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======================================================================
 A Fanzine for Free Computer-Moderated Play-By-Electronic-Mail Games
======================================================================
volume 97, number 1                                  february 22, 1997
======================================================================
Greg Lindahl, Editor                                   lindahl@pbm.com
======================================================================
        World Wide Web: http://www.pbm.com/~lindahl/pbm.html
======================================================================

Table of Contents:

Opening Stuff

   o  The Editor's Corner

Articles

   o  Playability and Game Design

Regular Features

   o  Game Descriptions & Information
   o  Archives and subscriptions by email

======================================================================
The Editor's Corner
======================================================================

I haven't published an issue of PBEM since March 13, 1995, some 21
(er, 22) months ago. Of the 8 specific games listed in my 'zine back
then, 2 (C++ Robots and Star Empires) are no longer available. But a
few dozen games have sprung up to take their place. As of this
writing, there are 16 free computer-moderated non-sports games, 9 free
computer-moderated sports games, and of course Richard Rognlie's
abstract games server has expanded from 4 games to a couple of dozen
different games. Moderation of the Avalon Hill boardgame "Diplomacy"
by programs known as Judges has expanded from 270 games in progress to
430 games in progress. All of these games are computer-moderated,
which for the most part means that they can handle a fairly large
number of players and are fairly reliable in their operation. There
are also a lot of human-moderated games out there, mostly role-playing
campaigns, but I don't cover those in this fanzine.

During these 21 months, the genre of PC-based games pioneered by the
game VGA Planets has also exploaded in popularity. New games such as
Stars! and Xspace have arisen, and VGA Planets claims to have over
47,000 registered copies. Many 2-player PC strategy games now include
a play-by-email mode.

Unfortunately, this explosion of play-by-email interest makes it
somewhat difficult for me to provide a good summary of all the games
in the fanzine; I used to hand-craft separate summaries (all 8 of them),
but now I am going to just use the generic PBEM list entries for each
game. Please pay attention to the "Status:" of each game; some are
not accepting new players, and many of the sports games have long
waiting lists.

I hope you enjoy this issue's article; if you have any ideas for
something you'd like to write about concerning play-by-mail games in
general, or computer-moderated play-by-email games in specific, please
drop me a note.

-- greg

======================================================================
Playability and Game Design        Bill Jordan <bjordan@vicnet.net.au>
======================================================================

I have recently submitted 2 new free games to the PBM list.  I have
had many years experience with games of all types and I have played a
few PBM games (and moderated one) in the 1980s. In the drive for more
complexity, designers sometimes cannot see the woods for the trees.  I
would like to share what I felt were some drawbacks of some PBMs (which
are likely to be common with some existing games) and some ideas for
game design.

Sooner or later some players will not be able to submit turn orders in
time.  In one game, missing a turn ruined your chances and was even
worse than not moving at all, as default orders caused absolute
havoc. Game designs should have reasonable default orders or incur
only a slight disadvantage for missing a turn.

A good game should allow players to quickly make a move (e.g. in 15
minutes or less) if they are pressed for time. It might be desirable
for a game to be complex enough to allow hours of pondering for a
turn, but players should have an option to play a quick turn. Ideally
turn orders shouldn't exceed a fixed size (e.g. 1 sheet of paper or
the electronic equivalent.)

A game should encourage player interaction. Players should not be so
far apart that a player has to venture 3 or more turns in the same
direction to reach another player, especially if it is a space game.
In a strategy game, a player who sits back and does not get involved
should not benefit while others fight it out. As well as gaining
resources, one suggestion is that a player's units increase in
strength with experience.

Ideally, a game could be played with or without diplomacy. Some
players cannot afford long distance calls, and some players may have
less time for wading through huge amounts of email, but diplomacy
should be there for those who want it.

Rules should not be a struggle to learn. Ideally, players could jump
straight into the rules immediately. This is possible even if the game
is complex, if all needed player information and all his possible
choices are provided at each point.  The game should NOT be able to be
decided by knowledge of a small technical point.

It should not be essential for players to view previous turn info;
players can lose turn sheets or it can be a drag searching through old
turns.  Games tend to grow larger as they continue, potentially
becoming cumbersome.  A good design can avoid sprawling turn
reports and order sheets.

One example: A player might start with units representing 10 warriors
each; later in the game the same player might be using units
representing 1000 warriors each, so the total number of units might
not increase all that much.

Tasks which may be necessary early in the game might be replaced by
others later in the game.  Ideally, turn orders should be roughly the
same length, regardless of the player's position or point in game
(unless they are doing very badly or very well.)

Games with a winner might be best with a fixed length, say a year.
Open ended games should not make it too difficult for players coming
in late.

It is possible for a simple game to be enjoyable. The game Diplomacy
is a good example, and chess is very good. There seems to be huge
numbers of space and fantasy strategy games and not a lot else. Given
that there are lots of new people coming onto the net who may not have
played PBM games before, I have opted for the simple approach in my 2
games.

======================================================================
Game Descriptions and Information
======================================================================
Note: This information grows old. If you are looking at this issue
from an archive, please consult the web page or the file "PBM.list.gz"
in the ftp archives for more up-to-date information.
======================================================================

World Wide Web: http://www.pbm.com/~lindahl/pbm_list.html

These two ftp sites are mirror copies of each other. Please use the
closest one.

FTP Site:	ftp.pbm.com                 username: anonymous
Directory:	pub/pbm

FTP Site:	ftp.funet.fi                username: anonymous
Directory:	pub/doc/games/play-by-mail

======================================================================
Name:		Age of Discovery
Type:		strategic, economic/military, 19th century setting
Email:		doug@dgreenin.hlth.gov.bc.ca
URL:		http://www.islandnet.com/~dgreenin/emg-game.htm
Keywords:	free, closed-ended, email, computer, wargame, economic, historical
Last-Update:	1996Sep11

Description:

Age of Discovery uses the same basic rules as Global Diplomacy.
The main differences are: (1) there is a new map for each
game, (2) all players start the game with equal size forces and (3)
players do not know the layout of the entire map, but must explore to
discover it.


