over which it flows; the soldier works out his victory in relation to the foe whom he is facing. He who can modify his tactics in relation to his opponent, and thereby succeed in winning, may be called a heaven-born captain."

Alamaze is not simply a war game. The successful player is one who skillfully takes advantage of his political, economic, esoteric, and covert resources, as well as his armies. The third chapter in The Art of War is called "The Sheathed Sword". It begins, "To fight and conquer in all your battles is not supreme excellence; supreme excellence consists in breaking the enemy's resistance without fighting. In the practical art of war, the best thing of all is to take the enemy's country whole and intact; to shatter and destroy it not so good.... The skillful leader subdues the enemy's troops without any fighting; he captures their cities without laying siege to them; he overthrows their kingdom without lengthy operations in the field. With his forces intact he disputes the mastery of the empire, and thus, without losing a man, his triumph is complete. This is the method of attacking by stratagem of using the sheathed sword."

How is this done in Alamaze? Clearly, political emissaries are the key. For many kingdoms, the emissaries are more significant than their armies. For these kingdoms, the political emissaries will do much of the expansion for the empire, while the armies will serve a more defensive role. An opponent whose army is much larger might best be defeated by evading his army while taking away the enemy's means of supporting it. That is, sabotaging his production and neutralizing his towns and villages. In Alamaze, a prince is nearly as powerful as a queen in chess. A player who does not utilize such power will find winning very elusive. On the other hand, capturing or killing an enemy's prince or duke may be as important as defeating his army.

What of matters covert? Did Sun Tsu have anything to say about agents and fanatics? Indeed he did, as there is a chapter of his book called "The Use of Spies". In this chapter, Sun Tsu lists five types of spies, four of which are represented in some fashion in Alamaze.

First, he writes, "Having local spies means employing the services of the inhabitants of a district." This capacity is reflected in the regional intelligence provision of the game and can provide critical information concerning an impending invasion.

"Having inward spies means making use of officials of the enemy.... Officials of these several kinds should be secretly approached and bound to one's interests by means of rich presents. In this way you will be able to find out the state of affairs in the enemy's country and create a breech between the sovereign and his ministers." Obviously, the provisions for skeletons in the closet and bribing political emissaries fit the bill here.

"Having converted spies means getting hold of the enemy's spies and using them for our own purposes." Getting double agents in Alamaze is the way to gain clues on the enemy's plans by learning how he uses his agents.

"Surviving spies, finally, are those who brings back news from the enemy's camp. This is the ordinary class of spies, who should form a regular part of the army." Such are the agents and fanatics which perform the bulk of covert activities in the game. Out of curiosity, what did Sun Tsu believe to be the qualifications of a good spy? "He must be a man of keen intellect, though in outward appearance, a fool; of shabby exterior, but with a will of iron. He must be active, robust, endowed with physical strength and courage; thoroughly accustomed to all sorts of dirty work, able to endure hunger and cold and to put up with shame and ignominy."

Well then, what abut wizards? and the High Priestess? What about the High Council, and trading, and sea power? Did Sun Tsu address these? Alas, no. They must be the subject of essays by today's players. Who knows, though? If Sun Tsu were alive today, maybe his test treatise would be called The Art of Alamaze!

 

Reacting to Unusual Encounters

When is Discretion the Better Part of Valor?

Oracle 4

Rick McDowell

Sooner or later one or more of your proud groups will encounter something very strange. Not a known adversary, for which you can draw on your experience, like a town's defenses or an enemy army, but something completely unknown. Now, as their ruler, you must decide whether to order your heroic leaders and expensively developed wizards, along with a handful of their best troops, forward into the unfathomable. Here they will be at their greatest risk; each life threatened like a candle in the wind. Perhaps none will return. However, there is also the potential reward to consider for the risks taken. Imagine vast treasures and a powerful artifact! Do you risk their loss, or leave the exploration to those more bold or foolish?

The above may have startled some among you, who may have assumed encounters with the unusual involved little more than stooping to gather gems and magical items. Be forewarned: more than one Power 5 wizard or warlord has met his end in mortal combat with the paranormal. The important point is that any of these unfortunate deaths could have been avoided with better tactics and planning on the part of the king who ordered the mission.

Some unusual sighting may not lead to combat for the patrol dispatched to investigate. Instead, there may be a meeting with a wandering wizard, the discovery of a flock of giant eagles who might be befriended, a riddle or clue to an artifact's location, or a gateway to another world, among other possibilities. The result of these encounters could depend on a number of factors. These factors would include the race of the patrol, its composition (number and levels of heroes and wizards), and the tactical selection chosen for the encounter. These same factors will be important for combat resolved encounters as well, but for different reasons. For example, the wizard might be frightened off by too aggressive an approach, or may choose not to join a group already laden with magical talent. The eagles may allow the Rangers to ride, but not those heavy Giants!

A Peek Inside the Black Box. Normally of greater risk are those encounters which result in deadly combat. First, let's take a look at how the struggle will be decided. When battle is imminent, the patrol will be evaluated for its prowess and this will be compared with that of its foe. The dozen troops in the patrol are assigned a value based on their kingdom and their morale. The strong military powers will enjoy the same sort of advantage they do in other battles. If we assume each veteran has a value of 1, each giant may have a value of, say, 3. Most kingdoms then will range in value somewhere between 1.0 and 1.7 per soldier. The per troop value is multiplied by 12 for the 12 soldiers in the patrol, and further multiplied by the group morale. Next, the value of its heroes is added. Wizards are then added to the total, with a multiplier added to their power level of somewhere between 5 and 10 depending on their kingdom. (Since a Power 2 Warlock wizard knows considerably more magic than a Power 2 Dwarven, he receives a correspondingly higher multiplier.) Thus, a Power 2 will have a value of somewhere between 10 and 20. Finally, if the group is in possession of an artifact which would aid its attack in combat, this will add a significant amount, say 25, to the total. Most, not all, opponents in these encounters will have a value between 50 and 100.

The combat value of the patrol is now compared to that of the foe, to yield a percentage chance of defeating the foe prior to modification for tactical selection. Regardless of the superiority of the patrol, there is always a minimum 5% chance of failure. The tactical modification is important and works as follows. A tactical selection of 1 (Probe) reduces the chance of succeeding by 25% of what it would be normally. (Example: if the chance of success was 70%, a tactical selection of 1 would reduce it to 45%. Conversely, a tactical selection of 3 (Determined Attack) increases the likelihood of overcoming the adversary by 25%.

So why not choose the determined attack always? Here's where the other foot falls. Remember, the tactical selection in combat determines the casualty acceptance level and the level of risk taken. These are your heroes, not your common troops. when you tell them to risk it all to achieve an objective, they don't need much coercion. A tactical selection of 3 increases the net chance of any figure being killed by 50%; a selection of 1 reduces the chance by 50%. Here are two examples. If the chance of success in overcoming the foe before tactical modification was 40%, use of Tac 3 would increase the chance of being slain by 21% over its former level. If the unmodified chance of success was 80%, the increase to fatality probability per leader or wizard under Tac 3 would be 11% over the former level. Equivalent reductions would occur with Tac 1.

In addition, regardless of tactic being used, all heroes and wizards begin with a base chance of being killed in a reconnaissance of unusual sighting that is three times as high as they would in any other type of battle. Thus, if a captain in a group to group combat normally faces a 14% chance of perishing, his base risk is 42% with an unusual sighting. This risk would be modified by the strength of the patrol vs. its opponent from a 70% starting point. Let's assume a patrol whose formula, prior to tactical modification, sows a 80% chance of succeeding. The following shows the modification to both the chance of success in overcoming the foe, and the resultant likelihood of the captain perishing. Shortcutting through formulas we arrive at:

Tactic% Success% Cpt Slain
15519
28038
39557
Each leader and wizard is individually "tested" to determine their survival. Note that each figure adds to the strength of the group and so diminishes the chance of all individuals being killed, since the group is stronger by their presence and so better able to quickly overcome the foe.

What can be learned from this confusing mess? Well, for one, hopefully the above illustrates the detail the computer searches through in determining the outcome of the Order #140 battles. These "Unusual Encounters" battles and sea battles are magnitudes less data-intensive that are group to group battles or population center engagements. We would never attempt to explain the computer's gyrations and acrobatics in an article for these battles.

