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ISSUE 47

September 29th, 2025

COMING IN NEXT ISSUE

Forgotten Realms #257 Battle Samples

.

Galac-Tac Galaxy #223

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Hyborian War For Beginners
.
The Ever-Elusive Smaller Issue
.
The Rise of the PBM Zombies
.
Hopefully, something from you!
.

Editorial

PBM power coming straight at you!



Welcome to Issue #47. Are you ready for another issue, though?

You had better be, because here it is. In order to make the publication deadline of today, I made the command decision to shift my next article in the Hyborian War for Beginners series to next issue. My apologies to those awaiting it, but I hardly got anything, at all, done on this issue over the weekend. I can neither confirm nor deny that my turn results for Turn #2 of Galaxy #223 of Galac-Tac played a role in my PBM Chaos under-performance for this issue.



No single article, nor any group of articles, take(s) precedence or priority over new issues of PBM Chaos publishing, when Mondays roll around. Adherence to the established and declared publication schedule is paramount! I can't keep PBMer Richard Weatherhead waiting, after all (how long have I been waiting on that article from him, again?). I know that he's out there, hiding from me. Don't make me send the Great Eye of PBM after you, Weatherhead!



In case you're wondering, though, my attacks on other empires in that game of Galac-Tac went well, though I experienced more combat with one space alien empire than I expected, out of the two empires that my Yonds of Droon experienced battles with. Both the Wyvern Supremacy and the Kroji Konfederacy tasted the wrath of Droon, this turn. I also experienced an unexpected cease fire with one ship of a third space-faring empire, Misraw.

More about Galaxy #223 this elsewhere in this issue, though from my end of things, this issue brings word of my empire's doings headed into Turn #2. Scroll down far enough, and you'll find it. Don't get lost in the thicket of all that this issue contains.



PBM Zombies, the first issue, is due out two short days from now. ACK! Yeah, I'm nowhere near ready for that. You really should help me out by signing up for a PBM Personality column of your own. Down near the very bottom of this issue, you can read more about that. I pray that you don't leave me hanging!

A 1-man horde is not a zombie horde, so join the PBM Zombie Horde! My e-mail address is located at the bottom of this issue. It's there, plain as day. You shouldn't miss it, especially if you look for it.



Let's not risk it, though. Here it is for you, so no excuses: [email protected]



Hopefully, the links in this issue will all work correctly, and the number of typographical errors will be kept to a minimum. If all of the kinks were ironed out, though, then there would be less chaos in this issue of PBM Chaos. Talk about a handy excuse!



Monster Island Monitor is back in production. Joe Franklin loved it just too much, after all,  to up and stop publishing it. Hey, plans change, and Monster Island Monsters don't have to ask permission to change their minds. This is definitely good news for PBM!



Agema has a new PBM ad in this issue. Be careful and don't scroll too quickly, or else you might inadvertently miss it. It just might be for a new game that you'd have an interest in.



There are lots of PBM games out there that no one is writing in to me about. Such is the fate of some games, sad though it do be.



Speaking of zombies, Madhouse UK's GM Steve Tierney recently posted this, over in the Madhouse UK - ZombieWorld Newsletter Facebook Group:

Hi All, I'm sorry my content in this forum has been a bit slow. There will be content almost every day once this next DungeonWorld turn is out. Some test play will be available by the end of the Month.



Steve

If you're currently playing in a PBM game, feel free to write in to me, and provide an update on how your position in that PBM game is going. It's for our readers, you know. They can live vicariously through you, at times, whenever you share your PBM exploits with them. Why keep all of that PBM fun and adventure to just yourself?



PBMer and Duel2 Hitman Wayne Smith wrote in with a little feedback, after Issue #46 found its way to him. I'm not sure how he had time to even read it, what with his cat-sitting duties and all. Here's what he had to say (about the non-Clemson stuff):

A good one.

Olorin pours it on Hammer in recent bowling!

Mosteller writes and writes.

RSI gets lots of "advertisement."

P.S.You do great with the "photos and coloring"!



P.P.S. Clemson is not likely to lose this weekend since they have a "bye week" (The dadgum pussycats).

Poor Wayne! He's a good fellow, but not a Good Fella, if you know what I mean. He's still rooting for those old dad-burned Clemson Tigers. Don't they have some kind of medication, these days, to treat that sort of ailment?

PBMer Hammer has been slamming it on the writing of articles for issues of PBM Chaos. He must have some kind of gold finger to be typing so much. Aren't you glad that he is, though? I sure am! How about a big "Thank you!" to Hammer for his great efforts on this front of the never-ending battle for the PBM cause?

If you're reading PBM Chaos and you're enjoying it, write in and tell us all about it. Tell us if it scratches any of your PBM itches.

Or if you have bitches instead of itches, and if you hate PBM Chaos, write in and tell us that, also. We can handle it. The world ain't gonna end, just because you dislike something (or even everything) that PBM Chaos publishes about PBM this or PBM that.

I'm dedicating this issue of PBM Chaos to the Galactic Grannies, Ajwan and Djinny of the Galac-Tac Galaxy #223 game. Their participation in this game of Galac-Tac underscores that PBM gaming is not just a pursuit for men only. I extended interstellar equality to Djinny's empire on Turn #2, by destroying several of her empire's starships. I'm pretty sure that Ajwan is out there in space plotting and scheming to bring her empire out on top in this game. Not so fast, Ajwan!



The morning is starting to get away from me, and I still need to try to do a little bit of

proofreading, yet, so it's time to bring this editorial to a screeching halt.



Thank you for being a part of it all, and happy reading, 'O ye of the PBM Realm!

Charles Mosteller
Editor of PBM Chaos

PBM image ad for The Chronicles of Gravenheim Discord
PBM image ad for Godstar Games: The Land Discord
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Robin Hood Weregild: the new play by email game from AGEMA.

The rules are now available. They can be ordered on our website here:

https://agema.org.uk/Robin-Hood-Weregild.html



Each player has a character, who is guaranteed adventures in medieval Nottinghamshire! There is as much folklore as history in the game, so perhaps you’ll end up as the Sheriff of Nottingham, or as a robber baron, or even the King (alright, as an imposter, but someone might believe you!). You could even live a life as one of the many Robin Hoods, which is a title given to the brigand leaders out in the woods… or as a monk brewing his own liqueur, or a witch cackling and using eye of newt and leg of toad for some noxious potion (shudder).



With the rules come the game maps!



This is designed to be great fun and not too hard on the old brain cells or your time, so we hope you decide to take part.



Game turns will be produced about once per month, and cost £13 each basic charge.



Have a great day!



Regards,

Richard

FOR AGEMA



Website: www.agema.org.uk

Email: [email protected]

Unofficial PBM Meet Planned

Date of the Unofficial PBM Meet = November the 29th 2025

Spurred on by your publication and an idea from Roy Pollard (GM The Isles), Rich Lockwood and I have decided to run an "unofficial PBM meet" which will piggy back off the Dragonmeet RPG convention in November 2025.



Dragonmeet is the UK's largest RPG convention and will take place at the Excel Centre, Docklands, East London on November the 29th 2025. More details re tickets and games being run and traders can be found at Home - Dragonmeet.



