__________ __________/ \__________ <__________ Turn 1 __________> \__________/ _______________________________________________________________________________ The following message was sent on Monday October 06, 1997 at 07:10 AM EDT by Tournament Headquarters to all players; Hi all - This message contains some important notes about the special rules for Round A. Read it carefully! -- Bob Round A Rules Reminders! Last Updated 30-September-97 by Bob Heeter Read this message carefully - it contains a lot of essential information! *** Special Note *** We have corrected another minor bug in the scenario. Please replace any previous versions of the Round A Mac Classic scenario with the "1.2" version included in this package! *** Critical Scenario and Rules Changes from the Practice Round *** * Starting Gold: 4200/side * Razing: On Capture only * Round A games will last for 20 turns! * New Gold Rules: The gold limit for Strongholds is now 2500. All the gold is now in strongholds; revert until you get less than 2500. We recommend reverting to get between 2400 and 2500. (The odds of getting between 2400 and 2500 are about 10%, so this takes less reverting than trying to get near 3600!) * Special Builds: The center cities all build griffins! Sack 'em for cash - or build 'em! Note - griffins defending neutral cities are strength 8 (6+2). The neutral cities are set to "active" in the tournament. * New Rule: Two Heroes! You are allowed (and expected!) to revert and get a second hero on Turn 2. *** If you want a second hero, it MUST come ONLY on Turn 2. *** The second hero can come with *any* ally you choose in *any* city you control. You may not replace any dead heroes until *both* heroes are dead. Then the regular hero-replacement rules apply. (Note that once you lose a hero you cannot have more than one hero on the map.) Ask your Moderator or Headquarters for details. The starting gold has been increased to allow the purchase of the second hero. You must report the cost of the second hero and he/she must cost at least 1000 gold. * New Rule: Limited Allies with Replacement Heroes: After Turn 2, all replacement heroes may only come with wizards, ghosts, elementals, or worms. Archons, Demons, Dragons, and Devils are not allowed with replacement heroes - you can only get them from ruins or with your Turn 2 second hero. Warlord, use thy allies wisely! :) * Holidays: The U.S. Thanksgiving Weekend in late November and the midwinter holidays (from December 20 to January 7) will be official "Tournament Holidays". Time limits will not be enforced during those periods, and players do not need to worry about using up vacation time then, although we hope the games will all continue! We expect some games to finish before Christmas, and the rest in January and February. Round B will begin in mid-January after the winter holidays end! More timeouts will be supplied to all Round A players when Round B begins. *** Prizes for Round A *** The four Warlords who write the most entertaining game history will each receive a prize from SSG. The one Warlord who writes the best individual roleplay will also receive a prize from SSG. The awarding of both prizes will be determined after the round ends by a team of moderators (who will exclude themselves from recieving prizes). _______________________________________________________________________________ The following message was sent on Wednesday October 08, 1997 at 09:57 PM EDT by tackman@cris.com (Dave Tacker) to all players; Turn Report for Player 1, SUPERBAD for Game A08 Turn 1 _____________________________________________________________ Lord Elric, Cheif Achi, Duncan Macleod, Welcome to Game A08! I searched the word far and wide for an organizer of such stature, such cunning, and such merciless cruelty that he would be my natural champion. Finally, in the depths of the infamous Springfield power plant, I found him. He was cocooned in a cryogenic suspension apparatus and it took a team of scientists over a year to revive him, but now I bring you the dread white (though slightly glowing) despot of despots - Mr. Burns . . . "Ah, breathing the beautiful pollution of the 21st Century. And to think, they wanted to shut my beautiful facility down. Well, I'll show 'em who's boss if my name isn't Montgomery Burns. This minor skirmishing is nothing compared to running a nuclear power plant. This does, however bring back fond memories of my battles with mayor Quimby . . ." "Just as soon as Smithers gets here we can really start to romp some butt on the local troglodytes. What's that, SCOUTS! How dare they! Off to the beauty product experimentation labs with you, there's no merchandizing potential in scouts! Orcish mobs! That's more like it, they remind me of my workforce back in Springfield . . ." "Ah, where was I? Oh yes, What's this, Los Angeles, and it isn't mine? I suppose it must be ruled by those foolish scouts they seem to be fond of around here. Hey you! Yes, you Yahoos there in Los Angeles! Get your peripatetic selves out of here at once or I will designate this a nuclear waste dumping site!" The Scouts flee in panic . . . "Dwarves, Now there's a fine bunch of fellows (and shorter than me too!). Glad I thought to bring that Pocket Dwarf cloning lab along with me. The wonders of modern technology! As soon as Smithers gets here with the rest of the genetic materials we can really get to work . . ." "Ah, It's good to be mostly alive again! Yesterday Springfield, Tomorrow, that city over there!!!!!" Burns' claw stretches towards the center of the playing field and a feeble cackling ensues. Mr. Burns Pillages Los Angeles for 175 gp Orcish Mob cloning facility established in I.O.C. for 300 Unit of Scouts sent packing. (disbanded) Dwarf cloning facility established in in Los Angeles for 450 gp End of turn gold = 3640 gp (started with 4215) Income = 60 gp Expenses = 0 gp Cities = 2 Mr. Burns Experience = 2 (+2 this turn) Nullum Gratuitum Prandium! _______________________________________________________________________________ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Tournament Game: "A08" Turn Number: 1 Gamefile Sent To: Lord Elric (Orange) (Eskil.Swahn@LDC.lu.se) Date Sent: Wednesday October 08, 1997 at 09:57 PM EDT Date Gamefile Due: Friday October 10, 1997 at 9:57 PM EDT (In GMT+0100: Saturday October 11, 1997 at 2:57 AM) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- _______________________________________________________________________________ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Tournament Game: "A08" Turn Number: 1 Gamefile Sent To: Chief Achi (Green) (elam@pixgen.com) Date Sent: Friday October 10, 1997 at 07:23 PM EDT Date Gamefile Due: Monday October 13, 1997 at 7:23 PM EDT (In GMT-0500: Monday October 13, 1997 at 6:23 PM) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- _______________________________________________________________________________ The following message was sent on Friday October 10, 1997 at 07:31 PM EDT by Eskil.Swahn@ldc.lu.se to all players; *********************** Official Turn Report Template ************************ REPORT FOR TOURNAMENT ROUND A, GAME 08, TURN 01, SIDE 2. ============================================================================== ### Rules: http://www.princeton.edu/~rfheeter/w2home/tournament/Rules.html *** Turn Start and Hero Actions: (Repeat lines as needed for extra events.) Lord Elric arrives in Locker Room. Gold at Start of Turn: 4215 gp City Sparta taken (Pillaged Scout for 175 gp) *** New City Builds and End-of-Turn Declarations: (Repeat for each new build) ### Gold Info: http://www.princeton.edu/~rfheeter/info/gold.html New Build of unit type Orchish Mob purchased in city Locker Room for 300 gp New Build of unit type Wolfriders purchased in city Sparta for 400 gp Final Cities: 2 Gold: 3640 gp Income: 60 gp Expenses: 0 gp. ### Be sure to save game and reload so gold information is updated correctly. Final Hero Experience: 2 Change from last turn: +2 ### Check your hero's safety, check your city production, and you're done! *** File Transfer: Round R=A Game xx=08. Next Player's Turn yy=01 Side z=3 The War has started. The Warriors have sharpen their blades. The Bowmen have made sure there are plenty of arrows in their quivers. The Women are locked up safely in the Castles. It is a time for Heroes. It is a time for Real Men and not for Men without Honour. It is a time for Lord Elric and his glorious Army. Only time will tell who Lady Fortuna will smile upon, but I know the Answer in advance. This is my Era. Don't make the mistake of challening Lord Elric's Mighty Forces. If you show Honour and Decency, I will show you Mercy in return, remember that.. /Eskil +-----------------------------------------------------------------------+ | Eskil Swahn | | Eskil.Swahn@LDC.lu.se tfn +46 46 222 4986 | | | | | +-----------------------------------------------------------------------+ _______________________________________________________________________________ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Tournament Game: "A08" Turn Number: 1 Gamefile Sent To: Chief Achi (Green) (elam@pixgen.com) Date Sent: Saturday October 11, 1997 at 08:01 PM EDT Date Gamefile Due: Tuesday October 14, 1997 at 8:001 PM EDT (In GMT-0500: Tuesday October 14, 1997 at 7:01 PM) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- _______________________________________________________________________________ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Tournament Game: "A08" Turn Number: 1 Gamefile Sent To: Duncan Macleod (Blue) (rrose@pb.net) Date Sent: Tuesday October 14, 1997 at 11:40 AM EDT Date Gamefile Due: Thursday October 16, 1997 at 11:40 AM EDT (In GMT-0500: Thursday October 16, 1997 at 10:40 AM) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- A message from Chief Achi (Green) dated Tuesday October 14, 1997 at 11:40 AM EDT; Chief Menashe rises from his slumber, and at first is disoriented. Where am I? he asks himself. He quickly remembers he is now on the battlefield, testing his skills against others. The time for resting is over, the time for war begins. But as is the norm with these tournaments, the action gradually builds until the pressure is intense. At first, things are slow and easy, the fights not even worth mentioning. And so Chief Menashe decides to test out his legs by travelling to the nearby unoccupied castle of St. Moritz and quickly overpowers the local scout. Pillaging the city gives the Chief an exhilarating feeling. Besides, Chief Achi has decreed that Chief Menashe be well on his way towards expanding the empire when he arrives. The stage is now set for Chief Achi to arrive... A07 turn 1 side 3 (Green) 1) Hero takes St. Moritz and pillages for 150 gold. 2) Build of type giant bats in St. Moritz (160) and build of type light cav built in CNN Office (200). Hero Levels: Begin: 0 End: 2 Gold: Begin: 4215 End: 4215 + 175 - 160 - 200 = 4030 Cities: Begin: 1 End: 2 Final income: 60 Final Expenses: 0 _______________________________________________________________________________ The following message was sent on Wednesday October 15, 1997 at 05:54 PM EDT by "Richard M. Rose" to all players; October 15, 1997. News of the death of our leader spread through the people like fire through a dry field in the heat of July except that it was raining and it was October. But the metaphor still stands. Upon hearing of his father's death, Duncan MacLeod returned to Glenfinan near the shores of Luscion to learn more. Rumours abounded as to whether the great warlord's death was from natural causes or whether it had more sinister origins. His demise could hardly have come at a worse time with enemy troops already on the march. While the story which was told publically was that of a heart attack, the truth, known only to a few, is that one's heart often has difficulty beating with an axe in it. Duncan MacLeod of the Clan MacLeod reclaimed his father's sword and swore an oath that day. "The death of my father shall be avenged. Whichever of our enemies is proven responsible for this dastardly deed will pay a heavy price. No mercy will be shown." This caused a great stir among the local populace, for it was well known that Duncan MacLeod was a man of his word. His allies know readily that once given, the word of MacLeod will be kept. Once crossed, however, his retribution will be equally as certain. Duncan MacLeod begins turn 1. 1 city 4215 gold 40 income 0 expenses Level 1 Experience 0 Command +2 Village of C d'Ampezzo joins the realm. 175 gold paid in homage. Unit of Bats built for 160 gold. Unit of Skirmishers built for 300 gold in the Couch. End of Turn Report: 2 cities 3930 gold 60 income 0 expenses Level 1 Experience 2 Command +2 **************************************************************************** Richard M. Rose "The definition of insanity is to Department of Political Science continue doing the same thing University of Pennsylvania over and over with the hope of getting better results." Address: 7 North Dorado Circle, Apt. 2G --Albert Einstein Hauppauge, NY 11788 Phone: (516) 348-1519 "I thought that was called 'government.'" Email: rrose@pb.net --Richard Rose **************************************************************************** _______________________________________________________________________________ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Tournament Game: "A08" Turn Number: 2 Gamefile Sent To: Superbad (White) (tackman@cris.com) Date Sent: Wednesday October 15, 1997 at 05:54 PM EDT Date Gamefile Due: Friday October 17, 1997 at 5:54 PM EDT (In GMTGMT: Friday October 17, 1997 at 9:54 PM) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- _______________________________________________________________________________ The following message was sent on Monday October 20, 1997 at 05:26 PM EDT by tackman@cris.com (Dave Tacker) to all players; Turn Report for Player 1, SUPERBAD for Game A08 Turn 2 _____________________________________________________________ A hovercraft runs up to I.O.C. and drops off a lonely looking passenger. It is that brown noser of brown nosers, Smithers III, A cargo hovertruck dumps a large package off with him, a state of the art cloning facility including the genetic materials needed for most modern troop types. Mr. Burns pulls out his Satelite remote communicator and punches in the code for his boss . . . "Mr. Burns, I've arrived with the package sir. No Sir, I wasn't followed that I was aware of. I'm sorry I wasn't here to draw your bath as usual sir." "Never Mind that, Smithers. We have a job to do!" Comes the enfeebled voice from the satelite linkup. "Now incubate that Dragon Material and go get some official Sponsorship. That Dragon sample was a rare find and we only have enough for one of the beasts. We've irradiated it back at the plant to insure that it will be a real monster. Make sure you don't let it out half baked!" "Yes sir!, Already started the processors sir. I think I'll call him Bobo in honor of you, sir. What do you aim to do, sir?" "I'm, going to go down to Dirk's Cavern. I hear there are two ghosts down there that can scare the bejeezus out of our enemies. Send the Orcish Mob over to Athens so we can get some infantry production on line." "Yes, sir, Mr. Burns. Right away. May I just say that it is an honor