Name:           Atlantis 1.9
Type:           strategic economic/military, fantasy setting
Duration:       open ended
Frequency:      once per week
GM:             computer moderated
Costs:          free
Email:          atlantis@amber.hb.north.de
Language:	german
Status:		running; accepting new players
Keywords:       free, german, open-ended, email, computer, wargame, fantasy
Last-Update:    1996Nov04

Description:

This is another clone of Russell Wallace' original Atlantis. It's
completely in german and contains several improvements over the
original game.

As of November '96, we have 35+ players, with a strong upward trend.


Name:		Core Wars (King of the Hill Tournament / KotH)
Type:		battling computer programs
Email:		pizza@ecst.csuchico.edu (subject of "koth help" or "koth faq")
Cost:		free
URL:		http://www.ecst.csuchico.edu/~pizza/koth/
URL:		http://www.koth.org/
URL:		ftp://ftp.csua.berkeley.edu/pub/corewar
URL:		news:rec.games.corewar
Keywords:	free, open-ended, email, computer, abstract
Last-Update:	1996Sep15

Description:

The Pizza Server gives you access to the ``King of the Hill'' ongoing
Core Wars tournament. Core Wars was invented in 1984 by D. G. Jones
and A.  K. Dewdney. A May 1984 article in Scientific American
discusses it, as does a lovely article in my PBEM fanzine.



Name:           Electro-United Soccer League (EUSL)
Type:           sports simulation, soccer
Cost:           free
Email:          tucker@nando.net (Tucker McKinney)
URL:		http://www.geocities.com/Colosseum/Field/1913/EUSLHOME.htm
Keywords:       free, closed-ended, email, computer, sports, modern
Last-Update:    1996Oct15

Description:

Electro-United Soccer League is a PBeM soccer league game based very
closely on Jeremy Billones' UEFL.  You create a team of football
(soccer) players, each with a position and skill level.  Each turn,
you pit your lineups against those of your opponents, with relative
strengths and random chance determining the final score (same as
UEFL).  If you win, you get more resources for improving your team.
You can trade players and other resources, and press wars abound.
Honor and glory for the regular-season champion and the winner of the
post-season Cup. In a few minor variations from the original game, I'm
considering holding a few short (only 1 or 2 weekends long)
tournaments mid-season to give teams an extra source of revenue,
however, these tournaments, if not planned for well, may take a strain
on some players. Those who sign up soon, that is, if sign-up is slow,
will get to play a few pre-season games, do note that some rules
(injury, suspensions) will not be in full effect for such games.

EUSL, as mentioned before, is very much based on the highly popular UEFL
rules. The 48 teams are divided into 4 divisions, novice, intermediate,
challenge, and ultra. Managers will setup their teams for the weekend on
Thursday or Wenesday, just to give me a time to receive and organize the
incoming mail. 2 seasons per year (1 in Fall, 1 in Spring, possibly a
summer season (who plays soccer in Summer? We do, of course). Ready to
begin. Still a slight modification on the original, still a modification
from the simplest.

Do note: As the league is just beginning, and we NEED people to play, so
as of Oct. 15, 1996, there is NO waiting list.


Name:           Electronic Knock Out (EKO)
Type:           Boxing Simulation
Duration:       open ended
Cost:		free
GM:		computer
Email:		eko-info@eko.vivi.com
URL:		http://www.vivi.com/
Keywords:	free, open-ended, email, www, computer, sports, modern
Last-Update:	1996Sep15

Description:

EKO is a boxing management game.  Each player manages a fighter, rated 
for abilities such as "strength", "speed", "height", etc.  Every week
the manager submits the tactics the fighter will use in each round of the
fight.  The tactics and the fighter's abilities are used to simulate the
bout and a blow-by-blow description of the bout is generated.  EKO can be
played by email or through a WWW-interface.

Opinion:

This game is GREAT!!! If you like boxing join!
-- Wesley Gabehart <wesley@casscomm.com> (1996Sep25)

I like this game. Very interactive, commentaries and 
a detailed interface, a great game !
-- mdipres@total.net


Name:		Experimental Electronic Football League (EEFL)
Type:		sports simulation, soccer
Duration:	about 13 turns per season.
Frequency:	roughly one turn per 2 weeks
GM:		mixture of computer/human
Email:		prune@teleport.com (Bill 'Prune' Wickart)
URL:		http://www.drsj.com/eefl/
Keywords:	free, open-ended, email, computer, sports, modern
Status:		full at 128 players and 55 on the waiting list
Last_Update:	1996Apr08

Description:

Spin-off of the UEFL for playing with rule changes. More detailed
control of player positions, wider variety of team resources, matches
run by software (you get a nice match chronology; simple-minded,
better than a box score). About 11 days per turn, time off around
winter holidays, 2 seasons per year.


Name:		Far Horizons
Duration:	open-ended
Type:		strageic role-playing galactic exploration/conquest
URL:		ftp://ftp.eskimo.com/u/r/ram/pbem/FHRules.Z
Email:		ram@eskimo.com
Cost:		none
Keywords:	free, open-ended, email, computer, wargame, space
Last-Update:	1996Sep17

Description:

My goal has been to design a realistic, open-ended simulation that let's
a player play the role of a space-faring species as enjoyably as possible.

Compared to similar games, Far Horizons is somewhat modest in its scope,
since its goal is realistic role-playing, rather than Monty-Hall-esque space
opera.  Each ship, even the smallest, has a name, and your fleets are likely
to be rather small.  To make matters worse, ships get old and eventually
have to be replaced or retrofitted.  In Far Horizons, you can build normal
colonies, environmentally disruptive mining colonies, or lucrative resort
colonies.  You can also wage war.

