The Alamaze Oracle XVII

Fall 1995

 

 

Company News

 

We hope that everyone had an enjoyable summer and that the various heat waves that hit many parts of the country were not caused by intense ALAMAZE play. Autumn is here, bringing a multitude of colors, clear skies, crisp invigorating air, and a newness into our lives. Here, at Pegasus Productions, we continue to strive to add tone, clarity, stimulation and innovation to the world of ALAMAZE. Various changes continue in the existing program and the new program moves slowly--ever so slowly--toward completion. The various tests and treatments that Dan, our regular programmer, underwent since the last Oracle have not given him the relief and cure that was hoped for and we have, as of September, acquired an additional programmer who will work toward completing the new setup routine and accounting aspects.

We have recently started our fourth game utilizing the new program. While the new program is unavailable for standard release we continue to test the various innovative facets we have incorporated and even experiment with additional ideas. For example, in Game-252, the movement for groups and emissaries has been altered. Unlike the old program, we can now have various aspects differ from game to game, thereby allowing greater flexibility and inventiveness. The resourcefulness and imagination of our "test" players in adjusting to any and all of the changes is indeed reward-ing. We appreciate their contributions, insights, and participation.

In the last two Oracles we have given glimpses of various aspects of some of the rules changes in the new program, not any kingdom specific alterations. The following are a few additional items for your review.

Contained elsewhere in this Oracle is an article pertaining to Epic and Team games. Should you have an opinion that differs greatly from the one presented please write a rebuttal.

In reference to Epic games, Game 245 illustrated very vividly not only the importance of Epic cooperation, but how players who do not finish first, second, or third, are major contributors to an Epic victory. The Troll, Black Dragon, and Witchlord had an significant impact in achieving this victory. Their endeavors in all aspects of game play (sharing of resources and artifacts, coordinated military and emissary activities, utilization of wizards for the common good, assistance in gaining ESO's, sacrificing a more rapid development of their individual kingdoms for the agreed upon striding toward Epic victory by aiding an ally, the willingness to even lose significant facets of their entity to impact upon the collective enemy, using their gold and orders to raise High Council issues for other Epic members, staying a participating member of the alliance long after it was apparent that they would not achieve a First through Third place finish, and communicating, without exception, every turn to realize the maximum results for the entire Epic union). In addition to the sweetness of attaining victory, friendships and understand among the players were formed. It was a most enjoyable contest!

By the time this issue of the Oracle reaches you we will have made available ALAMAZE on CompuServe. The rules, map, all pertinent information, forwarding of turns, and receiving results can be done through CompuServe. This will also allow a possibility for those who might be interested in participating in a one week turn-around contest. Try it at 76633,507.

 

Barbarian Strategies in the First Cycle of Magic

Louis Torlidas

When I first decided to play the Barbarian kingdom in a First Cycle individual game, I did not realize at the time that this was a difficult position to play. Having played other military kingdoms such as the Paladin and Urik, I assumed that the setups would be somewhat comparable. I was definitely wrong. The Barbarian kingdom has poor developmental potential and is not really equipped to deal with its more refined neighbors. However, the position can be made winnable through persistence and a sound initial strategy. The strategies presented in this article were employed in Game 358. although I was unable to fulfill my secret victory condition, these strategies helped me to finish in second place. (I was in first place for 12 turns, but when the five player rule went into effect the Warlock finished ahead of me.) Hence these strategies may be worthwhile to consider for future Barbarian players.

Let's look at the strengths of this kingdom. Obviously, the military is the main power. Barbarian brigades, which are considered "good quality", are primarily composed of infantry. these brigades do not contain any cavalry or bowmen. As such, the military is susceptible to taking considerable losses during the archer/magic and cavalry phases. To overcome this problem one needs to recruit large numbers. This is made feasible by the low maintenance cost of the Barbarian groups: 1500 gold and 3000 food per. Although the Northern Mists is not the best region to control in terms of production, it can maintain your groups while you expand elsewhere.

Other military considerations that help strengthen this position include 6 brigades of reinforcements and a weapon artifact, the Sword of Alvinitar. This artifact not only helps to kill opposing leaders, it aids in all phases of combat. To illustrate some of its power, here is one major battle from Game 358. My 2BA, led by 3 marshals, contained 3 kingdom brigades and 5 recruits, all possessed of high morale, fought a Darkelven division with a Power 5, Power 3, General, Captain II, Captain I, 3 kingdom brigades, and 2 veterans. We both attacked at Level 2. The wizards threw Tornado and Guarded Attack, winning the first phase of combat. This was the only phase he won, for I killed atotal of 7400 troops (4 brigades), his top two leaders, and the Power 5. I lost 5800 troops (3 brigades). Hence, do not underestimate the power of this artifact, nor the resilience of Barbarian troops.

The other strength of this kingdom is your fleet quality. The Barbarian begins with 4 fleets of 13 quality in the Sea of Terror. Depending on your initials strategy, it may be worthwhile for you not to scrap them until your military has moved out of the Mists. Other than possibly the Sorcerer, chances are that no one will sea patrol early in the game. Get your troops across as quickly as possible, but keep something back to protect your capital. Use you military to make quick gains.

Now that we have covered all of the strengths of this kingdom (yes, folks, there is nothing else positive to this kingdom), prepare yourself for a long list of drawbacks. Let's begin with the political aspects. The Barbarian starts off friendly in the Northern Mists, which is definitely an added bonus. However, your regional reactions in the immediate areas stink: hostile in Oakendell, suspicious in The Talking Mountains, Torvale, Amberland, and Runnimede. Depending on whether you start on the High Council, your influence can be 13. However, with so few ranking emissaries, a Duke and a Baron, the Barbarian will be luck if he can flip villages in other regions. More than likely, these emissaries will be needed to maintain status quo in the Mists rather than going on the offensive.

Like your giant political corps, your agents are equally wonderful. The Barbarian begins with a Level 2 and two Level 1 agents. Considering the Barbarian's immediate threats are the Elf and Sorcerer, both of whom possess more wizards than can reach higher levels, this is not very promising. One may get lucky in killing their adepts with these agents, but more than likely the Barbarian will remain weak in the area of espionage.

Now we come to that all important aspect of ALAMAZE--magic. Let me put it like this. If you need sleep spells, go ask someone else. Homer Simpson would make a better wizard than the one the Barbarian begins with. Is it worthwhile to develop this single wizard? Since he does possess the ability to ward emissaries and throw chaos, maximize his potential; it won't take long.

At this point one begins to wonder how can anyone win with this position. Since one mistake or delay will probably bring about immediate peril, one should go into the game with a battle plan. Here is the strategy I used to finish second in Game 358.

The two biggest threats are the Sorcerer and Elf. If these kingdoms develop their wizards, Conan and company will end up as dog food. Hence, they must be eliminated early and without mercy. By taking away their production early, these kingdoms cannot build a means which would ultimately bring about your destruction. Another incentive for attacking them is that they begin with artifacts at their capitals.

How do you take the Sorcerer out without agents? This is here demoralization become as factor in your game plan. Most good players will stay in the game even if they lose their pc's. A good player will drop only if their forte is destroyed (i.e., if your opponent is playing a wizard kingdom, then you need to kill all his wizards). However, by smashing the Sorcerer's capital before he can move his high-ranking emissaries, one has the chance to eliminate his entire political threat in one shot. In addition, the sorcerer loses influence and the majority of his production. Unless he receives support from other kingdoms, his wizards can not be built up. Hence, we have basically 2 possibilities: the Sorcerer may get demoralized and drop or he will be at best a nuisance. On Turn 1 I showed up at Viperhead (his capital) with an army. I captured most of his emissaries, his artifact, and destroyed a 2 brigade force in one turn. His ability to strike back politically was eliminated forever. Thus, the Sorcerer was never a factor in the game.

Do not be content, for the Elf is your next immediate threat. I the Elf is left to sit back and build, you will eventually see him with Power 6 wizards teleporting invisible groups having balanced composition. Most players do not desire to fight more than one kingdom at a time. However, the Barbarian does not have much choice. In the games I have been in, the Barbarian is typically tag-teamed by the Elf and Dwarf. As a result, I never saw the Barbarian make it past Turn 6. If the Dwarf becomes a threat, you can nullify his effectiveness by sea patrolling with quality 16 fleets while using emissaries to protect the pc's in the Mists. do not be overly concerned about the Dwarf's use of force against you. Like the Barbarian, the Dwarf is mainly infantry and you match him. In addition, if he survives crossing the Sea of Terror after your sea patrol, there may not be enough of him to worry about; Dwarves do not float once their ships are sunk.

What is the most effective way to beat the Elf? Without question, the Barbarian needs first strike. The Elf has good emissaries, a well-balanced military, and good wizards. In addition, probably no one will contest him for Oakendell. As such he will not be ready, expecting, or wanting to fight you until his position gets developed. As soon a s Viperhead has been secured, recruit and move directly to Lorethane in large numbers. By the time the Elf gets his region, you will be there with enough force that his military will not want to fight you. Your tactics are quite simple; smash his groups and pop centers. In Game 358 I moved my army to Lorethane on Turn 4. I had divined out Oakendell and was ready to pummel this Keebler cookie man. After purchasing some ward spells from the Warlock, I was able to get the Mists on Turn 4 as well. The Sorcerer had stayed in the game to remain a nuisance and was trying to sleep my emissaries. Once the region fell under my control, my worries were over.

After taking his capital, the Elf wanted to make peace and I did as well--I wanted a piece of Oakendell. Had the game not turned into a team game, I would have destroyed the Elf. Lorethane was mine and I was ready to move towards his new capital. Unfortunately, the Darkelf and Halfling allied to kill the Westmen and so needed to be eliminated. I claimed Lorethane as mine and the Elf recognized this. As a result, his wizards never had the chance to get developed and the Elf never became a factor in this game.

