Edward Sabatine - 12:24am Dec 6, 1997 PST (#1016 of 1017) Kait, is Boulder Games a store or a company? If its a company its not listed here or on grognards. By popular demand (well, Markus asked), I'm going to post some suggested houserules for Sideshow , the Richard Berg game about the Great War in East Africa: 1. Change the victory conditions to the following: The Germans receive three victory points if they control any of the six troop placement centers and/or Tabora at the end of the October 1918 Allied turn, two if they do so at the end of the December 1917 Allied turn, and one if they do so at the end of the December 1916 Allied turn. The Allies receive three victory points if there are no German units on the board at the end of the December 1916 Allied turn, two if there are no such units at the end of the December 1917 Allied turn, and one if there are no such units at the end of the October 1918 Allied turn. The Germans win a decisive victory if they finish the game with three more victory points than the Allies, a substantial victory if they finish with two more, and a marginal victory if they finish with one more. The Allies win a decisive victory if they finish the game with three more victory points than the Germans, a substantial victory if they finish with two more, and a marginal victory if they finish with one more. Any other outcome is a draw. 2. Add one to the Allied die roll attempting to get more operations points for every destroyed railroad hex in Kenya. Subtract one from the initial Allied operations points die roll for every such hex existing as of the last Allied turn. 3. Once the Portugese enter the war, five Allied strength points must be removed for every German strength point exiting off the southern edge of the mapboard. Five Allied SPs may be placed in Mobassa or Dar es Salaam (if the latter is Allied-controlled) for every German SP returning to the board from the southern edge of the mapboard. German SPs which have exited the southern edge of the mapboard may attack any Allied SPs placed any of the hexes on that edge. No more that fifty Allied non-Portugese SPs may be placed in the area where the Portugese are allowed to operate. 4. If the Allied player has to remove any SPs from the board, he must do so by expending operations points and moving the SPs first to a port, then by sea movement off the eastern edge of the map, like normal. Such movement must get first priority for Allied operations point expenditure until completed. 5. All Allied reinforcements (not replacements) are initially put in the Delay Box. The Allied player may move all the units in the Delay Box to the map by spending one operations point. 6. German leaders modify attack and defense die rolls only by one. 7. The Allied player, upon spending an additional operations point, may roll two dice during a battle to see if a German leader involved in it has been wounded. If the Allied player rolls a two or a three, he has. The German player then removes the appropriate leader counter and rolls two dice; that leader may be returned to the board after the passage of a number of months equalling that die roll. (Use in place of the leader killed/ wounded rule) 8. Amphibious invasions require spending two operations points. 9. If neither side rolls greater than an adjusted three during a battle, both sides must roll again, but this time one is subtracted from both die rolls. If neither side still rolls more than an adjusted three, the attacking side must retreat (the killer bee rule). Edward Sabatine - 12:31am Dec 6, 1997 PST (#1017 of 1017) Here are the reasons for the above rules: I thought of Rule #1 because of my belief that having to record of every strength point loss to see who won the game is somewhat cumbersome. Of course, my rule does rob the Germans any incentive to move units out of their colony, or for the Allied player to delay using his reinforcements. Therefore, Rules #2 - 5 restore these incentives. Rule #6 should give the Allied player a chance to beat a shutztruppen stack without having to concentrate over sixty SPs. Rule #7 simplifies the killed/ wounded leader rule. True, it allows for wounding, not death. Those using this rule can pretend that leaders removed for many months have in fact been killed and that Lettow-Vorbeck has trained a replacement. Rule #8 is there because otherwise, attacking overland requires more OPs than amphibious attacks, which I think is ridiculous. Rule #9 simulates interference in the battle by wildlife (most notably, swarms of bees coming out of knocked-over trees). THESE RULES HAVE NOT BEEN PLAYTESTED. However, theyıre not real complicated and I hope they address the few weak points of the game. Now, if only there could have been a stronger naval system...