The Alamaze Oracle XV

Summer 1994

 

 

Eye of the Oracle

As Jack Nicholson rejoined in The Shining, "I'm back," or more properly, "We're back" since this is a community effort. These all new articles have depleted our meager reserves, so newly inspired by this issue and your own successes, pen an article, a news of glorious combats, a story, or, well, you get the picture.

Phil McDowell informs us what the newest changes will provide, both in game play and service. Nick Cody enumerates six rules for the Witchlord to survive and win by. Mike Mulka and Don van Tassel offer fiction to create a mood and response; Don has responded to the challenge to create the origins of the artifacts. Anyone else going to give this a try? Rick McDowell speaks about pbm design in the face of computer games and increased sophistication. Finally, Kevin Youells desribes the realms of battle.

I think anyone playing Alamaze would agree that the changes over the last years have made a superior game even more interesting and fun. PBM's rely on word of mouth. Some people may have left complaining about service, or fixes, or any number of things that have long since been corrected. Introduce someone to the game. Tell an old confederate about the changes. Share your pleasure with a friend.

An interesting phenomenon has occurred over the years, to wit-- there are probably more women writing fantasy than men, yet the number of women playing Alamaze or any other fantasy game is rather limited. Why is there no correlation between these events or factors? If you're in the mood for a read, for a different view and feeling about magic, try Mercedes Lackey's trilogy The Last Herald Mage featuring magical horselike companions and a different sort of hero-- certainly one more acceptable in the 90's. Seek inspiration for your own Oracle writing and read some of the pleth-ora of authors. Most cities have used book stores and fantasy and science fiction often are readily available.

 

Company News

Winter has arrived and many of us (who do not reside in those areas that are untouched by cold, snow, and ice) find ourselves indoors more and more. What shall we do with all this extra time? Here are some thoughts for you to consider.

Warm yourself with a hotly contested game of ALAMAZE. Become flushed with the planning and execution of a successful campaign. Burn with desire to gain the advantage over your adversaries. Feel your blood race and pulsate as your groups achieve victories or your politicals gain yet another key population center. Radiate with fervent satisfaction as you count your acquired wealth. Glow with contentment as you gaze upon your accumulated artifacts. Feel your heart race as your wizards and agents advance to new heights. Now think of all the money you have saved on heating bills or exercise equipment!

With this spare time think of those new acquaintances you will make in a new game of ALAMAZE. Imagine how you might collaborate and deliberate over upcoming events. Cogitate and envision how you will create a new world order. Is this not mental stimulus worthy of a great scholar?

Therefore I submit for your consideration that by joining a new game of ALAMAZE you can: stay warm, get exercise, make new friends, practice your mental proficiency, and have a great adventure-- all without leaving your home.

The new program

Work and progress continues on the new program, though more tediously and slower than we would hope. There is a group of fifteen players participating in a controlled playtest/game and Results 12 have been received. While it was not our original intent, due to the series of events that have delayed the completion and implementation of this new program, we have decided to give our Oracle readers a glimpse of some of the changes with this publication.

Artifacts: There are additional artifacts and monsters. The monsters guarding any artifact will vary from game to game. There is a terrain descriptor that will reflect the area that the artifact is located and it will be altered by game. The dwelling or location containing the monsters will also vary in each new game. There are changes made to the 140 Order itself as well as many additional phrases added to each Unusual Encounter. As evident by the elements mention here, which are by no means exclusive, there are significant enhancements that have been made to this already exciting aspect of the ALAMAZE experience.

The following is a sequence of events that could unfold for a player involving the search and obtainment of any artifact.
An Order #978 is issued and the agent's report reads:

"BONEWEARY FROM HIS EXHAUSTIVE SEARCHING, DARKWIND FAITHFULLY SENDS WORD OF HIS DISCOVERY; THERE IS INDEED SOMETHING HERE AT ZA THAT BEARS FURTHER INVESTIGATION." "MY EXTENSIVE EXAMINATION OF THE AREA ZB REVEALED NO UNUSUAL SIGHTING." "ALL MY EFFORTS AND SKILLS YIELDED NO UNUSUAL SIGHTING IN AREA ZC." "FLUSHED WITH WONDERMENT AND ECSTATIC WITH THE SUCCESS OF HIS DILIGENT SEARCH, DARKWIND INFORMS HIS MONARCH THAT A GREAT PRIZE AND POWER ABIDE HERE AT ZD."

An Order #970 is issued and the agent's report reads:

"USING ALL THE SKILL AT MY DISPOSAL I WAS UNABLE TO DISCOVER ANYTHING WORTHY OF REPORTING AT ZE."

An Order #888 is issued and the report says:

"EVEN THE PIERCING EYES OF THE RAVEN FAMILIAR DETECTED NOTHING TO REPORT AT ZF."

The player is thus informed that there are artifacts located at ZA and ZD, there are no artifacts at ZB or ZC (while there may be visible groups and/or a PC) and there is no artifact, PC, or visible group at ZE OR ZF. Without benefit of a High Priestess' divination it remains unknown as to what artifacts reside at these locations.
A group or patrol now moves to ZA and receives the following notification:

"COVERED WITH DIRT AND GRIME AND APPEARING NOT TO HAVE SLEPT FOR DAYS THE FORWARD PATROL, OBVIOUSLY EXHAUSTED YET MARCHING ERECT AND IN PERFECT FORMATION, EXPLAINS TO THE DUTYOFFICER THE PARTICULARS OF THEIR UNCOMMON DISCOVERY."
The player is aware that an artifact is present at this location but has no knowledge of what it is or what may be guarding it.

The player now desires to obtain whatever artifact is present and has new decisions to make regarding his three wizards in this group. The orders for the Unusual Encounter might be issued as follows.

Order #ABC
1011GN3
1391GN3
1401GN2
8881GN1QD

With this set of instructions he will have his Power 3 wizard use a guarded attack (thereby protecting him from dying but only receiving 50% of his value; the 101 order is available for utilization in an Unusual Encounter only for wizards who have the spell). The Power 3 wizard will use his full strength and ability in the encounter (thereby experiencing a chance of dying). The Power 1 will not participate in the battle (thereby having no chance of dying, adding nothing to the group's efforts, and having the ability to cast whatever spell his level allows; in this case using a Raven Familiar to verify that QD still contains an artifact). He has selected a tactic 2 for the encounter and thus is willing to undergo some additional risk to achieve his objective.
The results of this encounter will read something like this.

"RECONNAISSANCE OF UNUSUAL SIGHTING IN THE AREA ZA BY A PATROL OF THE 1ST GNOME: KNOWING THE IMPORTANCE OF THE WIZARD HELCORAX, IT HAD BEEN DECIDED THAT TO INSURE HIS SAFELY THAT THE PATROL WOULD RECEIVE ONLY A SEGMENT OF HIS MAGICAL POWER. THE ALWAYS ALOOF WIZARD ULITAN SEEMED NOT TO EVEN GLANCE AT HIS COM-PANIONS AS THE PATROL LEFT HIM BEHIND ON THEIR WAY INTO THE UNKNOWN. DISREGARDING THE POTENTIAL DANGER OF THIS ENCOUNTER TO HIS PERSON, MEZLO FEARLESSLY STRODE IN THE MIDST OF THE PATROL AND INTO THE FRAY. A PATROL CONSISTING OF GENERAL RAURCON, POWER 3 WIZARD HELCORAX, POWER 3 WIZARD MEZLO AND A DOZEN HANDPICKED TROOPS RODE AHEAD TO INVESTIGATE THE SIGHTING.

AT THIS ELEVATION SNOW MAINTAINS A CONSTANT PRESENCE. OCCASIONALLY IS HEARD AND EVEN SEEN, AVALANCHES TAKING SECTIONS OF THE SNOW AND EVEN PORTIONS OF THE MOUNTAIN HURLING DOWN INTO THE VALLEYS BELOW. THE PATROL VENTURE ON AND SOON DISCOVER A CITADEL SHOWING ALL THE MARKINGS OF BELONGING TO A PROMINENT MILITARY FIGURE. THERE ARE A FEW SCATTERED PEASANTS TO BE SEEN WHO SHOW NO CURIOSITY IN THE PATROL, INDEED THEY DEMONSTRATE LITTLE INTEREST IN ANY THING AS THEY MOVE IN A MECHANICAL AND SILENT MANNER WHILE KEEPING THEIR DISTANCE FROM THE COMPANY. AS THE GROUP APPROACHES NEARER THE CITADEL THERE ARE OBVIOUS SIGNS OF NEGLECT AS THE BANNER IS TORN AND FADED, NO SOLDIERS MAN THE TOWERS, AND THE ENTRANCE IS UNGUARDED. BOLDLY MOVING INTO FULL VIEW OF THE EXPLORING GROUP WITH DELIBERATE ARROGANCE IS A COMPANY OF MERCENARIES LED BY A BRUTE OF A MAN HARSHLY TELLING THE PATROL HOW THEY ARE GOING TO DIE. THESE VILE REFERENCES TO OUR KINGDOM, FAMILIES, AND LIEGE ARE IMMEDIATELY MET WITH A CLASH OF STEEL AND THE LETTING OF BLOOD. IN THE FIRST MOMENTS OF BATTLE 4 WARRIORS WERE SLAIN BY THIS HAUGHTY ENEMY. WITH A BOLD SHOUT, THE PATROL'S HEROES ATTACKED WITH INCREASED RAGE. TAKING ONLY AN INSTANT TO EVALUATE WHAT MAGIC WAS MOST APPROPRIATE, MEZLO STRUCK WITH ALL HIS POWER THIS TERRIBLE ENEMY. HELCORAX CUNNINGLY EMPLOYED THE MOST SUITABLE MAGIC. THE CONFLICT WAS FURIOUS. THE BOLD HERO, GENERAL RAURCON, LED COURAGEOUSLY AND GAVE STRENGTH TO HIS TROOPS. THE EXPERIENCED MERCENARIES PROVED TO BE A VERY FORMIDABLE OPPONENT. THE CONTEST WAGED ON, ITS OUTCOME IN DOUBT. THE FOE REELED FROM THE EFFECT. DEFTLY INFLICTING PUNISHMENT WITH SWORD AND MACE, THE EXPERIENCED MERCENARIES CAUSED ADDITION BLOOD TO BE LET FROM THE PATROL. THE NEXT FEW MINUTES SAW 4 WARRIORS PERISH. THE PATROL MADE A HASTY RETREAT WITH ITS SURVIVING MEMBERS, REPORTING HEAVYHEARTED BACK TO THE GROUP."