The Barbarian should smash Oakendell to pieces. Don't be overly concerned about ruining the area's production. The Elf needs a lot of gold to use his politicals and build wizards. If you wreck Oakendell, chances are those recruited dry towns and pulverized villages will not give him enough gold to build wizards. For the Elf to defeat the Barbarian, he needs this magic support. Also, the Barbarian should be able to capture any emissaries the Elf uses to reclaim his losses with your military. By capturing Elven emissaries and smashing his capital, the Barbarian will eventually wear down the elf. Hence, the Elf can be defeated, but only through a long war. Don't cry about smashing a region to the point where production is not worth having, for you have nothing to build. the purpose is to take out another kingdom who has a better long term potential.

These suggestions have been tested and proved fruitful for me. If we did not go down to the five player rule in 358 I had a good shot at fulfilling the tenets of my secret victory condition. Although I finished second, based on status points, it is best not to be overly concerned about them. Take out your threats first, then worry about placing in the top 3.

Hopefully these insights can give future Barbarian players equal success. Personally, I'd like to see the Barbarian kingdom do better, for it is a challenging position. If you like to fight and do not mind fighting many kingdoms at once, this may be a position for you. Good luck to all future Barbarian players.

 

I Coulda Been a Weatherman

Russ McDowell

Yo. Name's Hellsender. Cool, eh? My mother named me. See, her name was Gruoch and she wanted something better for me. I mean, can ya blame her? So, anyways, I was gonna be a weatherman, on account of I got an older brother who was picked to be the wiz, being the older and all. But he was foolin around with pink stuff and black stuff and he became unstuffed --ya get it? I kill me. I'm more clever than words.

So anyway, here I am being the witchlord--whoa, step back, big boy--with not a whole lot to do on account of this ancient truce dividing everything in pieces and my uncles do most of the business end while I get to swing the scepter and all. Then all of a sudden, like outa nowhere, comes this summons to do things, bold, bloody, bad things--I like it. It sounds exciting. So three of us get together to form a kind of club, of dudes with attitudes, and first off we got to come up with a name. My suggestion of the Wild Wimwhoppers did not go over with the other guys. The Underworld figured something classy would carry clout on the big board, so we called ourselves The Lords of Doom--pretty lame if you ask me. But I had my chance. That's the story of my life. Besides, the Big Black thought it was okay, and so it was.

So now we had plans. The Sneak wanted to take the first High Council seat, so good 5buddies that we are, we coughed up 15,000 apiece so he could buy the thing. Then we'd get influence and power and stuff cause we'd be boss. That made sense. Then the Troll--we're related through our mothers or something, he calls and says he's got plans s to go stomping through the golden grains. RyVor has this neat trick; everyone's who's not my friend gets really sick soldiers who lose interest in fighting for a long time. So, we soften the Flathead so when Ugly moves on Zarathon the Giant will be too weak to do anything. Black anticipates no troubles as he fills the skies over the Southern Sands with long tailed flying snakes. So, we got a little communication.

Why we even talk to the Neutrals who are talking to the White Hats who are talking about us when we haven't even done anything. I hate people guessing what I'm doing before I'm doing it. It's not very fair. Anyways, it's all cool; we understand and nobody's getting in anybody's way.

You know what about plans --they sometimes aren't even close. The Underworld forgot to bid on the council--along with everyone else. No harm, so we'll get it this time. RyVor's spell did massive damage to the mighty armies of the Warlock--whew! we were really worried about the damage his brutes were going to inflict. So, obviously the Giant is combining outside the Golden Mean and we'll nail him with a second blast of Cold Darkness. No problem.

Duh! In the next month the Doddering Fool miraculously captures Torvale--talk about a smooth-talking devil. Little wizards, little groups, major luck, and wow, you get a region! Looks like serious trouble. Ain't nobody beating on him or the Elf, so he'll be swingin through the trees of Oakville soon enough. RyVor's magic again decimates nothing but Warlock troops who are convening at Evanon. Not exactly a party town, but the Warlock doesn't know much anyway. Maybe more than the Underworld who again misses the boat on the High Council and lets it fall to--you'll never guess--THE ANCIENT ONE. and for a staggering sum, too--20,000. The Underworld had connived 30,000 from the Black and me last turn; he decided he wanted to raise his wizards. At any rate he wasn't doin' a hot job at staying in touch; I guess he had what he wanted. Meanwhile, I've got a 3 brigade group with a power 4 and a marshall that can't get invited into a town! Do I have to have gray hair and walk with a cane to parlay? So how's come the Ancient can snag two cities, eh???! I think he's got connections. I'm starting to get annoyed . . . Grr!

Three more regions throw parties for new bosses, but not the Mists. Oh, no. Once again my group parlay fails--2 brigades with a general against a village! Maybe these guys should bathe once a month or something. Nevertheless, I have substantial holdings in the zone and should gather them all into my bosom next. The combat, in name only, with the Warlock group proves nothing; a more aggressive battle plan by Marshal Krasis would have bagged two Warlord mages, but that's not the scope of things for me. The group arrives at Evanon to find another paltry Warlock group sitting on what is now his capital. You know the feeling of being cursed? How come every goodytwoshoes can con a city, and the big, bad Witchlord can't even get a hot meal?

Being born under a bad sign shouldn't be a lifetime condition, but lo, I lose a wizard to a cowardly Warlock mage and have the pointy-eared wonder of the woods start shipping politicians at me. The same time I move my Prince into Viperhead he arrives with a group--7 brigades with Marshal Glorin and 3 wizards--joy! So much for gaining my own playground. I'm still wandering around in Amberland trying to expand my base of actions. The Dwarf has crossed the line with Big Red and his silky Sorcerer so the Mountains will be moaning for a while. The only bright spot is I've got a line on the ring, thanks to my winged friend. The Underworld has gone quite underground.

At mid winter the Underworld finally has someone in control (John Moe) who actually communicates and does things, like send me money to raise wizards. However, the Elf and Ancient Bones are chewing me up in the Mists. Even attempts to maintain status quo (whatever that means) fail against the Elven monkeys. I've been too spread out and thus lose all effect. Lack of a plan and coordination of effort--not to mention lack of money. I do gain the Ring, so there are rays of light scattered about. How poetic--gag!

Did I get caught in a mudslide the first of spring!! The brilliance I displayed surprises even me. I got a group going against an Elf group that's easily 3 times my strength. I do clever things--I use my Power 3 to throw Wall of Flame--against the town!!! The 3 officers had apparently been studying hari kari so they ordered no attack or defense and only one of the Power 1's went invisible. I hope the Elf appreciated my contribution to his escalating morale; I didn't. He picked up a few more points by crushing the town. Power 5 RyVor with Marshal Krasis failed to pull an artifact from the dead mage guarding it. We're talking pathetic here. I am reduced to two pc's. Things are not good in Mudville; I want to know what the hell's goin' down!

Hey, it gets worse. Because I left the last artifact before truly having it, after gaining the wondrous Giant Slayer I remain, sort of catching my breath and catching a division of AN with marshals and a complement Witchlord-thumping mages. The sneak's been following me around. Ignorantly, RyVor leaves the group and thus the Ring while the group succumbs to Guarded Attack and Chaos. This now gives the AN a Power 6. Oh, yeah. Remember that Elven group--it's now 3 marshals, Power 5, two Power 3's. I thought I was supposed to be the harbinger of magic. But I'm not the only one. By mid summer the team has qualified for THE BIG GIFT FROM ABOVE--and what will the prize be? Better not be Crackerjacks or front teeth.

For me the next months are an undifferentiated haze, but fortunately actions by the Underworld, Gnome, Red Dragon, and Troll have countered some of the huge advantages the Guys in White Hats have had. They're really not hurt in the purse as much as we'd like, but with the size group Red Fang and Big Ugly can lay out, the military of the Giant and the economics of the others will soon be atremblin'. Perhaps these conditions may allow my continued education into the world of Realpolitik to proceed that I may treat those who took such advantage of my ignorance and youth to learn that in time even the laconic can say a few words. As always, it reminds us to always heed the basic lesson of Alamaze; persistence in the face of adversity through cooperation with one's allies can lead to unexpected results. Education comes in the most remarkable ways to the most surprising people, even kings.

 

The Curse of Peace

John Moe

To: Future Military leaders of the Red Dragons
From: Warlord Gor, (Alamaze Game 244)
Re: The dangers of peace
 

Be warned if your King talks of peace. Mine did, and I lived to regret it. I write this in hopes that future generations of Dragons can be spared this affliction. If even one generation benefits from this it will be worth the time I spent and the agonies that I endured. I am putting my experiences of the last two plus years to Dragon Skin (Black Dragon) in case I don't wake up from this time of the Long Sleep. I have concerns as to my safety while sleeping, but that will be discussed later. Read my story and be warned, it could happen again.

As I awoke from the Long Sleep the world looked ready to terrorize again. Most of our fabled leaders were still alive and the mighty Red Dragons had again assembled into fearsome fighting groups in search of blood and terror. Our King had joined forces with two other nations to help offset the occasional difficulties that we have had with magic and finances. Therein began our nightmare and torture that lasted nearly a year and a half. Despite our obvious supremacy in this alliance, our king had agreed to a equal vote to all members.

Things started out well enough and that probably added to the disappointment that was to come. In a bold move our King ordered all dragons and some recruited wingbeasts towards the city of Zarathon. Ahh, a war with the towering Giants, an opponent worthy of our mighty forces. Much early diplomacy appeared to lead to that conclusion also, as reports of a furious and unyielding Giant King were heard. However, our pathetic allies did not look upon war with the same lust as we appreciate. The Gnome Kingdom whined about war disturbing he Economic dealings. "How can I reliably build commerce in Towns and Villages if they are only going to be wiped off the earth or constantly visited by pillaging armies". The Sorcerer was just as emphatic. "Have you ever tried to read or study in the middle of a raging battle?" or "How am I supposed to study when we are constantly on the move?".

At the end of a month, a deal had been made. WE WERE AT PEACE!?!?!?!?

