The Alamaze Oracle XVIII

Spring 2000

 

 

An Ancient View

Philip McDowell

Deep in the bowels of their capital known as The Citadel Of The Ages, the Consuls Solomon, Hector, and Sun Tsu assembled. The room was once spacious, but centuries of utilization had made it slightly cramped, with a comfortable and relaxed feeling, like a favorite pair of riding boots. Everywhere were items of familiarity to the three. A set of matching desks, reflecting Elven craftsmanship, of fruitwood, inlaid with intricate patterns of cherry, maple, and walnut. Many directives, proclamations, and messages had originated here, written with nibs of the finest Dwarven gold. On the marble floor were carpets of many and varied hues that generations of wear had not impaired. Tapestries of such elaborate design and delicate adeptness as to deny that they were fashioned by Giant hands hung abundantly from the walls depicting: famous battles, encounters with guardians of diverse artifacts, and renowned peace conferences with the leaders of Light accepting surrender from the forces of Darkness. In the center of the room were sturdy tables laden heavy with rare herbs, fluids, and components gather from both mundane and exotic places by the ever watchful Rangers. Everywhere were scrolls, manuscripts, and books, many contributed from the Warlock, detailing complicated spells and enchantments. The room itself was made secured from scrying and other intrusions by distinct incantations and magic. Here, the principle advisers and benevolent sages of the Realms of Light employ their craft undisturbed and unobserved.

Time had little relativity when the ageless patriarchs gathered collectively in this chamber to study, discuss pending affairs of state, the welfare of Alamaze, or the actions of the varied kingdoms. Their acquired experiences and accumulated knowledge consistently provided them with advanced intelligence pertaining to the tendencies of both the aggressive and passive nations. Their invariable diligence was not without cost but repeatedly had provided the monarchs of the Realms of Light and the wiser sovereigns of the Secret Society with sage advice in dealing with the repeated encroachment of the immoral Sinister League. As was their custom, when together, they spoke as each felt the need. There might be long periods of silence, intervals where all expressed opinions en masse, or a solitary Consul articulating impressions to the full attention of the others. It mattered little how or when the dialogue took place as their extensive association and eminent intellect captured the essence of all that was said and even the logic behind the words.

The annuals of history are filled with disastrous results from too hastily made decisions and actions or the lack of resolve and initiative. It is the destiny and purpose of the Consuls to assist all seekers of truth and justice. The diverse races and nations had come to call the Consuls the Ancient Ones and with good reason as few beings had their longevity. While often discussed and the recipients of many inquiries, both direct and covert, the origins of those called Ancient Ones remained a mystery known only to themselves. What was well established was their championing of the causes of righteousness, their abhorring of the Demon Princes and all those who would follow his false teachings and intent.

There were certain facets of the Ancient Ones' realm that were notice and either admired, feared, or misunderstood dependent upon the degree of harmony one had with the Consuls.

They alone, of all the domains of the present or known past, did not have a singular ruler. Yet is was conceded that this unorthodox approach to administration yielded no discord and many benefits. Tis also true that no other potentate desired to endeavor yielding their individual command of state.

The Consuls themselves seemed, depending upon the necessity of the times, both interchangeable and uniquely different. History has recorded a variety of personal names and characteristics. Their personal appearance has been reported with a wide degree of variance in height, frame, the color of eyes, hair and even skin, making racial traits difficult to ascertain. This factor alone separates them from all the other kingdoms and adds to their mystic.

Their's was the most modest standing number of brigades. Yet the mettle of the troops and their leader's abilities was readily acknowledged.

The wizards of the Aged Ones were not as abundant, nor of as exalted Power, or achieving the elevation of other kingdoms. It had repeatedly been confirmed however that they did have mastery of very useful magic and even skill unobtainable by other wizards.

While normally content to have a moderate influence, no other domain is able to quicken the acquisition of this aspect at the rate of the Ancient Ones.

Satisfied to allow the various solitary monarchs to address their personal popularity with the inhabitants of their primary and other regions, the Consuls have been known to enhance or diminish this reaction dramatically in a single month for the benefit of the citizens.

As is all too frequently the circumstance with someone or something unique, the Ancient Ones are often misunderstood. Those that ignore their carefully dispensed wisdom frequently pay a heavy price. Sovereigns that underestimate their talents and abilities continually find their realms at severe disadvantage. ALL those who so adore the obvious and ignore (or are unable to appreciate) subtleties, repeatedly awaken, as if from a deep slumber, too late to address the many and varied impacts imposed upon them by the Sapient Ones! Having provided the unknowing with these insights to the Ancient Ones, yes these profiles in virtue; I will now take my leave with this last portion of guidance: "It is not the event that makes the individual, it is rather the reaction and attitude to the event."

Note: As you will see in the "VALHALLA" Phil has played the Ancient Ones in several games.

