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Volume 1, Issue 2 April 1996

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

Current Specific Game AREA Ratings


Advanced Squad Leader Across Five Aprils
February 1, 1996 700+ Active Players March 5, 1996 34 Active Players
1. Michael McGrath 2307 JN* 1. Mark Miklos 1673 CE-A5
2. Gary Fortenberry 2288 JNB 2. Mark Giddings 1632 BD-A5
3. Richard Summers 2083 HM* 3. Brian Conlon 1567 AC-A5
4. Omar Jeddaoui 2078 CF* 4. Mark Holly 1566 AB-A5
5. Perry Cocke 2063 KN* 5. Jim Falling 1560 BD-A5
6. Yves Tielemans 2055 CG* 6. Bruce Kernan 1539 AB-A5
7. Bob Bendis 2019 EI* 7. Chris Rice 1538 AB-A5
8. Louie Tokarz 2003 HN* 8. Andy Lewis 1535 AA-A5
9. Scott Drane 1994 KOJ 9. Michael Sincavage 1533 AC-A5
10. Raymond Woloszyn 1961 IOB 10. Jeff Lange Sr. 1532 AC-A5
11. Steven Pleva 1958 GJK 11. Earl Anderson 1528 AB-A5
12. Phil Petry 1930 QK* 12. Bill Place 1526 AB-A5
13. Bruce Rinehart 1920 JI* 13. Keith MacFarland 1509 AB-A5
14. Guy Chaney 1893 CG* 14. Ivan Lawson 1505 AB-A5
15. Brian Youse 1890 NM* 15. David Metzger 1503 AC-A5
16. Russ Gifford 1886 PQH 16. John Selders 1502 AB-A5
17. Andrew Robin 1877 EI* 17. Bill O’Neal 1500 AB-A5
18. Eric Givler 1875 HM*
19. James Crawley 1853 CE* War And Peace
20. Robert Banozic 1831 EI* March 5, 1996 9 Active Players
21. John Droesche 1817 CF*
1. Nick Frydas 1683 BC-A5
22. Dave Ginnard 1811 DH*
2. Robert Beyma 1605 AB-A4
23. Lawrence Halpern 1810 DFG
3. Marvin Rabin 1569 AB-A5
24. Dave Van Kan 1806 DG*
4. Bryan Jackson 1504 AB-A5
25. Robert Feinstein 1800 CG*
4. Matt Burkins 1504 AB-A5
New World
March 5, 1996 19 Active Players Panzerblitz
March 5, 1996 48 Active Players
1. John Quarto 1536 AB-A5
2. Frank Schmitt 1527 AD-A5 1. David Giordano 1964 FHIA5
2. Trevor Bender 1527 AD-A5 2. John Hasay 1766 EE-A5
4. James Fuqua 1524 AD-A5 3. Ken Oates 1710 BCEA5
4. Kirk Woller 1524 AD-A5 4. Mike Patterson 1695 BBB-4
6. Vanessa Sanabria 1524 AC-A5 5. Fred Wexler 1640 EGJ-5
6. Bret Mingo 1524 AC-A5 6. Jeff Wolff 1615 BB—4
8. Michael Anchors 1522 BB—6 7. Bruce Wright 1600 BB—4
8. Stephen Andriakos 1570 AA—5
Decathlon 9. Charles Leonard 1556 DEAA5
March 5, 1996 23 Active Players 10. Steven Sheftic 1546 BD-A5
11. Bruce MacConnell 1536 CC-A4
1. Bobby Laboon 1520 AL-A5 12. Leslie Geraty 1535 AAA-5
2. John Coussis 1510 AL-A5 13. Charles Braun 1534 AAA-4
3. Andrew Lewis 1505 AL-A5 13. Russ Woods 1534 AAA-4
13. Paul Reinert 1534 AAA-4
Diplomacy 16. Angelo Valeri 1533 AB-A5
March 5, 1996 12 Active Players
17. James Miller 1527 AB-A4
1. Steve Elliot 1535 ADA-6 18. Mike West 1514 ABB-5
2. Louie Tokarz 1528 AFB-6 19. Bill Thomson 1504 CFFA4
The Boardgamer Volume 1, Issue 2 April 1996 3

From The Editor


Another issue out on time (assuming As for Avaloncon, I’ll be there as usual,
nothing goes wrong at the printer’s). and hopefully I will arrange for Avalon The BOARDGAMER
Definitely a good sign. I’ll probably be Hill to give out a free issue of the
The BOARDGAMER is published by Bruce
stuffing these into envelops as I’m sitting BOARDGAMER to the champion of
Monnin. The BOARDGAMER is intended to
at home, glued to the NCAA basketball each event in addition to the plaque be a compilation of quality articles on the
tournament and running my annual (which is what we are all really after, strategy, tactics, and variants for a variety of
tournament pool. I can never quite that piece of wood we hang on the wall board, sports and card games.
decide whether my favorite week of the to embarrass our spouses). Hopefully,
year is the week before the NCAA I will also be organized enough to avoid Articles from contributors are considered for
tournament (Championship Week), the the duplication of effort in the publication at the discretion of the editor.
first week of the NCAA tournament, the Avaloncon coverage between the Rejected articles will be returned whenever
possible. Potential authors should be
second week of the NCAA tournament BOARDGAMER and the GENERAL advised that all outside submissions may not
or Avaloncon week. this year. have previously been submitted to other
publications unless permission has been
There has even been a fair amount of On another random topic, I’ve been granted and The BOARDGAMER has been
material submitted recently, so the asked whether I can handle color in the notified. Articles may be reprinted
BOARDGAMER appears to be alive and BOARDGAMER. The answer is that I elsewhere, although the editor’s permission
well for the near future. If the amount of sure can, but I cannot afford to print it. is requested (and will usually be freely
material becomes great enough, I may There is currently an incredible jump in given).
consider bumping up the issue size to 36 printing costs just to add a little color. I
Unless otherwise mentioned, all game titles
pages for the next issue (but no would hope that the current rate of mentioned are trademark names of The
promises). im p r o v em en t i n co l or pr i nti n g Avalon Hill Game Company/Victory Games,
technology will continue in a way that as is the GENERAL and Avaloncon.
Of course, the next issue is the one will m ak e it p ossi bl e f or th e
which will be out for the summer BOARDGAMER to include color in the EDITOR: Bruce A. Monnin
convention season. As Origins this year near future. ADDRESS: 177 South Lincoln Street
is located in Columbus, OH, just a two Minster, OH 45865-1240
hour drive from our spacious (and 1/3 This issue also includes the premiere of E-MAIL:
Genie: B.MONNIN
paid for, according to the bank) the ASL AREA News. This is a feature
Internet: B.MONNIN@GENIE.GEIS.COM
headquarters in Minster, you can expect that is uploaded on the GEnie AREA
to see me attend for the first time since News topic on a semi-regular basis, PHONE: (419) 628-3332
1989. Hopefully, you will be able to find and Russ Gifford has given his
me running a War At Sea tournament for permission for it to be reprinted here.
Avalon Hill. This article does a good job of
highlighting the regional ASL action
Subscriptions
Speaking of Avalon Hill, I have been
informed that they are going to run some
constantly going on all around the
country (and indeed, the world).
To The
tournaments at Origins this year. They
have tentatively planned to run History Stealing Russ’ ideas, I am trying to BOARDGAMER
Of The World, Republic Of Rome, We make an effort to report on regional
The People, and new release London's action in all games. Next issue should The BOARDGAMER is to be
Burning on Friday and Britannia, see a report on Glenn Petroski’s published quarterly with mailings
Maharaja, Machiavelli, and new release Midwest Open Victory In The Pacific near the beginnings of January,
Hannibal: Rome vs. Carthage on tournament, and hopefully some word Ap r il, J ul y a nd Oc t ob er .
Saturday. Additionally, new release Air on the action at NAVCON. If any of you
Baron will be run as a demo tournament a r e i n v o l v ed wi t h a r eg i o n a l
Individual issues are $3.50 each
at a time convenient to the designer; tournament, send me a note and I will and a one year (4 issue)
Dune will be Friday night. They'll run an see if I can provide some free issues of subscription is $13.00 ($12.00 for
"Inside Avalon Hill" session Thursday the BOARDGAMER in exchange for members of AHIKS). Although
night. On occasion, they'll run demo tournament reports and articles on the first few issues may be sent
games in the Exhibit Hall. If they can strategies used by the victors. by First Class mail, eventually all
gather a few volunteers (assistant GMs)
to help, they could even list more games Well, that’s all for this issue. If the domestic subscriptions will be
in the Friday and Saturday tournament submissions keep coming in, you will sent via bulk permit. Overseas
events, but they think they have reached even be spared from having to read any and foreign deliveries require
their current labor limit. more of my own articles. If not, I may additional postage charges.
have to break out that old Third Reich, Contact the BOARDGAMER for
I have also found out that other Avalon 4th Edition article I started a few years
details:
Hill games will be run at Origins, back. I’m certain you are all hoping that
including War At Sea, Circus Maximus, it never comes down to that.
Wooden Ships & Iron Men, Victory In The BOARDGAMER
The Pacific and an Avalon Hill classics Hopefully, I shall see you all at Origins 177 South Lincoln Street
event (or events, it was a little unclear). and/or Avaloncon this summer. Minster, OH 45865-1240
4 The Boardgamer Volume 1, Issue 2 April 1996

Inside This Issue


Avaloncon 1995 5
A First Timer’s Experience by James Pei

History Of The World Series Replay 8


One Player’s View of a GEnie PBEM Game by Bruce Monnin

History Of The World Series Replay 15


The Red Point of View by John B. Grant, Jr.

History Of The World Series Replay 17


The Black Point of View by Jeffrey Miller

AREA News 18
For The Minority by Glenn Petroski

ASL AREA News 19


Excerpts From The ASL News - Electronic Edition by Russ Gifford

Revised Rules 20
Combining Panzerblitz and Panzer Leader by Bill Scott

Revised Panzerblitz and Panzer Leader Rules 25


Questions and Answers by Bill Scott

The British Dilemma 27


A 1776 Scenario by Jim Lawler

War At Sea Breakout: Normandy


March 5, 1996 44 Active Players March 5, 1996 50 Active Players
1. Bruce Monnin 1832 EHEA5 1. Bill Edwards 1644 BD-A5
2. Tim Hitchings 1790 DG-A5 1. Alan Applebaum 1644 BD-A5
3. Ray Freeman 1752 CF-A5 3. Ron Fedin 1636 BD-A6
4. Tom Scarborough 1707 CEBA5 4. Don Greenwood 1636 BD-A5
5. Phil Rennert 1691 CF-A5 5. Michael Lazar 1601 AC-A5
6. Jon Lockwood 1671 BD-A5 6. Rodney Robinson 1570 BD-A5
7. Michael Knautz 1662 CE-A5 6. Mark Gutfreund 1570 BD-A5
8. Glenn Petroski 1626 AC—5 8. Herbert Gratz 1570 AC-A5
9. Steve Packwood 1623 AC-A5 8. Steve Andriakos 1570 AC-A5
10. Joe Beard III 1560 AB-A5 10. Byron Stingley 1568 BD-A5
11. John Pack 1558 CE-A5 10. James Stenard 1568 BD-A5
12. Vince Meconi 1551 BE-A5 12. Dave Newport 1535 AC-A5
13. Chuck Stapp 1535 AC-A4 12. Dirk Naish 1535 AC-A5
14. Aaron Petroski 1535 AB—5 14. Jeff Czerniak 1535 AA-A5
15. Paul Sommers 1528 BE-A5 14. Brian Carr 1535 AA-A5
16. Daniel Henry 1522 BE-A5 16. Dennis Nicholson 1531 AB-A5
17. Mike Bailey 1513 AC-A5 17. Henry Jones 1527 AC-A5
18. Alan Applebaum 1509 AC-A5 18. Robert O’Conner 1526 AAA-5
19. Gabriel Crowl 1505 AC-A5 19. David Long 1525 ACAA5
20. John Welage 1505 AB-A5 20. Paul Fletcher 1500 BD-A5
The Boardgamer Volume 1, Issue 2 April 1996 5

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

Avaloncon 1995 - A First Timer’s Experience (Cont.)


his initial Southern blitz attacks. Anytime a good strategic wargame, going about the galaxy exploring and
Basically, his Army Group South was simple to learn and playable in two building lucrative trade routes. It
stuck and would not be going anywhere hours, is produced, you can bet it is reminds me of Monopoly and those
in a hurry. Since the tournament format going to be popular. Railroad games rolled into one. The
was for four-turn game length, I could outcome of the tournament was quite
afford to send a large number of I entered the New World tournament close as only a few hundred dollars
reinforcements from the southern front later in the afternoon. I had learned this separated the leader from the rest of us.
to the central front. My Russians game about an hour earlier. One of the I did not make the cut for the semi-final
d ef en d ed t h e Vi t eb s k c o rr id o r nice touches about this Con was the as I had lots of cash but few properties.
tenaciously, delaying the panzers offer of an hour long learning session
whenever possible. So I managed to before the start of a beginner’s level During the Merchant Of Venus
win this first round of Russian Front tournament. This was a wonderful tournament all Con attendees were
without any cold sweat. opportunity for players like myself to briefly gathered together to give Mr. Don
compete in games other than those Greenwood a well deserved round of
Afterwards, I again wandered over to which are familiar to us. applause for organizing an outstanding
Open Gaming, checking things out. By convention, one of the best I heard. He
the time I hit the sack, it was well past New World is a multi-player exploration was also nominated for the Avaloncon
three. I had a difficult time falling asleep game set in the days of conquistadors. Hall of Fame. A fitting tribute for the
that night, with all the day’s excitement My table was mostly made up of tremendous efforts he has put into
swirling in my head. Hmmm, if I had beginners like me. As a result, we were Avaloncon and the gaming hobby as a
moved the elite 6-5-4 army to defend very friendly to each other, not attacking whole.
Pskov, maybe ........ even when a juicy gold mine was up for
grabs. Learning the game only a short Later, I dropped by the Avalon Hill sales
Friday while ago, I did not grasp the subtleties booth to pick up some new games,
of the game. My units soon succumbed including We The People. Another cool
I was awaken by the hotel wake-up to severe weather and native uprisings. thing about the Con was the $10
phone call at 8 AM. I had planned to Needless to say, I did not advance to purchase credit that a participant gets if
drop by the Colonial Diplomacy the second round. he registers early. Of course, I did just
tournament a little earlier so I could that.
brush up on the rules before I actually The second round of Russian Front
play. Well, I sat up on the bed, kind of jumped off at the usual 8 PM. I With my time slot open, I used the
in a snooze mode. I told myself to rest commanded the Wehrmacht this time. available time wisely by entering yet
for a few minutes, allowing my brain to My opponent was the GM, a two-time another simple multi-player game.
awake slowly. The next thing I knew I champion. He knows how to defend Auction is just like what the name
was abruptly awakened by a door Mother Russia. In fact he defended so implies, you bid for rare items to amass
slamming in the next room. I turned my well that he virtually stopped my money. Again, I had just learned the
head and saw the time was 10:30 AM. panzers from exploiting behind enemy game only twenty minutes earlier. I
Knowing that I just blew a tournament lines. Maybe he was over-confident or thought I was doing okay when
session, I did the next best thing. I just forgot the #1 rule of defense, suddenly one of the four players in my
promptly went back to sleep. always defend your rear cities from table declared for the win. He had over
probing panzers. He left the strategic $7500 while I only managed $4000, and
After a hearty lunch buffet, I leisurely city of Kiev open. By using lots of air the other two players had even less. I
strolled over to the gaming areas. With interdiction, I was able to flank around learned later that he was a five-time
so many games in progress, both the Pripet Marshes with two of my event champion. Boy, did he pull a
tournament and open gaming, I panzer corps, one occupying Kiev and sleek one over our head (Bruce Reiff,
compiled a brief list of interesting new the other cutting the rail supply. you should be ashamed of yourself).
games that I liked but had never seen
before. I looked, poked, and asked This maneuver ensured me of enough Since I was knocked out early again, I
questions, jotting down information that VPs for the win. I felt sorry for my treated myself to a real delicious dinner
would help in my decision on what opponent as I know from personal at the hotel restaurant. I stuffed myself
games to purchase later. Everyone I experience how crucial a slipup like this real good as I had been living off pizzas
talked to was very helpful, giving me hurts. He being a true sport and and burgers for the past few days. I
their honest opinion on the particular gentleman, took the error in stride could barely walk over to the Russian
game. (although I can swear I saw a tiny drop Front tables for my third round of
of sweat trickle down his face, or was it competition.
One thing was certain, We The People a tear).
is very popular and looks like a pretty I commanded the Red Army this time. I
cool 2-player game to play in under two Saturday used my cavalry units repeatedly to
hours. A lot of you gamers know that blunt the spearhead advance of Army
it’s very difficult to complete a good My scheduled tournament on Saturday Group Center. With his horse-drawn
game in a Saturday afternoon. Games morning was Merchant Of Venus. This infantry corps trying to race past his now
like Advanced Third Reich and Flat Top was another game that I was taught just immobilized panzer units, my opponent
take days, if not weeks, to finish. prior to play. It is a space trading game,
The Boardgamer Volume 1, Issue 2 April 1996 7