Now let me tell you brothers, peace is everything that it is cracked up to be. BORING!! We were GRANTED a few Towns and Villages in the North and Northwest, and we were ALLOWED to keep the city of Zarathon! Why bother, we could have easily taken that and more and still been in the early stages of a good battle lust. Oh, we got to TAKE these puny population centers with our military, but where is the risk of finding other militaries there to fight. Like snuggling with your mother's belly, being GIVEN PC's to take, lacks a certain thrill. Two months later, even that minor enjoyment was denied us as all of our allotted PC's had been taken.

After several more months of only receiving bare rations and no exercise except flying over the mountains in the Northwest, we were ready to revolt and go to war despite our King and cowardly allies. All our earnings were sent to the Sorcerer and Gnome. Our king spent time and money expanding his renown through the world, occasionally one of our wizards would come out and show us some new tricks that he learned and a weird little fellow was seen sneaking around (admittedly he was getting better because he eventually started surprising us, no small feat). Nothing else. No battle reports, no thrill of swooping down and setting fires, no screams of agony, no terror at the mentioning of our name. NOTHING! The final insult was when our scouting brigade found itself on a Dwarven Village. We were forbidden to kill the villagers and our King APOLOGIZED for the visit.

At that point, our king started to sense our displeasure with him and with peace. We were told that our allies had been developing their armies and wanted to test them against us. BATTLE, oh how we raced to the battlefield, each one thinking they were going to miss a kill or a moment of battle if they were too slow. What we saw when we arrived was truly astounding, an army the likes of which I have never seen, and hoped to never see again. If army is what you could call it. There were thousands of ill-equipped, ill-trained, ill-lead and ill-fed people. No soldiers, no great war machine that had been training to fight us; in other words, no contest. Any two dragons could have killed the lot of them (except the inept klutz on the left wing that forgot to bank up at the end of his dive, although his impact did kill several hundred humans under him). I'm still not sure if the rest of the Dragons realized how pathetic our adversaries really were. It didn't seem to matter to the troops though, morale soared at the end of the (very) short battle. Over the next few months several of these "lambs to the slaughter" battles were staged, and despite seeing armies more pathetic than the first one we fought, I still managed to make a training exercise out of these farces. Our wizards did start to show us some useful tricks; the first time 4 Brigades of Dragons and myself appeared right in Warlord Vundar's flight path I thought he wouldn't recover before he hit the ground. Warlord Vundar later tried the trick on me but some dragons loyal to me had forewarned me that it was coming. However, the morning I woke to find 100 daggers stuck in the sand around me, Vundar got his laugh (I told you that weird guy was getting good!). These diversions were few and far between, but they managed to keep us from going crazy.

During the last few months of PEACE, rumors started flying almost as fast as we do. Every day started with the certainty that we were leaving for war. When war finally did come it was for the strangest reason, I can only figure that our allies were actually looking to go to war (why couldn't they have let us loose 15 or 16 months ago). Anyway, the story goes that the Sorcerer had a village of his attacked. That's it! A village!?!?!?! If I didn't have a reliable source (I started employing that strange guy after waking up inside an Island of Daggers) I would not believe that a lost Village would have brought them to war. If I had known that I would have personally paid for someone to take one of their &!%#@$*^#$*!* villages earlier!!!!!!!!!!

Although we seldom fought troops over the next year we had many opportunities to take PC's and at least the threat of military conflict was there. In the end, our two allies were able to help us in our conquest of the world. Most enemies fled at our advance, some kings abdicated their throne at our arrival, before we even killed a single soldier or citizen. Peace allowed us to dominate the World, but there must be a better way. I must sleep now. I hope this document finds you in good health and a good war.

 

In Praise of Peace-- The Diary of a Sorcerer King

Matt Evans

Standing upon the great ivory towers of Almaren, the mighty Sorcerer Kinglooks upon his vast kingdom and reflects upon the events to which resulted inhis rise to greatness. First a pact with the Gnome, who understands the true value of peace, as well as the possibilities of the arcane arts. Second with the Red Dragons, whom we put to good use to further our ends... Yes, they served their purpose then, but what now??? If dragons have a purpose, it is only to kill (and they have no problem expressing that desire in many and varied ways). They have no appreciation for art and beauty... Pity, I guess they shall have to be, well, shall we say educated??? .... Gods, I hope they can be educated!

In the beginning, it was war, war, war..... Only the Gnomes and my consistent emissaries prevented the Dragons from feeding upon any and everything in their path. We even dispatched our home troops to the north, in order to appease these beasts of the sky... Of course live troops serve no purpose to us, and since they neither saw any gold or food, their death was imminent....

All was peaceful for 16 moons.... Our borders were secure... Our wizards were free to research... But treachery would soon play a role in our history. First to be discovered was the Darkelves, who lied about the region and the number and locations of Towns, their death was in the planning for such insolence. But when our emissaries came from the north telling us we had been attacked by the Ancient Ones, we were shocked. An emissary arrived from the Ancient Ones, and tried to pathetically explain how the village wasn't mine... Such lame excuses... Such a whiny voice... Such a pretty head, that still hangs proudly on the city gates... It was War!! The collective cheer of the Red Dragons could be heard from the Northern Mists to the Southern Sands. Silly Dragons, we must try to teach them the lovely thing that is Peace.

And so it began, the day turned to night, as dragons filled the skies of the Talking Mountains and the Dragons proceeded to remove the Dwarves from their homelands. The Ranger fell quickly, and was hardly a challenge due to previous conflicts. Only the Ancient Ones held fast, preventing the Gnome emissary core from taking hold in Torvale... And the Ancient Ones capital in the water, with 40,000+ gold production and twice a normal cities defense could be a problem... Well, it took a bit of effort but the capital was burnt off the map.... Sales of asbestos suits in the Ancient One Kingdom tripled in only a couple of months... But alas, that is another long story. Our wizards went back to their studies, with more resources from our recent conquest.

Taking stock of the world, only two full teams remained.. One led by the Giants, the other by the Underworld. Only the Demon Princes and Ancient Ones remained of their original teams. The Giant team was an unorganized mob, which looked like it tripped over itself, more than any enemy. The Underworld team, never really took off..... But slayed many a king.. His agents were good, but the best was barely as good as the Gnomes, to our knowledge.

More deceptions.... More lies... The Giant team had dropped... The Underworld tried to lead us to believe the Giant team was still playing.... But lies (as they usually do) were quickly discovered. Saving the revenge on the liars we decided to get in better position and add some territory in the meantime.... So we moved to pick up the pieces left by the Giant and company first.... After a couple of turns of this we were ready for battle with the last organized(??) team. (Well, the Gnome and I were; the Red is always chomping at the bit.)

The Dragons were at their greatest joy and began to move against their arch enemies, the Black Dragons. The Gnome moved to finish Torvale and set himself to take Arcania as well. I would expand my kingdom, from Synisvania and Eastern Steppes which I had controlled for a while, to also include Amberland from the Witchlord and Oakendell from the Underworld. But, alas, our enemies did not stay around to see the results of their lies..... The first turn of our attacks all capitals and most cities fell to our control or were engulfed in a fiery inferno. The fools had developed for 24 moons only to drop when presented with an organized resistance. Thus, the game was doomed to last for another two moons. A flurry of late activity secured all but Torvale and Arcania which we lost to a trap laid by the Ancient Ones.... Very similar to the trap that killed my power-8 wizard earlier in the contest. Once again, congratulations to the Ancient Ones for a well played game..... but the final victory went to my Allies and myself... Thank God for good coordination, good teammates and PEACE.

 

A Reign of Anarchy

Rick Reed

Underworld actions as described by the scribe Morthanos, put to paper in six month intervals.

When King Whiteblade has made contact with the other kings of the land, extending his hand in friendship. Most kings are accepting of this. Our greatest alliance comes from the Troll/Witchlord/Gnome neighbors. We have also used this time to announce that our "abilities" are for hire, if the price is reasonable and discrete. All agents are instructed to train until further notice.

The truce with the Ancient Ones was broken this month when one of the consuls from that kingdom appeared in a village flying the Underworld banner. Agent Loki was dispatched to deal with the intruder. I am told that Loki has succeeded; a consul was taken to the dungeons below and executed by slow torture. Whiteblade expects retribution from the Ancient One and his Elven and Giant allies. Our navy accidentally intercepted Elven groups attempting to cross to the Underworld city of Avalon. All intelligence reports indicate that two Elven wizards were slain in the passage.

Times are rough now King Whiteblade. We are under constant assault from the Ancient Ones and Giant kingdoms. We have relocated our capital three time in the past six months. The only good news this period comes from the dungeons below, where Loki interrogated and executed a second consul. Unfortunately, Loki was captured a month later in an attempt to silent the Giant king. It is rumored that he has magical protections.

A truce has been worked with the Giant and Elven kings, so we can now devote full attention to the eradication of the Ancient Ones. Apparently the Giant is under pressure from the Troll and seeks to minimize his enemies. Zed is now the most skilled agent in our arsenal and he has just proved himself by locating and killing a third consul. Attempts were also made on the remaining consul, but he somehow managed to escape. Added to the Ancient Ones' death toll this period were a count, two barons, two governors, and a wizard. Our ally, the Witchlord, has dispatched invisible armies to find and kill the remaining wizards. This is a productive time for us. Runnimede now flies our banner, as well as Torvale. The Troll is willing to relinquish the rest of Torvale to us if we perform a few minor missions for him. These missions were easily accomplished.

With aid again from the Witchlord, the final consul was found and killed by Zed, thus eliminating the Ancient One from ever becoming a force in Alamaze. Torvale has fallen to us as per our agreement with the Troll who now moves toward Oakendell. The eliminated kingdoms so are the Gnome, Red Dragon, Sorcerer, Giant, Elf, and Ancient Ones. All that remain are the Dwarf, Ranger, and Warlock. It should not be difficult to dispose of them as all our allies are active and prosperous.

Turn 30. All evil kings have declared supreme rulership of Alamaze. Nine of the ten regions are controlled by our allies; we alone control three. Now begins the age of Darkness.