Second, the player should appreciate the significant risk his figures are at in their quest to recover artifacts. It should be clear that a powerful patrol is much more likely to recover an artifact with fewer losses than is a weak patrol. Third, greater attention should be devoted to tactics in these encounters than might first have been assumed. For example, if a group chances upon an unusual sighting without knowing what may lay within, it might be best to attempt a probe (Tac 1) first, to glean a better insight into the dangers within, rather than risking all for something which might be so little importance to the kingdom. The probe may end up being the best tactic anyway. On the other hand, if the group has a good idea that a particularly useful artifact is within, and speed is of the essence, then a Tac 3 approach may be called for, especially if the patrol is not particularly powerful and so would need the advantage this tactic provides, while accepting the increased risk to its heroes and leaders.

Next time you encounter the unknown, maybe there will be a trace of familiarity after all.

 

Urik Strategy

or "How the Heck Can I Win with these Guys?"

Oracle 4

Rick McDowell

Pouring forth from the East come the vast hordes of Uriks, ravagers of all that stand before them. No solitary king can oppose their great numbers, and only a clever plan by a coalition of foes can thwart their drive to dominance over their more culturally refined neighbors, who must resort to political finesse and magic to abate them.

Let's consider briefly the strengths and weaknesses of the kingdom. Clearly, the military represents the teeth of this position. Undoubtedly beginning with more brigades than any other kingdom, and potentially more than that of two possible foes combined, effective use of our troops is the most critical element of tactical play.

Politically, the Uriks are average, but not hopeless. Emissaries must be used early on to grab neutral villages and towns, primarily focusing on the Eastern Steppes. As such, the king should undertake the enamoring of this region, perhaps as early as Turn 1.

Economics are a major concern. A big military is a big drain on the economy. But Urik troops are among the very cheapest to maintain, which helps considerably. Increasing our territory quickly will be the main focus of our early turns.

Magic potential is below average, but not the worst of any kingdom. A shortage of gold will not allow for early expenditures in research, but if the kingdom has prospered after the first six or so turns, consider the benefits of adding the magic of a midpower wizard to your largest group.

As orders allow, keep your agents busy. It will be helpful developing at least one agent team to a high proficiency. Why? Since Urik power lies largely in its troops, rather than in the might of its monarch, emissaries, or wizards, the Uriks are better suited to diabolical exchanges with their enemies on a covert level, where each success of yours may be twice as costly to your foes as are their blows against you.

As is the case with magic, your early gold production will not allow for extensive use of the High Priestess orders. If you are able to gain control of your first region, she might be utilized to gain a head start in going for a second one, but otherwise is too expensive to call upon before the economy has grown to that extent. Now to our diplomatic relations with the other kingdoms. We will accentuate our strategy through effective negotiations with most neighbors, and ruthless pounce upon those not fortunate enough to win our favor, each in their turn. We have seen that our strength is our large military, and our weakness is an economy barely able to maintain them. Clearly, we must strike quickly and forcefully, before our richer but less militaristic neighbors can even the balance. We must avoid the fatal mistake of engaging too many foes at once. Our early (beginning Turn 1) diplomatic efforts will be to

(1) line up a strong, decisive ally with whom we will potentially work through the campaign,
(2) arrange truces, non-aggression pacts, and form agreeable borders with he other nearby rivals, and
(3) keep your one chosen victim in the dark about your ruthless designs against him until it is too late.

Thus, although the Uriks are the quintessential hack and slashers, we must discriminate in choosing the object of our "affections." The most common Urik mistake is also the most fatal: engaging too many foes at once. Although you can better endure a resounding defeat in the field than any other kingdoms, you can't afford many of these. When your forces are united, they will be very difficult to overcome, but when in smaller groups and spread about, the advantage of your numerical superiority is lost.

So, on to the matter of lining up a good, firm ally. You want to get off to a fast start, as we have already discussed. Therefore, you don't want your ally to be the slow-developing, cautious sort who may frequently ask you for protection, or worse, gold. This consideration tends to rule out the wizards and other "finesse" type positions, although the Witchlord, if active, might be a possibility. Best is to gain another kingdom also wanting to strike quickly. The Barbarians would be a good choice to fight a joint campaign against either the Dwarves or Swampmen. The Nomads also have plenty of troops, and together you could knock out the Witchlord, Ranger, or Darkelf. Or the Nomad could occupy your southern rivals wile you concentrate on either the Dwarves or Swampmen.

It will be tricky to remain on good terms with both Dwarves and Swampmen. Try to determine whether the Swampmen are active as soon a possible. If he is, he will be probably interested in working a deal with you. If he's unreceptive, or if you decide for other reasons to go against him, you'll probably want to make haste to Gurisek, combine groups there upon arrival, take the city, and hunt him down. A subtle alternative is to spy on Gurisek in anticipation of the Swampmen moving on the only marsh-bound city, attacking his force after he has taken casualties from assaulting it himself. Then take the city with its reduced defenses. In this patient strategy, you will need to relocate a provincial governor to Gurisek to maintain status quo. Otherwise, he may take it politically and then would not suffer those casualties we wish upon him in order to soften him up. Be prepared to lose the Governor when the Swampmen takes the city. As you can see, this subtle strategy has more that could go wrong with it, and in general, the Uriks are not as well suited to subtlety as are some of the other kingdoms. That is, they need to accomplish more in a short time and they may not have the orders or emissaries necessary for involved political schemes, without ignoring our strength, the military.

If you can bait the Dwarves into the marshes outside Gurisek and engage his force there, consider yourself a great Warlord.

If you work a deal with the Swampmen, you'll need either 1) to form a non-aggression pact with the Dwarves and try to take out the inhabitants of the Zarathon area with the Swampie's help, or 2) to get the non-aggression treaty with the northern woods resident and go for the classic gambit of taking on the Dwarves. If this is the case, try to get some help for the Barbarian or Sorcerer, even if it means giving them Zabzanka and your taking the rest of the region. With both the Eastern Steppes and the Talking Mountains under your control, you'll find the other kings much more polite than before. Now, try to work out a deal with he dominant magic user to go onto victory, or if you're feeling cocky, you may not even need him.

With strategy firmly laid out, remember that your troops will be busy carrying out your plans. Some Urik players complain that their troops are too weak to win big battles. This is really not true. A solitary Urik brigade in the plains is probably a match for a solitary Dwarven brigade there. The Urik military problems lie in their poor leaders and the facts that the groups are widely dispersed.

Over the first three turns identify a staging area for your groups to rendezvous, and have them search for population centers on the way to this point. Have them attack the easy ones to gain experience for your leaders and build morale. Send your better emissaries to the tougher towns to take them politically. Either way builds your economy and your influence int he Eastern Steppes. Developing high ranking leaders is very important to the Uriks. Leaders increase in value with the size of the group they are with. Since we intend to keep our Urik groups large, leaders are more important to us than to other races.

It cannot be emphasized enough that you need to utilize your major strength, which is your great numbers, in every significantly battle. Don't try to calculate the minimum needed to win, because that will maximize your casualties. Seek to overwhelm. A margin of 2 to 1 (or greater) in brigades present is a good rule of thumb. Keep their morale up by providing for them every turn. Low morale can easily cost you your most important battle.

Remember to keep your political emissaries active-even consider using ambassadors to maintain status quo in your newly acquired towns that are not supported by your groups. Send your agents which are not being trained out on recons every turn.

This article does not nearly match the multitude of strategic possibilities open the Uriks, but hopefully, in my long-winded way, answers the question, "How can I win with these guys?!" The Uriks can be one of the most fun positions to play because you are guaranteed a lot of battles from the beginning, and you can afford a war of attrition more than anyone else. It's probably easier to step on toes and get away with it as the Uriks than anywhere else, and unlike many positions, which might on the surface seem easier to win with, when in doubt your answer is usually Fight!. So the Uriks have a lot to recommend them. In fact, if I am ever able to enter the game as a player, I wouldn't mind taking these bad guys at all. When you work in a sensible strategy, you've got a very good chance to win, as well, which is, shall we say, a nice plus. So you Urik Kings, go get 'em!

 

Battle Tactics

Oracle 6

Rick McDowell

I have heard many tales of woe from crestfallen generals. These unfortunate commanders entered an important battle, confident of victory, only to emerge from the field badly bloodied and beaten. How could they have miscalculated so miserably? Did they really consider all the factors that they might have? How can they avoid the same fatal pitfalls the next time?