You will note that an unsuccessful encounter makes no reference to which artifact is being guarded. If the group had achieved victory there would be the following statement to replace the withdrawal descriptor.

"THE DEFAMING MERCENARIES NOW LAY FOREVER SILENT AND THE HEROIC PATROL MOVE ON TO DISCOVER THE TREASURES OF AN VENERABLE SEER, GOLD WORTH 13,000 AND AN AMAZING MAGICAL ARTIFACT: THE CRYSTAL OF SEEING, A DEVICE WHICH ENABLES THE KING TO SCRY ON 3 AREAS AS IF AN AGENT WERE THERE. USE ORDER #973 AND PUT THE ARTIFACT SHORT NAME IN COLUMN "A", AND THE THREE AREAS TO BE VIEWED (NO RANGE LIMITATION) IN COLUMNS "B"-"D"."

The new program allows for maximum randomization of artifact locations limited only by expressed intents such as "not at a population center". The short names will now be five characters which also are result in more locations in which to place artifacts and eliminates charting of past artifact locations and short names.
Those artifacts that effect battles will always be mentioned in the Military Engagements report. An example is:

"PROUDLY RAISING HIGH THE FLAMING SWORD OF THE NORTH WITH ITS ILLUMINATING LIGHT, MARSHALL GLORIN GLADDENS HIS FIGHTING MEN WHO FOUGHT WITH RENEWED VIGOR. THE CHAMPIONS OF THE OPPOSING FORCE GREW INCREASING APPREHENSIVE AS ALL OF ALAMAZE KNOW THE PREDOMINANCE OF ELAN."
Should there be multiple artifacts involved in a battle, each will be mentioned.

Artifacts that impact on other aspects of game play will also have descriptive phrases that appear, such as:

"THE POWER OF THE RING OF INVISIBILITY MADE AGENT DARKWIND DIS-CERNABLY CONFIDENT IN HIS ABILITY TO COMPLETE THIS MISSION." or "AT THE LAST POSSIBLE MOMENT THE RING OF PROTECTION AVERTED THE ASSASSINATION ATTEMPT UPON PRINCE ALATAR."
(if the Ring was the deciding factor) or
"ALTHOUGH WEARING THE RING OF PROTECTION, PRINCE ALATAR FELL, MORTALLY WOUNDED."
(if even the Ring's bonus failed to stop the assassination attempt).

Certain artifacts will be unobtainable by specific kingdoms. Not by Unusual Encounters, battle, or sale will these artifacts be able to become the possession of an incompatible kingdom.

There are additional factors that have been added to artifacts that will remain unmentioned in this depiction of change brought about by the new program and the many hours of work, discussion, and planning during the 2 1/2 years we have labored with both the existing and new programs. These will be obtained through the enjoyment of game play.

It is our hope that this sample of a single segment of the many and varied aspects of ALAMAZE reflects a portion of the enhanced undertaking we have invested in and our players have anticipated. Many other facets of the game will reflect a similar impact. Upon the implementation of any aspect that require definitive player knowledge supplementary rules will be provided. A great variety of the changes will be obtained through kingdom specific setups, spell lists, and the actual playing of ALAMAZE itself. We are committed to have the ALAMAZE experience be stimulating, intriguing, enjoyable, varied, and fair for each of our valued players.

We thank you, the players, for your numerous favorable comments on the game and the assorted changes made in the existing program. We appreciate the time and effort many of you have made in contacting us with your ideas and suggestions. We all look forward to the full implementation of the new program.

 

Enlightening the Dark Mage

The Witchlord's Role in the Second Cycle

Nick Cody

Let me begin this strategic article of sorts by making a rather bold statement; the Witchlord king-- sometimes known as Sauron the Dark Mage-- is master. He rules the greatest kingdom in Alamaze and should be role-played accordingly. Before I begin to defend such a bold statement, I should remind the reader that this particularly strong stance was taken to arouse debate along similar lines; i.e., "No way man, the Ranger is obviously the ideal kingdom." I think this mode of thought stirs good debate on the strategic and philosophic elements of Alamaze. Besides, it makes for a fattened Oracle.

After giving a considerable amount of thought to what players have written about the Witchlord kingdom through strategic articles or newses, and what my experiences have been playing the kingdom, I have departed from the common view. The Witchlord is far too often labeled as strictly a wizard kingdom; this has the crippling effect of making him act like the wizard kingdoms, which means being basically uninfluential and ineffective for the first ten turns. The Witchlord is too powerful for such a label. Unlike the Warlock and Sorcerer who spend the first year trying to gain power and basically just survive, the Dark Mage begins with very capable resources. I elaborate on just how capable in a moment, but first let me state the first tenet of enlightenment for the Witchlord; I. "You are not merely a wizard kingdom; do not act as one."

The new age has begun; it is summer solstice in the year 1101 in the Second Cycle of Magic. What plans should the Witchlord have? Control of the Northern Mists should be a major priority for this kingdom. It is where much of his resources will come with numerous other bonuses for regional control. Certainly, those kingdoms who obtain and maintain control of a region have a distinct advantage over those who do not. But is regional control feasible for the Witchlord? Yes. Most kingdoms will be busy securing their own surroundings so they will not trouble you. There are, however, two kingdoms to consider: the Giant-- your natural enemy-- and the Red Dragon, your neighbor.

Find out who the Giant player is and try to get some idea of his playing tendency (aggressive or prudent-cautious). Any knowledge will help you prepare accordingly. The Giant kingdom has a powerful political corps, and his military is incredibly dangerous. Also, the first several turns will be spent dealing with the Red Dragon. Favorable or neutral relations with the Red are practically essential to the survival of the Witchlord. Be careful when developing diplomatic relations with this most threatening kingdom because he will probably be undecided on where he would like to settle/ conquer. Use your silver tongue at first; try persuading him to next in the gold rich Talking Mountains. The fact that his teammate the Gnome is natural enemies with the Dwarf will aid in your diplomacy. If these two things are not enough to move the Red, try persuading him (in a subtle, nonthreatening manner) that the Witchlord will be harder to defeat than the Dwarf. Yes, the Dwarven military's proficiency in the mountain terrain is legendary, but compared to the Dragon's, the Dwarven military is just another band of earthtrudging infantry. I know what you are thinking, "But so are the Witchlord's troops!" No, you are right, I am not going to try to convince you that the Witchlord troops can fly, but the Witchlord does have something that the Dwarf can never bring to the bargaining table-- RyVor, your very own Power 5 wizard on Turn 1.

"Impossible," you say. Actually, if the Witchlord sells his seapower and food stockpiles, he could have enough gold to raise RyVor, enamor the region to friendly, and send his agents looking for population centers.

You ask, "What if the Rd Dragon still is not impressed?" Then, as a last resort, threaten him with a promise that RyVor will cast the Demon Visions spell while in the safety of a patrol. This should force the Dragon eastward. Well, summed up, all that gibberish gives us the second tenet.

II. "Keep your 'flaming eye' on the Giant and direct 'Smaug' to the Mountains." Now I am sure some of you are asking, "Did he say something about a Power 5 on Turn 1?" I sure did. RyVor means everything to the Witchlord kingdom in the beginning. Here are a few things he can do in the first five turns: diplomacize Viperhead, ward off opponents with the "Demon Visions" spell, create 10,000 units of gold, summon ghouls. All of these spells become a factor as early as Turn 3 (assuming Turn 2 was spent teleporting the division to Viperhead). RyVor's development is so important that it becomes the third tenet; III. "Raise RyVor to Power 5 on Turn 1."

By Turn 5 or 6 you are where you want to be. Turns 1-5 were spent searching for population centers in the Mists, but with Viperhead and your starting pc's, you should not need more than two additional towns. Use your Power 1's, agents, and interplayer intelligentsia to find those towns. In your situation, hiring a priestess to divine them may be wasteful. Another hint: contact the Elven king and offer him a swap-- his village in the Mists for yours in Oakendell.

Now you are in the middle of winter with your region and a little security. You have checked on the Giant and your neighbors seems to be preoccupied with themselves. What do you do? Think back to the first tenet, then act like a true Dark Lord would. A major mistake would be to sit back and raise wizards. Because of your cost, this sitback policy gives your competition time to catch up. Instead, be aggressive, go assault some unsuspecting fool. Pick out a good target and grind him into dust. Stay away from the neutral team; go after one of the Realm of Light kingdoms. Some good targets are (1) the Giant capital (if guarded by fewer than 3 brigades); (2) the Warlock capital (if not at sea); (3) a Warlock group-- your military will crush his and RyVor's dispel magic spell will kill one of his wizards; (4) Avalon? There are few things out of the reach of Ry-Vor with Marshal Attilius and a full division worth about 22,000 points. Of course, these are just suggestions; your situation will depend on global politics and possible searches for those famed artifacts. But in case you missed it, the fourth tenet is IV. "Be aggressive, very aggressive."

The hit-and-run tactics of your teleporting division should be balanced by the use of your emissaries to secure the Mists. Your aggressive tactics will make you the enemy of many kingdoms, but you will also gain allies, so you need your political power to defend your region. Be extremely wary of the political threat posed by the Elven-Giant-Ancient One team. Being caught even slightly unaware or unguarded could have catastrophic consequences. So take a few precautions to mind. first, build a large high quality navy and use a standing order for sea patrol. Second, keep two or three active groups with a brigade in each and put them outside your favorite towns or the city; this is the best, and least used, defense against the political threat. No matter how politically powerful a kingdom is, your one small puny brigade can fully protect its pc. And with the protection of your navy, enemy groups will find their military campaigns going nowhere in your region. Third, consistent denigrations and declarations of enemies should be used to keep your opposition's regional reaction unfavorable. Finally, the fifth tenet read, V. "Use your political power to protect the Northern Mists while your improved navy patrols the seas."

By Turns 12-16 the picture gets pretty blurry; many unexpected things could have happened, so suggestions now become too general (i.e., "defeat your enemies" or "conquer the world"). But there remains one last tenet for the Dark Lord's enlightenment. VI. "Rally the Sinister League for an epic victory." Here is the reasoning. First, an epic victory is most prestigious; second, it fits the Dark Mage's role (and, yes, roleplaying is important); and lastly, knowing that the Witchlord is indeed Master, the gods (Rick McDowell, game designer) crippled him with the most difficult individual victory condition. In my game, which I now have little hope in winning, it is to control four regions and possess either the One Great Ring of Power or ... (get the picture?). Fair though. An Epic Victory is attainable, due mostly to the fact that the Sinister League has the enlightened Dark Mage to lead them.