Game 234 was an epic game of good versus evil. The Alamaze staff informs me that three records were broken in this game. These records are not verified because the earlier games' results were not kept, so all are invited to dispute these claims. The record for greatest number of status points goes to me, the Underworld, with over 15,900. James Anderson played the Witchlord flawlessly, moving a wizard to Power 11. And finally, Michael Tobin became the first person in Alamaze history to have all his Ancient Ones' consuls killed.

 

A Sad and All Too Common Tale

Philip McDowell

The history of the kingdom known as the Ancient Ones is long and varied. Songs, poems, and descriptive verse detail the wisdom and justice of their chosen way of life. Their constant striving for fairness and balance in life is demonstrated in many ways. Of all the kingdoms ever known in ALAMAZE they alone have consistently endeavored for equilibrium and equality. Have they not exhibited their desire for the regions of ALAMAZE to remain free and uncontrolled for as long as possible? Are they not the single kingdom that has chosen not to have a dictatorial rulership, but have multiple representatives of the people serving as Consuls? Do not they take the time and effort to enrich their population centers to make life for their citizens easier? Have they not often bestowed numerous titles among their citizens to have the most progressive representation? Is it not their wizards, who, at great personal expense and alone among the known wizards of the world, have suspended destructive battles and saved many lives? Is it not well known that their military is traditionally the fewest in number so as not to be viewed as aggressive by their neighbors? Indeed, they indubitably must be recognized as the fairest and most noble of all kingdoms.

From the beginning it fell to the Ancient Ones to oppose the tyrannical and diabolical endeavors of the "other world" kingdom known as the Demon Princes. As long as any can remember the Ancient Ones have been the natural enemy of these power hungry and blood thirsty demons. What is not common knowledge is at what cost.

Woe to those who think and act as if evil is easy to identify and resist! Heinously and subtlety these dark forces beguile and justify their actions. They ply their enchantments and perverse reasoning even upon the strongest and most righteous. Long, long ago, in the guise of friendship and yearning to reconcile the differences between the Ancient Ones and themselves, two Demon Princes deceived a solitary Consul. Their words became as sweet as honey and as intoxicating as the finest wine. Ever so carefully, over countless and insignificant decades, the Consul was meticulously turned to the dark side. Cautiously and deliberately the Princes explained the benefits the well-intended Consul could bring to not only his people, but all of ALAMAZE. By acquiring the knowledge they were willing to share, particularly arcane, combined with his own appreciable skills, abilities, and wisdom the Consul would surely be able insure peace and tranquillity. Was this not the most worthwhile of goals?

Sorrowfully, and to our dismay, the other Consuls discovered too late the path one of our own had chosen. His mind was twisted beyond our abilities to heal. The many years of our efforts were wasted and served only to drive him deeper into madness. All vestiges of what he once was were gone. Only his ceaseless yearnings for personal and ultimate power, at any cost, remained. He was beyond redemption. Under the cover of darkness he cowardly slew those who so willingly and lovingly had volunteered to tend him and fled to the far northern reaches of ALAMAZE. Well hidden in the Northern Mists, he cunningly and with ruthless and unscrupulous means, acquired and drew the worst of ALAMAZE to serve him. The horrors he inflicted upon others soon caused him to be known as the Witchlord and the Dark Mage.

The lure of supreme power must be resisted. No matter how beneficial it appears, it corrupts the inner-being. The price it demands is too high and the pain it imposes too great. We, the Ancient Ones, who unknowingly allowed one of us to be converted to what we abhor, have redoubled our efforts to defy ultimate power. Undoubtedly morality and benevolence is the course we will follow and we will combat the forces of evil wherever they are to be found.

ps: Those who wish to further their knowledge may desire to read of the happenings in Game-249 in the "News From the Front" section. It is here, much to my dismay, that the dark forces have enticed both my brothers; Russell is the dreaded Witchlord, Rick is the Troll, and I, of course, am the Ancient Ones.

 

Some Thoughts on Epic and Team Games

Phil McDowell

ALAMAZE offers many of us an opportunity to test our skills and use our imagination in a multi-player environment that often is not available to us by any other means. The reality of time, logistics, available participants, and physical space often interfere with getting multiple players together for a keenly competitive contest. When you add to this equation the need to communicate with allies to develop effective strategy and react to ever changing developments, additional layers of intrigue and abilities are often required. Are there differences in a team or epic game in how a position might be played than in an individual game?

From my perspective, experiences, and personal preference, the answer is YES. First we should establish a few givens:

It certainly is possible to play in a team/epic game without abiding by these guidelines. It is my viewpoint that this is the preferred method, the best way to enjoy the game, and it maximizes the chance of winning. I would also seriously evaluate agreeing to participate again in such a game, as a teammate, with a player who demonstrated an unwillingness to abide by, at least, the majority of these premises. In the various Epic games in which I have participated thus far, victory has been achieved by those most closely following these principles (even when my side lost), with only one possible exception. A similar record for team games would apply.

The game has begun, we have received our setup and results #0, how should we begin? As there are definitive differences between First and Second Cycle, as well as team and epic games, I will address the Epic conditions of Second Cycle and the gleaning of appropriate team concepts in First Cycle will be up to each individual. It is important to realize that for several years now the games I have been involved in have been invitational games, and that with the setups every player receives a cover letter detailing the name of all fifteen players, the kingdom each is playing, and the telephone number for every participant. This is a more optimum situation than others may enjoy and certainly facilitates earlier contact possibilities than those who just know their three member team.

First we select a spokesperson for our Epic side; this person will negotiate any initial agreements (obtaining the consent of his fellow epic members). It is understood that this spokesperson will be willing and able to handle multiple contacts and has good diplomatic skills. This presents a unified approach from the beginning, denoting strength and confirming agreement, thus reducing the chance of others driving a wedge between our efforts at the very start. It is not uncommon that one of our epic side members will conceded more than all the others; this is a very possible reality and can lead to very interesting deliberations. Discussion pertaining to the importance of obtaining the first High Council Seat by pooling our gold to a selected kingdom is begun. Should we acquire the first HC seat will we strengthen one of our own or seek to weaken an opponent? Opinions as to what each of our kingdoms might do to gain pc's or impact upon our adversaries are sought. Are our chances enhanced by funding the most rapid advancement of one of our kingdom's primary strengths? What impact does our initial starting locations of pc's and groups have to do with our choices? How adventurous or conservative do we desire to be? Have we discussed an alternate plan to accommodate our adversaries' possible brilliance or non-compliance with our goals? How comfortable are we with agreements made with kingdoms outside our epic alliance? Have we coordinate our spying efforts so as not to have any duplications? Have we carefully analyzed our ESO's to maximize the number of us that might qualify on Turn-10? Are we willing to listen to suggestions pertaining to our kingdom by other epic members? Is it possible that our long range ambitions are best served by utilizing our precious beginning resources and abilities to hinder an rival?

The negotiations with the Neutrals are very important. No one wants to have Red Dragons visiting their pc's, dominating the regional activities, or engaging their military early in the contest if at all possible. The protective umbrella the Red can extend to his two teammates is usually sufficient to discourage too aggressive a campaign against them. While it is understood that at some point direct action will be taken against the Neutrals, who wants to start that during the first six to eight turns? The most frequently used approach is to reach accommodation. There could be an effort made to have the "Good" and the "Evil" members agree to combine their efforts and eliminate the Neutrals early. This of course is permeated with possibilities of a double-cross. How, when, and who addresses the Neutrals is a matter of great concern, their actions can impact dramatically upon the outcome of the game. Every player, no doubt, has his/ her own idea of what constitutes a good agreement; it is not unusual for this to be the first test of Epic teamwork and cooperation.

As what choices are made prior to turn-1 often dictate the direction the game will go it behooves each epic member to analyze and discuss the ramifications. Have provisions been made, or are they necessary, to assist a associate who has agreed to an early sacrifice? Has it been discussed as to how best to augment a vital, but slower developing epic kingdom? If an epic teammate becomes a primary target what steps or actions might be taken to lend assistance?

Upon receiving results-3 the direction of most kingdoms is usually known. The pieces of the puzzle have begun to fit. It is not unusual that adjustments are required. What regions are being contested, which kingdoms are most impacted upon, and which kingdoms have greatly magnify their abilities has become clearer. New choices will be made. Teamwork and cooperation remain a key ingredient. Most aspects discussed for turn-0 will continue to be a constant for the duration of the game. The principles of interaction among epic members are no longer a theory or worthwhile goal but should be demonstrated. The adage "A friend in need is a friend indeed" applies. In Game-245, as the Troll, I received gold and food from all five of my Epic teammates for most of the contest. In Game 249, as the Ancient Ones, I have given to my Epic teammates, through results 13, 220,000 gold and 105,000 food. In both games our Epic side was strengthened by our mutual assistance. Throughout the remainder of the game hard decisions will be made as to how best to: utilize food and gold that is available from our combined resources, obtain vital reconnaissance information, coordinate group activities, gain additional troops or wizard power, secure essential artifacts and get them to the best figure or group, decide when and where to risk an agent or political, keep all members of the epic team viable, evaluate which team might qualify for an Appeal to the gods, recover from set-backs, take advantage of successes, and continue to move toward ultimate victory.

There are many more choices that will be required during the contest for supremacy of ALAMAZE. The Epic side that works the hardest at interaction and reaching an accord among themselves will, a high percentage of the time, maximize their chances of achieving victory. In the six completed Second Cycle games in which I have participated this approach has yielded approximately 85% success and 50% of the victories were Epic.

 

News From the Front

 

Game 244, Red Dragon
John Moe

16 turns of peace. (See article "The Curse of Peace".) After being left alone that long the Sorcerer was truly scary. The Gnome had 4 or 5 PC's that produced better than cities. I hadn't developed my military much but did have the ability to teleport an invisible Red Dragon division, and have an invisible or teleporting brigade in addition. Our first target was the DW, AN and RA team. The Sorcerer helped me at Zabzanka because the DW had all his brigades there. The rest of the region fell easily to me. The RA was already hurting so the Sorcerer had little to do there. The AN was well established and expanding, he was also well protected and difficult to get at. Someone's agent managed to kill one of my Power-5 Wizards before dying and a well laid AN trap allowed a lucky shot of a Power-4 or 5 Wizard to slay a Sorcerer Power-8. Within Two or three turns the RA and DW were basically eliminated and the AN was hurt some. The Gnome was hampered emissarily and a number of critical PC's were in the water.

