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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!!

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