Avaloncon 1995 - First Timer (Cont.)


had a difficult time pushing the German An interesting story occurred when I
AHIKS
Army forward. For a while, my Odessa wa s c om m en ti n g t o s ev er a l International
Di st r i ct uni t s wer e act ual l y spectators about whether the Finnish
counterattacking into Romania. I rail line north of Lake Ladoga map Wargamer’s
clinched my win to advance to the final edge is somehow connected to
on Sunday morning. I was a happy Helsinki. A voice over my shoulder Society
camper! shouted, “Yes, there was a rail line
over there during the war.” I asked The AHIKS International Wargamer’s
Sunday him how did he know. He answered Society was founded in 1966 to be a
that he is from Finland and he knows self-policing, non-profit organization
I was very excited to play in my first people who used to live in those devoted to supporting play-by-mail
Avaloncon final. My opponent is areas! wargaming among reliable members.
another combat-hardened veteran, the AHIKS is unaffiliated with any particular
defending champ no less. I chose to We finally finished the game by wargame manufacturer and encourages
play the Axis, feeling a little more around 3 PM. I took a calculated the play of games produced by all
confident with Guderian and Manstein gamble by sending every available manufacturers. AHIKS consists of a
on my side. I started off Operation panzer unit through a 50-mile gap, wide variety of potential opponents with
Barbarossa nicely, taking advantage of deep behind the Smolensk line. I its hundreds of members in both its
a tactical error by my opponent. I was ordered the panzer troops to occupy North American and its European
able to slip past a small crack in his rear and hold onto every empty city. I branches.
defense line with some of my panzers. knew that some of the panzers would
With his forward lines somewhat be annihilated, but enough would AHIKS main function is to serve as a
shattered, my opponent quickly formed survive to give me a victory. Well, the matching service to pair members who
a new defensive line at the Vibetsk good news was that I captured my wish to play the same game. If a match
corridor. Using the Luftwaffe as rolling first Avaloncon plaque. The bad request cannot immediately be filled, it is
artillery, I blitz attacked his units news was that I just missed my flight. published in the AHIKS newsletter to
unm ercifully. The Soviets now help encourage other members to
displayed their famous tenacity in To sum up the experience, I loved it. accept the requested match.
combat. As soon as the front line I was mentally and physically
crumpled, another line formed at the fatigued. Like an army after a hard Besides its primary function of providing
rear. I had to work hard to flank around fought battle, I needed a good meal members with opponents for play-by-
the Soviet defense. and a long sleep. But I was glad that mail games, AHIKS also provides the
I came (regardless of my outcomes). following services:
We both took our time in executing our I got to know many players, though I 1) A workable PBM system which
strategies. One reason was the cannot remember all of their names. includes sets of random numbers sent to
distractions around us. Spectators were My only regret was that Avaloncon is players to replace die rolls and stock
flocking around, commenting and asking so short, lasting only four days. I tables.
questions. At one point, a photographer wish you gamers out there would 2) A bimonthly newsletter filled with
took both of our pictures as the lobby the GMs to extend future Cons open match request lists, gaming related
championship was still undecided. We to a full week. Well, I can’t wait until articles, society news and much more.
also took time out to check out of our next year’s Con. 3) The judge, an impartial rules arbiter
rooms by noon and make arrangements available to resolve rules questions.
for transportation home. 4) The PBEM Coordinator to help find
electronic mail opponents.
5) The Unit Counter Pool to replace that
one missing counter from your otherwise
complete favorite game.
6) The Multi-Player Coordinator to help
arrange for matches in multi-player
games.
7) Courteous, dependable competition.
Members with a history of dropping out
of games or otherwise behaving
unethically can face expulsion from the
society.

To join AHIKS, or for more information,


contact the BOARDGAMER at 177
South Lincoln Street, Minster, Ohio
45865. You will be put in contact with
July 31, 1996 August 4, 1996 your Regional Director who will provide
you with more information about AHIKS
as well as your membership application.
8 The Boardgamer Volume 1, Issue 2 April 1996

History Of The World Series Replay


One Player’s View Of A GEnie PBEM Game
by Bruce Monnin
The replay you are about to see was Black dominates North Africa, then Shang Dynasty -
played on the GEnie network in the takes the Red Sea and the Arabian Shang Dynasty
1) Gre 1, Capital - Yellow River
Avalon Hill section of the Scorpia Peninsula for 7 VP. If he had taken the 2) Fort - Yellow River
Games Roundtable. There are currently Eastern Mediterranean Sea and Levant 3) Gre 1 - Great Plain of China
4) Gre 1 - Wei River
t w o such games going on he could have built a monument and
simultaneously with at least one of taken 9 VP. However, the move turned Green has not much to do except
them being part of the GEnie History Of out great in the long run, as the Arabian establish dominance in China and then
The World AREA ladder, where games Peninsula army survived the entire fortify. Unfortunately, China is probably
are played both for AREA ratings and to game, thus accounting for 16 VP by the busiest area of the board and units
acquire points in determining the top itself. Amazingly, the army at Nubia there tend not to last very long.
GEnie HOTW players. Games are also also survived the entire game.
played there with both the standard Aryans -
empire distribution (as is demonstrated Minoans - Aryans
1) Ora 1 - Turanian Plain
below) and using the bidding for Hittites Minor Empire
1) Red 5, Capital - Eastern Anatolia 2) Ora 1 - Tarim Basin
empires variant. 2) Fort - Eastern Anatolia 3) Ora 1 - Hindu Kush
3) Red 5 - Western Anatolia 4) Ora 1 - Persian Plateau
Minoans 5) Ora 1 - Upper Indus
This game was played with all the 1) Red 1, Capital - Crete Orange Monument - Tarim Basin

standard rules as well of the 2) Fort - Crete


3) Red Fleet - Eastern Mediterranean Orange starts in an area which doesn’t
Preservation of Culture (11.2) and the 4) Red 1 - Palestine
score until Epoch V with no capital. He
Fortresses (11.3) optional rules. The does manage to grab 6 VP by
actual detailed play is shown in the Red played the Hittite minor empire
card, fortifying Eastern Anatolia and establishing a presence in China, India
smaller font, followed by my comments and the Middle East, and also building a
as the Blue player as the game occupying Western Anatolia. The
Minoans then took the Eastern monument. Being at the end of the
advances. There are also comments epoch could lead to a good score in
from the Red player (John Grant, Jr.), Mediterranean Sea and Palestine to
dominate the Middle East while fortifying Epoch II.
the Black player (Jeff Miller) and
statistics from other games played on Crete. Again, a good move in retrospect
as Crete was not conquered until Epoch End of Epoch I Status
GEnie elsewhere in this issue. Red 9 VP 4 SP
VI.
Purple 8 VP 4 SP
The Players - Black 7 VP 5 SP
Red - John Grant, Jr. Indus Valley -
Indus Valley Blue 6 VP 4 SP
Blue - Bruce Monnin 1) Blu 1, Capital - Lower Indus Orange 6 VP 5 SP
Black - Jeff Miller 2) Blu 1 - Western Deccan
Green 4 VP 4 SP
3) Blu 1 - Eastern Deccan
Green - Robbie Robberson 4) Blu 1 - Persian Salt Desert
Purple - Eric Kirchner
I took a presence in the Middle East and Epoch II
Orange - George Young
expanded into Western and Eastern Card Pass Phase -
Epoch I Deccan to take advantage of the Red keeps Vedic City States
defensive terrain, hoping for some Purple keeps Persia
Blue passes Scythians to Black
Sumeria - longevity. Instead, I should probably Green keeps Chou Dynasty
1) White 1, Capital - Lower Tigris
2) White 1 - Lower Tigris
have taken two resource areas and built Black passes Carthaginia to Blue
Orange stuck with Greek City States
3) White 1 - Lower Tigris a monument since I would have scored
4) Fort - Lower Tigris
as high and all of my armies were Most everyone keeps there cards, with
Card Pass Phase - conquered by Epoch III anyway. the exception that I pass Scythians to
Red keeps Minoans Black and he sends m e back
Blue keeps Indus Valley
Black keeps Egypt
Babylonia - Carthaginia. We are both “thrilled” with
Babylonia
Green keeps Shang Dynasty
1) Pur 1, Capital - Middle Tigris
the results, although I believe I came out
Purple keeps Babylonia
Orange stuck with Aryans 2) Pur 1 - Upper Tigris a little better in the deal.
3) Pur 1 - Levant
4) Pur 1 - Zagros
Everyone keeps their empire cards this Purple Monument - Middle Tigris Assyria - Does not appear. This helps
Epoch. I draw the Indus Valley and to preserve the Middle East possessions
decide it is better to keep it than to start Purple goes for the first monument by of many of the other players, but does
making enemies. taking Levant and Zagros. He also little for me.
appears to have maximized his Epoch I
Egypt - VP potential with 8 VP. However, being Chou Dynasty -
Egypt in the center of the busy Middle East, Sub-Saharan Migrants
1) Bla 1, Capital - Nile Delta
2) Bla 1 - Nubia
sitting on two resource areas and having 1) Gre 1 - Madagascar
2) Gre 1 - Central Africa
3) Bla 1 - Upper Nile a capital with a monument is a recipe for
4) Bla Fleet - Red Sea
5) Bla 1 - Arabian Peninsula
the early destruction of these forces.
The Boardgamer Volume 1, Issue 2 April 1996 9

History of the World - Series Replay


Chou Dynasty
1) Gre 2, Capital - Wei River; Gre 1 retreat to Yellow River
Carthaginia - Epoch III
Carthaginia
2) Gre 2 - Tarim Basin; Defeat Ora 1
1) Blu 2, Capital - Shatts Plateau
3) Gre 2 - Yangtse Kian
2) Blu Fleet - Western Mediterranean; Lose
Card Pass Phase -
4) Gre 2 - Chekiang Red keeps Romans
3) Again; Defeat Ora Fleet
5) Gre 2 - Si-Kiang Green keeps Maurya
4) Blu 2 - Pyrenees
6) Gre 2 - Szechuan Blue passes Macedonia to Black
5) Blu 2 - Southern Iberia; Defeat Ora 2
Green Monument - Wei River Black passes Sassanids to Purple
6) Blu 2 - Libya; Defeat Ora 2
Orange passes Hsiung-nu to Blue
7) Blu 2 - Nile Delta; Defeat Bla 1; Capital to City
Green plays the Sub-Saharan migrants Purple must pass Han Dynasty to Orange
8) Blu 2 - Western Iberia
cars which only pays off 3 VP if Red and Green kept their card and I
unconquered throughout the game. My Blue armies achieved dominance of
Southern Europe and North Africa. This draw Macedonia, meaning there are not
Combining with units from Epoch I, many good empires left. I decide to
Green achieves dominance of China. seemed like a poor empire at first, but
the armies in Western Iberia and Nile pass it away anyway since I don’t want
One nice thing about this empire is that the 15 SP or the early VP which might
going early is not a large disadvantage Delta survived the entire game, making
Carthaginia a big scorer. make me a target. Everyone else
for next epoch since all the other passes their cards, and I end up with
empires would have to travel a long Hsiung-nu, not a great empire but
ways to get to China. Persia -
North American Migrants should allow me to keep a low profile.
1) Pur 1 - Central America
Vedic City States - 2) Pur 1 - West Indies
Upper Nile Kingdom
Persia Celts - Does not appear. This is the
1) Red 1, City, Fort - Upper Nile; Bla 1 retreat to Nubia
Play Elite Troops (3 Dice Until Loss) second straight epoch that the first
1) Pur 2, Capital - Persian Plateau; Retreat Ora 1 to Hindu
Vedic City States
1) Red 2, Capital - Upper Indus; Retreat Ora 1 to Hindu
Kush empire does not show. This is also
Kush
2) Pur 2 - Persian Salt Desert; Defeat Red 2 arguably the weakest empire in the
3) Pur 2 - Lower Indus; Defeat Red 2; Remove City
2) Red 2 - Lower Indus; Defeat Blu 1; Capital to City
4) Pur 2 - Zagros; Defeat Red 2 epoch, so all the players should have
3) Red 2 - Persian Salt Desert; Defeat Blu 1
4) Red 2 - Zagros; Defeat Pur 1
5) Pur 2 - Eastern Anatolia; Defeat Red 5; Remove Fort; decent empires to work with.
Capital to City
5) Red 2 - Ganges Valley
6) Pur Fleet - Black Sea
6) Fort - Upper Indus
Red Monument - Upper Indus
7) Pur Fleet - Eastern Mediterranean; Defeat Ora Fleet Macedonia -
8) Pur 2 - Turanian Plain; Defeat Ora 1 Macedonia
9) Pur 2 - Tarim Basin; Lose 1) Bla 3, Capital - Pindus; Retreat Ora 2 to Morea
Red plays the Upper Nile Kingdom card 10) Again; Defeat Gre 2 Play Allies
which pays off 17 VP if unconquered 11) Pur 2 - Balkans; Defeat Bla 2 A1) Bla 3 - Dalmatia
12) Pur 2 - Levant; Defeat Ora 2 A2) Bla 3 - Northern Appennines
throughout the game (which was the 13) Pur 2 - Western Deccan; Lose 2) Bla Fleet - Eastern Mediterranean; Defeat Pur Fleet
case). Red dominates India and 14) Fort - Persian Plateau 3) Black 3 - Levant; Lose
15 ) Fort - Eastern Anatolia 4) Again; Defeat Pur 3
combines with previous forces to Purple Monument - Persian Plateau 5) Bla 3 - Shatts Plateau; Lose
dominate Middle East. 6) Again; Defeat Blu 2; Capital to City
Purple plays the North American 7) Bla 3 - Libya; Defeat Blu 2
8) Bla 3 - Upper Tigris; Defeat Pur 1
Greek City States - migrants card which pays off 5 VP 9) Bla 3 - Middle Tigris; Defeat Pur 1; Capital to City
Greek City States through the end of the game, but make 10) Bla 3 - Zagros; Lose
1) Ora 2, Capital - Morea 11) Again; Lose
2) Ora 2 - Pindus
a mistake by placing one in Central 12) Again; Defeat Pur 2
3) Ora Fleet - Eastern Mediterranean; Defeat Red Fleet America without the other one adjacent. 13) Bla 3 - Persian Salt Desert; Defeat Pur 2
4) Ora Fleet - Western Mediterranean 14) Bla 3 - Lower Indus; Defeat Pur 2
5) Ora 2 - Southern Iberia
The army in Central America will thus be 15) Bla 3 - Central Massif
6) Ora 2 - Libya eliminated in Epoch III when the Mayans Black Monument - Pindus
7) Ora 2 - Levant; Lose
minors empire arrives. A better
8) Again; Defeat Pur 1
9) Fort - Morea placement may have been the Great Black plays the Allies card for extra
Orange Monument - Morea Lakes and the Great Plains as they troops, and expands to dominate
should last there at least until the arrival Southern Europe, North Africa and the
Orange achieved dominance of Middle East and establishing a presence
Southern Europe and established a of the United States.
in India. I am fairly happy since my
presence in North Africa. Scored well, f orc es to ok onl y a sli gh t hit .
but its armies are all right in the path of Persia plays Elite Troops and goes on
the attack, dominating the Middle East Southeastern Europe is now a treasure
Macedonia and the Romans next epoch. house of capitals and monuments, but
and establishing presences in China,
India, Southern Europe and Eurasia. also rough terrain and forts.
Scythians -
Scythians Although a high scoring empire, it is
1) Bla 2 - Caucasus possibly not worth the high strength and Maurya -
2) Bla 2 - Dnieper Mayan Minor Empire
3) Bla 2 - Danubia use of the Elite Troops card. 1) Gre 1, Capital - Central America; Remove Pur 1
4) Bla 2 - Balkans 2) Gre 1 - Guiana Highlands
5) Bla 2 - Central Europe Mauryans
6) Bla 2 - Northern Gaul End of Epoch II Status 1) Gre 3, Capital - Ganges Delta
7) Bla 2 - Albion Red 34 VP 10 SP 2) Gre 3 - Eastern Deccan; Defeat Blu 1
3) Gre 3 - Eastern Ghats
Black Monument - Albion
Purple 32 VP 19 SP 4) Gre 3 - Ceylon
Black achieved dominance of Northern Orange 23 VP 14 SP 5) Gre 3 - Irrawaddy
6) Gre 3 - Malayan Peninsula
Europe. Unfortunately it is worth no VP Blue 20 VP 12 SP 7) Gre 3 - Sumatra
this epoch. Maybe not the best of Black 19 VP 12 SP 8) Fort - Sumatra
9) Fort - Ceylon
moves, but the alternatives for the Green 17 VP 10 SP 10) Fort - Ganges Delta
Scythians are not appealing either. Green Monument - Ganges Delta
10 The Boardgamer Volume 1, Issue 2 April 1996