This is the first non-game specific PBM meet to be run for quite a while and we just want to see what happens. We hope to attract some old players as well as attract new players who may express an interest. The idea is just to have fun and see what happens.



Rich is getting some signage made up and the idea will be to set up in the bar at about 12 noon.



So far confirmed PBM'ers attending are Rich Lockwood (GM: Xanoth and top player in numerous PBM games), Roy Pollard (The Isles GM), Martin Webb (top Saturnalia and Midgard player) and myself Wayne. We've invited various people including Danny Munford (GM: The Land) and his players, plus numerous PBM old guard.



If you fancy finding out about PBM or meeting up with some like-minded people, come along. There's no charge when you are in the con, and it should be a very good laugh.



I hope to see all you there.



Wayne

Are you ready for Issue #13 of Monster Island Monitor?

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Then click on that image above. Unleash the MONSTER in you!

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I am discovering that I am having fun learning how to play Galac-Tac in similar ways that I am enjoying learning how to play Forgotten Realms!



Yes, these are two completely different games, but I find myself considering more than a few different ways that I could have begun playing either game from the very beginning!



I tend to second-guess my decisions before, during and after I submit my Game Orders!



Earlier today, [Friday, September 19, 2025], I was fortunate to have a question I had about how to Create Customized Ships answered by Davin, aka the Owner of Galac-Tac and talisman-games.com [where you can read more about Galac-Tac and see what Galaxy Games are Currently Filling!]



Honestly, having Davin available to answer questions and walk Players through the various processes of utilizing the GTac App has made a world of difference in my enjoyment of learning this game!



I had come to the realization that I could have begun this Galaxy #223 Learning Game by

Custom Designing some Ships [which I honestly had no clue how to do] with my First Turn Orders from “Discord Direct Message Conversations” with the infamous GrimFinger aka Charles Mosteller [the Editor of PBM Chaos and Initiator of the current Galaxy #223 Learning Game featured in each issue that he publishes!]



Charles mentioned to me about Custom Designing Ships with a Classify Order, but I did not quite grasp how to go about Custom Designing and Building the Ships with my Turn Orders on the Same Turn!



Several days ago, I had amused myself by playing around with some Ship Designs, while

experimenting with the Ship Design Assistant Feature on the talisman-games.com website, but I still had no clue in understanding the process of how to Build any Custom Designed Ships, until Davin took the time to patiently walk-me-through the process during a “Text Conversation” on the Discord Galac-Tac Thread earlier this afternoon!



In fact, a few days ago, I decided that I was having enough fun learning how to play Galac-Tac, that I went to the talisman-games.com website to see if there were any other Galaxies filling up that I might be interested in playing!



Galaxy #226 was listed as a 1 Week Turn Interval, Normal Star Density with an Empire Count of 3 Players, but I wanted to play a Second Galaxy Game with More Players than just three!



Galaxy #227 was listed as a 2 Days Turn Interval, Dense Star Density [I was looking for a Dense Star Density Game] with an Empire Count of 2-5 Players,but I not only preferred playing in a Second Galaxy Game with More Players than just five, but I had learned from playing a variety of Online Alamaze Games that I just could not keep up with any War Games that Processed Turns every two days!



But, because I really wanted to get signed up to play in a Second Galaxy Game, I decided to go ahead and create what was to become known as Galaxy #228: 1 Week Turn Interval, Dense Star Density with an Empire Count of 8 Players!



A couple of days later, I was “conversing” with Davin in the Discord Galac-Tac Thread. After telling him that I was the one who had created Galaxy #228, he explained to me that it might take a while for this game to get filled up, because most of his “Regular Galac-Tac Players” were probably maxed-out with the number of games that they could play, so I should try to recruit New Players!



Furthermore, although it was perfectly all right to create a game with only 8 Players, it was customary to create games with a Minimum Number and Maximum Number of Players!



By doing so, it would create a type of “Fog of War” by not knowing exactly how many Players were participating in a game!



Davin explained that once the Minimum Number of Players was Filled, there would be a Few Days of a “Waiting Period” in case there were any Players who would arrive a bit “Late to the Party!”



Thus, you would not know exactly how many Empires would be represented on the Galaxy Map!



I asked Davin if he could manually change Galaxy #228 from only an 8 Empire Count to an 8-10 Empire Count and he replied that it would be an easy fix to do, if I wanted to make that Empire Count change!



A few minutes ago, I checked the Status of Galaxy #228 to discover that Positions Filled are listed as A Few, instead of just One, as it had been showing the past few days, including earlier today!



Here is Your “Golden Opportunity” to be counted as One of the Empires in the Galaxy #228 Fog of War!



UPDATE: The day after I wrote this Article, the Games #226 and #227 were removed from the Talisman Games website at talisman-games.com and my Galac-Tac Game #228 only showed One [instead of A Few] were signed up to Fill the Game!



I still want to play in a Second Galaxy Game, so Game #228 is still available, featuring: 1 Week Turn Interval, Dense Star Density with an Empire Count of 8-10 Players!



It would be a Blessing if some New Players to Galac-Tac would sign up to play in Galaxy #228, but anyone is welcome to join in the fun!



There is still a type of “Fog of War” by not knowing exactly how many Players will be participating in this game, but I am waiting for 7 to 9 more Space Adventurers to Join the Galaxy #228 Game!



Remember that Davin explained that once the Minimum Number of Players was Filled, there would be a Few Days of a “Waiting Period” in case there were any Players who would arrive a bit “Late to the Party!”, so there is still room for anyone who is interested in playing Galac-Tac

versus actual Human Players to Join, instead of playing against the Computer in the Solo Game Feature!



Thus, you would not know exactly how many Empires would be represented on the Galaxy Map!



Again, Dear Readers: Here is Your “Golden Opportunity” to be counted as One of the Empires in the Galaxy #228 Fog of War!



No Matter How Long It Takes for Galaxy #228 to Be Filled, I am a Patient Man!

PBM image ad for Galac-Tac for Talisman Games
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Suicide In Deep Space

The Black Hole of Bad Decisions

Charles Mosteller

Between Hammer's article about Galaxy #228 and this one are three images.



The top one is a banner image with Galac-Tac in big letters. It is also a clickable image ad. The middle one is a green box titled Galaxies Filling. And the bottom one is a blue box titled Currently Active Galaxy Statistics. They were going to appear in last issue, but after I had them included, I decided to rip them out.

But why? To underscore a point. To illustrate the absence of something. If I were to quit including ads for PBM games in PBM Chaos, and by that I mean all PBM ads for all PBM games, then that would be noticeable by virtue of their absence. If you're used to seeing something, and then all of a sudden it's gone (poof!), then it's hard not to notice.



Within minutes of this issue publishing on the next upcoming Monday, dozens of people will see these three images above (along with everything else in this issue). If you didn't see that green box and that blue box above here in PBM Chaos, then where would you see them?



If, and I stress the word "if," you visited the Talisman Games website, and if you also then visit the right page out of all of the pages on their website, then you would encounter both the green box and the blue box. If all that you do is visit the home page of their website, though, then you won't ever see those two boxes.



Or will you? Are they on display anywhere else on the Internet (other than the Wayback Machine)? Have you ever stumbled upon them anywhere else on the World Wide Web in all of your many treks and travels across the Internet? The reason that I ask that question is because in order for those boxes to influence you to join a game of Galac-Tac, you must first see them, somewhere.



