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fantasy
realism!
Ridiculous? No. AuneQuest is for thinking role players interested in re
living the experiences in heroic lt
sm in their reality. 7
rolerplaying mechanics yet devised, legitimately simulating the reat dramas
renot merely collected encounter and resolution systems.
system was designed by someone with over
with edged weapons and armor.
Aunequest’s magic system was patiently assembled by scholars and
practicioners of real magic and the Old Religion. The aude!
Eystor wark alike for any magic users, whether they belong’
Feligion (euch as clerics) or are out for themselves (crafty wi RUNEQUEST $11.95, postpaid
‘AuneQuest, time-tested and proven, is © game for roloplayers inte
the faces of fantasy, not just ane inherited from medieval
‘cond edition ow in bint
Evrope ry tand sel CHAOSIUM
‘The Chaos publishes over 20 tes of interest to roleplaere and tus
Freted tuinog. ‘Allg postoaig Citoria esden tad sporapr
aera ms ardor iN US. unde riot 900% oni i te USA. Bocas suayct To chaige without notice
ieee SRO aer"ae! nousk Box 63025, Albany CA 94705NUMBER 30 — AUGUST 1980
Articles
PAINTING FANTASY MINIATURES * by Kevln Hendryx:
Part If: Preparing and painting your figures ...... . ante:
INDEX TO GAME ARTICLES
A guide 10 all game articles in TSG issues 15-29. 19
GAME DESIGN: Theory and Practice * Schuessler and Jackson
Fourth in a series: Mapping and movement. . a -20
Special Feature Completé Gains
KUNG FU 2100 * Designed by B. Dennis Sustare
very kung-fu movle you've ever seen, packed into one science
fiction game. Can the Terminators enter the CloneMaster's fortress
‘and destroy him forever — or will his guards chop the invaders to pieces?. . . 10
Computer Gaming
DEUS EX MACHINA * by Bruce Webster
Using Programmable Calculazors (Part 1) .
Reviews
HIGH FANTASY * by Ronald Pehr......
‘ADVENTURES IN FANTASY * by Ronald Pehr
CAPSULE REVIEWS ...
GAMES: The Beost Lord; Bertin ‘85; Double Siar: Hero; War of
‘the Sky Cuties; Starfire; Star Trek. SUPPLEMENTS: Broken Tree Inn,
Escape from Astigar’s Lair; Expedition to the Barrier Peaks; Fortress Ellendar;
‘Modron; Moorguard; Research Station Gamma, COMPUTER GAMES: Alien
Invaders; Airraid; Galactic Empire; Pigskin; Space Games 3: Starcruiser; Starfleet
(Orion; Tycoon, MINIATURES: Crypt of the Sorceror; Starships. HISTORICAL
GAMES: Rommel's Panzers,
Departments
Where Were Geese ss asonessesses ses =
Contes. pee tea 3 ge ‘B
Aerts. B
tener Sa
Newwa Pugs, 2
Calendar . . 32
Reader Ad 2
ART IN THIS ISSUE:
‘Aubrey Beardsley: 31. Diane Galanti: 24, Wiliam Glass: 26, 28. Carlos
Gonzales: 8, Paul Jaquays: 2, Denis Loubet: cover, 6, 11, 15. Norv Maples: 23.
Rod MeLean: mailer cartoon. George Pratt: 4. Steve Tymon: 19.
1
In This Issue
First_(as_promised last issue) — the
‘game. KUNG FU 2100 sterts on page 10,
Piay it — then let us know what you
think, If you want more games in TSG,
well iry to oblige.
Another feature this issue isthe
Index to Game Articles. We'e constantly
geting questions about “When did
such-andso article run?” or “Have you
had any articles on thusandsuch 2 game,
and when were they?” This ought to
answer the questions. If the response we
‘get is favorable, we'll probably update it
every six months or so. Eventually (when
the early issues of TSG ate reprinted) we
‘could go back and include articles from
fssues 1 through 14,
'No fiction this time; the game squeez-
ced it out. Wait until next issue, We've
got a good one coming up.
‘We've also got an ORIGINS ‘80 report
— probably the first one you'll read. Tur
the page to “Where We're Going.” This
‘month it tells about where we went, and
What we saw there, It was a pretty good
convention, everything considered, and
we've compiled 2 listing of who won what
and who's announcing which new games.
SS
THE SPACE GAMER
Publisher: Steve Jackson
Euditor: Forrest Johnson
Art Director: Denis Loubet
Contributing Editors:
. Ben Ostrander
Ronald Pehr
[Nick Schuessler
Bruce F, Webster
Circulation Manager: Monica Stephens
‘THE. SPACE. GAMER (SSN 0194977,
USPS 434-250) is published monthly by The
‘Space Gamer, 7207 Onion Crossing Dr, Austin,
‘Tx T8744. Second clas postage pad at Austin,
‘TK, POSTMASTER: Sond addres changes to
‘The Space Gamer, P. O. Box 18805, Austin,
TX 78760.
‘All material is copyright 1980 by The Space
Garner, Al rights reserved,
‘Printed in U.S.A. by Futura Press, Austin.
Subscription rates, effective $/15/80:
US" Canada Other foreign
One year $21 824 sL
Twoyess $39 S45 579
Lifetime $250 $260 N/A
‘Al peices are in US. dollars payment must
bein US dollarsWhere We’re Going
This has been a hectic couple of
weeks. I'm not sure I can write a “Where
We're Going” at all, “How We Almost
Made It to Where We Are” would be
smote tke it,
But the issue did make it out — unless
you're holding a figment of your imagine
ation. The big feature is KUNG FU 2100.
‘We're very pleased with it; play it and see
what you think, There’s still a lot of
debate around here about which side
really has the advantage. It may be that
(Wonder of wonders) it's a truly balanced
game. But I DO want to get opinions and
comments about it — because it’s very
likely that the game will be published
separately, in the $3 to $5 price range,
before the year's over.
Other than that... Next issue is the
big computer issue. The one after that
features Traveller. After that. . . who
Anows? Write and let me know what you
‘want to see.
Where We Went
Forrest and I just got back from
Orisins. (He's on vacation atthe moment,
0 [have to write the whole column.) The
way the deadines worked out, there’s
just barely time to write up a few notes
before the magezine goes to press. $0...
TTSG gots (maybe) the first Origins report
in the country.
Awards (if you haven't heard): The
Guild Select Awards went 10 Bloodtree
Reteltion (Lynn Willis, GDW); Double
Star (Mate Miller, GDW); Korsun Pocket
(ack Grady, Peoples War Games); Road
to the Rhine (Frank Chadwick, GDW):
and White Death (Frank Chadwick,
‘GDW). Dave Isby was inducted into the
Hall of Fame.
HG, Wells awards for RPG and Mini-
atures: Best Fantasy/SF figure series was
Ral Partha’s Collectables. Best Vehicular
‘Model series was Martian Metals’ OGRE
line, Best Miniatures Rules: GDW's Svs-
tem 7 Napoleonies sgain, Best Role-
Playing Rules: SPPs Commando, Best
Role-Playing Adventure: The Kinunir by
GDW, Bost Professional Magazine Cover-
ing Miniatures: Courier. Best Magazine
Covering Role-Playing: Joumal of the
Travellers’ Aid Society. Best AlLTime
20th Century Naval Rules: General
Quarters. Best All-Time Ancient & Med-
‘eval Rules: FGU's Chivalry & Soreery.
‘The Charles Roberts Awards for games
published in 1979: Best Pre-20th Century
Game: OSG's Napoleon at Leipzig. Best
20th Century Game: SPDs Cipfight. Best
Fantasy or Science Fiction Game: SPI’s
The Creature thai Ate Sheboygan, Best
Initial Release by a New Company:
Yaquinto’s dronclads. Best Professional
Magazine Covering Boardgaming: Fire &
“Movement. Best Amateur Magazine cover-
ing the hobby in general: Perfidious
Albion.
(TSG was nominated for “Best Pro-
fessional Magazine” for doth the HG.
Wells and the Charlies — but didn't take
it, Wait until next year!)
Next year’s convention: Origins ’81
will be in San Francisco. Origins 82 will
be in Baltimore.
News, rumors, releases, etc:
Operational Studies Group is planning
4 Ninja game for August release
Fantasy Games Unlimited is about to
introduce a new RPG called Land of the
Rising Sun. Designed by Lee Gold, it
will be compatible with C&S. Also being
displayed were box mock-ups for three
(apparently) s games. Titles were Space
pers, Diadiem, Gateworld.
Dimension Six has released The Nine
Doctrines of Darkness, 2 RPG adventure,
and The Compleat Fantasist, a guide for
playing characters from various RPG sys-
tems in each others’ games.
Phoonix Games is planning Aftermath,
an aftercthe-bomb RPG, for August re-
Tease,
Yaquinto has released Shooting Stars,
1 game of fighter combat in the neat
future, Sub-orbital dogfights, etc, It sells
for $16,
GDW released Azhant! High Lightning,
a lange boxed Traveller game, and Bright
Next Issue
Face/Mithrl, a Traveller double adven-
ture. Look for reviews here shortly —
probably in issue 32,
The Game Designers Guild is still
ooking for members, This was my first
contact with the Guild, other than
reading their very-informative newslet-
ters, At the “business meeting,” nothing
of any import happened, though it hap-
pened rather noisily. Quite a bit of busi-
‘hess got transacted at the beer-bust after-
ward, though. T expect Til renew my
membership.
SPI is starting two more new publi-
cations. “Richard Berg's Review of
Games” looks like somebody else has
thought of capsule reviews. “FYEO” (For
‘Your Eyes Only) is based on the feature
of the same name in S&T — a compil-
ation of military hardware/(etc,) news
from the worlds’ armies.
‘Simon and Shuster has released “The
Complete Book of Wargames,” which
they call “the first and only consumer
guide to wargames.” It sells for $8.95.
Games Workshop in Great Britain is
releasing four bookcase games; Apoca-
lypse (formerly Warlord), Doctor Who
(pased on the series of novels), Valley of
the Four Winds (based on the story from
White Dwarf), and Warlock.
Game Master
Postscript: The reason “Came Master”
isn't in this issue is simple. No questions.
(Actually, we did. get a few, but they
‘were passed on to publishers and no re-
plies have come in.) If you've got « ques
tion, send it in. I's not like we're over
stocked at the moment.
Steve Jackson
Computers! TSG looks at the
publishers of game software
— and reviews a big crop of
new home computer games,
Featured review: SPI’s new
role-playing game system,
DRAGONOQUEST.
Company report: Yaquinto.
Plus Deus ex Machina, Wargame
Design, and all the other
regular features,
And coming with issue 32:
TRAVELLER reviews,
ship design contest results,
and moreARE
YOU
RICH?
Really wealthy? Rolling in it? Are you SO RICH that you
can afford to buy every new game that comes out?
If you’re that rich, turn the page. Otherwise keep read-
ing.
The game hobby is growing by leaps and bounds. Publishers print more
new games every month. Not just games . . . game supplements, game sce-
narios, computer software, miniatures, rulebooks . . . LOTS OF THEM.
That sounds great. But how do you choose? With inflation eating your
dollars, you can’t afford to waste money on a game you'll play once and forget.
That’s where THE SPACE GAMER comes in. We run reviews of every new
game and game product in the science fiction and fantasy world. We cover
every game publisher fairly, without bias. (We review a lot of historical games,
too.)
Are you into computer games? Again — SPACE GAMER to the rescue!
We review new game software — all kinds. With tapes costing $15 to $20 (and
up) you can’t afford to waste your money on a dog. Read the reviews before
you buy!
Of course, we carry more than reviews. We’ve got articles on strategy.
Variants and scenarios for your favorite games. Letters, cartoons, art. Fiction
(and every piece of fiction is followed by a game scenario or variant for that
story). We even have complete games in some issues.
If you’re NOT a millionaire, your subscription to TSG may be the best
game buy you ever make. Don’t buy games for the closets. Read the reviews
first. Your game budget will go a lot farther.
Enclosed is my check for
Name o
Address ______ State Zip O $21 (one year - 1 tess)
0 Check here if this is a subscription © $39. (two years - 24 issues)
renewal. O $2.50 (sample copy)
Canadian subscribers ad $3 per year. Overseas subscribers add $20 per year
THE SPACEGAMER / Box 18805-T / Austin, TX 78760
All payments should be i U.S. funds, leaseFor those looking for something new
under the sun in fantasy role-playing
games, HIGH FANTASY is a 48-page
rulebook, designed by Jeffrey C, Dillow,
published in 1978 by Fantasy Produc-
tions Inc., for $6.00. It is billed as “the
ultimate adventure game” and “the ulti-
‘mate in role playing games.” Those who
buy it on that basis... may I show you
this bridge T've got for sale? HIGH FAN-
TASY has some unique ideas, but just
like the original Dungeons & Dragons it
fsn’t going to be much fun unless you ad
Lib to fill in around holes in the rules,
have someone explain how to play, and
hhave some familiarity with gaming. Un-
like the original D&D, this game doesn't
provide enough fun to hold your interes
Jong enough to get past the discrepancies
HIGH FANTASY is the most quan:
tified, abstract role-playing game I've
seen. In its attempt to pack substance
into 48 pages it loses the rich flavor of
The Fantasy Trip — whose simple rules
allow numerous ideas and options, Rune-
‘quest — with its carefully designed back-
ground world and realistic combat, Chiv-
alry & Sorcery — with complicated rules
that offer intense character identifica-
tion due to many avenues of endeavor
and historical accuracy, and Dungeons &
Dragons — with plethora of charts and
tables end total submergence in the char-
acter role, HIGH FANTASY offers a sim-
pile, workable game system with a very
‘minimum of random dice rolling, but the
taste is so dry it appears to be all dice and
ro game.
‘Some of this may be due to what the
game designer undoubtedly considers a
virtue. An entire game is compacted into
48 pages for six dollars. Each of the other
games above has many more pages and
ost more money. The designer of HIGH
FANTASY may have been trying to give
the consumer the maximum game in the
minimum space for the cheapest price,
but he doesn’t quite pull it off.
‘There is apparently an unwritten rule
of fantasy roleplaying game design:
Either characters proceed through fixed
ski levels which define their abilities, but
High Fantasy
by Ronald Pehr
are modified by lots of input from pre-
rolled, unchangeable, basic cheracteristics
(eg. Strongth, charisma, etc); or the bar
Sic characteristics andjor skills define the
character ebiltes and. it i these basic
characteristis/skills which increase rather
than arbiteary skill levels. Dungeons &
Dragons, Chivalry & Sorcery, Bunnies &
Burrows are examples ofthe first type of
game. The Fantasy Trip, Boot Hil, and
Tunnels & Trols typily the other type.
HIGH FANTASY seems betwixt and be
tween. The result is that players do not
identify with their characters as they do
in those other games.
There are only four rolled character-
Istios, yet two of them — strength and
coordination — you never think about
again once you've figured them into en-
cumbrance and combat probabilities.
Now, maybe not having to worry about
six oF more basic characteristics, plus the
number you need for a character to per
form each variety of feats, allows the
game to be more fluid, with the minimum
dice rolling allowing maximum role-play-
ing. In this game it doesn’t happen. Re-
dduced to an Offensive Probability to see
if he hit in combat, s Defensive Proba-
bility which is subtracted from an attack-
27s Offensive Probability to avoid a hit,
and Innate Ability for non-combat feats,
the HIGH FANTASY character becomes
4 mere equation, abstract numbers that
the players can't identify with. Even
‘weapons and armor, which should be part
of the sense of adventure, become merely
part of character generation. You don’t
don mail and draw sword, rather you
think “hmmm, #20 defense, 400 coin-
weight encumbrance, let me look at the
chart to see if that lowers quickness — ah
yes a sword in the hand alters quickness
2 and puts me 2 over on the combat
table.”
‘Similarly, because everything is ab-
stract, combat is handled in only 2%
pages. You can play duels out using these
rules and they give results as useful, play-
able, and as realistic 2s D&D. But the
excitement isn't there, the flavor of
combat isn’t there, and there are times
the referee must make some liberal ine
terpretations of the rules
‘Those of us who do alot of refereeing
‘are used 10 that last. But that doesn’t
justify having to do it. A game is judged
‘on what provides, not on what a good ref
‘eree can make it provide. HIGH FAN-
TASY combat simply has too many loose
‘ends: reach of a weapon is mentioned in
‘the weapon selection table, yet there are
no instructions for how it affects combat;
breakage of weapons is said to be an op-
tonal rule, yet beyond a number in the
weapons table (percentage chance each
‘tumn?) there are no rules for it, IL is sug-
gested that a character can't melee un-
Jess he previously drew a weapon, but can
he drop one and draw another in one turn
‘or must he suffer a tum of melee after
dropping the first?
Magie is described a little more fully
but still too perfunctorily, There is aninteresting blend of now spells available
for each magic plane plus an increase in
the effect of lower plane spells used at a
higher plane. Spells always preceed melee
and nobody except 2 wizard can resist
them — a unique feature to this game. If
the wizard ean throw the spell, it works
on the victim 100%, Yet, there are too
‘many loose ends here, too: it isnt stated
how wizards acquire spells; it isn’t stated
hhow wizards of less than fifth plane ac-
quire the book which is necessary for
most spellessting: creation of magical
autifacts isn't mentioned beyond seying
they exist and should have an assigned
innate ability; and it isn't stated if wiz-
ards may bear arms. Like the combat sys-
tem, the magie system is fast, playable,
and has some unique, interesting features,
but has so many loose ends thay you feel
like just chueking it and playing a com-
peting fantasy game.
What T found to be absolutely the
worst feature of this game was the mon-
ster descriptions, These seem to be
straight out of D&D, a couple having dif:
ferent spelling to disquse that fact, yet
the one or two line descriptions ae so in-
adequate that if you'd never seen D&D
‘you might not even know what they're all
supposed to be. Truly unforgiveable are
the onediner descriptions of elves, dwar-
ves, and hobbits on the last page’ under
“Optional Rules.” Elves an option? In
4 fantasy game?
Every game has some good features,
HIGH FANTASY is no exception. The
basic idea of using only percentages for
attack, defense, and miscellaneous tasks
= as in Runequest ~ gives. playable sy
tem which doesn't require too much use
of charts once you've got a character set
up. The combat table is extremely clever
and gives the usefulness of a table with-
cout the cumbersomeness of those in
HIGH FANTASY can work. If a ref
cree is willing to put the time into devel-
oping a background worl, if players can
identify with characters who exist only as
Offense, Defense, and Innate Ability, and
if people do what they did with the or-
iginal D&D and put in some necessary re-
forging on the rules, HIGH FANTASY
‘can be a good game. Ifthe designer would
double the size (and price) to give us
‘more background and explain away some
cof the rules glitches, HIGH FANTASY
could be very good. If you like simple
abstract systems with which you can
tinker to your heart's content, HIGH
FANTASY has something to offer. If
you need more than that you might want
to wait for HIGH FANTASY Il, or stick
with the games you already play.
THE THIN RED LINE © THE GREAT aE MARINE: 2002
MYTHOLOGY
A GAME OF ADVENTURE IN THE AGE OF HEROES
THERE’S NOTHING MYTHICAL
ABOUT THE ACTION IN THIS GAME.
YOU ARE TRANSFORMED INTO A
GOD OR GODDESS, CONTROLLING,
MANEUVERING OR DESTROYING
LEGENDARY HEROES, FABULOUS
MONSTERS, PLAGUES AND OTHER
‘NATURAL’ DISASTERS; PITTING
YOUR OWN MOVEMENT AND PLAY-
ING SKILLS IN. QUESTS AGAINST
YOUR FELLOW OLYMPIANS FOR
THE GLORY OF IT ALL. REMEMBER,
A MYTH IS AS GOOD AS A MILE IN
MYTHOLOGY... 314.00
AVAILABLE AT BETTER GAME DEPART-
MENTS EVERYWHERE OR SEND FOR A
FREE BROCHURE FROM:
AYA, Yaquinto Publications, Inc.
Tal P.O. Box 24767
Dallas, Texas 75224
(YOU CAN ORDER DIRECT. ADD $1.00 POSTAGE AND
HANDLING. SORRY, NO C.0.0's)
THE THIN RED LINE © THE GREAT REDOUBT ¢ MARIN!
STARFALL ¢ €.V. ¢ THEBEAST LORD ¢ ULTIMATUM © THEIRONCLADS ¢ TIME WAR © BATTLE e PANZER e MURFREESBOROPart II: Preparation and Painting
Before you stat splashing paint about,
there are a few worthwhile steps to take
with your figures, Now is the time to
thoroughly clean’ your figures, before
painting or priming. With files and small
knives, carefully trim away all the metal
fash and sprue. Bend the figures’ arms,
ete. to the final position desired. Make
any. other conversions or modifications
at this time, I usually prefer to glue on
shields and weapons at this point, as pain-
ting these items separately is often ted
fous and time-consuming. Once the figure
is cleaned and assembled, and any gluing
hhas had time to dry, it is ready to be
primed, Al? miniature figures should be
primed, It never fails to facilitate any
painting job, and with some water-based
flats, its a virtual imperative in order to
make the paint adhere well to the paint-
ing surface. Any leading brand metal
primer should suffice. Allow primed fig-
lures to set overnight before painting.
1 is customary to paint miniatures in
small groups, from just three or four up
to.a dozen. It works best to stick to one
‘basic type of figure, as in six Hobgoblins
fr eight Wood Elves. This reduces the
time it will take to finish painting the
group, es they will all require roughly the
same colors of paint. It is common prac-
tice to go through the group painting
all the flesh, say, or all the red at once,
for each figure,” which saves you from
cleaning your brush several times for the
same color. If you choose to fix your fig-
ures to a temporary painting stand, or
even to mount them before painting, now
is the time to take care of that.
Most miniaturists paint the skin on
their figures first. Then they try to paint
the figure by layers, beginning with the
skin and then proceeding to the layer of
clothing or armor wor immediately over
that, Next, paint the next layer of cloth-
ing over the first, and so on, so that in
effect you are painting those items clos-
est to the skin first, in the same order as
the figure would dress himself if it were
living. You will find this, will eliminate
much of the chance of smearing paint
‘over something that has already been
painted. Also try to paint the largest
items first, ie, coats of armor, tunics,
robes, trousers, and the like, and save tiny
details like belts, buttons, weapons, and
insignias or designs for last. Since many
shield designs were actually painted on
real shields, you may wish to use glossy
paints for a realistic reproduction of
Shield faces, Take your time and do not
force yourself to rush through a job — it’s
quleker to doit right once that fo have to
go back and have to do something over
‘gain
‘Those possessing a flair for these
things may elect to strive for greater real
ism by shadowing and highlighting the
paint jobs on his figures. Shadowing is
Usually accomplished by “washing” « par-
ticular area with a light cost of paint
thinned by cither thinner or water. A
darker shade than the original is used,
The diluted paint will tend to collect in
the recesses and creases in the metal when
dry, will give a dark shadow effect mak-
ing folds in clothing or the deep areas of
the face (eyes, mouth, around the nose,
and neck) more prominent and giving
added life to the figure. Metal armor,
especially chain mail is best shaded with
flat black. The skin, for humans, is done
with a darker flesh tone or a red-brown,
and other colors can be shaded by using
darker tones or mixing them with black
or brown,
Highlighting is a trickier art, and in-
volves applying a lighter shade of color to
high prominences in clothing or the skin,
such as along the top edge of a fold in a
‘tunic or the bridge of the nose, the cheek
bones, and the chin on the face. It is best
to do’ this by brushing on 2 very small
amount of the lighter color, then quickly
wiping the area with a cloth or rag (Q-
Tips also work fine). This will blend the
lighter shade with the rest of the colors,
$0 that the distinction between shades is
not s0 noticeable, but leaves just enough
to bring out the extra lightness ofthe fea-
ture, Highlighting must be done sparingly
and subtly to be effective, and is not
done to the same extent shadowing is.