History of the World - Series Replay


Green plays the Mayan minor empire, Romans - End of Epoch III Status
establishing a presence in both North Romans
Play Fanaticism (Wins all ties)
Red 80 VP 35 SP
and South America. The Mayans can 1) Red 3, Capital - Southern Appennines Purple 53 VP 28 SP
provide as many as 19 VP if they 2) Red Fleet - Western Mediterranean; Defeat Blu Fleet
3) Red 3 - Northern Appennines; Defeat Bla 3
Black 51 VP 27 SP
survive until game’s end (in this game 4) Red 3 - Dalmatia; Defeat Bla 3 Orange 50 VP 26 SP
they are conquered in Epochs Vi and 5) Red 3 - Pindus; Defeat Bla 3; Capital to City Green 43 VP 20 SP
Play Siegecraft
VII). The Mauryans esta blish 6) Red 3 - Morea; Defeat (2) Ora 2; Remove Fort; Capital Blue 42 VP 19 SP
dominance of India and South East to City
7) Red Fleet - Eastern Mediterranean; Defeat Bla Fleet
Asia, then fortify Ganges Delta, Ceylon 8) Red 3 - Levant; Defeat Bla 3 Epoch IV
and Sumatra. As it turns out, the two 9) Red 3 - Upper Tigris; Defeat Bla 3

fortified islands survived out the game,


10) Red 3 - Zagros; Defeat Bla 3 Card Pass Phase -
11) Red 3 - Eastern Anatolia; Lose Blue keeps T’ang Dynasty
rolling up 20 VP in the last four epochs, 12) Again; Defeat Pur 2; Remove Fort, City Green keeps Byzantines
13) Red 3 - Persian Plateau; Defeat Pur 2; Remove Fort;
even if Green forces had never entered Capital to City
Orange keeps Huns
Black keeps Goths
this area again. 14) Red 3 - Turanian Plain; Defeat Pur 2 Purple passes Khmers to Red
15) Red 3 - Tarim Basin; Lose Red must pass Guptas to Purple
16) Again; Lose
Han Dynasty - 17) Again; Lose
I was dealt the T’ang Dynasty, which I
Han Dynasty 18) Red 3 - Persian Salt Desert; Defeat Bla 3
1) Ora 3, Capital - Great Plain of China; Retreat Gre 1 to 19) Red 3 - Lower Indus; Lose kept because my holdings seem fairly
Yellow River 20) Again; Defeat Bla 3
2) Ora 3 - Wei River; Lose 21) Red 3 - Western Deccan; Defeat Blu 1 secure and the T’angs go late in the
3) Again; Defeat Gre 2; Capital to City 22) Red 3 - Eastern Ghats; Defeat Gre 3 epoch. The first four players keep their
4) Ora 3 - Tarim Basin; Defeat Pur 2 23) Red 3 - Tarim Basin; Defeat Blu 3
5) Ora 3 - Chekiang; Defeat Gre 2 24) Red 3 - Danubia; Defeat Bla 2 card, then Purple passes the Khmers to
6) Ora 3 - Si-Kiang; Defeat Gre 2 25) Fort - Southern Appennines Red, forcing Red to return the Guptas to
Red Monument - Southern Appennines
7) Ora Fleet - South China Sea
8) Ora 3 - Mekong Red Monument - Levant Purple. If Red could have kept the
9) Ora 3 - East Indies Guptas which move first after having the
10) Ora 3 - Irrawaddy; Lose Red plays Fanaticism to help the Romans last epoch, his VP would have
11) Again; Lose
12) Again; Defeat Gre 3 Roman legions and proceeds to gone through the roof.
Play Engineering dominate Southern Europe, Middle East
E1) Fort - Great Plain of China
E2) Fort - Tarim Basin and India while establishing a presence Guptas -
Orange Monument - Great Plain of China in Northern Europe, Eurasia and China. Guptas
Play Civil Service (2 additional armies)
I am not certain I agree with the strategy 1) Pur 4, Capital - Eastern Deccan; Retreat Gre 3 to
Orange establishes dominance of China
of pushing all the Romans east where Ganges Delta
and South East Asia, then played a 2) Pur 4 - Eastern Ghats; Defeat Red 3
the Sassanids can whittle them down 3) Pur 4 - Western Deccan; Defeat Red 3
fortification card to add forts to its
before the end of the epoch. It would 4) Pur Fleet - Bay of Bengal
Orange monument lands of Tarim Basin 5) Pur 4 - Upper Indus; Lose
seem that occupying some of western 6) Again; Defeat Red 3; Capital to City
and Great Plain of China. As if China
Europe would have led to longer lasting 7) Put 4 - Malayan Peninsula; Lose
had not been busy enough, my Hsiung- 8) Again; Defeat Gre 3
gains (at the expense of losing some VP
nu empire is next up to deal with these CS1) Pur 4 - Ganges Valley; Defeat Red 2
short term). The Romans also use a CS2) Fort - Eastern Deccan
new fortifications. Purple Monument - Eastern Deccan
Siegecraft card to help take the fort at
Morea. Purple expands throughout much of
Hsiung-nu -
Jewish Revolt India, establishing dominance of India
1) Blu 2 - Palestine (3 dice); Lose Sassanids - and the Middle East, and invades the
Rebellion Disaster (Adjacent to Sea)
1) Blu 2 - Wei River; Defeat Ora 3; Remove City 1) Southern Appennines - Remove Red monument; Malayan Peninsula to get a presence in
Hsiung-nu
1) Blu 3 - Mongolia
Capital to City South East Asia along with his previous
Rebellion
2) Blu 3 - Wei River; Remove Blu 2 1) Pur 1 - Albion; Defeat Bla 2 presences in Northern Europe and
3) Blu 3 - Great Plain of China; Lose
4) Again; Defeat Ora 3; Remove Fort; Capital to City
Sassanids North America. This is enough for
1) Pur 3, Capital - Zagros; Retreat Red 3 to Persian
5) Blu 3 - Chekiang; Defeat Ora 3 Plateau Purple to temporarily forge into the lead.
6) Blu 3 Tarim Basin; Lose 2) Pur 3 - Persian Plateau; Defeat Red 3; Lose
7) Again; Ora 3; Remove Fort 3) Again; Defeat Red 3; Remove City
Blue Monument - Chekiang 4) Pur 3 - Middle Tigris; Defeat Bla 3; Remove City Goths -
5) Pur 3 - Persian Salt Desert; Defeat Red 3 Anglo-Saxons Minor Empire
1) Bla 2 - Baltic Seaboard
I start by playing the Jewish Revolt to 6) Pur 3 - Lower Indus; Lose
2) Bla Fleet - North Sea
7) Again; Lose
establish a presence in the Middle East. 8) Again; Defeat Red 3 3) Bla 2 - Albion; Defeat Pur 1
Goths
However, even with 3 dice on the attack 9) Pur 3 - Eastern Anatolia; Defeat Red 3
1) Bla 4 - Danubia; Retreat Red 3 to Dalmatia
I manage to lose, costing me 4 VP this 2) Bla 4 - Dnieper; Remove Bla 2
Purple plays a Disaster on the Roman 3) Bla 4 - Western Steppe
epoch and who knows how many in the
capital in the Southern Appennines and 4) Bla 4 - Turanian Plain; Lose
future. I then play a Rebellion on the 5) Again; Defeat Red 3
a Rebellion takes Albion. The
Wei River to provide a hole in the Great 6) Bla 4 - Tarim Basin; Defeat Red 3
Sassanids then expand to dominate the 7) Bla 4 - Persian Plateau; Lose
Wall of China for the Hsiung-nu to enter 8) Again; Defeat Pur 3
Middle East and establish a presence in
China through. My Blue troops barely 9) Bla 4 - Zagros; Lose
India, capturing 2 Purple monuments on 10) Again; Defeat Pur 3; Capital to City
manage to dominate China and build a Black Monument - Zagros
the way. A tough empire to have, as the
monument. Only a small gain in VP, but
Guptas, Huns, Byzantines and Arabs Black plays the Anglo-Saxon minor
my conquests should survive until the
are all likely to nibble at these modest empire to reclaim his monument at
middle of Epoch IV.
gains next epoch. Albion, then plays Empires Fortify and
The Boardgamer Volume 1, Issue 2 April 1996 11

History of the World - Series Replay


adds forts to Central Massif, Nubia and monuments, secures dominance of Epoch V
Shatts Plateau, which in effect protects Northern and Southern Europe and has
my Blue holdings in southern Europe. a presence in North Africa, Middle East, Card Pass Phase -
Blue passes Franks to Red
The Goths then expand east to India, China and South East Asia. Green passes Sung Dynasty to Black
dominate Northern Europe, North Africa Purple passes Chola to Orange
Black passes Mongols to Blue
and Eurasia and gain a presence in T’ang Dynasty - Red passes Seljuk Turks to Green
Southern Europe, Middle East and Famine - Yellow River
Remove (2) Gre 1
Orange must pass Holy Romans to Purple

China. Despite these gains, the Goths Gold Coast Kingdom


Everyone passes their cards. I was
are not my favorite empire since they 1) Blu 3, City, Fort - Gold Coast
T’ang Dynasty dealt the Franks, which I should have
are right in the path of the Huns and the 1) Blu 4, Capital - Yangtse Kian; Retreat Gre 2 to Szechuan kept to keep my strength point total
Byzantines. 2) Blu 4 - Wei River; Remove Blue 3
down, yet still score high by moving first
3) Blu 4 - Yellow River; Defeat Gre 1; Remove Fort; Capital
to City in the epoch. I was hoping to get back
Huns - 4) Blu 4 - Tarim Basin; Defeat Ora 4
5) Blu 4 - Szechuan; Lose the Holy Romans or the Chola, which
Malayan Peninsula Kingdom
1) Ora 1, City, Fort - Malayan Peninsula; Remove Pur 4 6) Again; Lose
7) Again; Lose
would have had the same advantages
Civil War
1) Ora 1 - Northern Appennines; Defeat Red 3 8) Again; Defeat (2) Gre 2 along with moving later in the epoch.
2) Ora 1 - Southern Appennines; Defeat Red 3; Remove 9) Blu 4 - Si-Kyang; Defeat Ora 3 Instead I received the mighty (and end
City 10) Blu Fleet - South China Sea; Defeat Ora Fleet
3) Ora 1 - Morea; Defeat Red 3; Remove City 11) Blu 4 - Chekiang; Remove Blu 3 of epoch moving) Mongols. The Franks
Huns Blue Monument - Yangtse Kian go to Red since he has little on the
1) Ora 4 - Western Steppe; Retreat Bla 4 to Turanian Plain
2) Ora 4 - North European Plain I start by playing a kingdom on the Gold board (the “curse of the Romans” strikes
3) Ora 4 - Baltic Seaboard; Defeat Bla 2
Coast card and then play a Famine to again).
4) Ora 4 - Central Europe; Defeat Bla 2
5) Ora 4 - Dnieper; Defeat Bla 4 soften up the Yellow River. The T’angs
6) Ora 4 - Danubia; Defeat Bla 4
take control of China, but three combat Franks -
7) Ora 4 - Balkans; Lose Civil War
8) Again; Defeat Pur 2 losses along the way prevent my 1) Red 3 - Levant; Defeat Gre 4
9) Ora 4 - Western Anatolia; Lose 2) Red 3 - Morea; Defeat Gre 4
10) Again; Lose
planned invasion of South East Asia. 3) Red 3 - Balkans; Defeat Gre 4; Remove Fort; Capital to
11) Again; Lose Along with the control of China, my Blue City
Franks
12) Again; Defeat Red 4
13) Ora 4 - Eastern Steppe
armies maintain presences in Southern 1) Red 5, Capital - Northern Gaul; Retreat Bla 2 to Albion
14) Ora 4 - Tarim Basin; Defeat Bla 3 Europe and North Africa. 2) Red 5 - Central Massif; Lose
Orange Monument - Central Europe 3) Again; Defeat Bla 3; Remove Fort
4) Red Fleet - Western Mediterranean; Defeat Gre Fleet
Orange plays Malayan Peninsula Arabs - Does not appear. One of my 5) Red 5 - Southern Iberia; Lose

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

History of the World - Series Replay


Purple plays Fujiwaras minor empire, Seljuk Turks
1) Gre 5 - Turanian Plain; Retreat (2) Bla 4 to Persian
However, good die rolls made the
who are repulsed attempting to invade Plateau invasion a success. If the Ming Dynasty
China. Barbarians from the Alps are 2) Gre 5 - Tarim Basin
3) Gre 5 - Szechuan
sits out Epoch VI, I should be in great
also defeated in Dalmatia. The Holy 4) Gre 5 - Wei River; Lose shape. In fact, I might prefer to get the
Romans then dominate Northern and 5) Again; Defeat Blu 4 Incas and Aztecs next epoch in order to
6) Gre 5 - Yangtse Kian; Defeat Bla 5; Remove City
Southern Europe to go along with Play Treachery get my strength down and then get
previous domination of India and 7) Gre 5 - Hindu Kush; Defeat (3) Ora 1 something decent in Epoch VII.
8) Gre 5 - Upper Indus; Defeat Ora 5
presences in North America, Middle 9) Gre 5 - Ganges Valley; Defeat Pur 4 However, I will have little choice as to
East and Nippon. 10) Gre 5 - Lower Indus; Defeat Pur 3 my empire as I will be second last in the
11) Gre 5 - Persian Salt Desert; Defeat Pur 3
12) Fort - Hindu Kush card pass phase and will be a definite
Chola - Green Monument - Szechuan target as I now control 11 monuments
Disaster (Mountains) on the eastern half of the board.
1) Balkans - Remove Green Monument, City An empire bordering China, India and
Empire Fortifies
1) Fort - Baltic Seaboard
the Middle East and with the strength to
2) Fort - Dnieper do something about it. Green plays End of Epoch V Status
Chola Green 127 VP 44 SP
Barbarians to clear out the Tarim Basin
1) Ora 5, Capital - Eastern Ghats; Retreat Pur 4 to Eastern Red 127 VP 50 SP
Deccan and Szechuan, then proceeds to
2) Ora 5 - Western Deccan; Defeat Pur 4 Purple 125 VP 46 SP
dominate China and India (playing
3) Ora 5 - Upper Indus; Defeat Pur 4; Remove City Blue 116 VP 50 SP
4) Ora 5 - Eastern Deccan; Lose Treachery to clear Hindu Kush) and
5) Again; Defeat (2) Pur 4; Capital to City; Remove Pur Black 106 VP 46 SP
establish a presence in Eurasia and the
Fleet - Bay of Bengal Orange 106 VP 48 SP
6) Ora Fleet - Bay of Bengal Middle East. When combined with
7) Fort - Eastern Ghats previous presences in North Africa,
8) Ora 5 - Western Ghats
Southern and Northern Europe, South Epoch VI
Orange Monument - Eastern Ghats
East Asia and North America, Green Card Pass Phase -
Orange plays a Disaster on the Green piles up enough VP to tie for the lead. Green passes Incas and Aztecs to Purple
monument in the Balkans and plays The Mongols will reduce Green some, Purple passes Timurid Emirates to Red
Black passes Mughals to Green
Empire Fortifies to add forts to Baltic but some will survive into Epoch VI Orange passes Ming Dynasty to Blue
Seaboard and Dnieper (and throwing a when Green is first in the card pass Red passes Ottoman Turks to Black
Blue must pass Spain to Orange
wall in front of any advancing Mongols). order.
The Chola then dominate India to go Everyone passes their cards again. I
along with previous holdings in South Mongols - am dealt Spain, which excited me as the
East Asia, Eurasia and Middle East. Mongols first few players do not pass to me, but
Not a big impression left, but the next Play Weaponry (+1 To All Die Rolls)
1) Blu 5 - Mongolia; Remove Blu 3 when Orange passed me his card I was
Indian empire does not arrive until last in 2) Blu 5 - Wei River; Lose forced to pass him back Spain as a
Epoch VI. 3) Again; Lose
4) Again; Defeat Gre 5 reward. In return, I receive the Ming
5) Blu 5 - Yangtse Kian; Defeat Gre 5 Dynasty, which is a mixed blessing.
Sung Dynasty - 6) Blu 5 - Great Plain of China; Defeat Bla 5
7) Blu 5 - Chekiang; Defeat Bla 5 Going first will allow me to collect all the
Empire Revives
1) Zagros - Add Fort, (2) Bla 4 8) Blu 5 - Tarim Basin; Defeat Gre 5 Mongol’s VP once again, but will also
9) Blu 5 - Szechuan; Defeat Gre 5; Remove City
Southern Iberia Kingdom
10) Blu Fleet - Sea of Japan; Defeat Pur Fleet keep me from expanding much since I
1) Bla 3, City, Fort - Southern Iberia; Retreat Blu 2 to
Western Iberia 11) Blu 5 - Hokaido; Defeat Bla 5; Capital to City already control China and will also
12) Blu 5 - Mekong; Defeat Bla 5; Remove City; Remove Bla
Sung Dynasty
Fleet - South China Sea ensure that most of my troops will be
1) Bla 5, Capital - Szechuan; Retreat Blu 4 to Yangtse Kian
2) Bla 5 - Yangtse Kian; Lose 13) Blu 5 - Malayan Peninsula; Lose conquered before Epoch VII.
3) Again; Lose 14) Again; Defeat Ora 1; Remove City, Fort
4) Again; Defeat (2) Blu 4; Capital to City Play Pirates
5) Bla 5 - Great Plain of China; Defeat Blu 3; Remove City P1) Blu Fleet - Bay of Bengal; Lose Ming Dynasty -
6) Bla 5 - Chekiang; Lose 15) Blu 5 - Ganges Delta; Defeat (2) Gre 3; Remove Fort Disaster (Anywhere)
7) Again; Defeat Blu 4 16) Blu 5 - Ganges Valley; Defeat Gre 5 1) Northern Gaul - Remove City, Purple Monument
8) Bla Fleet - South China Sea; Defeat Red Fleet 17) Blu 5 - Upper Indus; Defeat Gre 5 Safavids Minor Empire
9) Bla 5 - Mekong; Defeat Red 4; Capital to City 18) Blu 5 - Eastern Deccan; Defeat Ora 5; Remove City 1) Blu 4, Capital - Persian Salt Desert; Retreat Gre 5 to
19) Blu 5 - Irrawaddy; Lose Hindu Kush
20) Again; Defeat (2) Ora 3 2) Blu 4 - Lower Indus; Lose
Black plays Empire Revives to add two Blue Monument - Hokaido 3) Fort - Persian Salt Desert
armies and a fort in Zagros, then plays Blue Monument - Malayan Peninsula Ming Dynasty
1) Blu 6, Capital - Chekiang; Retreat Blu 5 to Yangtse Kian
Southern Iberia kingdom to establish a The Mongols can go either west towards 2) Blu Fleet - South China Sea
presence in Southern Europe. Black Europe or south through China. With
3) Blu 6 - Great Plain of China; Remove Blu 5
4) Blu 6 - Wei River; Remove Blu 5
marches across China and invades lots of monuments available in China, I 5) Blu 6 - Eastern Steppe; Defeat Ora 4
South East Asia, but fails to dominate decide to head south. Weaponry is
6) Blu 6 - North European Plain; Defeat Ora 4
7) Blu 6 - Baltic Seaboard; Lose
China after losing three battles, thus played to add one to all of the die rolls. 8) Again; Defeat Ora 4; Remove Fort
leaving only presences in China, South The Mongols then proceed to control all 9) Blu 6 - Central Europe; Lose
10) Fort - Chekiang
East Asia, Eurasia, Middle East, North of China, dominate South East Asia and
Africa and Southern Europe. India and establish a presence in First I play a Disaster to remove the
Eurasia to go along with previous monument in Northern Gaul since I
Seljuk Turks - presences in Southern Europe and cannot reach there this epoch, then play
Barbarians (Tibet)
1) vs. Tarim Basin; Defeat Blu 4 North Africa. A slight setback was the Safavids minor empire and establish
2) vs. Szechuan; Defeat Bla 5; Capital to City
suffered when the Pirate fleet was a presence in the Middle East. I could
3) vs. Upper Indus; Lose
defeated in the Bay of Bengal, thus choose to just fortify a couple of lands
forcing a land invasion of India.
The Boardgamer Volume 1, Issue 2 April 1996 13