 

Two Eyes, an Arm, and a Leg for an Eye

Mike Mulka

General Shields sat in his command tent awaiting the arrival of Rorhanz, the Sorcerer Baron, which his sentries had picked up at the perimeter of the encampment. The sentry had indicated that he claimed to be carrying important information from Igor, the Sorcerer King. Important information . . . Hrmph! The General hoped that the emissary had come to surrender the town of New Dawn, Capital of the Sorcerer's domain. He doubted it, though. The Sorcerer King could be a stubborn son of a mule when he wanted to be. Still, surrounded and vastly outnumbered, as the mage's forces were, it was a possibility.

He chuckled as he remembered the scene viewed from his flagship while approaching the island. When his vast armada had come into view, with the Knight-on-Sun emblazoned on the sails for all to see, the defenders had obviously been caught by surprise. No one had expected a Paladin force this huge on the doorstep of their seat of government, and the confusion was evident. After some slight difficulty with the rocky coast, his forces had neatly encircled the town, with only small skirmishes popping up here and there. With eight brigades, fully half of them elite Paladin stock, the battle was practically a forgone conclusion.

He started going over the battle plan in his head again when the sentry announced the visitor's arrival. "Show him in." he said, smiling.

Baron Rorhanz looked pretty much how he had expected. Dark cloak with the hood up, and just that hawkish nose sticking out. He seemed a bit shorter than average, though.

"What is the meaning of this?!" the dark man raged.

"Why, I think the meaning is quite clear. I mean to take your capital from you and put you all in a dungeon." He motioned toward the chair in front of him. "Now, tell me this 'important' news you have for me so I can get on with it."

The baron glared at the general for a few seconds and then stormed over to the seat. " King Igor demands to know why King Lionheart has launched this unprovoked attack!"

"Unprovoked? . . . Unprovoked?!" The General leaned forward in his chair and stared into his visitor's eyes. "Your idea of provocation must be vastly different from ours, my dear Baron Rorhanz. What do you call attacking two Paladin villages?"

"Those villages were located in the region of Torvale. Torvale is clearly in our sphere of influence, NOT yours." Now Rorhanz sat back in his chair, trying to look at ease. "Besides, your king received compensation for the loss."

"Ah, the compensation. Do you refer to the paltry 2000 gold pieces and 6000 bushes of grain? Is that the compensation you're talking about?"

"Of course, due compen . . ."

"THAT was not even equal to one month's production from ONE of the villages you took. And even if this compensation had been adequate to cover the losses, what about the villagers? What about their loss?"

"The villagers would not have lost anyone if they had not resisted. It was their fault." He squirmed slightly in his chair, becoming more and more uncomfortable.

"Ah, the villagers were at fault. I see. It had nothing to do with your army bearing down on them." Shields sat back, noticing the fidgeting his guest was doing. One corner of his mouth curled up. "The provocation is clear, at least to us. Was this the extent of your 'important message?'" He started to rise, but was stopped by the baron's outburst.

"Wait! I am not done!"

Now he sat up straight, attempting to look imposing. "Do you think it wise to attack a kingdom with the most powerful wizards in Alamaze? The mages available to King Igor are not something to be trifled with, you know." he said with a smirk.

General Shields sat back down and looked at the hawknosed man for a few seconds. "Yes, your wizards are something I am concerned about. However, we do have some magic available to us, as well. For instance, our priestesses have assured us that your much vaunted mages are nowhere near this island, and neither is your military."

Rorhanz face reflected his disappointment. "Yes, well, that may or may not be so. However, I was speaking of the reprisals that would ensue should you attack our capital," he said, recovering. "Our great wizards can bring our military to bear anywhere in Alamaze. Nowhere would be safe from our wrath. The terrible magic available to us is beyond your comprehension!" He finished with a smug look on his face.

"Well, not too far beyond our comprehension. You see, very soon after YOUR unprovoked attack upon our villages, we sent emissaries to your blood enemy, the Warlock King. He has provided us with quite a nice list of your capabilities, and we have provided him with large quantities of gold. Quite an equitable arrangement, don't you think?" Now it was the General's turn to look smug.

The Baron's face began turning red, and you could almost see the veins popping out along his forehead. "Don't expect that dog to help you! Knowing our abilities doesn't mean you can counter them! Our wizards . . ."

"Yes, yes. Your wizards. My dear Baron. We have no intention of 'countering' your wizards. We have taken steps to minimize their effectiveness, however. In the meantime, we will simply track down your armies and destroy them, and crush your population centers. Nowhere will be safe for you, or your King."

"You are fools! Your own stupidity, as well as that of that slimy Warlock dog, will get you all killed! I will be most pl . . ."

Now General Shields did rise. "ENOUGH! . . . First you show indignation, then you threaten. Now you are name calling. If this is the so called 'important information' you spoke of, our meeting is at an end." He gestured toward the guards, who immediately moved toward the still seated Baron. "Take him back to the perimeter." To Rorhanz he said, "Tell your master that his perfidious ways and feigned indignation will not save him or his capital. By sundown, New Dawn will belong to us!" Then he strode out of the tent, with Baron Rorhanz's curses still echoing behind him.

He walked up to the rocky knoll near his tent and looked out over the soon-to-be battlefield at the objective of his mission. New Dawn stood there, ringed in its defensive bulwarks. He stared at it for some time, imagining Igor's outburst when his lackey returned.

"I'm coming for you Igor." he said. Then he turned and walked down the knoll and mounted his warhorse. Cantering up to the front ranks, he pulled the Axe of Farin out of his belt and raised it high. "For Lionheart!" he shouted. "For Honor! For Vengeance!" With a great cheer, the whole Paladin army lurched forward, to battle.

 

The battle was as short as it was glorious. After capturing the town and rounding up prisoners, the troops were rested in sections. By sundown that day, New Dawn was secure.

Almost a week later, Shields was pacing the floor of the King's chamber in the palace of New Dawn when a knock on his door brought him rushing across the room. When he opened it, Captain Janner stood there.

"Any news?"

"I'm afraid not, Marshal Shields." The new rank still sounded strange, even though he had learned of the promotion this morning. The captain continued on. "We've searched everywhere. We can't find a trace of King Igor anywhere."

"Damn!" The new marshal began pacing in the middle of the room again. "He must be hiding somewhere in town. There's no way he could have escaped our sentries."

"Well, sir. You're forgetting that he IS the Sorcerer King. Maybe he just 'popped' out. Besides, I don't think the townspeople would be protecting him. The populace seems happy to be rid of Igor. Something about his magical experiments."

"I suppose you're right. At least we got that pompous Rorhanz, and those two other functionaries." He went to sit at the writing desk.

Captain Janner came into the room and walked over to the desk. "I do have some good news, though." He pulled out a glasslike sphere and placed it on the desk.

"A Palantir! Where did you find it?" Shields picked up the artifact gingerly.

"In a vault under the palace. There was a lot of other magical stuff, but this was the only thing I recognized."

The Marshal examined the magical globe for a few moments, and then handed it back to Janner. "Take this and put it on the ship that's taking the prisoners back to Avalon. King Lionheart will be glad of this, at any rate. As for the other items, pack them up and ship them to our new ally, the Warlock King. I'm sure he can find some way to use Igor's trinkets against him."

"Yes sir." Captain Janner took the Palantir and started to leave the room.

"Captain. Tell the commanders to get the men loaded aboard the ships first thing in the morning. There is a town not far across the Sea of Foreboding. Anaclips it's called. It belongs to the Sorcerer, and Igor may just be holed up there. Anyway, it's worth a try." He turned back to the desk and started on his reports again.

"Right away, Marshal Shields." He closed the door behind him.

Shields smiled at the mention of his rank yet again. "I suppose I'll get used to it." he muttered. Then his expression turned serious and he stared across the room, out the window, at his fleet. "Who knows, King Igor. Maybe I'll make it all the way to Warlord by the time we meet again. And then, you will not slip through my fingers. Then you will be mine!"

 

A Maiden's Will

Don Tassel II

Deep in the past, a war of untold horror raged over the land. While the Dark Mage led his evil legions in their ravaging of the south, a second front developed far to the North. Here the clans of the barbarous Northmen had worked out an alliance with the Elves of Oakendell. To seal this arrangement, the eldest son of the Northmen's War Chief was to wed to the youngest daughter of the ruling Elven royal house. Hence the man Alvinitar and the maiden Elissennil became one.

The growing evil emanating from the Northern Mists, which had made the alliance necessary, threatened a swift and unclean death to all who opposed it. A king had arisen and his powerful magics were very nearly as black and deadly as his lord's in the south. The minions of the Sorcerer first overwhelmed the barbarians, driving them westward. Now the sorcerous army prepared to invade the forest of the Elves. With blood-curdling screams and war drums pounding, the horde attacked.

As heir to the kingdom and a finely trained strategist, Alvinitar led the First Army in battle. Many were the battles and many were victories, but the sheer number of his foe and the enemy's dire magics made for but one ending. In the late spring Alvinitar and his remaining troops were trapped and massacred.

Word of her loved one's death struck princess Elissennil a terrible blow, for she and her prince had found comfort and joy together. After composing a letter to her father, explaining her sorrow and her decision, the young Elf departed for the Northmen stronghold in the dead of night, alone and bound for the great thorn forests of Thay Kor where a hidden temple was said to exist.

Upon learning of her despairing flight, Arien, the younger brother of Alvinitar, gathered a patrol and set out to find the princess and bring her back safely.

After days of wandering amongst the thorned trees, Elissennil finally found the temple she sought. It was the worship house for K'a, a lesser-known goddess of hope and vengeance. After praying over the ancient, mosscovered altar, she drew a tattered book from her meager possessions and began to read. This particular book was once used in all the important rituals held at the temple to honor the goddess K'a. A vestige of power seemed to emanate from it. Elissennil read some more, then placed the opened book down upon the altar, beginning to chant as she did so. It is not recorded what chant the Elven princess spoke, but what can be noted is that it must have been a great and terrible rede to have caused what happened.

The patrol found the princess bowed over the altar, as if in prayer. She neither spoke nor moved, and breathed but barely. Arien had her quickly transported back to the capital. Once there, every method thought possible was attempted to try to rouse her; none worked. Adding to this tragic stroke, the Sorcerer's army approached the town, bent on its destruction.

