Documenti di Didattica
Documenti di Professioni
Documenti di Cultura
The
BOARDGAMER
Dedicated To
The Competitive Play Of
Avalon Hill / Victory Games
Board, Sports and Card Games
Featuring: Avaloncon 1995, History of the World,
Panzer Blitz/Leader, 1776, AREA News & Ratings
2 The Boardgamer Volume 1, Issue 2 April 1996
AREA News 18
For The Minority by Glenn Petroski
Revised Rules 20
Combining Panzerblitz and Panzer Leader by Bill Scott
Avaloncon ‘95
A First-Timer’s Experience
by James Pei
As a newcomer to Avaloncon (in fact, a since my presence was almost wiped Not to take away anything from War At
first-timer to any type of ‘con’), I was out. Therefore, I bid conservatively and Sea, I enjoyed the competition. If time
both nervous and clueless to whatever wound up with the Dutch. schedule had allowed, I would have
awaited me. But after several years of played on until the end. Hell, if I have
time conflicts, unexpected delays and To make a long story short, I barely won my way, I would have liked to play in
stupid excused, I finally said the heck the game with only a few points many other tournaments. I’m sure other
with my other priorities and hauled my separating between the first, second and Avaloncon attendees would agree with
butt from Texas to Avaloncon. third place winners. Since the me. We are like children in a candy
tournament was only a demo, there was shop, wanting to grab and eat
I arrived early Wednesday evening just no championship final and of course, no everything.
in time for my first game, a demo of prize, either. However, being the first
History Of The World with bidding. This group to finish early, the GM bought my My next tournament was Naval War, as
tournament was based on the concept entire table a round of beer. Now, that’s the time frame fitted nicely into my now
described in the General, Vol. 29-1, with an incentive! open schedule. As always, nobody
slight modification. I have played this wanted to be perceived as the leader.
very popular game many, many times. Thursday So it took several hands before some of
My biggest complaint is that players us reached the critical mass to grab for
often gang up on the perceived leader, I entered my first ‘real’ competition on the win. One player did just that, but
without regard to the mapboard Thursday morning in War At Sea. I was stopped cold by the rest of us
strategic positions of other contenders. played this simple naval game many before he could amass the 75 points for
Hell, in my case, I was often attacked by years ago, only recently did I rebrush up the win. We sent his entire fleet to
everybody even if I’m not the leader. on my strategies. I played the Allies in shake hands with Neptune in a hurry.
the first round, using the Mediterranean
T h e t o u r n am en t wa s fu n a n d Strategy. My British sailors must have Next, it was me who went for the gold as
ed u c ati o na l (l ik e m ys elf , m os t not been fully awake yet because by I had a torpedo squadron card in my
participants had never played this Turn 3, the despised Italian fleet had hand. Of course, lady luck decided
bidding variant). The bidding concepts actually sunk 4 of my battleships and otherwise. I rolled a ‘1’ which netted me
gave players more control over the damaged 2 others. I only managed to a total of 68 points at the end of the
selection of their empires. In any event, sink one and damage one Italian deck. Naturally, being the new leader
through a combination of luck and (dare battleship. Needless to say, my luck entitled me to a wonderful display of
I say) skill, I managed to pull ahead by (and skill) went downhill from there while fireworks. My splendid fleet was sunk
the end of my sixth Epoch, in spite of my opponent was just on a roll. Sadly, I so fast that I barely got off three salvos!
being the Incas/Aztecs. With good lost my first round by a big margin. My mighty Bismarck was the last to go
presence in almost every area, I took a down, her captain standing proudly at
ten-minute food break. Hey, my Determined to redeem myself (and the bridge (cursing and screaming).
stomach was growling and you know perhaps a little Allies-shy), I chose to
what Napoleon said, “An army marches play the Germans. My die rolls were still My early defeat at yet another naval
on its stomach”. not that good, but then, my opponent’s wargame pretty much finished my
was nothing to brag about. By playing career as an admiral. With over an hour
When I returned with pizza and coke, I carefully and conserving my U-boats, I to kill before my next scheduled event, I
almost choked. Not because of food in pulled this one out, barely winning by cruised over to the Open Gaming areas.
