The Oracle
The Oracle has many useful and entertaining articles. It is to be understood that things written by Players are their opinions or viewpoint; they are NOT confirmed or supported by Pegasus Productions. While there are many helpful articles players must always keep in mind the difference between Company policy (the rules and spell lists) and opinions
INTRODUCTION
Within the Alamaze system there are various contests and each having their differences. For example a Standard Victory Only game will be played differently than a game with Secret Victory Conditions and an Epic game differs significantly from an Individual game. The following article has aspects for all games but is directed more for Individual contests.
Time
Philip McDowell
Time is a reality, even within the fantasy world. Let us take some time to discuss it.
We have received our setup and first results; the sands of time have begun their descent, reflecting the passage of time. We have anxiously awaited the start of this campaign; now what will we do?
We certainly will review the material received to learn of any special abilities our kingdom might have, nervously seek to learn the difficulty of the ESO conditions, our Secret Victory Conditions, and how fate has favored us with logistics. Even these few minutes will provide insights that may well determine our initial plans.
As wise gamers we undoubtedly look to learn who we will be
competing against and which kingdoms they control. What might we know of them? For the experienced player all this takes
little of that precious time; even a novice might gleam this information in
short order. But this is merely our
simple beginning. With discernment one
might visit the
We have armed ourselves as best we’re able, as of this time. Now we must consider when and how much of that valuable time will be spent in making contact with others. There are various alliances to be sought, for it is extremely doubtful that a solitary king can achieve success without information and even assistance from others. Have others already begun this process? Will various avenues that I might choose be closed? Will I appear too anxious? What deals am I prepared to make, will there be demands – mine or theirs? Faster and faster drop the sands!
Ever onward the wheels of time continue to grind, demanding our attention. We acknowledge that there are actions that require our consideration and time. Events of differing importance are shaping the world. What is my part? Choices are being made that will enrich some, hinder others, and all will have some impact on me. When is the time to strike? When is the time to sit back and evaluate? What might be the truth? Is it “He who hesitates is lost”, or “Fools rush in where angels fear to tread”? Time has added timing to its demands.
In basic terms there are three time frames to an Alamaze contest: the beginning, the middle, and the end game. All are important and each may well have its champion (leaders). Were we so concerned in the beginning to have peace that our agreements and choices made it difficult to expand and gain the resources that are vital to the middle and end game? Did we get locked in with our choices of allies that their demise is leading to ours? Did we ignore far corners of the world and perhaps too late learn of those who have gained great wealth and power?
Within these three basic time frames (indeed for every turn) the importance of knowledge should be a high priority. Time should be spent in acquiring many factors that will impact the game and the kingdoms; yes, even beyond your immediate sphere of influence and what you receive with your results. This will require cooperation with other kings. Many a proud and powerful king has been humbled and even greatly diminished by lack of knowledge. The number of available orders for any kingdom is limited, thus time spent in obtaining information from others can be key to success or even survival. Will there be a consideration to learn of some SVC’s with High Priestesses? This valuable information is obtained far less often than it should be. Done timely, it can make a substantial difference.
Within the game are means to learn of some alliances, yet it must be understood that often there is cooperation that does not appear with enemy/ally declarations or trade reports. Learning of alliances and the degree of cooperation within the various alliances is vital to your efforts to shape the world. Who is on the rise and who is declining can certain impact upon your decisions. This knowledge might well determine how your time will be spent. Indeed, this knowledge might also influence your orders and revenue. Will you provide assistance and to whom? Is it worth your time and resources to support the kingdom on the decline, thus perhaps seeking to extend his abilities and cause the more powerful kingdom addition time and resources, even if there is no alliance? Should you instead choose to “pick at the bones” of the waning kingdom to increase your holdings?
We see that time is a consistent element. How it is used and how much is spent does make a difference. Certainly, like other aspects of the contest, time used wisely will be a factor. There are many learning curves in becoming an excellent Ruler: how to use time and timing are important considerations.
Philip McDowell
At any point of an Alamaze contest logistics plays a vital role. We have all heard the phrase “location, location, location” and know of its importance in many aspects of life. Where we are indeed makes a difference. It impacts our safety, our neighbors, and our travel time in getting where we desire to go.