After a couple of turns of reorganizing we were set to launch at either the GI team or the WI team. We figured that the GI team had dropped through some lying that the UN Player did. In a conversation he told me how the EL group outside his capital was still sieging him. I had reconned the PC and saw that it wasn't under siege. After talking we figured that they were trying to hide the fact that the GI team had dropped. We moved to take many of the PC's vacated by the dropped team and made some substantial gains.

At this point the WI team with the AN and DE were the only kingdoms still involved besides us neutrals. We then put ourselves in position to hurt the WI team. They dropped before we did any damage, but we didn't know that. In that turn we took 4 cities, destroyed 2 capitals and attacked and took the third. We also captured or killed 2 kings, and landed on a relocated capital. However, we had hit the dreaded 5 player rule. Over the last two turns we took what we could and the AN sprung his last trick by hitting the Gnome at Avalon from ambush and destroying his group with several good wizards. This prevented the Gnome from getting both Torvale and Arcania (where the group was heading next to diplomacy Triesa and destroy 2 towns). The first final turn that we received actually had the AN winning by secret victory condition; however, there were only 2 uncontrolled regions not the 3 that the AN needs. An update was mailed and the Neutral team won with 8 Regions on turn 27. Congratulations to the AN for a well played game.

 

Game 245, Troll
Philip McDowell

Results 6-10: The Giant was removed from the High Council through a skeleton released by the Demon Princes; that was a quick 20,200 gold spent by the Giant. The Troll managed to entice a wandering wizard to join with the 2TR from deep in the heart of the Elven King's homeland. As of the sixth month the Trolls have two Power-2's and two adepts. During this four month period the Troll continues to build his military, apply some finishing touches to the Ancient Ones, and capture some minor PC's in Torvale and Oakendell. The Underworld agents have been busy: the Ranger lost one wizard, one agent, and two emissaries, the Ancient Ones lost three emissaries and a level-4 agent, the Giant lost two wizards and a Baron, and the Warlock lost two agents. The Underworld achieved his ESO. The Demon Princes assisted in taking PC's in Amberland and Torvale with his formidable political core and the Darkelven gained control of the Eastern Steppes and has made progress in Amberland. The Witchlord is in possession of The Ring of Spells, continues to be able to raise wizards, and has achieved his ESO. Our entire Epic side has done an excellent job with sharing resources and coordinating efforts. We now control three regions, the neutrals two, and our adversaries two.

Results 11-16: The Underworld continued with his elimination of our adversary's figures in these seven months; one wizard, one leader, three agents, and seven politicals are no longer able to hamper our efforts. The Darkelven derived a very worthwhile plan; he transfer the Staff of the Great Orator to the Demon Princes who then moved multiple emissaries (including four Princes) into Oaken-dell while enamoring it from hostile to friendly in a single turn taking control away from the Elven.

Results 17-21: The Demon Princes have gained control of Oakendell on Results-17 and by next turn the Elf will have very few holdings in this region. The Elf has also lost control of the Northern Mists and should get rooted out of more PC's here in the next few turns. The Giant has taken Runnimede and I understand hit a Gnome group very hard. Results-18 have the Darkelven gaining control of Amberland. The 4TR army group destroyed the 1WA division with the wizards of the Warlock teleporting out for safety and the Troll gaining an artifact. The 4TR (14 brigades with six naturals, 50% leadership, 133% morale, a Power-2 wizard, and Giant Slayer) moved to a Gnome PC in Runnimede where it now faces the 1GI army group led by a Warlord and having Troll Slayer. This will be fun! Results-19: The 1GI with high attrition, very high morale, good leaders, and an Adept was destroyed by the 4TR, thus breaking the resolve of the Giant and gaining the important artifact, Troll Slayer. The Troll gained several new PC's in Runnimede and Oakendell and moved to the city of Cradia. The Red Dragon and the Sorcerer are staying almost entirely in the Talking Mountains which the Red controls; we are happy for them to do so. Results-20: The Northern Mists are now the Witch-lord's, Synisvania belongs to the Black Dragon, and Runnimede is now uncontrolled. The Troll has added four PC's to his control and relocated his capital from Meridon so as to allow him to tax it and allow the Underworld to gain control of it and Torvale to move toward Epic Victory. Results-21: The Underworld has kidnapped the Red Dragon king and gained control of Torvale. The Troll has gained control of Runnimede. We now control all regions except the Talking Mountains and have claimed our Epic Victory!

By giving up Meridon and several other PC's in Torvale to the Underworld the Troll, who was un-able to reach several Warlock PC's in the water, had a poor regional reaction, and was somewhat reluctant to use ships to reach the Warlock capital at Avalon, assured his Epic side of gaining control of their ninth region. We maintained control of the High Council throughout the game and used it very advantageously. The Troll had 41 active brigades at game end with 119% leadership bonus. The Troll lost, in battle reports, 109,900 fearless troops (or the equivalent of 55 normal brigades) in helping to achieve this Epic Victory . In the twenty-one turns of this game the Troll received from all five other members of his alliance, 262,000 gold and 298,500 food. While some of these resources were for-warded on to other team members the bulk was utilized by his kingdom and demonstrate the complete cooperation we utilized. Every kingdom of the Sinister League sent and received gold and food throughout most of the campaign. The Troll had no status points on Results-6 and was low kingdom on Results-12; had the game lasted just one more turn the Troll would have finished SECOND instead of fourth. This is mentioned only to reflect that some kingdoms may get off to a slow start for various reasons and finish strong.

My personal "thanks" to all the various players in this interesting contest and particularly to a great group of Epic companions.

 

Game 249, Underworld
John Moe

I took this position over as a standby player on Turn 6. It is a challenge game with 3 dread McDowells playing. The wizards of the Kingdom had been developed with little attention paid to the agents. I continued in this direction. The Evils are in bad situations in this game. The DE dropped after getting pummelled by the GI. The WI is missing several wizards and has been under attack by the Elf continually. The Darkelf has the DW, EL and RA attacking him in the Steppes. The TR does have control of Region 9 and is fairly healthy but has only been developing lately. The BL has been beaten around by the GI and his wealthy allies for quite a while. I have never con-trolled over 6 PC's and have limited agent development. However, a few turns ago through group, wizard, and agent activity, I did kill off 5 WA wizards. The WA has since dropped. The AN and EL have not really been harassed since the game began. The RD was originally attacking the DW along with the SO. The RD moved south and has recently been harassed by the DW and EL up north but is doing damage to the GI down south. The Goods have an extreme edge in artifacts and income. Recently inroads against the GI by the RD, BL and TR have slowed the GI down. the GN is poised to take the AN capital of Avalon and the EL was just visited by the WI and myself. The Goods still have a definite advantage but at least we are starting to make a game of it.

 

Game 249, Ancient Ones
Philip McDowell

This is an invitational games with many games winners participating. I am playing against my two brothers, Rick the game designer and Russell the Oracle editor. There can be little doubt that the task of our Epic side is quite difficult in trying to hold our own against so many knowledgeable adversaries but we remain hopeful and willing.

The initial plan: Upon receiving our setup material the six kingdoms comprising the Realms of Light reach agreement on the strategy we will employ. The Giant will move in force into Arcania to put pressure upon the Demon Princes and to allow the Warlock a free hand in gaining PC's in Amberland for eventual control of the region. The Elven, Ranger, and Dwarven kings will use HP's to learn the location of towns/villages within their normal primary regions in their efforts to gain early control. The Ancient Ones will attempt to combat the Troll (played by Rick McDowell) in Torvale. We will make a serious bid to gain early control of the High Council. We find it difficult to reach an agreement with the Secret Society as they have made unreasonable demands upon the Dwarven kingdom. We also will divine the location of towns in the Eastern Steppes to hinder the Darkelven's efforts to gain control by moving several of our politicals into neutral locations. Now we must wait to see what members of the Sinister League do.

The first three months: There have been several interesting developments. The Witchlord has moved his highest level wizard into Amberland and cast a regional spell in each of the first three months of this campaign. His intentions no doubt were to dramatically lower the morale of the Giant troops. As the Giant had moved his entire military into Arcania he was untouched and Warlock military was effected instead. The much anticipated conflict between the Ancient Ones and the Troll was carefully avoided by the Troll king who vacated Torvale and moved in force into Amberland to take advantage of the Witchlord's regional spells and combat the Giant, who is not there. The Elven, Dwarven, Ancient Ones, and Darkelven have gained control of their primary regions. Our plans to move a few politicals into towns inside of the Eastern Steppes were altered as the Dwarven, Ranger, and Warlock choose to maximize their efforts elsewhere. While the control of Oakendell and Torvale was gained with no opposition, the Dwarven has frustrated both the Red Dragon and the Sorcerer who have moved in force into the Talking Mountains. As of this date, Mid Autumn of Year 1101, there are various Secret Society emissaries at PC's in the Talking Mountains, an army group from the Red Dragon, a division of the Sorcerer, and the 3rd Witchlord at Dwarven held PC's. As the demands of the Red Dragon and Sorcerer for holdings inside the Talking Mountains were so unreasonable the Dwarven king has declared a war of attrition, with plans to foil his adversaries every month and tie-up their resources, emissaries, and groups as long as possible. A noble sacrifice on his part! With the treasuries of the Ancient Ones and Elven overflowing we have raised wizards, gained influence, affected regional reactions, both sit on the High Council, and hired several High Priestesses and agents. As the Witchlord has gambled much in his effort to support his brother, the Troll, by using his highest wizard in the futile effort to damage the morale of Giant troops that are not there; he is exposed to Elven political activities inside the Northern Mists. The Giant has two towns and two villages within Arcania and an army located at the Demon Prince controlled city of Triesa that contains two heinous Demon Princes.

