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those
initial interested
people never made it to even one session). But eventually I
managed to get four of us to sit down at the local Barnes &
Nobles on their "Game Night" (you say your local book
store does not have a game night - approach them and see if you
can't start one! They might be happy with some additional
business). I'll admit to being more than a little nervous about
meeting two new people to start gaming in a group for the first
time. It went very well - just a single game was played (TIKAL)
but the group was underway.
The diet of games for the SSG was
fairly sporadic - gaming about every 2 weeks but sometimes going
a month between games. The Internet made things easy to
coordinate through email. It was nice, but with only 4 people on
the "active" roster, it was hit-or-miss holding a
session (if 1 or 2 people had to cancel, it generally wasn't
worth holding the session). It was in late-October that one of
our group members had brought up some other "contacts"
from some of the older game groups that he used to attend. This
spawned a couple new members to the group - and so we started to
grow. With 6 players, we moved to almost weekly meetings on
Saturday at a small venue I was able to secure freely each week
- and an occasional Monday night game back at the B&N. The
word started to spread. More and more people heard of us - our
webpage has brought us some exposure and some of the newer
members heard about us from word of mouth. A growth explosion in
2000 put us up close to 20 people who would be part of the SSG.
Due to space limitations, we've had to limit the growth, but
several smaller groups have formed in the area which has reduced
the attendance to very manageable levels for the place we play.
I think the single best thing I've
done for my love of boardgaming was the formation of the SSG
group. I don't know how many people out there are in the same
predicament I was in prior to last year, but I hope this article
will give some inspiration for them to try and start up their
own group. Using the Internet as a resource (especially the
various game newsgroups and other game forums available) will
make the job much easier. Game session coordination though email
is wonderfully efficient. And with places like local game shops
and book stores, there is bound to be a public place you can
start up a group of your own. I wish future game group pioneers
the very best of luck. Enjoy the hobby!
Dave
Bernazzani lives in Massachusetts and heads up the South Shore
Gamers (SSG) which is a small but dedicated band of board and
card game enthusiasts. He enjoys all types of games - especially
board games, traditional card games and role-playing games.
POLISH GAMES
by Jaroslaw Flis
YEAR 1920
YEAR
1920: POLISH-SOVIET WAR is a two-player, intermediate
complexity, strategic-level simulation of the first Soviet
attempt to conquer Europe. The game is originally in Polish
language, but all rules are translated into English. The game is
based on programmed instructions. There are 4 introductory
scenarios, leading to Campaign Game. 4 additional scenarios are
included, too.
As the Polish commander you must
defend you country against numerous, but generally less mobile
Soviet forces. First, you must capture Kiev, to support
Ukrainian ally and move front line as far from Warsaw as
possible. Next you must prepare mobile defence against Soviet
reinforcements - masses of West Front infantry and extremely
dangerous 1st Cavalry Army of South-West Front. If Russians
enter central Poland, Volunteer Army will support your regular
troops. Then general counter-offensive is possible. Its success
depends on losses, taken by Soviets during their advance across
Ukraine and Belorus.
As the Soviet commander you must
save South-West Front infantry during initial Polish offensive.
After receiving reinforcements its time to rush westward.
"Over the dead body of White Poland there is the shining
way to world wide conflagration!", said Marshall
Tukhachevsky in his order. Your main problem is to co-ordinate
actions of two fronts, separated by Polesie Swamps. Polish
troops can move from one front to another but yours can not,
until the Bug River. If one of your fronts rests, second one can
be easily defeated by Polish troops, using rail movement to
secret regrouping.
Campaign Game starts at late April
with Polish Kiev Expedition, and ends in October, when both
sides, exhausted, started to negotiate an armistice. Scenarios
are parts of Campaign, limited in time and space. Each is an
independent, balanced game. Mobile reserve movement phase makes
the game different from others. You must keep reserves and try
to encircle enemy. Engagement and exploitation are critical
factors. Frontal attacks can't give you any chance for victory.
Changing balance of power makes this campaign full of manoeuvres,
pursuits and escapes. Special rules include moral advantage,
Revolutionary Mobilisation made by CHEKA, limited
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Polish-Lithuanian
War, Ukrainian Sich Rifles supporting Soviets and Ukrainian Army
supporting Poles, counter-revolutionary Russian, Belorus and
Cossack troops, Dnepr flotilla and support units: tanks,
armoured cars and trains.