to be serving with you sir. My grandfather spoke of you often and I feel honored to be here." "Yes, well, flattery will get you everywhere. Now get on with it you bonehead. We've got work to do." Start turn with 2184 gold after paying for Smither's hovercraft transhipment. Smithers arrives and creates Bobo the wonder dragon from the genetic lab and visits Steve's Hand where he finds some official sponsorship (+6 gold/city) Mr. Burns Visits Dirk's Cavern and convinces the two gosts there, Bart and Lisa to join the cause. Orcish Mob takes out Athens for 175 gold Bart and Lisa ghost attack Mexico City and pillage for 175 gold Light Infantry cloning facility established in Athens for 160 gp Light Infantry Cloning facility established in Mexico City for 160 gp End of turn gold = 2214 gp (started with 4215) Income = 124 gp Expenses = 7 gp Cities = 4 Mr. Burns Experience = 5 (+3 this turn) Smithers Experience = 3 (+3 this turn) Nullum Gratuitum Prandium! _______________________________________________________________________________ __________ __________/ \__________ <__________ Turn 2 __________> \__________/ _______________________________________________________________________________ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Tournament Game: "A08" Turn Number: 2 Gamefile Sent To: Lord Elric (Orange) (Eskil.Swahn@LDC.lu.se) Date Sent: Monday October 20, 1997 at 05:28 PM EDT Date Gamefile Due: Wednesday October 22, 1997 at 5:28 PM EDT (In GMT+0100: Wednesday October 22, 1997 at 10:28 PM) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- _______________________________________________________________________________ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Tournament Game: "A08" Turn Number: 2 Gamefile Sent To: Chief Achi (Green) (elam@pixgen.com) Date Sent: Tuesday October 21, 1997 at 07:38 PM EDT Date Gamefile Due: Thursday October 23, 1997 at 7:38 PM EDT (In GMT-0500: Thursday October 23, 1997 at 6:38 PM) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- _______________________________________________________________________________ The following message was sent on Tuesday October 21, 1997 at 07:39 PM EDT by Eskil.Swahn@ldc.lu.se to all players; *********************** Official Turn Report Template ************************ REPORT FOR TOURNAMENT ROUND A, GAME 08, TURN 02, SIDE 2. ============================================================================== ### Rules: http://www.princeton.edu/~rfheeter/w2home/tournament/Rules.html *** Turn Start and Hero Actions: (Repeat lines as needed for extra events.) Moonglum arrives in Locker Room for 1318 gp bringing 1 Elemental. Gold at Start of Turn: 3700 gp Moonglum visits Ruin Hulseman's Keep and finds Hercule's Spear. Lord Elric visits Ruin Harrison's House and is joined by 2 Wizards. City Mt Everest taken (Pillaged Scout for 175 gp) City Paris taken (Pillaged Scout for 175 gp) City London taken (Pillaged Scout for 175 gp) *** New City Builds and End-of-Turn Declarations: (Repeat for each new build) ### Gold Info: http://www.princeton.edu/~rfheeter/info/gold.html New Build of unit type Giant Bats purchased in city Paris for 160 gp New Build of unit type Wolfriders purchased in city London for 450 gp New Build of unit type Spiders purchased in city Mt Everest for 700 gp Final Cities: 5 Gold: 1597 gp Income: 120 gp Expenses: 7 gp. ### Be sure to save game and reload so gold information is updated correctly. Lord Elric Experience: 5 Change from last turn: +3 Moonglum Experience: 3 Change from last turn: +3 ### Check your hero's safety, check your city production, and you're done! *** File Transfer: Round R=A Game xx=08. Next Player's Turn yy=02 Side z=3 /Eskil +-----------------------------------------------------------------------+ | Eskil Swahn | | Eskil.Swahn@LDC.lu.se tfn +46 46 222 4986 | | | | | +-----------------------------------------------------------------------+ _______________________________________________________________________________ The following message was sent on Wednesday October 22, 1997 at 12:41 PM EDT by "Elam T. Birnbaum" to all players; Chief Achi arrived today, ready for war. And he arrived with a pet Demon to allow him to do so. contacting Chief Achi, he quicky relayed his strategic orders. Both heros went about their tasks. When finished, the Green empire possessed 5 castles, with the potential for many more. Indeed, the Green empire has already detected the scent of enemies nearby, even as early as turn 2. They smell like... white sauce. Chief Achi looks forward to tasting a nice meal sauteed in white sauce. Two more pets were raised, 2 swift Elementals, with two more pets soon to arrive. The Chief order various builds in the new castles, but not too much as to bankrupt the empire. After it was all done, the two Chiefs rest, awaiting their enemies feeble attempts at expansion. Turn Report: Start Gold: 2750 Start Income: 60 Start Expenses: 12 Start Experience for Chief Menashe: 2 Chief Achi arrives with a Demon. Chief Achi visits a ruin and finds the Chariots of Fire. Chief Menashe visits a stronghold and releases two Elementals. One Elemental occupies Barcelona and pillages it for 175gp. Another Elemental occupies Montreal and pillages it for 175gp. A light cavalry occupies Sarajevo and pillages it for 175gp. Both Elementals unite in Montreal and build a light infantryman (160), a light cavalry (200) and a spider (700). A unit of wolfriders (450) is built in St. Moritz. A unit of bats (160) is built in Sarajevo. A light infantryman (160) is built in Barcelona. End Hero Experience: Chief Menashe: 5, Chief Achi: 3 End Gold: 2750 + 175 + 175 + 175 - 160 - 200 - 700 - 450 - 160 - 160 = 1445 End Income: 120 End Expenses: 12 _______________________________________________________________________________ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Tournament Game: "A08" Turn Number: 2 Gamefile Sent To: Duncan Macleod (Blue) (rrose@pb.net) Date Sent: Wednesday October 22, 1997 at 12:41 PM EDT Date Gamefile Due: Friday October 24, 1997 at 12:41 PM EDT (In GMT-0500: Friday October 24, 1997 at 11:41 AM) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- _______________________________________________________________________________ The following message was sent on Thursday October 23, 1997 at 09:00 PM EDT by "Richard M. Rose" to all players; HIGHLAND GAZETTE: Excitement spread throughout the realm when news that Methos, the world's oldest immortal, had decided to join the battle. "The cause of Duncan MacLeod is a just one, and I shall fight by his side to the end," he is reported to have said. This alliance of two of the most powerful swordsmen in all the land would be quite formidable. (Methos cost 1316 gold!) MacLeod begins the turn with 2 cities, 2614 gold, 60 income and 13 expenses Experience 2 Level 1 Command +2. Methos, of course, having just arrived on The Couch, is Level 1, Command +1. His trusty sidekick, an Archon, would make up for any deficiency, however. MacLeod flew North to Yuri's Cenatauph where he liberated 4 Giant Worms. Four worms? This cannot be. After rubbing his eyes, MacLeod saw that in reality there were only two. "I really need to cut back on the wine and women before going into battle. Oh well..." Giant Worm pillages Sydney for 175 gold. Orcish Mob pillages Calgary for 175 gold. Other Purple Worm pillages Garmish-P for 175 gold. Methos, searches Aubert's Crypt, acquires TV Rights. Promptly begins negotiations with Fox in the hopes of making a quick hundred million. No deals yet but I'll keep you posted. Dwarf built for 450 at C.d' Ampezzo. Spiders built for 700 in Sydney, the land down under. Light infantry built in Calgary and Garmish-P for 160 each. Ancient Philospher's Food for Thought: The only guaranteed method of reassuring a neighbor of good intentions is never to put yourself in a position where he feels threatened. End of Turn Report: 5 cities 1669 gold 150 income 13 expenses MacLeod Level 1 Experience 5 Command +2 Methos Level 1 Experience 3 Command +1 ************************** Richard M. Rose Email address: rrose@pb.net "It is better to keep your mouth shut and appear stupid than to open it and remove all doubt. --Mark Twain ************************** _______________________________________________________________________________ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Tournament Game: "A08" Turn Number: 3 Gamefile Sent To: Superbad (White) (tackman@cris.com) Date Sent: Thursday October 23, 1997 at 09:01 PM EDT Date Gamefile Due: Sunday October 26, 1997 at 9:01 PM EDT (In GMTGMT: Monday October 27, 1997 at 1:01 AM) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- _______________________________________________________________________________ The following message was sent on Sunday October 26, 1997 at 10:28 PM EST by tackman@cris.com (Dave Tacker) to all players; Turn Report for Player 1, SUPERBAD for Game A08 Turn 3 _____________________________________________________________ "Ah Smithers, everything goes according to my plan. I thought I smelled some green mildew somewhere close so I sent that problematical ghost 'Bart' over with some formula 405 to deal with it. Haven't heard anything back however. Hopefully he managed to at least start getting the stain out." "With our newfound slaves and allies we have a much more formiddable arsenal to Launch against any who dare to impinge upon our domain. They'll be sorry if they mess with us Smithers . . ." An evil but somewhat feeble cackling ensues. Happy Halloween guys! Start turn with 2331 gold . Smithers visits The dread Domning Domain and enlists the aid of an Archon. Archon takes St. Louis and Pillages for 175 gp Orc Mob takes Stockholm and Pillages for 175 gp Mr. Burns visits Dereks Buton and enslaves a Unit of Demons. Mr. Burns beats upon defenseless Helsink and pillages for 175 gold Bart Ghost takes light infantry in tow and attempts to wail upon Montreal (pardon the pun) Battle Report Follows: ========================================================================== WarBOT v1.0a Armyset: Tournament b1-4 WL version: Mac Classic Intense Combat: Off Terrain: Enemy city 3 or 4 prod Hero Bonuses Non- For- TOTAL Minus Fly Natural Item Hero tify City Cancel BONUS Enemy Item -------------------------------------------------------------- ATT: 0 0 1 0 *1* 0 No DEF: 0 0 1 0 2 *3* 0 No Entered Final Attack Units: Strength Strength Survival % --------------- -------- -------- ---------- Ghost 5 6 0.18016 <-- Dies.. Infantry, Lt 2 4 0.02163 <-- Dies.. Defense Units: --------------- Elemental 5 8 0.81984 <-- Lives! Elemental 5 8 0.45624 <-- Dies... Defender wins with 1 unit(s) remaining =========================================================================== Spider creche constructed in St. Louis for 700 gp Lt. Infantry cloning facility established in Los Angeles for 160 gp Giant Bat cloning facility established in Los Angeles for 160 gp Lt. Cavalry cloning facility established in Helsinki for 200 gp Archer cloning facility established in Stockholm for 1000 gp End of turn gold = 636 gp (started with 2331+175+175+175-700-160-160-200-1000) Income = 202 gp Expenses = 15 gp Cities = 7 Mr. Burns Experience = 10 (+5 this turn) Smithers Experience = 6 (+3 this turn) Sorry - had a very busy weekend and couldn't get to it until now! Things are beginning to get interesting. Hmmmmmm . . . . Nullum Gratuitum Prandium! _______________________________________________________________________________ __________ __________/ \__________ <__________ Turn 3 __________> \__________/ _______________________________________________________________________________ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Tournament Game: "A08" Turn Number: 3 Gamefile Sent To: Lord Elric (Orange) (Eskil.Swahn@LDC.lu.se) Date Sent: Sunday October 26, 1997 at 10:29 PM EST Date Gamefile Due: Tuesday October 28, 1997 at 10:29 PM EST (In GMT+0100: Wednesday October 29, 1997 at 4:29 AM) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- _______________________________________________________________________________ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Tournament Game: "A08" Turn Number: 3 Gamefile Sent To: Chief Achi (Green) (elam@pixgen.com) Date Sent: Tuesday October 28, 1997 at 06:56 PM EST Date Gamefile Due: Thursday October 30, 1997 at 6:56 PM EST -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- _______________________________________________________________________________ The following message was sent on Tuesday October 28, 1997 at 06:59 PM EST by Eskil.Swahn@ldc.lu.se to all players; *********************** Official Turn Report Template ************************ REPORT FOR TOURNAMENT ROUND A, GAME 08, TURN 03, SIDE 2. ============================================================================== ### Rules: http://www.princeton.edu/~rfheeter/w2home/tournament/Rules.html *** Turn Start and Hero Actions: (Repeat lines as needed for extra events.) Gold at Start of Turn: 1710 gp Moonglum visits Ruin Lair of Luther and finds 1 Devil joining forces. Lord Elric visits Ruin Kay's Crypt and is joined by 1 Dragon. City Berlin taken (Pillaged Scout for 175 gp) City Olympia taken (Pillaged Scout for 175 gp) City Amsterdam taken (Pillaged Scout for 175 gp) City Tokyo taken (Pillaged Scout for 175 gp) City Seoul taken (Pillaged Scout for 175 gp) *** New City Builds and End-of-Turn Declarations: (Repeat for each new build) ### Gold Info: http://www.princeton.edu/~rfheeter/info/gold.html New Build of unit type Griffins purchased in city Amsterdam for 1700 gp New Build of unit type Spiders purchased in city Tokyo for 450 gp New Build of unit type Lt Infantry purchased in city Olympia for 700 gp Final Cities: 10 Gold: 25 gp Income: 220 gp Expenses: 35 gp. ### Be sure to save game and reload so gold information is updated correctly. Lord Elric Experience: 10 Change from last turn: +5 Moonglum Experience: 6 Change from last turn: +3 ### Check your hero's safety, check your city production, and you're done! *** File Transfer: Round R=A Game xx=08. Next Player's Turn yy=03 Side z=3 "Messenger! Come here! Write this down!" "Dear Neighbour in the West, Lord Superbad! It is my profound belief that a Neutrality Pact is of mutual interest for our fair people since our Great Enemies seem to be in the South. Because of this I suggest we make our border along the natural line between our Fair Countries. Since my Elemental in its Berzerk Anger already has stormed a City that could be disputed I propose that you choose between the remaining mutual interests we could have, namely the Dark Ruin in the North rumoured to behold a Flying Carpet and the Magnificent City of Munich famous for the Griffins known to breed on the shelves of the Mountain pass which Munich guards. If this is alright with you, Noble Lord, I suggest that we send our troops to the Battle Fields in the South and do not fortify our border cities unnecessary. Your skilled Spider tamers may well continue to practice their Art, but I would recommend that you send don't let the Spiders grow restless here up in the North and I'm sure you will see that too in Your Greatness! In His Mighty Wisdom, Lord Elric" "Now send this to our Future Ally with our most silvertongued Diplomat and notify me immediately when we receive an Answer!" /Eskil +-----------------------------------------------------------------------+ | Eskil Swahn | | Eskil.Swahn@LDC.lu.se tfn +46 46 222 4986 | | | | | +-----------------------------------------------------------------------+ _______________________________________________________________________________ The following message was sent on Tuesday October 28, 1997 at 10:34 PM EST by "Richard M. Rose" to all players; HIGHLAND GAZETTE News of a battle in the West spread throughout the countryside. Mr. Burns had struck the first blow against Chief Achi's forces in Montreal. While only a minor skirmish, his willingness to sacrifice a ghost for an elemental so early in the contest demonstrated that he meant business. As things stand, it looks difficult for Chief Achi to hold onto Montreal, a city in which he has invested over 1000 gold building up its industry. Should he lose it, a not insignificant blow will have been dealt to Green's war effort. This news is compounded by the brazen offer of alliance by Lord Elric which clearly contained a declaration of war on the realm of the Clan MacLeod. This, coupled with a major mobilization of forces in a Southerly direction by both Burns and Lord Elric suggested that a major war would soon be at hand. Given his troubles in the West, and MacLeod's soon to be troubles in the East, it would seem likely that Chief Achi would be amenable to a non-aggression pact with the forces of Duncan MacLeod. Securing his Eastern border would provide the ability to re-direct some forces towards the immediate threat which Smithers clearly represents. For MacLeod, such an agreement seemed just as necessary. A messenger was dispatched between the two camps to discuss the possibility. MacLeod's proposal was a simple one. If Chief Achi committed himself to deploying short range forces in Innsbruck (defensive heavy infantry would be ideal), and avoided deploying major units (such as demons, devils and the like -- they'll be needed in the North anyway...) within striking distance of Rio, MacLeod would publically commit himself to the same. No forces with long ranges would be deployed in Rio and no armies save defensive heavy infantry would be built there. The Chief should give serious consideration to this offer. The proposal by the MacLeod Clan offered the promise of not just actions but also deeds. Since short range forces only would be permitted to be produced in these border cities, and no other forces (save for the initial lt. cavalry or orcish mob that took each respective city) would be permitted to deploy there, neither MacLeod nor Chief Achi would be able to threaten the other within a single turn. With less chance of a surprise attack, the possiblity existed that, if agreed to, such a nonaggression treaty could last for a long time. That coupled with major threats to both nations from the Northern barbarian hordes suggested that a nonaggression pact which might soon grow into a full-fledged alliance would make tremendous sense for Chief Achi and for Duncan MacLeod. The message was dispatched. How Chief Achi would choose to reply remained to be seen... Military adviser: Hitler believed the war with Russia would be over in 6 weeks, but opening up a second front ended up costing him dearly. Hopefully, Chief Achi would not make the same mistake... _______________________________________________________________________________ The following message was sent on Wednesday October 29, 1997 at 11:19 AM EST by "Elam T. Birnbaum" to all players; The events for the green empire; 1) Chief Achi acknowledges the crafty actions of the White empire. Indeed Montreal has become undefendable. Chief Achi tips his headdress to Superbad at his moves. Even had Montreal built a spider, the green kingdom would stil have lost it (though with much higher White casualties). Superbad, Montreal is yours! 2) The elemental inside Montreal doesn't want to stand still, so attacks the city of Beijing and pillages the scout inside. 3) Chief Menashe liberates a trapped dragon at a ruin, the dragon professing undying loyalty to the green nation. Chief Menashe then takes the city Chamonix and pillages the scout inside. 4) Chief Achi summoned a devil from the depths of Hell, his powerful magic keeping the devil's loyalty strictly along green lines. 5) Other battles: a) A light cav took the city of Squaw Valley and pillaged it. b) A light cav took the city Innsbruck of and pillaged it. c) A demon took the city of Nagano and pillaged it. 6) Builds: a) A spider in Chamonix (700). b) A spider in Innsbruck (700). c) A wolfrider in Nagano (450). d) A light infantry in Sarajevo (160). e) A light infantry in Squaw Valley (160). f) A light infantry in Beijing (160). 7) Hero experience: a) Before: Chief Menashe: 5 Chief Achi: 3 b) After: Chief Menashe: 10 Chief Achi: 6 8) Gold, Income, and Expenses: a) Gold Before: 1553 b) Gold After: 1553 + 175*5 - 700 - 700 - 450 - 160 - 160 - 160 = 98 c) Income Before: 120 d) Income After: 220 e) Expenses Before: 12 f) Expenses After: 31 9) Diplomacy: Chief Achi has been approached by Duncan Mcleod about having a "peaceful" border. Not one to keep his opinions to himself, the Chief says will say his thoughts. The problem with Blue's offer, is that he assumes that in the south, where he has very few units, he will be able to reach and hold the castles that have yet to be claimed. The Chief's forces have entered the area in full force, ready to occupy. Duncan knows he cannot do much against these forces with his forces (for now), so he is attempting to halt their advances with words. The Chief realizes the benefits of fighting on only one front, and he realizes that Duncan's forces will soon be in the area in question. But the Chief refuses to punish himself for his quicker expansion. Therefore, the Chief accepts Duncan's offer, with a few changes. a) The Green Kingdom will take the cities of Innsbruck (already done) AND Rio. The blue forces would be allowed to take Grenoble. b) All cities in the region would be allowed to build anything, but the units inside the cities should be non-flying defensive units. Non-flying defensive units are light and heavy infantry, and spiders. The idea of having a buffer between the two kingdoms is fine, but this can be done even with spiders, there is no need to restrict it to heavy infantryman only. This specifically applies to Rio, Grenoble, Calgary, and whoever takes Oslo. c) To make up for the fact that Rio and Grenoble are near eachother, each side as soon as possible, will dispatch one unit (preferably a spider or other city defender), and build a tower on the hills space between the two cities on the mountain pass. If you notice, there are two spaces that any army wishing to cross the mountains must go through to avoid having to go all the way around the mountain line. With each of these spaces occupied by an enemy tower, the pass is now protected from on another. This is, by the way, the reason I stipulated NON-FLYING defenders, since flying defenders such as griffons, can simply fly over the mountains. We will be allowed to add to the towers, but we must announce any additions to the other so that he has time to match the move. d) No allies or heros will be allowed to enter these two castles except if they are passing through. Again, only defensive creatures are allowed. e) This agreement between the two countries should be evaluated every 4 turns or so. After all, the object of the tournament is to take as many cities as possible, and things can quickly change in 4 turns. At this stage in the game, an agreement like this is good, though later it can hamper either side. The borders of the two countries will be drawn this way and then peace can exist between the two countries. Even though the Chief's moves this turn might look threatening, the forces all move quickly and can be diverted quite easily to the north should an agreement be made. This counteroffer might seem like the green nation asking too much, but please look at the situation in the south. Look at the number of units each of us have in the area, including the quality of our allies (your two archons to the Chief's demon and devil), also look at the location of our heros, and which objects those heros have the potential to obtain. We think that in light of these situations, our offer is quite fair. The Chiefs rest after a full day of war! _______________________________________________________________________________ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Tournament Game: "A08" Turn Number: 3 Gamefile Sent To: Duncan Macleod (Blue) (rrose@pb.net) Date Sent: Wednesday October 29, 1997 at 11:19 AM EST Date Gamefile Due: Friday October 31, 1997 at 11:19 AM EST -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- _______________________________________________________________________________ The following message was sent on Thursday October 30, 1997 at 10:01 PM EST by "Richard M. Rose" to all players; Turn 3 Duncan MacLeod Level 1 Experience 5 Command +2 Methos Level 1 Experience 3 Command +1 5 cities 1806 gold 150 income 29 expenses Sappuro pillaged for 175 gold. Archon released from Vault of Saves by Methos. Demon released from McCuller's fort by Duncan MacLeod. Lake Placid pillaged for 175 gold. Rio pillaged for 175 gold. Seoul captured by Spider (it was undefended) and razed to the ground. Grenoble pillaged for 175 gold. Griffin built in Sappuro for 1700. Heavy Infantry built in Rio for 300. Dwarves built in Grenoble for 450. Duncan MacLeod received the returning messenger from the land of Chief Achi with great honor and respect. The diplomat, a son of Chief Achi, I believe, indulged himself on Scottish food and wine and after dinner, presented a scroll with Chief Achi's demands. After reading the message, MacLeod sat silently for a moment, and then proceeded to laugh. For a good long minute or two, he bellowed with near hysterics. After regaining his composure, MacLeod's stare turned icy cold. The messenger, heir to the throne of Achi, began to wonder as a chill made its way down his spine, whether he would return to his kingdom alive or with his head on a pike. "So let me get this straight...Essentially you want we me to surrender part of my kingdom before a battle has been fought? Why not ask me to turn over The Couch to you as well? Come to think of it, why don't I just surrender right now? Let me make one thing perfectly clear. I will fight for every inch of Scottish soil. And, if there should come a time when I am significantly disadvantaged by your armies, I will assemble the largest stack I possibly can, not for defense, but to assault you behind the lines. Should I ever find myself in a position where I cannot defend my territory (from you and your flying hero - don't get any ideas), you can expect I will make every effort, at whatever the cost, to put a crink in your plans. In such a scenario, my sole objective will be to insure your defeat regardless of whether I myself achieve victory. I offered a straight forward proposal for you to achieve a peaceful border, but I shall never agree to such a farce as you propose. You expect me to allow you to control Rio and Oslo (which I presume you will take next turn and get the flying item, all without ever paying a price. And to top it off, you expect me to say its OK to attack me four rounds later anyway? Waiter....what has this man been drinking? Or, perhaps I should say, did he inhale? Chief Archibald: You still have a choice. If you are willing to respect a border which leaves Rio on my side and Innsbruck on yours, there can be peace between us. If not, while you may eventually garner enough troops and/or items to defeat me in the South, the cost will be painful enough to you that your war efforts against White will be significantly hampered. The cost in resources will be more than extensive enough to cost you control of the center cities. I would think that control over Moscow would be far more important to your plans than control over Rio. This petty squabbling is self-defeating. White and Orange have the advantage of going ahead of us. If we fight each other, they will gain control of the center. Your best result in such a scenario is a third place finish. However, if you choose a two front war, so be it. If your definition of peace is my surrender, then we shall meet on the battlefield." Message to Orange: In an effort to readjust the strategic situation between us, I have razed Seoul. When you reoccupy the city, you will discover that it no longer produces anything - ever again. I hereby offer you a golden opportunity to dominate the world. If you agree to my proposal, you will dominate the center cities, and very likely the game. Essentially, I propose that rather than sending your forces South against my cities, send them West, toward Dublin and Munich. You could control both within 1-2 turns. I will shift the bulk of my forces against Chief Archibald in the West. (Indeed, I have already begun this process.) Acquiring two center cities would give you an extremely strong position vis-a-vis White as well as Green and myself, and now that there is some distance between our two closest cities, any threat which my forces may pose to your realm has been significantly reduced. I am suggesting an offer of truce, which if you accept, could be extended throughout the game. If you were willing to deploy shorter range forces in the ruins of Seoul and therefore not to threaten the cities which I currently own, I would agree not to send my forces North to within one day's travel of your heartland. Not next turn. Not in four turns. Not ever. As long as you kept the agreement, I would. And, since Seoul no longer produces anything, its value has diminished. Since our two closest cities are now far apart, it should be easier to make sure no one tries to seek a surprise attack without warning. Any such effort by either side would be spotted in advance and could be countered. Plus, there is a great benefit of a true alliance. It permits you to shift your forces in the direction of your biggest competitor, who in this case, appears to be wearing White. To All: Duncan MacLeod is a man of honor. Once given, my word can be depended upon. Treat me fairly, and you will be rewarded with an alliance which few can expect in a game of Warlords. (Check out P05). Treat me poorly, and sooner or later, vengeance will be had. Whichever side, Orange or Green, chooses to sign a truce with the MacLeods, will soon see major movement of troops away from its borders. Of course, by virtue of time, Green will be able to respond through actions first. And let's face it, actions count far more than words... Worf, son of Mogue: "A man without honor is not a man." End of Turn Duncan MacLeod Level 1 Experience 8 (+3) Command +2 Methos Level 1 Experience 6 (+3) Command +1 9 cities 57 gold 254 income 29 expenses _______________________________________________________________________________ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Tournament Game: "A08" Turn Number: 4 Gamefile Sent To: Superbad (White) (tackman@cris.com) Date Sent: Thursday October 30, 1997 at 10:06 PM EST Date Gamefile Due: Sunday November 2, 1997 at 10:06 PM EST (In GMTGMT: Monday November 3, 1997 at 3:06 AM) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- _______________________________________________________________________________ The following message was sent on Friday October 31, 1997 at 11:43 AM EST by "Elam T. Birnbaum" to all players; Chief Achi responds to Duncan's statements using his second diplomatic message. >"So let me get this straight...Essentially you want we me to surrender part >of my kingdom before a battle has been fought? Why not ask me to turn >over The Couch to you as well? Come to think of it, why don't I just >surrender right now? Let me make one thing perfectly clear. I will >fight for every inch of Scottish soil. And, if there should come a time >when I am significantly disadvantaged by your armies, I will assemble the >largest stack I possibly can, not for defense, but to assault you behind >the lines. Should I ever find myself in a position where I cannot defend >my territory (from you and your flying hero - don't get any ideas), you can >expect I will make every effort, at whatever the cost, to put a crink in >your plans. In such a scenario, my sole objective will be to insure your >defeat regardless of whether I myself achieve victory. It is interesting to hear Duncan say that the Chief wants him to surrender before any battles have been fought. Is he not the very person already deciding the entire outcome of the game on TURN 3 no less!?!? Isn't he the one offering alliances that he says will last the entire game before most empires have even seen eachother!? But then, part of diplomacy is being able to handle other's eccentricities, so the Chief shows restraint. The Chief is pleased to hear that Duncan's forces will fight for their land, after all loyalty is something to be cherished, no? But then he hears that Duncan's forces, should they be slighted in any way by any enemy, will wholeheartedly seek revenge against a single enemy, without caring what happens to their land, without caring whether they win the war or not. Does this sound like a rational strategy? The Chief thinks not. Thinking out loud, the Chief wonders if this is simply a strategy employed by Duncan, making himself look stark raving mad, cowering his enemies into agreeing to his offers for fear that he would order all his forces to attack, allowing all other kingdoms to occupy his territory while he seeks to destroy his one sworn enemy. If this is indeed Duncan's strategy, he certainly will not win this tournament he so willingly joined, but instead make many enemies... But then, part of diplomacy is being able to handle other's eccentricities, so the Chief shows restraint. >I offered a straight forward proposal for you to achieve a peaceful border, >but I shall never agree to such a farce as you propose. You expect me to >allow you to control Rio and Oslo (which I presume you will take next turn >and get the flying item, all without ever paying a price. And to top it >off, you expect me to say its OK to attack me four rounds later anyway? >Waiter....what has this man been drinking? Or, perhaps I should say, did >he inhale? The Chief can understand Duncan's resistance to the Rio offer since the Chief can conceive of how Duncan may "claim" that Rio is on Scottish soil (Is there anywhere that one kingdom can call "their own"? Perhaps...). The Chief cannot explain how Duncan says he can or cannot "allow" the green kingdom to occupy Oslo. It seems we are back to claiming cities which have yet to be visited by ANY kingdom, and yet according to Duncan it is already on Scottish soil? But then, part of diplomacy is being able to handle other's eccentricities, so the Chief shows restraint. > >Chief Archibald: >You still have a choice. If you are willing to respect a border which >leaves Rio on my side and Innsbruck on yours, there can be peace between >us. > >If not, while you may eventually garner enough troops and/or items to >defeat me in the South, the cost will be painful enough to you that your >war efforts against White will be significantly hampered. In light of the disturbing statements made by Duncan, the Chief does not doubt that Duncan will fight hard in the south, though Duncan assumes the Green kingdom wants a full scale invasion. Indeed he has put forth an impressive number of units along the "border" between our two kingdoms in support of this. More on this later... The cost in >resources will be more than extensive enough to cost you control of the >center cities. I would think that control over Moscow would be far more >important to your plans than control over Rio. This petty squabbling is >self-defeating. White and Orange have the advantage of going ahead of us. >If we fight each other, they will gain control of the center. Your best >result in such a scenario is a third place finish. However, if you choose >a two front war, so be it. If your definition of peace is my surrender, >then we shall meet on the battlefield." The Chief wonders why Duncan believes that the green kingdom's future control over "Moscow" would be even compared in the same breath over their potential control over Rio. This logic seems puzzling. Even the fastest of allies would take 2 to 3 turns to reach Moscow from the south. Whatever, the Chief will go on. Ah, Duncan does utter a piece of wisdom, White and Orange DO go ahead of us, indeed. And yet, who goes ahead of Blue? Duncan seems to place the four kingdoms in two sides, the Chief actually sees White having an advantage over Orange who has an advantage over Green who has an advantage over Blue. If the kingdoms of Green and Blue fight eachother in totally illogical ways, such as playing for revenge and defeat over playing for position in the tournament, then the Chief wholeheartedly agrees that the victory will be given over to White and Orange. Although, here it comes again, turn 3 prediction making. Third place at best? It seems the Scottish must have some sort of innate psychic abilities or something, since they seem to be writing history for the future as if it is obvious what will happen. Why don't we just all agree what cities we own at turn 20 and forget about this tiresome fighting, after all, our fate is sealed isn't it? The Chief has been in many a war, and he knows that NO outcome is determined until the very end. The Chief asks forgiveness for his sarcasm, part of diplomacy is being able to handle other's eccentricities, so the Chief will try to show restraint. >Duncan MacLeod is a man of honor. Once given, my word can be depended >upon. Treat me fairly, and you will be rewarded with an alliance which >few can expect in a game of Warlords. (Check out P05). Treat me poorly, >and sooner or later, vengeance will be had. Whichever side, Orange or >Green, chooses to sign a truce with the MacLeods, will soon see major >movement of troops away from its borders. Of course, by virtue of time, >Green will be able to respond through actions first. And let's face it, >actions count far more than words... Interesting, a man of honor... The Chief has been reading the historical tomes of a previous war, a war, in fact, won by Duncan himself (P05)! Quite illuminating, it seems an alliance with a kingdom (I believe it was, of all colors, Green!) seemed indeed to hold strong, until... until Duncan had to "occupy" a Green castle, without Green consent, in order to gain an advantage against another kingdom in which he was involved in heavy fighting. Duncan, ofcourse, assured the Green kingdom that his "attack" was not an invasion, that is was meant only to hurt another kingdom, and that Green would be able to retake his city the next turn. Interesting theat Duncan himself referred us to this tome of history. So it seems Duncan is an honorable man, except when it serves him. So an alliance between Blue and Green will last until the end of the war, right? If the Green kingdom is decimated, two cities left standing, both on the border of Blue, Duncan himself will not attack them because he is honorable, will not increase the cities he owns, even if all he needed to win the war was two more cities because he is honorable? Please, sir, do not throw the word "honor" around like it was confetti, sooner or later, it will end up biting you. Well, the Chief has finished responding directly to Duncan's comments, though he has more to add to Duncan himself. Actually, from the tone of this message so far, it could be a bit surprising what the Chief has to say. But first, the Chief is feeling good, so he will reveal some of his strategy. The Chief has a sixth sense for weakness, he can sense it and must then exploit it. He targets no kingdom or empire itself, he simply looks for weaknesses to exploit. He holds no grudges against kingdoms who outmatch his moves, his admission of White's good moves in this very game is proof. The Chief will not throw reason to the wind and go solely after White for this move, instead the Chief will be more aware of White's moves in the future, and if he sees any weaknesses, he will strike. As for alliances, the Chief is honorable (in the TRUE sense of the word). He will honor any agreements to the letter. It is therefore important to describe those alliances precisely, rather than give either side a legitimate reason to act while technically not breaking the alliance. If the agreement stipulates that a certain ally's city is not to be attacked, he will not do so, even if it would help in his plans. He would ask permission, even if it meant that some strategy might be gleaned from it. This strategy has two consequences in this case. Firstly, this is the reason why the Chief did not want to specify an alliance forever. In a tournament where owning the greatest number of cities is the most important, no one can predict the outcome, no one can even predict what the outlook will be 5 turns from now. We do not want to find ourselves in a position where an alliance hurts either side. Ofcourse if keeping your word is a matter of whether it serves you or not, feel free to make scores of "lifetime alliances", after all, you can always break it if it serves you. Many times both sides of an alliance become accustomed to not defending a border. And in those cases, the alliance continues, after both sides have reevaluated and agreed to continue. In the Chief's experiences, alliances tend to break down nearing the end of a round, when all kingdoms make their last dash towards victory. Better to break up amicably than to break up because one side screwed the other. In the first case, honor is preserved, in the second honor is lost. The second consequence of this is that due to Duncan's swift movement of troops into the border area between the two kingdoms, including the quick repositioning of a newly arrived Demon, the "weakness" the Chief perceived in the south no longer exists. Indeed, in short order Duncan has managed to secure the cities in contention. In fact he seems to be taking a defensive approach in the north, thereby allowing a good number of his forces to focus on the Chief in the south. Ok, enough, now onto the next offer. The Chief reconsiders and agrees to Duncan's first offer. Here is what the agreement will be: 1) Green will own the cities of Innsbruck and Oslo, and Blue the cities of Rio and Grenoble. 2) Only non-flying defensive forces will be allowed in these four cities, including spiders. Even fast moving light infantry cannot reach one city in one turn, so spiders should be allowed without compromising the alliance. Again, only non-flying defenders, hence no griffons. Allies and heros will only be allowed to move through these cities, unless a major attack by another enemy (White or Orange) requires them for defense. 3) The alliance will last for 10 turns, at which time it will be reevaluated for usefulness to each side. Further agreements can be made at this point based on firsthand knowledge of the other's honoring of the alliance. Indeed, if the alliance has succeeded beyond expectations, and the kingdoms have prospered, then a dual victory is not out of the question (it has been done before, see the game "Shades of Hadesha", a game the Chief was in (in another persona as the Blue Battalions)). The Chief has finished his long and detailed speech, and must now remain silent until his next turn, despite what the others may say. The Chief looks forward to a response by Duncan, so that in the next turn, his troops may begin moving out of the area (once Chief Achi finds the flying carpet). One last note the Chief wants to utter due to his inability to say anything after this. To the White and Orange kingdoms; should the Chief's offer to Duncan be rejected as viciously as his first one, the Chief is in no means against another alliance with one of the remaining kingdoms. White, being the first to move and on a border woth Green could benefit from an alliance with Green, and the Orange kingdom, being on the opposite side of the bard from Green, could be an ideal alliance of convenience rather than borders. It is hoped that by reading the public message, these kingdoms will realize that the Chief is truly an honorable, honest, and logical man whose actions can be counted upon and whose word means something. The Chief must keep his options open should all talks break down. If all kingdoms gun for him, the Chief is not arrogant enough to expect to survive... Chief Achi of the Green kingdom places his royal sign on this message. _______________________________________________________________________________ The following message was sent on Friday October 31, 1997 at 09:18 PM EST by "Richard M. Rose" to all players; This is my second and final diplomatic message prior to my next turn. Chief Achi, I have received your revised proposal and find it much improved. >1) Green will own the cities of Innsbruck and Oslo, and Blue the cities of >Rio and Grenoble. This, I can agree to, as long as you comply with your second rule. So long as forces are not deployed in/near Oslo or Innsbruck which threaten my cities in a single turn, and I believe your exclusions of allies, heros, and flying units (save if they are needed for defense against others) will cover this. Truthfully, my own impression is that if either of us needs to deploy such forces in the cities you mentioned for defense from others, the straits will be dire indeed...for one or both of us. I would go further and suggest that in respect to the four cities you've mentioned (especially the Souther two), we both agree to refrain from stationing flying forces or allies within one day's travel of the other sides cities. (excluding the occasional passing by). Large quantities of said forces, even if not stationed in cities, still present threats. A peaceful border is one without large troop contingents. (I believe this point is important.) >2) Only non-flying defensive forces will be allowed in these four cities, >including spiders. Even fast moving light infantry cannot reach one city in >one turn, so spiders should be allowed without compromising the alliance. >Again, only non-flying defenders, hence no griffons. Allies and heros will >only be allowed to move through these cities, unless a major attack by >another enemy (White or Orange) requires them for defense. Once again...I can agree, although I would certainly urge both sides, where possible not to stockpile excessive armaments in said cities relative to the neighboring ones (unless they were needed for defense from