Months four through seven: In the fourth month the Giant gained control of Arcania, with several Demon Prince lower emissaries executed and his military diminished. The Gnome has gained control of Runnimede as he has made every effort to separate himself from the despicable actions of his two allies in his appeals for neutrality. The Warlock and Ranger gained control of Amberland and Synisvania in the fifth month. The Dwarven king has, as expected lost control of the Talking Mountains and has lost his king in the terrible onslaught of the Red and Sorcerer. His continued gallant efforts will long be remembered by all that is good. By late winter, month seven, the Dwarven team has been granted an appeal from the gods, the Dwarven has regained control of the Talking Mountains, the Elven has wrestled the Northern Mist into his sphere of influence, and the Black Dragon has taken control of The Southern Sands. The Troll has taken Zarathon and made it his capital. The High Council has added the Giant (giving us firm control), the Darkelven, and the Red Dragon. The Elven military has had but a single engagement, destroying the 1WI containing a Power-1 wizard. The Ancient Ones have yet to have their troops tested by an adversary and have used these months to advance three wizards to Power-4 , two agents to level-5 and obtain many PC and artifact locations with our three High Priestesses. It appears that three members of our Epic side have a good chance of obtaining our ESO's.

Months eight through eleven: The Underworld has utilized both his agents and his two Power-4 wizards to inflict damage upon both the Giant and the Warlock. The Warlock had the misfortune to first learn of the Underworld's Wizard power when suddenly an invisible Underworld group cast Black Magic that slew a Power-3 wizard. In the tenth month the Warlock lost an adept in the Rite of the Magi and a Power-4 to assassination. The Witchlord's attentions have been split and this has cost him dearly! He forgot to instruct the 3rd WI two brigade group as to what action to take against the 1st EL. The result was the complete destruction of the 3WI, including a Power-3 and a Power-2 wizard. The Ancient Ones tired of the Witchlord's 2WI light division continuing to saunter around Torvale with the Ring of Spells and a Power-5 wizard attempting to strip the region of important artifacts in the wild. I moved the 1AN light division, with a Power-5, Power-4, and the Axe of Farin into the marsh of PF to met his group and perhaps teach him to stay in the frozen Northern Mists. The cowardly Witchlord wizard abandon his group by instantly teleporting away. The result was the total elimination of the 2WI and the Ring of Spells becoming yet another prize of the Ancient Ones. As was mention elsewhere in this Oracle, the Witchlord has a history of unstable mental condition which may explain his erratic behavior. The 2AN has teleported invisibly to the Darkelven city of Gurisek with two Power-4 wizards and three battle artifacts. We will learn next month the results of our strike against the 2DA single brigade containing two Power-2 and one Power-1 wizards. The Red Dragon has taken several Elven PC's in the Northern Mists and is now at the Elven city of Viperhead with 13 brigades. Little does he know that the 1EL full division with two Power-3 and one Power-5 wizards is at the Red's capital invisible to forcefully demonstrate our displeasure at his constant harassment of our holdings. While the Giant has moved into the Southern Sands, and may, by the thirteenth month, take control, the Black Dragon has come to assist the beleaguered Demon Princes and has taken several towns in Arcania, and successfully attack the city of Triesa, the Giant's capital, on turn-11, capturing a Giant Prince. The Giant, in the same month took the Black's capital, gaining a High Priestess, and now has the 1GI, with 14 brigades and two weapon artifacts, at the new Black capital of Vanasheen. The Troll has taken Almaren from the Ranger (the second time he has lost his capital), still holds his capital, Zarathon, and no doubt anxiously awaits to use his hord of reinforcements that arrived on Turn-10. Our Epic side is in possession of twelve artifacts, and will soon have three more. Thus far we have shared resources: the Dwarven kingdom has received 120,000 gold from the Elven and 35,000 from the Ancient Ones, the Giant has received 42,000 gold and 50,000 food from the Ancient Ones, and the Elven has received 108,000 gold and 15,000 food from the Ancient Ones.

There is no pretense of the Secret Society's neutrality; they have combined with their evil cohorts in an effort to bring chaos throughout ALAMAZE. A conversation with a spokesman of the Secret Society resulted in his advising me that they truly desired peace; I replied "A PIECE of all of our regions?". The will of the Realms of Light will be severely tested as we examination our determination, assorted talents, and abilities against nine powerful and destructive kingdoms. The many watchful and anticipating faces of the inhabitants of population centers throughout our known world will await the outcome. Can there be little doubt that the numerous pale pink throats of the people will let out a joyful glee should our symbol of resistance overcome the blight and infestation that these NINE represent?

 

Game 252, Gnome
Philip McDowell

We have just received our setups and I look forward to giving the Neutral Epic team a try. There have been many threats and conversations over the years stating that if I played the Neutral I would quickly find my team in a twelve verses three contest. Surely these outstanding players have greater concerns that to pick on an elderly Southern gentleman and his two associates.

In the spirit of cooperation I have contacted the spokesmen for the true power brokers in ALAMAZE, the Realms of Light and the Sinister League. It appears that both are receptive to our nominal requests for a peaceful coexistence. The spokesperson for each of these Epic sides will converse with their members and get back in touch.

The unimaginable has happen; late on the evening before Turn-1 is due I am notified that the Realms of Light and the Sinister League have reached an agreement to work together and neither have any interest in the Secret Society except in our demise. The timing of this communication provides us with few choices and much concern, particularly for the Gnome who is very isolated and has been told that the Black Dragon's starting locations and movement allow easy access into Runnimede. Thus this campaign begins under much duress for us.

Results-1: The 2RD has arrived at Viperhead with a full division and discovered the 1WI, which is masked, is also interested in this city. The 1RD has gone into the Talking Mountains and landed upon a PC. The 4BL patrol, with only an Adept, has arrived at the Gnome's capital where the 1GN is located. The SO has no foreign group at any of his PC's or opposing any of his groups.

The amount of negations for Turn-0 and Turn-1 is the greatest for any contest of ALAMAZE that I have been involved in. It appears that the decisions that have been made by both the "Evils and the "Goods" were not unanimously agreed upon by all members. I have been advised that five of the six "Good" members found our offer for neutrality very agreeable and indeed advantages for their Epic side and the development of the game. The Giant was unwilling to make concessions that would benefit his Epic side and that he could easily adjust for and his teammate the Warlock has moved into Avalon which normally would be of primary interest to the Ancient Ones. It appears that several members of the "Evils" were also attracted to our initial offer and at least two of them (the above mentioned WI and BL) will suffer loses this next turn if an agreement is not reached. The DE has obtained the first HC seat and raised the issue to increase his influence.

As it now appears, the GI, WA, and EL will receive immediate benefits in their development at the cost of their natural allies the DW, AN, and RA. The DE, DA, and TR are getting substantial advantages while the UN, WI, and BL will pay a heavy price.

As the Neutrals, we are very concerned over the direction of the contest, the inability of reaching any agreement with either side, and being forced into such early conflict.

Results-2: Dramatic events have occurred that exceeded our expectations and even what we (the Neutrals) mentioned to the Sinister League and Realms of Light as possibilities. The 1GN has killed a BL Adept and the 1WI used his wizards in a futile effort to eliminate a few more Red Dragon troops, costing him his Power-4 wizard. To lose such a major resource when it could so easily have been avoided is a major setback for the Witchlord. The DW, wary of getting his politicals captured at Zabzanka, has none in place at this high gold producing city. The WA has taken Avalon and the GI has Evanon as we anticipated and the DE has acquired major holdings in both Arcania and the Southern Sands. The military units of all three members of the Secret Society have avoided opposing groups from all contending kingdoms. The BL has gained the second HC seat and of course the DE has gained influence by the passing of his issue and has raised the issue to increase his influence once again. Does this sound like sharing or teamwork?

It remains our sincere hope that the members of the Order of Justice and the Cult of Chaos will soon see clearly the inequities imposed upon them by the power seeking and greedy members of their mutual alliances and bring even a small degree of reason into play. While our position is at best awkward, with little hope of developing our kingdoms and forced into using our sparse resources to hire, pay, and feed additional Winged Beasts for the Red Dragon to inflict pain and punishment upon his chosen adversary of the moment, we can determine what kingdoms and teams will advance.

Results-3: A first in the annals of ALAMAZE! The DE has gained control of two regions by results-3. Imagine the resources available for his advancement. How could the GI allow this when he could have so easily made an major impact upon the DE and allowed the rapid development of the DW (who is losing PC's inside the Talking Mountains to the RD and SO). The DA has control of Gurisek and appears ready to gain control of the Eastern Steppes next results. The TR, teammate of the DE and DA, has captured additional PC's in Torvale; they seem to be doing quite well. The GI continues to confine himself to Amberland and purchased the third HC chair. The WA has moved politicals into other PC's inside of Torvale, limiting even more the AN's possible growth. Their teammate the EL has a completely free hand in Oakendell. The only member of the Order of Justice who seems to be able to grow is the Ranger who is unopposed in Synisvania. The Underworld has yet to increase the cost of agent training, an interesting choice, and no doubt has gained much gold from many kingdoms training agents. The GN and SO continue to attempt to keep their groups out of harms way and use their politicals as best they are able. The RD will soon own all the land PC's in the Northern Mists but with winter soon to arrive and few holdings by the GN in the south will have food problems.

As we have tried to communicate to: the Order of Justice, the Cult of Chaos, and the readers of this article; the deals that were made have been almost completely to the advantage of two teams. The Neutrals will be only able to gain modest holdings by the RD (mostly villages and towns as he can not afford the negative food production at the cities) and constant trading of PC's by the GN and SO with little hope of real growth. The AN has lost influence as there have been two HC issues, two regions gained, and two king orders to increase the DE's influence and as the DE is in firm control of Arcania is VERY hostile in this region. The DW has been forced to be careful not to lose emissaries to the PC's the RD is taking via military action. With the BL and UN both interested in taking PC's in Runnimede and having to contend with the GN's holding actions their chance of real progress is limited. The WI will be restricted to water PC's around the Northern Mists to avoid RD military actions. What occurs in the next few turns will be quite revealing and will perhaps demonstrate if Epic values will be considered.

