The Alamaze Oracle XVI
Winter 1994
- The Eye of the Oracle
- New Ways to Play Alamaze--- Andy Brogan
- Can the Demon Prince Eat the Ancient One? --- Marshall Brady
- Strategy for the Little People in the First Cycle of Magic--- Chris Fitzgerald
- Fall from Glory--- Craig Brown
- Why Not Do It Differently?--- Marshall Brady
- There's a Lesson Here!
- A People's Legacy--- Tommy Kelly
- The Winter War--- Don VanTassel II
- Influence Peddlers
- Company News
- News From the Front
A winter issue, a veritable Christmas present! Well, except that you paid for it. In our present incarnation we have several new writers, some advice on how to be a world leader--Newt will contribute next issue I'm sure, and a challenge to pique whatever gets piqued by a challenge. He ain't heavy; he's my brother.
Some of you have undoubtedly discovered Magic--the Gathering (soon to appear on your computer monitor). The immense popularity of this game suggests that fantasy role-playing has not suffered. The idea of interplayer activity, long a hallmark of ALAMAZE, clearly contributes to the appeal of such a game. One way in which players of our game can talk to others without creating dividends for Ma Bell is to contribute to this magazine by revealing hard won truths, by transfiguring a battle report into a piece of fiction, by artistically drawing some character or moment. Pick your category, from full length illustrated article to brief but titillating news from the front.
In the outer world, Robert Jordan's newest book came out in November and with two more to follow; this makes it a long wait to complete the series. Nevertheless, it is an impressive and original foray into fantasy that I highly recommend. After playing Betrayal at KrondorI decided to read the Raymond Feist series--entertaining, with some twists, but nothing to get your knickers in a knot over. The computer game Masters of Magic, however, is such a one, offering such a wealth of choices and levels that, like its cousin Civilization, it will be around a long time. Not as long as ALAMAZE, but long enough to enjoy.
This month's cover comes from the illustrators at Whitewolf Publications. Which particular mage do you figure him to be?
I have been playing Alamaze since 1988; since then several ideas have crept into my mind on how to improve the existing program (before the new program gets cold), and some ideas for the Third Cycle.
Andy Brogan In the last issue of The Oracle, Rick McDowell wrote an excellent article called "PBM Design in the 90's", touching on the interesting idea of playing a game via modem. Modem and Play-by-Mail can work well together. I currently play in a PBM game called Victory: The Battle for Europe. This game and Alamaze share a prestigious award: "Best Play-by-Mail Game"--Alamaze in 1988 and Victory in 1992. Anyway, about a year and a half ago, Victory was set up in such a fashion that people could upload orders and then download results. The people at Victory print out the orders from the "board" every morning at 10, which coincides with the mail; they type them in just like those they get in the mail. These orders are processed, with the mail orders becoming mail turns and the "board" orders being placed on the BBS in ASCII format. The electronic results are delayed two days to be fair to the people who receive their turns via US mail. This saves the company and players postage, but this is offset by long distance calls to upload and download turns; it takes me about 10 seconds to upload orders and about 1 minute to download the results. The VERY BIG advantage is that if a person lives a few time zones away, the turn can be sent an hour before it is due and still arrive on time, and receiving the turn takes two days tops. A by-product of this is a message system (e-mail) that can transmit news, information, and even taunts, for all to see or just one in private. I believe that this would not be hard to implement at all; some BBS software, a computer with a modem, and a phone line that is free at least a few hours during the day.
My next subject deals with a favorite issue--Magic. I will run a wizard kingdom any day rather than a military one. I would like to see different types of wizards. For example, maybe the Elf should start with three wizards: two druids and a cleric. This would make the game more interesting.
First, it would improve the flavor of the game. Take the Barbarian, for instance. He should be wizard poor, which he is, but he should have a cleric or two, maybe even a druid. The Dwarf and Human kingdoms should be druid poor (except the Ranger), but should have a couple of alchemists.
Second, players know all the spells to a certain degree and when a kingdom gets them. This would keep players guessing a little bit more. "I know the Giant Power 2 is going to cast firestrike at me, but what the heck is his Level 6 Druid going to do?"
Third, it would not take away from the wizards, but complement them. How about this for an end to a battle report? "After the fierce battle with Westmen forces, the intrepid cleric JeSaer casts "Flesh Repair", and many crippled men become battle-worthy." Alamaze and many fantasy role-playing games share the same types of ideas: Elves vs. Darkelves, Rangers and their wood lore, Dwarves and gold, etc.... In these settings the wizard is the spellcaster supreme, so should it be in Alamaze. There is a place for these others, as a fair balance should be struck, such as not all kingdoms get all types, and the "specials" (clerics, druids, alchemists) start and end with weaker spells than their wizard counterparts. All kingdoms should receive some of these specials, but at a cost of losing a wizard or two. A breakdown of the possible spellcasters and their powers: Cleric, second only to the wizard, with early spell levels to include mostly Heal and Protect spells; later may include divinations like a High Priestess. Druid, very specialized spells that deal with terrain types. For example, the Level 2 spell "Wood Walk" when cast in a forest square decreases movement cost by one for every level of the caster, but only in forest areas. Maximum movement for any group is eight. The Druid may be almost useless in a city square. Gets the summon spells of the mage, but at a higher level and with the same terrain restrictions. Alchemist, very material oriented, gold into lead, a special chemical mixture that will explode causing damage to enemy troops, can create a temporary potion (one game turn) that may give a wizard, emissary, or agent increased perception, abilities, and/or protection. Spells can cross over between types of course. I think you get the idea. This would be an interesting and well deserved addition to the game.
Can The Demon Prince Eat the Ancient One?
Marshall Brady
Dark Lord of Arcania Dread Lord Asmodeus sits on his massive skull throne. Around him are his deadliest princes, Baazelbul and Orcus, and princess Morgana. They have just gated in to the throne room in answer to his summoning.
Game 240 The Dread Lord turns to them and speaks. "We have decided that the time has come to conquer Alamaze. I feel we should use a balanced approach of magic, diplomacy, and military might. Here is what I want you to do. Baazelbul and Orcus, go to Triesa and talk the mayor into joining our cause. Do what ever it takes to make him see the value of joining us. Morgana, find a priestess that can give us information about the towns of Arcania. Oh, and have the wizards send out their raven familiars to spy the neighboring cities. And get that old alchemist to create lots of gold. We can always use the money. We will order the 1st and 2nd divisions out looking for population centers. If there are no further questions, I call this meeting adjourned."
Later that month messengers start arriving. "Good news my lord, the 1st division found an Ancient One village and successfully conquered it. Morgana found a priestess who said there are 5 towns in Arcania. The Black Dragon owns one, three are neutral and one is ours. She sent emissaries to each town except the Black Dragon's. We really don't want that big lizard as an enemy yet. The wizards report the Troll is after Avalon and the Ancient One has moved a duke to Triesa. The biggest surprise is nobody is after Almaren!"
Months later the Dread Lord reviews his plans. Things have taken a bad turn. War has broken out with the Ancient One. The Ancient One's duke has countered Orcus at Triesa and now the Ancient One's army is there with three power three wizards. Triesa looks like a loss. Emissaries have fared little better. We now own three towns and two villages. It is time to change plans.
Two months later the Dread Lord is still not smiling (Well, maybe a little). Morgana and Baazelbul went to Almaren and got the government to join our empire. In addition, Morgana left with a Palantir. How does she do that? The Ancient One's army left Triesa but didn't take it. We have no idea why. Unfortunately, the low life Ancient One's army moved to our capital and has taken it. Fortunately, everyone got out okay. We presently own five villages and three towns. We have lost several emissaries and have not taken Triesa but the Ancient One has gained very little. However, every time he takes a town he recruits from the population. This is making the towns weaker and his army is growing in size. Orcus has been at work calling up skeletons to increase our army, but it has only offset our losses. We have lost a wizard but now have two power 2 and one power 3. Eight of the ten regions are controlled by others, and still we don't own Arcania. The Ancient One must die!
The next two months were a struggle. Orcus finally took Triesa but the Ancient One's army returned and disaster struck. The cowardly Ancient One's army took Triesa and killed Orcus. Half of our emissaries have been killed or captured. The Ranger moved a Princess to Almaren but it is still loyal to us. In addition to Almaren, we own four towns and four villages. With the Ranger taking Synisvania, all regions of Alamaze are now owned except Arcania. This is starting to make us mad. The army is now at 9 brigades (thanks to Baazelbul's skeletons) and has found the Dragon Slayer. The best news comes from our wizards. We now have a power 5, 3 and 2. The time has come to make the big decision. We must have three cities in two months to get additional help from below, but which cities? We could go for Triesa with the army. Baazelbul can keep Almaren if the Ranger army doesn't show up, but that leaves us one short. The best plan my be to enamor Torvale and try to steal Avalon with the demon princes. As luck would have it another plan did arrive by winged messenger. The Black Dragon wants my help to go after the Ranger. See it did pay not to attack him earlier! After some debate and much begging, he agreed to give me Vanasheen for one month.
Two months later the Dread Lord is finally smiling. The Ancient One left a power 3 wizard alone at Triesa. The Wizard was not happy when the 2nd Army arrived. Our Power 5 wizard Calenron cast diplomacy and finally got Triesa to join our side. This caused the entire region to join our side. Our Power 3 wizard Untiar killed the Ancient One's wizard. And our Power 2 wizard J'Midad stopped the Ancient One's wizard from killing anyone. Morgana got Vanasheen to join our empire and Baazelbul kept Almaren. This made our dark patron from below so happy he rewarded us with many things, including Demon Prince Jamfalla.
Our spies report that the slime covered Ancient One has gotten his hands on a gem of the plains and is teleporting his army group. This is not good. We must have a plan to counter this new threat. The Dread Lord has decided to make a very bold move that could cost him everything if it doesn't work. He moved his capital to Almaren and ordered the demon princes there. He knew that the word would get out that the demon princes were at the capital summoning skeletons. If the demon princes were not stopped soon they would create a formidable army of skeletons. In addition, an attack on Almaren could capture the King, his capital and two princes. The bait was set, now we had to hope the Ancient One would strike when we were ready. The second part of the plan was to combine all wizards and troops at Almaren on the same turn the worm infested Ancient One arrived.
Ironically the Ancient One went for our old capital in the same month that it was being moved. We just managed to dodge that bullet. The next month our army was to arrive at Almaren and merge with the new skeleton brigades. It was hoped that the Ancient One would also arrive that month.
The plan went off perfectly! Our army arrived at Almaren with 8 skeleton and 4 demon prince brigades. We had a warlord, marshal and general commanding the army group. The power 5 wizard was joined by two power 3 wizards. And of course the Dragon Slayer was there. In addition a power 3 wizard was patrolling in the area. Fortunately, the boot licking Ancient One's army group had arrived just as we had hoped he would. The Ancient One's army group consisted of 3 ancient one, 2 veteran and 6 recruit brigades. The army group was lead by a Warlord and a power 3 wizard. The only thing left was to pray we would win the battle.