It is too bad that two numbers are included on the Status Update concerning military groups. These are the "Estimated Value in Current Terrain" and the "Estimated Value vs. Population Centers". The problem is not that these numbers are incorrect, but rather that generals place too much stock in them. "Well, my group's value vs. p.c.'s is 12,300 and the p.c. has a defensive value of 11,000. This will clearly be an easy victory, right?" Wrong. The combat routines in Alamaze are very involved. Players should resist the temptation to think that a battle is resolved according to which side has the highest number going into the battle. Several other factors are of major importance in resolving combat against both population centers and other groups. These include:

1. Defensive Value. Each group has a defensive value, which is a weighting of how durable its soldiers are. Troops which are more heavily armored (heavy infantry as opposed to light infantry) or are of especially tough races (Giants, Dragons) will have much higher defensive values than will lighter armored forces. The defensive value determines the extent to which the force will be subjected to casualties in each phase of battle. Thus, a group with a high defensive value will actually fight as if its "Estimated Value" was much higher. Conversely, one with a low defensive value will not fight as well as its "Estimated Value" might indicate. Players are not told outright what their defensive values are. They must deduce these from their brigade makeup and from the description of their kingdom's military.

2. Wizards. No inclusion is made for the effect wizards and their spells may have on a battle. Players most definitely must estimate the effect both their wizards and those of their opponents will have on the battle. This consideration can easily override the significance of all other factors in the case of several high powered wizards. Do not neglect the advantage of a wizard which has reached the level at which he provides the capabilities of "Presence". The effects of presence do not require a spell to be cast: they work in every battle in which the wizard's group participates. Presence adds to the group's offense and defense.

3. Artifacts. Weapon artifacts will add to the groups values in every phase of combat.

4. How a Battle Unfolds. Battles are broken into phases. During each phase both sides have the opportunity to inflict damage on its opponent. After each phase, if either side has met its retreat criteria, it will seek to disengage from battle. In a group vs group battle, the phases progress as follows: archery, magic, cavalry, infantry, combined.

In the archery phase, only the missile troops of each side will be considered as regards offensive capabilities, although casualties which result from the missile phase will be distributed among all troop types.

In the magic phase, all offensive spells cast by the wizards on each side are resolved and casualties determined. Defensive spells are each implemented prior to the beginning of the battle.

The initial cavalry values of each side are reduced by the level of casualties the side has suffered in the archery and magic phases. Example: entering a battle, a Ranger force had a total value in terrain of 12,000 points, of which 4000 was due to its cavalry. In a battle against its Darkelven opponent, the group suffered 25% casualties in the archery & magic phases. Only 3000 of its cavalry value will be considered in the cavalry phase.

Similar to the cavalry phase, the infantry phase begins by reducing the infantry values of each side by the % of casualties the group has suffered. Remaining infantry values then inflict damage on the opponent.

If neither side has retreated or been destroyed through this point (rare, unless sides are very evenly matched), then the full remaining forces of each side are thrust into the fray to settle the engagement (archery, cavalry, and infantry troops combined).

5. Brigade Composition. What troop types comprise the brigade? As detailed above, this will significantly affect how the battle will be resolved. Other things being equal, in a battle between two groups of equal strength, if one's strength lies in its cavalry, and the strength of the other in its infantry, the battle will favor the side with the strong cavalry (since its impact is felt before that of the infantry).

6. Military Discipline. Each kingdom is rated for its military discipline. This rating has a major effect on the additional losses a group will suffer if it is forced to retreat from a combat. Players are not told directly what their discipline rating is, although this is hinted at in the description of kingdoms in the rules and in the kingdom's setup sheets. In addition to discipline, speed (eg, Dragons, cavalry) and leadership may mitigate losses in retreat. The least disciplined kingdoms may suffer up to 25% additional casualties just trying to exit the battlefield. The best of retreats may be accomplished with minimal additional losses.

7. Acceptable Casualty Levels. Another factor which varies by kingdom is the extent to which the kingdom will accept casualties in the battle and continue fighting without retreat. This casualty acceptance affects each of the three tactical selections differently. The optimum situation for a kingdom would be a very low threshold for a tactical selection of 1 (probing attack or organized withdrawal) and very high casualty acceptance for a tactical selection of 3. Most kingdoms do not enjoy such parameters. Barbarians may have very high thresholds at all tactical levels (once they're in battle they're having too much fun to withdraw) or relatively low thresholds at each level (Dragons can get in and get out quickly with tac selection 1, but they're not keen on the idea of actually dying just to get at a few more bipeds under tac selection 3).

8. Terrain. Terrain not only affects a kingdom based on its modifier for terrain, but may affect the values of archers and cavalry independent of kingdom. For example, cavalry is virtually negated in the mountains (fights at 25% of value).

9. Other factors. Leadership, morale, and attrition are each integrated into the "Estimated Value" numbers, but should be considered separately. For example, a group with high attrition will almost certainly suffer the loss of an additional brigade over what it would have lost with low attrition, since the high attrition represents the fact that this group is carrying brigades which are already below full strength, thus require fewer casualties to tip the scale to a full brigade lost. Leaders give a % adjustment to the strength of a group. It is criminal to have a marshal or warlord in a small group. That is, a Warlord in an army group of 20,000 points provides a bonus 5000 points to his group. The same Warlord in a single brigade of 2000 points only provides a bonus of 500 points. It's difficult to win by giving away 4500 points in leadership by having a Warlord in the wrong group.

Conclusions? Consider well where and when you will fight your battles. The goal is not merely to engage the enemy, but to do so on favorable terms. Have you assembled your leaders into your main group? Do your troops currently have high morale? Do you have some less valuable brigade types present to absorb the brunt of the casualties? Is the battle fought on terrain which favors your force and hinders your opponent? If so, you are ready to engage. As you order the attack, what tactical selection will you make?

If your force is light, quick, has good discipline, is supported by wizards casting battle magic and features archers (eg: Elves, Darkelves, Warlock) you should give serious consideration to a tactical selection of 1 or 2. Why not attack at level 3? If your foe has not been disposed of before that time, after your wizards and archers have taken their toll, the remainder of the battle is likely to turn against you. Get out. In addition, your disciplined troops are better able to make a retreat.

If your force is heavily dependent on the impact of its infantry (eg: Barbarians, Uriks, Dwarves) you need to engage in battles you wish to win at a selection of tactic 3. Only after your force has swatted aside the archers, cavalry, and magic of your foes will your muscle be felt. A less severe tactic may have your forces retreating after they have taken your enemy's best punches and before you can deal out your own punishment. Always try to fight these battles in restrictive terrain, where your opponent's archers and cavalry will be hampered.

As can be seen, more is involved in battle preparation than may be apparent to the neophyte. Here's hoping your next battle will be a tale of triumph!

 

Developing a Strategic Approach in the Second Cycle of Magic

Oracle 8

Rick McDowell

You might reasonably believe that the designer of Alamaze would have a great advantage in playing the game. However, when I was finally afforded the opportunity to PLAY Alamaze myself, in Game 100, I found that whatever benefit my familiarity with the programming provided was offset by my lack of actual playing experience, especially considering that the other fourteen players in this "experimental" (since I was in it) Second Cycle game are among the best Alamaze players. That being said, I'd like to share my thoughts on what aspects of play loom as important that have not been much discussed before. Though this article relates directly to the Second Cycle of Magic, some concepts are applicable to the other scenarios as well.

First, we must gain a perspective. My kingdom is the Darkelves. The Second Cycle of Magic is a team game--my teammates are the Trolls and the Demon Princes. The game features a new Epic Victory potential, that of the Sinister League controlling nine regions. The Sinister League consists of our team (The Cult of Chaos) and the Lords of Doom (Underworld, Black Dragons, Witchlord). I feel that in preparing a strategy, the implications of my actions on these other kingdoms must be considered. And, of course, there is the matter of the Realms of Light, the six "good" kingdoms opposed to us.

To me, one of the most ticklish strategic complications in the Second Cycle is the matter of the neutral team, the Secret Society (Red Dragons, Sorcerer, Gnome), a formidable team on the fence in the beginning. Uncommitted to either side in the epic scheme of things, this team will usually be key in deciding who gets bloodied first. Therefore, all actions must be considered as to how the neutral team will react. My strategy in an individual game would have been much more straight forward than was possible in light of these additional Second Cycle considerations.