 

Epic Games: Return to the Individual

Chris Fitzgerald

Games can be played a variety of ways, the following two articles are two approaches that might well be considered when starting an ALAMAZE team or epic contest.

The notion of epic teamplay seems to be a rather simple concept: each kingdom in a Second Cycle game will contribute to the good of the epic side and push for a total victory rather than individual. Unfortunately, this approach is both simplistic and unfair. It largely ignores the dynamics of playability as well as the drive for playing Alamaze in the first place. I believe there is a different, more pragmatic approach that should be taken when playing a team game, especially when paired with players that may not be of your choosing.

The Beginning

Laying a solid foundation in the beginning of the game is absolutely critical for maintaining a kingdom's integrity in the middle and late game. I find that it is extremely important for players to define their contribution to the game early on. Are we going to strive for an epic victory condition? Are we going to share our turns with each other? How will I contribute to this contest and support our team? The answers to these questions should be firmly implanted in the minds of all players BEFORE the game starts. And while the nature of the game may necessitate a change in the direction of a team, kingdoms should more or less stick to their intended positions (ie, not switch back and forth between working as a team and working as an individual) in order to maintain consistency and credibility.

Believing that every kingdom and every player that is involved in a Second Cycle game should be working towards an epic victory condition is naive and selfish. The choice of whether or not to work towards an epic or even team victory is entirely up to the player. Epic victories should be seen as a tool to win the game, not the absolute path to victory. The simple nature of individual and team victories precludes the absolute nature of epic victories. Because players are not forced into only accepting epic victories, there is little incentive to exclusively embrace them. In this regard, it is important for every player to clearly define their stance. It should be noted that working towards an epic victory does not preclude maintaining a strong individual game. Often, working towards an epic victory can mean only sharing information and coordinating against certain kingdoms.

Another decision that should be made is whether or not to share entire turns. In ages past, email was not widespread and players did not have the benefit of seeing each others turns. Despite this, team work and coordination were still rampant. Furthermore, communication between players was critical and concise, due to the constraints of distance. Since email is widespread now, it is common for teams to share turns. It should be decided by the epic players as a whole if they want this. In one game, I was forced into having my turns shared with others without given the chance to give feedback on the matter. This is rude and a violation of privacy. Aside from theoretical reasons, there are several disadvantages and advantages to sharing turns. Players lose control and the ability to bargain, there can be little diplomacy since everything is out for everyone to see, and, of course, every player can begin to see growing discrepancies between kingdoms. There is an argument for and against each of these. Remember, though, that the same principles that guide individual Alamaze games still exist in team games: deception, gloating, boasting, manipulating, and so on should all still be a part of Alamaze games. And while there is a good argument against using some of these methods in team games, sharing turns ruins some. Finally, as soon as you agree to share turns (or get sucked into it) you are accepting the absolutism of epic play. Individual and team victories now become a topic of discussion with kingdoms that should have little control of them.

Finally, it should be noted that some players join "team games" for a variety of reasons OTHER than working hand in hand with other players. In the First Cycle, for example, team games offer a chance to play new kingdoms. In the Second Cycle, there are different strategic approaches that need to be considered when playing a team game that probably does not exist in an individual game. Some people play Second Cycle games with these in mind, not working towards an epic victory. And while it may take some time to find players with a similar paradigm, it should never be assumed that all players share the same view and/or is playing the game for the same reasons and goals.

Kingdom Sovereignty

Some of the most selfish displays of team play that I have witnessed have largely centered around kingdom resources. Even if one embraces an epic victory early, one need NOT sacrifice her entire kingdom for the good of the team. In several recent games, I have noticed several players that have assumed that all resources are shared in an epic game. This is, without a doubt, not the case. Each player should maintain a certain level of kingdom sovereignty and make it clear what his or her boundaries are. If, for instances, one kingdom picks up an artifact, another epic kingdom does not have the right to demand that artifact.

In one recent game, I managed to pick up a few early artifacts and was rather dismayed when the other epic team was deciding exactly what I should do with the artifacts. Furthermore, when I politely disagreed with their requests due to their questionable strategic merit, I was promptly labeled as "not working towards an epic victory" and "selfish". This behavior is atypical of a simplistic approach to team games that defies the individual the right to allocate her own resources. On a theoretical level, every resource of the kingdom is relatively equal. Gold, food, dukes, wizards, artifacts - they are all generally controlled by one kingdom. In an epic or team game, the thought that one kingdom can demand another's gold or artifacts is the same as demanding one's envoy. There is absolutely no core difference between the "good" resources and the "moot" resources and players need to recognize this. Furthermore, players should not get disappointed if one players does decides not to ship off an artifact or give her entire gold production as long as there is generally a pragmatic and justified reason for doing soon.