In playing Far Horizons, you can use any text editor on any computer to read
your status reports and prepare your orders - no special software is needed.
You will also need a calculator, but the calculations are simple and there
are not many of them.

We will also have access to a custom-designed list server at eskimo.com that
will forward messages to individual species or broadcast messages to all
species, anonoymously or non-anonymously.  Thus, if you wish, you can keep
your real identity and email address secret.  You are also free, of course,
to communicate with other players directly.

The game is free.  I am retired, and Far Horizons is one of my hobbies.


Name:		Food Chain
Type:		evolving, competing organisms
Duration:	open-ended
Freqency:	either 1 or 4 per day
Email:		fchain@pbm.com (one turn per day) (say HELP)
Email:		fchain-6@pbm.com (4 turns per day)
Email:		fchain-e@pbm.com (experimental jungle)
Email:		fchain-n@pbm.com (novice jungle)
URL:		http://www.pbm.com/~lindahl/fchain.html
Email:		lindahl@pbm.com (Greg Lindahl, game master)
Keywords:	free, open-ended, email, computer, abstract
Status:		4 jungles with around 45 active players; plety of room...
Last_Update:	1996Sep23

Description:

This is a game of evolution: players design organisms, which eat and
are eaten, and mutate. To get a copy of the rules, send a message to
one of the email servers above with the word "rules" in the body of
the message. The subject of your message will be ignored.

Authors:	Steve Andrewartha <steve@bass.cc.utas.edu.au>,
		Martin Gregory <marting@qpsx.oz.au>


Name:		Galactic Conqueror
Type:		strategic, economic/military, space opera setting
Duration:	typically 25-30 turns
Frequency:	typically 1 per week
Email:		hz@zardoz.ping.de (Harry Zimmermann)
Cost:		free
Status:		new games announce on occasion on de.alt.games.pbem
Keywords:	german, free, closed-ended, email, gui, computer, wargame, space
Last-Update:	1997Feb03

Description:

Galactic Conqueror is strategic SF-PBeM-Game for up to 50 players.
Each player starts the game with a small fleet of starships and is the
owner of one of several hundred planets. The winner is determined by
an point system which gives points for specific actions each turn.
The first player who reaches a pre-set winning score will be the
winner of the game. Since there are almost no trade options in the
game, player interaction mostly concerns negotiations about borders
and coordination of attacks or defense. Players can:

     o invest in science
     o build industrial facilities and strongholds on planets
     o build ships (26 different classes)
     o attack enemy or neutral planets
     o engage in espionage or corruption
     o and much more...

At the start of the game, each player can see only 4-10 planets, whose
coordinates are given relative to his own starting-planet. Every time
a new planet is conquered, all planets up to a given distance from
this new one are revealed.

The rules and graphical clients for PC Clones, Unix/X11, and the Atari
ST can be ftped from the ftp sites. The clients are graphical
point-and-click interfaces to the game. You could play without a
client, but this is not recommended. The rules are available in
German and English, and the turn results can be presented in
either language. Whether or not you can negotiate with the
other players is your problem...



Name:		Galaxy
Type:		strategic, economic/military, space opera setting
Duration:	typically 50-80 turns
Frequency:	typically 1 or 2 per week
Email:		rnovak@indyramp.com (Rob Novak, master waiting list keeper)
Email:		bampton@cs.utk.edu (Howard Bampton, blind galaxy only)
Email:		arma@mit.edu (Roger Dingledine, blind galaxy only)
Email:		rwallace@vax1.tcd.ie (Russell Wallace)
Email:		rko@industry.net (blind galaxy)
URL:		http://www.indyramp.com/galaxy/
URL:		http://www.cs.utk.edu/~bampton/blind.html (blind galaxy)
URL:		http://www.lochnet.com/49845/rec/games/pbm/galaxyg.htm (more blind galaxy)
Cost:		free, mostly. There are also commercial providers(?)
Keywords:	free, closed-ended, email, computer, wargame, space

Description:

The game typically takes place on a 100x100 2D map, with a few hundred
planets and 20 to 50 players. Players compete to capture planets,
which can be used for economic expansion. You can purchase technology
in several different areas, allowing your ships to fight harder and
move faster. Galaxy turns range in size from 10kbytes early in the
game to 100-200kbytes late in the game.

The rules and source code are available for ftp. Several tools exist
for reading turn reports and making maps; see the web pages or
traditional pbm ftp sites or for details.

Howard Bampton has a variant called "blind" galaxy. It features a
wraparound map, a double-blind mail-forwarding system, and you
received only limited information about other players other than what
you can observe at systems where you have ships.  Blind turn reports
are generally larger (often over 500k), and present their information
in a format that is incompatible with most standard Galaxy report
reading tools.



Name:		Global Diplomacy
Type:		strategic, economic/military, 19th century setting
Email:		doug@dgreenin.hlth.gov.bc.ca
URL:		http://www.islandnet.com/~dgreenin/emg-game.htm
Cost:		free
Keywords:	free, closed-ended, email, computer, wargame, historical
Last-Update:	1996Sep11

Description:

In Global Diplomacy each player guides the destiny of one of the Great
Powers of the late nineteenth century (Austria, China, England France,
Germany, Italy, Japan, Ottoman Empire, Russia, Spain and the USA).
Players must use thier politcal skill and cunning as well as their
military might (armies, corps, fleets and squadrons) to become the
dominant global power.  This is a low complexity, introductory game
usually requiring 30 minutes to do a turn.

Opinion:

Great game!!!!  Easy to learn, but difficult to master.  There is about
15+ games running at one time, and the GM is VERY reliable.

The game is similar to Diplomacy, but on a world map.  Player start with
different number of armies/fleets, and victory is dependent on %
growth.  You can play a small country like Austria-Hungary, with limited
are of influence and few potiential allies/enemies.  Or you can play
England, who has possesions all over the world.