my mouth, but because of what I saw on only 3 POCs. Of course, a few lucky die There were so many interesting games
the mapboard. I had over twenty rolls on the convoys did contribute to the being played that I almost had the urge
armies/fleets on the board when I left. I Kriegsmarine ruling the waves. to join in one. I think a lot of people
had exactly two armies left when I come to the Con just to play in open
returned. Even my Inca monument and After checking with the GM (your gaming. I don’t blame them. It’s a great
the Sub-Saharan migrants were brutally humble editor) on the tournament format way of playing different pick-up games
sacked and destroyed. How sad! and time schedule, I decided to drop out with players from everywhere. I only
before the third round since I found out wish I had more time.
With the seventh and final Epoch up for that this tournament will play past my
grabs, everybody was bidding huge favorite wargame tournament, Russian At 8 PM, the competition I had been
amounts for the good empires. The Front, later that night. One of my main waiting for kicked off. By bidding a
high bids were like mid-40s for Britain, reasons for trekking all the way here higher VP than me, my opponent took
low 30s for France, and low 20s for was to compete in Russian Front. By the German side in Russian Front. He
Russia. Even though I had a bowing out early, I could grab something is a seasoned panzer commander as I
comfortable lead of over 20 points, I to eat and maybe enter another short can tell by his opening moves.
knew the game would be a toss-up tournament. Unfortunately (or rather fortunately for
me), he rolled that dreaded triple ‘2’s on
6 The Boardgamer Volume 1, Issue 2 April 1996
kingdom, then plays Civil War to take favorite empires since the area it is likely 6) Again; Lose
Play Treachery
the Northern Appennines, Southern to take will not be contested again until 7) Red 5 - Albion; Defeat (2) Bla 2; Remove Bla Fleet -
Appennines and Morea from Red. The the middle of Epoch VI. North Sea
8) Red 5 - Highlands
Huns spread in multiple directions to 9) Red 5 - Ireland
grab presences in Northern Europe, Khmers - 10) Red 5 - Southern Iberia; Lose
Play Population Explosion (Add 2 armies)
Southern Europe, Middle East and 1) Red 4, Capital - Mekong; Retreat Ora 3 to Irrawaddy Red plays Civil War and captures
China. This gives Orange dominance of 2) Red Fleet - South China Sea; Defeat Blu Fleet
3) 4 - Malayan Peninsula; Lose
monuments in Levant, Morea and
Southern Europe as well as Eurasia. 4) Again; Lose Balkans. Red plays Treachery to
5) Again; Lose c a p t u r e Al b i o n , a n d a c h i e v e s
PE1) Red 4 - Chekiang; Lose
Byzantines - PE2) Red 4 - Si-Kiang; Lose dominance of Northern and Southern
Byzantines Europe to go along with previous
Play Jihad (3 Dice Until Loss; Always Wins All Ties) Red plays Population Explosion, but
1) Gre 4, Capital - Balkans; Retreat Ora 4 to Danubia presences in North Africa, Middle East
2) Gre 4 - Danubia; Defeat (2) Ora 4 loses 5 out of 6 attacks to gain only a and South East Asia.
3) Gre Fleet - Black Sea; Defeat Pur Fleet
4) Gre 4 - Pindus; Defeat Red 3; Remove City
presence in South East Asia to go along
5) Gre 4 - Morea; Defeat Ora 1 with previous presences in Southern Vikings - Does not appear. This would
6) Gre 4 - Dalmatia; Defeat Red 3; Lose (Jihad now just
wins ties)
Europe, North Africa and Middle East. have made keeping the Franks an even
7) Gre 4 - Dalmatia; Defeat Red 3 The Khmers are often the “curse of the better idea.