120 die-cut counters, 25x20'' game
map, 24 page rules booklet, charts and tables.
Scenarios:"Smolensk Gate", "Kiev
Expedition", "Spring 1920", "Battle of
Warsaw", "Konarmija", "The Banner of
Revolution", "The Miracle of the Vistula",
"Battle of the Neman". One week turn, 30 km per hex,
division and brigade level
EMPERORS'
LAST WAR
EMPERORS'
LAST WAR: EASTERN FRONT 1914 is a two- or three-player,
intermediate complexity, strategic-level simulation of the
fighting between Russian and Central Powers in East Prussia,
Poland and Galicia. The game is originally in Polish language,
but all rules are translated into English. The game is based on
programmed instruction. There are 3 introductory scenarios,
leading to Campaign Game. 3 additional scenarios are included,
too.
As the Russian commander, you must
invade Central Powers. Your army is numerous, but has many
problems with supply and few possibilities of rail movement. To
win, you must capture one of key area that is either Silesia
with its industry or Hungarian Lowland behind Carpathian
Mountains. But there is a small chance to reach both these
objectives. Additionally, you should support your French ally,
and attack East Prussia. Initial Austro-Hungarian offensive in
Lublin Region is dangerous, too. But your main problem is
permanent menace of German Western Front Reinforcements. You can
be sure that they are coming, but time and place are unknown.
Their strike can shock your troops, but can hit emptiness too,
if you can guess enemy plans.
As the Central Powers commander
you must look for decisive counter-offensive. Something, that is
like Tannenberg, Lodz or Gorlice. Russian army can easily get
exhausted as it must go forward. Then a surprising attack
supported by units from Western Front is your chance. This
chance can be lost, if Russian success forces you to fill
frontline using these units. Your strong fortresses can stop
Russian advances, but they can be easily blocked and passed by,
too.
Campaign Game starts at August
16th, and ends in December when front stabilizes. Scenarios are
parts of Campaign, limited in time and space. Each is an
independent, balanced game. Engine is similar to YEAR 1920 but
strategic situation, supply and morale rules lead to a very
different game. Easy system of concealed movements creates
possibility of big surprise offensives. Objectives are dispersed
and there are many ways to win. Mobile reserve movement phase
makes the game different than any other. You must keep reserves
and try to encircle enemy units. Engagement and exploitation are
critical factors. Frontal attacks give you very limited chance
for success. Special rules include morale factor, Western Front
Reinforcements, Landsturm, Polish Legions, Prussian pride,
Eastprussian obligations, furious and desperate attack, secret
rail transfer, cavalry concentration and artillery support.
200 die-cut counters, 25x18'' game
map, 28 page rules booklet, charts and tables. Scenarios:
"Battle of Galicia", "Russian Steam-Roller",
"Hindenburg's Offensive", "Rescue",
"Autumnal Crisis", "Allies". Six days turn,
25 km per hex, corps and division level
Game
Design: Jaroslaw Flis (c) Novina 1997
GAMES FOR WIVES AND GIRLFRIENDS (NOT NECESSARILY OF THE SAME
GAMER)
by Larry Welborn
In
Game Notes #2, Greg Schloesser gave a brief list of games that
tend to go over well with wives or girlfriends. While I agree
with the games he listed, I am including another short list of
games that have gone over well with my wife and several of our
female friends. To the best of my knowledge, all of these fine
games are currently in print and most are available from Boulder
Games. After each game title I will list the publisher and
number of players.
MASTER LABYRINTH (Ravensburger):
2-4 players. This is an excellent game that my wife and I
recently played for the first time. The object of the game is to
maneuver your wizard around an ever-changing maze, collecting
ingredients for magic potions. Each turn, a player will add a
maze tile onto the edge of the board, displacing another. Every
move changes the corridors of the maze, opening passageways
while closing others. After placing a tile, a player may move
his wizard along connecting passages and may collect an
available ingredient. This puzzle is visually pleasing, mentally
taxing, and fun. As you expect from Ravensburger, the components
are top-notch.
MHING (SunTex International): 2-6
players. MHING is a card game that is loosely based on MAH JONGG.
Players start with 14 cards and make runs of 3 of a kind (Pung)
or 3 cards in sequence (Chow). Unlike MAH JONGG, the game does
not allow for 4 of a kind (Kong). A player goes out when he has
four 3-card combinations and a pair. Points are scored by
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