Arien went to Elissennil's room, seeking to move her to a safer location. But instead of a young, unconscious Elf, Arien found a long, razor-sharp sword, lightly glowing. The bright runes of Elvish spoke of hope and terrible need. As he took up the weapon, a familiar presence seemed to fill him, whispering of Alvinitar and of vengeance, or reunited love and destiny.

Arien led the combined Barbarian/Elven armies to a great and costly victory over the Sorcerer. Wielding the fell sword called Alvinitar, he slashed the evil king's head from his body, thus ending the Northern portion of the Great War. Arien later became king of the Northern Mists, ruling justly and wisely for many years. The Sword of Alvinitar rests in the Royal Armory, waiting for another time of dire need to arise, waiting to give hope and mete out vengeance. The temple of K'a sits still and empty, with only the occasional shifting of shadows to mark the passage of time, shiftings that sigh and whisper of timeless passions, grand ambitions, and cruel fates.

 

PBM Design in the 90's

Rick McDowell

Where do game designers come from? The answer, of course, is from the ranks of players. Many players think about designing their own game, some begin working on their ideas, and a very few actually go through the long process and mesh their ideas into a working program. Suddenly, they are in the play by mail business. No special degree or license is required. What is necessary is creative energy, an entrepreneurial spirit, an ability to express ideas logically (so that a program can be written), and a lot of patience and perseverance.

Moderators (meaning, for our purposes, all people who are in the business of creating and running pbm games) like to think of play by mail as an "industry". Most will admit that--truth be known--it is at most, a cottage industry. There is always room for new entrants with winning ideas. Relative to other business ventures, very little capital is needed to begin. It can be fun, creatively rewarding and sometimes even financially so.

The hobby started around 1970, long before personal computers appeared. The number of game offering began to expand significantly after IBM's personal computer became widely available (about 1983). As computer technology has improved, there has been a corresponding increase in what pbm games could offer their players in terms of scope, depth, polish, and overall sophistication.

There is nothing to indicate that this trend will reverse. Computers will continue to become both more powerful and more ubiquitous. In terms of design, what worked twenty years ago, or even three years ago, may not work in 1994 and beyond. This article seeks to aid aspiring designers and curious players in their efforts to design games for today and tomorrow.

The most important step in approaching the design of a pbm game is to understand the strengths and weaknesses of the play by mail venue. The strengths are the ability of a single game to accommodate: (1) multiple players, (2) geographically dispersed, (3) each independently choosing convenient times to play, (4) that are sophisticated customers demanding a sophisticated game. The weaknesses. compared to other venues (computer games, board games, role playing games) include: (1) lack of visual stimulation (color graphics, color playing pieces, etc.), (2) perception of relative expense, and (3) time delay--the lack of instant gratification.

Thus, the first rule is to design to the strengths and compensate for the weaknesses of the play by mail environment. For example, in today's market, a pbm game for two players is doomed. There are too many better alternatives. More and better computer games are being released which accommodate modem play. Many of these can even be played long distance without the phone charges by using the online networks.

Using this principle of designing multiplayer games does not preclude the existence of sports league games where although only two players directly compete in a given turn, the company provides the embellishments of a league setting with standings, playoffs, trades, athlete development and injury, etc.

Potential designers for this genre (leagues) should be wary however. Because this market is huge, it is attracting the interest of major computer games producers, who have the will and means to offer graphic oriented leagues online, and will have many times the resources to pour into the project. Niche games, such as the arena combat ideas are probably not threatened (but "mech" combat games are already available online).

A pbm game should take advantage of the relative sophistication of its customers. No gamer first plays pbm games. All have come from role playing, board games (esp. war games), or possibly computer games. This concept contrasts with the popular notion held by many PBM companies a few years ago that postulated major expan-sion of the pbm customer base would be accommodated by good "introductory" level games. Although a brilliantly marketed game can overcome a lot of barriers, at least in the short run, all things other than design being equal, the more sophisticated design should enjoy a more loyal customer base. Again, we are addres-sing design for the 1990's; what worked in the 1980's is ancient history when we consider the degree to which competition from the other gaming sectors has increased. The lack of visual stimulation and lack of instant gratification must be overcome by providing mental stimulation. there should be plenty of situations for the player to strategize about, every turn. Using proper English in full descriptive sentences to convey results is much preferred to the very dry reporting of how various numbers changed in the data bases. Of course, communicating full sentences or paragraphs is much more challenging for the designer and programmer than is a raw data dump, but the challenge should be a big part of why you want to undertake a design in the first place.

The perception of high cost to play must be overcome by providing satisfaction with the value of the highly specialized and personalized service you will provide to your players. Part of this satisfaction is through the quality of the design, part of it is through your interpersonal skills and customer service.

Rule #2: Recognize your own strengths and weaknesses as a designer. An indepth knowledge of the subject for your design is a prerequisite. The more gaps in your knowledge, the more superficial, and so, less appealing will be your product. For example, a WWII game which offers generic tanks and infantry will be at a severe disadvantage when sophisticated players compare it to a game whose research and programming includes important gameplay distinctions between various specific tank and infantry alternatives. The basis for such distinctions can be either historical, or if the product is fantasy/future based, plausible imaginings.

Select a subject for your design in which you already have a very high interest, and then do research. The more historical your design, the more important is the research. Visit large libraries, not just bookstores. About thirty carefully selected sources should be sufficient for a historically oriented work. Why do this? The more credible the design, the longer its life.

Most designers do not make good programmers, and most programmers do not make good designers. Being able to divide work between these two disciplines according to expertise has synergistic advantages. First, each individual applies his time to the endeavor to which he is best suited, optimizing efficiency of each individual's time. Second, ongoing communication between the two team members can lead to brain-storming and an enhanced overall product. If economically feasible, a third team member, who can either perform research or otherwise enhance the realism of the play, or function as an overall project manager, working on business details and facilitating work between the designer and the programmer, will also be of benefit.

Rule #3: Recognize what is important to your customers. Like it or not, there are three forces pulling in different directions as regards the relative success of pbm games that have so far been brought to market: (1) Design Quality; (2) Price; (3) Service Quality. Although every pbm moderator would argue no game has been produced that would rate as excellent in all three of these areas. Not that every moderator doesn't try. The games and companies that survive manage to do two of the three very well.

Some of the first companies that began this hobby established a reputation for low prices and solid service. From that base they built loyal customers who were willing (consciously or unconsciously) to live with a limited design in order to avoid the frustration of bugs, processing delays, or high prices. The competition from other sectors that didn't exist in the 1970's and 80's will seriously threaten this strategy in this decade.

The emerging trend has been to better the design. This is not a simple path. Clearly, the better the design, the more work that must be done before any revenues are realized. In general, the more appealing the design, the more complicated is the program. Production costs rise as well. The more complicated the program, the more likely are program bugs. The more bugs, the longer the processing delay. The lower the price to play the lower the margin (profit) to the company. The lower the margin, the fewer the resources that can be devoted to customer service. We begin to see the dilemma.

Players at large feel that PBM companies make "big bucks" running their games. With few exceptions, this is just not the case. Only a handful of industry insiders can make a comfortable living for themselves and their families exclusively running pbm games.

The most common pitfall of the aspiring designer is to become enchanted by the subject of a game he is currently playing and come to feel that he can design and produce one that is better and cheaper. Those few souls that get far enough to get a working program, and offer the game to the market, almost invariably underestimate severely both the time and cost of producing the game. (I know from first hand experience.) They have fallen immediately into the trap and frequently fold to cut their business losses.

Even experienced companies make this mistake. The past few years have been ones of very low inflation and decreasing hardware and software costs. Yet the most popular games have had one, or frequently more than one, price increase in a short period of time. Is this because they are gouging their players? No. The game costs more to produce than they anticipated. One big problem with price increases of this sort is that no customer likes to pay more for the same product quality.

The best approach is to offer an outstanding design, charging a price at which you can weather some financial adversity and also provide sufficient support staff. Although the joy of creating something out of nothing can carry you for a stretch, sooner or later there will come a time when you feel you should be making some money for yourself as well. don't expect to get rich. However, if you don't receive any monetary rewards, you will eventually grow disenchanted, and at some point cease running the game, thereby doing your customers a greater disservice as well as making yourself unhappy than would have been the case if you established appropriate prices in the first place. Seek to attract players that know what they want in a game and are willing to pay a little more for one that is well conceived and wellproduced, and whose company representatives treat them like intelligent adults. Admittedly, this strategy will exclude many players who are very priceconscious. That fact must be accepted in order to avoid the aforementioned pitfalls. Later, when some of those players hear about what they are missing, they may reevaluate the cost in terms of hours of enjoyment to the dollar, ie, value rather than price.

Now that we have addressed the importance of design, what separates good from average design? It comes down to four main factors: (1) Abundant choices; (2) Elegance; (3) Verisimilitude; (4) Freshness.

Abundant choices. The more choices, the richer the play, and the more there is to distinguish inspired play from average play. The design should take a nonlinear approach, thereby allowing many paths to victory. This approach remains a decided advantage of play by mail games over computer games. Computer role playing and adventure games almost always follow a strictly linear approach. That is, if your goal is to get to point E, a linear approach requires that the only path is to read points A, B, C, D in that sequence, and then point E is reachable. A much better approach is to create a world, places forces at work in it, and allow the players to decide for themselves how best to proceed. Success means that rational players are taking many different approaches to reach a common objective.

Offering important choices heightens the interest of players. When they realize that there are many ways to proceed, with no one way being best for all, or even most, situations, they will become intrigued by the possibilities. This is key to a good design, and in such an environment players will play many times (ie, in many games), in order to try different approaches, or to attempt to perfect the strategy they developed in an earlier game. If a reviewer can write a strategy article that says, "The way to win is to first do A, then do B, then C, and presents this in a matter of fact way such that it is unequivocally the one best choice, then the design has failed. It has failed because it is linear, and without the compensating sizzle of color animated graphics and stereo sound that computer games add to divert attention from their linear approach. Incidentally, once purchasers of computer games get beyond the fascination with graphics, better designed computer games will be produced.

Elegance. Elegance in game design means communicating the full intent of your message in the clearest, most concise way practical. A few examples will illustrate: (1) Using an order number system that communicates not only the order undertaken but where the order takes place in the sequence of events; (2) Having six resources produce twenty-four different products, rather than twenty-four resources producing six products; (3) Having one rule applicable to six different possibilities rather than six rules for six possibilities.