The game end when one player has achived 300% - 500% growth, or the game
has lasted 10-40 turns. This is voted on by the players in turn 1, and
not known.  You get points for 1st - 4th place, so alliance often last
to the end of the game.
-- Oyvind Bjartveit <oyvind.bjartveit@actc.ab.ca> (1996Sep24)


Name:		Imperium (canadian)
Type:		strategic, economic/military, 19th century setting
Email:		doug@dgreenin.hlth.gov.bc.ca
URL:		http://www.islandnet.com/~dgreenin/emg-game.htm
Keywords:	free, closed-ended, email, computer, wargame, historical

Description:

The Galactic Emperor has just died and as one of the ruling Major
Houses, you are seeking to become the new Emperor.  Use your
starships, armies, leaders and undercover agents to increase the
standing of your House in the Imperium.  Employ your forces,
diplomacy, treachery and guile to expand your House's standing so you
are choisen as the next Emperor.  This is a moderately complex game
and takes about 1-4 hours to do a turn.


Name:		International Test Cricket League
Type:		Sports Simulation, Cricket
Duration:	18 weeks
Frequency :	1 per week
Status:		Starting up, players wanted
GM:		Computer generated results
Email:		dant@probe.co.uk
Email:		daniel@tortyfoo.demon.co.uk
URL:		http://www.totalweb.co.uk/tortyfoo/itc/pbem.html
Last-update:	1996Sep23
Keywords:	free, closed-ended, email, computer, sports, modern

Description:

Managers take charge of one of the 9 test playing countries
or a Rest of World squad.  Each squad has 16 players.  For each Test
players nominate a team, batting order, opening bowlers, wicket keeper,
individual batting & bowling tactics and team batting & bowling tactics.
Season lasts 18 weeks.  Players can get injured.  Masses of statistics
generated plus unique performance points rating to judge current form
of all players.  Whilst real player names are used each manager starts
with the same number of skill points to allocate to his team so all
sides are theoretically equal.  Player skill levels can be adjusted
slightly each turn (uninjured players only).

The game is based upon a cricket simulation (International Test Cricket)
for PCs I have written that is available as Shareware.  ITC is not
needed to play but may help managers decide tactics.  ITC has
its own web page at http://www.totalweb.co.uk/tortyfoo/itc/index.html



Name:           Mega Hyper Galactic Conquest (MHGC)
Type:           Space Conquest
Duration:       close ended
Frequency:      once per week, unless players request faster turn around
GM:             computer moderated
Costs:          free
URL:            http://world.std.com/~ddickie  
URL:		http://host46.mrl.psu.edu/~skwan/MHGC_forum/MHGC_index.html
Email:          ddickie@host46.mrl.psu
Keywords:       free, closed-ended, email, computer, wargame, space, economic
Last-Update:    1996Oct18

Description:

MHGC is your typical expand / grow / kill everyone else space 
conquest game. In the game, players attempt to balance expansion, 
capital investment, technology investment, and military conquest in 
order to be crowned "Grand Poohba of the Universe."  

MHGC runs over Email, and includes ASCII turn results and a ASCII based map

To join a currently running game, send the following mail:

To:  ddickie@host46.mrl.psu.edu

Subj:  [whatever]

REGISTER_OLD MHGC [a "short name" for you] [your Email address]

or, if you only want to join the next game:

REGISTER_NEW MHGC [a "short name" for you] [your Email address]

Note that the short name can contain NO WHITE SPACE.  Examples:

REGISTER_OLD MHGC Rave Dave ddickie@aol.com   

        WRONG... Rave Dave has white space

REGISTER OLD MHGC Rave_Dave ddickie@aol.com   

        WRONG... space between REGISTER and OLD

REGISTER_OLD MHGC Rave_Dave ddickie@aol.com   

        RIGHT...

Opinion:

MHGC is a well constructed game. It does take a long time to progress
from beginning to mid to end game. You enter mid-game around turn 30. 
We are on turn 43 and players are just starting to get knocked out 
(myself one of them). The game is heavily economic and falling behind
the curve is sure death. Ships have a heavy maintenance burden so large
fleets are reserved for those who intend to use them, and soon. Combat
is well done. The only thing I have against it is that if you get behind
there is little chance of a comeback. It is very hard to get an alliance
together to beat up the big guy on the block. The incentives are just
not there even if you could identify the leader (a difficult proposition
in itself). It boils down to a race with the weaker or unluckier 
positions getting gobbled up. Game turns can take from 1/2 hour minimum 
to 2 hours or more. Definately worth the price (free) for those willing 
to take a year to play the game (1 turn per week for about 60 weeks, 
I'm guessing). -- 
Michael Kelly <kelly@lmsc.lockheed.com> 1997Jan20


Name:		Richard Rognlie's Abstract Games Server
Type:		2 or more player abstract games
Email:		pbmserv@eiss.erols.com (with "help" in subject)
Email:		rrognlie@eiss.erols.com (Richard Rognlie, the moderator)
Status:		continually accepting new players
URL:		http://eiss.erols.com/pbmserv/
Keywords:	free, closed-ended, email, computer, abstract
Last-Update:	1996Nov01

Description:

This generic Play-By-eMail currently supports a variety of games.
The games currently supported are:

   
   Abalone Andantino Ataxx and Hexxagon Backgammon Chess, QuickChess,
   Capablanca and GrandChess Connect4 Connect4x4 Connexxions Dots and
   Boxes Entropy Gomoku Hex Jungle Lines-of-Action Neutron Oddthello
   Othello, Reversi and Reverse-Othello Pente and Keryo-Pente
   Philosopher's Football Plotto Quadrature Qubic Renju Rings Score4
   Spangles Survival Susan Tanbo, Tanbo3D and Hexbo Terrace Trax,
   8x8Trax and LoopTrax Tug-of-War TwixT
   
To get more information send mail to pbmserv@eiss.erols.com with 'help' as the
subject line, or look at the web page.