The day of the battle was beautiful indeed. Both army groups didn't like the forest as the battle site but you can't have everything. The Demon Prince chose a standard battle plan and the Ancient One chose hold at all costs and did it cost. The power 3 Ancient One's wizard showed great intelligence and must have teleported out of the battle because he wasn't part of it. The demon prince wizards cast tornados, chaos, and shields. After the dust and ozone cleared the demon prince army, at half its former size was the only thing standing and we had now added the gem of the plains to our arsenal. (I could have said half the army was dead, but in reality the other half was already dead too).
The next few months went very quickly with the defeat of the Ancient One. We raised our wizards to two fives, a four, and three threes. We increased our army to 17 skeleton, 2 demon prince, and 3 monster brigades and teleported to the Troll capital at Meridon. (I do enjoy being someone's worst nightmare) At this time the Gods (those paper shufflers who ruined all my fun) informed us that the Black Dragon was now emperor. Congratulations to the Black Dragon but remember, we will be back!
Strategy for the Little People in the First Cycle of Magic
Chris Fitzgerald Yes, Halflings are little people. But this does not mean that they are short on power. Believe it or not, the Halfling has the best chance at victory ... if they survive. Sure, they don't have a quintuple power sevens or a military that can crush the largest of cities, but they have money--lots of it. For those Halfling players that are lost, hey!, we all need help once in a while.
Obviously, the Halfling's main strength is their economy. The military is decent, the political force is, well, skimpy, and the wizards aren't world renown. But all these elements are needed for the Halfling to get a good start in Alamaze. Yes, the Darkelves begin in the home region of the Halflings, Runnimede. While the two kingdoms might not compete for the region, the Darkelves usually try to take out the Halfling early on.
Logically, Halflings should enamor the region and populations centers should be divined. Forget about the towns; divine the villages. Why? Villages are usually uncontested early on and going after them rather than the towns will prevent major political confrontation with the Darkelves. Besides, villages suit the Halfling better than towns, especially in the endgame. It is possible to hire a priestess and divine both towns and villages, but this might not allow for other projects. If the Halfling begins as a standby, hire a priestess to divine both. If the Halfling can gain control of five or six villages, then regional control will almost be assured. Just in case, send a duke to one of the neutral towns, if one is known.
Definitely prepare for the defense of Cradia. Darkelves sometimes like to head to the city in order to purge the Halfling from the game. Five brigades of Halfling soldiers in ambush will serve your purposes. Furthermore, if there is time and gold (no problem), a Power 2 would be extremely helpful. If the Darkelf does arrive at Cradia, the Halfling should attack with a standard battle plan or a determined attack if one is desperate. A Chaos spell would also prove fruitful. Just remember, the Darkelven archers and cavalry will be extremely hampered. A Halfling victory would dishearten the Darkelf; perhaps they will move on?
The Halfling should also be willing to unconditionally send gold to the Westmen, and perhaps the Warlock. Very rarely does a kingdom bite the hand that pays them. With secure borders and control of the region, the Halfling is in a prime position for world domination.
Once regional control is achieved, build. Sure, it's boring, but it is very necessary. The Halfling should concentrate on building the political corps. A standing order to raise influence would be most fruitful. Consider buying a High Council seat or finding a skeleton of an inactive council member. With all that gold, the Halfling should hire a handful of governors each turn. But how many? Have at least one per population center and a retaliatory group of five or six available. With this kind of strength, the Halfling should not lose a political battle.
One strategy that is often ignored is the "rush the neutrals" ploy. Divine the villages and towns of uncontrolled or hotly contested regions. Moving into these villages will not only aid the Halfling economy and influence, but will often go unnoticed. It is highly unlikely that a kingdom will divine the villages in a region after it gains control of it. In theory, the Halfling could hold regional influence in nearly all the regions.
A final plan would be to move the capital to one of the towns in the Sea of Foreboding. Not only will this protect the king better, but it will eliminate the threat of losing one town. A brigade should be garrisoned at Cradia to prevent political movements there.
The military should be improved; a large defensive force, even if not currently at war, should be announced to the neighboring kingdoms. Some kingdoms become paranoid after their agents find a thirteen brigade army near them. A town or two should be used strictly for recruiting. The loss in resources and the gold to sustain them are negligible. At optimum, the Halfling should have a twelve or thirteen brigade army with the best leaders and wizards. While the position of the army is up to the player, it should be within striking range of a possible enemy or garrisoned at Cradia. The morale of the army can be easily raised to 120, giving the Halfling a potent army (by Halfling standards). If you should have extra orders, a navy should be built in the Seas of Mystery and Foreboding, especially if the capital is relocated there. Expenditures of ten thousand gold will quickly raise that terrible Halfling navy to supremacy.
Similar to the military, the wizards need to be raised. One of the advantages of getting the Halfling position as a standby is the addition of an adept and starting with a Power 1. Thus, with a standby, the Halfling could have two Power 3's. While a wizard can obtain a level above its maximum assured power level without the Stone of All Minds, the chances of the Halfling doing it are very, very slim. Rather than wasting money and time trying to raise a wizard to Power 4, the Halfling should seek out the Stone or either of the two rings. One of the rings might rest in the Sea of Foreboding. Remember that sea power. With this ring, the Halfling can obtain a power four and all of its benefits (like teleporting, etc.)
With all this power, the Halfling might want to flex his power and subjugate some other kingdom. While this may appear to be very appetizing, the Halfling should consider his victory conditions. Regions aren't needed, so going to war won't really help the Halfling's victory cause. A good victory strategy would be to wait a while and see how the game is progressing and who's in the lead. You might have to attack another kingdom to prevent victory, so it can ensure its own. The best strategy would be to invade several villages and perhaps a town or two in six or seven regions at one time. While this will cost many orders, victory can almost be assured if the Halfling has good regional reactions and influence.
Once the Halfling position is well entrenched, then you will be able to aid other kingdoms and perhaps add to your own economy. Giving gold goes a long, long way. Those who give are not usually attacked. Yes, the Halfling should trade in order to increase its own hegemony. Another strategy to aid the Halfling income would be to push a High Council issue through that lowers the food productions. Since the Halfling's trade ration is based upon the total food production of Alamaze, the less food produced means more gold to the Halfling. this would also be extremely beneficial if the Halfling possesses a large quantity of villages.
Well, there you go. Here's to future Halfling players. With some thoughtful strategy, the Halflings will once again reign the land of Alamaze!
It is the twelfth day of the year 210. The long wars of Alamaze have been over for three years now but the remembrances of the long war are still present in the minds of all. The land is still recovering from the many decades of intense warfare that ravaged the fair land. All kingdoms have suffered greatly. All those except the humans--they seem to thrive on the conflict of the other kingdom races of Alamaze.
Craig Brown In the second season of the year 353 the Grand Council of Alamaze had been established; it was comprised of a representative from every kingdom in Alamaze--except the humans. It worked magnificently in deciding the various problems and difficulties that each faced.
After fifty years the council could not agree on how to deal with certain issues regarding the humans. Their population was growing at worrisome rates, and with this came the need for more land--land that already been claimed by the nations of Alamaze--land that was sacred to those nations--land they would not readily give up. But slowly, through the use of false agreements and meaningless treaties, the humans acquired more and more land at the expense of the ancient races of Alamaze.
In the fourth season of the year 360 the Grand Council met for the last time. Human politicals had been extremely clever: they had taken seven of the twelve cities; they had swayed more than half the populations to join their great nation; they had raised vast armies to guard their territory. Something had to be done!
No more treaties. The kingdoms would unite into the Second Great Alliance, the greatest ever formed. Good and evil would fight for one common cause, self-preservation. If the humans demanded any more land, they would be refused; any forceful actions on their part would be met by stiff military resistance.
In 365 the war began. The humans ignored the Council, and their vast armies march to meet the exalted armies of the Great Alliance. Their armies consist of infantry backed up by a serene cavalry and an honorable group of bowmen. But their strength were in numbers, controlling vast resources and populations. At some points they outnumbered the forces of the Alliance 60 to 1.
The armies of Alamaze were those of legend, commanded by some of the greatest heroes: magnificent warlord Blackshire, BladeHeart the Great, and the fabulous warlord Glorin. They assembled troops and began the long struggle to vindicate the oppressed people of Alamaze.
By the first season of 367 three battles have been fought, and all three have been won by the Alliance. This boosted troop morale and given new hope to the cause. But not all is well. The humans have assembled even larger armies to combat the alliance. Though the victories were sweet, losses were suffered by the Alliance, casualties that can not be easily replaced.
Four years have passed since the last great victory of the Alliance. Now any victory that is won is so at great cost. The plan for victory must change. The army would divide into three sections. The first, commanded by Warlord Blackshire, contained the military of the Paladins, Westmen, Barbarians, Halflings, Nomads, and Uriks. The constituted the bulk of the forces and was stationed in central Alamaze. BladeHeart the Great commanded the Second Corps, comprised of Rangers, Darkelves, Dragons, and Dwarves; they patrolled Eastern Alamaze and fought a semi-successful guerrilla campaign, but it was taking its toll on the troops as well. The Third Corps contained Elven, Giant, and Gnome forces under the banner of Warlord Glorin; they patrolled and raided human positions in the West.
It is the second season of year 372. Blackshire's forces are now moving north to Amberland to investigate reports of a large human force near Evanon. Four patrols have been dispatched to meet with BladeHeart and Glorin to tell them to assemble their troops and depart for Evanon.
Three days have now elapsed and the first army is now approaching the imposing city of Evanon, one of the last cities held by the Alliance. Peering over the walls, soldiers notice how massive the force it--too large for either the second or third armies; too large even for both combined. It had to be the humans.
Now was the time for battle, but should we wait for the rest of our forces or shall we engage them before they reach the city? Blackshire paused a moment, then spoke. "If we wait for our forces to arrive, we may never leave this city. We must engage them first; try to stall them until our full force arrives."
As the first light of morning began to filter thought the land, both armies sounded the drums and began to assemble. As the lines began to approach, thousands upon thousands of arrows flew through the air and mowed down the first lines of the human opposition. But still more came forward. Now the great Alliance cavalry smashed the right flank of the enemy, but the massive weight of the human infantry continued to press on. Now both armies clashed. Though the Alliance fought with tremendous valor, cutting down line after line of the advancing humans, it became futile. They were surrounded, and then the forces pressed inward. The Alliance soldiers were packed so closely they could not even use their weapons properly. They were cut to shreds.
In the distance BladeHeart could see a huge cloud of smoke hovering over Evanon. As his army charged up to investigate, he saw what could only be described as carnage. Tens of thousands lay dead, and yet the imposing human army stood there, numbering beyond measure. BladeHeart had no choice but to lay down his arms in the hope of saving the lives of countless others. 73,000 humans died that day and 17,000 soldiers of the Great Alliance never saw sunset.