A few specifics when hammering out a strategy:

1. Put yourself in every other kingdom's shoes. This will help you predict actions and planned actions across the board. Example: in my plan, I felt the Dwarven king would seek to develop his economy in the early turns and would not likely invade the Eastern Steppes.

2. Don't underestimate the importance of economics. Although it seems boring to increase gold production when an army could be raised, you must produce quick and substantial gains which can be held in order to justify the burden which a large army will place on you. Your economic investments pay dividends every turn. It only takes four turns for an order to increase gold production to return your investment. Every turn after that is gravy.

3. Corollary: if you have a big military, use it. Don't build a large army unless you can immediately apply it.

4. Secure your capital. I relocated mine to a town in the Sea of Drowning and maintain 5 fleets. I strongly favor a capital at sea, for many reasons:

A). It's harder to discover.
B). An invader must build a considerable navy to assault it.
C). Dragons can't attack and wizards can't teleport there (for neither can end movement in a sea square).
D). Because of these factors, your capital is very secure and facilitates an expenditure of gold to bump up production, perhaps as a standing order.

5. When you initiate a war, be decisive and overwhelming. Seek to completely eliminate your chosen opponent. I wrote more about this in "Alamaze and the Art of War". Exploit your strengths and your enemy's weaknesses.

6. Use your strength. Although the Darkelves are as "balanced" a kingdom as any you'll find, their strength may be political considerations. If I'm playing the Darkelves and not using my politicals, I'm almost certainly not going to win the game.

7. The longer a game goes, the more likely it is that wizards will become the real military power. If your position is not strong in its magic potential, either ally yourself with the wizard positions in your sphere, or seek their elimination, or take whatever steps you can to hurry up the campaign. One way to this last course is to offer economic or covert aid to attacks throughout the world. If the game is shorter, your chances of winning or doing well are much better than if the game lasts longer, for the longer the game, the more high power wizards there will be.

8. Get to know, then evaluate, the other players. Sometimes, who is playing a position is more important that what the position is. In addition, some players have reputations. If you can determine that a player is cautious, foolishly aggressive, or otherwise predictable, this information will be more important than any spy reports.

9. Make sure there is flexibility in your strategy. You may have decided that raising your wizards is the most important objective. However, if an ally will be severely weakened without your help, sticking to your strategy may be cutting off your nose despite your face. On the other hand, if an unexpected opportunity presents itself, you also need the freedom to exploit it, rather than feeling tied to a static strategy.

10. Keep diplomatic channels open. Most players will find it extremely difficult to do well without communicating with some of the other players. Even if you yourself do not make a lot of telephone calls, you should try to develop good relations with at least one of the more diplomatically active players. This is a key strategic consideration. Even though learning what is happening in areas remote to your sphere of influence may not help you in this turn's battle, you can start to fit the pieces together to determine the likely shape (i.e., which kingdoms are on the rise and which on the decline) of the campaign several turns down the road. Such information should certainly be taken into account in your strategic objectives.

 

Rambling Notes from a Semi-Novice Player

Mike Baker

A little over a year ago I decided to give Alamaze a try. Being new to PBM gaming, I really had no idea what expect; I just filled out a form I'd gotten by answering an ad in Paper Mayhem and sent it in with some money. Since I hadn't requested any particular position--I just wanted to get into a game, any game, as quickly as possible--I didn't have long to wait; my setup for the Halfling position soon arrived in mail. Being a neophyte to the game, I had no idea that I had been given a position which many consider weak, wimpy and unplayable; the Halfling seemed plenty powerful to me. And while I didn't win, or even finish the game for that matter (I dropped on Turn 28, with overwhelming odds--four of the five remaining players were actively trying to take me out--being the cause of my demise), I still had a great time playing the position. Even when the fates turned against me (I was at war for a good two-thirds of the game, relying mostly on my own wits to survive since trustworthy allies were a rare commodity indeed), I was still having fun, scheming and planning to take back what was once mine or, if I failed at that, to annoy whoever fought against and/or crossed me as much as possible.

Since then I've also played the Underworld and the Witchlord, two other "difficult" positions, and I've enjoyed myself just as much, if not more, as I did with the Halfling. To me, part of the fun of the game is taking a so-called weak, or difficult, position and doing something with it. The truth of the matter is, you're only as powerful as you think yourself to be; if you believe that you're going to get taken out by Turn 5, you probably will. But if you make an effort to survive right from the start, and you wisely use your resources and skills, you've got a good shot at becoming a force to be reckoned with.

Unlike some of the Oracle's other contributors, I'm not purporting to offer a set of graven in stone guidelines, rules you must follow to stand any chance of winning a game. What follows is merely a set of observations, the ramblings of a player with a little (but not all that much) experience under his belt. Take my words in whatever way you desire, but please keep these crucial facts in mind: every Alamaze game is different, and so is every player, and just because a certain strategy worked for someone else doesn't mean that it'll work for you, too. Don't just emulate the actions of others; think for yourself, experiment, and, most importantly of all, have fun (it is, after all, just a game).

Make friends and influence people. Contacting other players, and keeping on top of what is happening in the rest of the game, is essential to staying alive, especially in those first crucial turns. Make as many allies as you can right from the start; the more powerful kingdoms are less likely to turn a conquering eye toward you if you're supplying them with something they need, be it food, spells, high-level agents, or just information.

Don't believe everything you hear. There's a certain kind of player who loves spreading misinformation (X is going to attack Y, Z is planning on moving into X's region, Y has dropped from the game). Fortunately, most aren't very good at it, and they don't cover their tracks very well, either. Before you take something as the truth, and alter your actions accordingly, take the time to check it out; it always pays to avoid embarrassing and/or potentially deadly situations.

Don't believe everything you read. If you get a note from someone informing you that they're going to attack/ conquer/ destroy you, it's probably bogus (or written by someone whose ego or ambitions are a few sizes too large). My general rule of thumb is: if a note doesn't have a player's name (or, even better, address and phone number) on it, take it with a grain of salt.

Bogus notes do exist. In my Halfling game, someone was sending notes (typed, of course) out to almost every player in an effort to get them to fight each other. It even worked in a couple of cases, that is until I noticed that, oddly enough, two of my supposed foes were using the same typewriter (I'm just surprised that no one else caught it sooner).

There's no such thing as a "total" ally. Allies are great, but even the best of friends can turn on you. Take it from someone who has learned the hard way; always have a backup plan in case your ally decides to use your back as a knife holder.

Always do the unexpected. Predictability is the downfall of many players; they do what is expected of them, then they die. Do the unexpected, though, and people get confused. Always keep your foes guessing, especially if they're more powerful than you. Stay on the offensive; keep them frustrated and off balance--snap up their PC's, pick off their emissaries, kill their wizards, etc, --and never give them a chance to launch an organized counter-attack. As long as you're forcing them to react rather than act, you've got the upper hand.

Here's a couple of examples of how being unpredictable helped keep me alive. As the Halfling, I successfully held my own in a long two-front war with the Warlock and Darkelf (and later the Urik and Darkelf) by constantly not doing what they expected me to do; every time they tried to move against me, I'd be somewhere else. By doing this, by being tenacious and obtuse, I managed to survive about twice as long as anyone expected me to.

This particular philosophy worked so well for me, I decided to carry it over into my Witchlord game. Now the Witchlord is supposed to move into either Synisvania or the Southern Sands and attack either the Nomad or the Ranger, but neither of those options appealed to me (they're so...predictable). I went a different route. Right off the bat I made peace with both the Ranger and the Nomad, telling them that my interests lay elsewhere. That done, I dropped in on the Warlock on Turn 1 (declaring him an enemy in the process), extorted a town out of him by threatening to wipe out his most powerful group and wizard (which I had trailed, then teleported on top of). With that out of the way, I moved into Runnimede where I teamed up with the Halfling to take out the Darkelf. Unexpected? You bet. Long-time Alamaze players say they've never seen a Witchlord player do anything like this before, but that's the whole point. I'd rather succeed (or fail) on my own than follow the battle plan of someone else.

Dead people don't fight back. If you're going to pick a fight with someone, make sure it's one you can win, and win quickly. A drawn-out war usually ends with one player out of the game, and the other so weakened that they're easy game for other would-be conquerors.