There is an old philosophical question which asks, "If a tree falls in a forest and no one is around to hear it, does it make a sound?"



In that same vein, I would ask you, "If something is on a website that very few people visit, is the content on it widely seen?"



Let's talk about the three images a little more. That top image, the banner image of a space background scene with Galac-Tac in big letters - I created it for the very purpose of grabbing the eyes of PBM Chaos readers. Bam! You read those big letters first, and you've read them without really even thinking very much about it. Galac-Tac! The space background is purely for aesthetic purposes - something pretty, a visual bauble, an ornament for the eye. It's to help draw your eye to the big textual instances of Galac-Tac. Collectively, they are designed and intended to get the reader to pause. "Say, what's this? What's Galac-Tac?"



That green box? It's actually one of the most important things in all of PBM that I have stumbled upon in all of the years that I've been publishing PBM publications (to include PBM Chaos, but not limited thereto). Yet, by and large, it is wasted. It is squandered. It goes unseen.



How so? By way of so few people ever seeing it, of so few people ever encountering it. Overall, it is well-designed. However, it has what I view to be a fatal flaw in it.



It has two flaws in it, but only one of them rises to the level of being fatal, in my eyes. See the column titled Start Date? Well, that one isn't fatal. The word Filling isn't a date, though. There is no date on the calendar called Filling, nor is there any day of the week called FillingStatus would be far more accurate of a term than Start Date. You can go a long time, without ever seeing an actual Start Date.



That column titled Positions Filled is where the fatal flaw lies. In his article above, Hammer says, "A few minutes ago, I checked the Status of Galaxy #228 to discover that Positions Filled are listed as A Few, instead of just One, as it had been showing the past few days, including earlier today!" Previously, I had signed up for Galaxy #228. That A Few, those two short words comprised of a total of only four letters, is what prompted me to withdraw from Galaxy #228, as well as from Galaxy #226 and Galaxy #227.



We currently live in an Age of Information. We all tend to be voracious consumers of information, these days. To make informed decisions requires information that is both accurate and replete with the necessary details.



You tell me, what does "a few" mean? How many players is that, exactly? To me, it's inherently vague, and it wasn't so very long ago that two different games of Galac-Tac had been forming for many months - at least one of which had been forming, and forming, and forming for two years or more. Thankfully, those two games finally got removed from the queue. I felt that removing two games which were always in the queue of games forming, but clearly had been blessed with more than ample time to form but hadn't succeeded in doing so, was actual progress by Talisman Games. It was, in essence, an example of a PBM company coming to a realization that the game queue, itself, was more important than it just being a set of numbers.



If the green box also had a Date Created box added to it, then that would definitely provide a clear and strong visual signal to people looking at whether the game was recently created or created a long time ago, but had never been able to muster enough players to start. Nobody wants to wait forever and a day for a game to start, whether it's Galac-Tac or any other PBM game out there.



When people are considering whether to sign up for a new game of Galac-Tac or not, how many different stages of vague information will the Galaxies Filling green box treat them to, over the entire course of their wait? Since that segment of information is intentionally vague by design, I can't truly say how many different vague sets of information for that Positions Filled box there are, but what I can do is to show you multiple different examples from screenshots that the Wayback Machine captured over the years.

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So, it seems to go from One (specific information) to A Few (vague information) to Several (vague Information) to Many (vague information) to Enough to Begin (vague information accompanied by an actual Start Date minus the year - remember what I just said about at least one game was forming for two years or more?).



Talisman Games GM Davin and I have discussed it before - more than once, in fact, and even recently, in fact. Davin has his own views on it, and he prefers to keep things the way that they are. Fair enough. That's his call, not mine. Me? I see it as a bad decision, but we all tend to make all kinds of bad decisions over the course of our respective lives. If I were able to gather and compile every bad decision that I have ever made, it would likely yield a voluminous tome, and perhaps even a set of books that might rival a set of encyclopedias (for those old enough to remember what those were).



I would certainly agree that even vague information has its place in the overall scheme of things. But that doesn't mean that, just because vague information is resorted to, that it's the right decision - much less the best decision - in a particular instance.



Is vague information of this type ever really a fatal error, even if it is an error? Well, it talked me out of signing up for three different games of Galac-Tac, and this fresh on the heels of me trying to form a Sharing of Information Game of Galac-Tac, and fresh on the heels of me expanding the amount of space that I allocated to all things Galac-Tac in PBM Chaos.



Me? I'm just one person. At most, I'm just one potential Galac-Tac player out of however many are out there, now, and out of however many that there ever will be. For me, though, and I only speak for myself and not for anyone else, these vague information segments located where they are in that Galaxies Filling green box are a genuine interest killer. And in fairness, that doesn't mean that the exact, same information segments are an interest killer for everybody else - but they definitely are for me.



If you're willing to wait long enough, however long or short that might be, you will eventually get treated to a segment of specific information in the form of an actual date that the game of Galac-Tac that you signed up for will start. That assumes that the particular game of Galac-Tac that you sign up for ever gains enough player sign-ups in order to cross that threshold. Game #25 certainly never did.

It's worth remembering, though, that some games of Galac-Tac that began forming after Game #25 did gain enough players to start.



If presented with a sufficient amount of information, the average person is more than intelligent enough to make a decision for themself. Me? I want to see Galac-Tac survive and thrive and prosper as a PBM game still around on the modern gaming scene.The world isn't gonna come to a grinding halt, just because I shake my head at what I think is a bad decision. But I don't exactly see people lining up out the proverbial door to play Galac-Tac, in order to give the game a try, either.



If the old approach works so well, then why is Game #228 that Hammer created recently the only new game of Galac-Tac that is currently forming? Anybody out there got a good answer to that question?



Inherent in the act of asking hard questions is criticism. Personally, I think that the PBM industry could benefit from the asking of more hard questions, rather than less. What PBM gamers and PBM media in the form of PBM publications, paper or digital, bring to the PBM industry are extra sets of eyes. How PBM companies and PBM GMs see things are not necessarily the way that others see the exact same things. That does not, however, mean that PBM companies or PBM GMs necessarily always see everything that matters, even and especially when it pertains to their own PBM games.



If PBM is dead or dying, then there are reasons why. Is it just one reason, or could there possibly be more than one reason?



If Galac-Tac doesn't have a lot of players, then likewise, there are reasons why. What are they? What are those reasons?



It's not like I think that Talisman Games never does anything right, nor that I think that the deign of Galac-Tac as a game doesn't get anything right. Quite tot he contrary, in fact. The things that they - or any other PBM company or PBM GM gets right - are not why those very same PBM companies and PBM GMs don't have more players. It's the problems that you have to fix, not the stuff that's done right. And you can't fix problems until you identify them, first.



If you don't identify problems, then how in the world will you ever hope to fix them? And if you identify problematic areas, yet don't bother to fix them, how much progress have you actually made in improving your chances of gaining new players to grow your PBM game's player base?


The hard reality is that some problems require lots of time or lots of money or lots of programming to fix. However, not all do.



