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The General Vol 24 No 1 (17.98MB)

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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

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