Not all kingdoms would lay down their arms. The Paladins and Westmen joined together again as one, but they were no match for the humans. They were defeated, then hunted down and destroyed; the land was washed of all Paladins and Westmen. The Barbarians were seen as too primitive to be allowed to remain and were eliminated. The Halflings posed a threat to the human monopoly on trade and were disposed of. Uriks were enslaved and put to work the mines, while the Nomads were driven from their desert homes. The Elves fled into their forest homeland, where they tried to start over. The Darkelves departed for the eastern forests, living in constant fear. The Dragons became split; some wanted absolute military power while others wanted more balance. They were torn by civil war and divided amongst themselves. The Dwarves became laborers for the humans, fortifying the cities; finally they departed for their once homeland. Giants became mercenaries. Even the Rangers with their partly human bloodline were subjugated into the new order. They eventually fled to the east and lived in isolation. Other kingdoms of arcane power were outlawed, so they moved underground to protect their knowledge.
The first season of year 800. Many years have passed. Most of the kingdoms live in isolation from each other. This has disrupted the natural course of things, bringing forth creatures who should have never been. The humans have gathered most of the known artifacts. They have let some kingdoms gain strength to oppose others; they try to keep us weak. We are all strangers in our own land. Something must be done. I pray to the gods for strength, but I get no answer.
It is the first season of the year 1099. The humans have grown intolerable. Their taxes are unbearable; their demands unyielding. We must do something; this can not continue. It has been many years since the last battle was fought over the freedom of the kingdoms of Alamaze. It has been many years since our fall from glory. I think the time has come to rise up again as our forefathers did and renew our struggle. I wonder what will happen in the days to come.
I don't know about you but I don't like to play the same game twice. In order to avoid playing the same game I suggest you do several things in the very beginning. The first thing upon receiving the setup is to study the position. Especially study the position's strengths and weaknesses. Make sure to develop and use those strengths in the game. Don't try to make a military kingdom out of a political kingdom, etc. In the long run, I am sure you will find it is more fun to play to the advantages of the position. Also, the more you change your playing style and do things differently the more difficult it will be for your opponent to know what to expect from you.
Marshall Brady Next, set long and short range goals. This is both easy and difficult. It is easy because you are given your first short range goal, the ESO, and your long range goal, the victory conditions. It is difficult because there are a lot of ways to achieve each. Try to come up with three or four different ways to achieve each. Then identify the advantages and disadvantages of each. Let's use the Red Dragon in a team game as an example.
The EPIC Victory condition is to keep the other two alliances from getting 9 regions in the first 36 turns. This can be accomplished by allying with either the goods, the evils or walking the neutral line. Those are three different approaches and the approach must be agreed to by the neutral alliance in the very beginning in order to be successful. This doesn't mean the goal can't be changed when necessary because of later events.
The Red Dragon Secret Victory condition is to control two regions more than the Black Dragon, be on the high council, have two Red Dragon brigades, and ending gold of 300,000. This victory condition is only important if the alliance is in trouble or you aren't playing as a team. One of the advantages in working with the good team is that you are free to work against the Black Dragon.
The Early Strategic Objective (ESO) is to have two leaders of Marshal rank and control of a region. In order to do this the Red Dragon must fight several battles. The battles can be with neutral population centers so you don't have to go to war with anyone to get your ESO.
Now begins the fun part. You need to come up with an overall neutral alliance strategy. The Gnome will always want to get Runnimede because of his advantages there. The Sorcerer needs a city but doesn't care what else happens as long as he gets lots of money to raise his wizards. He or she usually prefers to not fight until later. On the other end of the scale, the Red Dragon wants to start fighting from the beginning. There are many possible ways to satisfy each player. Some of my favorite starts for the neutrals are:
1. Take Torvale and Runnimede. The Red Dragon informs both sides that he and the sorcerer are going to take Torvale, including both cities. This has the advantage of putting the entire neutral team in the same general area. The Sorcerer, Gnome and the Red Dragon can get their ESO's without attacking either side. Torvale and Runnimede combined represent approximately 1/5th of the production and land mass and the neutrals represent 1/5th of the positions.
2. Take Talking Mountains and Runnimede. In almost all cases this will result in a war with the good alliance. The Red Dragon should be able to militarily take the Taking Mountains with help from the Sorcerer. If the Sorcerer ends up with Zabzanka and the Red Dragon gets the region, then everyone can get their ESO's. An additional disadvantage of this strategy is how far the alliance is spread apart. The good alliance is not in a very good position to stop this plan because the evil alliance borders the Talking Mountains.
3. Take Northern Mists and Runnimede. The Red Dragon can usually come to some agreement with the Witchlord so that the Red Dragon is not at war with the Evil alliance. The Sorcerer will have to make a separate agreement to get a city for his ESO. This usually results in the three neutral kingdoms having separate locations that can't easily support each other. Usually the alliance is free to attack whoever it wants later on.
4. Take Runnimede and a lot of neutral population centers. This is the easiest to get and stay neutral. It builds up the production and keeps the neutrals out of war. The Sorcerer usually favors this. This means that the Red Dragon will be attacking someone later to get his ESO but lets him see which alliance is doing better. I recommend attacking a region of the alliance that is doing the best to try to reestablish the balance and get the ESO.
As you can see, each of the above four strategies will give the Red Dragon and Sorcerer completely different games. In order to add variety, if I had done anyone of these strategies previously I would eliminate it and add another for consideration. The Gnome is basically stuck with the same opening but after turn 4 he should be able to try many different game strategies. He could develop his wizards, locate and collect artifacts, develop his agents, or attack his neighbors with his diplomats.
Once you have decided on an overall strategy then you need to plan out how to get the ESO. The most important thing is to always work toward your ESO and victory condition on every turn. I always put getting my ESO by turn 10 as my first priority. My entire opening move and every turn there after is directed toward that objective until my ESO is assured. If you wait until the last minute to get your ESO something unexpected could make it impossible to get. And the game is designed to make any ESO well worth getting.
In future articles I will give further ideas on how to vary your game so that your opponent will be thrown off balance. Good luck and good gaming.
We all enjoy a hotly contested game of ALAMAZE; it makes our accomplishments sweeter and our placement at the completion of the game more valued. I have looked over the Second Cycle finishes and cite the following stats and issue a challenge.
There's a Lesson Here!
Our regular Oracle readers know that Phil McDowell usually participates in "invitational" games--special games wherein participants are usually those who have played in several games and have many high place finishes. According to the research done for this report:
Name # of Wins # of Games % of Wins 2/3 Place % Placing Philip McDowell 3 6 50 1 66 Danny O'Brien 3 9 33 1 44 Dave Lawson 3 9 33 1 44 John Bonadio 3 8 37 0 37 John Moe 2 6 33 3 83* Joseph McIssac 2 6 33 2 66
- Each of the players mentioned has been in one or more Second Cycle games with Phil and all have been on opposing Epic sides;
- None of the other players mentioned has finished first while in a contest with Phil;
- None of the other players has been in a game that lasted as long as Phil's Game 37;
- Several of the other players have been in more games than Phil;
- None of the other players have won a game in which the ALAMAZE designer and original programmer, Rick McDowell, was a contestant (Game 208);
- None of the other players has written more for this magazine than Phil.
We may now come to the conclusion that writing for the Oracle and reading every issue of same is of great assistance in having great staying power, in winning games, in knowing something about the players with distinguished track records, and having a wonderful time. Keep your subscription up to date and when you think you are ready, contact some of those players who will challenge your knowledge and skill.
*A special congratulations to John for his incredible success!
Joran dodged through the low-hanging branches of a huge oak and stopped to insure that he had not lost any more of his men. Of the original hundred that left the village four days ago, only fifteen remained. It seemed like an eternity since that morning. Those four exhausting days consisted of ambushes and skirmishes that slowly decimated their ranks. Their objective was simple--occupy the small division of goblins and ogres camped less than a day away while the women and children fled the village to the west. Not that the West was going to be any safer now that his people no longer stood between them and the evil races. Knowing their husbands and sons would not return made the parting sorrowful and heartwrenchingly difficult to the women and children left behind. The soldiers knew they would not return and were prepared to sell their lives dearly. The end of his people bothered Joran more than the thought of dying. No longer would the way of the warrior be taught to his children or grandchildren. No more would the golden dragon standard strike fear into the hearts of its enemies.
Tommy Kelly He took one look at his breathless men and knew stopping for a few minutes was necessary. The sun was well into its descent, and avoiding a large patrol of goblins since early morning was taking a heavy toll. The rearguard, Sergeant Tooms, kneeled next to Joran to discuss their plans.
"What now, general?" he asked.
"We don't have a whole lot of options," Joran murmured.
Joran looked up and saw his son, Jard, striding purposefully toward him, battle standard in hand. He was only seventeen but already the warrior his father was.
"This cowardly flight sits ill with me. Why don't we turn and fight?" the youngster asked through clenched teeth.
A warrior, yes. A tactician, not yet, and never would be now.
"You in a hurry to die, boy?" Tooms asked blandly.
"Son, every minute they're chasing us they cannot chase our families. You saw what they did to our fallen. Imagine what they would do to your sister if they caught her."
He blanched. "Sorry," he said, turned and left the impromptu meeting. The evil races had reached a new level in the desecration of the dead these past few days, bringing with the discovery a drop in the morale of his soldiers.
"I'm not familiar with this region," Tooms said.
"Neither am I. Very well, we keep running until we think of something." Normally Joran's men could easily elude these stupid creatures, but since the outbreak of this war the goblins seemed to possess an intelligence they had never shown before.
He suddenly heard the goblins crashing through the forest and knew they were still on his trail and closer than ever now.
"Let's go!" he shouted.
His men ran with him, but it wasn't long before the forest ended and they stood on the shore of a large and tranquil lake.
"Our options just ran out," he said.
"Here is your chance to fight," Tooms chuckled to Jard.
Jard planted the dragon standard two yards from the shore, positioned himself, and drew his sword. The other soldiers took up position also and waited for their pursuers to show.
Joran smelled the goblins before he saw them. A stench similar to that of decaying flesh rolled over them. Dozens of rank creatures waled out of the forest, surrounded the group, and waited.
"Why are they waiting?" Jard whispered to his father.
"I don't know, but we're not going anywhere so we'll find out soon enough!" A palpable sense of evil penetrated the area and a vague form of a human drifted onto the shore. It was more substantial than a mist and did not seem to fade in the sunlight, but was obviously less than solid.
"You've led us a merry chase," it said.
"What kind of evil spawn is that creature?" Tooms asked.
"I am a wraith mage, you fool." the wraith hissed in a voice that seemed to emanate straight from the grave.
Jard felt true fear for the first time since this nightmare began. Here was enough power to kill them effortlessly and giving them no opportunity to sell their lives dearly. This also explained the intelligence the evil race had displayed in their planning. Jordan saw his son's expression, understood what he was thinking, and said encouragingly, "He's already used his strength and spells to catch us. He has nothing left. The Maker will deal with his kind."
The wraith overheard and screeched in response.
"I don't need to bother with killing you; my minions will do it for me. As for your mythical MAKER, I will deal with his craven hide if he dares to cross my path!" He turned to the goblin leader and said, "Kill them!" He looked at Joran, smiled, and floated away.