No one that I am aware of maintains a running tally of everything that I have criticized in PBM gaming, nor everything that I have praised in PBM gaming. When I dole out criticism about things that pertain to PBM gaming, I don't focus only upon just one PBM company or PBM GM in particular. I spread it around. Given enough time, I focus upon an awful lot of different things, and a variety of different games. If PBM companies and PBM GMs choose to take such PBM-related criticism personally, then that is a choice that they are free to make. However, it doesn't mean that it's the right choice, though.



Tell me this, are there PBM companies or PBM GMs or PBM games or PBM processes or PBM anything out there that should be given a free pass and not ever be subjected to any criticism, at all? Are PBM games and PBM companies and PBM GMs sacred, and somehow magically above being subjected to criticism? Not in my book. Heck, I invite criticism of my PBM efforts and initiatives. There are no sacred cows in PBM gaming.



No PBM company has to take my advice. None of them have to listen to my suggestions. Heck, none of them have to even read any PBM publication that I publish - and a good many don't. Why they don't varies, though. Some did, but no longer do. Some did, but technical problems with PBM Chaos mailings being sent to their e-mail in-boxes prevented them from receiving issues. Some never did receive PBM Chaos. Some died before PBM Chaos started publishing. Some weren't subscribing to PBM Chaos when it first started publish, but now are. Some routinely read issues of PBM Chaos.



On a purely personal level, I like the GM of Talisman Games, Davin Church, just fine. He's actually one of my favorite PBM personalities from the GM side of PBM gaming. Why do I like him? Well, for one, he's willing to engage in discussion on PBM topics - including his own PBM game that is available for the public to play. More than once, we haven't see eye to eye on something or other, but he doesn't tend to flee from a discussion, even when I start asking pointed questions, or what some might call "hard questions."



Also, he's a smart fellow. Plus, he comes at things from a programmer's perspective, something I cannot do. He also has a sense of humor. Even with his proclaimed lack of time, he still manages to take time or to make time to talk with others who are interested in his game, Galac-Tac, including with me, who some out there might view to be the Big Bad Wolf of PBM. I'm not here to devour PBM, even if I do sometimes seem to howl about it.



In recent years, Davin and I have had many discussions with one another, some in chat channels and some via e-mail. And in those years, he has impressed upon me that he is a decent fellow. As a human being, I like him quite a lot, and as a PBM GM, there are certain aspects of the way that he runs and oversees his PBM company's game, Galac-Tac, that I think is superior to the way that some other GMs choose to run and oversee their PBM games at their PBM companies.



When I enter into a new discussion with Davin about PBM this or PBM that, or about Galac-Tac this or Galac-Tac that, I go into it with the full realization that Davin Church won't simply just cave on his position at the very first point of disagreement that we arrive at. He's wiling to defend his position, and that requires courage. He doesn't just exist Stage Left, like some PBM Snagglepuss might. This allows for discussions on particular PBM topics to not just get wrapped up and summarily dispensed with out of hand. The back and forth is crucial to honing in on particulars, which allows for more robust and in-depth conversations on PBM topics than a quick, brief, one-time-and-we're-done approach might.



If all that any PBM company out there does is the same old things the same old ways, then they're going to lose business and players that might otherwise materialize or remain. If Reality Simulations, Inc. didn't allow players to organize games of Hyborian War, then less games of Hyborian War would start, these days. It's just a fact! Organized games, as we know them now, didn't always exist in the context of Hyborian War.



When organized games of Hyborian War get closer and closer to filling with 36 players, players begin to pay closer attention to the sign-up lists for those organized games over on Lloyd Barron's Road of Kings forum site, more excitement begins to build. If a vague Galac-Tac-like approach was used, instead, it would tamp down that excitement level. Why? Because the Hyborian War player community would be more in the dark compared to when they can watch for themselves as the player sign-up lists reach 30 players, then 31, then 32, then 33, then 34, then 35, and then that magical 36th player. It's celebration time, then!



How long would it take a game of Galac-Tac to fill, if it had to wait on 36 different players to sign up? The fastest that I, personally, have ever seen it take for an organized game of Hyborian War to fill, to go from zero players to a complete player roster of 36 different players, was a single day. If only all of them would fill that quickly.



Granted, that's the exception and not the rule, not the usual amount of time that it takes for organized games of Hyborian War to fill with players. Some take weeks, some take months, and yes, some take years to fill. But the Hyborian War player community is never really left in the dark, and certainly not in the absolute vast majority of organized game cases, about where the number of players signed up currently sits.



But what about that blue box up there, the one titled Currently Active Galaxy Statistics. Well, it's interesting to look at, but what it tells you doesn't imbue it with any substantial amount of information of depth. In its current form, it's largely worthless, though not entirely worthless.



You think otherwise? You think that I'm wrong about that? Well, I might be. Let's explore it a little and find out.



The blue box tells us that there are 4 regular galaxies currently in progress. OK, that certainly qualifies as information, but tell me this, how actively played are those 4 galaxies? What do you know about them? Do you ever read about what all is or is not going on in them? Is anybody out there talking about them and telling you how much fun that they're having in those games? Or are they individualized vaults of silence? Maybe they're the best thing since sliced bread, but how would you ever know that, even assuming that it's true to begin with?



Let's probe a bit deeper in our thinking and in our pondering about those particular 4 galaxies currently in progress. What turn are they in? How long ago did they start? How long until any or all of them finish? Do you know? You you have any idea? Have you the least little clue?

 

And if the players in those 4 games of Galac-Tac are silent, now, does your intuition lead you to believe that they will suddenly make a lot of noise about those 4 games, once they end? And even if they do, will you still be around and interested in learning whatever it is that they have to say, if anything, about those games of Galac-Tac at that time?



Anybody out there got any clue how long those 4 galaxies of Galac-Tac have been in progress? How do you tell when one of those 4 games end and another takes their place? 4 galaxies - but which 4 galaxies? This is what's known as a "closer look."



Let's skip to where the blue box says The next approaching due date is September 26th, 2025. Fair enough, but which game of Galac-Tac is that? It doesn't say. It doesn't bother to inform anyone or everyone who happens along to read it. So, what is the point of it, what is the point of displaying it? It doesn't hurt anything to display it, but how useful - or actionable - is that particular segment of information?

And what about where the blue box says 19 solo galaxies are currently in progress? Sure, I'll bite. I'll take a stab at it, whether PBM Chaos readers are willing to or not. To borrow from the Understanding the PBM Maze article from PBM Chaos Issue #46, "Why do I ask all of these questions? To make you think, that's why!"

Specifically, which 19 galaxies are we talking about? What's their respective galaxy numbers? Do you know any of them? By you, I mean the readers of PBM Chaos? By just looking at only the information on display in that blue box, what do you actually learn from reading it?

How long ago did the oldest of those 19 galaxies start? Which one of those 19 galaxies is the closest to wrapping up? You have no idea, so you have no reason to hang around for the post-game parade of discussion. But if any of those 19 games are being discussed where the public may read the back and forth of game banter, does anybody out there have any clue that is? I sure don't. So, how impressed should I be at segments of information which don't really inform me of anything of actual consequence?

Let's not stop there, though. Rather, let's probe even deeper.