History of the World - Series Replay


heavily, but instead I advance on 10) Bla 6 - Albion; Defeat Pur 5 Mughals -
11) Bla 6 - Dnieper; Lose
Europe. Considering that I only gained 12) Again; Defeat Gre 4; Remove Fort
Disaster (Anywhere)
1) Chekiang - Remove Fort; Blue Monument; Capital to City
6 more VPs than if I hadn’t even played 13) Bla 6 - Western Steppe; Defeat Ora 4
Mughals
14) Bla 6 - Turanian Plain; Lose
the Ming Dynasty at all, I believe I made 15) Again; Lose
1) Gre 6, Capital - Ganges Valley; Retreat Red 6 to Upper
Indus
the wrong choice. Anyway, the Mings Black Monument - Western Anatolia
2) Gre 6 - Ganges Delta; Lose
dominate Eurasia and establish a 3) Again; Defeat Red 6
Black plays a Plague against Crete to 4) Gre Fleet - Bay of Bengal; Defeat Ora Fleet
presence in Northern Europe to go 5) Gre 6 - Upper Indus; Defeat (1) Red 6; Lose
eliminate the Red unit and the fort there.
along with my prior possessions and 6) Again; Defeat Red 6
Black then plays a Leader to help the 7) Gre 6 - Irrawaddy; Defeat Blu 5
gain me a whopping 57 VPs, but now I
attacks. The Turks dominate the Middle 8) Gre 6 - Malayan Peninsula; Defeat Red 6
get to sit back and watch my empire 9) Gre 6 - Szechuan; Defeat Blu 5
East, Southern and Northern Europe, 10) Gre 6 - Wei River; Lose
destroyed bit by bit until I get to use the
recapturing two Black monuments along 11) Again; Defeat Blu 5
United States (or another weak empire) 12) Fort - Ganges Valley
the way. However, when the turn is Green Monument - Ganges Valley
in Epoch VII.
over he is still 41 VP off the lead and will
go near last in the final card pass phase. Green plays a Disaster card on Blue in
Timurid Emirates - Chekiang, then dominates India and
Pestilence (Hindu Kush) Not an enviable position. (Given the
1) Turanian Plain - Remove Gre 5 final outcome of the game, it looks like I South East Asia, establishes a presence
2) Upper Indus - Remove Blu 5
severely misjudged Black’s chances.) in China and recaptures three Green
Disaster (Mountains)
1) Hindu Kush - Remove Fort monuments. Due to a combination of
Timurid Emirates
Portugal - Does not appear. Obviously, moving last this epoch, having
1) Red 6, Capital - Turanian Plain
2) Red 6 - Hindu Kush; Defeat Gre 5; Lose knowing from the card pass phase that presences in seven areas, being only 12
3) Again; Defeat Gre 5
Spain was active, I was hoping that the VP out of the lead and being second in
4) Red 6 - Upper Indus
5) Red 6 - Ganges Valley; Defeat Blu 5 Mughals were sitting out instead of the Epoch VII card pass phase makes
6) Red 6 - Ganges Delta; Lose
Portugal. Portugal sitting out will keep a Green my pick to win it all. Not that
7) Again; Defeat Blu 5; Remove City
8) Red 6 - Malayan Peninsula; Defeat Blu 5 few less troops in the New World. many others will agree as I am sure they
Red Monument - Turanian Plain will pass me a weak empire and then
Spain - pound my surviving Blue troops. History
Red plays Pestilence in Hindu Kush in of the World is similar to most other
Black Death (Middle East, Southern Europe)
an attempt to open a path for his coming 1) Western Iberia - Remove Blu 2
multi-player games in that it punishes
empire, but only manages to clear 2) Pyrenees - Remove Pur 5
those who dare to grab the lead before
3) Northern Appennines - Remove Pur 5
Turanian Plain and Upper Indus. Red 4) Central Massif - Remove Pur 5 the very end.
then plays a Disaster to destroy the fort 5) Morea - Remove Bla 6
6) Middle Tigris - Remove Pur 3
in Hindu Kush (even though there is no 7) Lower Tigris - Remove (1) Sumerian
End of Epoch VI Status
monument there, we could find no rule 8) Persian Salt Desert - Remove Blu 4, Fort
Blue 173 VP 60 SP
9) Persian Plateau - Remove Bla 4
prohibiting play of a Disaster just to Spain Green 161 VP 56 SP
destroy a fort). Red then dominates Play Leader (3 Dice On Attack Until Roll Triples)
Red 158 VP 56 SP
1) Ora 6, Capital - Pyrenees
India and established presences in 2) Ora Fleet - Atlantic Ocean Purple 151 VP 50 SP
Eurasia and South East Asia to give a 3) Ora Fleet - Indian Ocean
Orange 143 VP 63 SP
4) Ora Fleet - Western Mediterranean
good overall mix of presences across 5) Ora Fleet - Eastern Mediterranean; Defeat Bla Fleet Black 142 VP 61 SP
the board. 6) Ora 6 - Patagonia
7) Ora 6 - Persian Salt Desert; Capital to City
8) Ora 6 - Hindu Kush; Defeat Red 6 Epoch VII
Incas and Aztecs - 9) Ora Fleet - North Sea
Incas and Aztecs 10) Ora 6 - Scandinavia
I1) Pur 6, Capital - Northern Andes 11) Ora 6 - Baltic Seaboard; Defeat Blu 6 Card Pass Phase -
I2) Pur 6 - Guiana Highlands; Defeat Gre 1 12) Ora 6 - Central Europe; Defeat Blu 6 Purple keeps France
A1) Pur 6, Capital - Mexican Valley 13) Ora 6 - Morea Green keeps Russia
A2) Pur 6 - Pacific Seaboard 14) Ora 6 - Congo Red passes Germany to Blue
Purple Monument - Mexican Valley 15) Ora 6 - Deep South Blue passes Britain to Black
Orange Monument - Pyrenees Black passes United States to Red
Orange stuck with Netherlands
Purple kicks Green out of South
Orange plays Black Death on the Middle
America to establish a presence there, I draw Britain, which would thrill me if
East and Southern Europe, clearing
and dominates North America. This there was a chance I could keep it.
Pyrenees, Central Massif, Northern
doesn’t leave him in bad shape as he is Purple and Green keep their cards
Appennines, Morea, Middle Tigris and
only 22 VP off the lead and will go first (Green doing so being especially
Persian Salt Desert of all armies.
in the card pass order for Epoch VII. ominous) so now I just have to hope
Orange then plays a Leader, although
Red does not pass to me and I’ll win
only four attacks were actually
Ottoman Turks - easily with the British. Unfortunately,
Plague launched. Spain places six fleets,
Red passes me Germany, a weak
1) Crete - Remove Red 1, Fort dominates Northern Europe and India,
Ottoman Turks empire which moves last. It will be
Play Leader (3 Dice On Attacks Until Roll Triples) and establishes presences in North and
interesting to see if I still have a chance
1) Bla 6, Capital - Western Anatolia; Remove Ora 4 South America, Southern Europe, Sub-
2) Bla Fleet - Black Sea; Defeat Gre Fleet to win when Germany finally arrives.
3) Bla Fleet - Eastern Mediterranean; Defeat Gre Fleet Saharan Africa and the Middle East.
4) Bla 6 - Crete However, being 30 VP behind the leader
5) Bla 6 - Morea; Defeat Red 3
6) Bla 6 - Pindus; Defeat Gre 4 and having the most strength points is
7) Bla 6 - Dalmatia; Defeat (2) Gre 4 not an optimistic combination.
8) Bla 6 - Central Europe; Defeat Pur 5; Capital to City
9) Bla 6 - Northern Gaul; Defeat Pur 6
14 The Boardgamer Volume 1, Issue 2 April 1996

History of the World - Series Replay


13) Again; Defeat Blu 3; Remove City, Fort
Russia - 14) Pur 7 - Chekiang; Defeat Gre 7
Germany -
Russia Germany
15) Pur 7 - Australia
1) Gre 7, Capital - North European Plain; Retreat Blu 6 1) Blu 7, Capital - Baltic Seaboard; Remove Gre 7
Purple Monument - Western Gaul
to Eastern Steppe 2) Blu 7 - Central Europe; Defeat Pur 3
Purple Monument - Honshu
2) Gre 7 - Baltic Seaboard; Defeat Ora 6 3) Blu Fleet - North Sea; Defeat Bla Fleet
3) Gre 7 - Central Europe; Defeat Ora 6 4) Blu 7 - Albion; Defeat Bla 7; Capital to City
4) Gre 7 - Eastern Steppe; Lose Purple plays Fanaticism to help with its 5) Blu Fleet - Atlantic Ocean
5) Again; Defeat (2) Blu 6
6) Gre 7 - Mongolia; Defeat Blu 5
attacks, then proceeds to grab 6) Blu 7 - Appalachia; Lose
7) Again; Lose
Play Surprise Attack dominance of Northern Europe and 8) Again; Lose
7) Gre 7 - Yellow River; Defeat Blu 4; Remove City
8) Gre 7 - Great Plain of China; Lose
South America, and presences in Sub- 9) Blu 7 - Southern Africa; Lose
10) Again; Lose
9) Again; Defeat Blu 4 Saharan Africa, India, South East Asia, Blue Monument - Baltic Seaboard
10) Gre Fleet - Sea of Japan; Defeat Blu Fleet China and Nippon. Unfortunately, there
11) Gre 7 - Chekiang; Lose
12) Again; Defeat Blu 6; Remove City just were not enough Purple units Being in deep trouble, I take some
Green Monument - North European Plain already on the board, as Purple end up gambles but lose on 5 consecutive
in 3rd place for the moment, 13 VP seaborne invasions to end up in 5th
The Green Russians start west to place, 27 VP behind Black. Germany
dominate Northern Europe, then turn behind Green.
does dominate Northern Europe, but
east to establish a presence in Eurasia that’s about it.
and dominance of China. In doing so, Britain -
Disaster (Anywhere)
Green also managed to take a bite out 1) Tarim Basin - Remove Orange Monument
End of Epoch VII Status
Britain
of my Blue occupied territories. This Play Elite Troops (3 Dice Until Lose) Black 224 VP 81 SP
puts Green 42 VP into the lead, which 1) Bla 7, Capital - Albion; Remove Bla 6 Green 215 VP 68 SP
2) Bla Fleet - North Sea; Defeat (2) Ora Fleets
will be tough to overcome. 3) Bla Fleet - Atlantic Ocean Red 206 VP 68 SP
4) Bla Fleet - Pacific Ocean
5) Bla 7 - Southern Africa
Purple 202 VP 65 SP
Manchu Dynasty - Does not appear. 6) Bla Fleet - Bay of Bengal; Defeat Pur Fleet Blue 197 VP 70 SP
This should help keep some of my 7) Bla 7 - Eastern Deccan; Defeat Pur 7 Orange 191 VP 71 SP
Chinese possessions alive until 8) Bla 7 - Australia; Defeat Pur 7
9) Bla 7 - Malayan Peninsula; Defeat Pur 7
Germany arrives. 10) Bla 7 - Chekiang; Defeat Pur 7 Final Notes - This was a close game,
11) Bla 7 - Honshu; Defeat Pur 7; Remove City
12) Bla 7 - North European Plain; Defeat Gre 7; Capital to with only 33 VP separating 1st and 6th
Netherlands - City places. The eventual winner, Black,
Japan Minor Empire 13) Bla 7 - Northern Andes; Defeat Pur 6; Capital to City
1) Ora 4, Capital - Honshu 14) Bla 7 - Mexican Valley; Defeat Pur 6; Capital to City received 10 more strength points than
2) Ora Fleet - Sea of Japan; Defeat Gre Fleet 15) Bla 7 - Western Gaul; Defeat Pur 7; Capital to City anyone else in the game.
3) Ora 4 - Hokaido; Defeat Blu 5; Remove City 16) Bla 7 - Lower Rhine; Defeat Ora 7; Capital to City
4) Ora 4 - Korea 17) Bla 7 - Yangtse Kian; Lose
5) Ora 4 - Manchurian Plain 18) Again; Defeat (2) Blu 5 As far as the minor empires go, Green
Empires Revive 19) Bla 7 - Central America; Defeat Gre 1; Capital to City
1) Ora 6 - Pyrenees 20) Bla 7 - Pacific Seaboard; Defeat Pur 6 came out the best as its Mayans rolled
2) Ora 6 - Deep South Black Monument - Northern Andes up 15 VP, followed by Red’s Hittites
3) Ora 5 - Eastern Ghats Black Monument - Central America
4) Ora 5 - Western Deccan Black Monument - Lower Rhine and Orange’s Japanese with 12 VP.
Netherlands Black’s Anglo-Saxons scored only 5 VP,
1) Ora 7, Capital - Lower Rhine; Remove Gre 4
2) Ora 7 - Central Europe; Defeat Gre 7
Black plays Elite Troops and goes on an Blue’s Safavids only 4 VP and Purple’s
3) Ora Fleet - North Sea (now 2 fleets) incredible rampage, succeeding in 11 Fujiwaras just 3 VP.
4) Ora 7 - Lower Indus; Lose consecutive seaborne invasions, losing
5) Again; Defeat Gre 5
6) Ora Fleet - Pacific Ocean once and then winning three more The kingdoms also divided into the have
7) Ora 7 - Great Plain of China; Defeat Gre 7
8) Ora 7 - Mexican Valley; Lose
attacks. Along with a good base of and the have nots. Red’s Upper Nile
Black units already on the board, Britain Kingdom rolled up 17 VP and Black’s
Orange plays the Japan minor empire to rolls up a whopping 82 VP, propelling Southern Iberia Kingdom scored 10 VP.
control Nippon and establish a presence Black into the lead by 9 VP. Enough Orange’s Malay Peninsula Kingdom
in Eurasia. The Dutch then dominate damage was also done to ruin any scored just 6 VP, Purple’s North
Northern Europe, take a land in India to chances Red and Blue may have still American Migrants 5 VP, Blue’s Gold
achieve dominance and grab a had. Coast Kingdom 4 VP and Green’s Sub-
presence in China. All told, a whopping Saharan Migrants just 3 VP.
61 VP for the epoch, but 11 VP short of United States -
Green. United States
1) Red 7, Capital - Appalachia China turned out to be a busy place, as
2) Red 7 - Deep South; Defeat (2) Ora 6 the Tarim Basin changed hands 10
3) Red Fleet - Caribbean Sea
France - 4) Red 7 - Pacific Seaboard; Lose times during the game. Chekiang won
France
Play Fanaticism (Wins All Ties)
5) Again; Defeat Bla 7 the distinction of having the most
6) Red 7 - Guiana Highlands; Defeat Pur 6
1) Pur 7, Capital - Western Gaul
7) Red 7 - Northern Andes; Defeat Bla 7; Remove City
counters there during the game,
2) Pur Fleet - Atlantic Ocean
3) Pur 7 - Southern Andes
8) Red 7 - Brazil changing hands 9 times and also having
9) Red 7 - Mexican Valley; Defeat Bla 7; Remove City
4) Pur 7 - Northern Gaul; Defeat Bla 6
10) Fort - Appalachia
a Capital, a City, a Fort and a Blue
5) Pur 7 - Central Europe; Defeat Ora 7
6) Pur Fleet - Pacific Ocean
Red Monument - Appalachia monument there. Central Europe made
7) Pur 7 - Malayan Peninsula; Defeat Gre 6 a late run at the busiest land title,
8) Pur Fleet - Bay of Bengal Red does what the United States can do changing hands 4 times during Epoch
9) Pur 7 - Eastern Deccan; Defeat Blu 5
10) Pur 7 - Honshu; Lose
and dominates North and South VII alone.
11) Again; Defeat Ora 4; Capital to City America. Totaled up, Red drops into
Play Surprise Attack
12) Pur 7 - Gold Coast; Lose
last place, 33 VP behind Black.
The Boardgamer Volume 1, Issue 2 April 1996 15