‘The face of the figure is often the key
‘to realism in wargame miniatures. Tt
should be shadowed if at all possible,
‘though not much highlighting can be
done on 25mm figures. The eyes should
By Bevin Hodes
bbe painted in brown with a very fine
brush, or they wil be too big forthe face.
Make eyebrows the same color asthe fig-
ture’ hair. Mouths can either be left with
shadowing or emphasized with thin
brown line. On larger figures, giants for
example, or S4mm miniatures, the eyes
can be done with greater precision, After
shadowing and highlighting. the whole
of the face, paint in the eyes with white,
Then outline the lid with a narrow, dark
brown line. Add two irses of the chosen
colar, being careful to make them nether
too big nor too small, and positon them
correctly so the figure is not erosseyed
or gazing askew with eyes that are fo-
cused in different directions,
Brush care is of continuing importance
during your painting. Always use the
proper sized brush for your particular
needs. Keep a good point on them, and
cut off or pull out uneven or ragged bris
ties, Reshape your brush after every
cleaning so the bristles will stay together.
Remember your skill at painting, no
matter how masterful, is no greater than
the sum of the parts
You should also pamper and baby
your paints, Since they seem to rise in
price every year or so, each bottle repre
sents a tidy investment, so make it
stretch, Always shake yout paint contain-
er well before opening, to mix the paint,
and also shake it after you are finished
before you put it away. If it has been
sitting open for a while, the top quarter
of the bottle will be drying as you work,
and if you put it back like that, the next
time you open it the top of the paint may
have completely dried itself over. Shaking
afterwards remixes the paint and helps
keep the entire container fresh
‘Tey to exercise some taste in color
selection, if only for the sake of others
who have to look at your collection, It
can be extremely trying to say compl-
mentary things about a dwarf clad in @
puzple and orange tunic, pea-sreen boots,
and an apricot cloak. Try to paint the
clothing, accoutrements, etc. as naturally
and realistically as possible, Check out
sources for suggested painting informs
tion and hints, such as the D&D Monsrer
‘Manual. Or g0 straight to the original legend or story that describes the various
beasties. For instance, if you wanted to
paint a Manticore as nature intended it,
you could dig up E. R, Eddison’s The
Worm Ourobares and read the descrip.
tion in Chapter XII. Other extra details
that cam give animation and originality
to your figures could be such things as
mudecolored paint splattered on boois
and legeings, rust on the weapons of ores,
bloodstains or wounds on figures, et.
‘Even with allthis, there i stil no need
to feel that fantasy miniatures need Took
standardized and uniform, There is no
Funcken book in print yet on the War of
the Ring, nor any such release in the Os-
prey Men-At-Arms Series. Infact, fantasy
figures leave more to the imagination and
creativity of the painter than any other
field of miniatures. This is their greatest
advantage, and is why it is so much fun
and relaxing to paint elves and trols and
wizards and heroes after strugsling for
historical perfection with your French
hussars. There is also plenty of room
within the boundaries of fantasy for fun
and games and even plain silliness, ifthe
rood strikes. Fantasy gaming takes on
4 whole new perspective when one’s orcs
have swastikas and $S runes on their
Shields, Kobolds have lemon-yellow skins
and cary Communist Chinese fags, a
hobgoblin chiet’s shield reads “Money
the
JOURNAL
Talks,” and a paladin known as Sir Wal-
ter of Disney wears Mickey Mouse on his
armorial trappings,
Once your figures have been painted
and are completely dry, itis a good idea
to give them a coat of protective laquer,
1 reccommend Krylon Crystal Clear spray
from personal experience, It gives a hard,
clear finish that will preserve your gor.
geous bugbears and druids from life's
hhard knocks. It will also brighten up your
flat paints, which sometimes look overly
dull while you are working with therm, It
may comfort you to know that Krylon is
‘ot harmful to the ozone layer, if you're
the sort who worries about such things.
After the lacquer has dried, you may
‘mount your figures, if you plan on moun-
ting them at all and have not already
done so, Heavy matte board available at
any good art supply store is perfect for
such a purpose, being tough, durable, and
far easier to work with than balsa wood.
One $3 sheet of matte board will be suf-
ficient to mount several large armies. The
stand of mounted figures may be painted
if desired, or may be sand-based for great.
er realism, To do this will require a wide
bowl of ordinary playbox sand, (nor
beach sand, which is too fine). You can
buy this coarse-grained variety at most
hardware or lumber stores, though it is
{Is your Traveller campaign going down the
drain because of a lack of fresh ideas? Get the
Journal, and stock up. The Journal of the
Travell
Society is 2 40 page Science:
Fiction adventure gaming magazine. Each issue
is stuffed full of play-related articles and fea-
‘ures quaranteed to pull your campaign out
of the black hole of boredom:
In addition each issue includes:
Scenarios
Amber Zone:
for Traveller.
The Bestiary: Descriptions of alien animals.
Ship's Locker: New items of equipment.
PLUS—irregular festures
such as
game
variants, reviows, Traveller rules modules, Ques
tion and Answer sections and Ref's Notes on
playing specific situations.
The Journal of the Traveller's Aid Society is
available at fine hobby shops everywhere or by
subscription, $7 for four issues
Journal of the Traveller's Aid Society
PO Box 432
Normal, IMinois, 61761.
z
more entertaining to obtain it by night
from a construction site or a golf course.
Take your stand of figures and thorough-
ly coat the base (metal bases and matte
Doard alike) with Elmer's Glue, Then dip
the bases in the sand. Make sure that sand
completely covers the surface of the
stand, Dust off the excess sand with a dry
paintbrush, and viola — there should be
remaining 2 nice coat of sand on the
stand concealing the matte board and the
metal figure bases. Do not let the sand
become glued too far up the feet of your
figures, however. You can leave the base
as it is, or, giving it about a half a day to
dry, you can paint it in earth shades or to
resemble grass, To get the latter effect,
first paint the sand base entirely in flat,
dark green, Let dry. Then, using a very
dry brush with only a small amount of
paint, brush s flat yellow lightly over the
green. This will produce a very pleasing
surface of mottled green and yellow that
closely resembles a grassy meadow, Other
touches that can be attached to the sand
base include small rocks, twigs, moss, or
mock shrubbery
Once a taste for it is aquired, fantasy
‘miniatures painting becomes dangerously
addictive in 2 very short time. Not only
will you find it rewarding in its own right,
but the results will brighten any role-
playing or war game.
of the Travellers’ Aid SocietyDeus Ex Machina
Calor
Using Programmable Caleulators
art 1)
Introduction
T wrote my first game-related program
cover thee years ago on a newly-pure
chased HP.67. It was a game-playing aid
for SPI’s StarForce and included my first
algorithm for determining distances be-
tween hexes. Since then, I have probably
written over twenty “game aid” programs
‘on my caleulator and have developed all
fof my hex map algorithms on it as well.
Because of this and also because of spe-
cific requests by readers, I am devoting
‘the next few columns to using program-
‘mable calculators in gaming. Those of
you who “only” have computers, despait
‘not! Most of the information to be pre-
sented can be used in regular computer
programs as well.
A few assumptions ate in order before
‘we start, We will be working on an imag-
{nary calculator that has (atleast) ten ree-
isters (numbered 0 through 9), one of
Which (register 0) is an index: register.
‘These registers can hold numbers with 10
(ten) decimal digits and a two-digit ex:
ponent. The calculator has functions INT,
FRAC, R to P, and P to R, as well as
other ‘standard’ functions (square root,
etc,). And even though I'm a staunch
RPN fan, I will not assume that the cal-
eulator uses either RPN or algebraic no-
tation.
Pseudo Random Number Generation
‘Almost every game requires. some
method of generation of random num-
bers, usually by rollin dice. calculator
can be used to generate «pseudo-random
sequence of numbers by falc simple
methods and can thus simulate rolling
dice. This is a sequence of numbers which
will tend to be evenly distributed over a
given range (such as 1 through 6) and
By BRUCE WEBSTER
Which follow no apparent pattern. There
are various methods for doing this and
‘even more ways of testing the “random-
ness” of such techniques. (For en exhaus-
tive look at this subject, see Knuth, The
Art of Computer Programming, vol. 2.)
‘The method I give here is a linear congru-
ential method and comes straight out of
the HP-67 Standard Pac Manual, pp.
L13.01 to L130
You start with a seed that consists of
4 seven-digit fraction (such as .5284163)
and store it in a given register, such as R9.
Each time you wish to compute a random
{integer i between j and (inclusive), go
through the following steps:
seed = RO
seed := FRAC(997*s0ed)
RO ss seed
INT(seed*m)+j where m=
tj.
Notes that ifj= 1 then i :=INT(seed*&)+1
You can see that you can “roll” an n-
sided die by letting = 1 and k = n. This
‘means that you can not only simulate
6 sided dice, et cetera, but you can also
‘eteate 7-sided dice, 23-sided dice, and s0
con. One word of eaution though — it has
been my experience that in games requir
‘ng 4 lot of dice-roling (particularly role-
playing games), itis usually faster to roll
the actual dice than to replace them with
a calculator.
CColewlating Attack ids
If you are using your calculator as a
“black box” fo do. combat resolution,
you are going to need a routine that wil
accept the attacking and defending com-
bot strengths and produce value indi
cating the “odds”: 2-1, 1-3, or whatever.
This value will probably be used by your
caleulator along with a poudo-die rol to
look up a result in a combat results table
(CRT) stored in the calculators registers
(more on this ater). The technique piven
below assumes the following concerning
the odds calculation:
(1) the odds are rounded down in
favor ofthe defender;
(2) there are some upper and lower
limits 10 the acceptable odds, i.
attacks are not allowed below acer-
tain ratio or destruction of the de-
fender is automatic above 2 certain
ratio,
Provision is made for modifying the
algorithm to allow 3-2 07 2-3 odds,
Let's assume that we have a CRT with
fn columns and the 1-1 odds column is
the kth column counting from the left,
The following method will produce a val
ue, IP, between 1 and n (inclusive), which
‘can then be used as desired:
if attack greater than or equal to
defend then
P= attack/defend
‘fo 32 odds column then
IP = INT) + (k- 1)
f'a3.2 odds column then
IEP less than 1.5 then IP = k
if P less than 2.0 and P greater
than or equal to 1S) then
IPe= kel
if P greater than or equal to
2.0 then IP == INT(P) +k
if greater than n then handle
accordingly
sf attack less than defend then
Ps defendfattack
if FRAC(P) = 0 then P= PH
if no 23. odds column then
P=k-INT®)
if a 23. odds. column then
if P greater than 1.0 and P
Jess than or equal to 1.5
then IP == k-1
if P = 1.0 or P between 2.0
and 1.5 (exclusive) then
P= eINT@}+1]
if TP less than 1 then handle
accordingly
Table Look-Up
If you have enough registers to spare
in your calouator, you can put an entire
CRT or other game-tlated table in them.
‘This table can then be accessed by your
program and the obtained value either
used or displayed appropriately. Let's
take an example,
12 Il 21 34 4b Sa
1 NE NE NED D D
2. NE NE NED D X
gO NE NEADS De x.
4°ONEED SD KX” OC
5D. De Xe ee
SDT EERE Je ak,
Figure 1 — ORT Table
Our first step is to decide the format
of the table in the registers, First, we have
to pick mumbers to replace the codes;
here we will use NE = 0, D = 1, and X=
2, Second, we have to decide how to in-
ex the table. For this example, we willindex by die roll so that each row will go
ina separate register; if we had decided to
index by odds, each column would have
gone in a separate register. Finally, we en-
code the table using digits to the tight of
the decimal point and store them in our
chosen registers.
00111
(000112
(001122
R4= 011299
RS = 112222
R6=.122222
To use the table we first compute the
two indices needed — in this case, an odds
value, IP, (derived from user input and
calculated as shown above) and a 6-sided
die roll (from our PRNG). Since we are
using registers 1-6 for our table, we can
store the die roll unmodified in the index
register; if we wore using a different range
of registers, say 3-8, we would have to
add a displacement (2 in this case) to the
die roll before storing it, We recall the ap-
propriate row in the table using the index.
‘register and multiplying it by 10 raised to
the (IP - 1) power, We FRACtion the re-
sult, multiply it again by 10, and then
take the INTeger portion, We now have
cour single digit result and can use it as
needed.
IP=4, die =3
R(die) = 001122
value := _ INT[10*FRAC(.001122*10**
OP -1))]
= INT[10*FRAC(1.122)]
1
This method can be both expanded
and contracted. Some CRT's will require
you to use multi-dgit results, which may
‘demand that you spread the row (or col-
umn) out over two or more registers and
which wall also require you to increase
the multiplying values to isolate the de-
sired entry. Other CRTs can be com-
pressed within a single register and are
indexed by simply recalling that regis-
ter and multiplying it by 10 raised to the
(QB + die roll - 3) power and then pro-
ceeding as before, For example:
12 24 34 44 5
1 NE NED D D
2. NE DigDy DE xX
3 NE Di Rey
4D eRe
$i-p Bet Ee
6 D Hix Ae
0011122222
That's all for now — more next month,
If you have questions or comments, feel
free to write
* Are You A Fantasy Gamer Wh
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Emprise Game Systems
P.O. Box 2226
Houston, TX 77001
Emprise Game Systems‘KUNG FU 2100
THE ASSAULT ON THE CLONEMASTER
Game design by B. Dennis Sustare
Edited by Steve Jackson and Forrest Johnson
Cover and interior art by Denis Loubet
Playtesters: Elisabeth Barrington, Billy Moore,
Judy Myers, Lorin Rivers, David Rogers, John Strohm
Game concept based on a drawing by Mitch O'Connell
Copyright © 1980 by Steve Jackson
Rising Dream raced down the corridor as his two comrades
stayed to delay the pursuit. He bust through the door at the
end, to find himself in a large, wellit enclosure. Glancing
about, he saw that he had penetrated to the computer ares.
A seream came from one of the technicians on the platform
above: “A Terminator! Call the guards!”
"Tn several long strides, Dream was across the room. He sprang
to the platform in a single great leap. The tersfied technicians
recoiled, but 0 no avail as they fell to three rapid blows from
his powerful fists. He then tured to the computer, destroying
its memory units a5 readily as he hed dropped the technicians.
His Iron Fist ability was more effective than a sledge hamm
‘A challenging shout came from below. Rising Dream while
‘to see a muscular man, crouched in a fighting stance, with the
deadly nunchak gripped in his left hand. Dream leaped down to
face him, shouting, “Cowardly Jelly, prepare to end your
existence!”
‘The CloneMaster’s guard attacked frst, whising his weapon
toward his foe's head. Dream stepped back before the blow
could land, but the Jelly pressed the attack, launching a kick
toward his midsection. Rising Dream did not attempt a sidestep;
hhe merely twisted his body slightly ashe had been taught to do.
‘The foot slipped harmlessly by. Before the guard could react,
Dream kicked upward, breaking the guard’s arm and sending the
fnunchaku whiling away. Ignoxing the footsteps behind him,
Rising Dream struck once more at the Jelly, smashing his fst
into the hated face of this reject from the Society of Thanatos.
ream knew that his antagonist was dead even before the body
hit the floor.
‘A technician was now behind Dream, who swung to face this
new asuilant. He noted that the’amored door on the upper
level had swung open. The tall man standing to watch the fight
could only be the CioneMaster himself Returning his ttention
to the technician, he saw that the man held a small pistol. In
‘that instant, it fired. Although the bullet struck Dream in the
cchost, he had spent years to training to develop his Mountain
Heart, He felt no pain feom the wound. With little effort, the
‘Terminator kicked at the technician, who gasped once and fell,
Rising Dream looked up once more. The CloneMaster, now
alarmed, was retreating behind the thick metal door. Dream
tan forward and leaped to the ledge — to0 late to keep the door
from closing. Controlling his breathing carefully, he concentra
ed on the strength flowing into his fist. The energy originated
rom a point in his bely, rose up through his body, and channel
ced out along his arm. Finally prepared, he visualized a point just
beyond the face of the door, and released the energy he had
bbeen accumulating. The metal itself yielded against such power.
‘The armored door shrieked in protest as it gave way, fragments
of the lock mechanism falling o the floor.
The Terminator was now in the living quarters of the Clone-
Master, and he quickly went from room to room, searching for
his prey. Several servants attompted to stop him, but he easily
swept them aside, not pausing to Kill them. He pulled open a
door to discover & bedroom, richly decorated with embroidered
hangings like nothing he had ever seen. With its fine woods,
delicate crystal, and exotic sculptures, the room represented a
world Dream had only heard vaguely’ described. His attention
was not on the siches, though, but on the man who cowered
‘beyond the bed.
"This was the CloneMaster, the ruler of this fortress, who
dominated the poor familios living beyond its walls. He began to
plead with Rising Dream.
“Do not do this thing, and you can have whatever wealth
you wish!” He gestured at the contents of the room. Rising
Dream shook his head and advanced.
“You catt join my household, become one of my guards!
Take your choice of my servants to satiiy your every desire!”
“[ am no Jelly." Deeam replied, as he continued forward,
“Lean make You immortal”, the CloneMaster cried. “You
can live forever, safe from disease, safe from accident, safe from
old age!”
Rising Dream stood before him now. Softly he spoke. “I am
cone of the Society of Thanatos, what men eall a Terminator. 1
exist for but one purpose: to see that none can claim immor-
fality.” He smashed his Iron Fist into the chest of the Clone-
Master, crushing. the sibs and breastbone and bursting the
heart beneath.
His task was not yet done. Uni the clone tanks had been
destroyed, the CloneMastor was not inuly dead. Rising Dream
tured back toward the door, lanced once more at the omate
room, then smiled end left the body on the floor. Red foot-
prints marked the thick white carpet,
—B. Dennis Sustare
NIKE
TARY
8 18
we lato
ae
Bx
Fs Xf
lay
#
Counter Set 141, HISTORICAL BACKGROUND
‘The perfection of cloning techniques inthe year 2006 caused world
wide social disruption. The expensive and complex cloning provedure ze-
‘quired large computers (for programming of clones with the personality
and experience of the origin), a wellequipped biolosies! borstory (for
inal lone culture) and an elaborate growth chamber (for sceslersted
evelopment of the clone). Only the wealthiest and most powerful had
access fo such equipment.» . but those few gained effective immortality
or themselves ana thet loyal followers.
‘These powerful few (soon to be ealed CloneMaster) joined to defend
thei status aguinst the angry masses who felt doomed to mortality. In
‘the carly vis, many laboratories and government buildings were put to
the torch. Whole cities followed; much of eivilzation collapsed. Gradual-
ly, the surviving CloneMasters restored order ~ but of a very represve
Kind. Technology was reserved for themselves the populace was forbid
den to use engines or machinery. Even metal was eventually outlawed.
‘By the year 2100, the World was fragmented into indvidval fietdoms,
«ach controlled by a CloneMaster from his personal fortress, Within this
citadel was all he needed to grow and program his cones ~ leting hit
live forever in luxury. Attended by guards, servants, and his computer
‘eohnicians, snug in his haven, a CloneMaster needed to wie Ile thought
to the Dark Ages beyond his walls, Any organized revelt would be quick
ly deat with by the CloneMasters own secret police, or by the armed
foees maintained co-operatively by groups of CloneMasters.
‘But in the mean hovels beyond the walls, secret cult came into ie,
Members called it the Society of Thanatos; the common fol called ther
‘Terminators. They had but one goal: to end the liver of the CloneMas-
ters, Terminators were trained from childhood to Tight with the only
‘weapons Toft to viem: thelr hands and feet, They reached the human
limit in strength, stamina, unarmed combat, and immunity to pa,
A fw filed in their taining or sbelled aginst the sret Terminator
Aiscipine, OF these, many sought out the CloneMasters to inform on the
ult, Such treachery offen led 10 the destruction of a cut cell ~ but some
ways sunived, The turncoat themselves took service guarding the
Clonebsters. The CloneMasies called their Kungfu guards Tanizates,
The_ common folk called them spineless Jellies ~ but not to thelr Tacs.
‘Kung-Fu 2100 iss game of battle between the Terminators and the
CloneMaster, One player ~ the Terminator ~ seeks to enter the fortress
of his foe, to destroy him and all his works, The other player — the
CConeMaster ~ must defend himseif until help can azive, The Termine
{ors are few but powerful, The “Jollee” are weak by compatisan ~ but
any one would bea match for many normal men. And they wil give their
Ties for the Clonedatter «5
WARNING: This ts game, not @ simulation. Serious minded fotk
read further at ther own risk?
2.0 COMPONENTS
Al the components are included in tis issue of TSG. In order to use
them, you will need te have photocopies made. We do NOT encourage
‘you to tear up your mapszing, Using white ghue or rubber eement, mount
{the map and counters on thin cardboard and ut them out. You may
‘want {0 color some a the counters for recognition,
2.1 Mapsheet. The map shows the residence ofthe CloneMsster, The
heavy ines show outer walls; arrows show entry points Light black ines
are interior walls, which cannot be crossed. Tho wall vie the map into
4ooms and hulls, each of which is named. Certain of the rooms contain
vital installations ~ computers and clone tanks, These are marked with
asterisks,
‘The toms are separated by soundproof doors, Units my. move
{hough thexe doors freely, and even attack through them, at no penalty.
‘There are also two “armored doors” shown by double lines. One is the
front door of the building: the other sepizates the Overlook and the
Upper Main Corridor.
Esch room Is divided into squares These squares oveen movement.
‘The center of euch square Is shown by a dot, to control missle fe,
2.2 Symbol Char, The symbol chart is printod on the mepsneet, I
shows ihe various symbols wsed on the counters and map
2.3 Turn Record Track. This is also printed on the mapsheet Pace
the “TURN” and “PHASE” counters on the tack and move them a the
completion of exch phase.