Try to make your attacks all-out affairs, terrifying blitzkriegs which catch your foes by surprise, chew them up, and spit the remains out all in the space of a couple of turns. Hit them where it hurts the most, be it PC's, wizards, or whatever, and don't give up until they're dead.

Beware the living dead. While blitzing someone out of the game can be a lot of fun, watch out when you do it. In my Halfling game, I demoralized the Warlock so much early on that he dropped around Turn 2 or 3. Unfortunately, just as I was moving to pick up his holdings, in pops a standby player who didn't take very kindly to my expansionistic ways.

In other words, if you plan on taking someone out before Turn 6, do such a thorough job that they won't dare bring in a standby.

Work your assets. Every kingdom has certain special powers, the trick is using them to their best advantage. For example, if you're the Halfling, sell, sell, sell that food. Trade gold to other kingdoms for food; they may think that they're getting a deal (and in a way they are), but in the long run you're really the one who is making the killing. And remember, the more PC's you have, the more you can trade (there is a ceiling, a maximum you can trade, but I'll leave that for you to discover for yourself). And the more you trade, the more money you'll make. During my peak period as the Halfling, I was bringing in close to 200,000 gold a turn, building up a stockpile which helped me survive through the war years.

Each kingdom has its own strengths; it's up to you use them to your best advantage.

Be cool. Winning isn't everything (though it is nice), and how you win is just as important as achieving that victory in the first place. Anybody can lie, or twist the rules to their advantage, or utilize ill-gotten information, or team up with friends in a single player game; all that is required to do these things is a lack of ethics and, ofttimes, an equal lack of brains. But to win a game fair and square, to defeat opponents using nothing but skill, intelligence and careful planning--that's an achievement to really be proud of.

The Alamaze program isn't perfect, it sometimes makes mistakes, and one of the toughest factors of the game is resisting the temptation to capitalize on them. When asking for a turn to be rerun, or an error fixed, think of the other players as well as yourself. Place yourself in their shoes for a minute. Sure it's nice to have those brigades which the computer misplaced reappear in just the right place at just the right time to devastate your thoroughly surprised foe, but imagine how the other guy feels, how you would feel if it happened to you. And since there is no judge to enforce this kind of behavior, how you act is purely up to you. One thing to remember is that for every action there is a reaction. While backstabbing your ally in one game may have netted you some status points, it also puts a black mark on your reputation. And in a close-knit community like the PBM one, your reputation is vital. Think about it for a moment; would you rather be thought of as a cool, honest guy, or a devious dweeb? The choice is yours.

 

How to Play the Underworld

Mike Tobin

I have collected many strategies on playing the Underworld from other players and from playing and winning my first game, #305. The Underworld desperately needs to obtain an early economic base to raise up wizards and agents that will come to play later in the game. To win with the Underworld as it is set up now you must do the following: beg, write every turn, lose your self-respect, run up huge phone bills from begging, and occasionally throw around empty threats (lie). Once the Underworld starts using agents, the most important advice I can give is never do the same agent mission you did the turn before. Once anyone can guess any kind of pattern, your agents will be caught.

Many people in past Oracles have suggested that a kingdom should have a long term plan. You can not do this with the Underworld because of the unreliability of agents, the bad military, the 994 orders, not needing many regions, and being weak--these all make you reactionary to your botched missions and other players. Because of this unreliability, you must contact everyone every turn, a time-consuming and expensive task.

These are the reasons I enjoyed and became very frustrated with the position; not being strong enough to do anything on my own, I had to rely on other kingdoms. I loved being on the edge of my seat trying to guess how well my agents did each turn. I also have to admit that playing what I think is the hardest position taught me to play the game better. Playing the Underworld made me feel like being on a roller coaster. The slow climb of the Underworld roller coaster would be trying to negotiate with everyone and hoping you can trust them, agonizing over your turn for not having enough orders, and then waiting to see how well you did. The exciting fast ride would be getting those results.

Since you start with low influence, pc's spread all over the map, and a small military, the Underworld's first two turns are critical to determining how you will finish. On Turn 1 move the duke to the neutral city of Avalon; it is like the DA and WE princes will also arrive. In order for you to take the city from both you will have to: kidnap one of them, maintain status quo, and enamor the region. Your duke will be "trapped" here at least 4 turns using lots of gold and getting the DA and WE mad at you. If someone besides these two appear, make a deal. With your Level 1 you can keep tabs on the city and take it later. If you move your duke to any other neutral pc, you will get two fewer recons, not as much gold or defense, and there is a good chance you will lose the Duke to another's military.

If you do not enamor Torvale and instead enamor Amberland, you could risk sending your Duke to Zarathon. The disadvantage to this plan is that you will only get one recon at Zarathon instead of 3 and a military can capture your duke. The advantage to this plan is that you can use all your emissaries to take villages in Amberland, can place your agents in more centrally located pc's. Even your military can take villages. If your capital starts in Amberland you can challenge the PA for it. If you take many pc's early, it makes it difficult for other kingdoms to get rid of you.

With your military you need to make two patrols, putting the adepts in them. March your two brigades toward each other to combine them on Turn 2. After combining, use this group to attack anything it comes across until it is down to a single brigade; this will save your gold which you desperately need. March the one brigade to your capital to pick up your reinforcements. The two patrols of wizards can take a chance and march around seeking pc's, or stay in pc's to raise up the wizard whenever possible. The patrol in the Sands should move to find pc's in the plains areas.

To get more information buy a High Priestess and have her divine the villages in Amberland on Turn 1. If she lives, have her convert new agents to fanatics. Later in the game, move the first level fanatics to cities and capitals to get information and recons. you can use your fanatics for counter-espionage, and, at the end of the game, to cause chaos. Do not raise your fanatics and do not use your Priestess to find artifacts. It is easier for you to recon capitals, groups, and cities and then steal them form other kingdoms. In Game 305 I stole four artifacts.

With your agents on Turn 1 do the following: Use a 969 order to recon the pc's that your two level one agents and your level 3 are located in. With your Level 7 steal gold from Avalon or Meridon. The only other agent order to use on Turn 1 is 994 to gain an influence. Try to persuade others to raise agents, and lower the cost for agents so you can train your Level 5 cheaply.

On your second turn you should implement these standing orders: (1) Train the Level 4; keep this order til Turn 10. (2) Increase the cost of training agents. Most kingdoms will want to have standing orders to train agents, so by continually raising (rather than all at once) raising the cost, you force these kingdoms to waste an order to stop training. This may cause them to turn to you for your high level (7 and 5) agents. Once you stop this standing order to increase training costs, you can replace it with an order to gain influence.

Here is how the orders might look under each plan:

TURN 1, UNDERWORLD, MICHAEL TOBIN
OrdersCost
1.350Move duke to Avalon5,000
2.350Move baron to neutral town3,000
3.470Raise regional reaction in 416,000
4.510Create high priestess18,000
5.620Sell fleet+6,000
6.620Sell fleet+6,000
7.702Make patrol
8.720Move brigade
9.750Divine villages in 57,000
10.965Level 7 steals from PI or OB3,500
11.969Both 1's and the 32,500
12.994
43,000
TURN 2
Orders
1.60500 Train Level 4
2.60994 R
3.310/350Duke move or stays, depending on situation5,000
4.330Usurp with baron3,000
5.350Move governor to 52,000
6.500Train Level 53,000
7.702Make a patrol
8.710Move brigade
9.720Move brigade
10.740Combine1,000
11.777
12.955/965Use Level 8 at PI4,000
13.969Both 1's and the 32,500
SO's3,000
20,500
TURN 1, UNDERWORLD, MICHAEL TOBIN
OrdersCost
1.350Move duke to HQ5,000
2.350Move baron to neutral town3,000
3.350Move Level 1 to HQ500
4.470Raise regional reaction in 516,000
5.510Create high priestess18,000
6.620Sell fleet+6,000
7.702Make patrol
8.720Move brigade
9.750Divine villages in 57,000
10.965Level 7 steals from PI or OB3,500
11.970Spy on HQ500
12.994L
47,500
TURN 2
Orders
1.60500 Train Level 4
2.60994 R
3.310/350 Duke move or stays, depending on situation5,000
4.330Usurp with baron3,000
5.350Move governor to 52,000
6.620Sell one fleet+6,000
7.702Make a patrol
8.710Move brigade
9.720Move brigade
10.740Combine1,000
11.777
12.955/965Use Level 7 at PI3,500
13.969Both 1's and the 32,500
SO's3,000
14,000

There are not many differences as both plans assume that the Underworld will get an extra influence from order 994. One of the plans assumes that you will be successful in stealing from PI. The variables make it nearly impossible to suggest further orders.