8) Gre 4 - Central Europe; Defeat Ora 4 Romans” as many of the Roman
9) Gre 4 - Lower Rhine
Play Shipbuilding conquests are wiped out before the Holy Romans -
S1) Green Fleet - Eastern Mediterranean; Defeat Red Khmers arrive on the seen. A failure of Fujiwaras Minor Empire
Fleet; Remove Red Fleet - Western
Mediterranean the Khmers to arrive could have led to a 1) Pur 3, Capital - Hokaido
2) Pre Fleet - Sea of Japan
S2) Green Fleet - Western Mediterranean huge Red gain in VP this turn. 3) Pur 3 - Great Plain of China; Lose
10) Gre 4 - Levant; Defeat Red 3 Barbarians (Alps)
11) Gre 4 - Libya; Defeat Bla 3 1) vs. Dalmatia; Lose
12) Fort - Balkans End of Epoch IV Status Holy Romans
Green Monument - Balkans
Red 96 VP 40 SP 1) Pur 5, Capital - Central Europe; Retreat Gre 4 to
Dalmatia
Green plays Jihad and uses it to Purple 87 VP 36 SP 2) Pur 5 - Northern Gaul; Defeat Red 5; Capital to City
ram page through Northern and Green 85 VP 32 SP 3) Pur 5 - Central Massif; Defeat Red 5; Remove Red Fleet
- Western Mediterranean
Southern Europe. The Shipbuilding Orange 81 VP 40 SP 4) Pur 5 - Albion; Lose
card secures the Mediterranean seas Black 78 VP 37 SP 5) Again; Defeat Red 5
6) Pur 5 - Northern Appennines; Lose
and leads to invasions of Libya and Blue 70 VP 30 SP 7) Again; Lose
Levant. In all, Green captures four 8) Again; Defeat Ora 1
9) Pur 5 - Pyrenees; Defeat Blu 2
10) Pur 5 - Southern Appennines; Defeat Ora 1
Purple Monument - Northern Gaul
12 The Boardgamer Volume 1, Issue 2 April 1996
Below is the average victory points gained by the various minor empires, kingdoms and migrants in HOTW after four games on the Genie online
service. This chart gives both the average number of victory points earned each epoch as well as the average total victory points earned during
the game. The number of victory points awarded to these minor empires is calculated as if they were the only units of that color on the board
that turn (in other words, if a presence in an area could be credited either to the minor empire or to units a some major empire of the same color,
they were credited to the minor empire). The chart shows that there is a wide discrepancy between the value of the various kingdoms and
migrants, and a lesser discrepancy between the minor empires (Note that if any totals are slightly off, this is due to rounding errors).
Minor Epoch I Epoch II Epoch III Epoch IV Epoch V Epoch VI Epoch VII Total
Empire VP VP VP VP VP VP VP VP
Hittites 5 4 2 1 0 0 0 12
Phoenicia - 6 0 0 0 0 0 6
Mayans - - 2 2 3 4 6 16
Anglo-Saxons - - - 4 2 2 1 8
Fujiwaras - - - - 3 1 1 5
Safavids - - - - - 6 0 6
Japan - - - - - - 9 9
Kingdoms Epoch I Epoch II Epoch III Epoch IV Epoch V Epoch VI Epoch VII Total
& Migrants VP VP VP VP VP VP VP VP
AREA NEWS
For The Minority
by Glenn E.L. Petroski
There has certainly been a lot of The generic ratings are gone. There is players. Outside of Avaloncon, this
confusion concerning AREA, in all no longer any reason for a player not to became the largest VITP tournament
quarters. Rather than clean it up, this rate a game. He has nothing to protect. ever held. For the nominal cost of
article will probably add to that What someone does in one game will $1.00, and a stamp to mail a request,
confusion. not affect any rating in any other game. the same is available to anyone for the
A game title in which a player is weak, asking. This is just one example of what
Russ Gifford and I are working on some or inexperienced, simply shows up with AREA can do.
definitive statements about what AREA that kind of rating. This means that
is, what it proposes to do, and how it when a GM sets up a tournament, the Do you want to find local ftf opponents?
exactly works in this new life. There are information will be an accurate AREA can supply you with a listing of all
some issues not entirely settled, and representation of players’ skill in that opponents in your state, or your zip
details still need some polish. I will not particular game. Now the GM is able to code block, or any other area or location
promise it for the next issue of the give the players better matches. It will that you can clearly define.