others). This is not a precondition, merely a suggestion to consider. Past experience suggests that the longer the relative strength of the respective armies of both sides near the border are approximately equal, the lesser the temptation for either side to violate an agreement or to choose to dissolve an alliance at a later point (turn 10). This also affords a greater opportunity to vector armies to fronts in other directions, making the alliance more beneficial for both sides. >3) The alliance will last for 10 turns, at which time it will be >reevaluated for usefulness to each side. Further agreements can be made at >this point based on firsthand knowledge of the other's honoring of the >alliance. Indeed, if the alliance has succeeded beyond expectations, and >the kingdoms have prospered, then a dual victory is not out of the question >(it has been done before, see the game "Shades of Hadesha", a game the >Chief was in (in another persona as the Blue Battalions)). Ah....the man is speaking my language. Agreed. >The Chief has finished his long and detailed speech, and must now remain >silent until his next turn, despite what the others may say. The Chief >looks forward to a response by Duncan, so that in the next turn, his troops >may begin moving out of the area (once Chief Achi finds the flying carpet). I agree to these terms. I gather from your previous message and from this one, that you are a man who respects opponents and friends alike when they speak from a position of strength. If our alliance is to be beneficial, I will need to redeploy my forces quickly, but I cannot do that while your forces threaten my positions. Therefore, in order to facilitate the alliance, I suggest when you seek out the carpet, you take only enough forces to ensure yourself that I cannot double-cross you. (A larger force than necessary located on/next to the ruin would force me to maintain significant forces in Rio for an extra turn.) I suggest you leave your hero a short distance away from the ruin so that Rio is outside of his and/or the devil's attack range. I then could withdraw my Archon immediately. Otherwise, my Archon will be forced to remain in Rio for an additional turn to be removed after your hero has departed with the flying carpet. Likewise, if you capture Oslo with your Demon next turn, said Demon will be within range of Grenoble, and I will need to maintain defensive forces there for a turn until your Demon moves out of range. I am open to suggestions regarding this since we both possess demons with very long ranges that would of course, be best used elsewhere, Furthermore, although nothing has been said, I trust under this agreement that my hero will be permitted to visit Garrisons ruin and your's Max's Manor. Lastly, given that you will control Oslo and recover the flying carpet, it might be best to discuss the last sole point of possible contention between us, Atlanta. For the short term, I gather, I will have my hands full with Orange, but should our alliance succeed, at some point down the road, I suggest we stipulate that we will divide the center cities as equally as we can. But, I suppose, there is no need to divide the world yet...there is much time and many battles ahead:-) One Final Note: I do want to clarify one thing regarding a previous life (P05). Sometimes, it is necessary for strategy's sake to actually fight an ally. By taking a city that was defended by a single light cavalry (It had just been captured and sacked), I deprived our mutual enemy the resources (from the pillaging of the city) that he desperately needed to build his defenses elsewhere. As a result, not only did I gain one extra city and halt an enemy advance elswhere, but my ally gained two more (plus his original city back!) Furthermore, I graciously honored our alliance down through the last turn. Even though I could have re-captured the city in turn 10 with no repercussions, I did not. Signed and sealed. Duncan MacLeod of the Clan MacLeod. Message to Orange: A little insanity is a good thing. I should warn you that should I find myself in am indefensible position, do not be surprised if a large stack seeks to bypass your armies and visit some villages behind the front lines... Cornered animals are known to fight extremely viciously. ************************** Richard M. Rose Email address: rrose@pb.net "It is better to keep your mouth shut and appear stupid than to open it and remove all doubt. --Mark Twain ************************** _______________________________________________________________________________ __________ __________/ \__________ <__________ Turn 4 __________> \__________/ _______________________________________________________________________________ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Tournament Game: "A08" Turn Number: 4 Gamefile Sent To: Lord Elric (Orange) (Eskil.Swahn@LDC.lu.se) Date Sent: Sunday November 02, 1997 at 03:56 PM EST Date Gamefile Due: Tuesday November 4, 1997 at 3:56 PM EST (In GMT+0100: Tuesday November 4, 1997 at 9:56 PM) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- _______________________________________________________________________________ The following message was sent on Sunday November 02, 1997 at 03:56 PM EST by tackman@cris.com (Dave Tacker) to all players; Turn Report for Side 1 Turn 4 Game A08 - SUPERBAD ======================================================================= Starting Gold = 823 gp Starting Income = 202 gp Starting Expenses = 15 gp Starting Cities = 7 Starting Experience, Mr. Burns = 10 Starting Experience, Smithers = 6 Lt. Cavalry takes Melbourne, Pillages for 175 gp Smithers takes Antwerp, Pillages for 175 gp Mr. Burns explores Vaillancourthold and finds Neptune's Triad Smithers explores Cairn of Bazza and finds 2459 gp Demon attacks Montreal (Battle Report Vs. Player Green Follows): WarBOT v1.0a Armyset: Tournament b1-4 WL version: Mac Classic Intense Combat: Off Terrain: Enemy city 3 or 4 prod Hero Bonuses Non- For- TOTAL Minus Fly Natural Item Hero tify City Cancel BONUS Enemy Item -------------------------------------------------------------- ATT: 0 0 1 0 N *1* 0 No DEF: 0 0 0 0 2 *2* 0 No Entered Final Attack Units: Strength Strength Survival % --------------- -------- -------- ---------- Demon 7 8 0.81743 <-- Lives! Defense Units: --------------- Cavalry, Lt 2 4 0.18257 <-- Dies... Attacker wins with 1 unit(s) remaining Demon is so enraged that he loots 4 gp and then Sacks City for 450 gold - Ability to produce Lt. Cav and Spiders lost permanently. Pegasi Cloning Facility started in I.O.C. for 2000 gp Giant Cloning Facility Started in Athens for 1100 gp Spider cloning facility started in Antwerp for 700 gp Final gold = 286 gp (823+175+175+4+450+2459-2000-1100-700) Final Income = 254 gp Final Expenses = 33 gp Final Cities = 9 Final Experience, Mr. Burns = 13 Final Experience, Smithers = 11 Mr. Burns Calls Smithers on his Satellite Videophone. "Smithers! I want you to get a message back to Lord Elric to the East. Tell him that given the overflow of rulemongering from the south that so recently clogged our fax machine we agree that our interests are compatible. Tell him to take his Elemental South and we will do the same with our Archon and Dragon. Tell him that in token of our mutual interest, we urge him to take Munich with whatever troops lie at his disposal. We will console ourselves with the Dark ruin of the north and the lands of the Green Scum to the south. Now you bumbling yahoo! Take that message off to him at once. Let him know that actions always speak louder than words. Until I see actions that run contrary to our mutual interest, I will try to keep a lid on the spider tamers and such. Tell him that elemental better find its way south pronto or the deals off." Turning off the device, Mr. Burns mumbles to himself "Now I've got to find that Demon and make sure he isn't depopulating the local city. Some Giants and Pegasi would be nice to have. Perhaps I should ask our roadies to set up some more cloning facilites . . . hmmm, Yes, I think I will . . . Nullum Gratuitum Prandium! _______________________________________________________________________________ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Tournament Game: "A08" Turn Number: 4 Gamefile Sent To: Chief Achi (Green) (elam@pixgen.com) Date Sent: Tuesday November 04, 1997 at 03:50 PM EST Date Gamefile Due: Thursday November 6, 1997 at 3:50 PM EST -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- _______________________________________________________________________________ The following message was sent on Tuesday November 04, 1997 at 04:50 PM EST by Eskil.Swahn@ldc.lu.se to all players; *********************** Official Turn Report Template ************************ REPORT FOR TOURNAMENT ROUND A, GAME 08, TURN 04, SIDE 2. ============================================================================== ### Rules: http://www.princeton.edu/~rfheeter/w2home/tournament/Rules.html *** Turn Start and Hero Actions: (Repeat lines as needed for extra events.) Gold at Start of Turn: 188 gp Moonglum visits Stronghold Irwin's Vault and finds 2480 gp. Lord Elric visits Ruin Panago's Tomb and receives The Blessing of Olympos. City Rome taken (Pillaged Scout for 175 gp) Blue Spider merciless slaughtered: WarBOT v1.0a Armyset: Tournament b1-4 WL version: Mac Classic Intense Combat: Off Terrain: Razed city Hero Bonuses Non- For- TOTAL Minus Fly Natural Item Hero tify City Cancel BONUS Enemy Item -------------------------------------------------------------- ATT: 0 0 2 0 *2* 0 No DEF: 0 0 0 0 0 *0* 0 No Entered Final Attack Units: Strength Strength Survival % --------------- -------- -------- ---------- Wizard 7 9 0.72675 <-- Lives! Defense Units: --------------- Spider 4 6 0.27325 <-- Dies... Attacker wins with 1 unit(s) remaining *** New City Builds and End-of-Turn Declarations: (Repeat for each new build) ### Gold Info: http://www.princeton.edu/~rfheeter/info/gold.html New Build of unit type Pegasi purchased in city Paris for 2000 gp New Build of unit type Spiders purchased in city Rome for 700 gp Final Cities: 10 Gold: 143 gp Income: 220 gp Expenses: 71 gp. ### Be sure to save game and reload so gold information is updated correctly. Lord Elric Experience: 13 Change from last turn: +3 Moonglum Experience: 9 Change from last turn: +3 ### Check your hero's safety, check your city production, and you're done! *** File Transfer: Round R=A Game xx=08. Next Player's Turn yy=04 Side z=3 "My Lord! Our messenger has returned from the West with a Positive Respond to our Proposal of an Alliance!" "Good, good! I knew the good Lord Superbad was a Man of Honor! How did he respond to my offers?" "It seems that our newfound Ally is allergic to feathers and because of this prefers to use the Famous Pole of Bubka instead of flying on the back of a Griffin." "Fine! Then I will send word to our dear Elemental that he should move on to the city of Munich and convince the Griffins to join our Just Cause!" _______________________________________________________________________________ The following message was sent on Tuesday November 04, 1997 at 10:52 PM EST by tackman@cris.com (Dave Tacker) to all players; Just figured out that I made an error in my last turn report. The gamefile is fine but my final stats should have been: gold: 286 gp income: 280 gp (not 254) expenses: 33 gp cities: 10 (not 9) Reminder: I will be out of town starting tomorrow Wednesday, November 5 through Saturday November 8 and will be unable to access my emails. Will return to the help Sunday November 9. Party on guys! -SUPERBAD Nullum Gratuitum Prandium! _______________________________________________________________________________ The following message was sent on Wednesday November 05, 1997 at 10:38 AM EST by "Elam T. Birnbaum" to all players; The Green kingdom faced many interesting obstacles today. With a freshly penned alliance inked with the Blue kingdom, and the fresh threats from the Whities in the north, the two chiefs of the Green empire had much to do. So, without further ado, the events of the turn (diplomacy and other messages to follow). Hero actions: Chief Menashe visited a ruin, and due to his great divining skills, was able to unearth a magical item, the Olympic Fire. Battles: An elemental attacked the oft-attacked city of Montreal and pillaged the light infantryman in it for 80 gold (looted for 14 gold). A demon attacked the last non-center unoccupied city of Oslo and pillaged it for 175 gold. Builds: A heavy infantryman was built in Oslo (300). Gold: Begin: 261 End: 261 + 14 + 80 + 175 - 300 = 230 Income: Begin: 200 End: 240 Expenses: Begin: 29 End: 50 Hero Experience: Begin: Chief Menashe: 10 Chief Achi: 6 End: Chief Menashe: 13 Chief Achi: 6 Cities: Begin: 9 End: 11 Diplomacy: Duncan, there are several issues you raised in your previous message that only now can the Chief can respond to. Chief Achi has arrived near the ruin containing the flight item. He cannot legitimately stay out of range from Rio without hindering any future movement out of the area. Therefore, you will have to trust the Chief that his destination is the flight ruin, and then immediately to the gold stronghold Max's Manor. This will allow the Chief to be well on his way towards the middle, while staying out of Blue's way, and not to mention it, getting some needed cash. If you feel you have to keep defensive forces in Rio this turn, then so be it, though an alliance cannot work without trust. More on that later. The units that accompany the Chief are enough to deflect any double-crossing attacks and even though they are within range of Rio, they are there only as defense against a possible attack. Also, as you predicted, the green Demon has captured Oslo. The Chief's proposal here is again trust. You have before realized the importance of the center castles, and can see that the Demon's most likely destination is Atlanta. Oslo will build a heavy infantryman this turn, but that will not be enough to stop a demon. But the Chief trusts that the alliance will succeed at least in the near future that he doesn't fear moving the Demon and leaving Oslo undefended against a demon attack. The Chief urges Duncan to exhibit the same trust and begin moving the Demon north to face the orange threat. Speaking more of Atlanta, it has been the Chief's contention that first come first serve. We will see how the game progresses in a few turns before we can talk in detail about the center cities. Much can happen. Once again, the Chief must make a warning. His strategy is based on exploiting weaknesses, and there is nothing more tempting than to attack a foolishly undefended hero, or visit a ruin that was left unexplored. The Chief's suggestion is to, in the process of moving your forces north, you occupy Garrison's Ruin with enough forces to ensure no double-crossing from the Chief (this shouldn't be difficult with the stronghold's +2 defense bonus). Doing this will convince the Chief to go after his own ruin and to leave your hero alone. Leaving the ruin unnoccupied this turn will severely tempt the Chief into going after BOTH ruins. Duncan, you have to power to prevent this without straining the alliance, so the Chief urges you to do so (its not that bad a move anyway). The Chief has already endures some hardships and