Games Currently Supported

    Abalone
    
   
   
   On a hexagonal board (radius 5) two to six players have armies of
   marbles. Players take turns "pushing" 1, 2 or 3 linearly connected
   marbles, attempting to push their opponents' marbles off the board.
   
   Related Help Subjects: abalone abalone.rules abalone.tips
   
   Computer Opponents: AI-Aba
   
   General Abalone Interest: Dan's Abalone Page
   
    Andantino (Copyright (c) 1995 David Smith)
    
   
   
   The players take turns attaching pieces of their color to two or more
   other pieces (in a hex-like lattice) in an attempt to form a line of 5
   or more pieces of their color in a straight line, or to fully enclose
   a group of one or more opponents pieces.
   
   Related Help Subjects: andantino andantino.rules
   
    Ataxx and Hexxagon
    
   
   
   On a 7x7 board, the two players of ataxx fight to controll a majority
   of the board via growth and jumps that flip opponents pieces to their
   color.
   
   Hexxagon is Ataxx played on a hexagonal board of radius 5.
   
   Related Help Subjects: ataxx ataxx.rules hexxagon hexxagon.rules
   
    Backgammon
    
   
   
   A classic. Backgammon via eMail.
   
   Related Help Subjects: backgammon backgammon.rules
   
    Chess, QuickChess, Capablanca and GrandChess
    
   
   
   Chess is the classic game. QuickChess is a variant played on a 5x6
   board. Capablanca and GrandChess are variants with 2 extra pieces on
   8x10 and 10x10 boards respectively.
   
   Related Help Subjects: chess quickchess capablanca grandchess
   chess.rules
   
    Connect4
    
   
   
   On a 7x6 board, two players alternate dropping their pieces from the
   top of the board, down a column, attempting to form four in a row.
   
   Related Help Subjects: connect4 connect4.rules
   
    Connect4x4
    
   
   
   On an 8x8 board, two players alternate inserting their pieces from the
   edges of the board, across a row or up/down a column, attempting to
   form four in a row.
   
   Related Help Subjects: connect4x4 connect4x4.rules
   
    Connexxions (Copyright? David Gale)
    
   
   
   On a 13x13 board, players take turns connecting posts of their color
   in an attempt to connect their sides of the board the board while
   preventing your opponent from doing the same.
   
   Related Help Subjects: connexxions connexxions.rules
   
    Dots and Boxes
    
   
   
   On a 7x7 board, players take turns connecting the dots to form boxes.
   
   Related Help Subjects: dots
   
    Entropy (Copyright (c)1994 Dansball Inc.)
    
   
   
   Entropy is played on a 5x5 grid. Each player starts with 7 pawns and
   tries to scatter them about.
   
   A player wins if all 7 of his or her pawns are uncharged and
   unisolated, unless the 7 opposing pawns are also uncharged and
   unisolated, in which case the game is a draw. If neither player can
   move and no one has won, the game is a draw.
   
   Related Help Subjects: entropy entropy.rules
   
    Gomoku
    
   
   
   On a 15x15 board, the two players of gomoku try to be the first to
   create a line of 5 or more stones in a row of their color.
   
   Related Help Subjects: gomoku gomoku.rules
   
    Hex
    
   
   
   On a 11x11 diamond board, players take turns placing stones of their
   color on the board. The object is to connect your sides of the board
   while preventing your opponent from doing the same.
   
   Related Help Subjects: hex hex.faq
   
    Jungle
    
   
   
   Jungle is sort of a cross between Chinese chess and Stratego. It's
   popular in China as a children's "stepping-stone" to Chinese chess.
   It's also an interesting game in its own right.
   
   Related Help Subjects: Jungle Jungle.rules
   
    Lines-of-Action (LoA)
    
   
   
   The object of the game is to move all your pieces into a configuration
   where they are in a single group connected horizontal, vertically, or
   diagonally. Pieces may move horizontally, vertically, or diagonally,
   but they must move exactly the number of spaces as there are pieces on
   the row they are moving in. You may not jump over opponent's pieces,
   nor may you land on your own piece. If you land on an opponent's
   piece, it is captured and removed from the game.
   
   Related Help Subjects: loa loa.rules
   
   Other LOA Pages: loa home page
   
    Neutron (Copyright (c) 1978 Charles Wetherell)
    
   
   
   On a 5x5 board, the two players of neutron fight to either move the
   neutron to their back row or trap it so the opponent cannot move it.
   
   The winner is the player who is able to trap the neutron or gets the
   neutron to his or her own back row. It does not matter if it is your
   opponent who moves the neutron to your back row -- you still win.
   
   Related Help Subjects: neutron neutron.rules
   
    Oddthello
    
   
   
   On a dynamic hexagonal lattice, two players play othello without a
   fixed board. And with 6 directions for tile flipping.
   
   Related Help Subjects: oddthello oddthello.rules
   
    Othello (Copyright (c) 1973,1990 Pressman Toy Co.), Reversi and
    Reverse-Othello
    
   
   
   On a 8x8 board, the two players of othello fight to control the
   majority of the board by outflanking and flipping their opponents
   pieces.
   
   Reversi is the same as othello, but allows for an alternate opening
   set up.
   
   Reverse-Othello (ROthello) uses the same command structure and move
   movement notation as othello, but the object to to control the fewest
   points on the board.
   
   Related Help Subjects: othello othello.rules reversi reversi.rules
   
    Pente
    
   
   
   On a 19x19 board, the two players of pente try to be the first to
   create a line of 5 or more stones in a row of their color *or* try to
   capture 5 pairs of their opponents stones. You capture a pair of
   stones any time you sandwich the stones between a pair of your stones.
   
   
   Related Help Subjects: pente pente.rules
   
    Keryo-Pente
    
   
   
   On a 19x19 board, the two players of keryo-pente try to be the first
   to create a line of 5 or more stones in a row of their color *or* try
   to capture 15 of their opponents' stones. You may capture 2 or 3
   opponents' stones any time you sandwich the stones between a pair of
   your stones.
   