BOARDGAMER, but it will appear here also enable any two players to honestly
within the near future. size up each other for one on one Is your company sending you out of
competition. In the end it is actually town for a month? Every evening and
The issue of the GENERAL preceding more fair for all of the players. weekend you will have time on your
Avaloncon 1995, and the program for hands. AREA can give you names,
AC itself, mentioned that any GM could No one is being cheated or treated addresses and phone numbers of
submit his entire roster for AREA unfairly by saying that this is an AREA potential opponents.
ratings. Both of these were rather small tournament, and all competitors will be
blurbs, which a lot of people missed. rated in every game. If players don’t Would you like to play Blitzkrieg by
They did not do much to clear up the care, or don’t want, to use their ratings mail? Guess how you can locate other
mass confusion that is still so prevalent. elsewhere, that is fine. If they do, so interested parties?
much the better. A player gains every
Many people regard AREA as an ego time he uses his rating, even when he Have you ever thought of organizing a
trip of some sort. As though that loses a game, since that lines him up PBM competition of your favorite game?
number rating is everything! All there is with a more equal opponent for the next
to it! Even AREA’s most ardent time. By not using his rating, he loses Do you have some other hobby project
supporters tend to look at it with that nothing. that you want help with?
kind of view, although they don’t word it
that way. If this was all that Russ or I That is just the ratings, only the Have you had a problem with a PBM
could see, we would not be doing what beginning of AREA. With an extensive opponent?
we are. and ever growing database, AREA can
also supply information throughout our Have you lost track of an old friend? Do
That rating is a drawing card. Yes, a bit
hobby. AREA can help each of us find you need an address check for him?
of an ego trip. However, AREA is more
opponents in particular games, or
than that, and should be used for more,
particular geographic areas, or whatever As game companies have cut back on
a lot more.
search criteria may be useful to you. services, do you need questions
As a GameMaster, how do you set up answered? Help with a game difficulty?
your tournament? Do you seat your Windy City Wargamers, a.k.a. “The
players by random draw? By how good Chicago Mob”, has just finished a There are probably a lot of other
they each claim they are? By your own Victory In The Pacific tournament. This possibilities that no one has thought of
perception of their skill? Here is the has been done in the Chicago area yet. AREA is here to help the hobby in
greatest value of that rating. GMs can before. The usual calling has been whatever way it can. Players, GMs,
have a reliable piece of information that about a dozen players. Using the AREA interested parties. Simply ask, and
will tell how his players stand in relation database, information was sent directly AREA will see what it can do.
to each other. How to actually run a to everyone who has shown an interest
tournament is still up to the individual in VITP. Another mailing list was also AREA can never do it all. However, with
GM. However, AREA can provide created. This included every gamer, in time and growth, AREA will be able to
information that will assist setting up the any title, in the database who was within perform an increasing measure of these
format and pairing of the players. a weekend drive of the tournament services, and more.
Obviously, this will make for a better location.
tournament overall. The primary restraint on AREA is the
The result? Two weeks before the limit of the database. Information which
That is why we have turned to the GMs tournament we held the money in hand AREA does not have it cannot provide.
for assistance. It is a more reliable for twenty-five preregistered players. If For instance, there are 240 players
method of getting information, and the no one else showed up, we would have known to be interested in VITP. Anyone
GMs have the most to gain. doubled past performance, and paid who wants information about VITP
expenses. Final count came to 29 players can have it by the mail bag full.