‘24 Record Sheets, There ae two record sheets ~ one foreach play-
x. The Jelly Revord Sheet shows the abilities of Felies 1 through 12. At
ter the CloneMaster marks off the Jolie he H not using, the sheet is
ready for play. The Terminator Record Shest shows three levels of shi.
iy in each of $ skill ~ a total of 15 levels, The Terminator player must
‘choose which level of skill each of hs men has in each ability, and mack
off the sheet accordinaly. Once play Detins, the players use the record
‘shoots by marking off skills lost due to injury, When combat occurs, place
‘the Tactis counters on the record sheets to ep them trom being TiNed
up
2.5 Counters There ae several different kinds of counters
1
251 Tur and Phase Counters. Place these on the Record Track,
2552 Tacties Counters, There are $ different kinds of these coun:
fers ~ 30 inall, They are used during combat (se Soeton 8),
2.53 Destruction Counters. Place one of these ona pice of vital
‘equipment after the Terminators destroy tt
2,54 Door and Equipment Counters. These counters represent
extra armored doors and pieces of equipment, Use them to make the
ame hatdet for the Terminator player ~ see Section 7, Optional Rules,
2.55 Counters Representing Humans. There aie seven diferent
kinds of “human” counter in this pam,
2.551 Terminators, There ae five countors representing Termin.
tors. (Most games will use only thee.) Fach shows only the Termin:
ators ploture and the initials of his name. Terminator moves 5 squares
er movement phase and has two movement phases each turn
2.552 CloneMastes. There is one counter for the CloneMaiter.
cores a picture of a gun, showing that he ean fke once per tain, He
moves 4 squares per tur,
2.553 elles, These aro che CloneMestr’s guards, trained in
kung-fu, However, they are much ess skilful Gan the Terminators Each
Jelly has a J plus 2 number (1-3 is Jelly number 3). I also has hiss
howette and 3'or 4 small symbols indicating which abiios he has. Some
Jellies have the same symbol twice; for instance, -l has two Lightning
Foot symbols, indicating he has two levels of skill in that ability and
‘ould therefore kick evice in one tur, Tolls move § squares per tum,
2.554 Technicians. A technician shown by an atom symbol,
‘Technicians have no combit sklls and move only 4 square per tun,
2.585 Armed Tochniclns. Afow of the technicians (the most
trusted) are permitted to cary guns, Their counters are Just Hike rogue
‘Technician counters except that they also show 2 gun, indicating they
an fre once per turn. They also move 4 squares per tvon, Note that
‘when any armed figure is Klled, his sun is fost. The Terminators and
Jelies are better off without i, andthe other figures don't know how to
‘seit
2.556 Servants, A servant is shown by the serving tray symbol
‘Servants have no combat skills and rove 3 squares pe turn,
2.587 Local Constabulity, These are the “policemen” guarding
the outer wall of the CloneMasters estates, Inthe advanced game, they
will com charging through the front docr in anew to the asc. They
ae shown by the letters LC, a badge, anda gun, Thay move 4 square per
tum,
2.6 Combat Results Table. This table (CRT for short) shows the =
ult of each type of attack when met by each possible defense, To use it
cxosezeference the sitack (horizontal rows) with the defense it mects
(vertical columns), Ths wil show the diovoll the attacker mast make in
‘order to hit, Some attacks are automatially soeestuls rome defenses
will sutomaticaly stop certain attacks without de vol,
3.0 SETUP AND SEQUENCE OF PLAY
311 Setup, Before play begins, the players must choose a soonatio
from Section 6. Follow the setup instuctions for the scenario, The
‘Terminator will have to choose what levels of ability his men have and
‘mark that on the record sheet. The CloneMaster wil have to pick out his
counters and arrange them, face down, on the map, Play thon bogins with
‘the ist movement phat,
3.2 Sequence of Play (Phases). Each turn is composed of seven pha
5,38 shown on the Turn Record Track, Thoy are
TERMINATOR MOVE I. Each Terminator moves up to $ equares,
COMBAT I. All combats created by this movement are resolved.
‘TERMINATOR MOVE Il, Each Terminator moves up to 5 squares.
CLONEMASTER MOVE, CloneMaster may release new counters (2°
blow). Then each CloneMaster counter shat if now face-up may movea2
up fo ts full movement allowance.
‘COMBAT II. All combats eeated by this movement are resolved,
RECOVERY. Any injured figure with Mountain Heart ability zolls
one die to sce whether it “recovers” Ifa or a 2 is rolled, one level of
Mountain Harts recovered. Soe Section 5.6.
‘ADVANCE GAME TURN. Moye the TURN masker ahead one turn,
14s now time forthe fst Terminator move ofthe next tum,
Tis important to keep track of what phase itis by moving the phase
market, Otherwise, great confusion may result
4.0 MOVEMENT
444 Terminator Entry. At the beginning of the game, the Termine
ators may enter dhe building in any of several ways. It is possible for
‘them all fo come inthe same way (though this may delay entry for some)
for foreach to use a diferent path. Any Terminator may delay his entry
Tor any amount of time, but its usually best to enter quickly.
4411 Front Door, If Terminators) want co break down the front
door, those Terminators may not move duving Movement Phase L Diz
the Combat Phase, all Terminators at the front door may attack it (see
‘Section $.7). Ian when the door is destzoyed,eny or all ofthe Termin:
‘ators present may enter on the mext Mavornont Phase, The Entry Core
‘dor square shown by the arrow isthe fist square of movement for each.
4.12 Ont of the Loo! Though the CloneMaster ives in luxe his
plumbing is primitive, Wastes drop aiecty into large sewer-pipes which
ead into a steam, The Terminators may’ enter the castle by exawling
ong these pipes (cemember, they're fanatics) to come bursting Out of
the facilites. One Terminator pez Movement Phase may come out of each
lowerlevel loo. The “Loo” square on the board counts as his first square
‘of movement, Its not possible to entero lave through Loo 4 oF Leo 5.
4.13 Kitchen, Kitchen wastes also drop into the sowers, Ono of
two Terminators may enter each phase through the kitchens The square
shown by the arow isthe first squate of movement foreach one.
4.2 Release. None of the CloneMastr’s counters may move wil
they ate “released.” At the beginning of the samo, all CloneMasior
‘counters are upside-down, When a counter is release, itis turned right
side-up. Before a counts is rleased, st cannot move or attack -- but the
‘Terminator does not know what i is!
‘A counter may be released in one of two ways
(@) Terminator movement. Whon x Terminator enters 2 zoom, all
counters in that room are instantly release. Turn them cight-sigeup, The
‘Texminator player may look at them before finishing the movement Gt
any) of the man that entered the room, He may even choose 0 Move
"aht back out of the room,
(b) CloneMastr choice, At the beginning of the CloneMaster Move
cach turn, the CloneMaster may activate one Jolly, one Servant, and one
‘Technician (armed or unarmed). He may pick the one to be activated
from wherever he likes. If ll the counters of a given type have already
been aetlated, the CloneMaster does NOT get to activate an extra one
‘of another type If for some reason the CloneMaster wishes to leave some
‘counters unactivated, he may. He never hs to activate a count
4.21 CloneMaster Release. The CloneMaster himself may be acti
vated at cny rime by the CloneMaster player... during any phase he
Wishes. At the moment he is activated he gts a free move of 4 squares
(hough this may be Blocked; se Movement Restricions, Secon 4.4).
1 the CloneMsster is activated by a Terminator entering hie room, he as
his choice: he may take his extra move atthe Instant the Termingtor ene
‘ers, or he may wait until the ond of that Terminator Move.
14.2 Units remain released, Once a CloneMaster unit has been ro-
leaued, it stays face-up for the rest of the game, It may never “hide.”
“4.3 Movement Allowance. Each counter caries a number (the
bottom symbol on that counter) showing its movement This is the
‘umber of squares that unit can move each phase, Terminators get {wo
‘ovement phases per turn CloneMaster units get only ance A iit never
dies to. move is full movement allowance, It can mave fewer squares, or
‘ven stand sil, A unit may rearacs is path If here Is need.
Ti coals one movement point to move from one square to am adjacent
fone. Figures may move north, south, east, or west, but never diagonally
44 Movement Restrictions. Some factors may hinder movement, as
follows,
“441 Armored Doors. IF an armored door has not been destroyed,
it costs one extra movement point to pass through iA Terminator
cannot passthrough i ot ll until it has been destroyed. Is not possible
fo attack through an intact armored door.
‘442 Crossing. the Drop-Off. The Overlook Corridor and the
Central Room are separated by a line of dots. This represents a “rop-
‘off or spliiovel rom. It costs wo extra movement points to cross this
‘eopottin ether divection ~ unless you ae a Jelly or Terminator with an
‘undisibled Monkey Soul sbiity. In that ease it costs nothing extra. You
do nor have to pick a Monkey Soul combat chic ~ you Just need the
ability. (Note: The map doesn't show it but the Lower Main Corridor is
‘ramp — that's how the uppet and lower levels connect normally, There
[n alo‘a flight of steps from Overlook to Cental)
44.43 Hostile Martial Artists, It costs rwo extra mosememt points t0
center a square occupied by an enemy Telly or Terminator. Tt costs
nothing to enter a square occupied by any other figure, It costs nothing
to enter a square with sn enemy if he ie unconscious (see COMBAT).
“45 Obstacles to Movement. It is impossible for any unit to cross
wal of to enter a square with clone growth tank (circle with an aster:
Jn). However, is posible to enter a square witha computer (reetanale
‘widh an asterisk) along one wall
‘44 Stacking. Only one human may occupy cach square at the end
‘of any movement phase. Iti possible fo go through other units, ether
Itiendly or enemy, if you have enouph movement ~ but you cannot stop
Yyour movement on another figure, Exception: Any aumber of uncon
Scious figures may occupy a squares one conscious figure can also be in|
that square,
4.7 Leaving the Map. CloneMaster units may never leave the map for
‘any reason. Terminators may attempt to leave the map at the end of a
‘ame, They may exit by the lowerlevel loos or the kitchen, but not by
the front door (they'd be eut down immediately). One per movement
phase may exit By any loo: two per phase may exit through the kitchen,
‘To leave, a Terminator must be inthe appropriate entry/exit square and
hve at leat one movement point remaining. Terminator who have exit=
‘ed the map may not reenter
'4.8 Zones of Control, Those players accustomed. ro conventional
wargames should nate tht there ae NO "zones of control.”
5.0 COMBAT.
'.1 Whon combat occurs. Combat may take place during either of
the two Combat Phases, Combat is always voluntary. It would be possi
‘le (but unlikely) to have enemy units side-by-side, but have no combst
= because neither player fet it would be o his advantage.
‘All units involved ina combat must have been released. (Terminators,
‘of course, begin the game “eleaed.")
‘Units may make two kinds of attacks: hand-toznd, and missile st-
‘tacks, To make @ hand-tovhand attack, you must be immediately adj
cent to your foe, To make 2 missile attack, you must be immediately
adjacent, diagonally adjacent, or one square away ina straight line, See
the diagram below.
A figure a the X could
make a hand-to-hand. at-
{ack against figure in any
fof the squares containing
black dot, He could make a
missle attack (gun of
‘heowing spikes) against a
figure in any. of the dot-
‘ed squares. He could not
stack ¢ figure farther
away. Exception: An LC
fan fre his gun at ANY
°
°
x
e
[o |
5.2 Line of Sight. A figure can never attack an enemy ifthe “line
of sieht” between thoir squares is Blocked. Ifa line dzawn between the
enters of their squares Is blocked by a wall, pede of equipment, ete,
then no attack can take place. However, an intervening igure does NOT
block line of sight for missle attacks
‘5.3 Multiple Combats. A combet is «single “tight.” Its possible
for thete to be three combats during a single combat phase, If there are
‘three Terminators in play. ‘Then again, if they areal fighting the same
foe), they might all be involved inthe same combat, Exch combat Js
played out separately. Any rime two or more Terminators can strike the
sume foe, or be struck By the sme foe, they are i one eomiba together.
If they cannot srke the same foe (or be struck by the sume foe} they are
‘mn diferent combats, Gunshots and thrown spikes count as "stiking”
‘AL the bosinning of each combat phase, determine how many com
bats are taking place, Resolve one compleiely before going on to the
‘5.4 Procedure for Combat, Each combat goes through the folowing
stages:
1. Selee tzctice counter. Only Terminators and Jellies can select
‘ucts counters. A Terminator may select thro tactics counters foreach
combat, He mus choose from those ables he il has. For instance, iF
he has three levels of ability in Lightning Foot, he could take thee Light=
ring Foot counters. If he has only one level of Lightning Foot, he could
fly take one counter for it, And if (Gough injury) he as Tost is
{Lightning Fotentitely, he CANNOT pick that counter.
‘A Jelly picks counters inthe sime way, except that he may’ pick only‘mo counters per combat, and picks only from those sles he has.
‘A figure cannot pick counters for abilities he hat lot, A Terminator
‘who has only two abilities left may pik only those two counters. A Ter-
‘minator or Jelly who has only one’ ability left will have only that one
‘counter foreach combat,
‘There are five different types of tactic counters: three attacking and
‘two defending. Attacking counters are
TRON FIST. This sepresents 2 punch. All Terminators start with this
ability; some Jellies know I
LIGHTNING FOOT. This represents a kick, AML Terminators start
with this abilty;some Jellies know i.
WEAPONS. This counter is used to represent any ofthe four weapon
attacks: throwing spikes, nunchaku, bo stave, or Kongo. The Termin-
ators do not cary or use weapons, but some Jellies have them. Note that
41 weapon is never dropped until the Jelly ha lost that ability, and that
Jey sith throwing spikes wil not runout of them during the game
“The defending counters ae:
MONKEY SOUL. This technique involves great asiity and & useful
both for dodging bullets and for scaling wall It isa total protection
sesinst a kick, and useful against other attacks, Al! Terminators, and
some Jellies, bepin with i.
‘BODY OF MIST. This technique involves concentration as wel as
physleal ski. tt provides total protection against punches and against all
Ihand-tochand atteks by untrained foes. Te suse! against kicks, but will
‘not protect spsinst gunshots. All Terminators, and some Teles, besin
‘vith this abulty
‘There are no counters for MOUNTAIN HEART; it is not a combat
ability
A player may not look atthe eounters his opponent has ehosen until
they have been played. He may not study the unchosen counters 0 de
‘ermine what has been picked
2. Play tacties countors. Tho Terminator player chooses who ist play
first. (Exception: If throwing spikes aze to be involved In the combat,
‘they must be the frst counter played ~ so the CloneMaster automatic.
ally goes frst if he has spikes and is using ther.)
the fist counter played isa defensive counter st has no effec. I it
fs an offensive counter, it represents an attack, The payer who put down
that counter states who is being attacked
Play of counters altemates. The Fist player plays one counter, Then
the second player plays one counter, Pay alternates until one player hos
used all his counters for that combat. At this timo the other player may
Ammediately play all his remaining atiack counters, An atacking counts?
represents an attack and is modified by the next counter payed.
‘When the fist attack countor Is paved, the attacker states which fig-
ture is attacking and which figure s being attacked, The other player then
replies with a counter The effect of the fist counter played is then
figured by reference to the CRT. Ifthe figure being attacked was NOT
the one playing the reply counter, roll in the “Inactive” column (for
most figures) or the “Helpless” column (fot Servants and tnconscous
‘igues). If the figure that was attacked WAS the one playing the reDl¥
‘counts, roll on the CRT column for thet type of reply
Note: I gure A punches figure B, and figure B replies with (fr ine
stance) a kick, it does not matter where the kick is directed (back at A,
fat another figire, or ata piece of equipment), The player dove not have
{o state whom Bis kicking until ti his opponent's tun to counter that
attack. Figure A’ssitack Is refolved as “punch vs kick” no matter where
the kick is going.
If the CRT indicates a hit, the target Figure loses one ability (if iis
«8 Terminator or Jelly) or is zomoved trom ply (fit is any olher figure).
Now: if the second (reply) counter was itself an attack, the person
who played it must state whom thar attack was directed agains. The fst
player must then reply to that counter... and so.0n Ifthe second oun
fer was only a defense, it has no further effect, and the fst player may
play another counter if he hat one. If this sem complex, read the Ex
Ample of Play, Below. Once understood, the system is simple
‘As longs s player has counters let, he MUST play one when his turn
comes to reply fo his opponent’ play ~ even ifthe counter he pays fe
totally useless,
Should it happen tha figure hus attuck counters left but no one left
fo attack (or defense counters left but nothing left to defend sgans0,
those counters may be discarded. That figure's combat ix ended for the
time being
3. Untrained attacks. After the Terminators and Joles have played all
‘heir atiack tacts counters, “untrained attacks” may be made by une
armed Technicians and Servints sianding next to Terminators. Roll one
fic, If the result is equal to of les tha the numberof figures making the
attack, the Terminator is hit and loser one ability, Example: Ifa Termin:
stor is attacked by thre Servants, he loses an ablity ona die ol of 1,2,
9 3. However fa Terminator has "Body of Mi” counter that he has
not yet played, he may play it now and be immune to all those attacks,
13
4. Gunfire, This s the last part of 2 combat. Fach fgure with a gun
(CloneMaster, armed Technicians, or Local Constabulary) may fire one
shot if a Terminator is within range. Each shot hits ona roll f 1, 2, or 3.
Ifa Terminator has one or moze Monkey Soil tactics counters kit, Ae
should play them now. Each one played willallow him to dodge one bul-
let. These counters must be played before results of tho gunfite are
rolled,
‘A Terminstor loss one sbility foreach gunshot that strikes him.
‘When all gunfire has been ended, that combat is over.Go on to the
next combat. When all combats have beon resolved, po on to the next
Phase ofthat tua,
EXAMPLE OF COMBAT - 1
Fst, vory ample example, One Terminator ix standing next to Jelly
1. Both are uninjured. The Terminators abilities are Fist, Kick-2,
Mist, Soult, and Heart-2. The Jelly’ abilities are Kick-2, Hear.
‘The Jelly has litle choice; he picks two Kick counters, The Termin-
ator is entitled to pick three countars, He choses two Kieks and a Mon
ey Soul,
‘The Terminator clects to go second, so the Jelly starts by playing one
‘Kick. The Terminator responds with 4 kik of his own, Resole this as
follows: Attack — kick, Defense ~ kick. Crossaeferencing these on the
CRT, we se thatthe Jelly needs a 1, 2, or 3 to it. He rolls 24, which
‘Now the Terminator's kick can take effet, The Jelly must reply. He
plays his other Kick counter, Again we have an attack of "kick" and a
Aefense of “kick.” The Terminator must rol 1, 2, or 3. He rolls « 2,
‘which hits. The Jelly loses one ability. This does NOT affect this combat,
‘but wil atect nis Intex play. (He should take the injury to his Mountain
Heart ~ see 5.6 for explanation)
"Now the Jelly’s second Kick can take effect, The Terminator must
teply. He plays his Monkey Soul counter. Ths, as we see from the CRT,
{sa toul defense against a kick; no rol is needed.
‘The Monkey Soul isnot an attack, However, the Jelly is out of coun-
ters and cannot seply. The Terminator has one Kick counter lft, and he
ets f0 play it, Since the Jelly has no possible reply, the "kick" attack i
rolled oh tho “Inactve™ defense column, The Terminator needs 1,2, 3,
4, He rollsa4, which hits, The Jelly loses another ally.
‘At this point, both figures have used up all thei counters. Since no
other figures are involved in ths combat, itis over. The Jelly has taken
two injusies, which must be marked on the record sheet. The Terminator
isunhurt.
EXAMPLE OF COMBAT — IL
‘Now for = complex example, This is much more complicated than
most combats will be in the game, It covers almost every possibility. It
takes place in the situation shown below:
Terminator figures:
‘Golden Song is unwounded, His abilities are Fist2, Kick-l, Mist,
‘Sou2, Hear- Hf choses two Fist and one Kick eosntes.
Shadow Lotus is slighty wounded. Her abilies are now Fist,
Kick-1, Mis, Soub, and Heart, She choses one Fist, one Kick, and
fone Monkey Soul counter.
Rising Dream is badly injured. His abilities are now Fist-2, Kick 0,
Mist, Soul, and Hear-0, He has no choles but to take two Fist coun’
ter,
CloneMascer puree:
Telly 1 lahily wounded. His abilities are now Kick-1 and Heart
‘Since Mountain Hear it of no use ip battle, he can take only one coun
ter Kick,
‘oly 2 is uninjured. He can take two counters His abilities ae Kiek-1,
Weaporrl, and Soul. He chooses the Kick and Weupon tactics counters.
Telly 7 is injured. Of the three talents he started with, he has oaly
‘one: Weapon-1. However (as shown by the counter) his weapon ix throw
Ing spikes That means he ean attack Rising Dream without being i den14
21 himself — in fact, even if he had other abilities lef, he could not use
‘hom from where fe atthe moment. He takes The Weapon counter as
his only tactic,
‘The CloneMaster also as three Technicians (tivo med) and two ser.
vanis involve in the battle. Because of the positon ofthe units, the en
tre battle must be handled a asnele combat.
FIRST COUNTER PLAYED. Jolly 7 throws spikes at Rising Dream,
SECOND COUNTER PLAYED, Rising Dream kicks ~ not ata human
target, but at the clone tank. (See Section 5.8, Destroying Equipment)
The Jely’s attack, then, i osolved as "splkes ve. kick” He needs #1, 2,
for 3, He rolls a 8, which mises, Rising Dream's kik against the clone
tanks is automatically successful, The clone tank is replaced with a
“destroyed!” marker
THIRD COUNTER PLAYED. It is the CloneMaster's tom apain. Jelly
2 attacks Shadow Lotus with his nunchaku.
FOURTH COUNTER PLAYED. Shadow Lotus kicks at ely 1. This
reans that Jelly 2's atack i resolved as “weapon vs kick.” He needs to
olla 1 or 2, He rolls. 2, which hits. Shadow Lotus loses one ability. She
Scratches the remaining Mountain Heart from her record sheet.
FIFTH COUNTER PLAYED. The CloneMaster’s tur again, Jelly 2
‘kicks et Shadow Lotus This means that Jelly 1 (whom Shadow Loius just
attacked) is Inactive, Resolve Shadow Lotus attack as “kick vs. inactive.”
‘Shadow Lotus must roll a1, 2, 3, or 4. She rolls 23, which hits Jelly 1
is Wounded and loses another ability. He wil choose to Tose the Meun-
‘ain Heart, and is now down to one ability.
‘SIXTH COUNTER PLAYED. The Termingtors* tuen. Goléen Son
punches at Jelly 1. "This meuns that Shadow Lotus is inactive ~ so the J
ly Dattack against her (above is resolved at "kik vs. inactive.” The Jelly
rolls5, which mises,
SEVENTH COUNTER PLAYED. CloneMaster’s turn, All his counters
have been played except one ~ the “Kick” counter for Jelly 1. He plays
it, Kicking at Golden Song. This means that Golden Sons's attack aguinst
‘nim (above) ls resolved at "itv, Kick.” Golden Song needs a1, 2, oF 3.
He rolls « 1, hit. Jelly 1 must lose another ability, Sinee he Had only
one left, that means he has lost ALL his abilities. He falls unconscious.
“The kik that he just made fs ot completed. No roll i neede
‘The CloneMestar now out of attack counters. The Terminator may
now play all hi taining attack counters, one ata time.