   Related Help Subjects: k-pente k-pente.rules
   
    Philosopher's Football
    
   
   
   On a 19x15 board, players take turns either adding men to the field,
   or moving the football. The football moves by jumping lines of
   adjacent men (and removing them from the board). The object is to move
   the football to (or past) your goal line.
   
   Related Help Subjects: phutball phutball.rules
   
    Plotto (Copyright (c) 1995 David Smith)
    
   
   
   The players take turns placing one hex shaped piece in turn onto an
   open space (no board). Pieces are numbered either 1, 2, 3 or 4 and you
   may play a piece of any number at each turn. The object is to place a
   pair of pieces with your number in a straight line with two pieces in
   between.
   
   Related Help Subjects: plotto plotto.rules
   
    Quadrature (Copyright (c) 1995 Mark Steere)
    
   
   
   Starting on opposite sides of an 11 by 11 board, players take turns
   moving their checkers a single space forward, diagonally forward or
   sideways. Quadrature employs a unique aggressive maneuver called
   "squaring". To "square" your opponent, you move to form a rectangle on
   the board with four checkers: three of your own checkers and one enemy
   checker. Upon doing this you "convert" the enemy checker to one of
   your own, by removing it from the board and replacing it with one of
   your surplus off-board checkers.
   
   Related Help Subjects: quadrature quadrature.rules
   
    Qubic
    
   
   
   On a 4x4x4 grid, two players alternate placing their pieces,
   attempting to form four in a row in any direction.
   
   Related Help Subjects: qubic qubic.rules
   
    Renju
    
   
   
   On a 15x15 board, the two players of renju try to be the first to
   create a line of 5 stones in a row of their color.
   
   Related Help Subjects: renju renju.rules
   
    Rings (Copyright (c) 1995 Stephen Linhart)
    
   
   
   On an unusual hexagonal board, the players of Rings, place pieces on
   the board in an attempt to convert other pieces to their color and to
   control the more rings than any other player.
   
   Related Help Subjects: rings rings.rules
   
    Score4
    
   
   
   On a 4x4 grid of pegs, two players alternate dropping their pieces
   from the top of a peg, down a column, attempting to form four in a row
   in any direction.
   
   Related Help Subjects: score4 score4.rules
   
    Spangles (Copyright (c) 1995 David Smith)
    
   
   
   The two players of Spangles take turns adding triangular pieces of
   their color to the board in an attempt to create a 4 piece triangle
   with their pieces as the three corner pieces.
   
   Related Help Subjects: spangles spangles.rules
   
    Survival (Copyright (c) 1995 David Smith)
    
   
   
   Survival is played on a hexagonal board made up of 19 numbered
   hexagons. Two players take turns placing pieces on the board with the
   "arrow" of the piece dictating the direction in which the next piece
   played by that player must be played. The first player who can not
   move loses the game.
   
   Related Help Subjects: survival survival.rules
   
    Susan (Copyright (c) 1994 Stephen Linhart)
    
   
   
   On a hexagonal board (radius 5) two players take turns placing or
   moving a marble in an attempt to completely surround a opponent's
   marble with a combination of marbles.
   
   Related Help Subjects: susan susan.rules
   
    Tanbo, Tanbo3d (Copyright (c) 1995 Mark Steere) and Hexbo (Copyright (c)
    1996 Rognlie/Steere)
    
   
   
   Played on a 19x19 Go board, Tanbo crudely models a system of plant
   roots. Roots which are growing, competing for space, and dying. In
   beginner play, the roots grow much as the roots in a garden. Over
   time, the roots become shrewd and calculating.
   
   To win, a player must eliminate all eight of his opponent's roots. One
   player will always win. It's impossible to repeat a board
   configuration in Tanbo. Therefore a game cannot result in a draw.
   
   Tanbo3d extends the game of Tanbo into three dimensions.
   
   Hexbo is Tanbo played on a hexagonal board.
   
   Related Help Subjects: tanbo tanbo.faq tanbo.rules
   
    Terrace (Copyright (c) 1995 by Siler/Siler Ventures. All Rights Reserved)
    
   
   
   Terrace is played on an 8x8 board consisting of 16 'L' shaped
   terraces. Two corners of the board are "High" and the other corners
   are "Low". Each player has pieces of 4 sizes ('A', 'B', 'C' and 'D').
   'A' pieces are the smallest, 'D' pieces are the largest. 'T' pieces
   are the same size as 'A' pieces and are each player's "key" piece.
   
   The object of the game is to capture your opponent's "T" or move your
   "T" to the lowest square on your opponent's side of the board.
   
   Related Help Subjects: terrace terrace.rules
   
   General Terrace Interest: The Official Terrace Strategy Game Homepage
   
    Trax, 8x8Trax (Copyright (c) 1983 David Smith) and LoopTrax(experimental)
    
   
   
   Trax is a game played with square tiles. Each tile is identical to all
   other tiles, one side has a white line connecting opposite edges and a
   black line connecting the other edges, and the other side has a white
   line connecting 2 adjacent edges and a black line connecting the other
   edges. The object of the game is to create a loop of your color while
   preventing your opponent from doing the same. An alternate winning
   condition is to create a line extending from one edge of the board to
   the opposite edge of the board when the board is at least 8 tiles wide
   (or tall). 8x8Trax limits the board to 8x8. LoopTrax is simply Trax
   with no line wins. Only a loop wins.
   
   Related Help Subjects: trax trax.faq
   
    Tug-of-War (ToW)
    
   
   
   Up to four players take turns placing "bids". High bidder gets 1 goal
   point from each other player. First player to take an average of 5
   points from each other player wins.
   
   Related Help Subjects: ToW
   
    TwixT (Copyright (c) Avalon Hill)
    
   
   
   On a 24x24 board, players take turns placing pegs of their color on
   the board. Any time a peg is placed a "knight's move" from another peg
   of the same color, a strut is placed, connecting them. A strut can not
   cross over (through) another strut. The object is to connect your
   sides of the board while preventing your opponent from doing the same.
   