John LaTemple, who played the Dragon in #305, told the Warlock Jonah Mainwaring that I was a whiner. When I first heard this from Jonah I was quite hurt and upset, but now that I look back on the game I have to admit begging can also sound like whining. Give the Underworld a little more power in the beginning part and he will bargain better. The major problem is influence. Comparing it to the influence of the Barbarian I play in #319, there is no comparison. Give the position a bit more influence, a few more Level 1's, a High Priestess, and a Council seat. After all, the Underworld is the ideal kingdom to be on the Council as everyone comes to him for information.

 

Letters to the Editor

I would like to point out a few problems I find with Alamaze's status point system. The way it is set up, what place you finish is determined by status points. The problem with that is that some military kingdoms need 4 regions to win a game while non-military kingdoms and non-magical kingdoms might not need any regions. This means that when the five player limit is reached, a military kingdom will get 1,000 points per controlled region. A non-military kingdom needs 5 significants 2 substantials to equal a region. The military kingdoms are guaranteed first, second, or third. If you equalized status points for the non-military kingdoms, more players would stay with the game longer.

Here are a few recommendations on how I think the status point system can be equalized.

1. Give each kingdom its own customized status point list, along with the present status point system. For example, if a kingdom needs 5 cities, 5 significants, and the Palantir of Istanbul it would receive 1,000 points for each separate goal it accomplishes and 100 points for each goal it partially accomplishes. So, when Turn 6 comes around and this kingdom has 1 city, 2 significants, and the Palantir, it would receive 100 + 200 + 1000 = 1300 * .2 = 260 status points for its kingdom-specific goals and 400 + 300 = 700 * .2 = 140 for normal status points for a total of 400 interim points. By customizing a status point list for each kingdom, you give more kingdoms better chances for placing in the top three.

2. Give bonuses in status points to any kingdom at the end of the game that (a) plundered the most pc's, (b) has the most prisoners, (3) revealed the most skeletons.

3. Grant control of a city 250 status points.

4. Increase "significant" to 250 status points which is one half of substantial and one quarter of control.

Michael Tobin


Alamaze is my favorite PBM game, and I avidly await each Oracle issue. Please keep up the marvelous work!

Donald J. VanTassel II

 

News From the Front

Game 182, Barbarian
Mickey Graham

End Game

In the early spring of the year 101, with the world of Alamaze again sunk into the chaos of anarchy, the monarchs of the five great alliances quickly became embroiled in yet another round of diplomatic maneuvering, behind-the-scenes treachery, and open military confrontation.

Several kings showed their considerable leadership skills as five regions were under control by Turn 3. By Turn 5 nine regions were controlled by nine kingdoms. The five alliances all seemed to be on an even footing as well, as each alliance controlled two regions. With so many contenders for supremacy, conflict had to result--it did. A Gnome/Barbarian alliance faced off against the combined might of the Ranger/Elf/Swampmen alliance, while the Westmen/Warlock/Darkelf alliance found itself in the dire position of facing two forces: the Giant/Nomad/ Sorcerer and the Paladin/Dwarf/Halfling. By Turn 6 the Ranger, Urik, Darkelf, and Warlock had been disposed of.

In the second six months new combinations of kingdoms formed as the Gnome/Barbarian duo established a firm working relationship with the Paladin/ Dwarf/Halfling alliance. This allowed the Gnome and Barbarian to prosecute a war of annihilation against the Elf. The war turned touch-and-go for the Barbarian as the Westmen, now alone in the world, made a play for the Northern Mists while the Elf mounted a major invasion there. Meanwhile, the Nomad, Halfling, and Swampmen struggled for control of Synisvania, each seemingly acting independently of their allies. This chaotic situation was further complicated by the Giant/Sorcerer invasion of Torvale late in the year.

By Turn 13 three major alliances remained: GN/BA, PA/DW/HA, and GI/SO/ NO. The Swampmen still persevered but soon saw his options were limited. Meanwhile, the Westmen hung on out of sheer spite against the SO/GI. Once the BA regained the initiative in the north, the Elf was soon up against it. At this critical moment, the Gnome kingdom emerged from obscurity. Left to himself for several turns, he had built a formidable army and political corps. With 5 Power 5 wizards, the GN military was soon teleporting all over; in rapid succession, Lorethane, Viperhead, and Meridon fell to his power. By Turn 18 the GN/BA juggernaut controlled the entire West.

The war rapidly wound down in the second half of the year 102. The GI/SO/NO alliance was crushed between the GN/BA/PA/DW/HA junta. The WE and SW were also eliminated in the bargain. The word of all good kings of the five-power-pact remained true and on Turn 21 the war ended with a truce and each of the five kings in control of two regions. The GN was the overall status point leader as he racked up some 8 artifacts in additional to all his territorial possessions. The PA finished second and the BA a close third. The skill and personal honor of the PA and his allies in dealing faithfully with others warrant the highest regard and congratulations.

 

Game 196, Urik
Randy Graham

End Game

Young King Ugluk of the Uriks looked upon his small holding in the Talking Mountains and Eastern Steppes and knew the time was right to fulfill his destiny, his birthright. Alamaze was in chaos as fifteen minor kings jealously contested for their pitiable holdings. The world was in need of a master, an overlord who would bring stability at the point of a sword. Alamaze needed King Ugluk.

The Uriks immediately began to secure the Eastern Steppes while their neighbor to the south, the Rangers, scrambled for control of Synisvania. By Turn 3 the Uriks and Rangers controlled regions and had worked out a very close treaty of alliance. Immediately the east exploded in warfare as the Dwarves and Underworld commenced a campaign against us. Meanwhile, in the west, the Elves and Westmen emerged as powers to be reckoned with securing their regions by Turn 6.

By mid-year several skirmishes had developed: Urik/Ranger vs. Dwarf/ Underworld, Elf vs. Barbarian, Dragon vs. Warlock, Darkelf vs. Westmen. Everyone was still feeling their way around at this point but it became clear that the Urik/ Ranger alliance was very strong while no one else had dependable partners. By Turn 12 nine of the ten regions were controlled. The Elf defeated the Barbarian and controlled Oakendell and the Mists; the Urik/Ranger alliance had triumphed giving me control of the Mountains and Steppes. The Westmen, Darkelf, Dragon, Ranger, and Witchlord each held a region.

The second year opened another round of warfare as the survivors of year one turned against each other. An incursion into Synisvania by the WI brought down the wrath of the Rangers and Uriks; the WI was soon harried from the world. Meanwhile, the Elves and Darkelves began an attack on the Westmen in torvale and the Dragon in Arcania. This gave me my big chance. The demise of the Witchlord allowed the Urik military and political machine to absorb huge chunks of the Southern Sands. Meanwhile, the Urik had slowly and quietly insinuated himself into the wasteland of Amberland, gobbling up nine villages and two of the region's three towns.

On Turn 18 King Ugluk turned Amberland and the Southern Sands to his empire, fulfilling his secret victory conditions and bringing the struggle to an end. The solid alliance with the Ranger paid huge dividends. Additionally, the honesty of the Dragon kingdom in dealing with King Ugluk brings great honor to that monarch. The order of finish: Urik, Elf, Darkelf, with the trusty Ranger fourth.  

Game 229, Ranger
Philip McDowell

Turn 14

This hotly contested Second Cycle contest continues to bring unusual results. The "Evil" side has done remarkably well and at this time commands four of the eight regions that are under control, almost a fifth (Torvale), and just recently lost the Southern Sands. Amberland is the only region that has not yet been controlled.

The Troll has demonstrated that he is indeed a power to be fear as he has controlled Torvale for much of the game and now has Oakendell. In addition he has persuaded his allies: the Underworld, the Witchlord, and the Black Dragon to assist him in activities around Torvale and particularly against the Warlock. As his natural enemy I have felt the effects of his constant raising of influence and his seat on the High Council. He has holdings in the Talking Mountains and controls the fair city of Zarathon. It is indeed frightening to realize that he will increase his military might dramatically next turn with his hordes of reinforcements.