In an Alamaze contest players have only a basic understanding of where each kingdom traditionally has their beginning population centers. That traditional basic knowledge is the region that each kingdom’s beginning PCs are located. The web page has examples of this for each scenario; it is understood that these are historical references only.
In each game the exact location of all towns and villages is a random event, following specific guidelines for game balance. There is a maximum and a minimum for the number of towns and villages within each region. This process levels the playing field for players of any experience. But this is just a portion of how it might affect any and all kingdoms, especially in all Second Cycle games. In First Cycle games a number of kingdoms have their Capitals begin in a city.
As all the kings, many emissaries, and each kingdom’s first group start in the capital its location has ramifications.
The production and defensive values are influenced by terrain.
Where the emissaries and group can reach has an impact.
Even the security of the Capitol can be a consideration due to the ease of other kingdoms in reaching it.
These same factors influence each of our beginning PC locations. How each player adjusts to their beginning logistics certainly makes a difference. Imagination and perception are called upon; how to take advantage of what fate has provided can impact this world called Alamaze. Do we have opportunities or limitations? How we deal with these logistics is our choice.
There are realities that must be foremost in our minds; high among these are who are our neighbors and what are their intentions? Each contending king has desires; most seek the wealth that additional PCs will provide. Learning the intentions of other kings and even how we might influence them is a constant. It begins at the beginning and only ends at the end of the game.
“In the beginning” is a phrase we are familiar with; let us start there. Historically we have knowledge of those nearby (logistics again). Will we have peace with them and at what cost? Will we very soon be contending with them for the wealth required to enrich our kingdom? These are realities that require our immediate attention. If war is either our choice or the choice of others, then how will it be conducted and with whom? A familiar theme of mine is communication! Surely making contact with the kingdoms that logistically have assets nearby are primary contacts. It must be assumed that all kingdoms recognize this reality; they have the same needs and desires for expansion, glory, and security. Be assured that deals and alliances will be offered, accepted, and declined; it may well be that some of those logistically important don’t respond favorably to your generous offer. While it is possible that those that have rejected your proposals haven’t made you a target, it is prudent to assume this unpleasant thought is a reality until time and actions prove otherwise. It would then be wise to expand the logistics and seek others further away from you, yet perhaps closer to this potential, if not real, adversary. By seeking to expose the flank of an adversary you often will relieve pressure on you while depriving him of resources. That is the stuff of war and politics.
Seldom is it impossible to gain assistance if you choose wisely the time, effort, and benefit – to the ones you seek. Certainly, not all within these “expanded logistics” will leap at this opportunity! Some might have agreements with your foe, some might be committed to other plans, and some might have their own difficulties. It is your responsibility to find the words, reasons, and means that convince them it is to their advantage. ”I want or need help” is seldom adequate reason.
When events dictate that you will have conflict then logistics takes on yet another aspect, that of terrain. Each kingdom needs to understand the importance of terrain, especially for battles and even PC locations. Logistics has made a difference in many battles throughout history, both in the real world and the Alamaze world. As each kingdom has its individual brigade composition and modifiers in various terrains, whenever possible a wise Leader seeks to establish any advantage this might provide. This also requires knowing these factors about your opponent.
The location and terrain of your capital is worthy of consideration. Should this vital PC be taken there are many possible nasty results. While a relocation order is expensive is just might be a wise and even thrifty deliberation, considering possible events. When and where this relocation might be “the thing to do” is an excellent question. Should it be a water based area? Should it be a city with high defenses? Should it be far away from your normal holdings? There is no simple or consistent answer; if there was then Alamaze would not be the game of our choosing. Wisdom and reason are required in a contest of skill.
Alamaze has many game factors; logistics is one of many that require your attention to compete at a high level. As with chess, poker, and other games of skill learning all the components and possibilities is a matter of choice, experience, and time. Those that desire to contend at the highest level of skill with include all aspects of logistics as a key element.
‘Gnomercy!’