Even when one kingdom has a competitive advantage over another, care should be given in how one approaches asking for the resources of another. In one game, the Warlock player declared "I am the Warlock, you should send me gold before raising your own wizards". While this may have strategic merits (i.e., the Warlock has a better spell list than the other good kingdoms), the statement is absurd. Flexing your demands and expectations is not a good avenue to achieve your goal even if the obvious is true. In the above example, the Warlock needed to illustrate why there would be an advantage towards giving up a chunk of gold to aid him. ("I really need 23k gold this turn in order to get my summon death spell. I plan on using this to help the Ancient Ones against the Troll"). How will MY kingdom benefit? If a player does not buy into the notion of absolutism, she is not going to be inclined to ship off vast resources unless she gets something out of it. It should be noted that feeling "good" about helping another kingdom is still largely centric, despite the unselfish connotations surrounding it.

Every player is the sovereign controller of his or her kingdom. Player need to recognize this. Why bother having six different players on an epic side if each player cannot actively put her individual spin on the game? Why not just make an Alamaze game with three players, each one controlling one of the epic sides? Imagine paying $51 for a single turn! This idea is almost as absurd as forsaking one's individual sovereignty in a game. Every player should be in full control.

Utilitarianism

The argument of utility has often been used to stress sacrifice in team games. Unfortunately, there is no system of quantify the benefits of action or inaction in Alamaze due to the nature of the game. Is there a huge strategic advantage if I send gold to a kingdom and, in doing so, am forced to not pay my army? How many gold pieces is the equivalent of the Ranger kingdom leaving Synisvania in order to maintain the peace between the neutrals? Most players in Alamaze tend to be fairly mature and able to measure the benefits of certain actions. Giving gold to a kingdom hit hard by winter is a good use of sacrifice. Sending gold to a kingdom that has the highest gold production on the board is not. Every player should understand his or her level of sacrifice in a game. Some players feel that it is important to sacrifice everything for this esoteric notion of the team, others feel they should sacrifice nothing. Understanding where your team and epic mates stand on the matter is important in order to prevent misunderstandings and arguments.

Kingdoms should also not be bullied into thinking the needs and the desires of the epic team outweigh those of the individual. Just because four of the six members of a team believe that a kingdom should be doing something, that does not make that action justifiable and absolute. Players need to remember that they are in control of their kingdom. The individual pays for each turn, puts in the time to write or type out of the orders, and so on. Furthermore, it is disrespectful to assume that seasoned Alamaze players do not have a grasp on the direction they wish to take with their kingdom. Epic players should not feel "betrayed" if an individual kingdom decides to do something that is contrary to the wishes of the epic team as long as it does not affect them individually and is consistent with the agreements set up in the beginning.

The End

It should be noted that individual games often have equal or greater examples of personal sacrifice than team games. I have seen many players (including myself) stick in an individual game with no chance of winning in order to aid their allies and prevent others from winning. Resources are shifted around, artifacts are traded, and so on, equally in an individual game. As such, taking an individualistic approach to a Second Cycle team game does NOT mean refusing to coordinate and work together. Furthermore, players have been very open in individual games about how close they are to victory, about what they need for their ESO, and so on. Playing with an individual slant in an epic game does not mean one should not still communicate game ending effects unless that is purely calculated. Furthermore, the two other members of your immediate team should be kept in close contact about any victory.

There is a fine balance that needs to be maintained between acting as a team and acting individually. I have had more enjoyable Second Cycle team games where there was no absolutism of epic play. This is not to say that I would not enjoy playing in that arena, but it should be an individual choice, not forced upon. And while my view may be justifiable, it is by all means not the absolute choice of approaching a team game. I believe it lays a solid foundation for individual AND team enjoyment of a game whereas other approaches frown deeply upon an individual motivation.

 

Some Thoughts on Epic and Team Games

Philip McDowell

Reprint from Oracle XVII
Games can be played a variety of ways, this and the preceding article are two approaches that might well be considered when starting an ALAMAZE team or epic contest.

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:

  1. It is always assumed that every effort is made to achieve victory with the greatest number of players (Epic, Team, then Individual). Why would a player join a team or epic contest if every attempt were not made to win by those conditions?
  2. In the vast majority of these contests you have, at the very least, chosen your teammates (if not your epic side). Is this not a basic contract or agreement to work together toward a common goal?
  3. By electing to play in a team/epic game it is assumed, as in all team endeavors, that you are willing to make some personal sacrifices for the greater good. Depending upon your level of commitment, this may mean sharing your resources, staying in the contest longer with a weaken position to support your team or epic side, and/or taking a course of action that will diminish your position but greatly aid your team /epic associates.
  4. You are agreeing to communicate often, preferably each turn, to discuss what is happening across ALAMAZE and concur upon a course of action.
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.

 

Me Troll King

Chris Fitzgerald

With the tremendous advantages that the Troll enjoys, it is a surprising that the kingdom has not been as dominating as the more traditional kingdoms in the Second Cycle. Effective use of the Troll position requires much more than simply waiting around for reinforcements. Indeed, some of the minor strengths of the Troll can be the most effective during the middle and late game. Let's take a look at some of the Troll strengths and apply them to an individual game.