The Underworld has control of Runnimede and is killing, kidnapping, sabotaging, spying and other devious acts as he desires. The Black Dragon has taken PC's in six different regions. The Witchlord has been virtually untouched, has control of the Northern Mists, has killed Warlock wizards, and is now within the heartland of Synisvania with at least one group and several politicals. The Darkelf has maintained control of the Eastern Steppes, a large fleet in the Sea of Drowning, only recently has been driven from Synisvania where he had approachable holdings, and has at minimum a power 5 and two power 3 wizards.

Are they doing good or what? Are they close to winning? Will the "Good" and "Neutrals" ever get together and stop this onslaught? Believe it or not, there remains a glimmer of hope for the world. The Sorcerer has just taken control of the Southern Sands, the Giant has sent a group into Oakendell to aid the Elf, the Ancient Ones have taken Meridon from the Troll causing him to lose control of the region, the Dwarven politicals and Ranger troops have made a push into the Eastern Steppes, the Red Dragon is rumored to have his sights on the Northern Mists, and the Warlock has some interesting plans that just might surprise someone. While "Good" is too often slow to react and seemingly overlooks the intrusions of "Evil" there is hope for the citizens of Alamaze now that they have been aroused.

 

Game 300, Darkelf
Leo Mortimer

Turn 19

What a long weary war I've been in. At no time has the number of my enemies fallen below 4. At first it was the Westmen and Halfling, plus their two mercenaries--the Underworld and Witchlord. Even the Warlock was taking pot shots at me. I have since eliminated the upstart Halfling king and insured that the Warlock met the same fate. The Witchlord has since been called to war by the Dragon. The Underworld was and always will be active against me. When I captured and killed his agent Zed of Level 14 and his Duke Napola, he stopped all overt actions against me--but that was not until 4 governors and a baron had been assassinated plus 3 unsuccessful attempts against my wizards.

Although some of my enemies were gone, two more joined against me, namely the Dwarf and the Elf. The Dwarf tried unsuccessfully to expel me from the High Council. I have since gotten the people I want on the Council. Other than that, he has left me unmolested. The Elf, however, claims to be my ally and did those overt actions to protect himself. He has not moved out of Oakendell for 18 turns and I suspect he is laying plans to attack me. I have since picked up the Dragon as an enemy. We both have extracted heavy military losses on each other: 3 Dragon and 2 Winged Beast brigades, a Warlord, Marshall I, and General II on his side; I have lost a division, but no wizards.

For Turn 17 I have managed to get the Barbarian and Underworld involved against the DW/DR alliance, but I fear that it is already too late. The Ranger (a stand-by) has been fighting them since Turn 5. The WI has been fighting the Dragon since Turn 7, and has just succeeded in causing the Dragon to lose control of the Sands. I have been fighting the WE since Turn 2 but have not been allowed to give him my full attention, plus the fact that the Elf was supposed to help. Add to this I am now at war with the Dragon.

On Turn 18 the Dragon has reacquired the Southern Sands (NO dropped Turn 3) and gained Arcania; he already controlled the Steppes (Urik dropped Turn 3). The Dwarf controls the Mountains and Synisvania. The Barbarian has the Mists (SO dropped Turn 2) and is supposedly close to gaining Amberland (PA dropped Turn 11). The one thing that mystifies me about this turn is why hasn't the Dragon declared his secret victory check since he has achieved it. I feel he will end the game on this coming turn; I don't think anyone can cause him to lose a region this turn. As of Turn 18 I was in fourth place but I have laid some plans that hopefully will move me to third.

Turn 19 had the Dragon winning the game via secret victory conditions. To my surprise the Dwarf gained control of Amberland and the Westmen lost control of Torvale--at last the Elf moves! In any event my plans to beat the Barbarian out of third place succeeded. Much thanks goes to the Paladin, who dropped on Turn 10 due to disputes with the Gods of Alamaze, the Ranger, and the Witchlord for helping me place third. I hope that by helping me place third gave those kingdoms some personal satisfaction in an otherwise disappointing game.

 

Game 303, Elf
Philip McDowell

Turn 28

This Challenge Game of players who have placed in the top three at least once in previous games has concluded. The Winner was the Underworld who is certainly among the less frequently mentioned "Powers" of First Cycle. Congratulations are in order as he overcame many early obstacles and impacted very spectacularly on several kingdoms as you will see by his own report. The Elven nation finishes forth from its standby position and the Dwarven finished second from his standby position. The Halfling should receive particular notice for a very well played position who was very close to winning numerous times and appeared to be without a close ally. It is not many players who can take a 10 point loss of influence on a single turn and still keep playing and being a major factor.

 

Game 308, Witchlord
Dave Thomas

End Game

The game ended before it really got started. As the Witchlord I captured Synisvania on Turn 3, defeating the Ranger posititon swiftly. By Turn 7 I had the Sands and the Nomad had dropped. By Turn 8 only the Elf and Urik also had regions, and I controlled two.

Unfortunately by Turn 10 a lot of palyers had dropped, leaving only 7 active players, divided into two forces. I led the Darkside with the Urik and Darkelf; the Sorcerer influenced the Light (Elf, Westmen, Underworld). Although it was 4 on 3, I captured my third region (Arcania) on Turn 12.

By Turn 15 the Darkelf had gained Runnimede and made remarkable progress in the destruction of the Westmen. The Urik, although uncontested in the Mountains, dropped for no apparent reason. Lastly, the Underworld moved out of the country and was unable to complete the game. This left our game with only 4 players, so the 5 player rule came into effect.

As the Witchlord, I declared my secret victory condition on Turn 17, ending the game. I want to thank the players in this game, especially my arch enemy and good friend Ed Pinkerton. I really enjoyed his article submitted in the last Oracle about our game. Thanks all.

 

Game 314, Halfling
Mike Smith

Turn 16

I, the humble King Buckhart, am now preparing the final stroke to see that the land is in good hands. Alas, the rise to strength was riddled with problems. Many kingdoms either fell to others or disappeared from the land for no apparent reason: Underworld, Elf, Barbarian, Westmen, Nomad, Urik, Dragon, and Warlock.

Being inexperienced, at the beginning of my conquest I was misguided and slow to do the proper things to assure victory. Most of my help came from my loyal and helpful ally, the Darkelf. He helped begin the crusade to the north in Torvale and Oakendell. Still, two opponents stand strong against my emissaries. The Dwarf and Ranger both might grasp worldwide domination before my stout followers can move into position. May the best of our proud and noble kingdoms win.

I would like to send my apologies to the Paladin who was sued cruelly as a pawn to achieve worldwide rule.

 

Game 319, Barbarian
Michael Tobin

Turn 18

As the Barbarians I decide early to make a deal with the Sorcerer (JJ Bloom) to have us both go after the Dwarf and to split the pc's in Regions 2 and 3. He agrees to these terms in return for gold to raise his wizards and for me not to attack his pc's; I receive his word to not take any neutral pc's in the Mists and for us to share pc and agent information. This agreement allows me to concentrate my troop movement toward the Talking Mountains while my emissaries take neutral towns in the Northern Mists that my priestess Nike divines--Nike, goddess of victory, dies of stroke on the first turn.

After contacting everyone in the game I find that the Elf (Pat VanBeek), the Dwarf, and the Nomad (John Schlosser) have formed an alliance to share pc and agent information, gold, and food. The Elf and Dwarf have decided to go after me in the Mists after they take their regions. The Nomad goes after the Sands from Turn 1.

The Dragon (Jon Eckert) and the Dwarf make a information-sharing and non-aggression pact while the Dragon goes south to take Arcania. The Witchlord (Burt Beagle) and the Ranger (Kevin Youells) agree to split Synisvania, with the Ranger controlling. The Warlock (Brian Duncan) is forced to submit to an agreement giving the Dragon control of Arcania, so he teams up with the WI and RA to go after the NO, dividing the Sands among the three of them. The Halfling (Ken Bartold) and the Darkelf agree on splitting Runnimede; the DA also goes after the Westmen (Jeff) in Torvale. The WE and RA, who are in another game together, agree to help each other.

The Urik dropped on Turn 2; the Paladin and Underworld on Turn 3. None play much of a role in this game.

Turn 3. The Dwarf takes control of the Mountains and the Elf gains Oakendell. The WE sells his seat to the RA for 3,000 gold??? I control all of the towns in the Mists and have landed a brigade on a neutral village. Another brigade is at an UN village in Amberland, a jumping off point that will allow me to march to Zabzanka without the Dwarf knowing my military is coming.