Include nothing that does not serve a worthwhile purpose. Don't say that twenty characteristics define a tank's capabilities when players will soon discover that only six (or even nineteen) matter in game play. Similarly, don't tell them a character is "exceptional" in some way, if he is actually average in that aspect. In general, don't underestimate the veracity of your players.

Avoid unnecessary detail at all costs. Don't ask players to give mundane orders. For example, you may have a highly specific interest in the complexity associated with construction of houses. However, if your game is primarily about heroic fantasy, and not construction, don't ask your players to assemble labor shifts and spend several turns submitting a detailed sequence of orders to build houses.

Don't make completing an order-entry sheet into a chore. The player should have a hard time deciding among alternatives available to him, but he should not have a hard time deciding how to write the orders to the moderator's satisfaction on the company form.

Verisimilitude. Suspension of disbelief is important to a designer's long term success. In a thorough design the player can perceive that everything works the way it seems it should. All systems have the proper relation to one another. Nothing is out of proportion. Nothing seems ridiculous.

The above are the major constituents of a design that has a chance to succeed. Your choices in the following areas will have the next greatest impact on who plays your game and why.

Closed-ended or open-ended? This refers to whether the game features realistically obtainable victory conditions such that it is expected to end after a reasonable time, normally between nine and twenty-four months of play, or whether the game has indefinite duration and no winners. My strong preference is for closed-ended games where victory conditions lend structures and paced, and each player is thereby motivated to continually achieve.

Moderators often prefer open-ended contests because they don't want to end the revenue stream the players generate by playing merely because some hotshot player showed real panache. They are also concerned that players who perceive they are not winning will drop out, and figure that these players would not do so if there were no stated victory conditions with which to concern themselves.

My feeling is that moderators should resist all temptations to make things convenient for themselves and instead give the best possible product to the players. Do everything right and you will be rewarded by your players through their repeated play.

A variety of victory possibilities is very interesting. There can exist in a single game a universal victory condition. There can be selfselected victory conditions chosen from a list of possibilities (also called secret victory conditions), team victory conditions, timesensitive victory conditions, etc. There could exist the possibility of more than one victor, even without a team victory. Explore the practicality of including these features as a way to add excitement to the game.

Batch or Serial Processing? Batch processing is when all players in a single game all have their orders processed at the same time on the same day. Serial processing means turns are run as they come in, sometimes with restrictions on how frequently players can submit orders, sometimes not. The entire character of the game is very much affected by this decision.

Games using serial processing often have a variety of different order forms which can be submitted, each with their own dollar charge. Many moderators prefer serial processing because it means they can generate more revenue per game. They sell it to the players by saying it means they do not ever have to fact missing a deadline, and they can play at their own pace.

It is true that batch processing can result in players "missing" their turns. However, this processing method ensures equal access to the game; all players get the same number of turns and there is no advantage derived as regards processing sequence due to the geographical proximity of the player to the moderator.

With a serial processing system a player never really knows which, if any, of his orders will be executed the way he intended, because any number of players could have impacted upon his position between his own turns. For example, on turn 5 a player may have an army of 10,000 men and a large city under his control. He gives orders for his army to move to attack an army of 7000 men and for various types of economic activity in the city. However, unbeknownst to him, in the time that has transpired since his last report, his army has been attacked three times, reducing its numbers to 4000 men. Additionally, his city has been conquered away from him. When the moderator receives his orders for turn 6, the turn is processed; all orders concerning the city fail as it is no longer under his control. However, his movement and attack are processed, with devastating effect upon him. Complaints to the moderator to compensate him for this disaster will lead to other complications. For example, if troops are added back to the force, another player attacking the force because it had only 4000 men will be shocked to find it now includes 10,000, leading to more problems to be fixed. Serial processing is famous for this kind of mess, and it is clear to those that have seen these problems occur that this is reason enough to use batch processing instead.

Play Balance. A worthy challenge to the designer is addressing play balance without succumbing to the easy way out of making all initial positions identical. When all positions are the same, the setups are dull. Taking this course means the designer forfeits a wonderful opportunity to add to the excitement and intrigue of the game. To create play balance while making significantly different starting positions possible means that the designer himself must have a very keen perception of the relative power of the individual elements of play he has crafted into the design. For example, if military power is twice as important as economic strength, then to give an economically oriented position an equal opportunity to a militarily enhanced position requires twice the upward modification of the economic position as given to the military one. Of course, within the individual position there is balancing: the militarily advanced position could have corresponding weakness in other areas--political unrest or many enemies, for example.

Related to play balance are the setup choices afforded to a player. The more choices you can allow the player to make, the better. This creates a greater emotional attachment of the player to his position because he helped to create it. If the only contribution the player made to his setup was naming his spaceship, he is not nearly as involved as if he decided on its armament, speed, and crew training. Using setup points that a player can spend is a good technique.

Playtesting. As meticulous as you will try to be, there is always room for improvement. Use two levels of playtesting. First, try a game with players who you know well and count on for honest, thorough, and continuous feedback. If the game is large, pick just a portion of the map (or its equivalent) to position this handful of players so that they can interact and test all of the design systems. After some number of turns, made modifications to the design and rules as necessary. Now you are ready for the full blown playtest; a full game. Make sure these players know that the game is a playtest, and that they may experience some problems which you would like them to report to you, along with any other comments they would care to submit. Naturally, these players should be offered a significant discount to turn fees as compensation for helping to improve the game. It should not be necessary to run the full course of the playtest before offering the product commercially. However, resist the temptation to rush this triumphant stage of your work. Once you begin to advertise and charge full fees the game should be complete and running well.

PBM = Play by Modem? New design should envision modem transmission of orders and results. There are several advantages to this mode of transmission over traditional mail: (1) reduced labor cost to produce (no input time or envelop stuffing); (2) reduced postage cost; (3) reduced likelihood of input errors; (4) faster turnaround times; (5) easier communication. Within a few years nearly all home computers will have modems. The home computer itself will be nearly as ubiquitous as the VCR.

Modem transmission could well be the tool through which this cottage industry experiences the exponential growth moderators have long sought. If so, the future looks bright indeed.

 

Battle and Alamaze

Kevin C. Youells

In most games the biggest sense of accomplishment (other than winning) is the unique thrill of group to group combat. Alamaze is no different and combat turns are the ones we wait for with the most anxiety. The following account of a battle fought between my Ranger army and the Barbarian army of Michael Tobin in Game 319 tells a number of stories.

Three months ago, the Barbarian army smashed Gurisek, and I vowed revenge. Eventually I would find their group and eliminate it. After carefully studying my map, I decided to move to defend the Evanon and await the arrival of the Barbarian hordes.

Adrenaline surged through my veins when I saw the enemy coming out of the mountains to the east. My assessment had been correct--they were coming for Evanon! Unfortunately for them, they had to go through my army first, and I was no going to lose this battle. Even from that distance I could smell the enemy; they smelled like ... well, they smelled like Barbarians!

Just before daybreak the next day I ordered my troops to advance. The archers let loose several volleys and the enemy responded. Neither side caused much damage, but instead served noticed that the long awaited showdown was beginning. At that point I pulled out my secret weapons. I sent an aide to summon the powerful wizards Zor, Mouser and Wandiak. All three immediately went to work with various incantations and gestures.

Zor unleashed his mightiest spell. I heard a low rumble and an earthquake opened up in the middle of the enemy advance, swallowing at least 4,000 soldiers. Then Mouser took over and shot a cold shadow at the Barbarians. For the first time they seemed to have second thoughts about the fight. At that point Wandiak finished his spell; a tornado came out of nowhere to hit the enemy lines. Three thousand more died. The carnage was beautiful to see, and I hadn't lost a single man. The wizards excused themselves and returned to their tents. After that display I wasn't about to stop them.

I sent Captain Stanz to lead the calvary attack. They rushed on, causing tremendous casualties. From my vantage point I saw Stanz go down, his horse rolling over on him as it fell. Some soldiers quickly checked him but there was nothing they could do. Yet another thing to hate the Barbarians for; Stanz was a good man. Silently I swore revenge.

Next I gave the order to turn the monsters loose. The trolls and ogres were loyal to Zor but they would obey my commands when necessary. They raced to the front and began tearing apart enemy soldiers with their bare hands. Even I was amazed at their effectiveness.

I laughed as the opposing force attempted to retreat. My troops would not let them get away this time. I had the pleasure of executing their leader myself. Both Stanz and the city of Gurisek had been avenged and Evanon was safe. I thought of my triumphant return to Almaren and the promotion that King Brandos would surely reward me with when I was disturbed by a messenger.

Oh, the unfairness of it all! The kings of Alamaze had signed a truce. The battle had been for nothing! There would be no promotion nor victory parade.

Sadly we buried our Ranger brethren and left the Barbarians for the vultures circling overhead.

STRATEGY

The order of combat is vital here. The archers go first, followed by wizards, calvary, infantry, and then combined arms. Always try to load up with archers and wizards. If you have enough of these you can decimate an army, as demonstrated above, with minimal risk. Then use a standard battle plan to retreat before your enemy can do too much damage.

On the other hand, if you have a kingdom which relies on its infantry, amass as much as you can, choose a determined attack (no retreat) and take the enemy's best shot. Once you get to the later stages of combat you should be able to tear through the enemy and make him pay for that early advantage.

Finally, military isn't everything. Alamaze contains many other intangibles impossible to explore here, and it is possible to win the battle and still lose the war. The Barbarian won this game; I finished third.

 

News From the Front

 

Game 137, Warlock
Leo Mortimer

End Game

Let's see, my last report was up to Turn 16. On Turn 17 I managed to kill three of the Sorcerer's mages and take Viperhead, causing him to lose control of the Northern Mists. Also, by careful planning and trailing of his groups, I manage to march my most powerful group with my wraith wizard on his Amberland town guarded by a brigade with two power 4's. When I received Turn 18 I was pleased to see that my group had totally eliminated his group and wizards, plus had successfully attack the town. If that weren't enough, I was also able to teleport that group to one of his towns in the Mists.

The Nomad has decided to drop, leaving only the weakened Witchlord to contend for the empty regions on the eastern border. Upon hearing that the Sorcerer and Nomad have dropped, the Dwarf also decided to drop. This leaves only three kingdoms: the Westmen, the Witchlord, and myself.