The goblins could have stood back and slain the warriors with missile fire, but expecting such thought and skill from a goblin is being extremely generous at best. The soldiers fought valiantly, and many of the ugly, stinking creatures died that day, but the numbers were too great, and it began to show.
Soldiers fell and died until there were only three left--Joran, Tooms, and Jard. With a final rush they too were overpowered. Tooms and Jard died immediately, run through by the goblins' weapons, while Joran watched on his knees between two burly goblins. After forcing him to see his old friend and son die, the goblin leader grabbed Joran's head and pressed the dagger to his throat. Joran's utter exhaustion prevented him from retching as the goblin's rancid breath hit him.
As he started slicing, Joran saw goblins hacking his battle standard to pieces. This final desecration sent him into an outrage. He surged free of his captors, seizing a sword from one of the guards. While his lifeblood poured through the gash in his throat, he cleaved the goblin leader from breast to bowels and slashed his way to his battle standard. He replanted it, and with his last breath he prayed, "Don't let my people be forgotten!"
He was heard.
A being several millennia old had watched the entire skirmish and the men's valor had moved him. When he appeared, the remaining goblins fled. Joran was dead, but his request was not forgotten. He turned the wood and the background on which the golden dragon was emblazoned blood red to represent the blood spilled while defending loved ones. The Maker then endowed this staff with the power to bestow upon its possessors improved defensive skills and success in eluding pursuers. In an effort to prevent this artifact from falling into unworthy hands, he placed guardians in the lake and forest. These allowed only the valiant to acquire the battle standard. A war erupting against a dark mage sometime in the coming centuries may find valiant soldiers hard pressed without it. When that time came the STANDARD OF VALOR would blaze once again!
His work not yet finished, he strode angrily in the direction of the fleeing goblins. There was a path of a certain wraith mage he intended to cross.
The cold northern wind threatened to rip the very breath from the lone figure clinging to the uppermost battlement of the Elven capital Lorethane. Lord Glorin, Grand Marshal of the Elven armies, stared down through the drifting snow squalls at the enemy encampment spread out before the city walls. although visibility was poor, the general knew that many thousands of his people's foes lay nearby, only waiting for the dawn of the new day to hurl themselves at the defenders with all of their barbaric rage. With a weary sigh, the tired Elf left the walls, seeking out his own quarters, where his aide, Captain Essedil, and several others awaited his arrival.The cold northern wind threatened to rip the very breath from the lone figure clinging to the uppermost battlement of the Elven capital Lorethane. Lord Glorin, Grand Marshal of the Elven armies, stared down through the drifting snow squalls at the enemy encampment spread out before the city walls. although visibility was poor, the general knew that many thousands of his people's foes lay nearby, only waiting for the dawn of the new day to hurl themselves at the defenders with all of their barbaric rage. With a weary sigh, the tired Elf left the walls, seeking out his own quarters, where his aide, Captain Essedil, and several others awaited his arrival.
Don VanTassel II The unwanted conflict had been thrust upon the elves in the summer of the year, but its roots traced back to the arrival of a missive in the early spring. The barbaric tribesmen of the Northern Mists had been united under one ruler, a King Odinsson, who gathered his hordes and commenced to put all non-allied populations to the sword. The Elven king asked that the one holding in the Mists, the village of Icedale, be spared, as it had always flown the Elven banner. The barbarian king's answer in the spring caused dismay and outrage as he claimed that the Northern Mists and all its contents belonged to him and the Elves should very well keep themselves to their beloved forests. King Odinsson ended his letter with the threat of using his hordes against the Elven nation.
Long did the council meetings run, with many differing views and reasonings. Some favored attempting to reason further with this human; others cried out for war; still others argued that one insignificant village should not be the caused of a single loss of life. These various factions, and others still, very nearly became the death of the Elven people.
Time has distinctly different meanings when it comes to Elves and Humankind. Humans, being mortal, have a narrow span of years with which to achieve what they desire; therefore, man tends to act hastily, fully committing to the "now" in time. Elves, on the other hand, are essentially immortal, living as long as they wish to continue living unless violently slain. Due to this tremendous difference, the hordes of the Barbarian King Odinsson had already swept over Icedale and marched to the coast to be transported by ship across the Sea of Terror to Oakendell while the Elven councilors debated on some sort of response.
Lady Luck chose now to shine upon the Elves. Admiral Kieran captain the Elven Navy, and he was a veteran sailor and brilliant tactician. With the king and council finally settled on answering war with warfare, the fleet was able to catch the Barbarian invasion at sea, inflicting crippling damage on the larger, warrior-laden ships, sending many enemy soldiers to the icy depths, making the Sea of Terror the Sea of Death. So great in size was the Barbarian fleet that sheer numbers resulted in thousands of troops still landing on the shores of Oakendell. With the arrival of fall the second stage of the conflict began.
Marshal Glorin, in command of the First Elven, had gathered his division at the capital. The Second Elven, a division led by General Silarius, was assembling at a distant forest town. The marshal had kept the city's labor force busy, improving the already formidable defenses Lorethane boasted. The troops trained in maneuvers and honed their weapon skills while they awaited the arrival of the second army. As the advance scouts of the barbarian force arrived on the outskirts in the first weeks of winter, the Second Elven also arrived. General Silarius immediately led the charge; Marshal Florin led the defenders as they also attacked.
Elven mages cast dire magics about, striking many of the foe down, while sheets of arrows cut further at their incredible numbers. The Elite Elven cavalry smashed through the horde's lines, then wheeled about for another pass. The remaining bulk of barbarian warriors were now in close range, and it was here that tragedy befell. Led by General Raglan himself, screaming and slashing about with the magical Sword of Alvinitar, the humans halted the Elf attacks, then set about surrounding both of the smaller armies. Some of the fiercest fighting ever seen then began as man and elf slew and were slain. Rallying the remaining Elven troops, Glorin led a quick assault on a weak position, breaking out of the containment and fleeing toward the city gates, slamming them shut in the faces of the onrushing barbarians.
Elven casualties were staggering. Among the dead were General Silarius, who fell with his battle standard, using his own and his personal battalion's lives to buy the time needed by the marshal to lead the rest of the elves into the city. fully one half of the nations war mages were also slain. Combining the surviving troops into one force resulted in a less than division-strength group. The enemy had lost even more, but still retained an advantage of two-to-one. The weak winter sunlight had st on the waiting city, defenders grimly scanning the opposing formations, alert to any nighttime attacks. Shortly after midnight, as heavy snow began to fall, a final council of war convened.
As member after member of the Elven council gave report, cautious optimism began to surface. Aside from the regular Elven army troops, two full brigades of veteran troops completed their training program. These would add greatly to the Elven force. Additionally, another piece of news, greater and more bizarre, came to light. The leading war mage assured the Marshal that he and his brethren would cast certain spells, summoning two brigades of monsters to join the swelling Elven host! Orders were given and the council was adjourned. As the councilors filed out of the room, Glorin pulled Tannet Syln aside. Syln was acknowledged as the finest agent in the kingdom. The two spike for mere moments, followed by the exit of both. Glorin headed for his chambers, hoping to grab an hour or two of rest before dawn, while Tannet gathered his belongings and slipped out of the city by a secret route. The agent would not be resting yet, as he had a mission of great importance to complete.
Using his considerable skill of moving quickly and quietly, the elf spent the next two hours stalking and slaying four barbarian sentries he found on his way towards Raglan's tent. Syln approached, slit the side, and slipped inside. As the agent checked his immediate surroundings, a torch flared, revealing Raglan, standing ready with the magic sword drawn in one hand, flaming brand in the other, a cold smile on his lips. As the Elven agent readied himself, he voiced a silent prayer to the Goddess, asking only to succeed.
Shortly before dawn, Marshal Glorin stood once more on the walls of Lorethane, this time standing straight as he faced the well-lit courtyard before him. Standing in ranks, the First Elven stood grimly, awaiting the much loved sun's arrival. Standing somewhat apart from the bulk of the troops were the remaining mages, readying their assorted cantanations. Also adding to their numbers were several units of city militia. Glorin looked down on this gathering, silently hoping that this was not the end., As he prepared to address the assembled troops, a loud, piercing cry rent the air. spinning to face the enemy encampment, Glorin saw and recognized the lone figure who stood outside the largest enemy tent.
Tannet Syln stood swaying slightly in the midst of an ever-increasing crowd of startled barbarians. The gut-wrenching pain had been replaced by chilling cold, which grew by the second, starting in his fingers and toes, then creeping inward. The barbarian leader had been a magnificent warrior, scoring several hits on the agent before Syln finally struck a killing blow. Even so, the Elf knew that even if the wounds weren't as bad as he thought, the savage horde about him would soon finish it. Thinking that he really wasn't ready to die yet, Syln drew himself up, thrusting out his left hand, the one that held the head of General Raglan, and screamed, "For Lorethane and the Goddess! To Victory!!"
Glorin watched in horror as the proud figure was rushed and brutally chopped down by the milling crowd of savages. Recovering his wits, the Elven marshal ordered the gates opened, drew his sword, and personally led the Elven force forward.
Sometime later, a weary, blood-slicked Glorin watched as small groups of Elven healers combed the field of battle, administering aid to the wounded, speeding the doomed on their way. The victory, costly as it was, was assured when the Elven archery cut a swathe through the enemy ranks, followed closely by the Elven cavalry and fierce groups of summoned monsters. Without their slain leader and his magic sword, the barbarian troops had still fought on, only surrendering when it became apparent that they would all die otherwise. An aide had uncovered the sword. Tannet Syln had hidden it beneath Raglan's sleep furs. The agent's body had been recovered and would be cleansed before the solemn burial ceremony. Glorin himself had commissioned a bard to detail the life and death of Tannet Syln, Lorethane's savior.
As the weak winter sun shone on the walls of Lorethane, the Elven people began the long road to recovery. Spring would bring warmth and new life to the Elves, along with news of King Odinsson's apparent suicide. The Winter War had ended. Much work needed to be done, though, as other dangers abounded in the world of Alamaze.
The unwanted conflict had been thrust upon the elves in the summer of the year, but its roots traced back to the arrival of a missive in the early spring. The barbaric tribesmen of the Northern Mists had been united under one ruler, a King Odinsson, who gathered his hordes and commenced to put all non-allied populations to the sword. The Elven king asked that the one holding in the Mists, the village of Icedale, be spared, as it had always flown the Elven banner. The barbarian king's answer in the spring caused dismay and outrage as he claimed that the Northern Mists and all its contents belonged to him and the Elves should very well keep themselves to their beloved forests. King Odinsson ended his letter with the threat of using his hordes against the Elven nation.
Long did the council meetings run, with many differing views and reasonings. Some favored attempting to reason further with this human; others cried out for war; still others argued that one insignificant village should not be the caused of a single loss of life. These various factions, and others still, very nearly became the death of the Elven people.