The Military
The greatest power that the Troll has, in the end, is the sheer number of brigades that it receives. While the roll of the military tends to succumb to the strength of agents and wizards in the late game, the Troll can still throw its weight around. Even the great power of spells such as Summon Death can, in certain situations, be negligible when faced with nearly forty Troll brigades packed into a nice group. Like any other power, the Troll military needs to be groomed.

The most critical factor in grooming the Troll military is to keep the Troll capital located in a forest. Moving the Troll capitol to any other location will slow down the Troll military considerable. The Troll should always recruit into empty groups located at the capital, move, and combine. Repeat the process. The closer the Troll capitol is to the area that the Troll is expanding, the greater effect this will have. This is one reason why Torvale and Runnimede are good early locations to expand. Wherever the Troll expands, moving its capitol to a forest is of prime strategic importance.

Always recruit monsters, every turn. Much as the Underworld always trains agents, the Troll always should be recruiting at least two brigades every turn. This is why the solid economic base of rich regions like Torvale, Arcania, and Runnimede is far more attractive than heavy food producing regions. Even with sixty brigades, the Troll army will be consuming less food and gold than quite a few other armies. The augmentation of the Troll army every turn will be both strategically important as well as psychological. No one, from the Red Dragon to the Giant, would look forward to facing a thirteen-brigade Troll army group by turn 4. These goals might require some keen economic manipulation, but it is worth it.

It is of prime importance that the Troll kingdom maintains at least two good groups. It is generally a horrible idea to stick all natural Troll brigades into a single group, add a hoard of monsters, and go on a romp (though this can be fun). The Troll military, while mobile, cannot keep pace with the faster kingdoms. To offset this, the Troll needs several groups in order to both attack and defend. A small group of two troll brigades and three monsters can attack a village every turn without gaining attrition. Thus, when invading a region, use several groups: one to pick on villages and the larger group to, well, smash everything else. Leave a modest group in your home region behind to both retrieve artifacts, to defend and deter against attack, and to receive your constant flux of monsters you should be recruiting every turn. Always try to leave an open group to recruit monsters.

The Troll player also needs to recognize that every kingdom will attempt to stop a Troll army with the same spell: Wall of Fire. This single spell, the bane of Troll mothers everywhere, can reduce a large Troll army to … well … nothing … in a short period of time. Always assume that any weaker military force that boasts a power three level or above wizard will probably cast a Wall of Fire. Unless absolutely necessary, generally attack groups with a tactic of 2. The Troll armies will probably not reach the threshold of retreat on a 2 and they most certainly will not charge through a Wall of Fire. Also, recognize that Wall of Fire is a defensive spell. No Troll sieges should ever be broken due to a Wall of Fire. No Troll army group should ever be decimated by a tiny brigade boasting two power three's (I, incidentally, saw this exact thing happen in a game).

The other strengths of the Troll military are self-explanatory. A standing order to reduce attrition in the Troll's larger groups tends to be a good idea during military conquests. Also, despite the advantages of maximizing the four Troll armies, the masking ability of the Troll can be an effective deterrent. A single monster brigade stationed at the Troll capital can have the unnerving affect of creating uncertainty.

The Wizards
Troll wizards do exist, believe it or not. Unlike some of the other magically inept kingdoms, the Troll actually has a lot to gain by raising its wizards. While the cost is very high, especially early, the benefits are very good in the middle game. First, a power three allows the Troll to dispel a Wall of Fire spell easily. This allows the Troll to remove the Wall of Fire threat and thus bolster its military flexibility. Or simply attempt to kill the wizard casting the spell. Also, Trolls tend to benefit from the economic spells granted at level three. A single fertile fields spell will feed three Troll brigades a turn. The effects of Chaos should be obvious. Lower level combat spells tend to benefit larger Troll armies as well. Valor, for instance, benefits an army of 169,000 strength much more than, say, an earthquake spell.

The Emissaries and Agents (Or, The Art of Grunting)
One thing I have noticed is that people tend to forget about the other special characteristics of the Troll, the lack of influence loss from hiring emissaries. Hiring agents and ambassadors result in no loss of influence while governors only result in a .1 loss. This generally allows the Troll be very prolific in hiring governors with minimal loss. While the Troll should not concentrate on governors in the early game, it is imperative for the Troll to balance its military with politicals later on. Everyone expects the Troll to invade a region with its military but very few expect a swarm of seven governors to follow. If anything, a larger diplomatic core of governors will provide the Troll population centers diplomatic protection. The Troll attacks in hoards; its emissaries are no different.

Don't confuse the increase in orders with a large influence. Troll influence and regional reactions are still very poor. The Troll needs to build up its influence in order to both strengthen its emissaries but to also support the order intensive scheme of hiring monsters, moving, and combining.