EIGHTH COUNTER PLAYED. Rising Dream fists the technicien
“above” him, Technlelans have no counters to play. The attack is re
solved on the “fst vs. technician” column, Rising Dream needs a 1,23,
(ord, He gets a4. The technician is removed from play.
NINTH COUNTER PLAYED. Shadow Lotus fists Jelly 2. The Jelly
‘has no counters aft o play, so the attack i roled ot “ist vs, inate." A
1,2, 3, or 4 will ht. She rolls a 2. The Jelly shit and must lose an abi
ity, He chose to lose Monkey Souk: it is scratched off his set. (The o>
‘ponent knw that he has lost an ability, but not whch one!)
TTENTH COUNTER PLAYED. Golden Song has two Ricks lft. He
loks at the servant besde hm. Rolling on “kek v,helples," he needs a
1 through §, He rolls 6, which misses
ELEVENTH COUNTER PLAYED. Golden Song kicks again at the
same servant, This time he rolls a5, which hits, The servant is eroved
from play.
Now ail attack counters have been played, The Terminator has one
‘defensive counter leit (Shadow Lotus’ Monkey Soul,
UNTRAINED ATIACK. One servant i left, standing next to two
‘Terminators, She can make on “untsuined attack” on one of them. She
chooses to attack Golden Song, Since she is alone, she needs to roll a1
fo hit. She does! Golden Song loses one ability. The player chooses to
take the injury off of Mountain Heart (always the smart thing to 4o,
‘when posible)
‘GUNFIRE, There are 1wo azmed technicians, Neither one can shoot
at Rising Dream (see diagram). Either one, however, can shoot at ether
ff the other two Terminators. Suspecting (oorrecly) that Shadow
Lotus was holding out « Monkey Soul counter, the CloneMaster payer
hs them both fue at Golden Song. The table shows that to it with "sun
¥% Inactive” you need 91,2, oF 3.One toch rolls x5 (missing) The other
rolls a 3 (iting). Golden Song loses another ability. The Terminator
player chooses to scratch Body of Mist from his record sheet, NOTE: IP
fone tech had fired at Shadow Lotus, she would have played the Monkey
‘Soul counter and the shot would have had no effect. If both hed fired at
her, she would have played the counter to negate one shot ~ but the
‘other one would have been fied normally.
“That concludes this combat.
5.5 Rosults of injury. Fach time a charactor i injured by an
attack, he isaected as follows
“Terminators and Jeles lose one ability. When all abilities are lost, the
counter falls unconscious. One further injury to an unconscious Termin-
ator of Jelly wil Kil him, An unconscious warior may possibly 1ec0v9r
‘consciousness with Mountain Heart (ee below),
my
Other Figures ate killed by a singe injny. Remove them from play.
(Against servants, x Terminator might strike to incapacitate rather than
Aull — but the result isthe same for play purposes)
'.6 Mountain Heart, This i the fifth skill taught by dhe Society of
‘Thanatos, I not combet tactic; i is the ability to recover quickly
from severe injury. A figure who takes injury should always assign it to
Mountain Hear if possible. Once each turn (during the Recovery Phase)
ch figure with damage to Mountain Heart rolls one de. On a roll of 1
(0 2, that fuze recovers one level of Mountain Heart figure gts only
fe vol per turn (no matter how many levels of Mountain Heart he had)
tnd can never recover more then one level per turn. Mountain Heart may
fever recover past its orisnal level, Once you have recovered your cri
inal level, you sop telling for secovery. Other skills may never Be recov
fred. Mountain Heart isa reservoir of inner strength; it does not heal
‘broken arms and legs, or recover lost weapons. Note: The recovery coll is
NOT soot,
3.61 Recovery fom unconsciousness. An unconscious figure who
has Mountain Heart may, if he rolls @ 1 or 2, eeover from unconscious:
ness, However all his other abilities are stl gone and may not be resov-
‘ered. This means thatthe figure is good for nothing except blocking the
frtemy’s he cannot fight or destfoy things. IF a fizue recovers conscious.
‘ess while another figure isin its square, the owner displaces the newy
recovered figure to the closest empty square
5.62 Effects of unconsciousness/death. When # Terminator or
Jelly becomes unconscious, note it on his record. If he had any attack
‘counters that had not taken effet, they
‘unaffected ~ but she ad Just made an attack which had not yet been
rolled, that attack does not occur. NOTE: When a Jelly goes unconscious
and does nor have Mountain Heart, you may remove him from play im-
‘mediately UNLESS you are playing a scenario where the Terminator gts
points for killing elles. In that eas, fave him ther; the Terminator will
have to it him again to seore any points fr him.
15.7 Destoving armored doors, There are two armored doors inthe
CCioneMaster's citadel. A Terminator cannot move through one of these
doors until itis destroyed. To destroy an armored doot,« Terminator
‘must throw a kick or punch at it, and then roll a1 or 2. Aj or 2 destroys
the dgots other rolls tae no effect.
‘58 Destroying vital equipment, There are several pices of vital
equipment (marked with * symbols) in the eltadel, A chief Terminator
objective isto dertzoy these, To destroy a place of equipment, 2 Termin
ator need only throw a single kick or punch at it duning combat. Destruc-
tion is automatic. NOTE: To destoy a clone tank (circular symbol) @
“Terminator must be adjacent to it. To destroy a computer (rectangular
symbol) ¢ Terminator must be in the same aquare with i.
'5. The overlook. figure on the overlook cannot make hand-to-
hand atuacks szanst © igure in Cental, and vee versa. figure on the
foveclook CAN make a misslletype attack against figure in Cetra, and
Vice versa, & figure in Control does not have line-atsight for a gunfire
stack on a figure in the Upper Main Corridor, and vice versa.
6.0 SCENARIOS
Below are three different scenarios for Kung Fu 2100, Playet ae en-
couraged 10 invent their own soenarios; extra pieces and optional rules
ae ineluded for this, Payers also may wish to draw new bulling maps
You come up with an especially good and balanced seenario, The Space
Gamer wil consider it fr publistion
16.1 Basic senati. This isthe frst seenaio you should play. It's 3
ood introduction to the game.
CloneMaster Senup: The CloneNaster takes the following counters:
1 CloneMaster, 2 armed technicians, 10 unarmed technicians, 12 servants,
and 8 Jellies. He may pick these from numbers 1 through 16 only; Jellies
TL and 12 may not be used. He places all units on the game board, up
slde-down, subject tothe following restrictions:
(@) Servants may only go into 8 tom or hall with an "Sin the lower
corner. Jellies may only be set up ina room or hall with aS,” Techs
tay only be set up ina room or hall with a “T."The CloneMaster may
poanywhete.
() No figure may be set up ina square adjacent to any doar,
Terminator Setup: Tho Terminator has thos figures, Each of these
‘haga {otal of seven levels of ability: one level in each ofthe five talents,
and two additional levels added anywhere. (Two possible choices would
be: Fistl, Kick, Soul, Mist], Heare1, OR Fist2, Kiek-1, Soul,
Mis-1, Heart2.) Show the besinning abilis foreach lzure on the Ter”
minatoe Record Sheet by serstching out the abilities fe does not have.
(Note: You may photocopy as many Record Sheetsas you ik.)
Terminator Entry: As specified in Section 4.1.
Length of Game: 10 tar.
Victory Condition: CloneMaster total victory: CloneMaster survives,
all Terminators killed, CloneMaster victory: CloneMaster dies ut some
‘of his equipment survives all Terminators killed Terminator victory: The
CCloneMaster, ad all seven pieces of vital equipment ate destroyed. Ter-‘minator total victory: As above. .. but atleast one Terminator escapes
(Gee Seetion 4.7) before the end of Turn 10,
‘Comments: The Terminators will not ry to escape unless the Clone
Mastes AND all his equipment is destroyed; that is thelr whole mission,
and they wil die fort I even one clone body or computer memory si.
‘ies intact, the CloneMaster wil live agin, On Turn 10, the Suiding will,
be surrounded and helicopters wil and on the root with sleeping gas it
‘the Texminatars aren't gone by then, they're as good as dead.
62 Advanced Scenario. Pay this scenario when the Terminator
player starts winning the basic senazio most of the time, IPs for more
experienesd players.
CloneMaster Setup: As before ~ but the CloneMaster gets 4 armed
technicians and 8 unatined technicians,
Terminator Setup: As before.
GloneNfestr Reinforcements: Beginning on Turn 6, and each tun
thereafter, 3 Local Constabulary come in te front door, LC aze always
“released.” They are jus lke armed lechaletans except that they can fi
at ANY range if they have a clea line of sight. Thus, by Turn 10, the
‘Terminator will ave « dozen policsmen to contend with!
Length of Game: 12 turns.
Vietory Conditions: As before.
Comments: Now i'sa litle harder for the Terminatozs to win!
16.3 Solitaire Scenario, One player can play both sides, or two play=
ts can play It a5 a regular game. When you play slitae, the CloneMas-
tes counters are contolled by certain rales,
‘Background: In2 routine aid, the CloneMastr's scrt police picked
lp a prisoner and brought him in for questioning by theis master. They
didn't know that ther captive was a fully tained Terminator, capruted
only by slep gas, As the CloneMaster walks ino the room, te prisoner
Suddenly shatters his handcuffs and explodes into ation»
Setup" For solitaire play, the ployer picks all the fgsees that would
bbe uted in the Advanced Scenario, (except LCs) but only one Termin
stor, The Terminator has seven abilities. He starts in the fat north square
fof the Servant’ Work Area, The CloneMaster stands dvecly south of
‘hm, One Jelly stands beside the CloneMaster o th east.
“The other CM counters being used are mixed Up, fave down, One is
placed in each room or hall (except the loos) An extra one i paced in
ach room containing vital equipment, Then the other counters are
placed randomly on the board. Don’t pat more than two in any room,
font set up any figure in e doorway. All CloneMaster counters remaln
Upside down; neither player knows which counters ae where
Terminator Objectives. The Terminator must take advantage of his
‘opportunity todo as much damage as possible. He may try to escape, but
‘only if (@) he is dowa to only 1 or 2 abilities, (2) iis tuen 11 or 12, oF
(G) the Clonebfaster is dead and al vital equipment has been smashed.
Length of Game: 12 turns.
(GloneMatter Reinforcements: Asin the Advanced Scenario,
CConeMaster Release and Movement: In slitste play, the CloneMas-
ter's minions are governed by the following rules
(@) Allunits ina room are released when the Terminator entesIt
() At the beginning of each CloneMastcr movement phase, the two
"upside-down figures closest to the Terminator (in squares of movement)
are released
(6) All rleased figures will move to attack the Terminator except ser:
‘ants and unarmed techs, who will run tothe nearest equipment and po
tet itby crowding round i. Jllies will choose attack tacles rather than
defensive ones whenever possible, and wil always lose defensive abilities
fist Figures with guns wil fie from "ste" rahec than adjacent squares.
Vietory Conditions: are on a point system. The Terminator nett 5
points fr kiling the CloneMaster,§ Tor each plece of equipment destroy~
‘ed, and a bonus of $0 points if he kills the CloneMaster and destroys all
the equipment. He gets 2 points for each Jelly Killed, No points for ean
staulary, Servants, techs, armored doors, etc, or for delies that ae
aerely injured. The CloneMaster gets 30 points for Kling the Termia-
tor; 60 points ifthe Terminate is captured (by being inthe building at
the end of Tura 12),
‘The side withthe most points wins, A win by more than 30 points
“total” vletory
Comments: I this f a two-player gume, the CloneMaster player sets
up as per the Advanced Scenario (but no mote than 2 figures pet room)
‘and moves his units ashe pleases, but must use the solitaire release rules,
‘Start the Terminator with 10-point bonus: this s harder than slate,
7.0 OPTIONAL RULES
These are rules which may be added or changed to change the balance
of the game ot to design your own scenaics,
“Tal More or fewer Terminators. Example: to make the basic scene
sano really hard forthe Terminator player, ty it with anly two atackers
"7.2 Changing Terminator Abies. Try aiving each Terminator eght
15
abilities rather than seven. The change makes ab difference.
7.3 More and Better Jellies, A total of 12 Jelly counters ae included
~ Including two Jellies that star off with four levels of ability each. They
an beef up the CloneMaster’s force in a hucry.
“7 Exita Equipment, Counters for extta armored doors and vital,
equipment are included. To make the Terminators task harder, the
CCloneMaste may be given one or more extra armared doors and/or com
Puter banks, to place Wherever he likes,
‘Other optional rules and scenarios Wil suguest dhemselves as you play.
What about four Terminators against a fortress guarded by all 12 Jelis?
8.0 HINTS FOR PLAY
For the CloneMaster: Servants and tochnlcians aren't as useless as
they seem. Properly played, they can interfere witha Terminator's move-
‘ment, slowing him fatally, I room i fll of servants, an enemy can't
fnterat all (until, of course, he disposes of them). Plan your initia setup
So that entering Terminators wil releae most of Your guards quickly. On
Your move, try to foous as many attacks as you can gn one Terminstor,
to oveload his defenses and Kil him. It takes two fresh Janlzaies to
‘equal one Terminator, and three to hurt hin much, If the Terminators
‘entch your guards sing, they will kill hem ll
For the Terminator: Decide on your strategy in advance. Let the abi-
ities you choose, your point of entzy, your path, and your tactic all
serve that stategy. If you had all day you could Win easly... but Your
‘me is very limited, You mave twice per turn; sometimes it is better to
leave a Jelly behind than to stay and Kil him. Beware of throwing spikes
and guns; they make it posible for the CloneMaster to focus more at
‘tacks on Your men,
For both players: You are not enttid to look at your opponent's
cord sheet, However, if you keep track (mentally or on pape) of the
amount of damage you have done to each foe, you will know which of
Yyour enemies ae eay targets and which ones are sill dangerous. Remettr
ber that the CloneMaster can win simply by putting his own counter in
an unexpected place; the Terminator is taking a chance i he ignores ANY
facedown counter, Ako remember that there are two combats per turn.
‘One is “arranged” by one player; one is arranged by the othe, The Tet-
‘minator should be esrful that his second move does not expose one of
hig units to a CloneMaster counterattzek. The CloneMaster, of cours,
rust be earful all the tine,16
UNG FU 210
Sewage Outlet [1/turn in each}
oh
Garbage Disposal
SERVANTS [2/tum)
QUARTERS DINING AREA
JELLY JAR
KITCHEN (Guards’ Quarters)
s ong 3 JELLY REA
4
LOWER MAIN CORRIDOR
sng
2 Guarpstaion| 1002 | eLECTRONIC
pi: s
x ss x REPAIR c
Front Door 38 ah: 4 e
z :
[3/tum 2 een : (CENTRAL : :
once open] 5) QUARTERS . 3
- 8
5 ee 3
i 7, L003 3
Hy af 3
{--\ MAIN BIOLOGICAL LAB ACCESS
LAB (clone cultures) CORRIDOR L a .
et emt |
BIOCHEMISTRY
ns j
LOWER LEVEL NUCLEIC SURGERY] WORK AREA
T i zi7
wo] |e |
Term
Move
Advance
one | Combat at
1 Move ait eae
PHASE
>Z
DY ROOM
oe L
CLONEMASTER
SERVANTS’ WORK| — BEDROOM CLONEMASTER
ARE. ic 4
: LIBRARY/STUDY
DMPUTER
s
= Be ——s — 4
DINING NOOK
s] ss
UPPER MAIN CORRIDOR 1
in (
su] s
‘TELE-RECORDING CLONEMASTER
AND PROCESSING _ |GROWTH CHAMBER EXERCISE AND
CENTER RECREATION
AREA
UPPER LEVEL
SYMBOL
CHART
As
toner f
A=
rvcmcass 89
Servant
Local Constabulary SX
FE domes foure
Iron Fist
Lightning Foot
Boay orate AS.
Monkey Sout
Mountain Heart
A, Bo ste (weavon)
4) Ninchaku (weapon)
© Kongo pwecpon)
Destroyed clone tank
comer
a bebe
Armored door Se
Common door
SP Fry point
Change in elevation» + + +
(© 1980 by Steve Jackson18 COMBAT RESULTS TABLE
REPLY (Next counter played by target of attack)
fam oes] WA | ®
GB | rs |e |i | a | + fos
z WP favs |e fos fas fo]
z
G7 | ae { as | fw fa fa
Ar frsscsfas | - | - | -
* Atiaek has no effet
JELLY RECORD SHEET
Helpless: Servant, or unconscious Jelly or Term
Inactive: Jelly or Terminator who didnot play
‘who replied with a weapon attack; CloneMa
ply counter himsel Selly
Technician, of LC
OTHER ATTACKS
‘To destroy an armored door: Roll 1 or 2, attacking with a kek or punch,
‘To destoy vital equipment: Kick or pune, Destruction is automatic,
Untrained stacks" To hie a Terminator, the die oll must be less than or
the attack,
‘TuRN | PHASE
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INDEX TO GAME ARTICLES
The Space Gamer
issues 15-29
‘This is our frst index of game atiles and
eviews It eaters issues 1$ thioush 29 (which,
by no coincidence, ave the only ones for which
‘back issues are availabe) All atiles ae listed
by nme, Some listings may refer to more than
fone article; some articles may have mote than
‘one listing, The index is coded:
c= Capmile Review
(= Designer's Article
= Errata
{= Peatuted Review
a= Game
‘m= mentioned in Game Mastar
S= Strateny Article
v= Vasant
Example: “Pond War 19” means that the
‘ime Pond War appeated in TSG issue 19.
‘Advanced D&D v29.
‘Advanced Moles 025
Advanced Wizard 023
All the World’ Monsters, vol. c29.
Alps Onrces 16,
Animal Encounters £28,
Ares 28.
Alans 16.
‘The ANTul Green Things from Outer Space £26.
Battle Pct Mars v19.
Black Hole 424122; 21
Bloodcres Rebeltion €27
‘The Book of Treasure Maps 29,
Bushido £29,
‘The Caverns of Thal 62.
(Chitin: 1517; 24,
Citizens of the Imperium 28.
Computer Bismatek <2
‘The Creature that Aw Sheboysan 525; 124.
Cults of Prax «27.
Cybore f25
Desthmae £29,
Demons 18,
Divine Right 29,
Dick Tower 229.
Dune 26
Dungeon of the Bear £28,
FOES 28.
Galaxy 1129
GEV. 417; 27, 28:321,26:¥19.
‘Goblin Lake c28.
‘Gondor 117
Gunship 2060 123.
‘The Hidden Shrine of Tamouchan 029.
High Guard e28
Hot $pot 29; 427
Tee War 418; £22; <28;v20, 23.
Impeciom f15: 17,19.
In the Labyrinth 039; 429.
snacoder £28.
Invasion: America £16: ¥18.
Invasion of the Ale Paors 23; 27
John Carter, Warlord of Mars 24,
“The Journal of WHI Wargaming ©28.
King Aethue £29,
‘The Kinuni ©28,
Lords of Valeta 115,
Lords of the Middle Sea 21
Magle Realm 228
Mayday 118.
Melee 28, 29; 015,16, 19, 18, 20,21, 23,24,
25,26, 27, 28,25.
Mercenary 28:32.
‘Mind War £21, 27,
(Ogne d15; m275 521, 24; 17,23,
(lympice dl; 20.
1001 Characters e28,
‘One World 228; 426.
Panzer Pranks 28
Party Bra 222,
Pond War g19.
Quacar £23
vest 122.
Raumkrie f19,
‘The Realm of Yolmi #21
Rivets #25:¥17, 26.
Runequest 119.
iron 117
‘Shadows/Annic Nova c29
‘Slama Omega 28.
Smupshot
Sorcerer Soliaive 228.
Spellmaker 122,
‘The Spinvard Matches 28,
Sqyeurm £29
Starfall 29
Starfighter 123.
Star Fleet Battles £25.
Stareate 124
Starmaster 28
Starships and Spacomen 220:
Starwars 116
Starwob 029.
Stellar Conquest 255125.
Sticks and Stones ¥23,
Stomp! £21
Strange Now Woslds 124
Strets of Stalingsad <2.
Sword for Mie 228.
Swordquest ¢28; m28, 28.
‘Swords and Sorcery 119
Tartare & Martyrs £20
‘Temple of Rac28,
‘Time Trek €28.
‘Top Secret 29,
‘The Tower of Ulstion 28,
‘Taaeller €28;¥15, 18,20.
‘The Treasure Vaults of Londoran 629,
The Trbos of Cane £29,
Tunnel & Trolls 27
UFO NG
Unele Ugiy's Underground Doom 28.
Valkenburg Cail c28.
Vector 3623.
Villains & Viilantes©29.
lock e28
“The Warlord Game £16.
‘War ofthe Ring 16; v18,
War of the Sky Gallons £27.
‘Warp War vI5, 16, 19.
Wartlors of the Green Planet £27
Wizard LS; m28;v21,23, 26,28, 29.
Wizard's Quest 126.GAME DESIGN
Theory and Practice
by Schuessler and Jackson
IV: Mapping and Movement
Some maintain that the heart of any
wargame is the combat results. table
(CRT). 1 would argue that the real basis
of a wargame is the mep and tum scales,
We said earlier that the concept of space
is the single factor that separates war-
‘games from other types of simulations.
If so, then the designer’s decisions of how
‘much space will be represented by the
map, and how far the units may move
‘each tum, certainly represent a crucial
aspect of game development. Further,
these decisions will, toa lage extent, dic.
tate the type of CRT to be used, the size
of the basic unit to be represented, and
the counter “density” on the map.
Scale is the representation of a pro-
portion between two items. In wargam-
ing, this simply means that some incre
‘ment of the game (hexes, tums, counters)
corresponds to some other increment of
‘the game’s “environmental context.” The
only limitation (at present) is that the re-
lationship must remain constant during
the course of the game. For example, a
map scale of 1:250,000 means that one
inch, millimeter, mile, etc., is equal to
250,000 of the” same things in the en-
Vironment represented. “Large scale”
means that less area is represented in
‘more detail; “small scale” means that
more area is represented. (In order to
represent a large-scale conflict, you need
«small-scale map!)
Map Scale
The designer’s frst decision is how
such “eal” space will be represented by
the map. There are, of course, certain
constraints on this decision, Fst is the
simple fact that the human reach is a
bout three feet, so @ horizontal map
shouldn't be more than six feet wide.
Some gamers have been going to vertical
play, using magnetized counter holders
and a map mounted on a wall. Vertical
play would, theoretically, extend the lim-
its to the size of the wall that you could
procure for mounting,
Second are the financial limits of the
game's selling price. Bigger maps mean
more expensive games, and the higher
the price tag, the fewer units that sel
Somewhere there isa limit to the size of
the piece of paper that will be used for
the map,
‘Afier the size of this paper is deter-
‘mined, the designer is again constrained
in his selection of scale by the level of
play: grand strategic, strategic, operation-
al, tactical, sub-tactical. Actually, the lev-
lof play and the map scele move in tan-
dem. You don’t decide to use a large-
scale, 1:50,000 map and then design a
strategic level game. On the other hand, if
the requirement. is for a Battle of the
Bulge on an 11” x 17” map, then the
level of play is pretty well dictated by
the need to fit 2 certain historical area
into a certain space. The use of divisions
and corps (as opposed to regiments and
battalions) follows from the scale require-
ment.