some tension, but he is confident that things will work out for the Green Empire. Chief Achi _______________________________________________________________________________ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Tournament Game: "A08" Turn Number: 4 Gamefile Sent To: Duncan Macleod (Blue) (rrose@pb.net) Date Sent: Wednesday November 05, 1997 at 10:38 AM EST Date Gamefile Due: Friday November 7, 1997 at 10:38 AM EST -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- _______________________________________________________________________________ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Tournament Game: "A08" Turn Number: 5 Gamefile Sent To: Superbad (White) (tackman@cris.com) Date Sent: Thursday November 06, 1997 at 10:45 PM EST Date Gamefile Due: Sunday November 9, 1997 at 10:45 PM EST (In GMTGMT: Monday November 10, 1997 at 3:45 AM) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- _______________________________________________________________________________ The following message was sent on Thursday November 06, 1997 at 10:59 PM EST by "Richard M. Rose" to all players; Turn 3 Duncan MacLeod Level 1 Experience 8 Command +2 Methos Level 1 Experience 3 Command +1 9 cities 289 gold 254 income 45 expenses MacLeod's Knights met around the round table, discussing all possibilties. The Green nation of Chief Achi clearly had demonstrated goodwill by vectoring armies away from the vicinity of Innsbruck. And, while the possibility remained that Chief Achi could turn and attack, the truth is, that such an assault would only be beneficial in the short term. Any large scale fighting between the two newly allied nations would only enable the White and Orange armies to solidify their control of the center. And, with a twenty turn war on his hands, Chief Achi could never hope to defeat them both. No...it is definitely to Chief Achi's and Duncan MacLeod's advantage for the Green Demon to head North to Atlanta. Neither Orange nor White should be permitted to feel perfectly secure in their access to the Warbot Temple and the blessings therein. Aside from this, there is something more than trust which shall hold the alliance together. And that is the potential consequences of violating an agreement. Although it is possible to make short term gains against Blue, to do so would mean the definite loss of Oslo and the cost of renewed conflict. No...surely Chief Achi will decide in favor of maintaining the treaty. Especially after the military prowess demonstrated in the field against Orange by the forces of the MacLeod Clan. Methos finds 2480 gold in Gorenson's ruin. MacLeod acquires the Anton Geesinks belt in Langer's Lair. (Command +2) MacLeod now has a plus four command bonus. Interesting....it appeared that Orange had made the first strategic mistake of the battle. A lonely wizard, off by himself....hmmmm.... WarBOT v1.0a Armyset: Tournament b1-4 WL version: Mac Classic Intense Combat: Off Terrain: Water/shore Hero Bonuses Non- For- TOTAL Minus Fly Natural Item Hero tify City Cancel BONUS Enemy Item -------------------------------------------------------------- ATT: 1 4 0 0 *5* 0 No DEF: 0 0 2 0 0 *2* 0 No Entered Final Attack Units: Strength Strength Survival % --------------- -------- -------- ---------- Bat, Giant 1 6 0.75690 <-- Lives! *Hero 5 10 0.57475 <-- Lives! Defense Units: --------------- Wizard 7 9 0.24310 <-- Dies... Attacker wins with 2 unit(s) remaining Griffin built on the Couch for 1700. Heavy infantry built in Lake Placid for 300. Message to Orange: It seems you are in a bit of a connundrum. I now have forces massing in the South and may soon, as promised, send the stack into your heartland...Or perhaps, I will conquer Dublin instead. Well...no need to decide just yet. You'll just have to defend both! Your wizard crossing into my territory merely peaked my curiousity. You do not want to see me when I get truly angry. Message to Green: Seek to take Atlanta as soon as possible It is imperative that Orange and White not have dominance over the Warbot temple. I shall either conquer Dublin or, should Orange heavily fortify that city (as I would), I shall send large scale forces against Orange's prime real estate - whichever seems most opportune next turn. In any event, I believe our alliance is on firm ground. Do not be concerned with my hero & archons...He will soon head North to join the battle. And...any minor troops passing by are all headed North. Please be sure to promptly withdraw your hero from the ruin in the direction of Max's Manor. I think you can agree that it is definitely to your advantage if my Hero and Archons head North to confront Orange as opposed to West against your cities. As our key forces begin to widen the distance between them, any unanticipated tension should decrease. End of Turn 3 Duncan MacLeod Level 1 Experience: 12 Command +4 Methos Level 1 Experience 9 Command +1 9 cities 769 gold 254 income 45 expenses _______________________________________________________________________________ The following message was sent on Friday November 07, 1997 at 09:30 PM EST by "Richard M. Rose" to all players; Turn 3 Duncan MacLeod Level 1 Experience 8 Command +1 Methos Level 1 Experience 3 Command +0 9 cities 289 gold 254 income 45 expenses MacLeod's Knights met around the round table, discussing all possibilties. The Green nation of Chief Achi clearly had demonstrated goodwill by vectoring armies away from the vicinity of Innsbruck. And, while the possibility remained that Chief Achi could turn and attack, the truth is, that such an assault would only be beneficial in the short term. Any large scale fighting between the two newly allied nations would only enable the White and Orange armies to solidify their control of the center. And, with a twenty turn war on his hands, Chief Achi could never hope to defeat them both. No...it is definitely to Chief Achi's and Duncan MacLeod's advantage for the Green Demon to head North to Atlanta. Neither Orange nor White should be permitted to feel perfectly secure in their access to the Warbot Temple and the blessings therein. Aside from this, there is something more than trust which shall hold the alliance together. And that is the potential consequences of violating an agreement. Although it is possible to make short term gains against Blue, to do so would mean the definite loss of Oslo and the cost of renewed conflict. No...surely Chief Achi will decide in favor of maintaining the treaty. Especially after the military prowess demonstrated in the field against Orange by the forces of the MacLeod Clan... MacLeod awakened from his slumber to discover that his victory against the Orange wizard was only a dream. Perhaps, however, it was a message from the Gods... Good things lie ahead. Methos finds 2470 gold in Gorenson's ruin. MacLeod acquires the Anton Geesinks belt in Langer's Lair. (Command +2) Griffin built on the Couch for 1700. Heavy infantry built in Lake Placid for 300. Message to Orange: After much difficulty, MacLeod has managed to imitate the strategy which the Gods dictated in his dream. It remains quite possible for him to send his demon and both giant purple worms north to Dublin. Should Orange fail to fortify that city, it surely will be taken by the MacLeods. While the Wizard has not been dispatched quite yet, it appears that any attempt by the Wizard to advance into Scottish territory can be countered! Message to Green: Seek to take Atlanta as soon as possible It is imperative that Orange and White not have dominance over the Warbot temple. I assume he will fortify Dublin and take an advantage over everyone in the production of flying creatures. If he does otherwise, It will be my intention to amass the largest stack possible and seek to penetrate his rear defenses within two to three turns. In any event, I believe our alliance is on firm ground. Do not be concerned with my hero & archons...Methos will soon head North to join the battle. Please be sure to promptly withdraw your hero from the ruin in the direction of Max's Manor. I think you can agree that it is definitely to your advantage if my Hero and Archons head North to confront Orange as opposed to West against your cities. As our key forces begin to widen the distance between them, any unanticipated tension should decrease. End of Turn 3 Duncan MacLeod Level 1 Experience: 12 Command +3 Methos Level 1 Experience 9 Command +0 9 cities 759 gold 254 income 45 expenses ************************** Richard M. Rose Email address: rrose@pb.net "It is better to keep your mouth shut and appear stupid than to open it and remove all doubt. --Mark Twain ************************** _______________________________________________________________________________ __________ __________/ \__________ <__________ Turn 5 __________> \__________/ _______________________________________________________________________________ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Tournament Game: "A08" Turn Number: 5 Gamefile Sent To: Lord Elric (Orange) (Eskil.Swahn@LDC.lu.se) Date Sent: Friday November 07, 1997 at 09:36 PM EST Date Gamefile Due: Monday November 10, 1997 at 9:36 PM EST (In GMT+0100: Tuesday November 11, 1997 at 3:36 AM) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- _______________________________________________________________________________ __________ __________/ \__________ <__________ Turn 5 __________> \__________/ _______________________________________________________________________________ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Tournament Game: "A08" Turn Number: 5 Gamefile Sent To: Lord Elric (Orange) (Eskil.Swahn@LDC.lu.se) Date Sent: Sunday November 09, 1997 at 04:10 PM EST Date Gamefile Due: Tuesday November 11, 1997 at 4:10 PM EST (In GMT+0100: Tuesday November 11, 1997 at 10:10 PM) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- _______________________________________________________________________________ The following message was sent on Sunday November 09, 1997 at 04:10 PM EST by tackman@cris.com (Dave Tacker) to all players; Looks like I missed some excitement there. Here goes my Turn 5: Turn Report for game A08, Turn 5, Side 1 - White = SUPERBAD =========================================================== Statistics at start of turn: 9 Cities 479 gold 254 gp income 33 gp expenses 13 experience for Mr. Burns 11 experience for Smithers Smithers saunters in to Bob Heeters Bar and after a couple of stiff drinks realizes that he is hanging on to the pole of Bubka as the room starts to spin . . . Mr. Burns takes Montreal from the Green Scum with no resistance. Lt. Infantry cloning facility set up in Melbourne for 160 gp Lt. Infantry cloning facility set up in Montreal for 160 gp Lt. Infantry cloning facility set up in Stockholm for 160 gp Statistics at end of turn: 10 cities 9 gp (479-160-160-160) 280 gp Income 64 gp expenses 14 experience for Smithers (+3) 15 experience for Mr. Burns (+2) Mr. Burns cackles shrewishly as he breaks into the Montreal drug cabinet. "Now where's that geritol damnit?" He mumbles to himself feebly. "Blast those unorganized green yahoos! Can't they even organize a medicine cabinet?" Meanwhile, Smithers sets himself down at Bob Heeters Bar. "Well, maybe just one root beer, thank you." Bob pours him a root beer but spikes it with an unusual mixure of alcohol and ginseng. As a result, Smithers starts to float into the air after 3 rootbeers. He grabs onto a pole to steady himself and ends up flying right out the chimney. "Mr. Burns, help me!!!!" He yells into his communicator. Mr. Burns is so distracted by this point that he fails to hear the beeping of his communications device. Besides, he knows that he'll need his vitamins if he is to face the green horde on the morrow. The roadies go on about their business and set up more cloning facilities. In the absense of orders from Mr. Burns or Smithers, they opt for the cheapest materials in the stockpile: Lt. Infantry. All for now! Nullum Gratuitum Prandium! _______________________________________________________________________________ The following message was sent on Sunday November 09, 1997 at 05:11 PM EST by tackman@cris.com (Dave Tacker) to all players; Clarification on my turn. I added up my totals and found myself 10 gp short. I went back and played through the turn and found that when I took Montreal, my gp total went up by 10 even though the program did not give me a message that I had pillaged anything. I figure, therefore, that the pillaging is correct and that when I took montreal, I pillaged for 10. It was just a glitch in the program that I did not get a message. Is this common? Does pillaging sometimes happen without a message telling you that it has happened? I guess so, because it happened to me. My final gold is therefore correct as I had stated it, it was my display of the arithmetic that was incorrect: final gold: 9 gp (479-160-160-160+10) -SUPERBAD Nullum Gratuitum Prandium! _______________________________________________________________________________ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Tournament Game: "A08" Turn Number: 5 Gamefile Sent To: Chief Achi (Green) (elam@pixgen.com) Date Sent: Wednesday November 12, 1997 at 05:04 PM EST Date Gamefile Due: Friday November 14, 1997 at 5:04 PM EST -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- _______________________________________________________________________________ The following message was sent on Wednesday November 12, 1997 at 05:05 PM EST by Eskil.Swahn@ldc.lu.se to all players; *********************** Official Turn Report Template ************************ REPORT FOR TOURNAMENT ROUND A, GAME 08, TURN 05, SIDE 2. ============================================================================== ### Rules: http://www.princeton.edu/~rfheeter/w2home/tournament/Rules.html *** Turn Start and Hero Actions: (Repeat lines as needed for extra events.) Gold at Start of Turn: 292 gp Lord Elric visits Stronghold Birnbaum's Crypt and finds 2473 shiny gp. City Dublin taken: WarBOT v1.0a Armyset: Tournament b1-4 WL version: Mac Classic Intense Combat: Off Terrain: Neutral city 1 or 2 prod Hero Bonuses Non- For- TOTAL Minus Fly Natural Item Hero tify City Cancel BONUS Enemy Item -------------------------------------------------------------- ATT: 0 0 2 0 *2* 0 No DEF: 0 0 0 0 0 *0* 0 No Entered Final Attack Units: Strength Strength Survival % --------------- -------- -------- ---------- Wizard 7 9 0.57626 <-- Lives! Defense Units: --------------- Griffin 6 8 0.42374 <-- Dies... Attacker wins with 1 unit(s) remaining *** New City Builds and End-of-Turn Declarations: (Repeat for each new build) ### Gold Info: http://www.princeton.edu/~rfheeter/info/gold.html New Build of unit type Giants purchased in city Olympia for 1100 gp New Build of unit type Elefants purchased in city Locker Room for 1500 gp Final Cities: 11 Gold: 165 gp Income: 240 gp Expenses: 118 gp. ### Be sure to save game and reload so gold information is updated correctly. Lord Elric Experience: 16 Change from last turn: +3 Moonglum Experience: 9 Change from last turn: +0 ### Check your hero's safety, check your city production, and you're done! *** File Transfer: Round R=A Game xx=08. Next Player's Turn yy=05 Side z=3 "Another Ruin with a Late Wizard's Secret Treasure! This Gold sure comes in handy in our struggle against Evil!" "Yes, Sire!" "Send a message to our garrison in the North too! Have the Wolfriders advance out of the city. They still haven't gotten hang of sieges so they might as well stand in the forest where they can outsmart any Surprise Attack by our Ally in their True Element! Make sure they don't get too close to our Ally's Cities though. Make sure they understand that they are under no circumstances authorized to make any offensive moves!! I value the Treaty we have negotiated with the Mighty Lord Superbad." "Understood, my Lord!" "Good!" "Sire, A Messenger just brought this." "Give it to me! Hmm.. hmm.. hmm.. Fine! Our Skilled Wizard have defeated the Fierce Griffins in Dublin and tamed them to serve our Course! This is looking pro- missing.." /Eskil +-----------------------------------------------------------------------+ | Eskil Swahn | | Eskil.Swahn@LDC.lu.se tfn +46 46 222 4986 | | | | | +-----------------------------------------------------------------------+ _______________________________________________________________________________ The following message was sent on Friday November 14, 1997 at 12:03 PM EST by "Elam T. Birnbaum" to all players; Chief Achi and the Green kingdom continue to face adversity. The presence of the pasty white Mr. Burns threatened the Green empire. His sickly appearance was more than overcompensated by weird, cyber-implants, making his weak frame into a half-alive genetic-mechanical monster. The Chief, being of the green kindgom, abhors such use of technology. Metal was meant to be forged into powerful swords, not as a marriage to flesh. It is the Chief's contention that natural strength will prevail over the artificial... On another front, the Green Empire can now claim their own share of the center castles, though their visit is probably short lived, the Chief ordered the removal of all assets from the city, which he found had considerably more than the other neutral castles so far encountered. The Chief has no diplomacy this turn, other than following along with the blue kingdom's agreement with the Chief and reminding them to keep their end. The report of the turn is as follows: Hero Exploits: 1) Chief Achi visited a ruin and discovered the Jump Of Lewis. 