The Boardgamer Volume 1, Issue 2 April 1996 19
_________________________________________________________________ _________________________________________________________________
(player number) (player number)
_____________________________________________________________________ _____________________________________________________________________
(signature) (signature)
HAS DEFEATED HAS DEFEATED
_________________________________________________________________ _________________________________________________________________
(defeated player’s name) (defeated player’s name)
_________________________________________________________________ _________________________________________________________________
(player number) (player number)
_____________________________________________________________________ _____________________________________________________________________
(signature) (signature)
in a rated live pbm game of Advanced Squad Leader: in a rated live pbm game of:
_____________________________________________________________________ _____________________________________________________________________
(Scenario Name and/or Number) (Name of Game)
_____________________________________________________________________ _____________________________________________________________________
(Side of Winner) (Game Company Published By)
_____________________________________________________________________ _____________________________________________________________________
(Date) (Date)
_____________________________________________________________________
(Play Balance Used - If Any) Return this chit to: 1st Subsequent
Glenn Petroski game vs. this opponent
Return this chit to: 1st Subsequent
210 W. Hunt
Russ Gifford game vs. this opponent
Twin Lakes, WI 53181-9786
320 E. 27th Street
South Sioux, NE 68776
Revised Rules
Combining Panzer Blitz & Panzer Leader
by Bill Scott
Introduction Summary of Revisions to or adjacent hex may have only 1 other unit
Clarifications of Panzer Blitz and AND that other unit must be a Non-
Most of the difficulties in Panzer Blitz Panzer Leader. vehicular one. Blocks also prohibit
involve the rules covering Spotting, Russian Road movement.
Defending in Town hexes, Indirect Fire, Use Panzer Leader rules except as
Cavalry and Engineer units, Road changed or clarified in the following 5) MOVEMENT INTO TOWN HEXES:
Movement, Stacking, and of course notes: Clarification - Units moving into Town
“Panzer Bush” Syndrome. In Panzer hexes may do so at the Town hex
Leader some of these problems have 1) TRANSPORTING UNITS: New & movement rate of 1/2 Movement Point
been solved, at least in part, with new Clarification - Vehicular units that are (MP) per hex even if such movement
rules of Opportunity Fire, Indirect Fire, Transporting Infantry or Artillery (under would result in units stacking to the limit.
Stacking and Engineer procedures. 88 mm) may move both before and/or The Road movement rate (1/2 MP per
Panzer Leader, while generally an after loading or unloading their hex) and the Town movement rate (1/2
improvement over Panzer Blitz, has its passenger as long as the Vehicular unit MP per hex) are two different situations.
own unique difficulties. Questions expends only 1/2 of its Movement Point
concerning Bridges and Streams are (MP) allowance or less doing movement 6) TOWN DEFENSE ADJUSTMENTS:
legion. Other problems involve during the turn. For example, (assume New - Non-armored Target units in town
Spotting, Town Hexes, Stacking, all movement is done in clear terrain) a hexes are no longer treated as armored
Indirect Fire and Transporting. Halftrack (not loaded) with a movement targets. Treat them normally - as non-
allowance of 10 could move 2 hexes armored. Armored targets are also
In designing PL, many innovative (the 2nd hex contains a Rifle unit) where treated normally - as Armored Targets.
improvements over PB were included in it is then stacked with Rifle unit which it For Direct Fire, Stacked defenders in
the game but there was a failure to loads (loading costs 5 MP). Then the Towns can be attacked individually or in
integrate some of these improved rules Halftrack moves 3 more hexes combinations of the attacking player’s
with other rules which remained Transporting the Rifle unit too. Russian choice (same as for Direct Fire attacks
unchanged. For example, the Town Tanks, Tank Destroyers, and Assault against units in any other type terrain).
Hex Defense system of requiring all Guns may Transport Infantry. A Add “+2” or “+1” to the die roll
defenders to be attacked as one unit Transporting unit and its Passenger still (depending on Spotting situation - see
often conflicts with the spotting rules only count as 1 unit for Stacking limits. note #8 “SPOTTING...”) for all attacks
which require units in Woods or Town made against units in a town hex. For
hexes to be spotted before being 2) STACKING: Clarification - Stacking CAT and Air attacks against units in
attacked. Some Questions and limits apply at most times (exception - Towns, the die roll modifier is always
Answers published in the General for Overruns) including during movement. just “+1”.
both PL and PB have been unclear, German and Non-Russian Allied unit
poorly explained, or defy logic in a major may stack up to 4 units per hex 7) SPOTTING RANGE: New &
way. maximum. Russian units may stack Clarification - All (Undispersed) units
only 2 units per hex maximum. (EXCEPT Wagon and Truck units) may
The following revised rules combine the Spot enemy units for Direct Fire (DF).