 

Game 252, Ancient Ones
Leo Mortimer
Turn 5

This is my first invitational game--my chance to play with the "big boys." The Giant decided to decline the Neutrals offers and the Warlock instead formed a 6 turn neutrality pact with the evils. Although this went against my better judgment, I and my teammates decided to abide by this agreement and try to play epic. the goods and evils have joined forces to eliminate the neutrals. However, it is as I feared; the evils benefitted far more than our team or epic side. The Demon Prince gained the first High Council seat, beginning a series of issues to raise his influence; he had control of two regions by Turn 3. My natural enemy's success, compounded by my poor economy, has resulted in a decimated influence and very slow development. The Underworld has been keeping the cost of agent training low, thus allowing me to develop my agents; my only real development thus made. The Dwarf has been hampered by this neutrality pact and has not obtained control of the Mountains due to the Red and Sorcerer. Due to poor communications, the Evils dominate the High Council. This is an omen of things to come. My teammates troubles and plans for expansion have left me without any economic aid. Even if the neutrals and evils leave me unmolested, it will be at least until turn 12 before I can become any type of factor.

 

Game 252, Demon Princes
John Moe

This is also an invitational game with Phil McDowell. An early agreement of peace was reached between the Goods and Evils it was to last through turn 6 with the first turn of moving on other Kingdoms to be turn 7. The agreement was to move against the neutrals, although the neutrals seemed to survive the first 6 turns relatively unscathed. The game got off to a slow start, despite peace only 2 regions were controlled on turn 3. Both regions were controlled by the Demon Prince. The next turn saw many more become controlled. The Evil team has 4 of the 5 High Council seats. Despite a play by the WI team to try to grab the Appeal to the Gods the Neutral team managed to stay low team and qualify. On turn 6 only Torvale and Runnimede remained uncontrolled, the Good and Evil teams both control 4 Regions. On turn 6 the RA played by Chris Wall decided to break the agreement. In all fairness, he said he did not know the agreement was to last through turn 6. In other conversations with players of that alliance it was claimed that he was informed. Either way, even presented with the agreement that was lived up to by all others players, the RA player has decided not to honor the agreement and will attack this turn instead of holding back as agreed. So much for the long standing honor and trustworthiness of the RA Kingdom and player. The next few turns will tell as we are now in war.

 

Game 352, Halfling
Rich Gilson

On Turn 0 our kingdom was contacted by both the Nomadic and Westmen kingdoms via 3x5 cards. Upon first contacting the Westmen it was agreed we would start a combined effort to stamp out the Darkelf who had infested the western forests of Runnimede. Our part in this was to denigrate the Dark Ones before the peoples of both regions. Our initial contact withthe Nomadic kingdom of the Southern Sands was friendly, although no firm agreements were made.

The first turn saw us successfully denigrating the Darkelf. Our spies reported they had moved on the village of Briarhill in western Runnimede, trying to expand their rebellion. The Westmen reported the movement of several Darkelven military groups. They moved to the probable destinations, hoping to engage them in the forests where the bowmen would be next to useless. Additional information was brought to us by spies at Triesa. We sought to contact our good neighbor to the East, His Sublime Majesty, the Warlock King. The spiteful Darkelf had allied himself with the Underworld and was trying to wrest control of the city from its rightful liege.

On the second turn the Warlock annihilated the small Darkelven force at Triesa and easily handled the Underworld's Duke Napola. We continued our moves to take full control of our region and sent the Westmen 32,000 gold. Unfortunately, we were unable to convince the citizens of Torvale as to the wantonness of the Darkelf. Our contacts with the Warlock revealed him to be an acquaintance of several kings with whom I was on good terms from previous games. As it is always good to have an established and skillful play on one's side, we decided to work with him against the Darkelven/Underworld alliance that threatened our three regions. Additional aid was sought from the Nomad in the form of strategic planning to remove villages and towns that owed allegiance to the Underworld kingdom. A small payment was sent to assist in carrying out these maneuvers.

In the third month a rather pathetic attempt was made by the Underworld king to dissuade me from my attacks on his cohort. We ignored his entreaty. The Nomad king mentioned to us a desire to see either the Witchlord or the Warlock eliminated before their power became too great and mentioned the support of the Ranger for this task. We in formed him of the many kind works of the Warlock and urged them to look to the Witchlord as an enemy instead. Additionally, our friends to the north required some additional food to aid the army in the field against the Darkelf. A mission was sent by the Ranger kingdom with the commendation of the Nomad king that our village in eastern Synisvania could be better protected by the Ranger king. As it served our peasants' interests to be under the wing of so formidable a military, we agreed; also, there was little we could do now to prevent it. The Ranger agreed to send us 25,000 food and possibly rant us a regular trading agreement in exchange. The Warlock gained control of Arcania this month, as did the Nomad, the Elf, and the Westmen. For a new king in the world of Alamaze, the king of the Westmen has shown a quick grasp of the game and is well on his way to destroying the Darkelf.

On Turn 4 the battles continued across Alamaze with the Paladin and Urik fighting it out in the Eastern Steppes. Our village of Blueoak changed their allegiance to the Ranger as planned. Our 2HA brigade was forced to do battle with the superior numbers of the Darkelf outside the rebel capital of Gnarley. Due to a logistical SNAFU Cpt. Parigis's brigade was not supported by Cpt. Strohand's division which was unable to arrive in time to prevent the destruction of the 2HA that was outnumbered 2 to 1. Next month will be quite different, I assure you. The Urik gained control of his region, despite the attacks of the Paladin. Also our nominal ally the Ranger gained Synisvania.

On this firth month we sent a large train of provisions to our friends the Westmen to support his army through the harsh winter months. A suitably chastised Captain Strohand arrived at Gnarley with his division; he destroyed the 1DA whose newly minted captain had not received any orders. The Nomad reported annihilating an Underworld brigade in similar circumstances. It is now assumed that both kingdoms have retired in disorder from the failure of too many dastardly plans attempted too early. A rumor has spread that the Witchlord is vanquished from our affairs as well. At this point the Paladin king has failed to take control of his region! Perhaps his ploy to assault the Urik was not such a grand idea. The Paladin has left the council and sold his position to the Ranger. All of Runnimede has decreed ;us to be their rightful king and we are now free to eliminate the dwindling pockets of Darkelven resistance.

Turn 6 sees the reason for the Paladin quitting the High Council. The Urik revealed the Paladin to be a Hodophobe, with the promise of more such revelations in the future. The Nomad and Ranger have attacked the Warlock and taken his region. In a conversations with the Warlock king, he mentioned that he wouldn't know what to do with himself without being attacked by two kingdoms at once all the time. With the destruction of the Darkelf\Underworld, he had hoped for some respite to concentrate on academic affairs in the region, but it was not to be. A new Witchlord has appeared and has a marvelous plan. If everyone will just leave him alone, he won't bother them.... just train a few wizards is all. I do not think we can allow this occurrence. On a final note he reclusive Dwarf took his region this turn.

The Seventh Turn reveals both the Ranger and Witchlord to be experienced players. With the elimination of the Underworld I have decided to purchase that kingdom's ring of protection from whatever ally can gain it from his capital. It will greatly aid our continuing efforts against the Witchlord. So far we have not received the promised payment for our village the Ranger took from us. We have also heard from the offices of the Warlock kingdom that the Witchlord is an old acquaintance of the Ranger's and is a name that echoes through the history of Alamaze. This is turning into a battle royal of the ancient players. As for my own efforts, I am supporting the Westmen wizards in the preparations for a Turn 9 assault on the Elven kingdom. We began trading with the Ranger although our 10,000 gold arrived at his treasury, the 20,000 food was not forthcoming. This leaves him 45,000 food in the hole so far. The Paladin finally takes Amberland, but the Urik released proof that he secretly aided a declared enemy 20 years ago, resulting in half the regions of this land publicly reviling him.

On Turn 8 we hear of an ongoing plot of the Ranger to play the Urik and Paladin off each other. Perhaps we may have an open ear to our own plot to destroy the Ranger ally, the Witchlord. In our own kingdom, we have begun the building of an "army" of fanatic agent teams to eliminate the evil mages of the Witchlord. Our friend the Westmen king has discovered the movement of troops and emissaries by the Elf who is obviously preparing to attack him. Unfortunately, for the Elf, he seems to have moved everything to a town before launching his attack. I immediately sent out missives to various kingdoms, purchasing the sleep and ward spells we will need to protect our ally and us from the Elf.

Turn 9 sees the Westmen and Elf attack each other. Our counter-attack is much more successful since only one Westmen emissary is truck by opposing magic. The Elf has the assistance of the Dragon king, but once they are in winter Halfling logistics should be more than adequate to break them. A difficult turn was also had by the Ranger king. A timely skeleton release by the Warlock has booted him off the Council and I assume the seat for a small price. The Nomad has made peace over the last two turns with the Warlock and is on his way to defend himself from the Witchlord. Rumor has reached us that the Urik has slain many low power Witchlord wizards, making our job easier.

As the north enters winter i looks as though fewer kingdoms will come out of it than go in.

 

Game 352, Urik
Lou Torlidas

Having only played Second Cycle kingdoms at this point in my short Alamaze experience, I decided to give First Cycle a shot. I chose the Urik, thinking that the possibility of getting pummeled early while playing a military kingdom would not be likely. Well, I was partially wrong. Right from the beginning the Paladin decided to destroy me without securing Amberland first. This silly little man felt that I would be an easy kill and by Turn 5 be officially out of the game.