With 19 galaxies of Galac-Tac currently in progress, how many players does that mean that Galac-Tac has, bare minimum? Again, no idea, whatsoever. Which of those 19 galaxies have the most players? Which one has the least players? Are those 19 galaxies very active, or relatively inactive? How many turns have players in those 4 galaxies skipped issuing turns for? How many players in those 19 games have been eliminated from play, already? Once again, you're provided with information, but what exactly does it tell you, and what exactly does it not tell you? What is someone who reads that blue box supposed to do with the information that they just read? As far as that goes, is there even anything, at all, that you can do with it? Me, I can write an article about it, but what about you? What about any prospective newcomer to Galac-Tac?

This propensity for vagueness, how well does it actually serve Galac-Tac's best interests? How well do all of these vague tidbits of information effectively promote the game? Do they attract newcomers? If so, how many and how often?

The blue Currently Active Galaxy Statistics box is a sterling example of a good idea hamstrung by poor implementation. If it actually displayed information that was truly useful, which it doesn't, then I would be the very first one to praise it. Indeed, I would sing its praises from the highest rafters of PBM gaming.

Information that's not actually useful, what are people supposed to do with it, whether it's me or anybody else?

In SuperNova, by comparison, a PBM gamer could end up waiting a year or more, before their empire ever encounters another player's empire, based upon different things that I have come across and read over the years. With Galac-Tac, you don't have to spend /waste a good portion of your life, before your empire begins to encounter the empires of other players in the same space warfare game.

How long does one have to wait for that information contained in that blue box to become useful? In its current incarnation, you can wait forever, and it won't be any the more useful then as it is now.

When PBM companies provide information about their PBM games that isn't actually useful, how exactly does that help in gaining new players? Feel free to write in and tell me. Yes, some tidbits of information can entice. I am well aware of that. But what about the information morsels in display in that blue box, above? How enticing is that particular chosen sub-set of information on display? Not very, not at all, from my perspective.

That same blue box could be taken, revamped and expanded, and it could truly be converted from its current useless self into one of Galac-Tac's crown jewels. If you want to entice and tempt people into playing Galac-Tac, then this blue box in its current incarnation isn't ever going to get the job done. It won't ever get the job done, because it was never imbued with a sufficient amount of actual details of value. It provides just a smidgen of information, none of which is

inherently exciting, none of which pack sufficient visual punch to enable it to convert viewers of that information into players of the game.

In this Age of Information that we're in, useful information matters more than information that is useless or which lacks use.

In spite of my articulations in this article about this subject, I'm sure that Hammer would love for you to sign up for Galaxy #228, and join him in a war for that galaxy. Galaxy #228 needs at least 8 people to sign up for it, before it can start. Does anybody know what the galaxy number was for the last game of Galac-Tac that started with at least 8 players in it? Feel free to write in and tell me, if you know.



If Galaxy #228 gets close to filling up, then I'll go ahead and commit publicly, right here and right now, to joining it (again). I'm really not a fan of this whole "multiple vague groups" approach, though. I don't like these kinds of counterproductive guessing games associated with trying to figure out how many people have signed up to play a particular PBM game, so that you know where you stand with it.



Maybe this vague approach worked in the old days. Perhaps it even worked really well, way back when. Nowadays, this chosen approach is just needless baggage, from my perspective. If others like and prefer this vague approach, then they are certainly free to sign up for Galaxy #228. So far, no one else has. Admittedly, it's only been a few days, since Galaxy #228 was created.



Hopefully for Hammer's sake, it will fill fast. If it ever gets close to getting enough players signed up, somebody be sure to wake me. I'm not gonna be standing around holding my breath in the meantime. Should I wait until it fills and starts, before publishing another issue of PBM Chaos? If not, why not?



I am not persuaded that this banking on vagueness in the number of players signed up is sound methodology, here in PBM gaming in the 21st Century. It's not as though other PBM companies aren't vague about various different things, but the PBM patient on the discussion operating table, right now, is Galac-Tac. Me? I want to save the patient. Me? I want this patient to enjoy a long and happy and productive life. I want it to flourish.


And I do think that it can flourish. I'm not down on Galac-Tac. I don't want to see it disappear into a black hole of non-use. I would much rather hold Galac-Tac up as a shining example of how to turn a PBM game around. Maybe I shouldn't care, but I do. If I was only interested in just sitting back and observing from afar, then I wouldn't spend so much time and expend so much effort trying to raise awareness about PBM games and to promote my favorite personal hobby of PBM gaming.



The real black holes of PBM gaming are bad decisions. It's not about the people being bad, nor about PBM companies nor PBM GMs nor PBM players being bad, but about certain decisions being bad, or about right decisions saddled with bad timing. I'm not aware of any PBM company that only ever made good decisions.



Also, why aren't the green box and the blue box also displayed prominently on the home page of the Talisman Games' website? Well, I don't really know, but that's a whole other question and issue, right there. On any given PBM company website, how many clicks does it take to find the specific information intended to tempt and entice newcomers to try the PBM games that you have on offer? What if a site visitor to the Talisman Games website visit just their home page? If that's the case, then they'll never see either the green box or the blue box. Sometimes, PBM games and PBM companies only get just one chance to reel their site visitors in.



Over the last few years, Davin has made quite a few changes and updates to the Talisman Games' website. Going forward, perhaps he will make a few more. Maybe he just needs more time to think about it and to let it soak in. And when all is said and done, he might still prefer to keep the green box and the blue box exactly as they are, right now.



And that's his choice and his decision to make. We all have our own choices and decisions to make - you included, and me, as well. That's just part of everyday life. That's just part of the ongoing challenge of improving PBM gaming in a wide variety of different ways, shapes, and forms, both big and small.



It is well worth keeping in mind that criticizing particular things about Galac-Tac or the Talisman Games website should never be confused with whether Galac-Tac, itself, is fun or not. One of the underlying purposes of Galaxy #223, the Sharing of Information Game, of Galac-Tac is to visually demonstrate that Galac-Tac can be a lot off fun to play, as much fun to play, today, in fact, as it ever was back in the old days when Galac-Tac was only playable via the postal service (a pure PBM game, as some postal game fans might call it) rather than online on its website or via the GTac player assistant program for the game.



As Galaxy #223 unfolds, there will be a lot about it to read in the pages of issues of PBM Chaos. If you don't know how to play a PBM game that you're wanting to play, it can be frustrating. Those frustrations are a natural part of the gaming experience, whether it be a PBM game that you're trying to play or a computer game, video game, or board game.



As we go through the process and the experience of playing Galaxy #223 of Galac-Tac, giving voice to the challenges and the thrills of Galac-Tac, and to the frustrations and exultations of both the game and the website, is critical to identifying potential opportunities for refinement and improvement - be they little or big.



In order for Galac-Tac to begin gaining an inflow of new players, somebody needs to be talking about the game. Not just once or twice, either, but routinely, regularly, consistently. Some people may think that criticism is an inherently bad thing - but it's not. The history of gaming and individual games is awash in criticisms of every size and shape imaginable. It's when no one is talking about a game, at all, that the game will begin a lasting plummet into obscurity. PBM games didn't cease to be fun and entertaining, just because the Internet came along. For people to notice PBM and individual PBM games, there has to be noise about them. And if the people who play PBM games aren't the ones making noise about them, then who will?



