The redesigned and recapitalized GameFix magazine, now called Competitive Edge arrived the other day and I had a chance to peruse its game, Edson's Ridge (company-level Guadalcanal) although since I haven't played it, I'll just comment on its rules and graphics. I think Jon Compton and his staff have done a nice job with this issue, and I'm speaking as someone who 1) doesn't like games with unmounted counters, and 2) thought this redesign would "tilt" the magazine toward newcomers to the hobby versus grognards. Happily, the latter isn't true as the balance seems just right. Compton outlined his plans for the future of the magazine in greater detail in this issue. It also includes an overview of hobby news and gossip by Tim Kutta and Alan Emrich and a new skirmish for Rebel Yell. Compton also includes an almost-amusing tirade against "Net Nazis" who nit-pick new designs. The seven pages of rules are written for newcomers in the recognizable GameFix style with symbology, definitions, examples, setup and victory conditions set apart from the rules in a separate column. The map of Edson's Ridge and surrounding jungle, Lunga River, and Henderson Field is functional and clear and takes up one page within the center of the magazine. This is one game that may be possible to play without taking the map out of the mag (although the map for the Rebel Yell skirmish is on the back), as the opposite page contains the charts necessary for play (including what must be the most colorful (in graphics) CRT ever.) The fronts and backs of the counters are printed in multi-colors on thin high-quality cardboard. One is instructed to glue them together, aligning the edges and slice them out with an Xacto knife. Make sure that knife is plenty sharp as there's no room for error. Unit counters make use of ever bit of space and contain: unit designation, nationality (flags), company designation, combat factor, proficiency rating, movement factor, and in what must be a first for counters anywhere... BOTH a NATO unit type symbol and little man, tent, tank or gun icon. There are other functional counters to mark Banzai attacks, reserves, leaders, US aircraft, and improved positions in addition to the tanks, arty, Hqs and flavors of infantry. Each hex is 200 yds and a turn represents 4 hours. 2 units can stack in a hex. ZOCs are semi-rigid. Sequence of play phases go: Japanese Reserve; Move; Combat; Exploit then US Reserve; Move; Combat; Exploit and mutual recordkeeping during which arty fire & banzais are tracked (arty fire allowed once per turn and banzais once per game per unit.) Combat is pretty traditional with a step-loss or retreat CRT. Rule highlights: Units designated as reserves during that phase can move during a friendly Exploit phase or an enemy move phase. Only Japanese can attack during Night turns (6 of 11 turns are night) if a non-arty unit rolls equal or less to its proficiency rating. Proficiency ratings don't appear to do much else unless one uses an advanced rule to compare ratings in combat with the difference used as a DRM. Other advanced rules cover Improved Positions, Random Events and Banzai charges. Appears to be a decent beer-and-pretzels design. Future issues: #11: Cybernaut, a Joe Miranda design when you "play cyber-revolutionaries vying for control of the 'Net and government "NSA" members trying to stop them." Issue #12: Der Kessel, a solitaire Stalingrad design; Issue #13: Space Explorers, a card game that is "a spoof on many of today's popular science fiction television shows." Issue #14: Because It's There, a card game "about climbing Mt. Everest for one-to-four players. Also upcoming: GameBooks, a game in a stitch book format that must be assembled to play. The first one will be called Fox One, a card game of modern air combat; the second: Peace in Our Time, is a strategic level game of WWII to be published in two parts: one covering the ETO and the other the PTO. Doug "Net Spasi" Murphy