He bragged to other players about this foolish notion that he could get Amberland and the Eastern Steppes without too much difficulty. As a result, many players became scared of this belligerent person and called to inform me of his intentions. Naturally, I did what any Urik king would do under the circumstances--I laughed a lot. Some players felt that I was being arrogant and not taking the Paladin's threat seriously. Most seem to forget that the Paladin's military is very expensive, and without getting Amberland first his expansion would be limited. In addition, his political strength can't be used effectively since taking Amberland would require the use of most of his emissaries. In the Steppes his regional reaction is suspicious. How can he enamor both regions, build a large military, use tons of emissaries to take two regions and destroy me in the first 5 turns? Unless someone decides to aid him, he can't. Some players could not see the logic in this argument. At that point I decided that my telephone bill would probably be small, for the only kingdoms that were worth talking to were the Nomad, Ranger, and Warlock.

The rest of the board decided to make alliances to protect themselves: Elf/Dragon, Halfling/Westmen, Darkelf/Underworld. This still left a number of kingdoms without allies. The Dwarf did not communicate with anyone and the Barbarian tried to punt the Sorcerer out of the Northern Mists. The Witchlord tried to contest the Ranger for Synisvania, but his efforts failed and he dropped. However, a standby who had played with the Ranger in other games filled this position.

Turn 1. Based on what I have experienced in Second Cycle, I figured the neutral cities would be contested. Hence, I put an ambassador into Gurisek and reconned it to see how many people would show up. The Paladin put a prince and the Dwarf a baron into my city. My intention was to keep the city neutral until my military arrived. why waste your best emissaries on a contested city? I guess the Paladin told the board how incompetent I was, for a few players asked me, "Why an ambassador?" I guess these guys had never played Second Cycle before, so I didn't really give them an answer. I knew that I could kill the Paladin in a one-on-one fight. However, if the Dwarf supported him, this game would get ugly for me. The Dwarf's presence concerned me, especially since my capital started in the Talking Mountains. It appeared that a response to these intrusions was in order.

Turn 2. My ambassador helped to keep Gurisek neutral and my agent assassinated a Paladin adept. One adept down, one to go. The Paladin appears to have divined the towns in the Steppes, for a baron has shown up at Hellsport where my duke is. The other town, Gnarthen is left uncontested. At least I will get one town. The Paladin has also put up the issue to increase his influence on the High Council. Why do this if the person you are fighting is on the Council as well? The other members of this body--Dwarf, Westmen, Nomad--would not vote on this issue nor my possible issue to kick him off. It is amazing to see how tough talk with little substance can affect others. The Westmen knew the Paladin has a victory condition against him but would not do anything. Oh well, I would vote the issue down.

There was some other good news. I ran across an artifact on my way to Gurisek. My military would combine there by Turn 3, so I do not need to maintain status quo again. Just think; the Paladin wasted 32,000 gold enamoring my region just so he could take the city and he won't get it. Hopefully, I can capture his and the Dwarf's emissaries.

Elsewhere the Barbarian has declared the Sorcerer an enemy while the Westmen declared the Darkelf an enemy. The Dragon has decided to go sight-seeing all over Alamaze rather than take a region. He talks about getting the Mists, but he does little to win it. However, he does promise not to attack me. Gee, isn't that just sweet of him?

Turn 3. My duke maintained status quo and the Paladin's baron got imprisoned fro trying to usurp. Gurisek is now under the control of the Paladin, but my army with the Standard of Valor is there. I worked hard for that artifact--a sea monster killed my leader and 11 of the 12 members of the patrol. Talk about getting it by the skin of your teeth!! Other good news in this turn include killing the last Paladin wizard and shooting down his High Council issue. I probably won't put up any issues, for none will pass until the Paladin loses his seat.

Now for the sour notes of this turn. Apparently the Ranger has been trailing my groups and telling the Paladin how they are composed. However, the Ranger's ally, the Nomad, informs me of his true intentions: let the Urik and Paladin ill each other off and he will come in to clean out the victor. Well, with my reinforcement schedule, I am guaranteed to stay in until Turn 20. If I am to get cleaned out, it will be a long fight. This turn the Paladin makes our fight of-ficial--he declares me an enemy. I guess the Sorcerer has been taking chunks of Amberland as well, for the Paladin declares him an enemy as well. Maybe there is a possibility of picking up an ally.

Turn 4. I smashed Gurisek and captured the Paladin's prince; too bad I did not get the Dwarf's baron as well. Anyway, I will get that runt sooner or later. Skeletons will be coming, rest assured. Hellsport is now under my control and so are the Steppes., So much for dying by Turn 5! I declared the Paladin an enemy as I prepare to enter Amberland.

At this time the Warlock declared the Underworld an enemy. The Sorcerer did not respond to my gesture of an alliance; in fact, he never even called me after I sent him a card. Such insolence to the Urik kingdom deserves death, so let him die alone!

The Nomad and Ranger have asked me to help them in their conquest of Arcania. I guess these guys forgot that the Paladin still wants to beat my brains out. Apparently, that diabolical, chew-spitting, foul-mout hed, ornery, sadistic Warlock is kicking the crap out of the Underworld and Darkelf. (Qualities like these are worth admiration.) apparently the Underworld lost his best agents against warded high-ranking Warlock emissaries and is ready to quit. The Darkelf is getting worked over as well, so their team may be the first one to drop.

Over the next seven turns the Paladin and I fought each other, with the Ranger trying to assist my enemy as much as possible. Some people can be so nosey!! During that period, the Paladin only gained control of Amberland once (Turn 7) and lost it by Turn 11. The citizens of the Steppes remained under my control throughout the fighting, for they did not like the stench of the tin can warriors from Amberland. The Dwarf did not intervene on behalf of my enemy, for he had difficulties getting uncontested Talking Mountains--taking til Turn 6. Once my capital became secure at Hellsport, I no longer feared this stubby -legged midget.

By Turn 12 most of Amberland was under my control. The Paladin's influence was non-existent due to losing the High Council seat, selling influence to pay for his army groups (he had recruited a lot but could not maintain his groups), and the release of all his skeletons. About half of his high-ranking emissaries had been captured, so the last remaining tasks were to smash his groups and take Evanon. Many players felt that I would lose if I fought him. The Westmen tried to talk me out of this and the Ranger felt I would get "toasted". No one seemed to realize that even if my groups were destroyed, I still needed to take out his military and capital to make him drop.

Turn 15 was my moment of truth. At Evanon, the 3UR army group (2 generals, 4 kingdom brigades, 6 veterans, 1 recruit, with high attrition, and flying the Standard of Valor) met the 3PA (marshal I, general II, and captain with 5 kingdom and 5 veteran brigades with high attrition and very low morale). I attacked on a 3 and killed 11,200 Paladin troops (6 brigades); my losses totalled 7000 troops (3 brigades). So much for getting toasted! If the Paladin had better morale things might have been different. This 4 brigade Paladin group was wiped out the following turn while losing only 1 Urik brigade. These battles made the Paladin quit the game.

As for my neighbor the Ranger, he was having a difficult time sitting down because the Warlock spanked him like a delinquent child in Arcania. I dared not ask what was going on, even though the sounds of a very large paddle hitting the Ranger's backside, yells of "ouch, ouch, ouch," and evil Warlock laughter were awakening my citizens in the Eastern Steppes. As a result, the Ranger decided to vent his frustrations on the Nomad. With the help of the Witchlord, fighting began on Turn 11. Their fight would last until the game ended. From what I was told by the Nomad and other players, the Ranger tried to fund the Paladin so I would not attack him. Considering I told him early in the game I would not expand South, this was disappointing. To complicated matters, he killed my Power 2 before my battle with the Paladin. Since the Nomad tied him up the rest of the game, his difficulties insured by would never be attacked by him.

Yet even with the Paladin's demise and no foreseeable Ranger attack, a new threat appeared. On Turn 16 the Westmen had defeated the Elf/Dragon team and controlled Torvale, Oakendell, and the Mists. The rest of us were very concerned abut the Westmen fulfilling his victory conditions. At this point it was up to the Warlock and I to shut down the Westmen/Halfling gains. The Westmen decided to expand into Synisvania and sent an army group down to take the region. The Warlock made sure he could not take any pc's by force by throwing up the Dome of Invulnerability. As a result, the Westmen dropped by Turn 18, even though he controlled 3 regions.

Once I realized this, I decided to take the Northern Mists and Talking Mountains to fulfill my victory conditions. The Dwarf cried to the Ranger and he showed up at my capital to help the Dwarf. What the Ranger did not know was that I was allied with the Warlock. He informed the ranger to leave me alone or become reacquainted with the paddle. Immediately the Ranger left me alone, and my army group, possessed of the Great Red Bats, Standard of Valor, and the Dwarf's Axe of Farin, continued on its destructive path. This group, which had 150% morale and a warlord, marshal, and general II was worth over 50,000 value. The Northern Mists were to be taken emissarily.

On Turn 21 the game ended as I took control of these regions and put in for my victory condition. Congratulations to the Ranger and Warlock for their 2nd and 3rd place finishes. I guess I did not do too badly for someone who was supposed to die by Turn 5, eh?

 

The Eye of the Oracle

 

I am currently reading Terry Goodkind's Wizard's First Rule--yes, another series in the building. Why I start these things when they are not yet complete amazes me. Anyway, Goodkind has taken the basic notion of fantasy that good and evil are distinct and recognizable, but added twists. Mostly Goodkind is interested in the notions of percep-tion and greater good. The key figure is Richard, unexpectedly and only recently appointed as The Seeker, the one who carries the Sword of Truth and is a law unto himself. Opposed to him is Darken Rahl, a man of magic and evil who finds pleasure only when evisceration or worse is involved. But wait! he is also Father Rahl, bringer of peace and unity to the people, protecting them from the ravages that lay to the west. Add to the formula the spirits of the dead, a timeline that could mean the end to the world, a mother confessor who perplexes all, and yes, an actual wizard and it makes for very fine reading. Not a martial affair, but a wonderful study of complex characters.

Closer to home we have new writers for the issue, but we really need articles to build up a backlog. A fanzine depends on its fans, and as enthusiastic as some of you are as players we'd like you to share your discoveries, joy, adventures. We have included a comprehensive Table of Table of Contents so you can see the range of published materials. This issue's cover comes from The Barbarians, a wonderfully illustrated book written by Tim Newark.