   
   Related Help Subjects: twixt twixt.rules
   
   Example TwixT Games: Notation, Game 1 (text version), Game 2 (text
   version)
   
   TwixT Puzzles: Puzzles (text version / solutions)



Name:		Simple
Type:		Fantasy Wargame
GM: 		computer moderated
Frequency:	once per week
Status:		4 games running
Costs:		free
Duration:	20-40 turns
Language:	English or German
Email:		Michael.Stibane@t-online.de (Michael_Stibane)
Email:		101653.3000@compuserve.com
URL:		http://ourworld.compuserve.com/Homepages/Michael_Stibane/simple.htm
Keywords:	german, free, closed-ended, computer, fantasy, wargame, email
Last-Update:	1996Nov14

Description:

SIMPLE is a fast and rather aggressive fantasy wargame for 8 players.
As the name expresses, the rules are easy to understand. The challenge
isn't through the complexity of the rules but through the interaction
of the players.

Units in SIMPLE include such as guards, horsemen, dwarves, elves, farmers, 
boars, tigers, elefants, dragons, unicorns, werewolves, giants and - last
not least: magicians, who are able to use one spell per game turn.
There are thrilling possibilities to enhance the combat strength of a unit
by making use of weapon-, landscape- and enemy bonus.

Winners of SIMPLE aquire a rank in an eternal Hall of Fame.

The output files are Winword-Docs, but if a someone doesn't own software
to load Winword-Docs, upload the FREE software WORDVIEW.EXE and join the
game. Visit SIMPLEs Homepage for more details.

Opinions:

Having played the game Simple by Michael Stibane for a while,
I have to say that the game is *very* addictive and enjoyable.
Rules are really fairly simple, but different gamestyles are 
allowed, so in the end is quite a challanging game.
-- Massimo <mbartal@hotmail.com> 1996dec13


Name:           Simulations Online Hockey League
Type:           Sports
Duration:       open ended
Frequency:      Instructions Due Weekly
GM:             computer moderated
Costs:          Free
URL:            http://www.interlog.com/~gardiner/sportsim/league.html
Email:          gardiner@interlog.com
Keywords:       free, open-ended, email, computer, sports, modern
Last-Update:    1997Feb18

Description:

This hockey league involves many of the aspects that real owners and
general managers face in the day to day operation of a hockey club. 
Finances, trading, signing free agents, staying within the salary cap,
cutting players, training camps and more.

Coaching options include setting line ups, and offensive and defensive
tactics.



Name:		Singularity
Type:		science fiction card game
Duration:	open-ended
Frequency:	run once a weekday
Email:		srt@pbm.com (Scott Turner)
URL:		http://www.pbm.com/singularity/
URL:		ftp://ftp.pbm.com/pub/singularity/
Keywords:	free, open-ended, email, computer, abstract, space
Last-Update:	1996Apr07

Description:

Singularity is a card-game-like PBEM in which galactic cultures
compete to be the first to reach "the technological singularity".
Turns happen once each week day and game play is very simple.

This free game is written and run by Scott Turner, and is sponsored by
Shadow Island Games, a commercial PBEM game company.

Company:        Shadow Island Games
		P.O. Box 6435
		Somerset, NJ 08875-6435
		(908) 469-1992
		info@pbm.com


Name:		Strategic Postal Australian Rules Football (SPARF)
Type:		sports simulation
GM:		computer moderated
Email:		munch@csua.berkeley.edu (say "rules" in the subject)
Cost:		free
Keywords:	free, open-ended, email, computer, sports, modern
Last-Update:	1996Sep17

Description:

SPARF is a strategically based game based on Australian Rules football.  The
pariticipant takes on the role of General Manager, and handles the details of
drawing up training regimens, lineups, and negotiating trades for his team.

The primary focus of the manager is on developing season-long plans (and
longer) to build a team with a good allocation of the right kinds of skill
in the right positions, and on adapting those plans to account for injuries.

munch@csua.berkeley.edu is an automated mail deamon for the game.
Send it mail with the subject "help" for a list of commands.  The
subject "rules" will get you the rules to SPARF. The Gm may be
contacted at mel@csua.berkeley.edu.


Name:		Ultimate Rugby
Email:		cairnswm@mwp.eskom.co.za
Type:		Sport Simulation
Cost:		Free
Duration:	Open-Ended, approximitly 25 weeks per season.
Frequency:	Once a Week
GM:		Computer Moderated
URL:		http://www.cranfield.ac.uk/public/me/fo942033/UR1.html 
Last-Update:	1996Sep16
Status:		Currently busy with season 2 with 72 teams, new teams are 
		being accepted for mid season start.
Keywords:	free, open-ended, email, computer, sports, modern

Description:

In Ultimate Rugby you are the manager of a Rugby Team, your job is to 
try and win the League competition and the Ultimate Rugby Cup. You 
are responsible for team selection, telling the captain how to guide 
the team, as well as training. The game is designed to be a long term 
"investment" as the team will get better the longer it is managed. 

To obtain a copy of the rules use the mail address above with "Rugby 
Rules" as the message subject. If you would like to be added to the 
Ultimate Rugby mailing list please use the mail address above with 
"Rugby Subscribe" as the subject.