History Of The HOTW Series Replay


World Series The Red Point Of View
Replay (Cont.) by John Grant, Jr.
John wants it to be known that these are East by taking the Persian Salt Desert
The Sumerians won the ultimate just his notes from the game and not and Zagros, and establish a presence in
longevity prize, with 2 of their 3 armies, necessarily his best attempt at proper North Africa by playing the Upper Nile
along with their fort and capital lasted grammar. kingdom card. The potential problem
until the game’s end. Of the lands with playing this kingdom now is that the
claimed by the players, Nubia takes the This was my second game. Learned Carthaginians start this turn, but they
prize as the Black unit which was placed the value of finding and fortifying out of may expand north and east instead. If I
there by the first empire of Epoch I, the way places during my first game. I can survive the Carthaginians, the
Egypt, survived the entire game. plan to play conservatively as the game presence should be there for several
rewards empires spread as far as epochs. Note that the retreat of Black
As far as strategy, I think I learned a few possible. from Upper Nile will strengthen the
new things. During Epoch VI, it is a defense by putting two units in Nubia,
good idea to take interior areas, as they Rolled to be the first player and as such the only land route to the Upper Nile.
are more likely to survive the myriad get to place Sumeria. In my first game I
seaborne invasions during Epoch VII. was Babylon and lost armies in Epoch III. Drew the Romans. Since I
Also, during Epochs V and VI. it may not attacking Sumeria. There is only a 1/6 was out of town, the GM decided to
be a bad idea to “kick somebody while chance of drawing Sumeria, and I can keep it for me. Probably would have
they’re down” in order to have a safe always pass it. So, I’ll play Sumeria so chosen to keep it anyway. Prepare to
place to dump Britain if necessary that whoever does get Babylon can’t play Siegecraft and Fanaticism to
during the Epoch VII card pass easily get the city there. Group all three magnify the effect of the Romans.
phase. Sumerian armies and place a fort in
Lower Tigris. The Romans expand to dominate
Southern Europe, the Middle East and
Pro Golf Scramble Epoch I. Drew Minoa and kept it.
Since I had the Hittites minor empire this
India, while establishing presences in
Northern Europe and China, thus getting
Plans are currently in the works to Epoch, which would provide the strength to place two monuments.
demonstrate a scramble Pro Golf to dominate the Middle East, keeping
tournament at Avaloncon 1996. The this empire was easy. Crete is out of Not a strong move. Should have left fort
format is for 4-man teams to compete the way, can be fortified and should last in Eastern Anatolia alone, wasted
against each other over four newly at least 3 or 4 epochs. strength attacking it.
created courses from western Ohio.
Epoch II. Was 1st in the card draw Epoch IV. Drew Guptas. I’m now last
The scramble format is quite simple and order. Drew Vedic City States and kept in the card pass order, so I’m at the
quick. Each player takes a shot, then it. I’ve learned that spreading around mercy of the other players. Keeping this
the team decides which of the four the map in out of the way places card would be perfect, since I would
shots to keep. The entire four member maximizes points. I’m playing a long then go first in Epoch IV and reap the
team then takes their next shot from range game this time (unlike my first benefits of still having lots of Romans on
that spot and repeats the process until game). Mostly that means placing forts the board. However, I am probably
the ball is holed. Preliminary playtests and foregoing a victory point where the destined to get the Khmers - moving last
show that the teams should average a payoff would be an area garnering and weak to boot.
birdie (one under par) for each hole. points for several epochs.
Yep, received the Khmers from the last
The demonstration will be played Vedic City States goes 3rd in the turn player to pass. Now for the damage
immediately after the standard Pro Golf order, preceded by Assyria and Chou (fortunately, the Arabs failed to appear -
tournament (looks to be at midnight Dynasty. Although Assyria will probably a few more Romans should survive than
Thursday night). Course booklets will reduce some of my units in the Middle otherwise).
be made available to each team at the East, I should have some presence still
convention, but those wishing to there by the Vedic turn. India is an area Red plays Population Explosion with the
preview them can obtain them from the I’d like a presence, and the strength Khmers, but loses 5 out of 6 attacks to
BOARDGAMER for $0.50 each. points are low which will keep me in 1st end up with only the capital in Mekong
or 2nd place for card draws for Epoch and the fleet in the South China Sea.
For those looking to maximize your III. A keeper.
game playing time at Avaloncon, the Aaarggh!
late night sports games are an Assyria fails to show. Good news since
enjoyable and easily learned way to go. only the Chou Dynasty moves before Epoch V. Received Seljuk Turks. Very
Come and enjoy the fun of the less than m y turn, which m eans all my late in the turn, but otherwise not bad.
intense competition and all around late possessions in the Middle East and However, Blue - bless his soul - passed
night enjoyment. Southern Europe will be intact. The his card to me (I aim to please). What’s
plan is to dominate India by occupying happening is the curse of the Romans.
three areas there, dominate the Middle
16 The Boardgamer Volume 1, Issue 2 April 1996

HOTW Series Replay - The Red Point Of View


Too many strength points puts me at the Epoch VI. Ottoman Turks are drawn. extra point by taking the Tarim Basin
end of the card pass, while too many I’m tied for first, but laboring under the with its resources and monument. Oh
points makes me the front runner. very great disadvantage of being 5th in well, when playing with the Aide de
Everybody gangs up ... Whine. the card draw. I’m likely to be passed Camp set, I just can’t see the entire
the Incas and Aztecs. Instead, I was board at once (but at least your cat
My choice as to whether Green or passed the Timurid Emirates. Could doesn’t jump on the world and try to eat
Purple received the Seljuk Turks. have been worse. Roman legions).
Purple went after Romans last Epoch,
but the question is who can be helped Blue seems to be the biggest threat - Epoch VII. I improved my turn order for
most by this empire. Purple is strong in has many monuments. Disaster played card pass to #3. I received Germany - a
India and the Middle East. Give the against one of his areas would be nice, very bad card given its turn order - and
Turks to Green. but I need to clear the way into India passed it to Blue, which should put him
and hopefully open up the Middle East. out of the running (thanks a lot).
I was passed the Franks - goes first, Play Pestilence in Hindu Kush, but only Unfortunately, Green had the #2 card
which will enable me to make extra remove a Green unit in Turanian Plain pass, and turned out to have the
points this Epoch at the expense of the and a Blue in Upper Indus. The Russians. With a first move in the
next. Pestilence was played to pass through Epoch, Green amassed 54 points,
Hindu Kush, so play Disaster in Hindu putting the game on ice.
The decision now is whether to use Civil Kush. Fort is destroyed.
War to obtain points in India and China. And then Black passed me an even
I decide not to - Blue is low on points The Timurid Emirates take dominance in worse Empire than the Germans. Yes
and I can only attack Blue in China and India and in a last unit gamble launch a folks, the United States. No way to win
can’t get dominance. Can attack Purple successful amphibious assault on the now.
in India but again will not achieve Malayan Peninsula for a monument and
dominance. However, can attack Green presence in South East Asia. In retrospect, I should have passed the
in Southern Europe and the Levant to Romans in Epoch III. Early leadership
retake a Red monument and set up Red When I got to the end of this turn, I with high strength points (thus poor
dominance in Southern Europe. forgot China and went into South East card pass order) is a killer.
Asia. I could have accomplished an
Below is the average VPs gained by the empires in HOTW after four games on the GEnie online service. This chart gives three VP numbers:
1st, the amount of VP remaining on the board when the empire starts, 2nd the total VP gained during the turn by the empire and 3rd, the
additional VP this empire gained over and above what it started the turn with.
VP From Total VP VP Gained VP From Total VP VP Gained
Previous This By This Previous This By This
Empire Empires Epoch Empire Empire Empires Epoch Empire

Epoch I Epoch IV (Cont.)


Egypt 0 8 8 T’ang Dynasty 14 33 19
Minoans 1 7 6 Arabs 8 34 26
Indus Valley 0 7 7 Khmers 13 19 6
Babylonia 2 9 7
Shang Dynasty 1 6 5 Epoch V
Aryans 1 7 6 Franks 31 46 15
Vikings 7 21 14
Epoch II Holy Roman Empire 19 34 15
Assyria 10 19 9 Chola 18 30 12
Chou Dynasty 8 17 9 Sung Dynasty 15 29 14
Vedic City States 10 21 11 Seljuk Turks 15 36 21
Greek City States 5 19 14 Mongols 13 44 31
Scythians 8 12 4
Carhtaginia 4 17 13 Epoch VI
Persia 5 28 23 Ming Dynasty 28 41 13
Timurid Emirates 20 36 16
Epoch III Incas & Aztecs 13 22 9
Celts 6 21 15 Ottoman Turks 19 42 23
Macedonia 11 32 21 Portugal 13 33 20
Maurya 15 30 15 Spain 16 41 25
Han Dynasty 14 31 17 Mughals 14 35 21
Hsiung-nu 13 23 10
Romans 9 40 31 Epoch VII
Sassanids 9 21 12 Russia 34 49 15
Manchu Dynasty 27 46 19
Epoch IV Netherlands 36 53 17
Guptas 16 30 14 France 23 55 32
Goths 19 30 11 Britain 19 63 44
Huns 23 38 15 United States 23 39 16
Byzantines 14 35 21 Germany 8 26 18
The Boardgamer Volume 1, Issue 2 April 1996 17

HOTW Series Replay


The Black Point Of View
by Jeffrey D. Miller
Epoch I. I like Egypt, for some reason Mediterranean (however, Rome does Used the disaster to take out the
its my favorite card to start with. Of follow where the Greeks led). monument in Tarim Basin only because
course there really aren't any bad cards I hate to leave a card unused & there is
in Epoch I. I usually play Egypt for long Epoch IV. The Goths spread out, tied no way my troops will get that far inland.
term points. While you can take Levant into the Anglo-Saxons. 27 VP didn't Indeed, I have no plans of leaving the
for a Monument and an extra 2 points, seem bad, but I slip to 5th place by the coastlines. Also used Elite Troops,
your fleet in the E. Med. is doomed and end of the Epoch. although I kind of wish I'd used them last
your army in Levant as well. By going Epoch and saved the leader for this one.
for the Red Sea and an army in the Epoch V. I would have liked to keep
Arabian Peninsula you may well pickup the Mongols, however a card pass from Basically this turn was my most planned
more points in the long term (this Green eliminated that option. In out..... passed solely on Naval Strikes
certainly proved true in this case). retrospective it might not have been a at coastal areas where I could pick up
good idea anyway due to the jump in points without having to go inland & at
Epoch II. Hummm..... got passed the SP's. Albion falls to treachery by Red, the same time I could do damage to
S c y t h i a n s b y Bl u e, d r e w t h e I'd kind of hoped to have it last until Red and Blue.
Carthaginians so I return the 'favor'. Britain arrived. Southern Iberia
Well, might as well go north into Europe, Kingdom gets me back into Southern The dice turned hot (can't remember if I
not too much to be gained going south Europe, however my Sung Dynasty fails had my 7 year old son rolling for the
into the victory point bearing areas. to prove its worth in battle and I fail to other side or not in this game - most
Hopefully they will survive up there and dominate China. Tied for last. likely not as he usually rolls better than I
pick up a few points in the long run. do) and coupled with the Elite Troops
Epoch VI. Even with a leader the plus the large number of armies I had on
Epoch III. Blue gives me the Ottoman Turks manage to drop me into the board already, rolled up enough
Mac edonians which is a great last place by 1 VP. This looks like a points to spring from last to first.
improvement over the Sassanids which very poor position. At this point I'd
go to Purple since Red already has a basically given up...... my best approach Guess this just goes to prove that one is
card. I guess I'll forgive Blue for the was to try and get out of last place. never out of it in HOTW, a streak of hot
Scythians. Playing Allies gives me dice and everyone concentrating on the
enough armies to spread out, striking Epoch VII. Blue passes me Britain. leaders can indeed give one an opening
into Africa, through the Middle East and Yep, guess I'll really forgive him now for to come from behind. Of course now
into India. With any luck Rome will not the Scythians back in Epoch II. :-) Bruce will stomp the last place player in
follow me to the ends of my empire, but all future games to give him a place
wi ll concent r at e ar ound t he to dump Britain. :-)

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

Upper Nile Kingdom - 2 2 2 2 2 1 10


Southern Iberia Kingdom - - 1 1 3 2 2 9
Malay Peninsula Kingdom - - - 2 3 1 1 8
Gold Coast Kingdom - - - 1 1 2 2 6
Highlands Kingdom - - - 2 3 3 5 13
North American Migrants - - - - 1 1 3 5
Sub-Saharan Migrants - - - - - 1 2 3
18 The Boardgamer Volume 1, Issue 2 April 1996

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

AREA News (Cont)