For Turn 19 I had planned to end the game by taking the Northern Mists and declaring my victory check. Unfortunately, it seems that the Westmen is not content to let the game end or with second place, for he has an eleven brigade force at my city of Cradia, and a five brigade force at Evanon. However, on turn 19 he failed to get either city; surprise, Mr. Westmen! You failed to remember all the spells a powerful wizard kingdom can get. He can only manage to get Evanon, losing half his troops to do it. Losing the city caused me to lose control of the region.

Unfortunately for him, he was unable to hold it, for I took it back on Turn 20. My wizards' summon death spells cast on the Westmen wiped out his entire 11 brigade army group. My army group eliminated a weak Westmen division and reclaimed Evanon to its rightful and benevolent ruler. I thus reclaimed Amberland. For his atrocities against our kingdom, I mad an emissary blitz on Torvale and manage to gain control of the region, quite to my surprise. I reduced his holdings in Runnimede by destroying two of his villages.

The game ended on Turn 21 due to the five player rule. No one won my secret or standard victory conditions, although I could have won by my secret victory conditions; I had miscalculated. I came in first by status points, controlling four regions with substantial in another. I needed one more turn and I would control six regions. I held 10 artifacts. I had triple the status points of the second place Witchlord. The Dwarf finished third and the Westmen, who had been in second until his foolish war, came in fourth, amassing one tenth my status points.

Congratulations to everyone that stuck it out to the end; you have made an otherwise boring game an enjoyment to play. I wish you all luck in your future games. Who knows, we might even find ourselves adversaries again.

 

Game 229, Ranger
Philip McDowell

End Game Was this some kind of contest or what? Capitals fell frequently, with some kingdoms (like the Ranger) losing their capital over four times. Many kings were lost to battle, agent activities, and summoned demons. Many politicals were executed, kidnapped, bribed, captured via "maintain status quo" and assassinated. Various PC's were destroyed, including six cities. Wizards died in every conceivable way. Groups were attacked by ambushing and invisible opponents. Artifacts and wizards changed groups frequently to avoid agent activities.

At the completion of this contest there were five active "Evils", three active "Goods", and the three "Neutrals". The "Evil" epic side played together very well and coordinated their activities to maximum advantage. They won via the Epic victory conditions.

My hearty congratulations to the following victorious players: Paul Story (Troll), Rudy Greco (Black Dragon), John Moe (Witchlord), Marshall Bradey (Dark Eleven), and Mark Scotti (Underworld). I certainly look forward to our next contest.

 

Game 238, Elf
Philip McDowell

Turn 6

This is the playtest for the new program. We have now re-ceived results #6 in this Second Cycle contest. I will give you some news about the game and a glimpse of some new items contained within the new program.

Turn #0: We have received our setups and all ready differences are noticed. Certain kingdoms have their capitals in different terrain and the capitals have a higher defense. There are a series of new instructions for: Unusual Encounters (see company news), Seapower, Reorganize Group, how attrition will be handled and the feeding of certain troop types. In addition the names of each kingdom's emissaries has been altered dramatically. The game is scheduled for a one week turn-around with the players using modem or fax to send and receive (with the understanding that there will be delays as portions of the new program are adjusted). Plans are made by teams and Epic sides and serious negotiations done with the "Neutrals". The Demon Princes has approached several "Good" kingdoms and indicated that for various sums of gold he will refrain from sending a Demon Prince to cities of primary interest. I have declined his offer.

Turn #1: The Dwarven kingdom has won the first High Council seat with cooperation from the remaining members of the "Realms of Light" and has raised an issue. The Warlock has moved troops to Avalon where he will contend with the Underworld's Prince Hohn and the Troll has moved an army to Meridon were he is uncontested. The Dwarf has moved emissaries into Zabzanka and a Baron into Gurisek to contest the conversion of that human controlled city. The Giant has moved to Viperhead to stymie any efforts by the Witchlord to gain control of the Northern Mists while the Black Dragon moved a brigade size group to the city. The Ancient Ones begin their campaign to gain control of Amberland. The Ranger will concentrate his efforts to gain Synisvania. As the Elf, I will make efforts to gain Oakendell with the full knowledge that my efforts will be hindered by the Demon Princes with the possible assistance of the Troll.

Turn #2: The Players are advised that the newly released version of our program language has some bugs that have resulted in the need to rewrite some of the programs and will put us behind in getting some new routines written. Players have now received new descriptors as their agents look for artifact locations. Some kingdoms have received changes to their positions. The Ancient Ones has won election to the High Council and moved politicals into a number of towns in Amberland. The Dwarf has gained control of Zabzanka and discovered a Red Dragon division has arrived there with new demands; this is indeed cause for concern and may have far reaching implications. The Giant attacked the 2BL two brigade group who used an organized withdrawal and departed with few losses while the Giant has begun a siege of Viperhead with his Baroness maintaining status quo to counter any efforts by the Witchlord Prince and Count there in gaining control of the city. It will be interesting to see what the Witchlord emissaries will now do with the city under siege. The Witchlord has moved a full division to Viperhead with a Power 4, 2, and adept and his primary leaders as the Giant has sent addition troops to reinforce the 1GI. This could be a early and major battle with significant impact for both sides. The Ranger has moved many emissaries into neutral towns and seems well positioned to gain control of Synisvania. The Warlock has gained the jeweled city of Avalon and relocated his capital there while moving emissaries into various villages. The Elf has moved groups and politicals to towns and a Baron to Lorethane while enamoring Oakendell. The Troll has conquered Meridon and moved his group away.

Turn #3: The players have now had some Unusual Encounters and appreciate the new system with no exceptions. The Underworld has obtained the third seat on the High Council, we will see how much good it will do him. The Elf outwaited the Demon Princes at Lorethane as the Demon Prince was order to relocate and my Baron made the city go neutral. With the success of my groups and political actions Oakendell came under my control and I gain many neutral PC's, including the city. With my regional intelligence I discovered that a masked Troll group and the 1WI division are in the region. The Ranger had a similar experience to mine while gaining control of Synisvania, and the Darkelven, Gnome, and Demon Princes have gained control of regions also. The Giant's attack against the 1WI was thwarted by a Wall of Flame and he continued his siege of Viperhead and brought in additional troops as it was possible that additional "Evil" kingdoms might decide to try to break his siege. The successful trail order of the 1WI showed him to have moved to EH in Oakendell. The Dwarf, with the full backing of his allies, has come to an agreement with the Red Dragon which while avoiding a major conflict with the "Neutrals" has certainly caused some major changes in our plans. The Warlock is increasing the defenses at Avalon and moved a group to Meridon were the Troll has no current presence. The Ancient Ones have taken Evanon and several towns in Amberland.

Turn #4: The Warlock has taken Meridon and gained control of Torvale and continues to raise the defenses at Avalon, the Ancient Ones have taken Zarathon and gained control of Amberland, and the Black Dragon has gained control of the Southern Sands. The Troll has a masked group at an Elven town and the 1WI army has moved to another of my towns and is now an army. This turn I made a mistake that no doubt will prove costly as I moved the 2EL to the only PC that the Witchlord could have reached and am outnumbered 3 to 1 in troops and facing his Power 4 and 2 wizards with my Power 2. The Elven kingdom won the fourth High Council seat and with three of the four seats appear to be well in control for the time being. The Dwarven has lost Zabzanka to the Red Dragon and has moved many politicals into the Northern Mists to drive the feared Witchlord out with the support of the 2DW full division. The Giant has completed his siege of Viperhead with no further competition and moved the 1GI army into Torvale seeking to meet the Troll or take the Troll's capital. The Troll has moved the 4TR to the Ancient Ones capital which is unprotected and has two Consuls there with other emissaries; this does not look good. The Ranger eliminated the 2UN and has had the 1BL army arrive at one of his towns in region 9.

Turn #5: The Gnome has gained the remaining High Council seat with the highest bid thus far. The High Council continues to gain issues for the Dwarf and Ancient Ones. The Giant has doubled taxed Viperhead and allowed the Dwarven to take the city. The Giant has moved to the Troll capital where there are many important emissaries and no Troll group. The Dwarf has taken PC's with both his emissaries and group and gained control of the Norther Mists. Only the Talking Mountains are uncontrolled. The Elven continues to have the 3rd Troll army take towns and move to another but has thus far declined to face Elven troops. The battle with the 1WI went badly as only my wizards escape and moved to an artifact sighting. The Witchlord was unsuccessful with a parlay at my town. The Ancient Ones were pleased that the 4TR decided he was unable to take the capital and learned that this Troll group had moved into a Warlock town at the top of Torvale where he was intercepted by a Giant group. The Ranger has had politicals of several enemy kingdoms move into his PC's and has a masked 1DA at his capital which is protected only by a two brigade group of the Ranger, the 1DE army arrived at another of his possessions, and the 1BL did not move from his successful taking of the town and the 1RA division now faces the Black's army. The Ranger appears to have been marked by the "Evils" as the Witchlord was by us.

Turn #6: The players received notification that there had been changes to how a PC fights and that agents/fanatics of certain levels can discover a group in ambush or penetrate a masked group to learn information. The Red Dragon has gained control of the Talking Mountains. The Elf has taken back via a political a PC from the Troll. I was unsuccessful in either gaining the artifact I am at or in learning it's name and now have a Witchlord patrol with his Power 4 who has teleported to this same area. The 1WI has begun siege at my town. The 3TR has moved to a Warlock village in Oakendell were the 2WA brigade with a Power 1 has stayed as he diverted his resources to other areas. The Warlock has continued to raise the defenses at Avalon and of course has not neglected his wizards. The Dwarven has moved to the Witchlord capital and has two groups at Darkelven PC's in The Eastern Steppes. The Ancient Ones are of great assistance with food and gold for their poorer and more heavily troop-conscious allies.

Now on to some events of great impact. The Giant destroyed the 4TR group he had intercepted. His attack against the Troll capital yielded many prisoners, including the Troll King, Duke, and Count. The Troll will be totally ineffective for any political actions and will have suffered a major setback to his influence. If the Giant plans for this next turn are successful the Troll will suffer many additional troop loses and make him play a very diminished military role as well. The Ranger had the 2RA destroyed as the masked Darkelven group was much stronger than anticipated and had two wizards cast spells, including chaos. The Darkelf took the Ranger capital, capturing the King who then escaped. The only other emissary loss was an ambassador as many of the Ranger politicals are now in the Southern Sands at Black Dragon PC's. The 1Bl and the 1RA battle went about as expected with the Black getting the upper hand and pursuing the Ranger group.