By
Chuck
McEwen
‘I watched the King pace quietly back and forth
across the make shift home that was deep beneath the mountains. As always, the King took his time when making
important decisions, especially of this magnitude. It was late summer and fall was approaching
quickly. The decision to attack was solely the King’s. For months the King had
positioned his armies in place while slowly building them up. The King was a
very patient man, almost to the point where time itself seemed to grow
restless. His Majesty allowed the other
Kingdoms to underestimate his abilities, even helped them to do so. It was during these months the King had
secretly built up one of his towns to produce incredible amounts of gold. This
allowed the King to send gold in the form of gifts to other’s and in return
move them around like pawns on a chessboard. The King suddenly stopped and
looked up, peering directly into my eyes. A smile crossed his face and he
whispered one word . . . . . . ‘Gnomercy’.
I’ve played the Gnome kingdom twice, placing first and second. I feel that the Gnome is one of the more balanced kingdoms in the game. They have many strengths and even their few weaknesses can be easy to overcome. When playing the Gnome kingdom, you should play it with patience as opposed to aggressively.
One of the keys to running a successful
The next thing to running a successful
The third thing I would suggest is to take on the role of a benefactor to a kingdom that plans to attack another kingdom. This strategy is probably one of the most underestimated ones. In other words, if you find out that the Troll and Ancient Ones plan to attack the Demon Prince, you would offer support via spells and gold in exchange for a couple of pc’s. This helps to expand you economic base and strengthen the bonds with other kingdoms. In one of the games, I actually played the benefactor with the Red Dragon while he attacked the Dwarf. Since the Dwarf is the Gnome’s natural enemy it helps me that much more.
Now while others are wagering war, you want to take
this time to do a couple of things. One is work on your wizards. The
The other thing you want to increase is your
agents. The
Once you get your wizards and agents rolling, you want to start collecting some artifacts, preferably a wizard and a covert one to start with. Use an agent 4 to recon spaces in Runimede which will save you gold and not risk the loss of a high priestess. One other advantage you have is with good wizards you can teleport to artifact locations. Acquiring artifacts certainly enhances your kingdom, perhaps even your military, while depriving possible adversaries of the same.
Lastly, you want to start working on your political
core. One big advantage for the
By turn 10, you want to have a great foundation with
a good balance. You want to make sure you get your ESO on turn 10 and don’t
settle for turn 15! The Gnome has many strengths with
its military force being the only weakness and even that can be overcome with
good wizards. If you play to the
kingdom’s strengths, I don’t see why you can’t place every time with the
By
Phil McDowell
The Alamaze contests have many battles. Often much blood will be shed and perhaps even important group figures will perish. A kingdom’s troops and figures can depart this life by a variety of means. Let us count the ways. They can die in combat, both group-to-group and group– to -PC. They can be eliminated by various magical spells. Then there are those dastardly agents that take their toll of important leaders and wizards. What might a prudent potentate do?
To defend against losing our important group figures to agents there are multiple possibilities. We might use Counter-Espionage; and not forget to train our own agents, for this and multiple other reasons. Certainly advancing our Wizards in power makes them harder to kill, and there are numerous uses for higher wizards. There is nothing an Adept can do to aid a group and they are inviting targets. For those fortunate enough to have groups go invisible, that frustrates even the highest agents. There may be occasions when going into ambush can give protection to these figures. The changing of Group ID’s can confuse agents. These are ways to defend group figures from agents.
Ok, now what about those wily wizards killing both our figures and even our troops? Definitely there is concern about wizards and their spells; if we understand this about our adversaries then we must imagine that our own wizards cause uneasiness. Rest assured that a Troll group with a Power-2 (and Chaos) is a concern. Particularly the primary military kingdoms having high leaders are a apprehension; a Giant group with 40% plus leadership is nasty. So take steps to look after your group figures. Knowing where primary wizard kingdom groups are is helpful. I continue to be surprised how seldom the “Locate Spell” is used; even the various types of recons (970, 888, 691, and the Palantirs) are often too few. Information is always important; it can be vital in protecting our figures. Then getting those Adepts to at least a P-1 can be huge. That fearsome Power-7 can have his “Kill Spell” canceled by a Power-1’s “Protect Heroes and Wizards” spell. Our own Wizards might have various helpful spells (88, 92, 94, 779, 830, and the Invisible Spells). While Agents can’t give direct protection against harmful wizard spells, by promoting them they just might be used to exterminate spell casters. If you ignore these means then you are not defending these important assets.