For historical simulations, we might
also mention. the “edge” factor. War-
games rarely follow the historical course
of events. If the map edge ends just at
the spot where a critical event is forming,
then the designer has botched the scale or
failed to provide enough “incentive” in
the rules to keep the action in the mid-
dle of the board,
‘Afterall this talk about “constraints,”
it might seem like the designer’s crucial
decision on scale is a fairly mechanistic
affair. Not really. Even within the con-
straints, there is plenty of room to tinker
with the scale, The designer will have to
live with the decision through the rest
of the process and the player will have to
live with it through the life of the game.
Hexagons
Every three or four months some writ-
er laments the fact that wargaming is
built around the hex grid. Hexes in war-
games go back to 1952, when they were
used in some of the government-spon-
sored “think tanks.” In commercial ware
games, hexes were frst used in 1961,
Wargamers have been looking at that bee-
hive patter for a tong time,
‘Actually, the hex grid has so far been
the most successful design feature in war-
gaming, It’s obvious that we need some
kind of prid, so the question is not “Why
use hexes?” but “What would you use
instead of hexes?” There is, of course, the
possibility of a “no grid” game, but you
have the same problems that the minia-
tures folk have had for many years: what
exactly is 28 inches after you've tumed
left and right twice?
Unlike other grids, hexes give is the
same distance moved regardless of direc-
tion. With a square gr, for example, you
get & significant advantage in boardspace
by moving diagonally, as any Tacres 17
player will testify. Some games use
area” movernent, but in many ways this
“innovation” is simply « ploy for using
big, odd-shaped hexagons,
For some purpose, squares still work!
Kung Fx 2100 (in this issue) usee squares
to good effect ina umaltscale game, Note
that diagonal movement is, prohibited.
One thing about squares: they represent
a rightangled floor plan much better than
hexagons, Look at the hex-shaped buil-
dings in Sniper.
st
The halfinch counter, which is a good
size for handling and for visual clarifi-
cation of the printed information, adapts
nicely to the 16 mm hex. This is a happy
compromise between having extra space
in the grid to allow for counter handling
(which is not available in the half-inch
square) and wasted space, ie., a grid too
large for the average stack of counters.
In 1970 PanzerBlitz introduced the
5/8ths inch counter and the 19 mm hex.
Earlier, Kriegspiel had used 11/16ths
inch counters and 23 mm hexes. In the
case of PanzerBlitz, the larger counter
(and hex) was deemed necessary because
the designer wanted to show vehicle sil-
hhouettes on the counter. Since then, wehave seen games with silhouettes on half
Jnch counters, indicating. that the en-
Targed size was unnecessary. The Krieg
spiel enlargement was not necessary
for visual clarification, since only stan-
dard US. military syinbols were used.
This experience is also instructive, Bigger
hhexes mean Tess playing area; thus the de-
signer must weigh the trade-offs carefully
‘when departing from the “standard” of
the 16 mm hex. T haven't come across
anything smaller than the halfinch coun-
ter; conversely, some hex grids have been
going to 14 mim to allow more hexes on
the map. I some instances, this reduc-
tion causes handling problems if there is
a large counter in the game,
‘Bu some very small games have small.
er counters, Most Microgames, for ire
stance, have 7/16ths inch counters and
14. mm hexes. The first such games had
‘even smaller hexes, but it proved impos-
sible t0 handle the counters effectively.
=SI
We talk about hex. “grain.” The
“rain” is simply the straight row of hex.
8. Moving or attacking “with the grain”
ives a slight advantage over moving or at-
tacking “against the grain." The designer
will usually set the grain against the axis
of the two opposing forces to alow for a
‘more interesting geme. See Figure 1.
)
MY
et off
eX
Figure 1
Opposing forces on an axis with the grain
‘nd against the grain.
ay
In terms of seal, the 16 mm hex is
‘most interesting. Since the relationship
between kilometers and miles is about
16:10, we can convert between metric
and English and stay with whole num-
bers, This is especially important if you're
taking terrain off of standard maps. Most
maps work in rounded scales (ea.,
1:50,000, 1:1,000,000), snd this curious
relationship saves a lot of ‘unpleasant
sath, See Figure 2.
Ifthe scale is: ‘Then one 16 mm.
hex equals:
1:12,500 200m or 220 yds
(1/8 mi.)
1:25,000 400m or 440 yds
(4 mi)
1:50,000 800m or 880 yds
Cami),
1:100,000 16km or 1 mi
1:250,000 dim or 25 mi,
1:500,000 8km or $ mi.
1:1,000,000 16km or 10 mi.
1:2,000,000 32km or 20 mi
1:5 000,000 80km or 50 mi.
1:10,000,000 160km or 100 mi,
Figure 2
Common map scales and 16 mm hex
‘equivalents, metric and English.
Determining Raw Movement
Raw movement isthe ability of a given
unit to move as far as possible in acer
tain length of time, travelling on a pre-
pared surface, and unimpeded by weath-
er, terrain, et6, It represents optimal con-
ditions, and gives us our baseline for how
we will handle game movement, Raw
movement is @ function of the mep scele,
the tum. scale, and the unit's speed, rep”
resented by the equation:
‘Speed of Unit x Length of Turn _
Scale of Hex
Number of hexes moved per turn
In this formulation, we must set the
speed of the unit in the same increments
as the scale and the tum. That is if the
speed is km/hr, then the scale of the hex
‘must be in kilometers, and the tus must,
be in hours. Sort of the “apples and or-
anges” syndrome.
‘A large body of men marches at about
20 miles per day. So let's use the for
‘mula to determine raw movement when
‘our scale is 1:1,000,000 and game tums
represent two days,
BOmi/dey x2dayeftum _
fee 4 hex/tum
“The miles and days cancel out, which is
why they must be identical for all parts
of the equation, leaving the answer in
hexes per tum,
Now note that the only part of this
‘equation that is constant is the speed of
a
the unit, That is, men, horses, vehicles,
spaceships, and dragons presumably have
some referent speed that is beyond the
whim of the designer. However, the de-
signer can fiddle with the length of the
tum and the scale of the hex to manip-
ulate the outcome. For instance, by
changing the tums in our example to rep-
resent four days, we change the rw
‘movement to eight hexes per turn.
This brings us to 2 couple of rules
about movement in game design. First,
‘the average unit should be able to move
at Teast four hexes per tum. This “rule
of four” is average, unaffected by weath-
er, terrain, and the enemy. Since we play
in’ altemating turns, the average unit
should have enough scope in a single
tum to actually hurt the other guy if
circumstances warrant, An average of two
hexes per turn gives the opposing player
too much advantage in “reaction time.”
When Avalon Hill remade their original
Gettysburg into a hex format, the aver-
age movement was two hexes, and the
game took on the viscosity of molasses.
‘The second rule is at the other end of
the spectrum, If the average unit can
‘move from one end of the map to the
other in the same turn, then movement is
set 100 high
Both of these rules emphasize the av-
rage unit. The most interesting games
have some units that move slow, some
‘that move average, and some that move
fast. The player is then faced with the
problem of which units to mix at which
points on the map,
‘Actual vs, Potential Movement
Especially in historical gaming, there is
always a minor controversy brewing over
“actual” ys, “potential” in tems of
movernent and combat, For a variety of
reasons (leadership, training, tactical doc-
trine, equipment maintenance, etc.) there
are many instances where units had the
potential to exceed their actual, histor
ical performance.
In determining movement, then, the
designer is faced with a problem. Using
the historical unit speed automatically
closes off one facet of the simulation,
eliminates one “what if.” Using the ideal
ized potential speed negates all of the
factors which led to the historical perfor-
‘mance in the first place.
‘My own inclination is to keep the
movoment as close to raw movement as
possible, and then add profuse penal-
tios to get the average movement down
close to historical, Some would agree that
this approach is an unnecessary compli-
cation, Afier all, if the net effect is the
same, why not simply “factor” it into the
stated movement allowance? It’s a good22
point, and the final determination rests
with how complex = game is intended.
The simplified game will be more predic.
table, get “worked out” sooner. The com-
plex version will have more playing timo,
because there will always be the chance,
under exactly the right circumstances,
‘that some poor little unit might be able
‘to exercise its potential movement and
tip the game.
‘Trends in Movement
Tn the old days, movement was set in
hxes. I the number on the counter was
“42” then you moved four hexes, For
major terrain bartiers, you stopped adj
cent to the barrier, and then could move
one hex per turn through it
Today we've shified more to a con-
cept of “movement point costs per hex.”
The 4” is stil on the counter, but the
“cost” (how many of that “4” you use
‘when you enter a hex) is determined by
2 separate movement table. This tech-
nique allows for much more sopbistica-
tion in assessing movement costs. For ex-
ample, the chart might make a distine-
tion between tracked and wheeled vehi-
cles, horse-drawn vehicles, mounted
troops, and ground troops. Each type of
unit would be charged a different number
‘of movement points to enter a hex.
The drawback, of course, is that it
adds one more chart to the game. And,
again, it depends on the complexity level
intended.
‘Another trend, more recent, is to
translate movement back into time for
design and play purposes. For example,
if my tums are seven days, and my aver.
age unit moves seven hexes, then we can
roughly say that each hex moved repre-
sens one day. Iit takes a large body of
troops two days to deploy for a battle,
thon we can add two movement points 3s
the “cost” for initiating an attack. This
design development is a radical departure
from the old days when a unit could ar
rive at the end of a full march and im-
regiately do battle. The effect has been
to slow the pace of the game to more
realistic progressions.
With all of these penalties on mov
ment, there has been a tendency to in-
crease the movement factors (through a
‘manipulation of the turn seale). The up-
per limits used to be about “5.” Now we
fee movement allowances of “20,” and
up to “60” in things like Panzerarmee
Afrika, Part of this is also explained by
some of the “big,” multémap games.
Movement factors of “16” are a lot less
tiueatening when you are playing on four
22” x 35” mapsheets. And, of course,
‘with the vasious penalties, very few units
fever have the opportunity to tum thet
“16” into 16 actual hexes.
‘Another influence on’movement has
been the play sequence. It was, simple
back when one movement phase and one
combat phase for each player resulted
in one turn, Now we see instances where
players will move and fight three times
ach, then a game tum passes. Here, al-
though the tum is stated as a week, or
whatever, the play sequence is actually
breaking the turn into little two-day “im-
pulses,” end the movement reflects the
fact. The purpose, of course, is to ine
crease the “reaction” possibilities for the
opposing player, which is necessitated
by the large movement allowances. So,
ironically, we've come the full circle —
back to “5” in some cases.
Counter Density
We said earlier that level of play and
rap. scale move in tandem, These two
items also affect movement in a more in-
direct fashion, via counter density. Big
movement factors aren't any good of you
don't have anyplace to move, ic. if there
are scads and scads of counters choking
up the map. For example, in our Battle
‘of the Bulge game, an operational level of
play would put about thee. times as
‘many counters on the same map as astra-
‘gic level of play. There would be a solid
line of stacks kneeleep across the board.
Tn some cases, @ lot of counters on a small
‘map might be interesting. When looking
at a high counter density, some adjust-
rments-must be made for movement.
Otherwise you have the World War 1
‘trenches all over again
One approaelt is manipulation of zones
of control (ZOC) as they impact move-
ment, For example, in our Bulge game, if
SG
‘the basic unit was regiment, and the hex
size was 30 mi,, then we might say that
units could move “through” one another
without movement penalties. (Actually,
‘the ono unit is moving through a gap that
‘the holding unit, because ofits size, can’t
effectively defend.) That is, a single reg-
ment simply has no ZOC for purposes of
inhibiting movement.
The trend is away from high density
games, but careful analysis of what the
Z0€ ‘really represents would allow for a
hgh density game that didn't stagnate on
the first turn, (Avalon Hill's Blizkrieg isa
classic example of a high density game
that doesn't work.)
‘The more common control on density
is to establish a correlation between the
hhox scale and the actual capabilities of
the average unit For example, if the most
common unit is division, and the doc-
rine says that @ division dan hold a 20
mi, extended front in a pinch, then there
4s @ strong presumption to look for @
seale of about 20 mi, per hex. Normally,
Jf there is @ good correlation between the
unit’ capabilites and the scale, the move-
ment and density problems’ will take
care of themselves.
Summing Up
‘The simple fact is that during the
course of a game, units move much more
than they fight. A botched up combat
system is a serious matter, but a botched
‘up movement system is a disaster. The ef
{ects will permeate every tum. Also, there
is much less excuse for a bad movement
system; in some ways the selection of the
map and turn scale is the most objective
decision made in the whole game devel-
‘opment process, It certainly requires less
“ntuition” or “judgement” than the in-
cantations needéd for a “morale factor”
‘oreven the CRT.
Just because the criteria are more pre-
cise, however, does not mean that the de-
cisions ate less important. When you get
to the end of a game design, i's a lot
easier to change a result on the CRT than
it isto redraw the map.
Next: Terrain and Orher Effects
‘on Movement
EMPYREAN
CHALLENGE
EMPYREAN.
is defined as “the highest heavens”.
Control of a star cluster comprising 100 solar systems
and 500 planets is the goal of this 150-player hidden-
‘movement strategic science fiction game. For free
details, send SASE to SUPERIOR SIMULATIONS,
524 Franklin Park Circle, Dept. SG1, Boise, ID 83709.Featured Review:
Adventures in Fantasy
by Ronald Bebe
David L. Ameson was the eocreator
of the original Dungeons & Dragons, In
this new game he avowedly attempts to
present fantasy role playing, for novices
and old hands, in a coherent format de-
liberately designed to allow expansion by
future supplements, Hed he and co-de-
signer Richard Snider convinced Excali-
bre Games, Inc. to publish this. game
before 1979, it might have been a rival
for D&D. Today, itis t00 little for too
‘much money.
‘ADVENTURES IN FANTASY con-
sists of three 9” x 1114” rule books, three
separate sheets containing combat and en-
counter charts, and a twenty-sided dic.
The Book of Adventure, 57 pages printed
{n lovely blue type, describes how to set
up, equip, and train characters. It gives
samples of undergrounds/wildemnesses,
and explains movement, combat, and
experience, The Book of Faerry and Mag-
te is 49 pages typed in green, Parameters
for magic users are given, spells ae listed
and described, instructions are provided
for sorcerous combat and permanent
works of magie. Distinguished from stan-
dard magic ate the runes and songs of the
faerry races, These elves, dwarves, trolls,
goblins, and faerries are also described
here. The Book of Creatures and Treas-
ture is just that, in 49 pages in red print.
Each creature is well described and assign-
ed a body type, speed, hit dice (as in
D&D), and average hit points. Dragons
reozive special treatment, the most elab-
orate set of specs ever: form, 10, greed,
personality, interests are quantified along
With the usual size, age, and a simple but
clegant rule for fiery breath (1/10th drag-
on’s size is % of an instant kill within the
cone of flame, then save vs. magic or die
anyway. Dragons ae lethal!)
Characters always start the game in
the usual way: rolling dice for basics of
strength, dexterity, intelligence, charisma,
health, and stamina. The last is labelled
an option, yet is a vital part of figuring
hit points. Humanoids almost always have
enough hits to survive several blows,
Which do not increase as the character
advances in experience levels, However,
basic rolls are on percentile dice and since
many of the performances by the charac:
ters consist of checking success by rolling
within the basic % for that type of fea,
‘a low roll in a basic can be catastrophic.
‘Special status and age determine liklihood
of starting the game with gold and edt
cation.
Education is very explicit, However, a
need to acquire skills you didn't stat
with means the character must be with-
drawn for many game months to study.
Encumberance rules are well integrated.
There are some useful hints for popula
ing dungeon and long dissertation,
with numerous charts, on evasion and
searching in diferent teens
Combat is unique in that the basic
criterion is body’ type of defender cross
indexed against that of attacker (e. hus
‘man vs, snake, reptile vs. lion) and mod-
ified for size, dexterity, and experience
level. All weapons do only a sisided die
of damage, Armor is considered an op-
tion, 2 standard % given for exch type to
reduce or avoid damage ahi
Magic uses “magic points” which are
allotted by intelligence and experience
level. Saving throws compare the magic
points in # spell to a basic % modified by
attacker’s and defender’ level. The rules
provide for spell alignments of Law/Neu-
itality/Chaos without really defining
them, There’s the standard laundry list of
spells, aligned, as well as the runes and
songs of Faerry, and a section on mage vs.
mage sorcerous combat which resembles
psionic combat in D&D.
‘When all is said and done, ADVEN-
‘TURES IN FANTASY doesn’t live up to
its promise and potential. There are too
many places where we are told that its
only the basic game and the extant rules
will suffice until the reader acquires what-
23
ver supplements are to be. It is appreci-
ated that the game was designed to ab-
sorb later supplements without clashing
(unlike D&D). Tt is nor appreciated that
the game is seemingly incomplete without
these later supplements.
‘The organization isn’t teally much bet-
ter than the original D&D; there is too
‘much scattering of charts and details on
combat and magic. The monsters and
treasure are well described, but not par-
ticularly original, I think it might be ar-
gued that the monsters aren't supposed
to be “original”, they're supposed to rep-
resent myths and legends, But that does
st always go over well in « game format.)
The combat system is interesting but
neither more realistic nor playable than in
cother games. The magic system has a lot
of possibility, aside from its unique treat-
iment of dragons, but possibilities aren’t
enough at this stage of the gaming hobby.
‘A game must be evaluated on what i is,
not what a clever player can do with it
‘or what it can someday become after
‘numerous supplements.
‘This game doesn't seem to know what
it wants to be. It offers litle to the ex:
perienced gamer that hasn’t already been
explored in other games. As abasic game
it is far too expensive and some of the
‘concepts simply aren't well enough de-
fined (eg. alignment, tactical movement
on a “board,” mechanics of underground
exploration.
"ADVENTURES IN FANTASY doesn't
hhave the stunning wealth of detall in
Advanced D&D ot Chivalry & Sorcery,
‘the organization and tight background of
Runequest, or the cles flow, excitement,
and playability of The Faniasy Trip.
It isn't 2 bad game, not at al, it just
doesn’t do anything remarkable to justi
fy a $25 pricetag, particularly when it
proclaims itself 10 be only a basic game
‘upon which intricate, fascinating, eom-
plexities will be built, Needless to say,
‘that will cost more money. We've already
got a complexity, in Advanced D&D
which costs $35, but has lots of explan-
ations, details, and, most especially,
charts and tables galore, That may not be
everybody's eup of Panacea Juice, but it
certainly is selling out there in consumer-
land.
DAD might have “contradictions and
confusions” as Mr. Ameson points out on
page 1 of ADVENTURES IN FANTASY,
and he may be correct that “Any person
‘without the aid of an experienced player
‘was hard pressed to even begin to gain an
understanding of the rules...” However,
we now have other games which aren’t
full of confusion, offer some excellent
role-playing, can be handled by begin-
ners, and don’t cost $25!CAPSULE REVIEWS
THE SPACE GAMER reviews board
games, roleplaying games, computer
games, video games, and game supple-
ents. We review play-by-mail games ifa
reviewer is enrolled. We will review any
science fiction or fantasy game ifthe pu»
lisher supplies a copy. We do not gutran-
tee reviews of historical wargames. TSC
‘may publish a review of a game we are
not sent ~ IF a reader submits a review.
The staff will make reasonable efforts
10 check reviews for factual accuracy, But
opinions expressed by reviewers are not
neceseaily those of the magazine. For
information on writing reviews for TSG,
see “Writing Reviews. for THE SPACE
GAMER” further on in this section.
THE BEAST LORD CYaquinto); $15.00.
Designed by Mike §. Matheny, Two fourcolor
205" x 27%" mapsheets, 640 extzathick de
fut counters 20-age 84" x 11" rulebook, 12
Wer Council Objective cards, 4 cardboard
screens, 4 counter setup sheets, 2 doe, plastic
storage tray. For 2-4 players; plying time 13
hous. Published 1979,
"THE BEAST LORD iss fantasy game st in
the valley of Cym Bel Eanon, which s dwelt
in and foupht over by elves, goblins, and men,
Enter the Beast Lord, an aged being known
‘only in legand whose’ one deste 1 to destroy
all evil in an elfort to find good, followed by
his horde of “innocent crentues eager for
repeat of the victories of old. What follows is
‘8 fourviay battle for control of the valley.
‘This game has many strong features, such as
“near” hidden ‘movement system” (where
‘many countess on the set-up sheet ae tepree
fented by one counter on the map; some of
‘the board counters can be dummies), random
selection of player vietory point objectives, a
Wwelldeveloped magic sysiem, and some excel
Tent optional rules for spies (who wander about
committing stbotuge and. assissinations, the
Dragon, the Great Sword (lost by the Beast
Lord long. ago and inhabited by” his spirit),
special cases in combat, and the devious, open:
‘ended rule for “diplomacy.” Most of the op-
onal rules should be used. Another good fee
ture isthe Tactical Game, which adds a great
eal to the simple combat system of the Sts
tegie Game, giving leaders, symbols, archers,
and magic weapons more influence, as well 3
adding morale rules,
‘All of tis is great once you begin pay, but
getting it all Grom the rules is_ painful and
Aetzacts from the enjoyability of the game. The
tales are not always in logical order, have sover-
al confusing paseagss with mechanical errors or
ontradiclions, and leave out some important
‘explanations. At times roles must be made
‘A rewrite of the rules would improve this cams
realy.
TT you don't mind wading throuth poorly
‘written rales and making up some of your own
Superficial ones, then this game could be fun
and entertaining for any fantasy board game
Sidict, Recommended
Stephen Cart
BERLIN °85 (SPD; $12.00. Designed by
James F. Dunnigan; 22 x 32 map, 200 die-cut
‘counters, rules folder, Two players; 24 hous.
Published March 1980.
In this nearfuture game, the aid fores in
Berlin, consisting of French, British, US, and
West Bertin Police, are besieged by’ Russany
Warsaw Pact units in battle of time and atc
tion, The sequence of play js designed around
a simple moverneni/combat system. Unit
Strengths are unknown ntl combat, with the
exception of ariley. The special features of
the game include the ws of paratroops, a mult
result “Honors of War” table, and several inter
esting scenarios.
The major stength of BERLIN 6 lies in
‘the subject ofthe game itself I is hard to dmape
Ine an experienced player who could resist the
‘hance to lead the beleapured forces inside West
Berlin to vitory, The Russlan side Is also ap-
peiling as it provides 2 dramatie race against
time. Its obvious that a great del of research
‘went Into the development of the game. Map-
Doard graphics are excellent and the rules are
leat. As sual, SPL has put together an impres-
sive package.