The Order of Justice has gained .5 to each King's influence and the Guardians of Truth Kings have gained .2. The "Good" control 5 regions with only our primary military might, the Giant, not having a region as he has given various PC's to allies to assure their regional control. The "Evil" control 3 regions and the "Neutrals" 2. It is doubtful however that the Ranger will stay in control of Synisvania with the various kingdoms taking PC's and the bulk of his emissaries in the Southern Sands.

It is of concern to us that the Cult of Chaos has qualified for an "Appeal To The Gods" and that the Troll in particular might be granted replacement troops.

With the reports contained in "Company News" and the above, you have learned of numerous changes that have been made in the new program. We certainly are anxious to have it completed and look forward to making it available to all our players.

 

Game 235, Giants
John Bonadio

End game

King Nargus, Monarch of the Giants, addresses his troops.

Soldiers, warriors, look about you! 'Tis a fine day to be alive! 'Tis a glorious day to be a Giant. For today we have conquered a world.

Who can forget, just months ago, when the world seemed to erupt into warfare all at once: When the Red Dragons descended upon the Dwarves with such terrible and ruthless aggression? When the Ancient Ones and Demon Princes resumed their eternal struggle more dogged than ever; when the Troll clashed with the Warlock, prompting even the solitary elves into the fray. When we, you do recall, upon taking Amberland, began our glorious campaign north against the hated Dark One. It seemed only Runnimede knew peace, having secured a ten month treaty between the Underworld and Gnomes. 'Twas peace short-lived, however, for treachery would make this region the bloodiest battlefield of all.

The Red Dragon's battles against the Dwarves were over almost as soon as they had begun. Never had I seen a kingdom so quickly and completely destroyed. Their king lingered and led the realm's remains til the wars recently ended, but they were never a factor.

The Warlock, troubled from the onset, was never in an enviable position. He would surely have gone the way of the Dwarf had the Elf not intervened. Even I was giving gold to his cause. The Ranger, however, would not. Nor would he lend any aid. He hid away artifacts, including the Stone of All-minds, that would have aided the Warlock against the Ranger's nemesis. He watched the Warlock brave the Trolls; he watched the Dwarf fall to the Dragon.

The pace of wars grew faster. Our northern campaign grew to an early close as the Witchlord proved to be most easy prey. After a few swift defeats, he decided it most prudent to flee the region with four wizards and little else. The Underworld, proving there truly in so honor among thieves, attacked the Gnome one month before the treaty's end. He unleashed his politicals and deadliest agents as the Black Dragon flooded the region with dozens of brigades. The Red Dragon sped to his ally's aid; the Witchlord arrived to battle; and the unobtrusive Sorcerer emerged from hiding to contend for Runnimede. Six kingdoms struggled for the smallest region in Alamaze.

Marshal Quandia fell upon Arcadia to help the Ancient Ones' cause. After a short but successful crusade versus the Demon Prince, I had a new objective for him--Torvale. The war there had not gone well. The Elf and the Warlock were both confounded by the Troll. Constant warfare had nearly rendered the entire region barren. Only the cities remain unmolested under the Warlock's yoke. Knowing all this, I took the liberty of exacting a high price to ease the Warlock's plight; I demanded Avalon, and he had little choice but to comply.

The timing of this pact could not have been worse, however. Upon Quandia's departure, the battles in Aracadia grew even bloodier. The conflict between these tow powers truly was eternal and by war's end neither had a wizard or more than a small fraction of their troops and emissaries. Like two gladiators, they fought to final breath.

And the Darkelf had chosen this, of all times, to attack, spewing upon our homeland with groups and emissaries. With my finest group in Torvale, it fell upon Marshall Gantriax's division to oppose the intruders. I also enlisted the aid of the timid Ranger, demanding that this cowardice cease. He complied and attacked the Drow in the Steppes. The Darkelf's plans were shattered and the Troll fled Torvale before my troops. But, alas, we were too late to save the Warlock. He conceded Meridon as well as Avalon to us before passing on. Enough for a third region. Victory was near.

The good Warlock's nation was the first to dissolve, yet only five would last the month's end. The news of Torvale spread fast and fearful. All knew nothing could stop us. The seers have seen the fate of the world. The wise have seen the writing on the wall.

This last month saw nine kings pack their families in caravans in the dark of night and flee their realms. Nine kings flee their thrones. Nine kings flee the wrath of the Giant Lord.

The world is ours. Go now, my brothers, to sack and plunder for all ages to come.

 

Game 327, Gnome
Leo Mortimer

End Game

This first cycle team game has started strangely quiet. It appears that players are letting their actions speak for them. The EL/RA/SW alliance decided to wage war on our alliance of GN/UR/BA. How original!

Turn 1. The Ranger builds his military and spies on Cradia. He is so intent on me he did not send an emissary to Avalon, a typical move. In fact, only the Westmen did. Apparently, the Paladin is forfeiting the city. Meanwhile, the Swampmen has moved a high ranking emissary to Gurisek along with a masked group. The Halfling placed an emissary at Almaren, the Dwarf in Zarathon, the Sorcerer at Viperhead, and the Giant in Triesa. The Darkelf is inactive, but the Westmen is playing it now.

Turn 2. The Urik's emissary is warded and maintains status quo so Gurisek captures the Swampmen's emissary. The Urik has also brought a group to the city. He puts a motion before the Council to increase my influence. The Barbarian concedes Viperhead to the Sorcerer for favorable alliance with this team. The Giant agrees to vote for us. The Dwarf fails to take Zarathon, and the Dwarf is still at a neutral Almaren. Triesa and Avalon remain neutral, but a Giant emissary arrives at the latter. The Giant and Nomad have groups at both Warlock towns. I beat the Ranger to the neutral towns in Runnimede and successfully denigrate him in the region as well. The Sorcerer's turn is somehow messed up.

Turn 3. The Urik loses the battle at Gurisek and his emissary due to a clever move by the Swampmen to get the city the same turn. The Urik gets the issue again and asks for his own influence increase. The Giant and Nomad have knocked the Warlock out of the game, but the Giant lost a kingdomnamed brigade in the process. The Warlock is not even attempting to put up a fight. The Giant mysterriously abstains from voting for us after agreeing he would vote yea. Curious? The Westmen misses this turn. The Nomad gains control of the Sands, the Giant Arcania, the Elf Oakendell. I manage to gain Runnimede and declare the Ranger an enemy, thus dropping his reaction to hostile; effectively eliminating his use of politicals in the region. However, the 4RA (9 brigades) led by a marshal, general I, and captain II with two Power 2's and an adept arrives at Cradia. He also declares me an enemy.

Turn 4. I officially lose the battle of Cradia as 3 of my 4 brigades are eliminated. However, I keep my leaders and my capital, and thus the region. Therefore, his politicals are still useless. However, I managed a clever move and killed those 3 wizards and took out a Ranger brigade. I know I got the better end of that deal. His group faces Cradia's defense of 20,000; whether he will siege or attack is the question, with the facts that this could be a mutually devastating blow from which neither of us could recover.

The Urik now has an army at Gurisek, but the Swampmen have brought up another masked group. This war has gotten seriously out of hand. With the previous battle being very unfavorable, this could effectively be the last turn for the Urik. This is added to the fact that the Swampmen have taken one of his towns is at another. The Swampmen should gain the Steppes this coming turn.

Only one of the three Barbarian emissaries succeeded. The future of our alliance looks bleak. Hopefully the Barbarian will gain his region soon.

The Sorcerer has taken Viperhead. The Westmen rule Torvale. Both the Elf and Swampmen declare the Barbarian an enemy. The Giant and Nomad continue their campaigns against the inactive Warlock and renew their efforts towards acquiring the still neutral city of Avalon. Once again the Giant abstains and he and the Nomad do not send the promised money. Curious? However, the Nomad and Giant have promised to send gold this turn, but I'm not holding my breath. The Paladin is thought to be inactive while the Halfling has abandoned Almaren and put a duke into Zarathon. Meanwhile, the Dwarf has moved a 6 brigade army to that city.

Turn 5. My attempt to assassinate the last Ranger adept in the 3RA and kill at least one of his generals in the 4RA outside Cradia was more successful than I had hoped. I managed to assassinate the adept, leaving the Ranger with no wizards, and to kill his general II and general. I lost 600 troops and a captain II; he lost about 200. While he gained some leadership, he still did not siege Cradia or attack it with this army. Instead, he split into two divisions, marching one with a marshal to one of my towns. Imagine! The Gnome survived 8:1 odds and has a general on Turn 5. Defenses could have reached 27,000 but the Ranger successfully sabotaged them to 25,700. This turn I will raise them to 34,700 and assassinate his captain. The Ranger's count Tanabor has left the capital--interesting!

The Urik got his butt kicked again at Gurisek, losing 5 of 6 brigades to the Swampmen army of 6 brigades, which lost only one brigade but also a Power 1. The Urik still has 7 brigades so he plans to stick it out. The Swampmen have gained the Steppes, but the Barbarian still struggles in the Mists. No one else has gained a region this turn--what's up with the Halfling and Dwarf? Westmen have arrived at Viperhead with a large military force.

Turn 6. Overall, not a bad turn for ye old Gnome. The 4RA attack against my town succeeded, costing me a count as well; he lost his Marshal II and a brigade. The group then returned to Cradia, joined the 2RA to create a 6 brigade army with a captain to face my city with defenses of 34,000+. So, the Ranger loses a Marshall II and a kingdom brigade while I lose an emissary; I'll take that exchange. In addition my wizard successfully slew his captain II and I caught his highest level agent with a counter-espionage. Furthermore, an agent successfully bribed a minor skeleton from his prince. I am currently in a three way tie for second place--very unusual for the Gnome.

However, my allies are not faring as well. The Barbarian would have gained the Mists but the Elf slept one of his emissaries and has moved an emissary into one of his towns. The BA has landed on two neutral villages and is moving on Viperhead which the Westmen just took from the Sorcerer. He will also retake the village in Oakendell. The Elf did lose an agent trying to kill the BA's slept emissary. Hopefully he will lose his "high ranking emissary" trying to take the town he just arrived at as I have warded the BA emissary who will maintain status quo.

The Urik's turn went completely wrong. Everything he tried to do was unsuccessful. He is on his last legs and will trade me his High Council seat this turn.

The Westmen turn went well. He took Viperhead, helped the Darkelf gain Almaren, and prevented the Giant from taking Avalon. The Darkelf should gain Zarathon and the region this next turn. The Dwarf has finally gained the Talking Mountains. The Halfling released a minor skeleton of the Darkelf's and declared him an enemy. The Darkelf declared against the Nomad. The Sorcerer declared the Westmen an enemy and promised him a torturous death.