On the other hand, AREA knows of only
ASL AREA NEWS
by Russ Gifford
three players for Anzio. Unless
someone informs AREA otherwise, that Chits and Bits Reported Games
is the best we can do. Should there
happen to be Anzio players not listed, Co l d wea th er or p os t h ol id a y The only regular ASL club to post
and a potential GM wants to put weariness? Only 70 ASL games were January results is the New England
together a competition, a number of reported in January, the first decrease ASLers. Action included Ralph
things will happen. Potential players, since the system switched to my hands McDonald, Avaloncon '95 Class C
who would really like to know, will never last May. runner-up, continue his reign of terror
hear of it. The hopeful GM will conclude While 70 which is a significant decrease on the "big boys" in Mass, taking
that while he loves the game, there is from the games posted in October, another win from Kiri Naiman! Vic
not enough general interest to make his November and December of 1995, it is Provost, Tom Morin and Alan Loiselle
efforts worth while. The result is no still well over three times the average continued their winning ways, too. The
tournament. before the change. I expect cold New England group is organized, with
weather and the East Coast blizzard weekly meetings, a club league, and lots
That is not the end of the matter, either. added to the holiday rush contributed of energy. If you want a good game
Other gamers, more passive about more than a little to the slow down. and are in the Boston area, look these
Anzio, will not have their curiosity guys up!
aroused. There is no increase in In the frigid days of January, however,
interest generated inside or outside our most of the Echit submitters got a Overseas AREA usage is still growing. I
hobby. Fewer games sold. No trophies surprise when they received a return realized in a single night in January I
awarded. Fewer hamburgers sold Email confirmation of their rating sent AREA replies to SIX separate
somewhere. Everyone loses. Our results. This was a test to see if I could countries! Patrick Manlig of Sweden
hobby is poorer for it. "keep up" with the Email submissions posted a series of wins over his country
and return a form letter to the players. men, while England and even Japan
Like any other human endeavor, the The test appeared to work well, and I'll weighted in this month! James Crawley
system is not perfect. It cannot be all try it again this month -- but it is MUCH of Alberta Canada took two wins from
thing to all people. We all realize this. easier for me to do this AND TRACK Jay Howlett, while closer to home "Top
Yet, it will be a lot of things for the THE RESULTS if you submit the chits 25" player Bruce Rinehart traded wins
majority of our hobby. Yes, I do mean t o t h e SHANG RI@ PIO NET. NET with Burnie Hegdahl of South Dakota,
the majority. The pile of paper on my address. (While it was reported I'd do and then blasted fellow top 25er Russ
desk, in my mailbox, overflowing my "instant" responses, the truth is the Gifford. Phil Pomerantz and Bob
bookshelves, tells me the majority of response is anywhere from 24 hours to O'Connor continue their "world tour" of
those active in our hobby are interested a week, depending on my work ASL (playing all the ASL scenarios in
in AREA. schedule. I also like to PLAY ASL, too!) chronological order -- by PBEM!) They
traded wins, with Pomerantz pocketing
I have received some negative mail Tournament Results a win in A61, while O'Connor took the
since taking the helm. The objections prize in A61.
always focus on some perceived short Nathan Summerside of LeMars, IA won
comings of the ratings. The complaints his second Omaha ASL Open title in In other regular opponent matches,
always ignore the possibility that AREA January, topping a field of 12 players. Michael Pierzchala took a measure of
has any other potential. The nay-sayers In an interesting twist, the last two revenge with a victory in CH14 from
and opponents of AREA are short rounds paired all the previous Omaha Scott (Mr. Errata) Romanowski, while
sighted, at best. tourney winners! Lee Conner of Dave Dally took two of three from Mike
Auburn, NE, the 1993 Omaha title Ziementz. Larry Halpern traded wins
No one can force anyone to support winner, was matched with Russ Gifford, with Mike Evans, and picked up a chit
AREA against their will. No one 1992 champ, while Summerside, the from Dave Mugmon along the way.
attempts to try. This is a hobby. If you 1991 winner defeated potential spoiler
feel that you enjoy it more outside Mike Reed of KC to throw the tourney in SCENARIO NEWS
AREA, that is fine with us on the inside. a 4th round playoff. Gifford, who lost
My observation is that you might miss the 1993 championship match with Lee In January, of the 70 reported games,
something. That is your prerogative. Conner, reversed those results in the 42 were AH scenarios, 6 CH, 5 BB, 5
third round this year, but came up short Rout Report, 4 ASLUGs. 3 TOT (Issue
The obvious benefits of AREA are against Summerside! Congratulations 1 , BTW ) 3 T a ct iq u es , a n d 2
available to whomever asks. There will to Nathan Summerside, and to all the indecipherable scrawls....
be unforeseen side benefits as well. players at the reborn Omaha tourney.
Many of these side benefits will come The tourney was the first step toward This is a much closer spread than usual;
even to those who cheered during that re-establishing monthly ASL gatherings In 1995, AH stayed first, but CH was
brief moment when it looked as if AREA in Omaha, which should start in normally about twice the plays of their
were gone. To this minority the perks February. closest competitor. Is this a trend? We
and services are still cheerfully shall see....
offered, at no charge.
20 The Boardgamer Volume 1, Issue 2 April 1996
Advanced Squad Leader 2-Player Game
AREA Victory Claim Chit AREA Victory Claim Chit
_________________________________________________________________ _________________________________________________________________
(winner’s name) (winner’s name)

_________________________________________________________________ _________________________________________________________________
(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

Multi-Player Game AREA Victory Claim Chit


________________________________________ ________________________________________ ________________________________________
(Name of Winner #1) (Name of Defeated Player #1) (Name of Defeated Player #4)

________________________________________ ________________________________________ ________________________________________


(Player Number) (Player Number) (Player Number)

________________________________________ ________________________________________ ________________________________________


(Signature) (Signature) (Signature)

________________________________________ ________________________________________ ________________________________________


(Name of Winner #2) (Name of Defeated Player #2) (Name of Defeated Player #5)

________________________________________ ________________________________________ ________________________________________


(Player Number) (Player Number) (Player Number)

________________________________________ ________________________________________ ________________________________________


(Signature) (Signature) (Signature)

in a rated live pbm game of:


________________________________________ ________________________________________
(Name of Defeated Player #3) (Name of Defeated Player #6)
________________________________________
(Name of Game)
________________________________________ ________________________________________
(Player Number) (Player Number)
________________________________________
(Game Company Published By)
________________________________________ ________________________________________
(Signature) (Signature)
________________________________________
(Date)

If more than 2 winners or 6 defeated Return this chit to:


players, continue listing on another chit Glenn Petroski Check here if continued
and mark box in lower right corner. 210 W. Hunt on another chit.
Twin Lakes, WI 53181-9786
The Boardgamer Volume 1, Issue 2 April 1996 21

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

Panzer Blitz / Leader (Cont.)


and unspotted units, treat the defenders Any Passenger of an Overrun (by AVO) 17) GULLIES AND STREAMBEDS
as if they were all spotted. Therefore, Wagon or Truck is also eliminated. But, (G&S): Clarification - For Mapboards 1,
the IF is divided by the total number of an Infantry Passenger of a unit about to 2, 3, 4 & 5 Panzer Blitz rules pertaining
both spotted and unspotted units in the be Overrun by AVO may unload first attacks to and from G&S are retained.
target hex. Combat odds and results of (only if stacking limits are not violated) Units in G&S may attack (and be
the IF are then calculated as usual. and so the AVO is not then possible. In attacked by) enemy units in any
Note, if all the originally spotted units such a case the defender would be adjacent ground level hex (CAT or DF).
leave the hex by movement or combat dispersed as if by DF or IF. This Units with IF capability located in G&S
between the time the IF fire is unloading before AVO is an exception to may make IF attacks (and may be
designated and the time it is executed, the rule that a player may not move attacked by IF). Units in G&S may not
the IF attack is not allowed to be (unload being considered movement) DF attack (nor be DF attacked by) non-
executed (even if unspotted defenders during an opponent’s turn. adjacent enemy units unless those units
remain). (Exception: see notes #10 & are on Slope or Hilltop hexes and have
#11) 14) OVERRUN ATTACKS: New a Line Of Sight (L.O.S.). There is no
Optional Rule - Units making Overrun L.O.S. between units in non-adjacent
10) BLIND EXECUTION INDIRECT (OR) attacks use normal movement G&S hexes of the same of different
FIRE: New Optional Rule - Allow IF to rates (see TEC) but they must expend Gully and Streambed.
be executed into Spotted hexes where “3” additional (additional to the normal
no spotted defenders exist on the turn MP expenditure) MP to execute the OR 18) COMBAT RESULTS TABLE (CRT):
after the target hex was targeted. The attack. If the attacker is not able to Clarification - Use the Panzer Leader
Scatter Chart must be applied (no die expend this extra “3” MP then the OR CRT to resolve ALL attacks.
roll modifier) to the attack execution. attack is not allowed to happen. All
other standard Overrun rules still apply. 19) INFANTRY AND CAVALRY
11) BLIND TARGET INDIRECT FIRE: RANGE: Clarification - When using
New Optional Rule - Allow IF to be 15) TERRAIN EFFECTS CHART: counters originally intended for Panzer
targeted into hexes that are not currently Clarification - When moving units on Blitz, ADJUSTMENTS to the RANGES
Spotted but that are in the L.O.S. of any Mapboards 1, 2, 3, 4 & 5 use the Panzer for the same unit types need to be
undispersed (not Truck or Wagon) Blitz TEC to calculate MP costs. When made. Rifle, Guards, and German
friendly unit. On the turn of execution if moving units on Mapboards A, B, C, & E Halftrack units CHANGE to a range of
the Target is Spotted, IF may be use the Panzer Leader TEC to calculate 2*. German Engineer, Security and
executed using the Scatter Chart with a MP costs. (Note Mapboards “4”, “5” and Cavalry units CHANGE to a Range of 2.
+1 die roll modifier to determine location “E” are currently unpublished.) G erm an Subm achi negun unit s
of attack. If the Target hex is still not CHANGE to a Range of 1.
spotted on the turn of execution the 16) BRIDGES & STREAMS (B&S):
attack may still be made but the Scatter Clarification - For Mapboards A, B, C, D 20) CAVALRY UNITS: Clarification -
die roll modifier increases to +2. & E disregard the idea of units in bridge Cavalry units are Vehicular units, with a
hexes as being either under or on top of special ability to move through green
12) ENGINEER VEHICLES: New a bridge. A unit in a Bridge hex is hex-side symbols with no penalty or
Optional Rule - The requirement that a always on the bridge. BRIDGES are additional cost (they ignore green
vehicle be assigned to each engineer CLEAR terrain for all purposes - hexsides for movement calculations).
and be adjacent to its Engineer unit to EXCEPT - when moving from one Cavalry can make CAT attacks as if
enable the Engineer to destroy bridges, bridge hex DIRECTLY to an adjacent they were an Infantry unit. Cavalry can
create blocks or remove blocks is now a bridge hex. In this exceptional case move their full movement allowance (3
Optional rule. (which Non-vehicular units only, are MP) and make a CAT attack in the
allowed to perform) movement is always same turn.
13) AUTOMATIC VICTORY OVERRUN treated as if into a regular stream hex.
(AVO): New Optional Rule - Wagon and Non-vehicular units may move from one Panzer Blitz - Situations Revised
or Truck units and their passengers, bridge hex directly to another (example:
stacked alone, or only with each other AV7 to AV8), but vehicular units may Only the changes from the Panzer Blitz
can be eliminated (in any terrain, not. Non-vehicular direct bridge to Situation Cards are listed here, plus
including across green hex sides via bridge movement is subject to the die Optional Rule suggestions and play
Road movement) by an enemy Armored roll test rule (VII.K.2). Units in a stream balance analysis.
Vehicular or Cavalry unit with sufficient hex may move directly to an adjacent
movement. If the Overrunning unit is hex which contains a bridge with a Situation 1
able to enter their hex during movement movement cost of 1, only (no other
and have enough MPs available to penalty or cost). The reverse move is No changes. Optional set up
spend “1” additional MP (this executes subject to the die roll test rule. suggestion - require each German Fort
the AVO) then the defending Truck and/ to contain (at least) 1 CP unit.
or Wagon units are destroyed. The Note that Infantry units on one bridge
Overrunning unit may then stop or hex may CAT attack enemy unit(s) on Commentary: Germans have a
continue moving normally. an adjacent bridge hex as if the bridge noticeable edge unless the Optional CP
hexes were clear. placement is used, in which case the
balance is closer.
The Boardgamer Volume 1, Issue 2 April 1996 23

Panzer Blitz / Leader (Cont.)


Adding the Opportunity Fire Optional Change the Victory Conditions for the Germans still move first, neither side
rule adds flavor but favors the Germans. Russian to: Destroy 5 to 9 German has special movement restrictions. The
units and have 10 to 14 Russian units game length is extended to 12 turns.
Situation 2 on Board Number 1 earns a Marginal,
Destroy 10 or more German units and Change the Victory Conditions for the
Add (1) Wespe unit to the German have 15 or more Russian units on Board Russian to: Occupy any 1-3 Town
Forces. Count Truck and Wagon units Number 1 earns a Tactical, and have 30 hexes on Board Number 2 earns a
for Victory Conditions. or more Russian units on Board Number Marginal, Occupy 4-5 Town hexes on
1 earns a Decisive win. Board Number 2 earns a Tactical, and
Increase the distance for a Russian Occupy all 6 Town hexes on Board 2
Marginal win to 9 hexes from the North Count Truck units for Victory Conditions. PLUS Destroy at least 15 German units
edge. earns a Decisive win.
Commentary: Play balance is close but
Decrease the minimum number of units all types of outcomes are possible. Change the Victory Conditions for the
the German must destroy to 9 units for a Opportunity Fire and Quick-Time Speed German to: Destroy at least one
Marginal, 12 units for a Tactical, and 15 are both recommended. Several quite Russian unit more than the number of
units for a Decisive win. different lines of successful play are German units lost earns a Marginal,
available to both sides. This is a close, Destroy 15 or more Russian units and
Commentary: The Russians have a active and interesting situation even for lose 10 or fewer German units earns a
large edge in this situation. Spring 1944 solitaire play. Using time limits can Tactical, and Destroy 30 Russian units
is late in the war so it should be hard for produce surprising results. and lose 15 or fewer German units
the Germans. Use of the Opportunity earns a Decisive win.
Fire Optional rule is recommended. Situation 5
Count Truck units for Victory Conditions.
Situation 3 Russians add (2) CP units. Germans
add (3) Rifle units. Germans subtract Commentary: The Germans have a
Add (1) Rifle, (1) SMG, (1) 45mm Anti- (3) CP units. Shorten game length to 10 very slight advantage, at least if the
tank Gun, (1) 82mm Mortar, (1) Block, turns. Opportunity Fire rule is used.
and (2) CP units to the Russian Force.
Subtract (2) Guards units from the Change the Victory Conditions for the Situation 8
Russian Force. Add (1) Pz-III (6-A-2-6- Russian to: Destroy 2 or 3 German
8), (2) Pz-38 (5-A-2-5-9), (4) Pz-III (8-A- units earns a Marginal, Destroy 4 or 5 Russians set up on Board Number 1
3-6-8), (1) Pz-II (2-A-2-5-10), (2) Pz-IV German units earns a Tactical, and first. Russian units may set up on the
(5-H-8-7-8), (2) 105mm Howitzer (40- Destroy 6 or more German units earns a half hex board edge. Russian Guards
(H)-32-2-0), (1) 75mm Howitzer (20-(H)- Decisive win. and CP units may Spot for IF for any
28-2-0), and (2) Truck units to the Mortar unit with no special restrictions
German Force. Subtract (1) 75mm Change the Victory Conditions for the (no 4 hex limit). Game length is
Infantry Gun, and (5) Pz-IV units from German to: Controlling and 2 or 3 Town extended to 12 turns. Change the
the German Force. Use counters from hexes on Board Number 2 earns a Victory Conditions for the Russian to:
Panzer Leader and The General Vols. Marginal, Controlling 4 or 5 Town hexes German failure to attain at least a
13-3, 15-2, and 28-3 or make your own. on Board Number 2 earns a Tactical, Marginal win earns a Marginal, Destroy
and Controlling all 6 Town hexes on 15-29 German units earns a Tactical,
Commentary: Play balance is close to Board Number 2 earns a Decisive win. and Destroy 30 or more German units
even. The addition of the German IF earns a Decisive win. Add (2)
guns maintains this scenario’s balance Commentary: Use of all Optional rules Submachinegun units to the German
(given the changes to the Town defense is recommended. Balance is close. Force. Subtract (2) CP units from the
rules). The use of the expanded German forces. Change the Victory
(German AFV) counters adds spice. Situation 6 Conditions for the German to: Exit 15
Use of the Opportunity Fire Optional rule units off the West Board (Number 3)
is recommended. Subtract (1) German CP unit. Add (1) edge earns a Marginal, Exit 30 units off
German Engineer unit. Count Truck the West Board edge earns a Tactical,
Situation 4 units for Victory Conditions. and Exit 45 units off the West Board
edge earns a Decisive win. Count Truck
Shorten the game to 8 turns. Russians Commentary: The Russians have a units for Victory Conditions.
Add (6) Guards units. Subtract (6) Rifle slight edge in play balance.
units. Commentary: The Russians have the
Situation 7 advantage but even a small defensive
Change the Victory Conditions for the lapse can allow the Germans to win.
German to: Destroy 15 to 19 Russian Russians set up first anywhere on Board Use of both the Optional Rules of Blind
units earns a Tactical, and have no (0) Number 3. Germans set up second Execution IF and Blind Target IF is
Russian units on Board Number 1 earns anywhere on Board Number 1. recommended.
a Decisive win.
24 The Boardgamer Volume 1, Issue 2 April 1996

Panzer Blitz / Leader (Cont.)


