Review of ME-PBM (1/3) From: Rich <ricmal@delphi.com> Date: Tue, 30 May 1995 00:00:00 +0000 Review of ME-PBM part 1/3 Introduction: MIDDLE EARTH Play-By-Mail (ME-PBM) is a closed ended computer moderated strategic level war game based in J.R.R. Tolkien's Middle Earth. The time period in which this game is set is approximately 1650 Third Age, or about 1500 years before the time of THE HOBBIT and THE LORD OF THE RINGS. Each game position is one of twenty-five nations in and around the areas described in Tolkien's classic series of novels. Some of these nations are actually fragments of the other more powerful nations in the past or future of this time. This includes three realms from old Arnor, two halves of Gondor, and eight partitions of Mordor. There are three sides in this game. One is The Dark Servants, ten nations of orcs, trolls, and other fearsome creatures sworn to follow Sauron. In direct opposition to the Dark Servants is The Free Peoples, a hodgepodge of all ten nations, human, dwarven, and elven, who fight to keep Middle Earth free of Sauron's foul touch. The remaining five nations are neutrals, all human-based who at the games start have not decided which faction to throw their lot with, but must choose to be eligible to win the game. Each of these nations have legitimate beefs with the Free Peoples, but can join them anyway. These nations include one of the realms of old Arnor and a couple of southern sea powers. Each nation starts with an economic base of at least one major town or city, a scattering of smaller towns and villages, as well as camps to produce war materials and raise cash. Each nation also has a collection of armies and sometimes navies that can be reenforced and replaced during play. Most, but not all, nations have one or more magic items (artifacts) of great reknown. These artifacts improve one's ability in combat, raise troop morale, scry on ones enemies, and other useful things. Each nation also begins the game with eight leaders. These are characters with skills in command (personal combat/troop combat/ kingdom commands), magecraft (combat and much more), emissary (diplomacy/recruitment), and agent (thief/assassin/bodyguard/spy). To stay alive each nation needs to maintain a capital (major town or city), an economic base (national debt hasn't been invented yet, go bankrupt and you are out), and at least one leader. Which brings me to the purposes of the game. There are two victory conditions in ME-PBM which sometimes (more oft than not) puts friendly nations at cross purposes. First and foremost, one's alliance has to crush the other alliance. Neutrals are considered unaligned, if they haven't joined a faction when the game ends they lose. Secondly, one's nation has to be the strongest nation in the winning alliance. If this means that you're in second place with just a couple of turns to go you might want to backstab the first place nation. But watch your back, the third place nation in your alliance may just be aiming at you! Each nation has a limited number of special abilities (i.e. 20% bonus to scouting and recon attempts) and five special victory conditions (i.e. collect ten artifacts). In ME-PBM the postion of each nation in the game is designated by how many "victory points" it has. Nations earn up to 500 victory points in each of four categories every turn. They get higher values for being among the game leaders in 1) Largest cash on hand; 2) size and strength of armies and navies; 3) number and strength of its national leaders; and 4) number and size of population centers. Each special victory condition is worth 100 points. Thus if a nation fulfills all five of its special victory conditions AND is ranked #1 in all four normal victory point categories at the games end he'll walk away with the win with some 2500 points. This is not very common. More typically the winning position is ranked between #1 and #3 in each regular category and has fulfilled three or four of the special victory conditions. Victory points are calculated each turn. You only have to be the best on only one turn -- the LAST -- to win the game. End of ME-PBM part 1 of 3 Up