Time has distinctly different meanings when it comes to Elves and Humankind. Humans, being mortal, have a narrow span of years with which to achieve what they desire; therefore, man tends to act hastily, fully committing to the "now" in time. Elves, on the other hand, are essentially immortal, living as long as they wish to continue living unless violently slain. Due to this tremendous difference, the hordes of the Barbarian King Odinsson had already swept over Icedale and marched to the coast to be transported by ship across the Sea of Terror to Oakendell while the Elven councilors debated on some sort of response.
Lady Luck chose now to shine upon the Elves. Admiral Kieran captain the Elven Navy, and he was a veteran sailor and brilliant tactician. With the king and council finally settled on answering war with warfare, the fleet was able to catch the Barbarian invasion at sea, inflicting crippling damage on the larger, warrior-laden ships, sending many enemy soldiers to the icy depths, making the Sea of Terror the Sea of Death. So great in size was the Barbarian fleet that sheer numbers resulted in thousands of troops still landing on the shores of Oakendell. With the arrival of fall the second stage of the conflict began.
Marshal Glorin, in command of the First Elven, had gathered his division at the capital. The Second Elven, a division led by General Silarius, was assembling at a distant forest town. The marshal had kept the city's labor force busy, improving the already formidable defenses Lorethane boasted. The troops trained in maneuvers and honed their weapon skills while they awaited the arrival of the second army. As the advance scouts of the barbarian force arrived on the outskirts in the first weeks of winter, the Second Elven also arrived. General Silarius immediately led the charge; Marshal Florin led the defenders as they also attacked.
Elven mages cast dire magics about, striking many of the foe down, while sheets of arrows cut further at their incredible numbers. The Elite Elven cavalry smashed through the horde's lines, then wheeled about for another pass. The remaining bulk of barbarian warriors were now in close range, and it was here that tragedy befell. Led by General Raglan himself, screaming and slashing about with the magical Sword of Alvinitar, the humans halted the Elf attacks, then set about surrounding both of the smaller armies. Some of the fiercest fighting ever seen then began as man and elf slew and were slain. Rallying the remaining Elven troops, Glorin led a quick assault on a weak position, breaking out of the containment and fleeing toward the city gates, slamming them shut in the faces of the onrushing barbarians.
Elven casualties were staggering. Among the dead were General Silarius, who fell with his battle standard, using his own and his personal battalion's lives to buy the time needed by the marshal to lead the rest of the elves into the city. fully one half of the nations war mages were also slain. Combining the surviving troops into one force resulted in a less than division-strength group. The enemy had lost even more, but still retained an advantage of two-to-one. The weak winter sunlight had st on the waiting city, defenders grimly scanning the opposing formations, alert to any nighttime attacks. Shortly after midnight, as heavy snow began to fall, a final council of war convened.
As member after member of the Elven council gave report, cautious optimism began to surface. Aside from the regular Elven army troops, two full brigades of veteran troops completed their training program. These would add greatly to the Elven force. Additionally, another piece of news, greater and more bizarre, came to light. The leading war mage assured the Marshal that he and his brethren would cast certain spells, summoning two brigades of monsters to join the swelling Elven host! Orders were given and the council was adjourned. As the councilors filed out of the room, Glorin pulled Tannet Syln aside. Syln was acknowledged as the finest agent in the kingdom. The two spike for mere moments, followed by the exit of both. Glorin headed for his chambers, hoping to grab an hour or two of rest before dawn, while Tannet gathered his belongings and slipped out of the city by a secret route. The agent would not be resting yet, as he had a mission of great importance to complete.
Using his considerable skill of moving quickly and quietly, the elf spent the next two hours stalking and slaying four barbarian sentries he found on his way towards Raglan's tent. Syln approached, slit the side, and slipped inside. As the agent checked his immediate surroundings, a torch flared, revealing Raglan, standing ready with the magic sword drawn in one hand, flaming brand in the other, a cold smile on his lips. As the Elven agent readied himself, he voiced a silent prayer to the Goddess, asking only to succeed.
Shortly before dawn, Marshal Glorin stood once more on the walls of Lorethane, this time standing straight as he faced the well-lit courtyard before him. Standing in ranks, the First Elven stood grimly, awaiting the much loved sun's arrival. Standing somewhat apart from the bulk of the troops were the remaining mages, readying their assorted cantanations. Also adding to their numbers were several units of city militia. Glorin looked down on this gathering, silently hoping that this was not the end., As he prepared to address the assembled troops, a loud, piercing cry rent the air. spinning to face the enemy encampment, Glorin saw and recognized the lone figure who stood outside the largest enemy tent.
Tannet Syln stood swaying slightly in the midst of an ever-increasing crowd of startled barbarians. The gut-wrenching pain had been replaced by chilling cold, which grew by the second, starting in his fingers and toes, then creeping inward. The barbarian leader had been a magnificent warrior, scoring several hits on the agent before Syln finally struck a killing blow. Even so, the Elf knew that even if the wounds weren't as bad as he thought, the savage horde about him would soon finish it. Thinking that he really wasn't ready to die yet, Syln drew himself up, thrusting out his left hand, the one that held the head of General Raglan, and screamed, "For Lorethane and the Goddess! To Victory!!"
Glorin watched in horror as the proud figure was rushed and brutally chopped down by the milling crowd of savages. Recovering his wits, the Elven marshal ordered the gates opened, drew his sword, and personally led the Elven force forward.
Sometime later, a weary, blood-slicked Glorin watched as small groups of Elven healers combed the field of battle, administering aid to the wounded, speeding the doomed on their way. The victory, costly as it was, was assured when the Elven archery cut a swathe through the enemy ranks, followed closely by the Elven cavalry and fierce groups of summoned monsters. Without their slain leader and his magic sword, the barbarian troops had still fought on, only surrendering when it became apparent that they would all die otherwise. An aide had uncovered the sword. Tannet Syln had hidden it beneath Raglan's sleep furs. The agent's body had been recovered and would be cleansed before the solemn burial ceremony. Glorin himself had commissioned a bard to detail the life and death of Tannet Syln, Lorethane's savior.
As the weak winter sun shone on the walls of Lorethane, the Elven people began the long road to recovery. Spring would bring warmth and new life to the Elves, along with news of King Odinsson's apparent suicide. The Winter War had ended. Much work needed to be done, though, as other dangers abounded in the world of Alamaze.
The fantastic palace had become run down. At one time the most important 610,000 square feet in all of Alamaze, the High Council chambers now oversaw only the struggle of rats versus mildew. What had once been the scene of thoughtful debate, moving oration, brilliant compromise and tempestuous confrontation had grown silent and still. The grand tradition of face to face discussion had been replaced by the lowliest of messengers with but one question to ask, one message to convey; "Who shall be next to use the Council to expand their influence?"
Influence Peddlers If this is what the Council means to you, then a significant strategic tool is being left out of your Alamaze game. The typical High Council scenario is to bid 30,000ish for the seat and fight to raise your influence so that payback is achieved through gaining two points of influence for roughly the expenditure the direct orders would have cost. While Victory Conditions and Early Strategic Objectives can dramatically impact your desire for, and the value to you of a High Council seat, there are a number of other opportunities available to the creative and determined. The High Council can be an effective tool of your overall strategy in the long term and in the short as well.
There are farther reaching directions players can go when thinking about their turn one orders. An example: The Red Dragon has decided that he wishes to return home to the Talking Mountains, and through discussion with the other players realizes that those stubborn Dwarves aren't quite packed. As a part of the early negotiations it is decided that no other kingdom will bid more than 20,000 or 25,000 for the first seat, allowing the Gnome to take the chair for a "reasonable" cost. On the first turn the Gnome raises the issue that perhaps the residents of the Talking Mountains haven't realized how disrespectful and difficult the Dwarves are, what with their constant singing and mining, "Hi-Ho, Hi-Ho" and all that. The High Council should see to it that the residents learn of the depravity of the stubby-legged ones in their midst. With a little coordination to help ensure that an Evil team member gains the second seat, this could be repeated on turn two. Meanwhile the Red has entered the region and has made it difficult for the Dwarf to activate politically and dangerous for him to raise a large military. The same tactic can be applied to a concentrated Evil attack upon the Ranger, or a concentrated Good attack on the Darkelf or Witchlord. Another example: The Underworld realizes that the Giant, Red Dragon, Dwarf, and Elf have higher maintenance costs for the troops they are likely to raise, while the Underworld, Witchlord, and Demon Prince are unlikely to raise troops, and the Troll has the lowest of maintenance costs. What becomes of the Giant, Red Dragon and other military kingdoms when the food supply becomes constrained? If three or four orders were issued to decrease food production, what will the Giant do when he finds himself with a dozen brigades to feed and Winter knocking at the door? Especially with the desertion from starvation rule change, this can be devastating. After all, how many players do NOT sell food on turn one? The flip side of this is that villages now produce more gold, and become preferred targets, being easier to take and still the best producers of a rarer food source, with decent gold production. How much more important are Governors with villages in play that produce 6000 gold per turn?
These strategies can be adopted at any point in the game, but are easier to envision by starting them off early. They also act as a rallying point for sticking with a multi-player strategy for attacking a single opposing position, the best way to impact upon your enemies.
In addition to these strategic benefits, there are tactical considerations:
You get that report of an emissary relocating in the region you have claimed as your own. In addition to an Enemy declaration and/or denigration, a High Council reprimand will make it that much harder for political actions to overtake what is rightfully yours.
You decide that Region 8 can be taken in two turns! Add to your reaction level so there is no drop from that Enemy declaration, ordetract from the current inhabitant so it will be more difficult for him to take back. What if he was only Tolerant when he gained control of the region? The loss of the region with a High Council denigration would place him at Suspicious, giving you what could be a very important turn to impart further damage, or denigrate again, while he has little, if any, political response.
You locate an enemy's capital. Move a group to take it, curse the king, and condemn him from the Council; that's THREE points of influence and possibly more if you capture the King.
The High Council is best used when its actions are coordinated among a well planned overall strategy involving multi-pronged attacks. It is also capable of providing deterrents to future actions. If you don't like the way early negotiations are going, denigrate the potential adversary in the region you have decided to take over, making it that much more difficult for him to consider moving in. Even better results can be achieved from a strategy involving multiple turns, even if it is only to do the same thing over and over. Consider employing the options available to you vis a vis the High Council. It will allow a wider range of opportunities and may even create new strategies. And get the Murphy's Oil.
The "Sands of Time" continue to tumble through the ever present and often elusive Keeper of the Ages. Yes, even those of us concerned with the fantasy world are impacted upon by the constant passage of time and the events it brings to us. Most of us observe that these events are usually affected by other persons and happenings that are typically not under our direct control.
Company News In the gaming environment of ALAMAZE this adds to the excitement and anticipation of each new result. Have our carefully executed plans caught our adversary off guard? Have we gained new population centers to fund our campaign? Has our military might successfully crushed our foe? Did our agents complete their assignments and return with treasure, prisoners, important information, or tales of assassination? What has happen to our important, yet often fragile wizards? Have our gallant leaders survived and even advanced in rank? Did the High Priestess live after obtaining the results of her divination? Did our allies comply with our agreements? Has our enemy been able to gain active support in an attempt to foil our efforts or press forward with an initiative into our home land? What is the location and status of those ancient vessels of power called artifacts? There are a host of activities and events on each new result that can: affirm our wisdom and bring us closer to elation and victory or confirm our deepest dread and suspicions while moving us ever closer to despair and defeat. When will that result arrive?