Turn 7. Unfortunately for me, the RA had executed by Count Nimis before my agent could rescue him. Apparently he has given up on Cradia, but not before I assassinated his remaining leader. I also got a major skeleton from the Prince and released the minor one, dropping his regional reaction. I retook a village and he has moved his army onto a village, heading for a town. I have located his last group, a patrol with 2 generals and a captain. I predict it will rendezvous with the army and combine at my town. My duke's effort to relocate to the town he recently took from me was blocked, so apparently he recruited from the town. It has now moved to a village. The Ranger has put his military out of position which allows me to quickly retake those pop centers emissarily and to go for his capital. However, I might lose the region for a turn until everything is in process.

Yes! the Barbarian finally gained his region. The ward spell worked and the Barbarian has the Elven prince as prisoner. Skeletons will be coming. The Barbarian is attempting to subdue Viperhead. The Elf gained a Barbarian town, but worse, the Swampmen has started an emissary invasion of the Northern Mists. The Urik did take out a Swampmen wizard, leaving him three. He will divine the Swampmen towns, find the capital, and give his military something to do. We have to keep the Swampmen busy so she can't help the Elf against the Barbarians.

The Westmen's turn went well. He is currently trying to bring Amberland under his control. The Sorcerer has a six brigade group with two Power 6 and one Power 4 wizard at the Westmen capital. The Nomad has declared against the Westmen. To my surprise Avalon remains neutral. The Westmen reports that the Sorcerer has lost one brigade with a Power 1 against the Darkelf, while the Dwarf lost his only wizard attacking a Darkelven town. The Paladin and Warlock have apparently dropped.

Turn 8. Well, how did the Ranger-Gnome war go this turn? The 1RA lost more than half its troops before retreating--gaining no leaders, losing morale. The 2RA took my other village with no losses and caught my high level agent. It then combined with the 3RA at my last town. However, I will take back one of the towns this turn, flip the Ranger village in Arcania neutral, and move an emissary into the just taken village. Release of the major skeleton reduced the Ranger's influence to 9 and his regional reaction in Torvale, the Sands, and the Mountains. My military will combine at Cradia this turn and await reinforcements. The Nomad attacked my village in Arcania; this is the team that wanted an alliance?

Turn 9. The 2RA attacked the town, losing one brigade. He split off one brigade to a village and deployed the rest in the plains bordering Arcania.

Turn 10. What a surprise turn. The 4RA moved off my village without attacking. The 1RA got the reinforcements and marched west. My emissary was blocked by a Ranger group but he did not show up at any pc. So, I'll train wizards and prepare for war. Problem is that the Elf declared the Westmen an enemy and the Swampmen declares against the Darkelf. Why they are helping the strongest team is unknown.

Turn 11. What a change from last turn. Three Ranger groups land on my pc's with the fourth blocking my emissary. I'll probably lose the region this turn, but the Ranger won't control it either. After this turn only two pc's will have production significantly above that of a village.

The Ranger is in a desperate condition. He has a total of ten brigades with only 2 general I's and a captain I; he must keep these in small groups to prevent my reclaiming the pc's politically. All the pc's have been recruited and attacked dry, so he cannot replace his military losses.

Turn 12. The Nomad has been harassing my pc's in Arcania, taking a recently acquired Ranger village from me and capturing my baron in the process. If this weren't enough, the Giant voted no on my issue, failing it. The Giant could effectively lose his military to the Westmen this turn, however. Furthermore, my attempt to rescue my duke resulted in the capture of my agent. The ironic thing is that the Ranger apparently missed his turn, didn't attack the town where the Duke was, and so my agent died for nothing.

The Elf gained the Northern Mists, gaining second place, and by holding onto the region I finished in third. The Elf and Swampmen return my enemy declarations and declare their alliances. The Westmen managed to uncontrol Arcania from the Giant's grip and should gain the region next turn, cementing his hold on first place.

Turn 13. The Ranger did not miss this turn, but he probably wishes he did. His 1RA, 3 brigades, attacked my village but was repelled, losing a brigade and morale. The 4 brigade 2RA attacked the town, captured the Duke, but lost a brigade, a general I, and morale. The 4RA has apparently moved to combine with the 3RA. If the Ranger attack is successful, I should lose the region. I have already held onto it for three turns longer than I thought possible; I doubt if I can make it a fourth.

Surprisingly, the Elf has denigrated me in Runnimede. Why did he wait 13 turns to do this? It's a little too late for such a feeble effort. Although I have lost a major portion of my emissary core, I still have 5 wizards--three of whom are maxed out, a stable capital, and high influence. I should be able to keep my influence rising to counter any skeletons and buy an emissary corps, go artifacts hunting, and build a military. If I can survive second summer, the Gnome should be force to reckon with.

Turn 14. What a pleasant surprise! The 2RA did not attack my village; I don't think he knows how narrowly I hold the region. I finally have a military to wreak revenge on the Ranger for his atrocities. Cradia's defenses are 47,700, gold is 29,500, and only a 500 food deficit. I released a Giant minor skeleton, kicking him off the Council, allowing my issue of increased influence to pass. I have influence of 21; if the Elf hadn't cursed me last turn, I'd have 22. I have 3 Power 5's, a Power 4, and am training my Power 3. I am at the Ranger capital with an invisible group. The Ranger has not executed my Duke, but trained an agent to level 3. He is obviously going for a skeleton. What a surprise he has in store. He could lose his king, prince, governor, and agent 3. He could have few emissaries and minimum influence.

As I feared the Elf and Swampmen have turned their attentions toward the Dwarf and Halfling. The Mountains went uncontrolled. I fear they are aiming to fulfill the Swampmen's secret victory conditions. And the Giant alliance has chosen to hinder me and the Westmen rather than preventing the Swampmen victory. I doubt if the Dwarven alliance will even fight.

Turn 15. My invisible division took the Ranger capital and captured all emissaries and rescued my Duke. All leaders were raised, morale went up, and the group suffered only 7% attrition. Although not official, I consider that I have won this war; he has an influence of only 8, with only a count and an agent 1.

There are only two pc's in Runnimede that can be recruited from. With Cradia's defense constantly increasing, I feel it is pretty safe from attack by anyone left. I have set things in motion to secure my secret victory conditions; I could win on Turn 17.

Turn 16 went completely wrong. I messed up orders, delaying my plans another turn. My palantir was stolen, probably by the Nomad. The Swampmen gained the Talking Mountains, the Sorcerer Amberland, and the Nomad Arcania. Synisvania went uncontrolled. The Elf bought the Council seat for 15,500. It appears the Westmen, Ranger, Dwarf, and Halfling have dropped. The future seems dim indeed.

Turn 17. Not a bad turn. Neither the Elf or the Swampmen gained Synisvania. My counterespionage at Cradia a Swampmen agent. I've successfully rebelled two Nomad towns in Arcania and have moved emissaries into three villages; I'm at Triesa invisibly. The Nomad has a single brigade with two Power 1's and an adept, plus his count and prince. Wouldn't you say I've caught the Nomad with his pants down. In any event, I shall attempt to take the region on Turn 18. I shall also attempt to steal the Crown from the wild and declare my secret victory check. May the Gods of Alamaze look favorably upon us and crown us rulers of Alamaze.

Turn 18. The Gods did not look favorably on us, but allowed the Swampmen their secret victory. I did take Triesa losing only a brigade and capturing the Nomad emissaries who were exe-cuted. I also took the three village emissarily. However, the Swampmen took a town and captured my duke; another town was attacked but my baron escaped.

The Giant alliance, the only intact team, decided to hinder us rather than the more powerful Elf/Swampmen alliance. So the Swampmen finished first, the Elf second, and I third. Even though they finished first and second, they did not earn the honor of winning for no one challenged them. Added to this misery is the insult that the Nomad alliance even helped the Ranger in his war against me.

 

Game 340, Sorcerer
TN Hillis

On the first day of the year 101 I laid claim to the rulership of the Sorcerer kingdom by right of magic duel and so replace Norland.

First I needed to increase my seapower in the Sea of Terror if the Barbarian hordes attempted to cross the sea. Navies in the other seas are sold off for the much needed gold, and sea patrols started. A priestess is hired to divine the towns of the Mists.

Four fleets of Barbarian galleys encounter my three fleets; we both lose one, but the Barbarian comes out ahead since he completes the crossing losing one brigade. The 1BA and 2BA sit at the gates of Viperhead where there is minimal Sorcerer presence. The city of Zarathon is still neutral with no other emissaries or groups around. The 2SO arrives as does my highest emissary; the 3SO finds a neutral village and emissaries arrive at a neutral town.

Turn 3 the Barbarian declares me and the Elf enemies; the Elf reciprocates. The Dwarf gains the Talking Mountains; it is said the Dwarves are rules by a boy king, barely able to grow a beard that his people are so proud of. The Warlock and Ranger also gain regions, while Zarathon now flies my flag. The Barbarian moves his troops away from Viperhead. The two navies again clash, but the Sorcerer fleets are destroyed. The Paladin attempts to move a prince into Zarathon and the Underworld plants low level agents into all the cities.

The Nomad trades his council seat to the Halfling who gains control of Runnimede this turn. I enamor the Northern Mists while the Barbarian denigrates me. I gain two more towns. 1BA attacks a village, losing a general. The 3SO meets the 3BA at a neutral town, but worse, the 3PA and 4PA arrive at Zarathon.

In the next two turns 12 declarations are made. For 5 turns I have tried communicating with the Elf, even offering to pay for the charges, but to no avail. The great hordes of Barbarians finally see the wisdom of avoiding mutual destruction so an agreement is reached. I gain the Mists, the Elf gains Oakendell, the Urik the Steppes, and the Witchlord the Sands. I agree to leave Zarathon to the Paladin but he attacks before my troops can leave. What has happened to Paladin honor? If the Elf wants to be a loner, then he can be a goner.

All regions are controlled except Amberland (tuna fish cans can't find the pc's) and Torvale. The Darkelf seems to be doing well. It seems the Westmen has written all declaring Torvale to be his and no one was to enter. It is now clear why as its seems it will take him a few years to take the region.

The Halfling has gone for the 3:1 trade; the Dwarf and new Urik are friends, as are the Halfling and Ranger.

Turn 7 has the Paladin attack my 1SO eliminating it--oh, well, more gold for wizards.