However, the game does not ive up tothe
packaging. Serious as develop in the course
Of play. First, there ip not enough variation in
the Soviet fore. It ono thing to uso an ur
‘uled unit system, Dut iti quite another fo use
fan unisied unit system with nepligible devia
‘dons from the norm. In addition, the ales have
0 fow units that fakes only one game forthe
allied player to memorize all the strength fac:
{os of his units, The game js plagued with over:
generalizations, such as the fire storm which
exiroys any unit in an oll tank hex if Tzed
Upon. The combat zopults table coupled with
the edvance after combat zules keep the allied
forces from ever making a serious counters
tack. The zone of contro! rules eda to this di
Jemma, as they force the alld player to atack
at teible odds,
Alin all, BERLIN °85 is 2 game with many
problems, but ultimately worth purchasing. An
texparioncod player will recognize the fault in
the game mechanics and change them to make
amore balanced, exciting game, This is not a
‘game for beginners, as they will not be able to
adjust to the grosly unbalanced system, Te is
‘obvious that in BERLIN "8, Ic isthe subjoct
land not the game that "he thing.”
“Krista J. Wheaton
DOUBLE STAR (GDWy; $9.98. Designed
‘by Mare Miller, The gume has a very sharp box
cover by welhinown artist Seve Fabian, 480
countess, Sage #6" x 11" rulebook, to
pages of charts, Two players; playing time 12
hues, Published 1979.
DOUBLE STAR th many areas uses the
same type of counters that were first used in
GDWs fantastic Imperium. DS appears to be
Jn the same vein a5 Imperium, fst hard-hitting
space watlar.
‘Tn playing DS, you gt the fel of command
ing space let coming infor the kil. The use
fof ctical formations to enhance your pos
tion avs the feeling that this snot just anoth-
ex exercise in paper scence fiction. DS isa log-
fea follow-up to GDW's Triplanetary. DS uses
tan orbital tack system co move the planets
‘Mound their stare, This system isnot unlike the
planet movement system SP! used in Batleffeet
‘Marz, DS also has a great little twist that Ive
readin xo many grade SF stores. The attack-
fr ean move a moon from its exit and launch
(he defender's planet,
‘My-only complaint about DS is while the
Chinese and Islamic cultures are trying 10 des
tooy each other... what isthe rest of the gale
{ky doing? Tust Tor fos, why not add some of,
the forces from a nearby star system, or some
‘of Faris Stat Fleet?
INow as the review is coming to an end
‘Steve wants me to tell {1 enjoyed DOUBLE
STAR. YES... Go out and get it, This
fone of the most fun games that Ive played in
42 while, Not to mention that it i. good sim-
‘lstion,t00, What more could I ak fos?
“Robert G. F, Marinan
HERO (Yaquinte); $7.00. Designed by
Michael §. Matheny. An “album” game with
fone I2paze 895" x 11” Booklet. 24" x 12"
map. 150 die-cut counters, two zipJock bass,
and three hero setup sets, Two or thee
Players; average playing tine one of two hour,
Publishes 1980,
HERO Is a fastplaying, exciting adventure
game set in the twisting maze of an under
[round catacomb. Up to three heroas must ven
fore individually thecueh the labyzinth, winning
riohes and glory. Tf you live til the end, you
might even an the Rand of Alys, the une
‘ing, voluptuovs dauter ofthe most powerful
‘wizard in the lan
Players desig tholr own heros from a fixed
number of points on reusable setup sheets
‘Talents include Intelligence, Physical Appear
ance, Class, Strength, Luck, Hits, and Weapons
Proficiency. Your hero can be super-strong
‘out have the imelligenee of minerally deficient
ir, oF could be one of the other numerous
combinations. The eules are aiect and straight
forward. Play flows smoothly and combat is
‘not bogged down in tea of tables and chats,
"The only deficiency in the game is the in-
ability to aet out the role of Your hero. Allheros are herole — no other options.
THERO has very high-quality components,
Ws relaxing change from other, involved,
‘complicated fentasy adventure games, and for
$7.00 is gre buy!
Paul Man
WAR OF THE SKY CITIES (Fantasy
Games Unlimited); $4.50, Designed by Bob’
Read, 27-page 8%" x 11” rulebook, 84" x
10 attlehart, wo 88" x 105" uncut coun
ter sheets on thin cardboard. Two players;
playin time varies, Published 1973.
‘Human and mutant survivors ofa postholo-
‘aust world fake to the air to do bate in Auge
fying cities in this table-top game, The tide
is mbleeding, since the game i tactical rather
than static in nature, Movement isa simple
two-dimensional save system, Combat is also
simultaneous with missiles, les, and tractor
‘beams Inflcting damage points on defending
srmor, The extent and exact location of dam-
age is determined by die roll, Optional rules
Gover hidden movement, fighters, boarding
puties, and designing your ovm “cities.” The
rales te stalght Torward, although there are
fome holes the players mist cover themssives.
(never did figure out the function of supply
sites)
“The seenatios vary from single city combat
a mulshunit battles. The orders of battle were
reminiscent of James Blsh/Cls n Fgh with
Counters called Nuock (New York), Moscow,
tn even Ulen Bator,
Unfortunately, as you read the rues it be:
comet clear that thsi realy another game of
starship combat, The units ase refered to as
laige, medium, and small iis, and capitals but
fonction as. battecrusers, star cruises, and
scouts and Magships. TH becomes obvious dur-
Ing the play of the game, The concept of fying
cites appears to have been tacked onto a8 of
Ginary game of space combat as an after
though, and ic shows.
If you area fan of tactical space combat and
‘want a quick, simple game, this might be worth
4 Took. But as a game of sky eles it just
Aoesn' Hy.
1.8. Thomas
STARFIRE (Tatk Force Games); $3.95.
Designed by Stephen V. Cole, Softpack, wit
Daspage Bis" x 1" rulsbook, 16" x 214’
rapaheet, 108 dio-ut counters; Two or three
players; 34 hour to 2 hows. Published 1979.
‘STARFIRE is 2 game of combat between
large space fleet. ‘Three spacefuring races are
represented: Terran, Khanate and) Ophiucht
Players warp thelt ships into a system, close to
bale singe, and. then blow each otter 10
‘sithergens — relly, This ia type of game
‘where, if both players start with 15 ships, the
‘winner will limp away with thee or four sear:
red survivors. A good variety of ships ate in
‘hded, from escorts to superdreadnoushis (but
ho regular dreadnoushts!?). The rulebook des-
tribes 20 ship systems, including seven weap-
fone. Combat is vory simple. Aecuraey and dam-
tgs depend on range, and one weapon hit des-
toys one ship system. A ship is destroyed when
it as no systems lef Some weapons, ike fore
‘beams and charged particle beams, can des
soy up to five systams with one hit at close
range,
tall means STARFIRE is simple, fst and
bloody, Its most attractive fxture, thous, Is
‘te ease with which ican be adapted to a cam
peign game. No formal campaign is inchuded,
but the final roles sction covers shipbuilding
cons, technology levels, repairing damaged or
25
WRITING REVIEWS FOR THE SPACE GAMER
Capsule Reviews
“Most of the reviews we print will be “capsule” reviews ~ 400 words or less. We pay
$5 for each capsule review accepted, We want to run a review for EVERY new sf of
fantasy game or supplement. During 1980, we'll also aceept reviews of older games.
‘Each capsule review should be five paragraphs long, and contain
(1) Basie information, Present these fact, inthis order: Name of the game; publish-
er; priee; designer. (If applicable: ‘supplement to —-—,” “companion to
similar note.) Format: list of components, with sizes of maps and rulebooks, mumber
of counters, etc. Number of players playing time; publication date
@) General description of the game: background, the sides, course of play, special
features te
@) Strong points. Discuss what is good about the game; in every game; there IS
somthing worthwhile, Don’t ty tobe Pollyanna — just point out the game's successes.
(2) Weak points. Every game has its problems, too. If the only faults you can
find are minor ones, say so. If the game is fatally flawed, come right out and SAY
80. If you can phrase your ertiisms as suggestions for improvement, do so.
(5) Summation: your overall opinion of the game. Who should and should not
buy it, and why.
All reviews must be signed; the reviewer's name WILL be printed. No game may
be reviewed by its designer or by an employee of the publisher. (Designer's articles are
welcome, but must be billed as such!) Final note: If you can write a complete review
in les than the full 400 words, by all means do so
‘This review format is designed to encourage faimess and to give the reader enough
information to let him decide whether he wants to buy that exe, Keep that in mind
when you write. This is a short review, NOT a complete analysis. For those who want
to write longer reviews, each issue will have one or two
Featured Reviews
‘These will be game reviews 1,000 to 2,000 words long. They should contain a the
above information, plus whatever else the reviewer wants to say. They may be written
in any format. A featured review may cover either a new game or one that tas been on
the market for some time. If TSG has not already published a capsule review, write
‘one, separately, and submit it at the same time, We may even use both.
SPACE EXPLORATION IN 2180 <>
UNIVERSE I! is new ceonce fiction correspondance game
‘which takes place ina newly discovered universe during the Yo
1320. ‘Each player isthe commander of «starship that enters the neve
‘universe through @ space warp. The starship is fully equipped with weapons, "|
cannors, orbit shuttles and thor davies, and is manned by a crew of 200.
‘Ae 3 now commander you will know how t9 control your starship, but will know
ite about the now universe exeapt that communications sign
lie form have boon received. Syeces in semievng the gous you set will epand on
‘your bility to.anaiyse information, plan your actions and conttl your forces in'3.
Uinivorse that offers am infinite range of shoes
“The some format allows participation to be relatively simple oF as complex as you
desis. Intoraction betunan players encouragod, Turns ae processed as they are
feeeived so thet several {urns per month are posible, The entry fee $4.00, which
overs the assignment of 2 starship and the rules booklet. Theres
Sieh. I lssaitiod afar tho frst tum, you may return thé rules book
fatund. UNIVERSE Il began tn the Fal of 1979 and sx designed to accomodate ontry
This isan opportunity Fort
adventurous to explore, coloniz
1 petheps conquer
inow ualvarse. "Your starship assgnment wil bo mace ss soon ae you send Your26
captured ships, and Keeping ships supplied
‘when operating away from base, Good suff!
Unfortunately, STARFIRE'S “movement
rules make hash out of the laws of physics. In
esigning.» simple game TFG overlooked the
effects of Inertia end momentum In a zero
‘gnvty zerodnag envionment, Ships magically
top moving when ther engines are destoyed,
fnd having Tots oF engines incroses a ship's
{op speed. At fist, I thought Thad pleked up
[WWE naval game by mistake In addition, large
Aleets of smal, cheap escorts have an advantage
cover amall fleets of large, expensive, heavly-
armed ships. A player can build 10 to 15 es
‘orts for the price of one batleship, and at
‘lose range the smaller ships will cut the larger
fons to pieces.
WE you's looking for detail and realism, you
won't find it here. If you enjoy maneuvering
massive fleets into high-technology slaughter
fnd don't mind an oxtvomely simplistic ‘reat
‘ment of space combat, you'll ke STARFIRE.
Steve Winter
STAR TREK: ADVENTURE GAMING IN|
THE FINAL FRONTIER Glertage); $5.95.
Designed by Michael Scoit. 36_papes, BH" =
11" Softoover. Fist published 1978.
Based on the sume principles &s D&D ans
similar games. STAR TREK adapls the tele-
‘sion series to a role-playing game format.
Players can become the major characters trom
CONTEST
JollerAn listened at the door. He
heard nothing. Cautiously, he turned the
‘knob. The door opened and he stepped
Inside,
He never knew what hit him.
‘This month’s contest is primarily for
the dungeon-builders among you. To win,
just do what you do every week. Invent
‘trap. A good one.
Entries will be judged on cleverness,
practicality, and the amount of distress
‘they would inflict on a party. They do
NOT have to be fatal. Use of masic is
acceptable, as long as the magi is very
simple .. but traps that operate without
magic of any kind will be looked upon
with greatest favor.
Send your entries to
‘TRAP CONTEST
c/o'The Space Gamer
POB 18805
Austin, TX 78760
All entries become the property of
TSG. The winning entry will appear in
TSG; tho winner will receive a 12issue
subscription. Second prize: 6 issues.
Seconé-place and runnersup may also
be published if space allows. We reserve
the right to avard no prizes if no entries
of publishable quality are received,
Entries must be postmarked no later that
‘August 15, 1980.
the series, Klingons, Romulans, ox members of
other alien races in Stor Trek, Tables are aso
provided with weapons from the twenty-thid
‘century, a5 well as modem and ancient weap-
fons, AS with most zoleplaying games, STAR
TREK can be pliyed simply with character
sheets, or with 4 collection of figures available
from Heritage
‘The guidebook covers most of te aliens and
devices mentioned in both the live action and
animated series. Psonic (mental) powers such
45 telekinesis and the Vulean Mind Touch are
covered, with tables for the use of each. Both
basic and advanced games ere covered, with
sample scenarios of each.
Unfortunately, the game does aot go into
enough detail on Several of the devices vital to
the game. Mote attention should have been paid
to defining the exact abilities of the ticordes,
‘phasers, and tho various medical and engineor-
Ing devices. This can be easly remedied by the
Mission Master Keeping Starfleet Techical
‘Manual and. Stor Trek Concordance st hand
That Is not the worst problem, however. There
is no way, that I could find, {0 advance inthe
fame, A charaeter who satts as an ensign stays
tn ensign. A good Mision Master could design
tan experience system, but he shouldn't have to.
‘The game is fir, but only recommended to
‘Star Trek fans witha background in roleplay
Ing samos, Both are necessary for a complots
understanding and appreciation of the ea
Jerry Conner
SUPPLEMENTS
BROKEN TREE INN (Judges Guild): $4.00.
Designed by Rudy Kraft. Supplement fo Runes
(quest. One 46;page 8%" x 11" bookle. Two or
‘moze players playing time indefinite. Published
1973,
The evil (or slosious) Human Empire is
snroaching on (or defending itself agains) the
flves of the Tall Sed Forest, Into this danger:
‘us border area stumbles a small band of adven-
turers
BROKEN TREE INN was writen by some-
‘one who loved his subject. He describes the area
and ite inhabitants in affectionate detall Three
Scenatios are provided. Any human characters
‘ay participate, from novice to neserune lord,
Unfortunately the designer spends a lot of
time giving elaborate histories and details which
sve the game more depth than variety, The
{fame master may wish to spice things Up, for
‘example, By changing the encounier table to
allow’ for monsters besos humanoids and
animals.
BROKEN TREE INN will work for almost
any GM, but it could be a dull adventure in the
hands of a novice. At $4.00, it sa barn,
“Forret Johnson
ESCAPE FROM ASTIGAR'S LAIR (Jud-
28 Guild); $2.00, Designed by Allen V. Prachs
find Ree Moorhead Pruchs. Supplement to
Advanced DAD. V6-page 85" x 11” booklet,
For thee playets; playing time one hour, Pub-
lished 1980,
ESCAPE FROM ASTIGAR'S LAIR is a
module designed for tournament use, but it
Gan be played out of that setting i ane so de-
sists, Players re given sity minutes to escape
from the halls of a bard, Egad, before he des-
‘toys them for following him in. Two charac-
ters are provided: a druid and ranger Their
characteristics are given in full in the Back, The
Dungeon Masies awards points or subtracts
them for various feats performed or blunders
done.
1 ish all che modules JG published were as
wellaztten and as fun to play as is ESCAPE
FROM ASTIGAR’S LAIR. Pay moves quickly
‘enoukh that the characters do not have Hime to
Sitand wonder how to resolve something they
fst get im there and do In this spect play
Simulates real happenings in such a situation.
How much time would you want t0 take to
figure out how to get sd of a water weed it
{you had used up half of your sixty minutes to
set to that messy situation in the frst pace?
TCs suggested that the DM use timing system,
for it is with this that the module was designed
to work.
‘Aside from the arbitrary lessnines of the
powers of some spells to almost urelas, ond ale
Towing only a few options in given situations,
there is not much wrong with the supplement
‘There are typos, a in almost any book of this
‘kind, But chey cin be borne in the face of such
00d work,
‘Well worth the small price. The design can
‘be built upon for future uses, or changed fn
stnall ways forthe individual neds of the ply
fers If you like the AD&D system, this
00d way in which to use it,
‘luabets Barrington
EXPEDITION TO THE BARRIER PEAKS,
(TSR); $8.00. Designed by Gary Gypax. Adven:
ture supplement to Advanced Dungeons and
Dragons. One 32-page 8" x 11" booklet, one
36-poge 816" x 11" ilustration booklet, and sb
4" x 11” maps, Two or more players; playing
time variable, Pubished 1980.
‘Characters go into the mountans to avost-
gate the source of strange beasts Which have
been wreaking havoc throughovt the and
‘There are fifteen preset characters, and in the
course of dhe adventure they encounter many
strange beasts and discover even strange art
facts
EXPEDITION is very enjoyable for exper
fenced players, but those who are not wil find
femeeives far out of their league, It succes
fully combines fantasy with SF, and the system
utlzed to discover Row to use an artifact Is
tueat, The monsters are unique and dangerous,
tnd the ilusuations of tem ae particalaly un
tsa,
‘The only really isicating factor inthe design
of this module is the lack of attention to detall
‘throughout most of i, Teaffects play very te,
but the DA has to improvise madly when
00d players cateully search rooms.
‘Allin all, EXPEDITION is well worth the
high price paid for it, It i extremely fun to
play, and che Mustation book makes st even
Tore $0, This is one of the best modules TSR
thas published; I would place it second only £0
White Plume Mounian. Highly recommended
{o thoge who enjoy faniasy and SF roleplaving
in general, and to fans of ADAD and Metamor:
hosis Alpha in paticusr.
< Tim ByrdFORTRESS ELLENDAR (Fantasy Produ
tons Inc); $8.00. Desgned by Jeffrey C. Dil
low; Adventure scenario for High
Tespage BA" x 11" culebook and 1
black and white map. Two or more players; 12
hours Published 1979,
Players are being sent to retake Fortress Bl.
Jendar Thom the ev Datk Lotd. Hes too strong
to beat, but the players can slip into the fort,
‘ight a few guards, and Tree a demon prince
‘who sll then do in the Darke Lord and his
"A good background is siven, in the guise of
‘the orginal owner of the fort teling the players
about i. The esence of the adventure i that
they are given a spel for freeing the demon
prince and they must find out exactly how the
Spell works By reciting eortin portions steer
fin Iooations. Tt creates an exciting, interest.
ing adventure, Fighting is quite secondary 10
the accomplishment of the mision;if anything
the players avoid it in favor of figuring out
when, and where, to recite the spel. The ad
venture succeeds” ocause. there's « definite
foul, definite means to achive it and fascine
Bing obstactes,
‘The players’ map is artistic but confusing:
players simply don't know what they'e looking
tnd the hexes are tao small t9 mount minise
ture figures. Some of the clus are obscure and
‘allure to understand chem brings swift death
Failure to include a shill level for those High
Fantasy restates unique to FORTRESS EL
LENDAR leaves players unable 10 determine
Whether they" jence points by
Fighting, and althoush the vules say fast plane
characters can handle the adventure, they
usually aren’’ powerful enough to survive the
Fist few encounter,
‘The good outweighs the bad, though, FOR-
TRESS ELLENDAR isa Worthwhile adventure,
My main quibble would be the price, When an
venture sccnatio for Dungeons Dragont
oss Tess than SO% more but is five times at
lavge, FORTRESS ELLENDAR doesn't seem to
have'a great amount of play for the money.
“Ronald Pek
MODRON (udges Guily; $3.50, Designed.
bby Bob Bledsuw and Gary Adams; supplement
to DAD, L6-page 814" x 11 booklet, 11" x
1 terrain map, 8%" x 11" city map. For 38
players (two judges) playing time 1-$ hours,
Published 1977,
‘Modron is 4 water goddess whose city was
somehow preserved in 2 battle between her
Worshipper and the worshippers of her tral
0d, Proteus, Proteus’ people's homes were
destroyed, but a new eity was built on top of
the wing Explorers in the city can find
ririad of wealth and adventures, Several char-
acters are sketchlly described for the players,
It they choos to use them.
The graphics on the maps are excellent. The
fdeas presented in the ackeround are inet.
esting and novel, to some extent. laity I the
Key word in tht module, Whatever is desribed
isorganized and eaty to rad
TBUT there is not much éeseribed. In each
room of plage the characters go, the DM must
‘uickly invent afew things to flesh out the des
Criptions given in the booklet These are people
Jn the places, and a couple of items, and thet is
all that is given. No zoom deseriotions, no spe
ial taps" or interesting things that” happen
Unless You make them up a8 You go along just,
4 person or monster and some items. There are
Some bad typos in the booklet, making things
‘lite hard to figure out at times, but the
{reat crganization of the book makes up for
‘hat one ite problem,
If you ate the type of DM who wants the
‘bre minimum provided for your campaign, this.
4s for you. But you might find that $3.50 is 2
Tite high price to pay for descriptions of
people. It is fun to play, and there are some
Few things to find, but T do not think ie is
‘worth the price
—Btixbeth Barrington
MOORGUARD (Fantasy Productions Inc);
$5.00, Designed hy Jeffrey C. Dillow. Aaven-
ture scenario for High Fantasy game rules. One
Yrpage 84" x 11" rulebook and 11" x 17"
black and white map. Two ar more payers; 244
‘ours. Published 1980.
‘Escaping fiom efce nomads, players enter
‘secret shrine made from the Bones of an ane
‘lent god-king. Players must escape the nomads,
‘Hu
No, 25. Stollar Conquest issue
fore
10 Rivets
Machina; 7 pages of reviews.
—
TSG BACK ISSUES
‘Some back issues of TSG are still available:
No. 15. Wizard and Olympica designer intros; Robotics in Traveller; Floating
ge Update; Ores and Their Weapons; computer gaming
No. 16. WaspWar article; Classics Simulated in Mclee; Alpha Omega; Demons!
(Moties in Melee); 1977 game survey results ~ and a LOT of reviews.
No. 17. GEV designer's intro; strategy for Chitin: I; variants for limperium,
Melee, and a combination Ogre/Rivets variant; WarpWar fiction.
No, 18, lceWar designer's intro; variant scenarios for Invasion: America and
War of the Ring; additional equipment for Traveller; mounted Melee;
“Referee, Declare Thyself!” (role-playing GM technique).
No. 19, POND WAR: variant units and scenarios for GEV: combining Imper-
ium and WarpWar; Battlefleet Mars variant; eviews of Swords & Sorcery,
Runequest, and Raumkrieg; MicroGame design article.
No. 20. Olympica tacties; Psionics in Traveller; TARTARS & MARTYRS;
Reality in Melee; designer's optional rules for Tee War; designer's article
‘on Starships & Spacemen; “Rip-Off Blues” (wargaming’s Frauds).
No, 21. Interview with Dave Ameson; running a Microgame toumament;
tactics for Ogre and GEV; spaceship miniatures; Black Hole variant
rules; putting the Derynt into Melee; more reviews.
