brad@looking.UUCP (Brad Templeton) (09/22/85)
Round here, we used to play this game at least once a day for a while. It got pretty crazy. Everybody plays it differently. Here's a REAL HUMAN's way to play: 1) Start with the usual "choose 2 powers out of 3" 2) Put ALL the flares in the deck, and have two decks of number cards to balance it. 3) At the beginning or each turn (or challenge, if you prefer) each player is dealt a new power (face down, of course) to add to the supply. After a while, everybody has about 15 powers or more each. 4) When all powers are dealt, everybody loses *all* powers and they are reshuffled and dealt again, one per turn. 5) Flares are played like edits and other cards. You lose them when you play them. Vulch doesn't get them. This makes some of the flares meaningless (too bad!) and some just as powerful. These games get great. One of the most enjoyable things is becoming the filth. Then all those people on joint bases with you, both in your own system and other systes are forced to leave, often putting you way ahead. If you thought the ameoba-macro-virus-warpish was bad, try facing the zombie-vacuum-void-diplomat! This is the only way to play. But everybody had better know the game real well. -- Brad Templeton, Looking Glass Software Ltd. - Waterloo, Ontario 519/884-7473