Since the Troll can hire agents with no loss in influence, it is possible and advised for the Troll to support a fairly large intelligence network. The large surplus in orders, especially during the late game, allows the Troll king to use level one agents to en masse to recon everything. On a similar note, the Troll should not neglect its agents. Having at least one high level agent is necessary, especially if the Troll is actively seeking artifacts.

The Artifacts
While artifacts generally are not considered an integral part of any kingdom's initial strategy due to their unpredictable nature, the Troll kingdom has the most to gain by securing the most powerful artifact in the game, the Gem of the Planes. Armed with the Gem of the Planes, the Troll kingdom is extremely hard, if not impossible, to stop in the middle to late game with this artifact. The joy of teleporting forty brigrades around cannot be overstated. Other important artifacts center around groups. The Standard of Valor, generally considered a poor artifact, begins to shine in extremely large Troll groups. The Orb of Anti-Magic negates one of the Troll's main weaknesses. Other battle artifacts, including the various Slayer swords, tend to favorably affect larger groups rather than smaller. I consider it critical for the Troll to raise an agent to level four and scan for artifacts every turn.

The Early Location
The Troll has always enjoyed a critical role in early game development. Along with the Red Dragon, the Troll can shape games via its decision as where to launch an attack. In some circumstances, the Troll can completely distort games by making unique decisions on expansion. The following are all viable options:

Torvale:     This is a fairly obvious choice for initial expansion. Meridon is very close to the Troll's starting capital and the Ancient Ones tends to lack a cohesive military in the early game. There are two critical moves that the Troll needs to make in order to effectively take the region. The first is to either take Meridon via seige or diplomatically. As the city is generally coveted by several kingdoms, it may be hard to convert the city via diplomacy. Thus, the Troll should move to Meridon on turn one and begin siege operations. Other options include raising a wizard to power two and casting diplomacy on the city or straight out attacking it. The issue is generally speed vs control. The drawback to sieging the city is that the Troll's main group is occupied for a few turns while the benefit is that most players will not send a group to break the siege. The other crucial goal that the Troll wants to accomplish is to track down the Ancient One capital very early. One crippling move is to divine the location of all Ancient One towns on turn 1. Move to the capitol on turn 2 and give the DE or BL the location of the AN town in Arcania. The Troll does not want the Ancient One consuls to relocate themselves. Furthermore, the mere possibility of capturing a consul in the early game is worth the risk. Either way, the Troll player will need to decide if an ultra aggressive policy is worth the risk or if sharing the region would be more advisable.

Oakendale:     Another obvious choice due to the sheer amount of forests in Oakendale. As the region is farther away from the bulk of the early Troll military, a more conventional approach to taking the region would most likely be in order. Divining the towns or villages, moving a group or three into the region, and enlisting the aid of both the Witchlord, who can provide key spells, and the Ancient Ones can cripple the Elf with some lucky denigrations. Move a lower level emissary to Lorethane to maintain status quo until your armies arrive. The main problem here is that the Elf is not necessarily the best kingdom to attack early on. Within the first few turns, the Troll will not have the overwhelming military advantage against the Elf that it enjoys against other kingdoms. Furthermore, the elven military, through the use of pesky attack and retreat tactics can create headaches. Though the assault on Oakendale is epic in proportion, other suitable locations may provide the Troll with a better home.

Runnimede:     Another southern region centered near the starting Troll capitol, assaulting Runnimede can be a surprising move early. The Troll kingdom shapes up rather well against the Gnome kingdom within the first few turns, especially if the Gnome fails to raise a wizard to power three early. The Troll player should recruit heavily into the 1TR, head south while searching for population centers, and land on Cradia by turn 2. Attack anything along the way. Enlist the aid of the Ancient Ones to either divine villages or denigrate the Gnome. And, most of all, don't forget to enlist the aid of the Underworld. By brokering deals with both the AN and the UN, the Gnome can be squeezed out of the region early while the Troll can have major holdings in both Torvale and Runnimede.

Arcania:     This can be another surprising move in an individual game. The Troll player should broker a deal with the Ancient Ones to attack the Demon Princes in return for population centers in Torvale. The Demon Princes are in no real position to defend against a coordinated Troll attack early on; some DE players may even forgo defending Arcania and simply give the Troll the region. The only real problem with this move is that it requires good coordination between the Troll and Ancient Ones and that it leaves the Troll somewhat vulnerable in the mid game. Arcania is one of the worst regions to control due to the proximity of three kingdoms that tend to expand early and well, the Ranger, the Black Dragon, and the Giant.

Me Hungry!
Above all, remember that these strategies are all dependent on the actual players in the game. The good Troll King will always size up the competition and work within the diplomatic arena to ensure victory.

