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player receives reinforcements as per his extended<br />
build-up schedule. Victory conditions remain the<br />
same.<br />
<strong>The</strong> Bidwell Variant<br />
This is new, short scenario based on Brigadier<br />
Shelford Bidwell's book World War 3. Here, Soviet<br />
and Warsaw Pact forces make a limited incurison<br />
of West Germany to seize a nuclear weapons facility<br />
located near Hamburg in an attempt to prevent West<br />
Germany from developing a nuclear capability of<br />
its own. NATO, in spite of being crippled by in-<br />
decision, responds to meet the Soviet invasion.<br />
This scenario is a simple variation of the "Stra-<br />
tegic Surprise" scenario. It lasts eight game turns<br />
and NATO reinforcements may arrive one turn<br />
earlier than indicated. In order to win, the Warsaw<br />
Pact player must have one supplied ground unit<br />
spend two complete game turns in the city of Ham-<br />
burg, and must have one supplied ground unit spend<br />
one complete game turn in any hex adjacent to Bonn.<br />
Warsaw Pact units may enter only West Germany.<br />
All Warsaw Pact units must withdraw into East<br />
Germany by the end of the scenario or they are con-<br />
sidered destroyed and will count for victory deter-<br />
mination purposes. When the Warsaw Pact player<br />
manages to occupy Hamburg as specified, he<br />
receives a bonus of 15 Victory Points. Having a unit<br />
adjacent to Bonn as described gains him a bonus<br />
of 5 Victory Points. With these additions, all victory<br />
conditions of the "Strategic Surprise" remain the<br />
same.<br />
<strong>The</strong>re are a few special rules applied to the<br />
"Bidwell Variant". <strong>No</strong> Warsaw Pact unit may cross<br />
the Rhein River. On Turn 2, NATO units may be<br />
activated, except the British (which are activated on<br />
Turn 3). As a further option, players may-with<br />
mutual consent-extend the scenario to ten turns and<br />
allow the Warsaw Pact player to invade Austria.<br />
An additional 5 Victory Points will be awarded the<br />
player holding both Linz and Salzburg at the end<br />
of the game. *<br />
AH Philosophy . . . Conr 'd from Page 32<br />
often wonder just who is the specimen and who<br />
is doing the collecting. Players compete to be the<br />
first to collect 25 Victory Points and successfully<br />
escape from the Lost World plateau. <strong>The</strong> real in-<br />
novation here lies in how you get those Victory<br />
Points. As players traverse the map, they dis-<br />
cover certain sites which they can enter to un-<br />
dertake an "Adventure". Each Adventure site<br />
leads the player along the illustrated frames of<br />
a comic-book style narration of actions that can<br />
reward or penalize the player. A player who has<br />
earned Experience cards can use them to improve<br />
his chances of circumventing the dangers therein.<br />
Those without such cards must trust to fate.<br />
Beautifully illustrated by Jim Talbot, these Ad-<br />
ventures vividly portray a wide assortment of ex-<br />
periences that will vary each game in accordance<br />
with the explorer's cards and die rolls. Event<br />
cards lend a degree of uncertainty as players are<br />
called upon to battle creatures or deal with other<br />
cruel twists of fate. While luck is certainly an<br />
important element, skillfull play is also rewarded<br />
(as you've come to expect in any Avalon Hill<br />
game). Although dinosaurs may be the most<br />
frightening creature you'll encounter, your fellow<br />
players may be more dangerous. Beware of other<br />
expeditions sneaking into your camp to steal<br />
specimens or tools.<br />
Perhaps the real value of this game lies in its<br />
attraction to children. Kids are quite taken with<br />
this game as I can well attest. I am no sooner in<br />
the door then my 9-year-old daughter is clam-<br />
oring to play "the dinosaur game" again. As such<br />
it is an excellent vehicle to introduce family<br />
members to the world of simulation games.<br />
Although the game has a basic version for<br />
children with only one page of rules, the full game<br />
has plenty of challenge for the most erudite<br />
gamer. Like another recent favorite of mine,<br />
TV WARS, this game appears to be dominated<br />
by luck at first glance. However, astute gamers<br />
will soon discover the subtle strategies that lead<br />
to consistent wins. As in most multi-player<br />
games, timing is all-important. Staying out of the<br />
lead-or the other players' perception of the<br />
lead-until you can make your position too<br />
dominant for the others to bring you back to the<br />
pack is crucial. Unlike most multi-player games,<br />
this one doesn't suffer from a lack of players.<br />
Risk, for example, would be considered boring<br />
with only two players, but this game does not<br />
suffer significantly when played by two. Further-<br />