No. 22. lee War tacties; Black Hole physics; PARTY BRAWL; 1978 SF/
fantasy game survey results; Fantasy Trip short story.
No, 23. Invasion Of The Air Eaters designer’s article; Ogre meets Tce War;
Sticks & Stones expansion; Vikings and Valde in The Fantasy Trip.
No. 24. Black Hole designer's intro; “The Psychology of Wargaming
Melee; “The Four-Howitzer Defense in Ogre”; variants for Chitin: I,
‘The Creature That Ate Sheboygan, and John Carter of Mars
designer's article, tournament tactics,
and variant scenarios. Also — strategy in Rivets, benefit-cost analysis for
Tce War, and “Everyday Life in The Fantasy Trip.”
No, 26, Oneworld designers intro; Tactics in G.E.V.; Variations on Wizard;
Computers in Wargaming; Life-sized Melee; and a variant that puts human
No, 27, Hot Spot designer's introduction; Time Travel; Nuke the Air Eaters
(geming atomic war); Weapons for Hobbits in TET; Muskets in TFT;
‘Game Design Part 15 pages of game reviews.
No, 28, 1979 game survey results; Overmen in TFT; A Guide to SF/Fantasy
Game Publishers; Task Force Games report; Writes’ and Artists’ Guid
7 pages of reviews; Game Design Part 2; Deus ex Machina.
No. 29, Fantasy Trip designer's intro; Painting Fantasy Miniatu
‘and SF game magazines surveyed; Game Design Part 3; more Deus ex
Send $2.00 per copy, plus 50 cents per order for postage and
handling, to TSG, Box 18805, Austin, TX 78760.
27
find some magic weapons of awesome power
known to be in the shrine, and a¥old two com-
peting entities who both elaim the weapons,
The adventure is well dhowght out and fun
to play. Everything the players encounter Gite
jn with the adventure. There is only an occa-
sional random encounter to spice things up.
What makes MOORGUARD especially interes:
ting are the sub-plots: Theze'sa nearby tower —
actually a huge winecup fom the tine of the
godckings — whose inhabitants ae in Teague
‘vith che shine, Thor's the shrine owner him
If — lich who erested the weapons, Ther’s
the mysterious Traveller ~ 2 ghostly giant who
appears at odd intervals exhorting the players
to give him the weapons. Thon, ovon ifthe play:
cts find the weapons, and if they get them out,
and if they escape pursuit by the nomads, lich
antasy28
oly
iG
ZaR
es, and other unpleasant folk, they stil must
Gloss the desert to the safely of the casle
which may not beall that safe
‘The primary. problem with the adventa
J that the plot limits the freedom of action
players must run toward the shrine to escape
the nomads and don't get to explore possibli-
tes Soverat shrine inhabitanes attack without
warning, ping players no chance to intract)
roleplay. Finally, the given clues do aot lead
to the weapons, which are almost impossible to
find exeept by Tuck.
‘On balance, though, MOORGUARD Keeps
players happy and involves them in the scenus
fo. If You like the High Fantasy rules, you'll
consider MOORGUARD good way tO uso
them.
“Ronald Per
RESEARCH STATION GAMMA, Traveller
Adventure 2 (GDWy; $.98. Designed by Mare
Miller. Interior illustrations by Cindy Baker and
Wiliam Keith Jr, One 44-page 6” x 9” booklet.
‘One referee and two to eight players; plying
‘me indefinite, Published 1980,
RESEARCH STATION GAMMA, the new-
‘ext adventure for GDW's SP roleplaying game
Traveler, gives « group of hardy adventurers
Stucke on the planet Vanlen the rare oppor
tunity to break into @ topseeret Imperial Re-
search Station which is delving into the poss
bilides of (CLASSIFIED: TOP SECRET),
The mission: to rescue the nestmates of
strange litle allen called a Chirper ~ an allen
who offers ancient gold coins as an induce-
mont... The hazards ae, ae usta many and
Challenging; the rewards ae varied and... wall
‘rewarding. Unlike The Kinunir (Adventure 1),
RESEARCH STATION GAMMA presen only
fone scenario for the adventurers — but it ie
Scenario that “contains enough. vaslations to
keep all but the most hardened Traveler vet
sans busy fora while. And even vets may find
ADVERTISERS
Bears. a
‘Ohaosiuns ae
‘ie back mailer cover
Clemens & Associates... rie
Dedeper@ Co... Lit!
Emprive Game Syitina,
Game Designers Worksicp.
Marien Metals. Back cover
Bre IIIT ld beck cover
Superior Siruitions oS ee 2
Task Force Games 30
The Space Gamer. || Mailer insite frome cover
3,27, mailer back cover
Yaquinto. shee ree recor)
Zoechi side joe cover
they've got thelr vace sultgauntfeted hands
‘quite full with this one,
RESEARCH STATION GAMMA is replete
‘with information Tor the detail-minded referee
to dispense to the players as they work — and
often grope ~ their way through the adventure,
‘The research station isl! Is completely map:
‘ed out with plansand room descriptions. Blue=
Drints and stats are given for the Hargrave Hs
Submersible Boat (the primary mode of trans.
portation in the jcesidden Souther Seas of
Vanejen) should the adventuers seek transport
board such 2 vessel, Rumors abound and the
Library databanks provide a plethora of precise
Knowledge ‘concerning the ‘planet, pertinent
alien and. human raess, the Imperium and te-
Searoh stations in general. One nice feature is
the keying of the encounter tblos with thos in
Animal Encounters supplement and The
Journal No. 3 for those who want even mote
information, RSG even provides pregenersted
characters from which the players may choose
if they wish, Most, however, wil probably
want to voll up thelr own of use characters
from an existing campaign, For best balance,
‘hough, refs should limit payers to characters
from the basie Traveller Books or, at the very
least prohibit Tech Level $+ weapony —e&
Pecidly high energy weapons. A couple of
plasma or fusion guns in the hands of over-zeal-
‘ous adventurers can make fora very short and
extremely predictable outing
IF tere is any mak point to thi adventure,
4t Is that Its almost oo complete n some a8
Deets (Ihe tel even does the “thinking” for the
Players in one instance), leaving less room for
‘reativity than many referees ~ snd players —
‘might lke, An inexperienced rf, however, may
find this a godsend, And a truly erative raferee
willalvays find room to improvise,
‘All in all, then, RESEARCH STATION
GAMMA" has’ to be" considered worthy 22-
dition to the expanding Travellar family. All
referees ~ and probably alot of payers, too —
Should want to dd this one to their collections,
not only forthe rousing adventure, but forthe
Abundance of new information as well
itis Barton
COMPUTER GAMES
ALIEN INVADERS (Software Exchange)
for the TREO, 16K Level I tape $9.95, 32K
disk $14.95, also available for the Apple
By Chris Fround, One player only; sound ef.
fects with amples,
‘The object of the same (based on a popular
arcade game) is to destroy as many alien ships
4s possible before losing all availabe bass. The
player Is given five bases to start with, which
hhecan use one ata time to shoot at targets, The
player is able to move the bases across the bot:
tom of the sroon beneath the alien ships The
aliens appear in formations of 105 sh in a 1S
by 7 block above the player's base. Alo, at
random intervals, alin mothership fly across
the screen, The aliens move back and forth ac
ross the screen, coming lower and lower the
longer they semain. The player must continue
shooting unt all of his bases have been des.
froyed by allen bombs, The game lsts trom
five to twenty minutes, depending on the play-
e's sll and luck at survival
“Although the aliens use no spocalstrateey
and cannot dodge shots, the Tact that there are
$0 many of them and’ that they. shoot back
‘means that the player must pay constant aton-
tion. The game continues non-stop unt the
player loses all of his bass, Ina long game, this
can become a very arucling and draining expe
The only Haw is the inability to move and
shoot simultaneously. To a practiced player,
this can be a drawback. However, this problem
is very minor.
‘This game Insoles no real strategy, but wil
provide a seat deal of excitement and fzustae
tion, depending upon your temperament. 1f
you are an arcade game fan, 1 highly recom-
mend this game.
Joseph P, Suchar
AIRRAID; available fiom Small System
Software; $10.00. For the TRS-80 Level Tor Il,
AK, tape; one player; nine levels of difcuty’
‘exch game lass to fo three minutes,
‘The players objective isto score points by
shooting dovin plates, The player hasa cannon
‘on the bottom of the sereen dipley, and can
control the direction in which the cannon
points as well as the coutse of the shots, The
planes appear randomly on either side of the
feroen at various altitude, Displays at the bot
tom of the serzen keep track of points seored,
time left, high score, shots taken, number of
planes destroyed, and. the mumber of shots
‘hich missed. The player is given ninety units
of time, plus benus time If enough poin's aro
Scored, The speed of the aierat and the speed
of the pasage ofa time unit are controlled by
the player's selection of level of aitculty,
This same has many sophisticated features
Which aze unusual for computer arcade games,
‘The most elegant featoe is that when the pay
cerhits4 plan, t dock not simpy asappese, bat
ther explodes into "veckage” which ‘dos.
‘ends though the sky. Any other planes which
Ay into the wreckage ate destroyed, and the
player scores points for them. Als, When t¥o
planes collide, a pilot and parachute appear,
‘The player scores a large bonus if he i able to
shoot the parachutist, These two features mean
(hat clever shooting i rewarded.
"The one weak point f that due to the way
the program was written, the player can enter
‘only’one Key stoke ata time. This means that
‘one cannot simultaneousty adjust the elevation
of the gun and fires shot, Ina fast-paced game,
‘his can slow a good playes down,
1n summation, AIRRAID is the best arcade-
type game I have played. As an arcade game it
sdand vecommend i,
“Joseph 7. Suchar
GALACTIC EMPIRE (not to be confused
with Powersof’s Galaetie Zmpires), published
by Automated Simulations; tape $14.95. For
the TRS-80 Model I Level Il 16K. Program by
Douglas Carston. One player; one level of aif
Aeulty; playing time over four hous; cannot be
syed,
‘You are the euler of a world nea the center
‘ofa small stslar cluster. Your task isto con
‘quer as many worlds as possble in a minimum
‘of time, The game map i in three dimensions,
‘whieh can be confusing on a. (vodimensionl
Screen. Planets vary_in population, size) and
technological level. The computer Keeps track
‘of production and ship movement,
"This game fas some beautiful detail, Every=
‘one will enjoy the diversity of ship types, The
teraphies of space travel and the display of an
Spproaching, planet ae beaulful, The planet.
Scale erolind and air combats dynamic.
Unfortunately, four hours is just too long
fora game that eznnot be saved, Once You have
developed a stratezy, this game can become re-
petitive. And the program allows some obvious
*game-busting™ techniques for production andcombat,
GALACTIC EMPIRE provides hours of
play, but they ean be frustrating and tedious
hours. 0 100 easy to beat the system, and the
fame cannot be saved, A mediocre buy.
“h Mighcon
PIGSKIN (Acorn Software Product); Tope
$9.95. For the TRS-80 Model 1 Level I 16K.
‘Minimal typing skls required, Each game lasts
‘¥eL hous, Five level of difficulty
Sisdoom-bah, Its football time, You sce
the football field and the field postion of the
football A good display of the current state
of affairs is displayed along the seeen. The ball
moves along the sereenfield as each play is un.
Play against the computer or another player.
‘There are ten offensive plays and six defensive
ones,
"The game's only real flaw appears while
playing another person. The frequency of a bie
Tos (even when the defender i perfectly keves
in on the offensive play) is much rarer than the
[kihood fa bis gun, Thus punting becomes 2
sarity and huge scores are normal,
‘A super game for kids who will love plonty
‘of scoring, but probably ot the answer for &
teal lover af football.
=A. Misheon
SPACE GAMES 3 (C5-3002) by Creative
Computing. Tape — $9.95. For the TRS-80
Model I Level Il 16K, Fou games on tape.
Esch game lasts 4 t0 1 hour,
Ultratrek. sa simplistic Star Trek game. One
Enterprise versus a galaxy of moronic Klinzons.
[No graphies and.no exploration theme. Sweep
‘through the galaxy and blow away Klingons
and thelr bases. Easy for kids to master, One
ute feature isthe experimental zay whieh does
‘unpredictable things, but is the only unpredict-
Able thing i the whole ame.
‘Romulan is guessing game to shoot de
sometimes invisble enemy. You may sean to
feveal the ships location, but may not shoot
and scan simultaneously. You fist san, then
fies where to shoot neXt move. No sraphics
tnd no strateay.
‘Starwars is'a reahtime shooting gallery of
‘TIE fighters. OK graphics; this fs quite similar
to the arcade games of this genre. Moderately
‘tough for kids
Starner is a business game superimposed
fon a space theme. Big companies take over
fdjacent small companies. Siz determined by
{he number of stars touched. Players got to
‘buy space based on random draws. Easy for
ids,
‘The under ten set will enjoy these games,
‘out don't be surprised if they soon tire and
=i. Mishcon
STARCRUISER (Strategems Co., P.O. Box
786, Taylor, Mi, 48180); Tape ~ $10 + $1
postage. For the TRS-80 Level If Model 16K.
‘Two players only, One lovel of dificulty. Pay
Ing time’ one hour, Cannot be saved.
‘Two aggressive solar systems are randomly
situated om a map of 41 solar systems. Both
aggressors attempt fo either force 25 non-
aligned planets to aly with them or destroy
All their opponent's starcraft. Each player
starts with 6 equally potent starships; a few
‘euiral stships may be secured by alliance
Scattored among. the distant stars are 3 few
“unusual” systems. that include a black hole,
hostile aliens, and nonalizned peoples who
have special sills in one of three areas. Lastly,
there ate one and tivo way warps which con
1068 ships almtessly across the vold. Movement
is from quadrant to quadrant — each quadrant
move taking one turn, All movement, combt,
and situational changes are mediated by the
omputer, but maps and counters are provided
to allow players to keep tack ofthese elements
outside of the computer.
‘This game's strongest element is its basic
concept, Exploration withthe threat of combat
makes for good space games. The posible re:
Wards of explomation make the outward leep
‘more plausible and desirable, Obviously, the
ability to. play any game blind is an inherent
Strength ofthe computer,
‘Unfortunately, the game is overwhelmed by
flav The program is designed so that i i
likely your opponent may accidently glimpse
par of your "hidden" empire. The “P" com-
mand allows you to get complste data on each
solar system without sending outa single space-
Ship. Movement is designed to punish poing
fom star to star in one jump as compared to
multiple small jumps, The black hole nd hos-
te alens both kill instantly whomever visits,
‘There is och that could have been done, 62
economics, politics, research, production, that
Jusc ib mot there, Most critically, the game Seems
Inadequately”playtested — its almost impos
‘bla to destroy all your opponents starships,
{and tuck seems more likely to determine th
‘inner than sk play.
'A nice try, But the execution iso poor that
it will bring to mind all the ripof? wargames
‘molding, in your closet. Why not walt il
someone does this properly?
J. Misheon
STARFLEET ORION (Automated Simula-
tions); $19.95. This package contains one cas:
setts, 2 welvepaperufebook, and a battle man-
‘al, This two player gume can take anywhere
from one to six hours fo play. Written in 1979,
STARFLEET ORION is svalable for the
‘Apple, Pei, and TRS-80 computers.
This same is a tactical space battle simulae
tion with infinite flexibility. Using the Builder
program, the players can create their own scen-
aio ot play one of the twelve included. The
fenaios cam have anywhere from (Wo to eight
fen staships. Some setups even incude plan-
fs, The twelve hatles included ae either taken
from science fiction stories, or els they follow
the game's story about the wars between dhe
Stell Union and the Confederation of Osion.
‘The vessels can have lasers, mises, torpedoes,
shields, ond ‘tractor/pressor beams. Execution
of commande is done simultaneously; you mst
‘ues what your adversary wil do,
‘The program has several strong points, the
best of whichis its versatility. The payers can
‘ot only vary the numberof ships, but they ean
‘even design their own ships, Battles can be de-
29
siened so that one side has am advantage. This
{Sa nice feature if one player i beter than ane
other. Other strong points include good graph-
tes and no bugs.
‘This game has very few weakness. The
only seal problem ip that it equizes two play
‘rs. It cannot be played solitaire or with three
fr more players.
Twas quite impressed by STARFLEET OR-
TON. I have seen enough busidden, boring
computer games to know wiien a pood one
‘comes along. I highly recommend it inspite of
the rather high pice
Alan tebelle
TYCOON by David Bobke, Tape ~ $7.95.
For the TRS-#0 Model | Level I 16K. One to
{our players. Sever! levels of ficulty. Playing
time 1-2 hours,
‘The gist of the game isto increase your total
worth by the effective management of « bus
ress to become the firs tyeoon. You must dest
‘with many of the financial decisions of «large
busines.
‘Doubtless the excellent busines graphs and
Aisplays wil hl every would-be J. Pal Gety.
‘A nicely organized tote sheet of all he income
tnd expenses and the deals of each separate
account makes following, the game progress
ay
“There are major difficulties which must be
covercome to enjoy this game. The fist is the
fomplete abscnce of any hint in the rules what
effect any of various changes will have inthe
Aifferent” business climates. Do current do
fisions have any long-term sales eect? You
will experiment for many games just to get a
handle on how to ty to steer the company.
‘AS currently constituted, Fd advise against
‘this game, but a second edition with more eom-
plete insiructions. (and. petbaps some none
financial complications for extreme. tactics)
‘would be very interestina.
<1. Misheon
MINIATURES
CRYPT OF THE SORCERER, (Heritage);
$14.95. No designer given. Companion to Cav:
‘rms of Doom in the Dungeon Dwellers line of
the Paint ‘n” Play series. Hoxed, with one 835"
X11", 24 color map, 8 lead 3Sinm miniatures,
tray of 10 paint colts, I brush, aie | 00"
tion tray, BA" x 11" painting auld, « four-
page 898"'x 11" rulebook, and bie syzoloam
spacer to make the box bigeer Por 1-¢ players;
playing wine 15-30 minutes, Published 1980,
‘Fifteen dollars?
Billed as “A Complete Hobby Craft GameBIG
DOUBLE
FEATURE!
THE ROBOTS
HAVE RETURNED!
ROBOTS!: the game where YOU
manufacture your own weapons.
ROBOTSI: the game. where missile:
armed hovercraft trade punches with
fortyfoot manlike droids bristling
ith_guns, lasers or missiles. RO>
[BOTSE: the game where man retrns
{rom the planets to salvage tho earth.
“The victory goes to the player who
can sahage the most. and survivel
ROBOTS! includes over 100 dle-
ut counters. representing transport
modules, weapons modules, and fac-
tory ships, which allow players to
sssemble thelr own robots, ROBOTS!
Sallsfor only $3.95,
‘MARTIANS:
INVADE LONDONI
‘THE WAR OF THE WORLDS is
tactical level game. simulating. the
Martian attack on London inthe late
800", The Martian. player must
destroy as much of London and its
‘environs a5 possible. The human ply-
fF must find the ight combination
among his. artery, cavalry, and
infantry units to destroy the Marian
Invaders. However, every. game Is
different as there Ts 4 varlable Com
bat Results Table,
‘THE WAR OF THE WORLDS in-
cludes over 200 dlecut counters, 3
map of London taken from an
‘1890's map which features large easy
play hexes, and varous charts. This
boxed gamé sels for only $9.95,
Both ROBOTS! and WAR OF
THE WORLDS. are. from TASK
FORCE GAMES and are coming
soon to a Toy or Hobby store near
You! This double feature Is rated 'X'
for exciting!
‘TASK FORCE games are available
wherever fine games are sold. If your
dealer does not carry TASK FORCE
fumes, ask him to check Into our full
Tine of Seience Fletion, Fantasy, and
Historical games
Kit” this game. does have the ultimate mini
‘mum equipment for miniatures fantasy gaming.
There are four adventurers and four monsters
ast in lead, paints and painting tips, and not
‘uitetsvial scenario,
Fifteen dollars
‘Tho miniatures are reasonably good quality,
and the painting instrutions are by far the best
feature. of the game. They explain priming,
Dainting, staining, washing, and finishing, com-
Dlete with a sugiested color seheme for euch
figure. This pide would be a great help for alk
most any now gamer.
‘The game, on the other hand, i almost use
Jess, Thyee adventurers enter the map, which
Ins sx halls, two rooms, and a crypt, and a set
‘of stair leading to the companion zxme, They
‘ind their way (eventually) to the crypt, hack
ing orcs, skeletons, and trolls along the way. At
the crypt they have a showdown with the Sox
‘ete, grab his treasure, and fight their way out.
T's actually wort playing.
Once,
yb two or thee times,
By then, you've done everything possible,
and you're repeting yours.
‘The cules are simple ~ each character has 2
speed, hit points, and ‘fighting strength, To
fight, the attacker and defender ech roll 2
lic. Attackers dle minus defender'sis the num-
ber of hit points taken (with appropriate mod
‘Mer, of course). Only one character can occ.
by a siuare at anytime (except for dwarves and
Falfings). What this means is that ifthe ore
Jumped: your wizard on the Tur side of your
fighter, the fighter just watches the wizard die,
‘becaust he cant get past him,
“The rules cover Some aspects very simply,
merely by ignoring reality. If the die rll puts
an ore in the middle of your party, that's
hese he aoe, and don't tk where he came
‘The map is mostly prey and white, with
sgzcen numbers, and has a complete map Key ~
PRINTED ON THE BACK OF THE MAP.
Fifteen dollars?
‘The game's intent isto provide the Davor of
fantasy gaming 2s semply as possible — and it
certainly does that. The game itself with die-
‘eut counters, would make an oxcoliont inset
for 2 magazine or a S1.98 beginning teenario.
With 190 of three dolss” worth of miniatures
and a small paint st, this would be good way
fo intzoduce someone to miniature gaming
tcomes down to eight miniatures and two
hours worth of gaming = tfal There’ nothing
timinal about it except you ean get much bet-
ter for less money. It might be Helpful for be-
inne, but if you've enough of a gamer to be
‘sading The Space Gomer, you don't need it,
‘CRYPT OF THE SORCERER has a com
anion game, The Caverns of Doom, with a
Tanger bourd and more miniature, for $19.95.
“Twenty dollars?
day Rain
STARSHIPS (Supetior Models, Ine.) Die
‘eibuted by Alnavco (Box 9, Bell Haven, VA
23306). Starship ministures; no fixed scale.
Prices range widely, depending on ship size;
you should expect to pay around $15 for one
(Of the big (5°) ships, only about $3 or $4 for
set oF 3 tiny ones,
‘These models are intonded for use with the
Starfleet Wars miniatures rules from the same
‘publisher (ook fora review of those rules next
‘ksue), They can be used with any minis:
(ures rules or warrame,
"The STARSHIPS. aro the best miniature
spaceships I've sen. They come in ive “races”
that 15, there are five different sts of ships,
Each race has, at present, seven clastes of ship,
anging. from’ tiny. startightess to enormous
‘Super Galactic Drewdnoughis" Each race's
ships have 2 distinctive “look,” setting them
apart from those built by. the other races.