 

News From the Front

 

Game 286, Ancient Ones
Chris Fitzgerald

The game began like many others, with the Red Dragon invading the Talking Mountains and the Ranger and Black Dragon fighting down in the Sands. I managed to make a deal with the Troll kingdom, giving him a chunk of Torvale and some political help in exchange for his relocation into Arcania. I was delighted in the fact that my Demon enemies would be facing a very formidable Troll player. The early turns went well. The Gnome was aggressive in Torvale from the start, taking Meridon and a town.

The Gnome's erratic nature coupled with his obvious greed prompted my people to react swiftly. After my governor was captured by a Gnome group, I managed to take Merdion and completely destroy the 2GN brigade that was travelling through my region. After some key denigrations, the people of Torvale raised my banner. The Sorceror managed to take control of Synisvania, the Giant Amberland, the Dwarves the Talking Mountains, and the Witchlord the 'Mists. The Witchlord began working with both the Giant and the Warlock against the Elven kingdom; the Warlock was actively seeking control of Oakendale. In their losing battle, the Red Dragon and Ranger kings retreated into the lands, never to be seen again. The Demon Prince, facing destruction at the hands of the Troll, retreated into the Southern Sands, festering under the protection of the Black Dragon. Runnimede fell to the Underworld, the Black Dragons took the Southern Sands, the Darkelves secured the 'Steppes. Events were moving quickly. I was wary of the growing WI/GI/WA team as I considered it unnatural and potent. The Elven monarch, facing severe opposition and failing health, dismantled his kingdom. The Eastern lands of Alamaze were, more or less, secure and without opposition. While I was focusing on the North, I should have directed some attention to the Sorceror who was growing powerful very quickly. In the next few months, the Gnomes were destroyed at the hands of the Troll, Underworld, and my people. In a bitter rage, the Gnome sent emissaries into Torvale and set them on standing order to take control of my villages. Not only was this unethical, but it was obvious that he was being funded by others to play a thorn in my side. Both the Dwarf and I reached an agreement to invade the Northern Mists. Apparently the WI was active down in Runnimede. Defending his region, the Underworld managed to assassinate many WI wizards. In order to protect my consuls, I moved one to a town in Oakendale. The Giant was notified of his arrival and contacted the Warlock. Within a month, the Warlock and I were at odds. I delayed my plans on helping the Dwarf and concentrated on the Warlock who seemed to ignore any diplomatic overtures. I had taken the time to divine most of the population centers in the north, so I was in a good position. The Demon Prince raised an issue to remove me from the Council. Despite my earlier agreements with the Sorceror, who also had a seat, it was obvious that he was going to vote in league with the Demons. Feeling doubly backstabbed, I sold my seat to the Troll kingdom, knowing that I would return. The Warlock finally gained control of Oakendale; most of the region was split between the Giant and him. One of my groups picked up the Great Axe of Hurblind, a Ring of Protection, and the Plow of the Prophet. The Witchlord dropped soon after the Dwarf invaded the Northern Mists. He was apparently down to a single wizard. Both the Elven and Witchlord kingdoms were kicked off the council after skeletons were revealed (one by me). I flooded Oakendale with emissaries, landing in both Giant and Warlock population centers. The Warlock moved his capital to Lorethane, which eventually proved problematic on my part. My consul denigrated the Warlock. The Giant contacted me. We were on amiable terms and eventually worked out a deal where I would leave his holdings in Oakendale alone in return for his lack of assisting the Warlock. After some key diplomatic victories, Oakendale became uncontrolled. I pressed deep into the forest region, my two groups meeting at Lorethane to begin siege operations. The Warlock had been significantly weakened due to the recent assassination of a power seven and five wizard. After two turns of sieging the forest city, I was prepared against the Warlock and his patrols. Though invisible, I tracked most of the Warlock groups and prepared to dispel his summon deaths. Unfortunately, his power seven was in the wrong group; the siege was broken as my men slowly died away. The siege was broken, I moved on. Tragedy struck the next turn. The WA followed my smaller group and then summoned death again, destroying it completely. I lost several high leaders, a power five and three, and three artifacts. My gamble at Lorethane certainly did not pay off. At this time, the Black Dragon invaded Amberland and wrested control from the Giant. The Troll and the Demon Prince continued to fight in Arcania, turning the region into a wasteland. Then, without warning, the Darkelf, dormant until now, invaded Oakendale. Weakened due to the loss of my group and the threat of the Darkelf, I brokered a deal with the Warlock and moved out of the region while keeping most of the population centers that I had secured. The Darkelven generals, wielding Elan and the Gem of the Planes, took Lorethane and a few population centers.

The Sorceror, meanwhile, invaded Torvale with his invisible groups. Not particularly pleased with his uncivilized behavior, I took of defense of my region. At the same time, I launched a substantial diplomatic assault against the 'Mists and, more importantly, the Eastern Steppes. The Dwarf secured the Northern Mists and Arcania, briefly, but lost his holdings the next month due to the Troll and the Black Dragon. The world became split between two groups. The AN/WA/GI/UN/TR coalition was more or less facing the DA/SO/DW/BL/DE, though various side agreements prevented certain kingdoms from aiding each other. The Underworld, for example, refused to aid against the Sorceror and the Dwarf honorably maintained his agreement with me; we never crossed paths though there was incredible pressure to do so.