more, it has an excellent solitaire version which<br />
is, in some simulation respects, superior to the<br />
multi-player version. An excellent design. I<br />
recommend it highly for anyone who is interested<br />
in the subject, has a youngster who is, or who<br />
just enjoys simple, innovative and attractive<br />
games. It will definitely have a prominent place<br />
on my game shelf.<br />
Another fine game that will compete with it for<br />
my attention is Courtney Allen's latest design<br />
Thunder at Cassino. Set during the third battle<br />
of Cassino in March 1944, the game portrays<br />
some of the most vicious mountain and city<br />
fighting seen in World War II. Thunderat Cassino<br />
uses a modified form of Allen's award-winning<br />
STORM OVER ARNHEM game system which<br />
works even better than its predecessor because<br />
the situation has so much more to offer. Arnhem,<br />
being a siege, tended to be static with the British<br />
limited to reacting to the German probes of his<br />
perimeter. In Thunder at Cassino, the action<br />
flows across the map with a great deal of<br />
maneuver for both sides. <strong>The</strong> influx of reinforce-<br />
ments leads to strong counterattack possibilities.<br />
Invariably, a close game ends with the Allies on<br />
the defensive against a German counteroffensive.<br />
Last, but not least is a science fiction trading<br />
game called Merchant of Venus. How's that for<br />
a change of pace? This is Richard Hamblen's<br />
latest design and his best since VICTORY IN THE<br />
PACIFIC. When I first heard that Richard was<br />
working on a science fiction game I was non-<br />
plussed. "Another space exploration and con-<br />
quest game, ho hum". I soon changed my mind<br />
when I played it. This may well be the cleverest<br />
design I've ever seen. When is the last time<br />
you've played a multi-player game that you en-<br />
joyed equally well whether you were playing with<br />
six players, two, or solitaire? This game is that<br />
rare commodity. Merchant of Venus includes an<br />
optional "dummy" player called the "Rastur"<br />
which can be used with any number of players<br />
but is mandatory for solitaire play and recom-<br />
mended when playing with two. <strong>The</strong> Rastur can<br />
be likened to a space-faring Mongol Horde which<br />
conquers everything in its way. Players must win<br />
by completing their trading andlor Empire building<br />
against the backdrop of this rampaging terror be-<br />
fore they are overcome. With three or more<br />
players, the Rastur aren't really needed as you<br />
can count on your fellow players to provide suffi-<br />
cient threats of their own.<br />
<strong>The</strong> premise of Merchant of Venus is simple.<br />
Each player plays the role of an inter-galactic<br />
space voyager traveling between the stars of a<br />
war-torn cluster to discover lost worlds and trade<br />
with the inhabitants. An ingenious, yet simple,<br />
mechanism controls which goods each culture<br />
will buy and sell-making trade more than a<br />
matter of just movement from here to there.<br />
Supply and demand ebbs and flows with short-<br />
ages creating profitable bonuses for those in the<br />
right place with the right goods at the right time.<br />
Along the way there are hazards to avoid, battles<br />
to be fought, deals to be made, and technologies<br />
to be acquired. During play, players will build<br />
bigger or faster ships with better armament and<br />
propulsion systems or erect forts, ports, or<br />
factories as part and parcel of their own trading<br />
empire. Such empires greatly faciitate profits but<br />
tempt incursions by pirates and revolts instigated<br />
by other players.<br />
Unlike most tradingleconomic games, this one<br />
does not bog down into an accountant's<br />
exercise-there is virtually no record keeping or<br />
writing involved. <strong>The</strong> whole thing is very simple<br />
and straight forward. <strong>The</strong> blend of economics,<br />
technology, and warfare are reminiscient of a<br />
sophisticated RAIL BARON wed with CIVILIZA-<br />
TION. Fans of either of those games will love<br />
Merchant of Venus-regardless of their penchant<br />
for the subject.<br />
Don Greenwood<br />
So the months between now and next<br />
ORIGINS should see a game on most anything<br />
rolling off our presses. In my observation and<br />
playtesting of them, one common thread seems<br />
to link all of these games-the designers and de-<br />
velopers are more enthusiastic about <strong>The</strong> Alarno,<br />
West of Alamein, Hollow Legions, Partisans, Tac<br />
Air, Dinosaurs of the Lost World, Thunder at<br />
Cassino and Merchant of Venus than I have seen<br />
them in some time. And that bodes well for the<br />
rest of us game players. *<br />
I 11. D- auntless AH 2 2 1.5 1<br />
1 15. Empires in Arms AH - 1 1 . 2 1<br />
1 19. Ambush AH - I 10 1