Now we will converse about factors concerning group battles. Here again we desire to best protect (defend) our figures and troops. Knowledge of the various kingdoms’ brigade composition is very helpful. This is key for the best tactic for our group to use (more on this later). Of course we should also not forget how the terrain might impact upon our effort. There will be a significant difference in losses, for example, with a Paladin fighting a group in the mountains or the plains. The better we understand these factors we can often minimize fatalities.
We can exercise care, especially with our Adepts and Power-1’s when going into battle. As I have advocated numerous times, wizards are important assets to every kingdom. When playing rarely have I not protected my Adepts when attacking a PC with Invisible Spells. Often I do the same with group – group battles; I aspire to have them available for higher levels.
Then having information about the specific group we will engage can be vital. In the Second Cycle games a recon from a Level-4 or 7 is vastly superior to that in First Cycle. Many battles could have been very different had there been a recon of the opposing force. Far too often have I seen players with the bulk of their military in a single group, going where they will, yet with no recon on their ending area. A simple 970, 888, or 691 (on your own group) might save many losses. Even the wisest and wealthiest king never has enough reconnaissance. Seldom will even the poorest king not have the means for what a L-1 agent provide. To best protect your resources, military and all other, gain knowledge!
With this information, and using it, players can give some potential protection to group figures and even troops. Some of these actions take time, orders, and gold. All require good management and planning. Knowing what to do is important; applying it is often the difference in having our military assets “live or let die”.
By
Phil McDowell
Each player should be aware of factors that impact upon troop losses. Certainly we realize that when facing vastly superior forces things usually will not go well, this is certainly an excellent reason to use an Order-120. But what other aspects might our group have that concern its defense?
In addition to the vastly different “retreat factors” each kingdom possess, we should realize the following.
I will start with Leadership. Yes Leadership works to reduce loss as well as improve a group’s attack basis. The same can be said for Morale. This is logical, the better these factors the better their spirit, the better prepared and positioned, and the better able to adapt with their able commanders.
We also realize that each kingdom can have different troop types. With each improvement, like from “light infantry” to “medium infantry” (for example) think of better armor and not just longer or better weapons. The better equipped, the better they are able to absorb damage. If, for another example, the Giants are viewed as the “toughest” humanoid troops, why is that? Do they not have exactly the same troop types? They have fewer troops, per brigade, but they could be viewed as better; all their infantry is of the highest grade (Guard) and even their archers are Expert. So they can absorb greater damage without dying.
These above factors also minimize damage from most battle spells. The identical logic is applied. An exception is should a group go through a Wall of Flame. The “Wall” reduces a percentage of the force going through it, no matter what its size. Just to remove any doubt, multiple Walls of Flame will serve to increase the troop loses.
Then even Weapon Artifacts work to provide defense to the group fortunate enough to possess them. Players can view these important aspects of battles as leaders, with the extra ability to improve the chance of killing opposing leaders.
So if your two-brigade group of Giants, with 3 Warlord, 160% morale, and 2 Weapon artifacts is facing a full division at 100% morale, no leaders or Artifacts and both sides happened to choose a tactic-3 attack; the outcome would be a huge victory. There might well be a ratio of over six times the enemy killed and you suffer moderate attrition.
The last defensive ability I will mention is that of Wizard Power. Once Wizards have “Presence”, each level above that gives additional protection, (defensive ability). In my opinion, there are far too many players, who enjoy both playing primary military kingdoms, and seeing big battle reports, that frequently overlook the benefits of P-3 Wizards. Then there are Spells 100, 108, 101, and even 98 that could be considered “defensive abilities”.
The better our groups’ defensive abilities, the fewer losses will be incurred. The fewer losses, the better they are able to fight again. The fewer losses, the less expense and orders in having them act as an effective fighting force. Knowing how a group is expected to react in the defense aspects of battle is an important consideration in giving battle commands.
By
Phil McDowell
History is filled with the importance of actions by those we call Agents. It is well known that wars have been started due to assassinations. Many a battle has been lost, or won due to information, or the lack of it. Great wealth and even kingdoms have changed ownership due to theft and secrets. How many important figures owe their lives due to the bravery and skill of those willing to even forgo their own in providing protection?
