Computer + Video Games - Commodore Is Awesome
Computer + Video Games - Commodore Is Awesome
Computer + Video Games - Commodore Is Awesome
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111<br />
PLAY BY MAIL<br />
! note that these countries build<br />
forces each turn just as a<br />
player's country does, but<br />
they tend to create divisions<br />
in preference to missiles.<br />
--v<br />
N.P.C.s will only attack if<br />
provoked and have been<br />
known to eliminate player<br />
characters from the game!!<br />
1<br />
However, these countries<br />
never build forts.<br />
Restriction Of<br />
Orders<br />
To balance the game out,<br />
there are certain restrictions<br />
placed on the orders that you<br />
can issue. For example:<br />
You may only write a<br />
maximum of ten divisional<br />
movements and only nine<br />
LC.B.M. orders per turn.<br />
Each country you control<br />
may make only one divisional<br />
movement per turn.<br />
You may not move more<br />
divisions out of a country<br />
than the number that started<br />
there.<br />
Hints and Tips<br />
If you intend playing this<br />
game here are a few things<br />
you should know:<br />
Cover your world map with<br />
the clear cellophane that is<br />
used to cover books in<br />
Libraries. Then buy some<br />
chinagraph pencils and use<br />
them to mark of where your<br />
troops have moved, what<br />
areas you controls etc. The<br />
great thing about these is that<br />
they can be wiped off with a<br />
damp cloth.<br />
You should expand your<br />
area of control rapidly, taking<br />
over your N.P.C. neighbours<br />
swiftly and clinically.<br />
Write to every other player<br />
country as soon as possible.<br />
Establish a basis of<br />
negotiations with a peace<br />
pact, then when it suits you,<br />
stab your weakest ally in the<br />
back. Be mean!!<br />
Most games last around<br />
thirty turns and people start<br />
getting knocked out on<br />
average around turn five or<br />
six, so be extra alert when<br />
this period arrives.<br />
Use the newsheet to create<br />
lots of scandal and rumour.<br />
Worry your opponents' allies,<br />
spread lots of propaganda<br />
and incite chaos. It is to your<br />
advantage. Your spies should<br />
be able to provide you with a<br />
good source of information to<br />
use as you please.<br />
Wayne's Verdict<br />
Crisis is a very, very easy<br />
game to play. It is ideal for a<br />
P.B.Mer who has thought of<br />
moving from the fantasy<br />
games to strategic/tactical<br />
games, but has been<br />
frightened off by complex<br />
rules. The "Crisis” rulebook<br />
is only 13 pages long and<br />
written in straightforward,<br />
simple English. I found the<br />
rules easily understandable<br />
and a joy to read.<br />
Furthermore, the examples<br />
are well thought out, clear<br />
and precise in detail. There is<br />
great scope for diplomacy<br />
within the game and<br />
contacting other players is a<br />
must. I find that this part of<br />
the game may well attract the<br />
more experienced players, as<br />
although they will whin<br />
through the turnsheet with<br />
ease, the diplomatic side<br />
needs to be handled with<br />
great care.<br />
The rumour/newsheet that<br />
is issued every turn is full of<br />
info. However it is up to you<br />
to sort out the truth from the<br />
lies. It is an entertaining read.<br />
The game has been created<br />
in order for the player to get<br />
a very fast turn around period<br />
and, to draw a comparison, it<br />
is somewhat similar to the<br />
board game called "Risk".<br />
On the negative side<br />
however, I found the<br />
rulebook's actual presentation<br />
very basic, with the oni!?<br />
artwork being on the<br />
rulebook's cover. The<br />
artwork itself is not that<br />
amazing, but I must admit to<br />
being quite amused by the<br />
C.N.D. symbol on the back<br />
cover.<br />
The G.M. informs me that<br />
the original basic A4 map<br />
that is in my possession has<br />
recently been enlarged to A3<br />
size and redrawn for clarity.<br />
This is a blessing because I<br />
found the old map somewhat<br />
limited. Furthermore, the<br />
price of t 1.25 per turn was a<br />
bit pricey, but I have checked<br />
this out with the company<br />
directors and negotiation is<br />
where Wayne comes to the<br />
fore!!<br />
Wayne's<br />
Wonderful Offer<br />
Yes, once again I have<br />
punished my body via the<br />
terrible °Neal of physically<br />
dragging the G.M.s of Crisis<br />
down the pub and quaffing<br />
many, many pints of lager, so<br />
that I, Wayne the benevolent,<br />
can get you the loyal readers<br />
an offer you can't refuse. So<br />
how about this.<br />
Any reader who writes in<br />
with the logo above and a<br />
s.s.a.e. will get a FREE set<br />
up. FREE rule book AND<br />
three FREE turns in "Crisis".<br />
This offer will save you the<br />
massive sum of £4.50. Also,<br />
if you pay for ten turns, you<br />
get a turn free.<br />
Furthermore, I have<br />
arranged with that if enough<br />
readers stay with the<br />
game after their free rounds<br />
have expired, the people at<br />
Mystery and Adventure<br />
<strong>Games</strong> promised me that they<br />
will drop the price of their<br />
turns buy anything UP TO a<br />
maximum of Sop, so the<br />
future price of the turns is in<br />
your hands. I believe that<br />
most of the people who take<br />
up this offer will stay with the<br />
game anyway, as it is worth<br />
playing. Enjoy!<br />
Finally, I would remind<br />
you that I am here to sort<br />
your P.B.M. problems out at<br />
all times. If you have any sort<br />
of P.B.M. problem<br />
whatsoever, just drop me a<br />
line with an s.s.a.e. and I will<br />
do my best to sort it out. See<br />
va in thirty!!