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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

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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