Meanwhile back at Pegasus Productions the passage of time has allowed us to: continue to make adjustment within the existing program, update the rule books, add new players, continue to improve our customer relations, and begin a new Second Cycle game utilizing the new program to test and verify its accuracy.
Speaking of the new program let me advise you of the following. We most assuredly continue to have misfortune in completing the rewrite; our programmer has several strange and unusual aliments that have caused months of inactivity. We are hopeful that a scheduled appointment with a University Medical Center will find the cause and cure for his set of problems and placed him firmly on the road to recovery. If he had been able to continue at his normal pace the program would now be complete. We all wish you a speedy recovery, Dan.
While there remain various aspects of the Second Cycle programming to be completed before it is ready for commercial release both groups of players who have participated in the two "Games/Playtests" have been very favorable in their comments pertaining to the multitude of changes. The following are some additional insights to a few of the changes already in place that were not mentioned in Oracle XV (pages 2-7 and pages 29-32).
The PC's have gone through several changes. Not only will the new system allow for greater flexibility in their locations but will address their various values by a series of criteria. The terrain where the PC is located will effect the defense, census, and production values and the production values will be modified by regional considerations. Many of the players in the second game/playtest have been surprised by the increased defensive values of PC's and particularly those that are capitals. All PC's have always had a + or - random modifier affect how they have fought; capitals now consistently receive the maximum positive modifier to reflect the importance of protecting the king. The human controlled cities, which frequently have started with an artifact in their possession, have astonished players by the absence of said artifacts.
In addition to those changes detailed in Oracle XV pertaining to artifacts there have been additional modifications. There are new artifacts. The monsters guarding the artifacts are changed from game to game as are the terrain and dwelling descriptors. There are artifacts that are particularly effective against certain kingdoms, emissaries, or figures.
Seapower has had two significant changes. Any movement that includes an area that is considered water must have an adequate number of ships. In the existing program if you are moving from an island area containing a PC and all movement areas are considered land areas no seapower is required and you can use an Order# 720; this is not possible in the new program. Troops at sea require adequate ships at all times. As troops are not considered inside a PC, if they are in an area considered sea without the correct number of ships troops will be lost.
What is the impact of the changes mentioned above? With the increased defenses of PC's, especially capitals, additional thought will be given as to how and when they are taken. In many cases the double protection of capitals (increased defenses and maximum positive modifier) will allow kingdoms extra turns to contemplate their intentions pertaining to the defense of their king/queen. Should an adversary decide that it is better to siege a capital instead of an outright attack, then the forces of the besieged kingdom, and/or those of his allies, can arrive to give support. (This is what happened to me in the current game/playtest and caused me massive troop loss and the breaking of the siege.)
With the various changes in artifacts outlined above there are many ramifications. There are more potential locations for artifacts, there are new artifacts with new powers, and the fact that the terrain, dwelling, and monsters guarding the artifacts change in each game makes it impossible to know which artifact is where without a High Priestess report. If you fight the monster but fail to defeat it, the name of artifact is not revealed. This adds excitement and chance as well as placing a higher premium on the High Priestess' divination. Combined with the changes reported in Oracle XV there have been significant modifications in obtaining the highly prized and valuable magical items called artifacts.
The two changes mentioned in Seapower certainly places a greater importance on that element of the game. By requiring seapower to move from an island and to support troops stationed at an island PC it opens new possibilities. Kingdoms will have to reexamine if and when to sell and purchase ships. Will ships become a higher priority target for agents? Will kings/queens feel the increased need to have agents guard their seapower? Will more of a kingdom's economical resources go toward the purchase and upgrading of seapower?
With the insights gleamed from this and the preceding Oracle you can readily see that there have been significant changes in the ALAMAZE gaming system with the new, and still developing, program. All that has been mentioned will enhance our multiple awarding winning fantasy adventure; and there is still more that we will advise you about in the next Oracle .
Game 238, Elf
Philip McDowellThis game/playtest continues to be run with the new program. I will give some details as to what has transpired since my last report which ended with results# 6. Due to the unusual length of this report many of our six Epic side kingdoms will be given nominal attention; please be assure that each member contributed substantially to our combined efforts and often sacrificially. As each of us were prepare to take actions for the benefit of the group we accomplished much more than could have been done individually. Perhaps others will report more directly upon their events.
It is important for all to remember the difficulties that have been caused by the Red Dragon's leadership of the Secret Society. As the premier military power of Alamaze when the game began he hammered out an agreement with our Epic side that caused early changes in our setup plans. The Red then changed all those plans about three days before the first turn was due that caused massive changes for many of our kingdoms, particularly the Dwarven, Giant, and Ancient Ones. While I was not inclined to sanction these abrupt alterations at such a late date my Elven position was not impacted upon and those kingdoms who were now forced to make significant changes felt that it was better to accommodate the Red and his teammates rather than be forced early on to fight them and become embroiled in a nine verses six contest from turn# 1. Guided by the persuasiveness of our valued and experienced Dwarven ally, who would be required to make the most significant modifications and be exposed to the greatest danger if an agreement was not reached, we formalized a pact. On turn# 2 the Red once again has awaken from a deep sleep and dreamed of yet another change; he now desires Zabzanka. He announces his new desire with a proclamation from the 1RD, who arrives in force at Zabzanka fresh from his successful conquering of Zarathon which we had agreed he could have. This is more than annoying, a pattern has definitively occurred. Once again his desires are conceded to. We have now arrived at a consensus, there will be no more concessions made to the Red or the Secret Society, tis far better to met your adversaries in the field of honor than allow them to grow increasingly powerful and arrogant by mere threat or clever conversation. This background is important to recall as events will soon demonstrate.
Results# 7: A patrol of the 3rd Elven encountered a previous unknown guardian of the "Gem of Planes" and after a intense conflict was victorious. The Gem will be of tremendous benefit to our Epic side. Two Elven adepts successfully completed "The Rite of the Magi". The Giant executed six Troll prisoners, took two PC's with his military, and moved the 1GI Army Group (11 brigades) to support the 1EL division at the Elven capital where they plan to crush the 1TR who has fallen into our trap.
Results# 8: Our trap has failed! The 1TR army was able to used a very successful organized withdrawal from the superior 1GI army group with just a few losses and hit the 1EL with a determine attack that took out 4 brigades with only a single brigade of Trolls lost from our combined force. Who said that Trolls could not retreat? This effort has taught us to look more carefully at leadership, morale, and terrain modifiers if we expect an opponent to be unable to withdraw without major losses. The battle at the Elven city of Lorethane went more like we anticipated: the 4EL army used a probing attack against the 2TR army group and with superior magic, archers, and cavalry killed 6 Troll troops for every 1 Elven, the 2TR then attacked the city with his tired force and lost an additional 9,600 troops in his successful conquest. Our spy report shows that the 3WI has the "Ring of Spells" and "Giant Slayer" with Powers 4, 2, 1 and 3 brigades at "CG". The 3GI small army destroyed 4 brigades of Black Dragons deep inside of The Southern Sands guarding the Black's capital of Swagmore and then, at great loss, captured the town and four emissaries, including the king and a High Priestess. A patrol of the 2GI was triumphant in their unusual encounter and gained "The Golden Spear of Lerix". The Ancient Ones have received regional intelligence that the 3RD army and a masked 4DA group are within the boundaries of Amberland. Why is the Red in such force in Amberland?
New rules and additional changes to existing rules have been forwarded to all players this turn. They will affect the purchasing of prisoners, reorganization, events pertaining to ambushing or invisible groups, dispel magic, and the stealing of artifacts. While full details of these changes will be forthcoming at a later date, our Oracle readers of these past two issues can get a good feel for the extent of change and modifications that have already been put into place in the new program. We are indeed anxious to be able to get our programmer healthy and able to complete the coding so that it is available for all games and U>all players.
Results# 9: The 4EL army again attacked the 2TR light division (he lost 8 Troll brigades in the previous battles) and eliminate the 2TR as an effective force while suffering only 12% of the Troll's losses and recaptured Lorethane with a parlay. The soil around Lorethane absorbed the blood from 10 destroyed Troll brigades during these past two turns and great was the stench from the burning of the foul Troll bodies. The Elf has advanced a wizard to Power 4. The Giant has moved 5 politicals into enemy PC's, has captured two more Black Dragon emissaries with the 3GI taking of another Black PC, has move the 1GI to the Witchlord town of Greenleaf inside of Oakendell (where he has encountered the 3WI division in possession of "Giant Slayer" and the 1WI patrol with Power 5 Ry Vor and a Power 2), and has the 3RD army at his capital where he has only a light division comprised entirely of Ogres.
All doubt has been removed. All our suspicions confirmed! The Red Dragon, that treacherous, double dealing, lizard - may his wings fall off, may he swallow his own flames, and may he forever grovel upon his fat belly- has back-stabbed and unremittingly broken his agreements with us. Not only that, he has done it well! The 1RD army is at the Citadel of the Ages, the Ancient Ones' capital. The 3RD army is at Fort Goliath, the Giant's capital where only a light division of Ogres is located and the 4RD division is at the important Giant town, the Bastion of Warriors.
Results# 10: The battles for control of the beautiful city of Lorethane continues with an Elven army's probing attack against the standard battle plan of another Troll army. This time the two infantries engage and both sides lost about 2 brigades with the Trolls losing yet another leader. The fair city, of course, rejected the overtures of a Troll parlay. The patrol from the 2EL has discovered a teleportation portal. The Elf has trained and recruited from Lorethane and combined there bringing additional troops and a Power 4 wizard into the 1EL but the Troll has withdrawn. Keenly aware of the importance of magic, the Elf now advances a wizard to Power 3. Our spy report on the 3TR reveals that it is now in possession of the "Ring of Spells" and "Giant Slayer". The Ancient Ones Consul Laotsu was able to escape the awesome 1RD's attack on his capital and relocated to the new capital at Evanon, but the 1RD has arrived there also. The Giant king escaped from the Red's taking of his capital and was able to save 1/2 of his light division from the 3RD's attack. The 4RD easily took the Giant town Bastion of Warriors in Torvale with few losses. The 3GI full division captured another Black Dragon town, Darkwind, in the Southern Sands. The Giant now has 22 brigades in the field, with the 1GI having 13 brigades at a village in Oakendell where he faces the 3TR consisting of 12 Troll and 5 monster brigades led by the dreaded Warlord Ohtar and Power-4,2,1 wizards possessing the feared "Giant Slayer" and the "Ring of Spells". The potential losses for the 1GI could be devastating for our entire Epic side.