2) Chief Achi then visited a stronhgold and recovered 2493 gold. Chief Experience: Begin: Chief Achi: 6 Chief Menashe: 13 End: Chief Achi: 12 Chief Menashe:13 Battles: 1) A wolfrider and demon attack the city of Atlanta, defended by one griffon: WarBOT v1.0a Armyset: Tournament b1-4 WL version: Mac Classic Intense Combat: Off Terrain: Neutral city 1 or 2 prod Hero Bonuses Non- For- TOTAL Minus Fly Natural Item Hero tify City Cancel BONUS Enemy Item -------------------------------------------------------------- ATT: 0 0 1 0 N *1* 0 No DEF: 0 0 0 0 0 *0* 0 No Entered Final Attack Units: Strength Strength Survival % --------------- -------- -------- ---------- Demon 7 8 0.70370 <-- Lives! Wolfrider 4 5 0.25926 <-- Dies.. Defense Units: --------------- Griffin 6 8 0.29630 <-- Dies... Attacker wins with 1 unit(s) remaining The griffon is pillaged for 850 gold. Builds: 1) A bat (160) and elephant (1500) in Beijing. 2) A bat (160) and giant (1100) in barcelona. 3) A heavy infantryman (300) in CNN Office. Gold Begin: 380 Gold End: 380 + 850 + 2493 - 160 - 160 - 1500 - 1100 - 300 = 503 Income Begin: 220 Income End: 240 Expenses Begin: 50 Expenses End: 57 The Chief rests. _______________________________________________________________________________ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Tournament Game: "A08" Turn Number: 5 Gamefile Sent To: Duncan Macleod (Blue) (rrose@pb.net) Date Sent: Friday November 14, 1997 at 12:04 PM EST Date Gamefile Due: Monday November 17, 1997 at 12:04 PM EST -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- _______________________________________________________________________________ The following message was sent on Friday November 14, 1997 at 09:32 PM EST by "Richard M. Rose" to all players; TURN REPORT Turn 5 Duncan MacLeod Level 1 Experience 11 Command +3 Methos Level 1 Experience 9 Command +0 9 cities 968 gold 254 income 85 expenses Hi ho, hi ho...It's off to work I go.... Gee...that was quick. Message to Green: Forces continue to move away from you, massing to engage the enemy. Given that our turns are back to back, you should feel free to pass along any strategic or tactical suggestions that might occur to you which will serve to weaken our foes. (especially that which can be acted upon immediately...) It appears as if White has agreed to give Orange dominating position in two center cities. This will likely come back to haunt him down the road, I imagine. End of Turn Report. Some army movements. No change in experience. No battles fought. ************************** Richard M. Rose Email address: rrose@pb.net "It is better to keep your mouth shut and appear stupid than to open it and remove all doubt. --Mark Twain ************************** _______________________________________________________________________________ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Tournament Game: "A08" Turn Number: 6 Gamefile Sent To: Superbad (White) (tackman@cris.com) Date Sent: Friday November 14, 1997 at 09:40 PM EST Date Gamefile Due: Monday November 17, 1997 at 9:40 PM EST (In GMTGMT: Tuesday November 18, 1997 at 2:40 AM) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- _______________________________________________________________________________ __________ __________/ \__________ <__________ Turn 6 __________> \__________/ _______________________________________________________________________________ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Tournament Game: "A08" Turn Number: 6 Gamefile Sent To: Lord Elric (Orange) (Eskil.Swahn@LDC.lu.se) Date Sent: Sunday November 16, 1997 at 06:20 PM EST Date Gamefile Due: Tuesday November 18, 1997 at 6:20 PM EST (In GMT+0100: Wednesday November 19, 1997 at 12:20 AM) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- _______________________________________________________________________________ The following message was sent on Sunday November 16, 1997 at 06:21 PM EST by tackman@cris.com (Dave Tacker) to all players; Turn Report for game A08, Turn 6, Side 2 - White = SUPERBAD =========================================================== Statistics at start of turn: 10 Cities 225 gold 280 gp income 64 gp expenses 15 experience for Mr. Burns 14 experience for Smithers Mr. Burns takes a breather while waiting for the Geritol to kick in. He finally had a bottle flown in by courier drone. Meanwhile, Smithers makes good use of the Bubka pole to expedite his move south. Mr. Burns has not had a good boot lick in a while and Smithers knows where his bread is buttered. "Ha, remarks Mr. Burns, our alliance with Lord Elric seems to be progressing smoothly. That was an excellent foray to Birnbaums Crypt. McLeod must be quivering in his boots with rage. Heh, heh, heh, heh, cough, cough, sputter . . ." After regaining his breath he continues: "Looks like we'll have to await reinforcements before continuing the avance. Where is the pitiful Smithers character anyway. I told him to get his little bootie down here ages ago." Statistics at end of turn: 10 cities 225 gp 280 gp Income 98 gp expenses 14 experience for Smithers 15 experience for Mr. Burns Nullum Gratuitum Prandium! _______________________________________________________________________________ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Tournament Game: "A08" Turn Number: 6 Gamefile Sent To: Chief Achi (Green) (elam@pixgen.com) Date Sent: Tuesday November 18, 1997 at 06:20 PM EST Date Gamefile Due: Thursday November 20, 1997 at 6:20 PM EST -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- _______________________________________________________________________________ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Tournament Game: "A08" Turn Number: 6 Gamefile Sent To: Duncan Macleod (Blue) (rrose@pb.net) Date Sent: Tuesday November 18, 1997 at 06:22 PM EST Date Gamefile Due: Thursday November 20, 1997 at 6:22 PM EST -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- _______________________________________________________________________________ The following message was sent on Tuesday November 18, 1997 at 06:50 PM EST by Eskil.Swahn@ldc.lu.se to all players; *********************** Official Turn Report Template ************************ REPORT FOR TOURNAMENT ROUND A, GAME 08, TURN 06, SIDE 2. ============================================================================== ### Rules: http://www.princeton.edu/~rfheeter/w2home/tournament/Rules.html *** Turn Start and Hero Actions: (Repeat lines as needed for extra events.) Gold at Start of Turn: 287 gp Lord Elric earned enough experience and is now known as a Cavalier. Moonglum visits Stronghold Ivan's Palisade and finds 2491 shiny gp. Elemental visits temple WarBOT Temple and gets blessed. *** New City Builds and End-of-Turn Declarations: (Repeat for each new build) ### Gold Info: http://www.princeton.edu/~rfheeter/info/gold.html New Build of unit type Giants purchased in city Berlin for 1100 gp New Build of unit type Elefants purchased in city Sparta for 1500 gp Final Cities: 11 Gold: 178 gp Income: 240 gp Expenses: 143 gp. ### Be sure to save game and reload so gold information is updated correctly. Lord Elric Experience: 16 Change from last turn: +0 Moonglum Experience: 12 Change from last turn: +3 ### Check your hero's safety, check your city production, and you're done! *** File Transfer: Round R=A Game xx=08. Next Player's Turn yy=06 Side z=3 "Sire! Sire! We have reports of large troop-movements near our border!" "Silence! I'll just have a final go on this Sword-feint and then I'm positive I'll stand out in the crowd among the Heroes!" "Yes! That was it! I feel very confident that my Sword-skill is superior to the other Jokers.." "Now, you were saying something about large troop-movements by our Great Enemy?" "Yes, our scouts have reported The Evil One on a march northwards and the peasant are crying out for protection!" "As they always do, as they always do.. Very well, we will try and second-guess this tricky move on his part. Leave me so I can think.. And btw, send a messenger to our dear Ally Superbad. Assure him that I had to readjust our agreement a bit, due to the cash-flow and the limited number of cities I have available I was forced to build Giants in our border city, but he can rest assured that they are going to be used against Blue.. And send a second messenger to that slowpoke Moonglum! Tell him he better report in by the morning or else I'll send him on patrol along our Northern Border to check the border of the Game.." _______________________________________________________________________________ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Tournament Game: "A08" Turn Number: 6 Gamefile Sent To: Duncan Macleod (Blue) (rrose@pb.net) Date Sent: Thursday November 20, 1997 at 06:10 PM EST Date Gamefile Due: Sunday November 23, 1997 at 6:10 PM EST -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- _______________________________________________________________________________ The following message was sent on Thursday November 20, 1997 at 06:32 PM EST by "Elam T. Birnbaum" to all players; Chief Achi continues his quest towards victory. The Chief has watched as his ally's rightfully-claimed stronghold was snatched from his grasp by an empire that seems to have unlimited funds and desires to build nothing but powerful units. In addition, Chief Menashe has been halted in his quest towards the center temple by an annoyingly nearby enemy hero. But things are looking up. Chief Achi himself has finally arrived just in time to claim one of the last remaining strongholds. And previously vulnerable green castles have been fortified. So while the green kingdom didn't do much this turn, their preparations continue... Hero Actions: None Hero Experience: Chief Menashe: 13 Chief Achi: 12 Battles: None Builds: None Final Gold: 686 Income: 240 Expenses: 83 _______________________________________________________________________________ The following message was sent on Monday November 24, 1997 at 06:13 PM EST by "Richard M. Rose" to all players; Turn 6 Duncan MacLeod Level 1 Experience 11 Command +3 Methos Level 1 Experience 9 Command +0 9 cities 968 gold 1137 income 121 expenses "The good news, my lord is that the mobilization of troops northward has forced the enemy to retreat -- at least temporarily. However, the bad news is that such a retreat is in fact very temporary. As I see it, if we wait for Orange's newly built armies to be constructed and transported to the front, our empire will be doomed. Given that Orange has stolen 2500 of our gold and invested it in army production, he now has a net gain of several major army units on us as well as upon White and Green." "Indeed sir, the situation is grave. It is painfully clear that if we alone confront Orange, our defeat is certain. Our only chance for an even minimal victory is to fight. Now. Retreating and waiting for another day is merely delaying the inevitable. In fact, things can only get worse." "Sir, we are unanimous in this. All knights of the Round Table agree. We send our troops against the enemy strongholds and fight to the death. Inflict as much pain and suffering on the enemy as possible." "And if our major forces are soon to be wiped out in battle, our people will become vulnerable. But with the forces soon to be acquired by Orange, the best we could hope to do would be to retain a few cities. All else would soon fall to the enemy anyway. Better to take as many wizards and such with us on the way out. At least that will give Green a better chance. Also, as much as it pains me to say this, our ally, Green, would be better off if we prevented Orange from occupying our cities and using their facilities against him. Extremely serious measures need to be considered. Macleod, after listening to his advisors with a heavy heart, knew the truth of their words. "Send a message to both Green and White. Unless someone enters the battle with Orange soon, we the Blue nation will not be able to last long. But we will not go quietly. The nation of MacLeod will inflict as much pain as possible upon the Orange forces, but, in the end, when all seems lost, rather that permit Orange to totally occupy our cities and use them against others, we will consider razing them all to the ground." Before such dire measures are to be seriously considered, however, there remains the battle of the moment. MacLeod ordered all of his most powerful forces to unite in a single stack. Should Orange choose to attack, he will face major losses! (If Orange does choose such a course, please note a change in fight order.) Only action this turn. Unit of Giants built at Calgary for 1100. Message to Green: Do not despair. I still have a few more surprises up my sleeve... I do not intend to go quietly! Message to White: I expect Orange will soon begin hostilities in your direction. In fact, such hostilities may have already begun. I notice he has some wolfriders headed in your direction (there seems to be no possible peaceful justification of the troop movement) and his unilateral violation of your truce by producing