Opinion:

I have been playing for a few months now.  Apart from my team I am
manager of England, and I haven't and more fun in a PBM. It's great
doing the orders, and a program can even do them for you
now..... Every game you get a report, and it's very full. It takes
ages to read, if you wish, or you can see highlights which is
helpfull! You get to play other players, and have a league position.
It's all great fun. I suggest you play NOW, even if you are unsure.
It really is great. It's well worth reading the rules. There is a
seperate 'player press', a mail listing where competitions for the
best try and general gossip all goes on.
-- "The Prism" <prism@cableinet.co.uk> 1997feb21

Company:	WillCO Games


Name:		Ultra Cricket
Type:		Sports Simulation
Duration:	15 turns/season, seasons start at close of previous season.
Frequency:	1/week
Cost:		free
Status:		In season 10, 312 teams playing
GM:		computer
Email:		ta@ecs.soton.ac.uk
URL:		http://diana.ecs.soton.ac.uk/~ta/uc_home.html
URL:		ftp://ftp.ecs.soton.ac.uk/pub/uc
Last-Update:	1996Sep23
Keywords:	free, closed-ended, email, computer, sports, modern

Description:

This game simulates Tests and one day Cricket Games. Cricket is very
common game in those countries of the former British Empire and has
almost come to replace religion in some nations.

Each person takes on the role of Selector/Manager/Captain.  You have a
squad of up to 30 players from which you must choose a team for each
game, train the players and decide the batting and bowling order and
other team tactics. You also have some say in the pitch conditions.
Each week you will be asked to select an XI to play in the upcoming
matches. This will be called the team. You also decide whether on
winning the toss you want them to bat or bowl first, along with the
batting and bowling order. This is all fed into the Main programme
which plays the match ball by ball. A ball by ball record is made and
a scorecard at the end of each innings compiled. Statistics are
generated and Man of the Match decided. Those players not in the first
XI return to their "clubs" and play for them. Here you get a brief run
down on their performance and any injuries suffered by the players
during the week.

A season lasts for approximately 4 months. The 10th season has seen
me split the competition in two.  I hope to get them out of phase
and so the waiting time to start playing will be cut to at worst 2
months.

Opinion:

Never knew a more dedicated GM.  The reports are on time, everytime,
and the Classic Bat Company give 40% discounts to players! It's great
fun, you get reports, play games and have test and one day
international leagues, with cup and more. Read the rules and make your
team NOW! There is even 'weekly wickets', a mail listing with loads of
great info.
-- "The Prism" <prism@cableinet.co.uk> 1997feb21


Name:		United Electronic Football League (UEFL)
Type:		sports simulation, soccer
Email:		billones@primenet.com (Jeremy Billones)
Cost:		free
URL:		http://www.primenet.net/~billones/UEFL.html
Keywords:	free, closed-ended, email, computer, sports, modern
Last-Update:	1996Sep12

Description:

United Electronic Football -- this is a USer, PBeM version of Alan
Parr's game.  You create a team of football (soccer) players, each
with a position and skill level.  Each turn, you pit your lineups
against those of your opponents, with relative strengths and random
chance determining the final score.  If you win, you get more
resources for improving your team.  You can trade players and other
resources, and press wars abound.  Honor and glory for the regular-
season champion and the winner of the post-season Cup.

UEFL is the original league in the States, 30 teams divided among
Upper, Lower, and Rookie divisions. About 2 turns per week, time off
for academic breaks, 1 season per year.  Currently in season 8.  Still
the original, still the simplest, still the league that got me
addicted in the first place.

Warning: The waiting list is currently 6+ months long.



Name:		Water Wars 3.0
Type:		abstract strategic economic/military
Cost:		free
Duration:	14 weeks
Frequency:	one per week
Email:		a.earl@cad.canterbury.ac.nz
URL:		http://www.canterbury.ac.nz/cad/ww.htm
Status:		takeing new players until Nov 21
Keywords:	free, closed-ended, email, computer, wargame, abstract
Last-Update:	1996Nov07
 
Description:
 
Water Wars is a multi-player play-by-mail hex-based game where 
players are in control of minor kingdoms in a virtual computer world. 
Through clever use of your water resources, players build up their
kingdoms in an attempt at global water monopoly or world domination.
 
Elements include changing the height of hexes to alter water flow;
building villages, nets, missiles and crops; shooting other players
with the missiles.

Turns are currently sent out compressed with PKZIP (alternatively, 
LHA or tar -cx compression is also available) and UUencoded. If your 
computer can't handle this, then you won't be able to play.

To filter out non-serious players, there is a multichoice quiz on 
the rules that must be answered to play.
 
The rules are available from the web site.


Name:		World Fantasy Soccer League
Type:		fantasy soccer game
E-Mail:		ru0647@bf.orebro.se
Duration:	About 10 turns
Frequency:	three times per month
GM:		computer moderated
URL:		http://www.angelfire.com/ak/wfsl
Last-Update:	1997Feb03
Status:		30 managers playing, more wanted
Keywords:	free, closed-ended, email, computer, sports, modern

Description:

A free fantasy soccer game always looking for players. You don't have to
wait so long as in other soccer games on the net. You will receive a
team with 18 fantasy players. The rules are getting more complicated
every week and the game are getting more real every time I update the
rules. Today I have about 30 managers in the league, but we are growing
every week. 


Name:           World at War
Type:           strategic, economic/military, WWII style setting
Email:          emg@dgreenin.hlth.gov.bc.ca
URL:            http://www.islandnet.com/~dgreenin/emg-game.htm
Cost:           free
Keywords:       free, closed-ended, email, computer, wargame, historical
Last-Update:	1996Sep11

Description:

World at War assumes that a global war is about to break out on the
planet (similar to WWII on Earth) and each player is in charge of one
of the countries.  This is a strategic level game, with the map
consisting of irregular shaped areas, turns being 3 months, land units
being mostly divisions, air units are squadrons and naval units are
groups of ships.  Some of the items in the game include:

     o  different types of resources (food, fuel, hmetal, lmetal, credits a
           production) required to build units.
     o  air units have to fly out of airbases to do a mission and return
          to base after the mission
     o 9 types of land units (Arm Mech Inf Par Mar Stc AT Art AA                   
     o 5 type of air units (Ftr  LB TB Bmbr ATrn)
     o 6 type of naval units (CFlt HFlt LFlt Sub NATr NTrn)
     o technology gains can be made in each type of unit
     o units use up supply to do a mission
     o limited intelligence

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