In the waning months of the campaign, the Darkelven monarch retired for personal reasons. Apparently his lineage was very weak as the affairs of the Darkelven people screeched to a halt. The Underworld, with permission and coordination from the Ancient Ones, moved into Oakendale diplomatically. I finally secured the Eastern Steppes after I took Gurisek and swarmed all the villages with governors. The Troll, regaining control of Arcania, moved into Synisvania. Though I was happy that the Troll moved against the Sorceror, my expansion was stifled; I was planning on sending about 10 emissaries into the region when the Troll declared that it was going to be his. The Warlock, without a capital for a while, finally moved his government to a small village. The Warlock wizards were very effective against the Dwarf, destroying most of the population centers in the Talking Mountains, including the fabled city of Zabzanka, as well as wiping out many Dwarven brigades.

The Sorceror and I maintained a nice cat and mouse game. We exchanged control of Torvale for several turns. Lacking a secondary group, I was not able to respond effectively to his army that would teleport around invisibly and attack without regard. The Sorceror also destroyed a fair chunk of the population centers in Torvale. My emissaries were also very effective against the Sorcerors political corps.

I was able to capture a small chunk of his political corps due to the steadfast speeches of my emissaries.

In the end, though, the Underworld and Giant prevailed and declared victory. The Underworld secured Runnimede after the Black Dragon's power steadily declined. The Underworld king made a deal to take the Sorceror city of Cradia in order to end the campaign. Meanwhile, the Giant gained control of the Northern Mists and, on the last turn, the Talking Mountains. As the population of the 'Mountains was reduced to only one or two towns, the Giant took control very easily. The Demon Princes never made a huge impact in the game, but should be praised for sticking with the campaign until the very end.

This was a really interesting game. It lasted 31 turns, which was pretty long in Alamaze these days. More importantly, though, there were nine kingdoms still active at the end of the game. Of those, several kingdoms, including my own, more or less were not in a position to win. We played to aid our allies as well as to prevent the victory of our enemies. The numerous side agreements between kingdoms also played a strong role in shaping the game. All in all, it was very competitive and unique.

 

Game 288, Former Ranger King
Chris Fitzgerald

Though the human republic was deeply flawed, I find it incredulous that the people and creatures of the land would choose economic disorder, greed, and petty fighting over structured rule. It is with a heavy burden that I lead the last line of noble humans in a campaign against immorality and disorder. Thankfully, my ambassadors have secured a strong alliance with the Dwarven nation to the north and the mysterious Ancient Ones. Furthermore, other kingdoms of "good" have decided to aid in my people's conquest of tyranny.

With much dismay, my people were forced out of their traditional home in Synisvania and left to fend for themselves. In an agreement with the neutral kingdoms, it was decided that the Dwarf should retain full control of the Chattering Mountains while the Sorceror, a weak-minded kingdom hobbling in the shadows, should gain control of my beloved homeland! While my ministers and I had numerous regrets concerning this decision, we felt that our sacrifice would benefit the good kingdoms of the land. Unfortunately, we soon found out that our decision was nothing more than wonderful manipulation by several northern kingdoms intent on destroying our bloodline.

Traditional strategy would point to an invasion of the Southern Sands by my people. Fortunately, I do not subscribe to traditional theories of military expansion. Instead, I ordered my proud soldiers and noble emissaries into the land of Arcania, to rout the vile Demon infestation and bring the region back into the hands of humans. Our noble priestess divined the location of the towns and Mouser, our proud circle one wizard, increased his spell knowledge within the first month. My strategy was simply: swarm the towns in Arcania and land on Triesa by the second month. With Mouser's magical diplomatic presence, the people of Triesa should accept our rule and the region would fall swiftly.

In the next few months, the powers of good reached an incredible height, with the proud Ranger bloodline serving as a shining beacon to all the so-called kings of the land. Our scouts had successfully tracked down the location of several artifacts near the Synisvania and Southern Sands border. Within three months, the Ranger kingdom owned the Gem of the Plains, the Crystal of Seeing, the Slayer of Wizards, a palantir, and the Ring of the Maker! Furthermore, our plans in Arcania caught the evil kingdoms off guard. By capturing Triesa, several towns, and a few villages, the people of Arcania raised the banner of the Ranger kingdoms for all to behold. Furthermore, the Giant kingdom landed on the Demon Prince capital, attacking it and sending the Demon nobility, if there is such a thing, back into the Eastern Steppes. Such a rapid increase in power led to widespread prosperity for the Ranger people. Yet, in humility and in the spirit of working together, I ordered my economic advisors to send thirty thousand piece of gold, the Ring of the Maker, and several bundles of food off to several kingdoms of good, primarily the Warlock. It was my hope that these other kingdoms would return the favor and support in times of need. Alas, the treachery that beguiles evil is rampant in good as well.