Results# 11: Disaster has been avoided! At great personal sacrifice the Ancient Ones gallant wizard Dia'Desro cast Ancient Intervention and stopped all battle between the 1GI and 3TR. The 3GI full division suffered an expected defeat against the 1BL army at Vanasheen, losing more than twice as many troops as he took from the Black and the 1GI easily took back the village of Lanvere from the Troll deep inside Oakendell. The Elven has no conflicts this turn and uses the time to acquire the Golden Spear from his ally the Dwarf, recruit and train 1EL troops, raise two wizards to Power 2, and use the Gem of Planes to teleport to the Ancient Ones city of Zarathon to meet the 4DA masked group.
The Red continues his onslaught against the Realms of Light. The 3RD army destroyed the 4WA two brigades and with it the Warlock's Power 4 and Power 3 wizards who had, in the excitement of battle, failed to properly complete their Guarded Attack spells. This is a very major blow! The 3RD then overwhelms Meridon while the 1RD takes Evanon and the 4RD takes yet another Warlock PC in Torvale. The 3RD army group, 11 brigades with two Warlords and a Marshal I then moves to the Warlock capital of Avalon and the 4RD 9 brigade army led by Warlord Gor arrives at the Dwarven city of Viperhead.
Results# 12: The 1EL with 10 brigades, Power 4,3,3 wizards, the "Golden Spear of Lerix" has engaged the 4DA with 9 brigades. The heinous Darkelven force leaves as quickly as possible with 2 fewer brigades and the Ancient Ones still in possession of Zarathon. The 1EL then teleports into his natural enemy's town deep within The Eastern Steppes where in combination with the Giant we will remove his tyrannical control and reduce his gold production to a few paltry coins. Another Elven wizard has been raised to Power 3. The Witchlord has released a skeleton on the Elven kingdom causing a loss of influence. The 2AN patrol has gained the "Axe of Farin" and lost General Julius. The Ancient Ones' Consul Mac Beth narrowly escaped capture when the town of Darkwind was taken by the Black Dragon.
The 3RD takes the Warlock capital of Avalon and the Dwarven city of Viperhead. Not yet content, he presses onward and moves the 3RD to the new Warlock capital and sends the 4RD army to the Ancient Ones city of Zarathon. Only with the righteousness of our cause, the strength of our resolve, the full cooperation of all members of the Realms of Light, and a little more time will we be able to address the might of this rampaging serpent.
Results# 13: The 1EL easily takes the Darkelven's town, moves to another Darkelven PC, transfers the Gem of Planes into the 2EL which then teleports into Runnimede to a Underworld PC, and spies at the Red Dragon city of Meridon. The Warlock king Merlin was captured at the fall of Holodown along with a Countess and Zarathon now also belongs to the Red. The Red Dragon King Thor was slept by us to prohibit the relocation of his capital to Avalon (Order# 355, Relocate the Capital, has been altered to require the King's initials in Column A). Two Dwarven towns within The Talking Mountains are targeted by the Red military.
Results# 14: This is a very active result: there are four attacks on my Oakendell positions causing me to lose control, I took the Darkelven PC and in combination with the gallant Giant's efforts have caused the Darkelven to lose control of The Eastern Steppes, I have gained the "Axe of Farin" and the "Standard of Valor" into the 1EL via purchase from my allies, and with a move that may well decide the outcome of this contest have teleported the 1EL back to Lorethane with the "Gem of Plains" to met the 1TR and 1WI. Our combined efforts have finally resulted in the Darkelven losing control of the Eastern Steppes, it is hoped that within two turns the Giant can take control here. The Giant continues to take Underworld PC's in Runnimede. The Red Dragon has moved his capital to Avalon where, even after his earlier attack upon its walls, the defenses are almost 32,000 as the Warlock had spent much time, gold, and spells in his attempts to have an impregnable fortress. While the almost 40,000 defensive value of Avalon were unable to stop the Dragon horde from taking this fair city the present defenses will be formidable for us.
Results# 15: Late into the night have plans been made for the upcoming battles. If things go well my two consistent adversaries will become useless pawns in any future dealings; if events go poorly I will become a minor player in the events that decide the fate of Alamaze. The 1EL with 11 brigades, exceptional heroes, very high morale, wizards of Power 4,3,3, and three artifacts to impact upon the battle first meet the 1TR army with low morale. Using a Shield from my Power 4 and a Firestrike from a Power 3 and with the natural presence of all three of my wizards the magic susceptible Troll troops suffer major damage while "The powerful Elven Mages added tremendously to the defense of their group". The battle artifacts "clearly aided", "challenged his company to great heights", and "thereby increasing the determination and endurance of his group" were to play a major role. The outcome: the total annihilation of the 1TR.
In the second battle for the 1EL we met the 1WI containing only two brigades but having Ry Vor (a Power 6 with the "Ring of Spells") and two Power 2's. I have saved a Power 3 spell just for this occasion and cast Chaos. Instead of protecting the Witchlord wizards by going invisible, self-teleporting, guarded attack, or other means he has chosen to cast offensive spells. As there was no way to know how large my group was (it is masked in the forest), nor to anticipate the number of artifacts, know for sure what wizard Power was contained within the 1EL, and therefore, perhaps, the Witchlord became overly optimistic about the damage the 1TR would inflict. Whatever went into the Witchlord's decision-making process, the result was disaster! He was destroyed and the 1EL gained the "Ring of Spells".
The 1EL utilizes the "Gem of Planes" to arrive at the Sorcerer controlled city of Zabzanka. My various political actions and the 4EL have taken possession of several PC's in Oakendell and I have rightfully regained control of the region. The Giant has conquered the Darkelven city of Gurisek and will get control of the region next turn.
Results# 16: Additional Oakendell PC's have been retaken and with the constant movement of my groups I transfer 50,000 gold and 50,000 food to the Giant. The sharing of all resources from the very beginning of this contest as been a major contributing factor to our success. There is no way that I could have raised my wizards, increased my number of brigades, activated all my emissaries, and obtained all the artifacts that I have used without the full cooperation of my allies. The Sorcerer cast a Dome of Invulnerability that has stymied my efforts to free Zabzanka.
I have ordered the 1EL to continue their offense against the Secret Society for their various dastardly deeds by teleporting to the once fair city of Avalon. Not only did the Red Dragon devastate Avalon, when he forced the relocation of the Warlock's capital from there while capturing his king, but this priceless island city was never designed to house foul dragons. The months of Red Dragon occupation and the influx of Dragon emissaries with their large entourage, as he has dared to make Avalon his capital, has left an accumulation of dragon waste that not even the strong winds off the Sea of Foreboding can relieve. Even my 1EL, with the many campaigns against repulsive Trolls, monsters, Witchlord troops, and the diabolical Darkelven forces, can barely withstand the stench. My able politicals are in place at three additional Red Dragon towns in Torvale; I look forward to hearing Thor (the lizard king) wail from within my dungeon next turn as not only might he be a prisoner but his precious gold supply will be greatly diminished. There is great celebration throughout the holdings of the Realms of Light as the Elven agent Silmaril has returned from his mission with the artifact "Giant Slayer" which he took from the 3TR and the 2AN patrol has completed their unusual encounter and gained "Troll Slayer".
The Giant captured the Dark Elven town of Drowheaven and with that action has gained control of the Eastern Steppes and two additional PC's that were made to go neutral.
Results# 17: Avalon has been freed! While too many Elven solders will never again walk through the beloved forest nor teach their children of our lore and ways, they have struck a mighty blow that will forever be remember. We did captured Thor and it remains to be seen how the Red Dragon hordes react to the loss of their obese king, the release of six of the Realms of Light emissaries, a loss of five other PC's (including The city of Zarathon) and an influence drop of eight points (50%). The 2EL has been active inside Arcania for several months and we have executed two of the demon spawn. The powerful artifacts "Giant Slayer" and "Troll Slayer" have been added to the magic intensive 1EL which now has five battle artifacts, the "Gem", the "Ring of Spells", 11 brigades, 52 points of leadership, 150% morale, and wizards of Power 5, 3, and 3. Which of our satanic foes will dare to face the 1EL juggernaut, the proud Standard Bearer for all that is good? It appears that the 2TR army group has prepared for group suicide.
The Giant has destroyed the 3SO light division and with it a Power 4 and 2. The 4GI took a Sorcerer village in the Talking Mountains; the 3GI captured a Darkelven town in Amberland; and he has used a High Priestess to divine all Demon Princes PC's in Arcania.
Results# 18: The 1El has destroyed 10 brigades of the 2TR as well as a Troll Warlord and Captain who once again had marched to Lorethane. The massive hoards of Trolls and their summoned monsters have irrigated our forests and washed our streets in their tainted blood. The Elven nation alone has tallied over 73,000 Troll dead within our borders by Elven efforts alone. Many actions, with all our available resources, have been brought to bear on the nine members of our opposition by the entire Realms of Light alliance. Seldom, if ever, has ALAMAZE seen all fifteen kingdoms active after this many turns.
The Mighty Red Dragon: who in four turns had taken six cities and five capitals from the Realms of Light, whose fierce flying fiends seldom choose to engage in group to group combat, who was responsible for yet untold deaths of the women, the children, the aged, the shopkeepers, and the farmers of villages, towns, and cities throughout the kingdoms of "Good", who was drawn in the very beginning to the dark and satanical promises of evil, whose coarse laughter was heard as he personally ordered and took part in the execution of a noble king and other royal persons from the Realms of Light, this slithering serpent now beats his wings in protest. He pleads for mercy and compassion from every Elven citizen that passes his public incarceration in the marketplace of our capital. His cousin and mistress, the Countess Glaranta, now Regent of the remains of a crumbling empire echoes these pleas from the Royal bed-chambers. Whatever heinous hold he has over the remaining members of the Secret and Sinister Societies has been brought to bear, they have sued for peace! Only now, after eighteen months of conflict, death, and devastation have they seen the truth and justice of the Realms of Light. We will begin at once the difficult task of their rehabilitation.
Our sincere appreciation to the players of this interesting contest and playtest. It is always and all ways a challenge to compete with accomplished gamesmen. A special thanks goes to Marshal Brady (the Red Dragon), John Moe (the Dwarven), and David Pitzel (the Demon Princes) who not only inspired their teammates but provided us with comments and suggestions pertaining to the new program.
Game 242, Sorcerer
Ryan HobbsTurn 15
This is a Second Cycle team game full of twists and turns. In the initial stages ofthe game I was involved in the first military battle; it was not one I wanted to fight. For the opening move I was based in Synisvania, so I sent my duke and count to Almaren and took it. Then the Ranger showed up in force and I did the same to break the siege he had started. However, I was unsuccessful and he took it. Then a town and a village fell and I had another military encounter with the wizard killer; I lost two mages.
All the while the Warlock went uncontested in Torvale. The Reds went after the Witchlord and the Gnome and Underworld went at each other. The remaining Good team forced the Cult of Chaos from the game on Turn 4. The Witchlord teleported his entire military to Runnimede as the Red arrived at the undefended capital. As the Witchlord seized Cradia, the Red gained his old capital capturing only an envoy though his whole political corps was there. The Witchlord's luck was amazing. Combined, the Witchlord, Underworld, and Warlock forced the Gnome from the game on Turn 7.