PB and PL rule systems into one set of 3) WRECKS: New & Clarification - The same is true for Indirect Fire (IF)
unified rules that ease (if not eliminate) Wrecks do not count for Stacking. Only Spotting EXCEPT for Russian IF only,
the problems currently existing with the 2 Wrecks (1 per side) maximum, are just CP, and Guards units may spot.
original games, yet also preserve as ever placed in a given hex. A Wreck in Maximum L.O.S. range for combat units
many of the original components and a hex prevents Overrun attacks against (including air) to Spot or to DF attack is
concepts as practical. units Stacked with it. Defending units 12 hexes to Woods or Town hexes and
Stacked with Wreck(s) in Clear terrain 30 hexes to all other hexes.
Each of the original PB game situations (not any other terrain type) gain a die
was examined and many were roll modifier of +1 against Indirect and 8) SPOTTING DEFENCE
redesigned for better play balance with Direct Fire attacks. Wrecks do not ADJUSTMENTS: New - For IF and DF
the new PBL rules. Perhaps in the effect Road movement. attacks, defending units in Woods and
future there will be as many PBL boards Town hexes get a “+2” die roll modifier if
and Situations as in Advanced Squad 4) ROAD MOVEMENT: New & there are no undispersed adjacent
Leader (Somehow, I doubt that). There Clarification - For Non-Russian units to enemy spotting ground units, and they
just won’t be so many rules. use Road movement (to exit one hex get a “+1” die roll modifier if there any (1
and enter an adjacent one), including or more) adjacent undispersed enemy
Hopefully, veteran PB and PL players across a green hex side, neither the hex spotting ground units.
will find these rules easy to master and exited nor the hex entered may contain
fun to apply. What wasn’t “broken”, more than two other units or any Block. 9) INDIRECT FIRE SPOTTING:
wasn’t “fixed”. For Russian units, to use road Clarification - When (IF) attacks a town
movement, both the exited hex and the or woods hex containing both spotted
22 The Boardgamer Volume 1, Issue 2 April 1996
WITHDRAWALS
All French Forces are withdrawn from the map at the start of the SEP 1778 turn
British withdraw from New York at Start of Turn: 2/BR in JULY, 2/BR in AUG, 6/BR in SEP, and 2/BR in OCT
* British withdrawals only occur if they are using the Southern strategy
VICTORY CONDITIONS
Any other result is a draw. The strategy being used by
Northern Strategy: the British player is determined at the end of the June
1) The British player wins if he fulfills all three of the following 1778 turn. If the British player controls West Point,
conditions: Albany and either Fort Stanwix or Fort Ticonderoga he
a) Control New York and either Philadelphia or Newport uses the Northern Strategy. If these conditions are not
b) Control West Point, Albany, Fort Ticonderoga, Montreal and met, he must follow the Southern Strategy.
Quebec
c) Control any two other major cities on the Northern Map AREA OF PLAY
2) The American player wins if he fulfills both of the following North Section of the mapboard in its entirety.
conditions:
a) Control two of three cities - Newport, Boston and Philadelphia SPECIAL RULES
b) Avoid British victory conditions 1. Winter restrictions in March turn.
3) Automatic American victory if the Americans control of New York 2. Forced March rule in effect.
3. Strategy of British player is determined solely by his
Southern Strategy: control of West Point, Albany and either Fort
1) The British player wins if he fulfills all three of the following Stanwix or Fort Ticonderoga at the end of the
conditions: June 1998 turn.
a) Control New York, West Point and either Philadelphia or 4. Bateau rules are in effect.
Newport 5. French Fleet appears on any water hex marked East.
b) Control Boston or any two other major cities on the Northern 6. Reinforcements that are due in a city controlled by
Map enemy forces appear in the closest town not
c) Control Montreal or Quebec occupied or surrounded by the enemy.
2) The American player wins if he fulfills the following condition: * Exception: The British must control Albany to
a) Control three of the four cities - Newport, Boston, West Point receive the June 1778 Tory reinforcements.
and Philadelphia 7. Remember Rules about Defender Initiated
Combat - Advanced Combat Rules.
3) Automatic American victory if the Americans control New York
30 The Boardgamer Volume 1, Issue 2 April 1996