The Elven monarch, a cowardly noble intent only on securing and maintaining his power, won the hearts of the people of Oakendale on the fourth month. His aid towards my people consisted of begging for all the spoils of war, including gold, food, and, more importantly, artifacts. There was not nary a month without the Elven monarch expressing his jealousy towards my people. And though I do firmly believe in the institutions of trade and charity, his demands soon forced me to recall our ambassador from Lorethane and ignore his diplomatic pleas. The Dwarf, meanwhile, secured the Talking Mountains and began making small inroads into the Northern Mists, lair of the festering Witchlord. The Warlock took Zarathon and simply used his wizards to boost his economy for several months.

My closest ally, the Ancient Ones, waged a very successful campaign in Torvale, routing the Troll at the fabled port city of Meridon. A large Troll army, despite logic, decided to run through two huge walls of flame, leading to the entire destruction of nearly nine brigades of Trolls. Furthermore, the Troll king lost its capital and was under much duress due to political manipulations of the Ancient Consuls. The Ancient Ones gained control of Torvale shortly and swiftly. Thankfully, the Ancient Consuls were not consumed by greed; they managed to aid my people, though briefly, with intelligence, denigrations, and a few spells.

Being the only kingdom of good in the South, I soon found that my people were not only facing the Demons of Arcania, but the Black Dragons as well as the Underworld. Indeed, my relative success coupled with complete inaction of most of my allies doomed my people. The Black Dragon, alone in the Southern Sands, moved his main army to my capital and began siege operations. With some mild coordination with the Giant, my main army and a division were able to break the siege. I relocated my base of operations into Synsvania. I was correct in predicting that the Black Dragon would head into Arcania. By month six, he attacked Triesa and then moved back into the Sands in order to fend off the Giant group that was attacking towns. Indeed, the only response that the kingdoms of "good" had towards the Black Dragon, the economic and military powerhouse of evil, was to send one group into the Southern Sands. It dismayed me to think of the help that the Warlock could have provided down south. Despite my pleas, the entire economic system of the Black Dragon was left untouched. To make matters worse, the Underworld targeted my people almost exclusively. All my proud agents were kidnapped and assassinated, several wizards were found dead in their tents, a chunk of my nobility mysteriously disappeared. At this point, I was facing three unique kingdoms all alone down south with absolutely no aid from my "allies". Even when the coffers of the North were filled, the kingdoms of good refused to aid. The Giant kingdom, for example, raised a wizard to circle four despite my simple need of five thousand gold in order to pay my military. The Elven monarch demanded that I send food during the peak of winter. The Giant asked for the Slayer of Wizards, the Warlock asked for the Key of the Maker.

By the tenth month of this campaign, my kingdom was in shambles. The Demon Prince, after taking Avalon via a swarm of sieging skeletons, moved to my recently located capital on an isle near the city. The Black Dragon, left down in the Southern Sands for ten months without any real threat, moved back into Arcania and back to Triesa, my proud city of the South. It was only with great sacrifice by the Ancient Ones, a divine intervention of sorts, was my army able to march away from the city. Despite this, the Black Dragon trailed my Ranger army. Greatly outnumbered and without any support from wizards, I fear those soldiers will all perish in a swirl of chaos. Furthermore, the Gem of the Planes was stolen despite my efforts to keep it guarded. To make matters worse, summer has hit my people hard. How are my people supposed to actively fight three kingdoms at once, alone, with a budget of ten thousand gold a month? My economic advisors have reported that the Dwarven kingdom has coffers full to nearly seventy thousand at the end of the tenth month! Yet, despite my polite requests, he has refused to aid me. Does this short king not remember that his prosperity is largely due to the sacrifice that my people made nearly ten months ago? The Warlock, meanwhile, still largely refuses to aid any of his allies. Despite an agreed plan to land on Avalon to break the Demon siege of the city, the Warlock decided to change his plans at the last minute. The Elf, after ten months, has not aided his allies nor has he applied pressure to any evil kingdoms in the world. The Elven monarch has done absolutely nothing to aid the cause of good!

Despite the growing strength of evil and the lack of coordination between the kingdoms of good, several kingdoms, notable the Dwarf and Elf, decided to declare war on the kingdoms of neutrality! Without any real consent, my people now face three additional enemies! With this somber environment, I am forced to abandon any hopes at furthering the cause of good. To my horror, the kingdoms of lore, the fairie kingdoms and those of "good" intentions, have turned into nothing more than selfish mirrors of those of evil! At least the kingdoms of "evil" do not hide their nature under a veil of righteousness. It saddens me that noble kingdoms with a long heritage have been ruined by a weak bloodline of selfish and greedy rulers.