A standby player came in as the Darkelf, and since we were missing a teammate and he had none, we quickly joined forces. The Darkelf and the Reds then teamed up on the Dwarf; by Turn 10 his situation was so bleak, he dropped. However, this position was picked up by a standby and with the Warlock's protection the player even gained his ESO on Turn 15.
The Warlock has dealt the Witchlord and the Darkelf a low blow by casting "Scandal" removing them from the council. But the Evil team still rules the council, as they have from the beginning. Now all the neutrals and remaining evils formed an alliance and we call ourselves the Dark Empire, born to fight the 6 good kingdoms.
My capital is now under siege by the Ranger and the Warlock caught another of my wizards. With no income, I made deals with the Darkelf--I would retrieve artifacts for gold to raise my wizards. Now I am able to go on the offense again.
The Blacks and the Giant have been going toe to toe and the Elf launched a political assualt on the Mists. So far no one has yet controlled more than one region. The Dark Emprie controls five and the good five--the balance has made for a great game! I now feel the Ancient One has dropped due to the efforts of the Blacks and Underworld. That gives us a small advantage, but one we will take. By Turn 18 we hope to see the Lords of Doom in first place. The Dark Empire will rule Alamaze!
Game 245, Troll
Philip McDowellThis is the second game/playtest for the new and still uncompleted program. There are nine players who were not involved in the first game/playtest and the comments from them on the changes have been positive. Many of the modifications are subtle and the players who study the differences and their ramifications have maximized the effects.
Results# 0: Upon receiving our setups and evaluating our starting positions and economics we have agreed upon the following strategy. The Troll will march troops toward Synisvania, the common region of his natural enemy-the Ranger, taking advantage of the heavy forested areas to mask Troll troops and aid in summoning monster brigades. We will commit a High Priestess to learn of all the towns within this region to allow politicals from several of Sinister League to stymie the Ranger's efforts to gain control and to utilize the Troll troops to attack any Ranger towns in the area. We will make the obtaining of the High Council seat a matter of importance with the thought of increasing the gold production and reducing the food production at villages as the issue for several turns. If we are successful in gaining control of the High Council and reducing the food harvest we feel this will impact heavily upon the Giant and Red Dragon military as well as create problems for the Dwarven kingdom with the poor food production in the Talking Mountains and will have a much less affect on our largest military kingdom, the Troll, with it's lower "per brigade" consumption. With our plans to take control of Arcania and the Southern Sands, as well as some holdings in Runnimede and Synisvania, once winter comes the Realms of Light will certainly feel the pinch of lower food production. We have agreed to sent politicals into six of the cities that the Realms of Light covet to delay them as much as possible. The Black Dragon will move a single brigade (all that can reach) to Avalon where we expect the Warlock might move in an effort to take control of this prized city. The Demon Prince kingdom will also move an upper level political into Avalon to counter an non-allied efforts. We have made accommodations with the Secret Society to assure their neutrality.
Results# 1: Yes! The Underworld has gained the High Council seat and the issue has been raised. Now if we can obtain the second seat (with the Black Dragon) we feel we can dominate the Council for several turns. We have obtained spy reports on all the cities except Zabzanka and there were several surprises. The defenses of the cities is higher than ever before and none of the cities has a artifact within its walls. The Witchlord failed to move a political into Lorethane, and Evanon, where a Demon Prince located, has seven brigades of Giants with a serious attitude. Other events went as expected with us gaining information through High Priestess' reports about PC's in a number of regions. The Troll has two groups inside Synisvania and will recruit to the maximum and arrive at the only Ranger town in the region with eight brigades. The Troll will also have a group active in both Torvale and Oakendell to harass our foes. The Warlock did arrive at Avalon and the Black will issue an attack order with the hope of stalling Warlock efforts to take the city and possibly killing a wizard. The Demon Prince at Evanon will be issued an escape order from the expected Giant attack. Our politicals at Avalon, Almaren and Zabzanka will be warded and maintain status quo to get our enemies at bay.
Results# 2: The Black did get the second High Council seat with a bid of 30,100 gold; this will give us control for the time being. The Witchlord did move a political into Lorethane which the Elf has made go neutral. The Demon Prince was successful in getting his Prince out of Evanon when the Giant troops stormed the walls. We have gained additional regional information with our High Priestess reports. The Underworld will increase the cost of agent training to 10,000 gold and will attempt to kidnap an Ancient Ones Baron at Cradia that is of concern to the Gnome. It appears that there is some conflict between the Secret Society and the Realms of Light and this may well work to our advantage. The Warlock took a big risk and did not protect his Power 3 and Power 1 wizards but used offensive magic. He did not lose a wizard and destroyed the Black's brigade. The Demon Prince did not gain control of Triesa as his Count was unable to usurp and the city is now neutral. The Troll arrive at the Ranger town (which was his capital) with seven brigades. The Troll misfigured his revenue and spent gold from the sale of seapower for recruitment which, of course, comes later. The Ranger capital has a defense high enough that I have decided to siege it rather than lose an expected 5+ brigades.
Results# 3: The Demon Princes obtained the third High Council Seat with a bid of 31,050 gold and as planned we will raise the issued to lower food production while increasing the production of gold. The Underworld was successful in kidnapping the Ancient Ones Baron (as well as killing a Ranger agent) and the Gnome has gained control of Runnimede. With the Realms of Light taking PC's from the Secret Society and us offering some help it appears that for the time being the neutrals and our side will have no conflict. I have been contacted by the Realms of Light and asked to join them in an effort to impact on the Secret Society; as other plans have already been made and we seem to have few fears from the Secret Society we will decline as it is view as a diversion effort by them at this time. While the Witchlord warded his political at Lorethane the Elf was, to our surprise, able to gain control of Oakendell without it and the city became his with regional control. The Demon Princes also gain their region. The Ranger has a masked division that moved to his besieged capital; if the Troll group is able to attack him and cause the loss of two Ranger natural brigades while losing 4 monsters, it will be a blow to the Ranger. The Troll has split off a leader and on turn# 4 will have three more monsters to join with the sieging and attacking group at the Ranger capital. We are apprehensive that the Warlock will teleport a group with his Power 3 wizard to Meridon and if uncontested take this additional city in Torvale and possibly gain control of the region. I will move the group of Trolls that has been taking villages to Meridon to guard against that possibility even though I had planned to wait until Turn# 5 when I was to get my reinforcements, march both groups to Meridon and take the city. The Ancient Ones have moved a division to the Troll capital. The Giant has moved seven brigades to Zarathon, this should seal the conflict with the Secret Society as this city was Red Dragon.
Results# 4: Several surprises this turn. The Ranger division at his besieged capital completely destroyed the seven brigade Troll group. He had much greater leadership, morale, and terrain modifiers; and to make matters worse he lost less than two brigades and has stayed there where my three brigades of monsters will face him again. The Ancient Ones division with two Power 3's and a Power 1, using all the magic at their disposal, attacked the Troll capital using maximum force and were totally destroyed. We will accept that exchange every time! The Warlock did not move to Meridon; he stayed at Avalon and raised wizards to Power 4 and 1. The Darkelven has gained the fourth High Council Seat with a token bid of 15,100 gold. The Ranger far exceeded our expectations and has gain control of Synisvania, including the city which was neutral. The Black Dragon has gained control of the Southern Sands and the Giant's taking of Zarathon has given him control of Amberland. The Realms of Light now have three regions, we have two, and the neutrals one. The Witchlord has moved a division to Viperhead as it was to have been part of our concession to the Red Dragon who has advised that his attentions are the Talking Mountains where he has a ten brigade group at the Dwarven capital. The Underworld has slain a Ranger Envoy and Agent. We have a Darkelven and Demon Prince group at artifact sightings gained through agent actives, have obtained the short name of the Ring of Spells, and have eliminated many areas as possible artifact sites. We obtained all the PC's in Amberland this turn and the Darkelven and others will move many politicals into this region. The Witchlord is planning to stay mostly around the Northern Mists to work toward wizard raising and his ESO conditions. Speaking of ESO's, all of our Epic Side has ESO's that have never been seen before. As in any contest of might and multiple participants not everything has gone as we envisioned. The Elf has obtained this region two turns earlier than we expected, the Ranger got control of Synisvania when we thought he would be stopped, the Warlock got control of Avalon a turn earlier and at less cost than we had hoped, and the Troll has lost seven brigades of troops and will have a significantly less presence to contest the Ranger than planned. On the other hand, the Neutrals are actively fighting the Realms of Light; the Ancient Ones have lost most of their troops, three wizards, and a Baron; the Ranger has lost three figures; the Dwarven is about to lose his capital; we have all four of the High Council Seats; the Underworld has several high level agents that are poised for even greater duty; and the Witchlord is raising wizard levels and thus far is facing no opposition.
Results# 5: The Giant decided to bid for the last High Council Seat and spent 20,200 gold for it. We will see how he likes having one vote out of five. There were many emissaries on the move this turn from most of the fifteen kingdoms. We know that at least one of our Epic side relocated six inside enemy population centers. There are also numerous reports of groups at pc's. The action is heating up. The Troll group was able to withstand the Ranger attack and suffered only a brigade loss; this means that within three more turns I will have nine monsters to turn loose upon the Ranger and his holdings. The Darkelven has an army at another Ranger PC and soon additional Sinister League forces will enter Synisvania to crush the raunchy Ranger. It may be that before we get all the military into Synisvania that the Ranger has withdrawn to some secret hiding place as he has now lost another emissary, that is five figures he has lost in the past three turns. The Red Dragon has taken the Dwarven capital and moved the 3RD with 9 brigades to Zabzanka were the Darkelven Count has maintained and caused the capture of the Dwarven Baron who was attempting to gain control. While the Giant has gained a city and a town from the Red the Dwarven is feeling the heat. The next few turns should give us a good indication of the wisdom of the Realms of Light's decision to attack our good friends of the Secret Society.
Game 349, Gnomes
AferiousTurn 24 Looking out the window of the royal study, all that can be seen is destruction. For two years all of Alamaze has been at war, and only the great city of Cradia stands unblemished. In the northern regions, the great Elves control the forest and the Mists, giving them the only true region. With the Westmen, Darkelf, Warlock, and (my ally) the Barbarian gone, all others still fight. The Dwarf, who owns basically nothing thanks to the Urik and Barbarian, still fights on, while the Urik's huge groups plunder and pillage. Only the Ranger himself knows what he is doing; the Paladin, like the Dwarf, fights the Sorcerer for his homeland. The Swampmen, caught between the Urik and Nomad, continues to hold his own somehow. The Giant and the Sorcerer, whose bloodthirst brought them to Cradia's door on Turn 6, have now been driven back and out of our homeland. From my window Runnimede and Arcania are black from fire; even the beautiful city of Triesa will take years to rebuild to its former splendor. Only Cradia stands in the south. The problem is that you can't open the windows as of yet, thanks to the foul smell of the remains of the once great 1GI army which died at the door.