Situation 9 also start loaded with Infantry, Mortars, Situation 12
or Anti-Tank Guns. German adds (1)
No changes. Count Truck and Wagon 20mm Quad Anti-Aircraft Gun, (2) Add (1) 152mm Howitzer (60-(H)-25-1-
units for Victory Conditions. 88mm Anti-Tank Gun, (3) Elefant (20-A- 0), (6) Truck, (2) Engineer, (1) KV-2 (50-
12-14-4), (1) PzKpfw-IV, and (1) H-10-10-8), (1) M-13 (40-H-24-2-12),
Commentary: Neither side has a certain PANTH. Victory Conditions are and (2) Halftrk units to the Russian
advantage. Much depends on the unchanged. Germans still move first. force. To the German force add (1)
German opening setup and which Game length is reduced to 10 turns. Hetzer, (3) 105mm Howitzer (40-(H)-32-
Optional rules are used. Use of the Count Truck units for Victory Conditions. 2-0), (4) Submachinegun, and (2)
Automatic Victory Overrun Optional rule 150mm Howitzer (60-(H)-36-2-0) units.
is recommended. Commentary: The game is closely Subtract (1) SG-III-75, (2) Hummel, (3)
balanced but the Germans may have an Wespe, and (3) CP units from the
Situation 10 advantage due to the new Spotting German force. Units may set up on the
rules. Use of Opportunity Fire is half hex board edge. Set up is not
Change set up conditions and force recommended. This Situation is truly changed.
make up for both sides. Russian 18th the “Mother” of all Tank battles, and
Tank Corps still sets up first on Board players may need to make extra Wreck Change the Victory Conditions for the
Number 2, but add (2) KV-85, (1) KV-2 counters. Russian to 30 units on Board Number 1
(50-H-10-10-B), (6) BT-5 (5-A-3-5-13), earns a Decisive win.
and (3) KV-1 (12-A-6-13-7). Subtract Situation 11
(6) T-34-C. The Russian 26th AT Bgde Change the Victory Conditions for the
sets up on Board Number 3, Unstacked, No changes except do not count Truck German to 30 units Destroyed earns a
in any hex in rows “Y” through “FF” units for Victory Conditions unless the Tactical and 40 units Destroyed earns a
inclusive, add (1) M-13 (40-H-24-2-12), Optional AVO rule is used. Decisive win. Truck and Wagon units
(2) BA-32a (5-A-3-2-12), (4) 45mm Anti- count for Victory Conditions.
Tank Gun, and (3) T-70 (5-A-3-5-9). Commentary: The German certainly
Subtract (6) Truck. Russian Trucks has Tank strength. The new Spotting Commentary: Appropriate use of the
must all be loaded with either Infantry or rules help the offense. Use of Optional Blind Execution Indirect Fire, Blind
Mortars to start. All German units must rules can greatly change the balance. Target Indirect Fire, and Opportunity
be set up second on Board Number 1. Automatic Victory Overrun will help the Fire Optional rules may help
German Halftracks and Trucks must German greatly. Time is the key factor. balance this Situation.

Avaloncon 1995 Overall Champion?


Top Individual Scorers
I know, I know. There is no fair way to determine an overall champion at Avaloncon due to the varying number of entrants,
varying amount of time each tournament takes and the varying amount of skill/luck involved in the various tournaments.
Obviously, someone who plays ASL all weekend is not going to place high on this list. However, using the team tournament
point scale, an idea can be had as to who were the most prolific placers at the 1995 Avaloncon tournament. So, call it what you
will, here is a list of those 56 attendees who would have gathered the most points if they were playing as a one person team:
Rank Name Points Rank Name Points Rank Name Points

1 Bruce Reiff 26 14 Brett Mingo 10 33 Herbert Gratz 8


2 Greg Mayer 19 Michael Neal 10 Dan Henry 8
3 Ken Gutermuth 17 John Pack 10 Bobby Laboon 8
Steve Koleszar 17 23 Michael Ehlers 9 Sylvain Larose 8
5 Steve Cameron 16 Chuck Foster 9 Ken Lee 8
6 Mark Giddings 16 Tim Johnson 9 Steve Packwood 8
7 Rob Beyma 14 John Kilbride 9 Jack Reid 8
Sean Cousins 14 Andy Lewis 9 Phil Rennert 8
9 Jack Morrell 12 Dennis Nicholson 9 Jim Reynolds 8
Paul Risner 12 Pantaleano, Mike 9 George Seary 8
Peter Staab 12 Randy Schilb 9 John Souders 8
12 Dave Terry 11 Heikki Thoen 9 Peter Stein 8
Bruce Wigdot 11 Bruno Wolff 9 Gregory Stroud 8
14 Joe Bellas 10 33 Richard Curtin 8 Roger Taylor 8
Trevor Bender 10 William Edwards III 8 Phil Thomas 8
Beth Bernard 10 John Ellsworth 8 Kevin Welsh 8
Gary Fortenberry 10 Phil Evans 8 Jim Yerkey 8
Michele Giannobile 10 Ray Freeman 8 Bruce Young 8
Charles Hickok 10 David Gantt 8
The Boardgamer Volume 1, Issue 2 April 1996 25

Revised Panzerblitz & Panzer Leader Rules


Questions and Answers
by Bill Scott
1) Q: May a Fighter-bomber unit attack A: Yes, but as many units as physically Players may choose to ignore this rule
an enemy unit that has already been possible must be set-up in unspotted for play balance reasons but all players
attacked by indirect fire or direct fire hexes before any are allowed in spotted in the game must agree or else the rule
during the turn? hexes. The choice of which units are is enforced.
set-up in spotted hexes is under the
A: Yes. Rule XII.C.2. simply refers to control of the second player (the 9) Q: Can an infantry or artillery unit
the method of resolving the air attack, “controlling or owning” player). that starts a turn loaded on a vehicular
not to the timing in the turn. Note #4 in unit, be unloaded, and then be loaded
the CRT is correct. Also note: Air 6) Q: Assume a spotted unit, in a town on to a different vehicular unit in that
attacks and Ground unit attacks take or woods hex with no enemy unit same hex all in the same turn?
place in different phases and therefore adjacent, moves out of its “spotted” hex
can not be combined. into some other hex and then continues A: Yes.
moving (making no overrun attack) until
2) Q: May a unit which expends 1/4 (or it returns to the woods or town hex in 10) Q: Does the use of more than 1
more) of its movement factors by started the turn in. Is this unit still Engineer unit speed up the process of
loading, unloading, attempting to enter a spotted by enemy unit(s)? any Engineering task?
stream (but failing), or using the turreted
AFV rule, but does not actually move A: Yes! Rule VII.L.1.b. can be A: No, the time sequence remains the
(leave one hex and enter another), be misleading since it makes no mention of same, but probability of success
immediately fired on by an enemy unit units which exit a hex and then return to increases when more than 1 Engineer is
using Opportunity Fire? the same hex - all in the same phase. assigned to the same task.
The rule states, “The markers (spotted
A: No, in all these cases! If a unit has counter) remain until ... the firing unit 11) Q: What is the movement cost to
not changed position from one hex to moves out of its initial firing hex into an move a unit that is stacked on top of a
another, then it may not be attacked by unspotted town or woods hex.” What Fortification directly to a position of
Opportunity Fire. should be understood and added to the being inside that fortification?
rule statement, is the phrase, “and
3) Q: Rule XV.B.7. states that remains there at the end of the A: The cost is 0. During a player’s
passenger units that are unloaded may movement phase”. movement phase any friendly units
be attacked by opportunity fire after (even units with 0 movement) may be
unloading. Is this true for all passenger 7) Q: If an infantry unit located in a “repositioned” to be either in or on top of
units which unload or only for ones woods or town hex makes a CAT attack a Fortification. Note also that such
which unload after having been moved and no undispersed enemy units are “repositioning” would not provide a
(transported) to the unloading hex from adjacent after the CAT attack, but chance for Opportunity Fire to be used.
some other hex? another non-adjacent enemy unit can Units which make D.F. or I.F. attacks
trace a LOS to the infantry unit, is that may not be “repositioned” in the same
A: The rule applies only to passenger infantry unit spotted? turn as the attack in executed.
units which were moved (exited one hex
and entered a different hex) before A: No! CAT attacks are the only type of 12) Q: May Cavalry units use the
being unloaded. attacks which allow the attacking units “Quick-Time Speed” optional rule?
(in woods or town) to remain unspotted
4) Q: May infantry units moving into from non-adjacent enemy units with A: No.
beach hexes from sea hexes use LOS to the attacker’s hex. This rule
“Quick-time speed” movement? may not be realistic at first analysis but 13) Q: May a Russian unit use Road
it is traditional and provides an end movement to enter (or exit) a hex
A: Yes. result consistent with reality. through a green hex-side if that hex
contains 1 Wreck?
5) Q: Rule XIV.B.4. states that the 8) Q: Rule XIV.B.4. states that “the
player that “sets-up last ... must initially side that sets up last ... must initially A: Yes.
place units ... out of LOS/LOF of ... place units ... out of LOS/LOF of, or
enemy units ...”. If it is impossible to unspotted by, enemy units unless 14) Q: May a Cavalry unit be
set-up out of LOS/LOF because the first otherwise specifically indicated.” Which transported?
player to set-up has placed his units in s i t u a t i o n s a r e t h e e x c ep t i o n s
positions such that there are not enough “specifically indicated”? A: No.
unspotted hexes for the second player,
may the second player set-up some A: Only situations Nos. 2 and 3 which 15) Q: For Opportunity Fire
units in the LOS/LOF of enemy units? involve invasion set up rules. Note that calculations, when a defender leaves a
situation 13 may also involve a few units Gully and Streambed hex which hex is
in violation of XIV.B.4. (see S17). the 3 or 5 M.F. penalty expended, the
26 The Boardgamer Volume 1, Issue 2 April 1996

Panzer Blitz / Leader Question & Answers (Cont.)


Gully and Streambed hex exited or the 21) Q: May a player “A” use Opportunity 26) Q: What restrictions are there on
adjacent hex entered? Fire against player “B” when it is the last which units may use the temporary
turn of the game, and “A” has already Truck Bridge and do these Bridges
A: The adjacent hex entered is the hex had his last turn? count for stacking?
where the Opportunity Fire could first be
applied. A: Yes. A: Any Truck, Wagon or Non-vehicular
unit may use a Truck Bridge. Any unit
16) Q: Do Gray hex sides block L.O.S. 22) Q: Do the Russian M 13 (40-H-24- may use a Tank Bridge. Bridges never
on Panzer Blitz boards or does the 2-12), and the BA-32a (5-A-3-2-12) count for Stacking.
whole hex block as in Panzer Leader move like Trucks?
when playing Panzer Blitz Leader? For more information, or to make
A: Yes, their movement is 2 MP into comments contact:
A: When using a PB board in Panzer Clear, 4 or 5 MP into Slope, and +5 MP
Blitz Leader, only the gray hex side leaving Gully and Streambed hexes. Bill Scott
blocks L.O.S., not the whole hex as on Other Vehicles with similar cross 2317 Barracks Rd.
PL boards. (Russian Towns are smaller country movement are the German 221 Charlottesville, VA 22901
in size!) and 231-6 Armored Cars, and the British
Morris Armored Car.
17) Q: On PB Board Number 1 may a
vehicular unit moving along the Road
through Swamp, for example from 1CC9
23) Q: May friendly Infantry units
Stacked on top of an enemy occupied
1996 Midwest Open
to 1BB10, then move directly from Fortification CAT that Fortification? May Victory In The
1BB10 to 1BB11 or 1AA10? the friendly units attack other enemy
units instead? Can friendly units both Pacific Tournament
A: No, it may not. Vehicular movement on top of and adjacent to a Fortification
29 hard-core Victory In The Pacific
on Roads through Swamp hexes is join together to CAT or DF attack that
players representing 12 different states
narrowly restricted to exiting the Swamp Fortification and are the units stacked
gathered at the Days Inn in Kenosha,
hex ALONG the Road. on top of the Fortification subject to any
Wisconsin on March 2nd and 3rd for a
consequences such as being attacked
two day, five round Swiss style Victory
18) Q: In PBL rules, may a player set by their own DF or CAT attack?
In The Pacific competition.
up units to start on a board edge half
hex? A: Yes. Yes. Yes and there are no
Tim Proksch of Muskego, Wisconsin
consequences from CAT attacks but
won the championship by posting a 5-0
A: Set up is allowed only on half hexes consequences of a DF attack are that all
overall record. The victorious weekend
which are not part of a hex on an DF attack factors are applied twice -
improved Tim to third place in the
adjacent Board, unless the Situation once against the Fortification and once
nationwide AREA rankings, as well as
Inform ation on “Set Up” limits against the friendly units on the
providing him with the championship
specifically says “Units may set up on Fortification. The odds are calculated,
plaque, $100 in prize money and a
the half hex board edge”. the die is rolled, and the results applied -
year long subscription to the
separately for each of the two attacks.
BOARDGAMER.
19) Q: When calculating odds for IF
against 3 defending units stacked on a 24) Q: What happens when IF Scatters
Alan Applebaum of Massachusetts,
Block, is the IF total divided by 3 or 4? into a hex that has already been
Tom Johnston of Indiana and Chuck
attacked by IF earlier in the turn?
Kaplan of Illinois all finished with 4-1
A: The total IF is divided by 3. If the
records. Based on tie breakers,
Block were an unoccupied Fort the total A: Any IF which hits into a hex (through
Applebaum finished in second place
IF would also be divided by 3. If the Scatter or not) which has already been
and received a $50 prize and a
Fort was occupied the total would be attacked by other IF during the current
BOARDGAMER subscription. The
divided by 4. turn is considered to “Miss” the Target
weekend also solidified Alan’s hold on
automatically.
the #1 spot in the AREA rankings.
20) Q: If an Infantry unit being
Transported by a Tank is Dispersed by 25) Q: When using the Blind Target IF
Rich Wiet of Illinois received the Halsey
Opportunity Fire does the Infantry Optional rule may any Russian combat
award for outstanding American play,
become unloaded and if so what if unit, not just CP or Guards units, be
while Alan Tomaszewski of Illinois
Stacking limits are exceeded? Can the used to meet the requirement that
received the Nagumo award for
Tank keep moving? Target hexes must be in the L.O.S. of a
outstanding Japanese play.
friendly unit to be Targeted for Blind IF?
A: The Infantry unit is unloaded
Next year’s tournament will be March 1
automatically (no MP expended by the A: Yes, any Russian (not Wagon or
& 2, 1997. Due to time and space
Tank or Infantry), if Stacking limits are Truck) unit will do to fulfill L.O.S.
limitations, a full report on the
exceeded the Infantry unit is eliminated. requirement for Blind Target Indirect
tournament will have to wait until the
The Tank can keep moving if it has MP Fire.
July issue of the BOARDGAMER.
remaining or remain in the hex.
The Boardgamer Volume 1, Issue 2 April 1996 27

The British Dilemma


A 1776 Scenario
by Jim Lawler
The concept behind this scenario is to o f t h e
offer to the players of 1776 a scenario situation. The
that can be played in a couple of hours Am ericans
or through the mail and still retain some st ar t ed a
of the flavor of the Campaign game. rumor that
What this scenario attempts is to put the Benedi ct
British player in the same position that Arnold was
the British High Command found approaching
themselves in during the 1777-1778 with a large
winter. The previous year had been a force. The
disaster for the British. It had started full news panicked
of promise when the British High the Iroquois
Command devised a plan to divide the and they fled.
rebellious colonies and bring an end to St. Leger felt
the war that was becoming both costly he could not
and embarrassing for the British Empire. continue with
only the small
The plan called for a three pronged force he had
attack to divide New York in half and and retreated back to Oswego. bat t l e. The most im portant
separate the troublesome New England consequence was that it encouraged
colonies from the others. The first prong The second prong was to be General France, and later Spain and Holland, to
called for General John Burgoyne to Howe marching up the Hudson Valley declare war on England.
march down from Canada, capture the from New York. Howe decided against
American forts at Fort Ticonderoga and the plan and decided to capture the In the winter of 1778, the British were
Crown Point and meet General Howe in American capital of Philadelphia. He faced with some difficult decisions.
the vicinity of Albany. accomplished this but in so doing sealed They still had numerous advantages
Burgoyne’s fate.. Burgoyne always over the rebellious Americans but were
Lieutenant Colonel Barry St. Leger assumed he would be meeting Howe in no closer to ending the struggle than
(temporary brigadier general) was to New York and acted accordingly. they were in 1775 when they marched
lead the second prong of the attack, a Howe’s decision effectively destroyed on Lexington and Concord.
force of 700 British Regulars. They the plan. (Actually, General Howe was
were to be augmented with as many never sent a copy of Burgoyne’s plan. The British still had a large experienced
Canadian and Indian allies as possible. In an unbelievable oversight, Lord army of British Regulars and German
The force was to start at Oswego and George Germain, Secretary of State for mercenaries. Their navy still had control
march through the Mohawk Valley the American Colonies, failed to forward of the seas and they still had the loyalty
toward the rendezvous at Albany. This the dispatch containing the orders for of a substantial percentage of the
force was to draw off militia that would Burgoyne’s plan to General Howe. population. Another significant factor in
be needed to stop Burgoyne or Howe. However, it seems very unlikely that their favor was the fact they didn’t
Howe did not hear of the plan through believe the Americans could defeat
The third and major prong of the attack unofficial channels, as it was very well them in open battle, Saratoga not
was supposed to have been led by known even to the Americans). withstanding.
General Howe. He was to lead a force
of 15,000 men from New York up the General Burgoyne proceeded towards The British High Command had to
Hudson Valley to Albany. his date with destiny. Everything started decide on how and where they wished
according to plan. The British marched to conduct the war in the future. Their
The plan, which looked so good on from Montreal in the spring of 1777. two basic alternatives were to follow a
paper, fell apart almost immediately. They captured Forts Ticonderoga and plan similar to the previous year and
General St. Leger failed miserably in his Independence, and reached the Hudson split the northern colonies in two, a
march down the Mohawk Valley. St. River on July 29th only to find out they basically sound plan that should have
Leger collected a force of about 1750 were on their own. worked the previous year had not
men, composed of 750 whites made up General Howe abandoned it in the
of Regulars and militia and 1000 General Burgoyne was defeated in the middle and left General Burgoyne to his
Iroquois Indians under the Mohawk historic battle of Saratoga. The victory fate. The second alternative was to
Chief Thayendanegea (Joseph Brant). had a number of far reaching open up a new front in the Southern
St. Leger marched as far as Fort consequences that even outweighed the colonies. The British chose the second
Stanwix, which he invested. He military importance of the victory. The choice and opened up a southern front.
defeated one relief force under General victory gave the Americans a much This decision has been described in my
Herkerman. When it looked as if Fort needed boost in confidence. It proved first Scenario - Lincoln’s Southern
Stanwix would fall, St. Leger lost control that the American Army could defeat an Campaign (see Volume 19, #3 of the
army of British Regulars in a pitched GENERAL).
28 The Boardgamer Volume 1, Issue 2 April 1996

The British Dilemma (Cont.)