long range offensive armies in Berlin capable of attacking your cities should be of concern to you. It should be clear by now he has everyone outmatched. You seem to playing the role of a Stalinist patsy who will be turned on by his ally, Hitler, with whom he had signed a nonaggression pact. It is only a matter of time. End of Turn Report Duncan MacLeod Level 1 Experience 11 Command +3 Methos Level 1 Experience 9 Command +0 9 cities 37 gold 254 income 121 expenses _______________________________________________________________________________ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Tournament Game: "A08" Turn Number: 7 Gamefile Sent To: Superbad (White) (tackman@cris.com) Date Sent: Monday November 24, 1997 at 06:42 PM EST Date Gamefile Due: Wednesday November 26, 1997 at 6:42 PM EST (In GMTGMT: Wednesday November 26, 1997 at 11:42 PM) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- _______________________________________________________________________________ The following message was sent on Monday November 24, 1997 at 07:42 PM EST by "Richard M. Rose" to all players; Turn 6 Duncan MacLeod Level 1 Experience 11 Command +3 Methos Level 1 Experience 9 Command +0 9 cities 968 gold 1137 income 121 expenses "The good news, my lord is that the mobilization of troops northward has forced the enemy to retreat -- at least temporarily. However, the bad news is that such a retreat is in fact very temporary. As I see it, if we wait for Orange's newly built armies to be constructed and transported to the front, our empire will be doomed. Given that Orange has stolen 2500 of our gold and invested it in army production, he now has a net gain of several major army units on us as well as upon White and Green." "Indeed sir, the situation is grave. It is painfully clear that if we alone confront Orange, our defeat is certain. Our only chance for an even minimal victory is to fight. Now. Retreating and waiting for another day is merely delaying the inevitable. In fact, things can only get worse." "Sir, we are unanimous in this. All knights of the Round Table agree. We send our troops against the enemy strongholds and fight to the death. Inflict as much pain and suffering on the enemy as possible." "And if our major forces are soon to be wiped out in battle, our people will become vulnerable. But with the forces soon to be acquired by Orange, the best we could hope to do would be to retain a few cities. All else would soon fall to the enemy anyway. Better to take as many wizards and such with us on the way out. At least that will give Green a better chance. Also, as much as it pains me to say this, our ally, Green, would be better off if we prevented Orange from occupying our cities and using their facilities against him. Extremely serious measures need to be considered. Macleod, after listening to his advisors with a heavy heart, knew the truth of their words. "Send a message to both Green and White. Unless someone enters the battle with Orange soon, we the Blue nation will not be able to last long. But we will not go quietly. The nation of MacLeod will inflict as much pain as possible upon the Orange forces, but, in the end, when all seems lost, rather that permit Orange to totally occupy our cities and use them against others, we will consider razing them all to the ground." Before such dire measures are to be seriously considered, however, there remains the battle of the moment. MacLeod ordered all of his most powerful forces to unite in a single stack. Should Orange choose to attack, he will face major losses! (If Orange does choose such a course, please note a change in fight order.) Only action this turn. Unit of Giants built at Calgary for 1100. Message to Green: Do not despair. I still have a few more surprises up my sleeve... I do not intend to go quietly! Message to White: I expect Orange will soon begin hostilities in your direction. In fact, such hostilities may have already begun. I notice he has some wolfriders headed in your direction (there seems to be no possible peaceful justification of the troop movement) and his unilateral violation of your truce by producing long range offensive armies in Berlin capable of attacking your cities should be of concern to you. It should be clear by now he has everyone outmatched. You seem to playing the role of a Stalinist patsy who will be turned on by his ally, Hitler, with whom he had signed a nonaggression pact. It is only a matter of time. End of Turn Report Duncan MacLeod Level 1 Experience 11 Command +3 Methos Level 1 Experience 9 Command +0 9 cities 37 gold 254 income 121 expenses _______________________________________________________________________________ __________ __________/ \__________ <__________ Turn 7 __________> \__________/ _______________________________________________________________________________ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Tournament Game: "A08" Turn Number: 7 Gamefile Sent To: Lord Elric (Orange) (Eskil.Swahn@LDC.lu.se) Date Sent: Monday November 24, 1997 at 07:45 PM EST Date Gamefile Due: Wednesday November 26, 1997 at 7:45 PM EST (In GMT+0100: Thursday November 27, 1997 at 1:45 AM) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- _______________________________________________________________________________ The following message was sent on Tuesday November 25, 1997 at 05:41 AM EST by Eskil.Swahn@ldc.lu.se to all players; On Mon, 24 Nov 1997, The Warlords II Remailer wrote: > Message to White: > I expect Orange will soon begin hostilities in your direction. In fact, > such hostilities may have already begun. I notice he has some wolfriders > headed in your direction (there seems to be no possible peaceful > justification of the troop movement) and his unilateral violation of your > truce by producing long range offensive armies in Berlin capable of > attacking your cities should be of concern to you. It should be clear by > now he has everyone outmatched. You seem to playing the role of a > Stalinist patsy who will be turned on by his ally, Hitler, with whom he had > signed a nonaggression pact. It is only a matter of time. > "My Lord! A Messenger from the Evil One in South was intercepted while on course to our Dear Ally in the West!" "Let me see the message!" "Here you are Sire. Unfortunately, and you are not going to be happy about this.." "What? Tell me now!" "The Messanger managed to escape and might well have been able to deliever the message to Lord Superbad!" "WHAT? What kind of incompetent leadership could do such a thing??" "The people responsible for it has already been punished." "Well, never mind that now then. The important thing right now is the message! Hmm.. The Evil One is trying to convince Lord Superbad to take up Arms against us!! This doesn't feel like anything to worry about. Our Ally will surely see that this is nothing other than a desperate attempt to send a message without any value at all. Without doubt Lord Superbad knows as well as I do that I have no reason whatsoever to start a War against such a valued Ally. There are plenty of Cities to Conquer in the South so I have no need to find Cities elsewhere to Conquer. And when all the Former Blue Cities are ours We will rest satisfied with having Conquered Half of The Known World and Watch Lord Superbad Conquer the Other Half. However I am curious about the part where he refers to the Deal between Lord Superbad and Myself. I do wonder where he got the impression that anyone asked him to decide whether anyone has broken that agreement. The only reason he is able to even point out that the original deal was changed was due to the fact that I didn't dare to count on the fact that The Evil One would miss to hear the Rumours I heard about the Lost Gold in his own territory, so all he is doing is trying to cover up his own mistakes by trying to convince Lord Superbad that I am the Evil One. I am sure that everybody except the poor Tree-Loving little Elf down in the South-West knows who The Evil One really is.. It is flattering though the fact that he believes that I have everybody outmatched and seems to think that the only way to defeat me is by some 3-on-1-strategies. It is not equally flattering the way he compares me with some Mad Dictator whom I have never heard of. (And besides I am looking for Lebensraum in the South, not in the East and certainly not in the West..). However I think I want that Message framed and hung on the Wall by my bed to look at when I feel the need to laugh." _______________________________________________________________________________ __________ __________/ \__________ <__________ Turn 7 __________> \__________/ _______________________________________________________________________________ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Tournament Game: "A08" Turn Number: 7 Gamefile Sent To: Lord Elric (Orange) (Eskil.Swahn@LDC.lu.se) Date Sent: Wednesday November 26, 1997 at 11:43 PM EST Date Gamefile Due: Friday November 28, 1997 at 11:43 PM EST (In GMT+0100: Saturday November 29, 1997 at 5:43 AM) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- _______________________________________________________________________________ The following message was sent on Wednesday November 26, 1997 at 11:43 PM EST by tackman@cris.com (Dave Tacker) to all players; =========================================== Turn 7 Report for Player 1 White (SUPERBAD) =========================================== Start Turn with: 10 Cities 407 gold 280 gp income 98 gp expenses Smithers beats heinously upon a kneecap hitter and retrieves 2452 gold from Gary Best's Tomb. Mr. Burns with his trusty Slave Demon Crushes Moscow and frees it from the yoke of the Griffin peoples. Battle against neutral city Moscow follows: WarBOT v1.0a Armyset: Tournament b1-4 WL version: Mac Classic Intense Combat: Off Terrain: Neutral city 1 or 2 prod Hero Bonuses Non- For- TOTAL Minus Fly Natural Item Hero tify City Cancel BONUS Enemy Item -------------------------------------------------------------- ATT: 1 3 1 0 N *5* 0 No DEF: 0 0 0 0 0 *0* 0 No Entered Final Attack Units: Strength Strength Survival % --------------- -------- -------- ---------- *Hero (Mr. Burns) 6 11 0.95662 <-- Lives! Demon Slave 7 12 0.77424 <-- Lives! Defense Units: --------------- Griffin 6 8 0.04338 <-- Dies... Attacker wins with 2 unit(s) remaining Mr. Burns Occupies City Pikemen cloning facility constructed in Melbourne for 500 gp Elephant cloning facility constructed in Helsinki for 1500 gp Wolfrider cloning facility constructed in Mexico City for 450 gp End Turn with: 11 cities 409 gp (407+2452-500-1500-450) 306 gp income 134 gp expenses 17 = Mr. Burns Experience (+2 this turn) 17 = Smithers Experience (+3 this turn) "Play shuffleboard there will we? Hm, I don't think you really realize what your dealing with" Cackled Mr. Burns as the feeble light in his eyes glowed a sickly green. "And as for that foolish MacLeod character . . . I wish is mother would have taught him not to peddle bad haggis." He continued. "As long as Elric's forces contine their southward move I don't see why I should care wheather the sad kilted wonder looses his breakfast. However, trust only goes so far - so I have arranged a preventative force to stop the very unlikely incursion of giants and Wolves from the east." "Smithers! Where are you going! I thought you were coming to lick my boots clean!!" Shouted Mr. Burns into his communications relay. "Uh, yes sir, of course sir. I just have to take Bobo the Wonder Dragon for a short walk, er I mean flight first. I'll be along shortly, sir" He responded into his communicator. ________________________ All for now. Happy Thanksgiving all (for those of you that celebrate)! Type to ya next week. Nullum Gratuitum Prandium! _______________________________________________________________________________ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Tournament Game: "A08" Turn Number: 7 Gamefile Sent To: Chief Achi (Green) (elam@pixgen.com) Date Sent: Sunday November 30, 1997 at 07:37 PM EST Date Gamefile Due: Tuesday December 2, 1997 at 7:37 PM EST -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- _______________________________________________________________________________ The following message was sent on Sunday November 30, 1997 at 07:42 PM EST by Eskil.Swahn@ldc.lu.se to all players; *********************** Official Turn Report Template ************************ REPORT FOR TOURNAMENT ROUND A, GAME 08, TURN 07, SIDE 2. ============================================================================== ### Rules: http://www.princeton.edu/~rfheeter/w2home/tournament/Rules.html *** Turn Start and Hero Actions: (Repeat lines as needed for extra events.) Gold at Start of Turn: 275 gp City of Munich taken (Griffins pillaged for 850 gp). Battle report follows: WarBOT v1.0a Armyset: Tournament b1-4 WL version: Mac Classic Intense Combat: Off Terrain: Neutral city 1 or 2 prod Hero Bonuses Non- For- TOTAL Minus Fly Natural Item Hero tify City Cancel BONUS Enemy Item -------------------------------------------------------------- ATT: 0 0 1 0 *1* 0 No DEF: 0 0 0 0 0 *0* 0 No Entered Final Attack Units: Strength Strength Survival % --------------- -------- -------- ---------- Elemental 6 7 0.60521 <-- Lives! Infantry, Lt 2 4 0.18257 <-- Dies.. Defense Units: --------------- Griffin 6 8 0.39479 <-- Dies... Attacker wins with 1 unit(s) remaining *** New City Builds and End-of-Turn Declarations: (Repeat for each new build) ### Gold Info: http://www.princeton.edu/~rfheeter/info/gold.html New Build of unit type Lt Inf purchased in city Mt Everest for 160 gp. New Build of unit type Giant Bats purchased in city Mt Everest for 160 gp. Final Cities: 12 Gold: 805 gp Income: 260 gp Expenses: 200 gp. ### Be sure to save game and reload so gold information is updated correctly. Lord Elric Experience: 16 Change from last turn: +0 Moonglum Experience: 12 Change from last turn: +0 ### Check your hero's safety, check your city production, and you're done! *** File Transfer: Round R=A Game xx=08. Next Player's Turn yy=07 Side z=3 "Lord Elric! We have reports coming in that The Scottish Sissy is still just out of reach and we don't have the possibility to move our glorious forces and crush his puny desillusioned peasants.." "What a coward! What I would give for the possibility of trying out my new Sword on his throat! But I guess that time will come, yes in deed, that time will come!" _______________________________________________________________________________ The following message was sent on Wednesday December 03, 1997 at 11:13 AM EST by "Elam T. Birnbaum" to all players; Whew! The Chief has been busy! The war effort is becoming increasingly complicated. The troops amassing on the borders are rapidly increasing in number, and yet there have been few casualties. It seems each side parries and thrusts, but does not attack full force. Knowing the outcome of potential battles has proven to the Chief as being a major incentive against foolheartedness. Nevertheless, the Chief's strategy is sound, and in fact the addition of another city to the green's empire is a pleasent reminder of the effectiveness of that strategy. There is no doubt, though, that the Chief's rivals are good. No stupid mistakes, no ignorant actions, indeed the outcome of t