There's more than enough people out there in the world, already, who have resigned themselves to their chosen belief that PBM gaming is dead. No need for me to join them. Personally, and I mean this sincerely, I think that there's still a lot of life left in some PBM games. I can't say all, because a lot of PBM games are already gone. Many are lost forever, I'm afraid. I would much prefer to not see Galac-Tac suffer a similar fate.



It's not about being obsessed with Galac-Tac. Rather, it's about having confidence in it - and not just as a PBM game, but as a game, period. After all, what is it that the Talisman Games website, itself, proudly declares, even today?



Anticipation of the turn arriving in the mail is just as exciting as it was in the 1980s! Turn-based games like Galac-Tac are fun not because of fast-paced virtual action, but because they challenge the mind.



What is Galac-Tac?

SOURCE: http://www.talisman-games.com/galactac/about



Talisman Games and I are in 100% complete agreement on that. My firm belief is - and long has been - that PBM games are as much fun, today, as they ever were. PBM games never ceased to be fun, simply because the Internet came along. The bottom line is, fun never becomes obsolete, no matter what game that people play, be it of the PBM variety or otherwise.

Image description

* This is what the green box would have looked like had it appeared in Issue #46.

As the one who originally created Galaxy #226 and Galaxy #227, when I chose to withdraw from those games that were still forming, even as nobody else had yet signed up for either of them, they disappeared from the list of Galac-Tac games now forming. In essence, those particular galaxies then went dark, once I exited them.

The green box that announces which galaxies (games) in Galac-Tac are forming is de facto evidence that the PBM game, Galac-Tac, has life in it. Burying how many players are signed up for a particular game of Galac-Tac is akin to tossing sand on the very evidence that your PBM game is alive. Burying your chances of growing your player base is counterproductive.



Others are perfectly free to embrace the whole A few vague information approach. After I signed up for Galaxy #228, and then noticed that A few was what greeted anyone who views that green box, I just shook my head and exited. I actually later signed up for it a second time, but the more that I thought about the vagueness inherent in this chosen approach by Talisman Games, I just shook my head, again and again, and departed it once more - leaving the green box as Hammer then saw it, which then ended up resulting in his update to his article above.



On the one hand, I want to promote Galac-Tac - including by my own presence in different galaxies of Galac-Tac. But on the other hand, there are certain practices in the PBM industry that I strongly disagree with - even to the point of just preferring to spend my time, energy, and efforts on other aspects of PBM, instead.



If the green Galaxies Filling box is less important than I seem to think that it is, then there's probably no reason to allocate space to it in each issue of PBM Chaos going forward, and particularly not the prime visual real estate space near the top of future issues of PBM Chaos, as I had originally envisioned was the way that I wanted to go with it. When my interest gets killed, though, then plans change. If my enthusiasm drops, then I take less interest in it - and that's true of most anything, and not just particular PBM games. I just don't have any confidence, at all, in this particular sub-set of vague information, as far as it's ability to grow the player base of Galac-Tac goes.



As the old saying goes which I often quote in issues of PBM Chaos, "To each their own." It's not as if it is the first time that I have ever lost confidence in the direction that particular PBM games take. I once played in multiple different games of Alamaze, simultaneously, but now, I no longer play it, at all. Yet, simultaneously, I have a world of respect for Alamaze's owner that took over from Rick McDowell, John Mulholland. PBM owners take their games in whatever direction that they want to go, based upon their vision for their games, and I take PBM Chaos in whatever direction that I want to go. As always, we live in an imperfect world. We don't always agree. Nor should we always agree. We each have minds of our own, after all.



As a general rule of thumb, sacrificing actual current players for hypothetical players that may never materialize is an inherently risky proposition for any PBM company. If the old way has worked so well for Galac-Tac in recent years, then all the more power to that old way of doing things. It just doesn't work for me nor connect with me in this particular instance.



Do such small details actually matter, though? Well, I don't consider important details to be small things. Furthermore, attention to detail isn't a passing fad. The devil is in the details, the solution to problems is often found in the weeds of the details. That's just a fact, same as always.



On a personal level, I wish Talisman Games the best of luck with their chosen approach. For my own part, though, I see it as an anchor around Galac-Tac's neck, one that makes it harder rather than easier to grow the Galac-Tac player base, over either the short term or the long term. Others are free to embrace or reject the current approach, as they each respectively see fit.



I don't know if Hammer remembers who Paul Harvey was, but whether he does or not, now Hammer knows. . .the rest of the story.

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GNN — Galactic News Network

Issue Number 8 — Dateline: September 28, 2025

Editor’s Introduction
By Arlin Veynor, Senior Editor, GNN



The past cycle has delivered one of the most volatile stretches of developments across the quadrant in recent memory. From the Xorphrin Republic’s fragile population growth, to the Plakavian Empire’s relentless expansion, the Charon Empire’s unraveling cluster battles, Megacorp’s dual campaigns of trade and invasion, and smaller but telling flashpoints at the edges of contested systems—the galaxy is moving on multiple, dangerous fronts. What follows is GNN’s full coverage of these intertwined events.





Population Expansions Amid Escalating Conflict

By Mara Teylan, GNN



The Xorphrin Republic reported widespread population growth across nearly two dozen frontier worlds, but the expansion coincided with alarming security incidents in contested systems.



Settlements on planets including Veyra 1, Dravon 4,and Tallen 7 each saw modest population boosts, generally two new habitation regions apiece. Some planets, such as Joren 5, have now reached multi-million populations, underscoring the Republic’s push to consolidate its core holdings.



But the cycle was far from peaceful. Defense Control confirmed that Orrik 1 came under direct assault by an Orrey Inc. fleet, launching a fighter strike. Republic interceptors downed a single strike wing, while enemy ships inflicted heavy losses on defending fighters, destroying four wings. Analysts warned that Orrik 1 remains vulnerable if reinforcements are not dispatched.



Meanwhile, in the Lyros Expanse, Fleet 127 and Fleet 163 reported devastating encounters

with Plakavian warships at Falros 2. Combat computers initially assessed the enemy strength at 104,000, but once the Plakavian fleet executed a Warbird Maneuver, Fleet 127 absorbed nearly 4,000 strikes, resulting in the destruction of vessel ALPH126. Shortly thereafter, Fleet 163 was similarly overwhelmed, with its flagship ALPH305 breaking apart after catastrophic power loss. Both fleets are now listed as missing.



Republic high command has not issued a public statement, but sources inside the Admiralty told GNN that emergency fleet redeployments are being considered. The Plakavian fleet’s Warbird Maneuver, a tactic known for destabilizing opposing command systems, has already drawn alarm within neighboring alliances.



As the Republic pushes its population frontiers outward, its vulnerability to hostile fleets remains a pressing concern. Citizens on Orrik1 and Falros 2 are reportedly bracing for further incursions.





Plakavian Expansion Pushes Deeper Into Frontier

By KaelenDros, GNN



The Plakavian Empire accelerated its frontier consolidation this cycle, converting new colonies, building defensive systems, and expanding military infrastructure, even as fresh skirmishes with rival factions broke out.