The British almost didn’t get the chance Washington was so infuriated with the winning major battles, but keeping a
to enact their new plan. They came performance of Charles Lee that he viable army in the field against great
close to being defeated on the plains of replaced him on the spot with General odds.
New Jersey. General Clinton, who had Nathaniel Greene.
replaced General Howe as commander The French appear in June on the
of the British forces, decided to return to The Americans were forced to draw eastern most water hex. They will be
New York. He sent his fleet and half of back as the main units of the British gone after the August turn, so you must
his forces there by sea and planned to were hurrying into position. Generals use them quickly and deceivingly. The
march the remainder through New Clinton and Cornwallis were pushing the French can give the American player a
Jersey to New York. Americans hard. It was becoming clear short term advantage in a given area but
to them that the discipline of their the advantage will be lost without
Clinton started his troops for New York American foes had improved greatly prompt action.
in the late spring of 1778. General over the winter as their retreat was
Washington and his American Army surprisingly organized. Then the British The American strategy has to include
were waiting for him and were anxious came upon the reorganized American keeping at least two separate forces in
for a fight. The Americans had just line of Sterling and Greene’s division. the field powerful enough to at least
spent a long and difficult winter at Valley The British launched two determined threaten New York. If the British push
Forge, but had come out of it a much attacks only to be thrown back. After north with too much force, the American
better trained force due primarily to the one last charge and a successful player should be able to attack in the
work of the Prussian, General Steuben. counterattack led by Wayne, General south.
Steuben had instituted a standard of drill Clinton realized he could not drive the
that greatly improved the quality of Americans from their defensive position. The second important part of the
training the Continentals. General American player’s strategy is how is he
Washington had at the beginning of That night, Clinton ordered his men to going to make effective use of his
June an army of about 14,500 men, leave their bivouac and retreat to New French allies.
about 12, 000 of which wer e York. While the battle on Monmouth
Continentals. General Clinton left was in itself inconclusive, Washington The last thing that the British player has
Philadelphia with approximately 17,000 was jubilant about the performance of to remember is that if he plays the
men. his troops. The British, on the other southern strategy, he must have an
hand, were shocked over their failure to ample supply of troops near New York
Washington laid his plans for the coming win a victory in an open field battle to adequately defend it and still be able
engagement but was forced, due to the against American forces. They were so to remove the required troops. The
protocol of the times, to assign General impressed by the improvement in quality shifting of troops from the northern
Charles Lee, a person he had no faith and discipline of the Americans that theater of the war down to the southern
in, to lead the critical advance guard. General Clinton never risked a full scale colonies or to the West Indies
General Lee had 6,000 men at his battle with Washington after that day. severely limited Clinton’s offensive
command and was supposed to pursue options.
the stretched out British forces which In this scenario, the British player
were strung out on two roads between dictates the action of the game. As the LEADERS (Optional)
Monmouth Courthouse and Sandyhook. aggressor, he must formulate a plan of If using the optional Leaders rules from
Lee was ordered to attack vigorously but action but he has certain options that Volume 25, Issue #4 of the GENERAL,
refused to do so. After some allow him some flexibility. use the following leaders for The British
uncoordinated attacks from individual By not having to reveal his strategy until Dilemma scenario:
American units, the entire Continental turn 4, he has some time to bluff an
Army found themselves in a very advance or force a combat and see British:
dangerous situation. what the American player’s reaction is. Montreal - Carleton, Leader A;
An early victory in combat may Oswego - Leader B;
General Clinton, seeing the confusion in encourage the British player to risk New York - Grey, Von Heister &
the American ranks which was caused everything on a northern strategy. The Ferguson;
by the lack of coordination of their positioning of the American forces can Newport - Leader C;
attacks, ordered General Cornwallis to also effect which option he will choose. Philadelphia - Clinton, Cornwallis,
turn his troops around and attack the If the American player rushes all his Knyphausen, Leslie, Tarleton,
disorganized Americans. While most of forces north, the southern strategy could Philips & Leader D
the Americans fell back in confusion, the be very effective. If the American player Americans:
American position was saved by keeps the bulk of his forces in the south, 2 Hexes of Philadelphia - Washington,
Anthony Wayne’s brigade which fell the northern plan should be open. The Lee, Lafayette, Sterling,
back in god order. Fighting from one best possible event for the British is for Green, Morgan & Wayne;
delaying position to another, Wayne an overly aggressive American player to Providence - Sullivan;
prevented disaster by slowing the British risk major combat early in the game, as Wilmington - Arnold;
until Washington could reorganize his a lost battle early in the game can Fort Stanwix - Leader A;
forces. virtually finish an American player. Fort Ticonderoga - Schuyler;
Rem em b er , W as hi n gt o n ’s ch i ef West Point - Leader B;
achievement as a general was not With French - D’Estrang
The Boardgamer Volume 1, Issue 2 April 1996 29

THE BRITISH DILEMMA - 1778


AT START: MARCH, 1778
BRITISH: AMERICAN:
36/BR, 2/TM, 2/A, 2/S (E); Philadelphia 18/CA, 6/RM, 2/S, 1/A (E); 2 hexes of Philadelphia
14/BR, 6/TM, 1/A, 1/M, (E), 1/BF., 1/BT.; New York 2/CA, 1/RM (E); Wilmington
5/BR, 1/TM, 1/S (E); Newport 2/CA, 2/RM; 1/A, 1/S, Fort; West Point
1/BR, 1/TM, Fort; Oswego 2/RM, 1/S; Boston
3/BR, 3/TM, 1/S, 1/I, Fort; Montreal 1/CA, 3/RM; Providence
1/BR, 2/TM, Fort, 1/S, 1/A; Quebec 1/RM; Albany
2/BR, Fort; St. John 1/RM (Fort); Fort Stanwix
2/RM, 1/S (Fort); Fort Ticonderoga

REINFORCEMENT / TIME RECORD TRACK


1/RM:
1/CA: Ft. Stanwix 3/RM: 4/RM:
AMERICAN 2/RM: Boston 2/CA, 1/S: Boston Albany
Albany 1/RM: Albany 2/RM:
Ft. Stanwix 1 FrF, Albany Withdraw:
Move First 5 Fr-1/A-1/S All French

(1) (2) (3) (4) (5) (6) (7) (8)


MARCH APRIL MAY JUNE JULY AUG SEP OCT
1778 1778 1778 1778 1778 1778 1778 1778

2/TM: 2/BR, 1/S:


BRITISH 2/BR: 1/TM, 1/S, 2/I: Albany New York Withdraw: Withdraw: Withdraw:
New York Oswego *(see Special 2/BR * 6/BR * 2BR *
Rules) Withdraw:
2/BR *

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

Current Specific Game AREA Ratings


Victory In The Pacific The Russian Campaign
March 5, 1996 101 Active Players March 5, 1996 45 Active Players
1. Alan Applebaum 2047 HKAA6 1. Ed O’Conner 2081 GIPA4
2. Michael Crowe 1950 CDG-5 2. Patrick Flory 2006 DCG-4
3. Timothy Proksch 1929 EH-A6 3. James Bjorum 1997 DFIA4
4. Dave Targonski 1922 IK-A5 4. Alan Frappier 1995 EHE-4
5. Ray Freeman 1910 EHBA4 5. Robert Shurdt 1992 GHN-5
6. Ed O’Conner 1819 BD-A4 6. Charles Sorbello 1959 BCGA6
7. Tom Gregorio 1796 FIBA5 7. Tim Greene 1912 GIKA5
8. Glenn Petroski 1786 LMEA6 8. Thomas Gregario 1876 GIIA5
9. Tom Johnston 1783 DG-A6 9. Jeffrey Martin 1875 IMK-6
10. Neil Moran 1775 AA-A5 10. Larry Earhart, Jr. 1827 EEKA4
11. Bruce Kernan 1770 AB-A5 11. Craig Clemens 1800 CEHA4
12. Steve Packwood 1734 GJ-A6 12. John Laney 1750 ABDA4
13. Greg Smith 1697 AC-A5 13. Dan Barker 1720 ACDA4
14. Greg Hanson 1694 IK-A5 14. Charles Jehlen 1695 BBB-4
15. Mike Knautz 1688 EH-A5 15. Ed Drukman 1682 BBA-5
16. Mike Kaye 1688 BD-A5 16. Jim Eliason 1681 BEEA6
17. Dan Henry 1687 ILCA6 17. Henry Lowood 1666 ABCA6
18. Ken Nied 1676 GJ-A6 18. Paul Siragusa 1590 BEB-4
19. Bill Thomson 1669 BDDA5 19. Dave Ketchum 1579 AAB-5
20. Kevin Kinsel 1667 ACC-5 20. Mark Figge 1573 AAB-5
21. Mike Ussery 1636 GJCA6 21. John Cooper 1570 AAAA4
22. Lance Ottman 1618 ABB-5 22. G. Makis 1566 AAB-4
23. Casey Adams 1617 AC-A6 23. Gary Dickson 1565 AAAA4
24. Steve Resman 1614 ABC-5 24. Alan Kaplan 1544 AA-A5
25. Max Zavanelli 1602 BE-A6 25. Randy Schilb 1540 AAAA4
Gettysburg ‘88 Fortress Europa
March 5, 1996 20 Active Players March 5, 1996 11 Active Players
1. Mike Uhrich 1855 CF-A5 1. Jim Eliason 1759 CECA5
2. David Zimmerman 1715 AC-A4 2. Charles Jehlen 1606 AAD-5
3. John Poniske 1701 AC-A4 3. Tom Scarborough 1582 AADA4
4. Vince Meconi 1687 BDAA5 4. Michael Newman 1551 AA-A5
5. Allen Kaplan 1671 BD-A4 5. Marvin Rabin 1547 AAA-4
6. Charles Hamm 1663 BD-A4
7. Steve Scott 1535 AA-A4 Turning Point: Stalingrad
8. John Scvolette 1511 BC—4 March 5, 1996 17 Active Players
1. Jim Doughan 1870 AC-A5
Stalingrad 2. Ron Fedin 1775 AB-A5
March 5, 1996 15 Active Players
3. Marvin Birnbaum 1674 AA-A5
1. Scott Goehring 2007 IJR-5 4. Bryon Stingley 1673 AA-A5
2. Joe Beard 1630 BCE-5 5. Henry Jones 1656 AB-A5
3. John Grant, Jr. 1601 ABB-4 6. Christopher Bodkin 1599 AC-A5
4. Ed Menzel 1598 ABB-4 7. Tom Johnston 1574 AA-A5
5. Johnny Hasay 1565 ABB-5 8. Tom Oleson 1570 AB-A5
6. Greg Smith 1535 ABC-4 9. Hank Burkhalter 1535 AAA-5
7. Thomas Delaney 1535 AAB-5 10. Michael Kaye 1533 AB-A5
8. Daniel Leader 1535 AAA-5 11. Rodney Robinson 1513 AA-A5
The Boardgamer Volume 1, Issue 2 April 1996 31

Current Specific Game AREA Ratings


Up Front Main Battle Tank
March 5, 1996 114 Active Players March 5, 1996 16 Active Players
1. Dave Laufle 2048 FH-B4 1. Bruce Young 1622 BC-A5
2. Herbert Gratz 2028 DHAA5 2. Robert Schoenen 1601 BC-A5
3. Jeff Paull 1917 GKEA6 3. Jon Cleaves 1588 AC-A5
4. Don Hawthorne 1862 GI-B5 4. Chuck Yingling 1559 AB-A5
5. Nick Cascone 1823 GI-B5 5. Kevin Schoenen 1542 AA—5
6. Stephen Buchholz 1781 BCC-5 6. John Emery 1537 AA-A5
7. Larry Davidson 1777 EF-B5
8. Jim Murphy 1749 IK-B5 Russian Front
9. William Edwards III 1690 FKDA5 March 5, 1996 14 Active Players
10. Paul Lebowitz 1680 BE-A5 1. Michael Mitchell 2024 GJP-4
11. Richard Mello 1669 BD-A5 2. Patrick Flory 2006 DCG-4
12. Bruce Young 1662 BD-A5 3. Charles Sorbello 2000 BCG-4
13. Craig Tenhoff 1649 KK-B5 4. James Bjorum 1997 DFI-4
14. Mike Fitzgerald 1645 AC—4 5. Alan Frappier 1995 EHE-4
15. John Emery 1631 BD-A5 6. Tim Greene 1885 FGM-4
16. Ray Stakenas Sr. 1623 BD-A5 7. Thomas Gregorio 1883 EHG-4
17. Andrew Maly 1621 BEAA5 8. James Falling 1835 BC—5
18. Ray Stakenas Jr. 1612 BD-A5 9. Larry Earhart, Jr. 1827 EEK-4
19. Bill Conner 1611 CF-A5 10. Craig Clemens 1800 CEH-4
20. Philip Coveney 1610 BB—4 11. John Laney 1750 ABD-4
21. Jim Vroom 1607 AC-A5 12. Jim Eliason 1620 ADF-4
22. John Hart 1606 EH-A3 13. Bruce Kernan 1527 AAA-4
23. Michael Rodgers 1585 AA—5
24. Steve Huskey 1580 BE-A5 Superstar Baseball
25. Bill Henderson 1577 AC-A5 March 5, 1996 15 Active Players
1. Michael Ellsworth 1695 BC-A4
Afrika Korps 2. David Baumgardner 1590 AB-A4
March 5, 1996 33 Active Players 3. Michael Garton 1581 AB-A4
1. Bruno Sinigaglio 2189 GIJA4 4. Timothy Sullivan 1555 AA-A4
2. Randy Heller 1939 FFKA5 5. Bobby Laboon 1535 AB-A5
3. Vincent Meconi 1867 DHEA5 6. Randy Cox 1521 AA-A4
4. Michael Crowe 1812 BDCA5 7. Jared Scarborough 1518 AA-A4
5. Joseph Beard III 1719 BCDA5
6. Phil Evans 1668 AC-A5 Battle of the Bulge ‘81
March 5, 1996 13 Active Players
7. Thomas Delaney 1643 DFJA5
8. Gregory Smith 1629 BEBA5 1. Randy Heller 1848 DFBA6
9. Scott Goehring 1628 BEAA4 2. John Grant, Jr. 1720 AB-A5
10. Michael Reffue 1625 BCDA5 3. Bruno Sinigaglio 1560 AC-A5
11. Barry Smith 1617 BDAA5 4. Forest Pafenberg 1535 AB-A5
12. Roger Eastep 1600 ABEA4 5. Alan Libuszowski 1535 AAA-6
13. Frank Piercel 1600 AA—5 6. Phil Evans 1511 AB-A5
14. John Grant Jr. 1599 ACC-4
15. Mark Gutfreund 1543 BCBA5 Other Games
16. Michael Matthews 1538 AB-A5 The ratings for 1776; Panzer Leader; Waterloo; Third
17. Robert Hahn 1535 AA-A5 Reich, 4th Edition; Peloponnesian Wars; D-Day ‘91 and
18. Scott Sianno 1505 AB-A5 Richthofen’s War are unchanged from when they were
last published in Volume 1, Issue 1.
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