Throughout the various Oracle scrolls many references have been made about the importance of knowledge. Certainly recons are a common and very useful function of Agents. Where armies are and how they are composed can be vital information. What members of royal families are where and what they are doing is a key to gaining and maintaining your empire. How comforting and satisfying it is when you learn of the success of your Agent in doing away with an adversary’s important figure. It is a very basic truth that a successful ruler utilizes Agents, in multiple ways!
Most of the highest skilled and consistently high finishers in the Alamaze contests develop and employ their Agent core. Not only are their Agents used to gain knowledge or take aggressive actions but also they have learned the importance of their “defensive” abilities. Well-placed Agents doing Guard or Counter-Espionage duties can often save important figures or assets while even eliminating foreign Agents.
Have you examined the advantages of the most dedicated Agent, the Fanatic? Knowing how and when to call upon this special figure is important and can be the difference in success or failure. While a Fanatic might give his all, and thus depart this life sooner than an Agent, the extra protection provided might well be more essential to the success of your kingdom.
Be judicious and make the most of both these important figures. They may well be keys to your triumphs, in a given turn and in the march toward victory.
EPIC GAME A MYRIAD OF CHOICES AND FUN
Paul Zimmer
:
If you have not played an Epic, 6 on 6, game you are missing a fun and challenging game! I am sure all of us have read Phil’s comments about the epic game in our orders and the web page, so I won’t go into detail about how its set up. But I will talk about some of the aspects of the game I enjoyed and differences from individual games.
NOTE: Paul wrote this many months ago, early in the commercial release of the Epic Games. I have chosen to add some comments and do refer interested players to additional articles concerning the Epic Game. Phil
TEAMWORK: (Note: Paul is primarily going to talk about an Epic Game with 3 players per side. There have been multiple Epic Games with 1 –6 players on a side.)
This is a Must! You get every kingdom’s results each turn for your side. Do not just study your options for your kingdom but your team member’s kingdoms as well. In games I have played we all took a few days to look over turns and sent each other our ideas for the next turn. We then agreed on our strategic approach to the next turn. Three sets of eyes are always better then one. I have learned more “tricks of the trade” in the epic games then I did in individual. Gold/food and artifacts were shared unselfishly, just use common sense, you are playing to win as a team, consider all six kingdoms as your own.
NOTE: Without this cooperation it will be almost impossible to compete. It is a basic considerate (for the Epic Game) that players will be required to spend more time on each turn.
AGENTS:
Proper use of agents in the epic game can spell the difference between victory and defeat. Since the cost stays at 4000 gold to train set up a standing order to train on first turn. Put your agents to work as fast as possible. Remember your enemies will do the same, try to kill his agents before he kills yours.
NOTE: With the sharing of information and the wide disbursement of Agents there is no doubt that Agents have a major impact in Epic Games. With the recent changes concerning Fanatics, a L-11 Agent/Fanatic concerning Order-977, (Reconnaissance of Groups) the enhanced explanations of Orders-920 (Counter-Espionage) and 925 (Guard), and the Agent Calculator (located in the “Tool” area on the web page) close attention to developing a kingdom’s Agent core should be a high priority.
BUILD UP or STRIKE EARLY?
All of us have our own ideas about this. I have found it better to strike early. A risky but rewarding tactic is to divine a enemies towns on first turn and then having a general idea which town is his capital, take it out! This has worked successfully every time I have tried it. The kingdom hit hardly ever recovers from that attack. Loss of influence and emmys/agents on turn 3 or 4 puts your enemy in a very tough position. It does however slow your effort to gain your region early but it’s worth it.
NOTE: The pace of the Epic Game is, by design and intent, faster than “normal” Alamaze contests. It is common that certain kingdoms (on both Epic Sides) will become an early target and often requires assistance from their Epic mates.
ENJOYMENT:
The epic game is my favorite. Two kingdoms to play doubles the fun, having good teammates make this a truly enjoyable game. Phil is flexible enough to let each player choose their 2 kingdoms to play from their GOOD or EVIL side. So it gives you a chance to play kingdoms you might not have had a chance to play in individual games.
NOTE: There is little doubt that for players willing to spend the additional time required, that almost without exception, enjoy these Epic Games.