On Pallin 2, officials confirmed the successful completion of planetary conversion, followed by the rapid deployment of 50 anti-ballistic missile platforms at a cost of 5,000 resource units. The defensive buildup comes as Plakavian high command signals growing unease about enemy reconnaissance activity in the region.



Meanwhile, Ustara 6 underwent a dramatic transformation. Within a single cycle, agricultural, mining, and production centers were established, boosting the planet’s long-term economic viability. A military base was also installed, while multiple foreign fleets—including vessels from Nepenthes and Rubidius—were briefly detected in orbit. Both fleets departed without engagement. Plakavian officials downplayed the visits, characterizing them as

“temporary joint operations.”



At the shipyards of Tennar 2, four new Military Base Ships were launched and commissioned into Fleet 71 at a reported cost of 41,600 resource Units. The fleet has since moved to secure Ustara 6, establishing firm orbital presence around the planet.



Elsewhere, the Plakavian Navy remained active. Reconnaissance forces sighted multiple Orrey Inc. fighters near Ninthos 2, indicating possible rival interest in Plakavian border systems. At the same time, Fleet 44 clashed with an unarmed Xorphrin Republic detachment in the Falros binary system, inflicting thousands of hits and destroying several exploration vessels. Damage to Plakavian ships was described as minimal, with all surviving craft reporting 100% operational status.



The cycle also saw the quiet expansion of Plakavian intelligence networks. GNN has learned that spy operatives successfully infiltrated guerrilla cells on planets including Kalros 1, Kaspar 1, and Urquon 3,establishing surveillance footholds across three separate sectors.



Military recruitment surged in parallel, with over 1,200 standard marine Units and nearly 100 heavy marine units raised on core worlds such as Ikros 2, Kagen 2,and Xekor 1. Analysts believe this buildup is directly linked to the Empire’s renewed push to secure lightly defended frontier planets.



High command has not commented on the Empire’s next strategic objectives, but observers suggest that with both Rubidius and Nepenthes fleets operating in proximity to Plakavian territory, the region may soon see wider conflicts erupt.





Charon Empire Endures Guerrilla Uprisings as Fleets Clash in Reknor Cluster

By Selanne Veyr, GNN



The Charon Empire faced a turbulent cycle in the Reknor Cluster, as multiple worlds erupted with coordinated guerrilla offensives, while hostile fleets from rival powers surged into contested space.



Reports confirm that insurgents, aided by House Mako and Pathfinder agents, seized control of garrisons on Reknor 3-13, Reknor 3-16, Reknor 3-17, and Reknor 3-18, dismantling Charon marine defenses and crippling planetary revenues. The guerrilla campaigns are believed to have been carefully coordinated, striking four systems in rapid succession. One intelligence official described the situation as “the most serious internal destabilization in a decade.”



Compounding the crisis, planetary surveys noted bizarre celestial events: entire planets vanished from orbit in Reknor 3, only to reappear in distant sectors. Defense analysts speculate this may be linked to hyperspace distortions or experimental enemy technology.



Charon fleets responded with force. Fighter wings launched a massive strike in Reknor 3, inflicting 52,000 hits on an unidentified enemy fleet and destroying an explorer-class vessel. Elsewhere, Fleet 35 and Fleet 7 stormed Mefira 2, a colony world held by the Taka Nomads, overrunning eight colony bases and eliminating more than 150 enemy marine Units, including 58 heavy units. The world is now under Charon occupation, with 800 marine units holding the surface.



Meanwhile, OrreyInc., Cerebus, and Lilith fleets maneuvered aggressively throughout Reknor starsystem, often appearing alongside House Mako’s forces. Recon fighters tracked multiple hostile incursions into Charon-controlled space, while planetary governors in the Tolarn and Rokar systems reported repeated scans by unidentified fleets.



Despite the turmoil, the Empire pressed forward with its militarization program. Planetary defenses were reinforced with hundreds of new ABM systems and planetary torpedoes, and cybernetic marine units were mass-produced on key industrial worlds. Enlar 2 alone saw its technology base leap forward by over many levels, with planetary torpedo batteries retooled to advanced class systems.



In an unexpected reversal, Charon-backed guerrillas struck deep into enemy-held platforms. Successful uprisings seized Nakor 4, Nakor 3, Upkar 4,and Domar 3, turning them into fortified strongholds now boasting production centers and shipyards under Charon-aligned control. These counteroffensives boosted imperial revenues and demonstrated the Empire’s capacity to wage covert war in response.



With Reknor destabilized, rival fleets circling, and guerrilla warfare escalating, the Charon Empire faces a volatile balance between internal rebellion and expansionist retaliation. Imperial Command has yet to issue a public address.





Megacorp Expands Trade Routes, Launches Invasion of Cooperative World

By Renn Avari, GNN



Megacorp fleets pressed forward with an aggressive campaign of commerce and conquest this cycle, securing vast amounts of natural resources while striking against rivals in contested space. Fleet 54 completed a rapid circuit through multiple colonies, exchanging goods on Fammos 3, Denmar 2,and Aojin 2, with transactions valued in the thousands of resource units. Governors repeatedly described their worlds as “rich in natural resources,” offering steady export streams to the corporation’s transport fleets. Similar runs were executed by fleets funneling cargo from more than two dozen worlds into Megacorp’s growing supply chain.



The largest payoff came on Elios 1, where Fleet 54 unloaded over 1,000 cargo units for a resource unit windfall. Elsewhere, Prymos 2 and Veklar 1 each achieved massive sales, underscoring the scale of Megacorp’s economic engine.



Yet the cycle was not limited to trade. In a decisive military move, Fleet 12 invaded Calla Cooperative holdings on Soren 1, a gas giant colony world. More than 1,000 Megacorp marine units stormed the lone colony base, overwhelming 54 defending units without significant losses. The Cooperative garrison was annihilated, and the planet now hosts a Megacorp-controlled marine detachment. Incoming revenues from Soren 1 are expected to increase steadily as industrial centers are established.



Simultaneously, Fleet 87 launched a missile strike on Soren 2, destroying 32 planetary forts despite the deployment of anti-ballistic defenses. Military analysts note that the strike demonstrated precision targeting and may signal Megacorp’s intent to secure the entire system from Cooperative influence.



On the home front, corporate yards on Amminar 5 rolled out five new Trade Center Ships, designated Fleet 62. The fleet was dispatched to establish trade outposts in the Amminar and Alnos sectors, directly boosting revenue streams.



Beyond commerce and conflict, Megacorp also expanded its covert operations.Guerrilla recruitment succeeded on several frontier worlds, including Drakar 3 and Rhoris 4,where hundreds of irregular fighters were armed at minimal cost. Analysts suggest these units may serve to destabilize rival holdings before direct military occupation.



With its fleets simultaneously delivering trade goods, launching invasions, and nurturing guerrilla networks, Megacorp continues to blur the line between corporate expansion and outright empire-building. Neighboring factions are now faced with the question of whether Megacorp’s

dominance can be contained—or if its influence is becoming too entrenched to challenge.



Scans, Missile Raid, and a Guerrilla Upset Rock Three Fronts

By Taryn Solace, GNN



GNN has confirmed three flashpoints breaking across the fringe: a hostile scan of a corporate world, a precision missile raid against a fortified colony, and a successful guerrilla action overturning  control of a contested planet.