Turn 4. I move my capital to my Talking Mountains village so my first set of reinforcements can march to Zabzanka to join the siege and/or battle that I am planning. I arrive at the city and declare the Dwarf an enemy. Zabzanka produces 52,500 gold and has a defense of 14,000, but the 2DW is also there: 2 kingdom brigades, 2 vets, 2 recruits with a captain II, captain, and an adept. My 4BA has 6 kingdom brigades and 2 vets and is commanded by 2 generals, a captain I, and an adept; the 3BA contains 1 kingdom brigade with a captain II and 2 captains.

The Westmen gain Torvale, and the Elf breaks his agreement with me to exchange villages in each other's regions by not moving his brigade. He moves it next turn. Turn 5. The 2DW and 4BA both attack at Tac3. I lose 2 brigades but he is completely destroyed. My 2 reinforcement brigades join the siege. I await the rest of the Dwarven army to appear and fight me for a final decision. He arrives in 2 groups of 3 brigades each. My 3rd Level agent successfully bribes the Dwarven prince and the SO releases the skeleton next turn. The SO was to teleport to Zabzanka to help me fight the Dwarven groups the he forgot the reinforcements and could not move his group with the "Teleport Brigade" any more.

Turn 6. Zabzanka is still under siege. The 3BA, lying in ambush, attacks the 2DW at Tac3 while he elects a defensive Tac1; I am wiped out and he loses 1,000 troops. The 4BA uses Tac2 and the 1DW successfully executes an organized withdrawal he loses 500 to my 200 troops. But I lose a general to an artifact.

I finally gain the Northern Mists. The SO has taken two towns and two villages in Amberland. The triple attack on the NO is proceeding. The RA reveals the Nomad's major skeleton, leaving the Ranger, Paladin, and Urik on the Council.

Turn 7. In this final month of the siege of Zabzanka the 1DW again attacks the 4BA. He has 7 brigades to my 8; we both use Tac3. He loses a leader early in battle from my weapon artifact. Though the mountainous terrain favors the Dwarf, my troops do not retreat. This brings in the final melee which causes the Dwarven General Tharis to order the retreat but he is unable to do so and is eliminated as a fighting force. I am left with 5 brigades, a marshall, a general, an adept, two weapon artifacts, and a barely successful siege. The city now has a defense of 23,000 and gold production of 56,500. The Dwarf still controls the region but lacks a military and the city. His high level agent is caught trying to assassinate my general. I win a High Council seat with a bid of 20,000.

Turn 8. The Sorcerer joins the Council with a bid of 15,000. The Mountains go uncontrolled as the SO and I take 2 towns and 3 villages from the Dwarf. The RA takes the Steppes and the Dragon finally gains Arcania.

Turn 9. The WE wins election to the Council with a bid of 25,000. The Dwarf drops, never having contacted me or the SO.

Turn 10. I attack the Elven city of Zarathon after taking a town in Three from which I recruit 2 brigades. I take the city for the Elf has not kept his word to declare me neutral or an ally. He makes one of my towns in the Mists rebel and floods the rest of my pcs's with emissaries. I try to renegotiate a peace with him, especially after my SO ally tells me he plans to drop. The Elf agrees, then attacks a group and sends more emissaries.

The WI takes Vanasheen and the Nomad drops. The DA also drops after a simultaneous attack by the WE and DR causing the loss of Avalon. The Dragon and Sorcerer drop, even though the DR has 3 cities and a region.

Turn 11. I take the Mountains, the WI takes the Sands, and the HA takes Runnimede. The RA puts up the issue to officially condemn the Elf after I have called and written him to help.

Turn 12. I take back the Northern Mists after taking Viperhead from the defunct SO. With the region I gain a neutral village. The issue carries so the Elf loses influence. However, the 1EL takes a village but my two emissaries escape. Arcania goes uncontrolled.

Turn 13. The WA retakes Arcania. Two of my barons are incarcerated when they fail to sway two Elven towns in the Mists. An Elven prince arrives at Zarathon. And the 1EL arrives at Viperhead with 5 brigades and a Power 4 and 5.

The Ranger has been moving into Amberland and now arrives at Evanon with a 9 brigade army and the Armor of Anon. The WE takes control of Runnimede as the HA is faltering under the combined WE/RA attack. The RA brags to me how he will win the game shortly when he takes his third region.

Turn 14. The Elf takes Viperhead, destroying a 3 brigade group and my only warlord. I lose the region. After giving the WI 50,000 gold, I persuade him to attack Lorethane which falls to him. The RA takes the Council issue after promising it to me. Worse, his emissaries show up in my pc's in Amberland. Not only does he not declare me an ally but his friend the Westmen declares me an enemy.

After this turn I convince the Elf that unless we lay our differences aside, the Ranger will win on Turn 15. Working with the Witchlord, the Elf moves to Almaren, the RA capital, the WI creates scandal and curse to reduce his influence and we send politicals into Region 9.

Turn 15. He gains Amberland, but does not win after the second scandal spell costs him his council seat. Unfortunately, the curse does not succeed.

Turn 16. The Ranger loses Synisvania. The WA gains the RA's lost Council seat and eliminates a Ranger town in Amberland with "Destroy Town". I regain the Mists and show up at the RA-owned city of Gurisek.

Turn 17. The RA and WE retaliate, sending emissaries and groups to my pc's in both regions. And now the Warlock has joined the attack against me. The Halfling drops out, leaving the WE unopposed in Runnimede.

Turn 18. The WA teleports to Zabzanka. I lose two points of influence as a Warlock "Scandal" spell costs me my Council seat. The RA loses control of Amberland, reducing him to a region.

At this point there are six kingdoms left: Elf, Barbarian, Ranger, Warlock, Westmen, and Witchlord. The WE and I control two regions, the others one each. After losing my Marshal II attacking a town, I have little hope of meeting my victory condition, but I should finish in the top three by points.

 

Game 326, Dwarf
Don VanTassel

Turn 5

It is now mid-summer and our beloved Dwarven kingdom continues to gain strength. We now control all of the Talking Mountains. Aside from a Dragon town, a former Urik capital, the last non-Dwarven pc is a flea-ridden Barbarian village that the 1DW attacked even as you read this. We have a mutually beneficial pact with the Dragon. The Urik enjoyed a peaceful relationship with us until just recently when he declared us neutral. Our eyes face West, to the Northern Mists. We are currently trying to disgrace the Sorcerer out of his Council seat, but a military push is imminent. Our Elven allies will help in this attack. The newly appointed Paladin king seems bent on reducing the number of sorcerous emissaries. Wondrously a race out of legends, the Darkelf, has contacted us; they war on the Westmen who have foolishly ignored our attempts to establish friendship. The Witchlord, our other ally, fights the Nomad. The Underworld lurks and is on good terms with us. No word from the Warlock or Halfling. Great events of epic proportions are upon us! Long live the Dwarven nation, and desolation to our enemies!

 

Company News

Spring is almost here. With it comes many symbols of new life and hope as the world around us takes on a new pattern and displays new and vibrant color to those things we had become accustomed to in recent times. Perhaps even some of us, during the winter, took on a new shape.

Well so it is also within the world of Alamaze. During the past few months we have continued to make changes within the existing program. As we have indicated in the past we are restricted by the existing format but have made multiple changes that have affected various results, specific kingdoms, and some spell lists. This is worth mentioning for several reasons: we continue to work to reduce those things that generate problems, we apply our learning curve to make some adjustments to specific kingdoms for better play balance, we have made enormous efforts to level the playing field for new players with some rule changes and the new rule and description of orders books, and also to continue to advise the readers of The Oracle that things mentioned by the players in their various articles may no longer be as described. As we have mentioned multiple times in this column the assorted tips, tactics, and tricks are the perceived conceptions of the individual writing and each player must decide if they are worth the possible risk.

We extend our appreciation to everyone who submits items to The Oracle. Through their efforts we have a publication that so many of us enjoy and we are exposed to different thoughts, ideas, and methods that might improve our play. I will take this opportunity to extend our formal THANKS to David Kuykendall for his many contributions. In the last Oracle David's articles were mention as being among the most popular in the previous three issues a total of four times. Well done David.

May your King have long life, may your politicals make speeches of impact, may your agents find success, may your wizards advance in power, may your leaders bring you glorious victories, and may your decisions place you high in the lore of Alamaze.