Without exception, the STARSHIS are finely
dlotzfed, and [haven't seen a bad casing ye.
‘Some of the designs are orisinal ... others
rill look awfully familiar, The whole Tern
Tine look straight out of Star Wars, for In
‘ance: other ships micror Barteear: Galaciea
No Star Trek, though.
‘Some of the oistings have a britde “feel”
to them. 1 deliberately mistreated a couple of
sine to se if they were really fragile, They're
fot, It took considerable elfort to get ane to
breik, Damage from merely being dropped was
easy invisible
‘Highly recommended for space-miniatures
fans — especially thote who can paint ell
ough todo justice to the details,
~Steve Jackson
MISTORICAL GAMES,
ROMMEL'S PANZERS (Mctagaming):
$395, Desined by Rores Dumon, Boxed, one
2Opage °° 7" rulebook, 126 diceut coun-
ters, one 12" x 14" mapshest. For 2 plyers;
pproximately 3044S minutes por scenario.
Published 1980,
ROMMEL'S PANZERS depiets combat be-
‘ween single tanks and antitank guns in the
hag been deseribed a a “Tactician's parade
since these are no significant terrain features or
‘Population centers to affect bettecraft, Despite
‘the relatively small forees involved, the see-saw
campaign between the Bush and the Gezmans
hs always been a favorite of World War It st
dents, The Bris kicked the Italians around unt
‘the rival of Eewin Rommel, Rommel: super
for tactical sense, supported by 2 fine German
aff system, broveht victory alter victory over
Superior British forces, Rommel was finaly
beaten by Allied materia superiority and by his
‘wn penchint for overextending himself,
The map uses abstrced terzain showing
roads and coloncoded ridges (different color
combinations used indifferent scenarios); ele
4s 20m/hex, Bullding counters ae used in some
Tatermediate and advanced rues a provis-
fons for overruns, off-board artillery, and
‘mines, ‘Seven scenarios are kiven, and” there
are rules for constructing your own scenarios.
This is Metagaming’s first foray into the hse
torical market, and the resis are mixed, The
play sequence and game mechanies have strong
fchoes of Squad Leader and Panzer: the
“to hit™ die vol, azection of movement rules,
and the CRT, Nothing particularly nev or Inno
‘ative here, ‘The typographical erors Inthe
ules are initatng, but with » litle york and
lose reading, you can eventually figure out
‘what's going on. For example, the sample unit
key on the fist page has the movement and de-
ens factrs reversed: however, the examples in
‘the movemont rules will show you the uth
‘Tactcal suming was nealy worked to death
in the 70's, and with thie backeround i's le
‘most impossibe to put outa torally hotehed-up
tile, ROMMEL'S PANZERS plays isle with
tied and true systems, no infantry, and no te
tain, (The selection of North Attica was very
shrewd.) you don’t own any other WWI tac
tical games, ROMMEL'S PANZERS provides a
good intraduction fo this level of Play at
reasonable price.
Nok Sehuesser31
LETTERS
The Space Gamer has changed considerably
in these past few months, and all fr the beter,
a far us I'm concerned, The now format is ex:
Caulent! The cover art was stalking to sa the
Teast and forthe pat two issues the interior art
has had that intangible, nearsrpossible CON-
TINUITY that matks the efforts of a capable
eaitor. BRAVO sit Twas entirely Mabbergasted
at the amount of information which you man-
aged fo cram info 2 34-page magazine. I would
‘ot hesitate to say that sue no, 28 of The
‘Space Gamer contains more information on the
Scienes-Fition/Fantasy element of the war
gaming hobby than any other single document
vals
T wat somewhat puzzled on the resuts of
‘the survey under the contents heeding. Con-
Uinuing comic strips rated very low; this is only
surprising os long as you ignore the res of the
results, however. The only continuing comic
stops that T know of in wargaming ae those
that have appeared in The Dragon and not quite
half of your respondents even read the mags
ine roglarly. Even then, The Dragon has hed
problems keeping thelr strips goine in every
uve so that Pm sore 2 number of those who
Said. they read it regulary” are not familiar
‘with the comic strips T would Like to suggest
that a search be made for 2 quality stip and if
fone can be found, give it shot. 1 know that
‘when The Dragon mises an ise without their
‘sips they get mall wanting to know why from
thove who are familie with the stipe.
GGeiting back to the ratings of the ames —
‘out oF the top ten space tactical games it
‘was quite surprising that no. T was unknown
{o over 2/3 of the readers and three others were
unknown to better than 1/3! T think it would
be very appropriate to request some reviews of
‘those gamots0 that all the othor hobbyists can
find out just what we're mising out there!
Alo, {would like to suggest an extended feed-
back’ rating a la SPI and AH just to find out
WHY some of these games are reat and others
axe turkeys. For instance, OGRE and GEV.
lead the pack in their category, despite mode
ere components, while Eine drew a 4.7 with
‘the most. boautlfl components and sraphies
(he mapboard is LITERALLY suitable for
framing!) found virtually snywhere inthe fc
‘Obviously, there are trends here which a imple
overall ming cannot explain or even Justify
under comparisons; more indepth information
is required. To this end 1 would Uke to suszest
Jaling two birds with one stone. You complain
‘of mot having an adequate mailing wrapper (and
‘we all know what a_ pain perforated inserts
are) and including a feedback card would be
Gittcult, P'm sure, Way not try Don Low's
‘method! Th works great for him and is much
‘mote inexpensive than envelopes, He uses
cheap paper wraparound with mailing infor
‘ation and advertising an the outside, and puts
‘order forms and a foodback sheot on the In
flde, Look into it, this may be what you'e
ooking fo. The only items I think desperately
needs changing is the lopo on the cover. The
tile box just doesn't ook right. Have you given
any thought to running a contest for who could
‘put together the better logo for The Space
Gamer and then putting up the somi-naists
fa vole of the readership? I think since The
‘Space Gamer is now going places that its time
for a change, don't you? The Space Gamer has
zone from one ofthe stapes ofthe field to one
fits leaders. Don't ever stop looking forward
‘Chester E. Hendrix
‘Gridley, CA,
We could use a ttle come srip, i ff good
and the artist can be relied on to produce It
Topulrly, We fust haven't Been offered one
pet
We have writen to ask for review copies of
the games you refer to: we can only hope the
‘companies will respond,
Regret we don have the staff to process a
-monthty feedback questionnaire.
"AE You eam see, we have @ mailer cover on
aubserber copies.
The curren logo ts no beauty, uti sds.
tinctive and most people seem satefed with ft
FL
1 Would lke to offer » few suggestions com
ccrning TSG's fiction. 1 have observed that
ff your storios soom tw be based cher on
ames deely, or the sitwations are those that
You might find jn an RP game, This seems to
have brought about a lack of enough back:
‘round and/or confit 10 hold attention, When
considering a. story, I think your evaluation
should be founded on two questions:
1 de she story line ise interesting enough?
2) 1s the wating good enough?
If you think the frst applies, but not the
second, send it back fora rewite In my opi
fon, afler reviewing your magurine's past fee
tion, it seems to have boen contributed by nom
profesional walters and If you extete thelr
Work, it can only improve them, And they will
feetainly- have enoush time to give 3t another
0. Or, if the story is Just not up to your new
Standaids, tell them 0.1 feel this sort of pol
fey might drop the quantity of fetion a litle,
but in the longer run, more people will read
and appreciate what you do print
‘Ronald Shigeia|
Salem, OR
Although The Space Gamer seems to be
thinner, Were is no question that any lack of
fuamity is made"up for by te igh evel
quality” of the magnaine since to. departure
from Metagamine
“The remarks inthe Game Master col are
food and dieet. 1 think that te comment
Sout ‘endly fe i exuemely well handed,
The acquntion of disuibution by Kalmbach
Sounds lke 2 good thins, 2s does the idea of
fling wrappers Noto, however, Oat Klb-
+ personal computer napcie, seoms 0
dilight in suing the Wrapper to the magazine
so thatthe protetion of the wrapper is ost on
feargt of the moguzne/ Wap.
"TSG" eon and artwork hus avays been
quit good, “Distaction Tactic” sens to be
Adequate demonstration of good taste 1 have
always enjoyed Pal Jaquays work, but Dens
Loutee's work is clay ona par with Jaquays.
Fine, keep it up
“The guide on SF/F publshors was intr
esting. Aliough in sue that some dead
Wil sy that you should have een tougher on
Metganng, think ha the remarks just about
Sum up the picture T hae, Arto SPs ints
iy, however, we ae mules apart. Ihave sop-
ped buying from SPT drety because of thelr
Fepoated tro and delays. Te tuo that they
do finally correct them, but I should't have
fo unt SPI to corect thelr mistakes because
they sould never have been made. Exon
date chad World War If map in «copy of
Wond'War f, botched counter eet, lost ues
Of SAT and Moves, and ru) 1 ave the
‘efunds without a series of letters an pone:
Gals that cost mote the exer el was Worth
‘an now ree SPs address in my sleep and 1
Figue that maybe next week thee phone mu
‘bar mil be engzaved in my general poor mer
(Tn shor, SPL has done everything posible
{olose my confidence in them,
“The Deus ex Machina calm is excellent.
1 am ‘working on some support prowams for
Ore and, possibly, alts Tob, Bruce Web:
‘ec has saved mea eat dal of research.
“The company roprt on TFG is a ood idea
and Tle to heat about Yaguinto if os 0
Sher reason. than find out What Warped
‘mind dreamed up the Peer ules.
‘Game Design leaey me with mixed emo-
tions but Fear’ sy just why. I suspect that
thre tea tone of condescension that bothers
dno but then jst a ove at Wareaming in
ner
rsh Capsule Reviews were abit overwhelm
ings there were sure 2 1t of them. Tage that
‘Aver is tarkey a8 far games go, but thatthe
Foti i good. The conetsion that Ares might
ake more sone asa "Movestike™ magarine
JF good one, (tsa shame tht SPL probably
von’ ae i that way” and me with S14 Ines
Teal). intading reviews of computer progam
Jf't good Meas now i someone wil jst wate
omething other than a resash of Star Tre
‘on Adventire =» Go afead and publsh
seylows of historical games space pei,
‘After aly what tence Tltion but MStory
that might be ot might have en? Ato the
‘attow-minded Individuals who think that Mi
tory “Junk” there Hs any’ pat answer but
eth repedted expose wil bring them to32
the conclusion that there's Iot of raw mater
ialin the past
In general, keep up the good work, and keep
‘on tying to got beter,
lea Richard Emerson
Lansdale, Penn,
You willbe happy to lear a company re-
‘port from Yaquinto iin the works.
Br
1 never ssid D&D (or ADAD) was confius
fing, V merely ssid it is complicated. There are
differences. 1 do not mind a compilcated sys-
fem, as ong as HC is effieient, By effieient 1
mean a least somewhat irredacible 1 simpler,
‘more logical, and more (or atleast as) inter
‘sting systems, A major problem is thst peop
have widely difering views about the meaning
of simplicity and complexity. A system may be
simpler and mote elegant without being less
‘ured o lets diverse,
‘Alo, I see no reason to withhold comment
fon a system because [haven't wetten my own
fame system, (| have pood reason fo comment
Tre seen a better one.) That is ike saying that
fveryone. wha hat not designed x computer
‘Should not gripe when it wipes your disk or
rashes (becomes ineversibly dcad to all but the
old POWER site.
‘Comments on other parts of TSG no, 28:
1 fave rarely sead a. magazine that 1 have
‘enjoyed coverto-cover. That issue is one of the
few. Though itis comparatively small in re
ference (o my other myziad subscriptions), It
‘contained the most wble and interesting infor.
mation. I particuasly enjoyed the capsule re-
Views ~ keep them up! Mark one vote for the
company report .. «1 had not really noticed
‘Task Force much valil that article, Tt algo adds
4 feeling of personal contact with the company.
do agree thatthe physical quality ofthe TFT
advanced modules f a Bi low; sloppy is th
‘word, Not that the artis bid, but (though T
Know this production was rusted at the end)
T wouldve liked to see different art,on the
tye covers, Dm always geting this, “Oh, 30
you bought three copies of the same game,
hI oF "Let's soe Advonced Molec, ts thsi
No... walt, T pur it her «no, this TTL"
and ¢0\on. I would also VERY NUCH like 62
‘ce the boxed version come out for those of ut
who want it, I would hike some pay-aids
{though T have gotten my eomputer to do some
sult.
‘The fiction was far, but I do mot agree
with the idea of the story. Survey results as
‘expected, bus I think computers were snubbed
there, Other departments Were also good, How.
fret, Lope you do not get too staightjacket
in editoriat policy, 28 far 33 humor goes 1 do
rot lke the sciituds of “T am teying to act
Tike an adult here,” of “Let's not hive that
highschool “mentality” in these pages." 1, for
‘ont, appreciate numer.
‘On the psyeh ples: I certainly have noth-
Jing against ther, play wargames mainly for
the different alternatives tht can tryout, the
ifferent results. It is always intersting to so
how suctanduch baile. plan or soandso
steitegy. works out against your opponent. T
feel thatthe sex allusion is played up too much.
have no season to feel that gxming isnot in
‘the role of an adult, nor do care, Tes an
ineresting diversion to sun the mind though,
If we all played those games only for the sex
drive's sake, everyone from Lower Slobovia to
‘Tycho Base would be talking CRT's ke they
were Laverne and Shiley. I write this just to
‘assure you that there 370 some of us oUt here
who appreciate the deeper pisces (no pun in
tended, and I'm not talking water). Even $0, 1
do not have to agree totally with them.
1 do think your magazine is headed in the
right direction, (1 stil don’t know about “all
‘companies without bias” yet, but you do seem
to be doing a good job of being impartial) T
do like the amount of advertising you've had
$0 fat, but T wouldn't want much more then
What You have. But realistiealy, you have 10
survive, so T would let you do your wil, with:
fut any opinions from us.
Mits Hadoishi
Gardenia, CA
am currenly working on a novel which is
based on GDW'S Traveller and Jmperium, with
fl okay and help from Mare Miller and Co,
TT you publish that bie of news, pease add to it
‘hat Yam very grateful to Mare fori hop,
‘In addition, Ihave developed a zle playing
system combining the fon of AD&D withthe
reallsm of Runequest combat, and Wil send the
Instructions oa meshing the’ ovo together to
anyone for $2.80. Orders sould be sont to the
below addres,
‘Tim Byrd
1691 Kinglet Ra,
Tonetbaro, Ga,
NEWS & PLUGS
Boynton & Associates (the publisners of
‘Model Retailer tagazine) will come out with
the "Game Master Cotslog” in the fall Billed
ss “the frst comprehensive eatlog ever done
for the games industry,” it will cover warzam-
‘ng, miniature, RPGs, ete. Copies ‘ill be
avilable for puschase By consumers ~ not just
The Colonies is 2 historical militaryJecon-
commie simulation of the conquest of the New
World ~ play by: mal, Wate The Colonies,
4114 Maple St, Falax, VA 22030, Setup is
$6.00; sabsequent turns are $1.00 each
Occasionally rellable sources indicate that
Metagaming is planning a comprehensive index
to the Fantasy Trip eames, to be sold as sup-
plement.
The National Monsterzaming Society
(6 E. Main St, Richmond, VA. 23219) is
{interested in. promoting mblti-player_ board
‘wargaming (hat is, the BIG eames). Possible
rojects include publication of a newsletter,
reviewing new and old big games, formation of
Zegional teams, and staging of weekend games.
Al the games they mention are historical (.e,
‘DNO, War in Europe, Korsun Pocket, et.
‘The “Society for Earthbound Vulcans
(SEV) is under new management; the head
elder is now Willan Lowe (Sole). Subscrip-
tions fo. the newsletter, Mind-Meld, comes
with membership of S3/yeas. Contact the
SEV co Wiliams Lowe © 2206 Daniel St,
‘Tail, BC, VIR 469, Canads
READER ADS
Reader ads are availble to individuals (not
to companies). §5 per insertion; init 20 words
or four lines
Wanted (to complete our files here: TSG
No, in good condition. Wil trade s year's
sbseription. 5) Stove Jackson.
AUSTIN AREA WARGAMERS are invited
to the TSG playtest sessions. Want 10 play, dis
‘uss and review new games from various mts?
Call 447-7866 for information.
Phoente magazine, a British gaming maga-
ine, now being disuibuted in the US by
Freight Enterprises, 41-15 231d St, Bay-
side NY 11361," Subseiptions are 7 ssbes for
$14.00.
‘Microcomputer Applications is organizing
as a forum for computer wargsmers. Contact
‘hem at 107 Connesurtee Divs, Edinboro, PA,
6a12,
Calendar
July. 28-2627-28: STH_ANNUAL FLYING
BUFFALO CONVENTION, Wargame. co
FBI headquarters, 1340 N, Scottsdale Ra.
‘Tempe AZ. Contaet Flying Buffalo, POR
1467, Scottsdale AZ 85252,
July 2627: MASSCON 80, Wargame can,
Campus Center, UMASS, Amherst, MA.
Contact Dennis’ Wang, i Dickinson St.
Amberst, MA 01002.
‘August I: CWACON 80. Wargame con:
(College of DuPspe, Glen Fllyn, IL. Contact
Ghicago Wargamers' Assn. 3608 Bobolink
Rollingmeadown, IL. 60008; 312-394-5618,
August 2-3: BANGOR MAINE AREA WAR-
GAMERS" ANNUAL CONVENTION. Con
tact Edvard F. Stevens Je, 13 South St,
Rockland, ME 04841; 207-594-2642.
August 89-10: ODYSSEY "80. Wargame con;
‘UNH Memorial Union Building, Durham,
NH. Contact R, Bradford Chate, 44 Hight
ridge Dive, Dover, NH 03820,
‘August 21-242 GENCON. XIIL Wargame con;
University of Wisconsin Parkside, Kenosha,
Wi. Contact POB 756, Lako Geneva, Wi
531475 414-248-9099,
‘August 23 to. Sept. 1: NOREASCON 2: The
‘38th World SF Convention, Boston. Contact
OB 46, MIT Branch Post Office,
Cambridge, Ma 02139,
‘August 30Sept. 1: PACIFICON. Wsceame con
San Matsa, CA. Contact David G: Hinkley,
POR 5833, San Jose, CA 95150; 408374:
9970 o7 371.4229,
Feb, 14:16, 1981; DUNDRACON VI. FRP
{aming con, Oakland, CA. Contact @ 386
‘Mleatrar Ave, Oakland, CA 94618,
CONVENTION ORGANIZERS ~ let us know
bout your con! Free publicity never hurts,SPI announces the publication of
a major new fantasy role-playing title
—the leading edge product
_of a totally _
organized and designed
state-of-the-art
fantasy world
generation system
and
role-play
INTRODUCTION © Gerotal Course of Play T Game Equipment C) ELEMENTS OF ROLE-PLAY Cl HOW TO BE A
GAMESMASTER (1 CHARACTER GENERATION [ Description of Charectestics D1 Effecis of Characteristes.
Characteristic Generation C1 irtnghts C) Aspects L) Heritage C1 COMBAT Clintroduction to Combat © Combat Equipment
{Preparation for Combat C1 Basic Tecico|Procodue C1 Maneuver Actions Ci Martial Actons D Restictors on Actions Ol
Strike Procedure Infiting Damage Cl Grievous Injury 1 Weapons Z Unarmed Combat Special Strikes Mounted Comm
Bat Infection CI Mut Hax Characters CI MAGIC) Definition of Mage Terme How Magi2 Works CI How ta Cagt Spas)
‘The Etfects af Spel) Resiretions on Magi C) Backtre ram Spal C1 Resisting Spelsand CounterspelsC] Special Magica
Preparation Cl Incorporating Maglo iva Combat © The Colles of Magic 2 Magic Conventions (I The Colege of
Eneorealmonts and Enchantments I The Collage the Mind C) The Colege.o!usions (The College of Neming Inesntations
{The Callege of Air Magics CI The Collge of Water IOcean) Megis CI The College of Fie Magics C) The Collegeof Earth
Magies © Tha Collage of Celestia! Magics 1 The Caloge of Black Mogic C The Collegeof Necromantc Conjuraors LI The
Calle of Greate (Demonic) Summorings Z SKILLS Cl Limitations on Skis LI Special Skis: Spoken and Written Langueges
Cratehemist C) Assessn C] Astrologer CI Baast Master L} Courtesan [) Healer C) Mechanicon CI Merchant CI Mary
Sentst( Navigator) Ranger C) Spy and Thiet Ci Treubador £1 MONSTERS C1 Encountering Monsters and Non Player
Characters C1 Reactions to Eneouniars ct How to Read the Monster Derptons C) Land Mammals C vians C1 Aquatics 2
UUzards, Snakes and insects L) Giants, Farias and Earth Dwellers Fantastic Mensters () Crestres of Night and Shadow CL
‘Summaned Creatires C1 Undead C1 Dragons C1 Riding Boasts C) ADVENTURE L Sot-up for Adventure) Game Conventions
CH Aaventure Sequence (Organizing a Pary C) Monetary Matters C1 Encumbrance CI Adwonture Actions C} Consequences
[D Recovering from fictions 2 How Experlance s Gained C How Exparienceis ised (The Contiouing Compsign
Available now from SPI and in stores nationwide for $9.95
‘SPI, 257 Park Avenue South, New York, N.Y, 10010 (212) 673-4103They're Only Metal...
Hi. We're here to tell you about the latest miniature made by the men
from Mars. It’s a dragon. A BIG dragon. And it looks so real, you'd think it
was about to get up and walk off.
(Forrest, can you get that thing to hold still for a second? The pho-
tographer’s having trouble getting it focused.)
It’s the biggest miniature Martian Metals has ever made. It comes in
seven pieces. Fully assembled, it’s 10!4” long, 414” wide, and 34” high. It
weighs...
(1 can't get a good weight. It keeps wiggling around on the scale.)
Never mind how much it weighs.
Normal retail value for this lifelike chunk of metal would be $25.00. But
you can't get it for cash. You've got to buy it the Martian way . . . with
doshes.
(Forrest, if that thing sets fire to my desk I won't be able to finish this ad.
You want a big Martian Metals blank space on the back of SPACE GAMER?)
How do you get doshes? Simple. Just look at the back of a DRAGON-
SLAYERS tard. The DRAGONSLAYERS line of miniatures is, by an incre-
dible coincidence, also sold by Martian Metals. They're just as detailed as the
dragon. But not as big.
Take a look at the picture below. Then start saving your doshes. That
dragon is so real, you'd think it was alive. But that’s ridiculous. It’s only
metal.
(He had the picture all set up, and the thing jumped right off the table. 1
think it’s under the bookcase. Did you get a shot? Just the tail? Aw, come on.
We can't run a picture of a dragon’s tail. Here, dragon. Here, boy. Hey, For-
rest! What does this thing eat? Maybe we can lure it out. . .)
Martian Metals
01956 Pass Rd, Dept. SG
, Gulfport, MS 39501
. 601-896-8600
Ad conceptldesin by Steve Jackson16 7
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