In the Saqqel System, Onega Systems reports that planetary defenses on Saqqel 3 detected

an unidentified fleet scanning from elsewhere in-system. Security officials did not disclose the scanning vessel’s owner but said traffic control is tracking orbital vectors and has placed surface sites on elevated alert pending rules-of-engagement guidance.



Far spinward, Pizcivour authorities say an Apshain Federation task group closed to strike range of Mephos 2 and launched 10 missiles. Planetary ABMs intercepted three, but five surface forts were destroyed before the attacking force broke contact. Combat Control on Mephos 2 reported that 33 inbound torpedoes were spoofed or detonated by defender countermeasures during the clash. Local commanders labeled the raid “probing and punitive,” warning that follow-on strikes could target production nodes if reinforcement lags.



Meanwhile, the Fulham Empire suffered a political and military setback when guerrillas aligned with Kvizier seized Navaq 1. Officials in Fulham’s colonial office confirmed the uprising’s success and said imperial marines withdrew under fire as militia leadership declared provisional control. Revenue authorities flagged an immediate downturn from the world, while analysts note Kvizier’s method—arming locals and flipping garrisons—mirrors recent insurgent tactics seen across several theaters this cycle.



Taken together, the incidents underscore a widening pattern: reconnaissance pressure on corporate assets, standoff strikes to attrit fixed defenses, and insurgent campaigns designed to unravel planetary control without prolonged sieges. Regional observers tell GNN that unless rapid-response flotillas are repositioned, Saqqel 3, Mephos 2, and neighboring worlds could face larger escalations within days.





Editor’s Closing
By Arlin Veynor, Senior Editor, GNN



This cycle underscores the instability now threading through every major power. Populations grow even as fleets vanish; empires expand even as guerrillas rise; corporations profit even as they conquer. Each report reveals a galaxy increasingly defined by overlapping wars of attrition, insurgency, and expansion. GNN will continue to provide clarity in the fog of interstellar conflict. Stay with us.



End of Issue Number 8 — Galactic News Network



TAKAMO

www.takamo.com

* All Takamo content and images copyright © Kgruppe LLC.

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Clickfest for Issue #46

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The most popular links in Issue #46 with 1 unique click each were:

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Maze Runners

Stefan

Life Force

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Maze Vision = 215

Gold Pieces = 7

Maze Runner 1

Maze Runner 1 - Turn 7 Orders

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Maze Runner 1 - Turn 7 Results

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Rob

Life Force

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Maze Vision = 225

Gold Pieces = 69

Weapon = Short Sword = 1d6

Maze Runner 2

Maze Runner 2 - Turn 7 Orders

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Maze Runner 2 - Turn 7 Results

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Steve

Life Force

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Maze Vision = 235

Gold Pieces = 121

Magic Items

Scroll of Teleportation

Maze Runner 3

Maze Runner 3 - Turn 7 Orders

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Maze Runner 3 - Turn 7 Results

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Looking for Monsters

Richard

Life Force

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Maze Vision = 225

Gold Pieces = 10

Weapon = Battleaxe = 2d6

Maze Runner 4

Maze Runner 4 - Turn 7 Orders

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Maze Runner 4 - Turn 7 Results

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You enter the cavern to explore it. The light in this cavern leaves a lot to be desired, but fortunately, you stumbled upon a weapon tucked away in a corner of this dark cave. A battleaxe!

It fits your hands perfectly. What a find!

You're not quite sure, but something in this section of the cavern seems to have changed, compared to what it was when you first entered it. Maybe it's just the poor lighting playing tricks on yours eyes, though.

A further search of this section of the cavern yields nothing of consequence. Do you wish to go deeper into the cave? Or do you prefer to return to the maze above, and continue on through the maze?

Choose one or the other.

If you wish to return to the maze, then issue your next turn orders on the maze segment.

If, however, you wish to go deeper in the cave, then move to the hex adjacent to where the next part of the cave opens up.

Brendan

Life Force

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Maze Vision = 235

Gold Pieces = 7

Maze Runner 5

Maze Runner 5 - Turn #7 Orders

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Maze Runner 5 - Turn 7 Results

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Turn #7 Results Are In!

Maze Runner 1

If you've got time to talk, then you've got time to walk. Better get walking, because you've got a lot of maze to cover.



Maze Runner 2

Your soul has healed! Praise be! You feel a sense of forgiveness permeate your existence. Corpse Robber?! What Corpse Robber?



Maze Runner 3

Around and round and round you go, where you wind up, nobody knows.



Maze Runner 4

You experienced an encounter! You are now armed. Try not to hurt yourself with that Battleaxe that you discovered.



Maze Runner 5

Your maze vision can serve you well - as long as you don't lose it. Careful as you go. It looks like you've got a long walk ahead of you. The exercise will do you good.

PBM Chaos Subscriber Growth

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PBM QUOTE

"I'm surprised there is a delay in filling the next live game. Galac-Tac seems like a game that would attract computer-wise types like we see on this site a lot. If you like or are comfortable doing programing or coding, then you'll love the logic behind the Galac galaxies. And if you are happy working with math or numbers, this game is meant for you. The last live player game to end was won by a math-happy type who just focused on taking care of the numbers and staying out of everyone else's way while building up an empire that would be hard to take. If you're not a computer/math head, but can enjoy empire building in an environment that has the challenges of doing it in space with complexities to replicate the technologies needed to succeed then this is quite the game to enjoy. Join with a friend or 2, recognize that the likelihood of winning the first time you try a game is low, so you can just enjoy the challenges and successes of working together to defeat others who may have more game knowledge/experience. There is a bit of luck in the initial set-up. Every Galaxy is different so there are bound to be some who start with what may look like (in your initial partial view of the stars) a better start location, but that view changes as you get further from your start location. The game system allows you to start a solo game against about 10 computer empires to allow you to get a feel for the game. This is unique and outstanding, at least to me. I'm not only learning the game in my solo game, I'm having a good time."



- PBMer Axomin

Quote from the galac-tac channel of the PlayByMail Discord Chat Server

September 18th, 2022

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Correction of Error from Issue #46 of PBM Chaos

In Issue #46, when I said in the Galac-Tac article titled Galaxy #223: Turn #1 Results Portend What, Exactly?, I said: To the contrary, I exist in Galaxy #225 to complicate things for you.



It should have said: To the contrary, I exist in Galaxy #223 to complicate things for you. 

* Kudos to Talisman Games GM Davin Church for pointing out this error to me.

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Galaxy #223

The ongoing Saga of Galaxy #223 in Galac-Tac

The Approach to Turn #2 and the Processing of the Turn

Will there be war or peace?

I begin writing this article at 6:39AM on the still-dark Friday morning of September 26th, 2025. The evening before, the evening of Thor's Day (Thursday), I allocated a rather sizeable chunk of time to reviewing, polishing, and finishing up my turn orders for Turn #2 of the game of Galac-Tac that is Galaxy #223.



This proved to be no quick skim job of my initial set of turn orders. To the contrary, I made numerous changes to my initial draft of turn orders for Turn #2, poring over both data and options. I gave my turn orders a real going over, to the point where I was fairly satisfied that I had made a yeoman's effort.



If certain of my individual orders for Turn #2 turn out to be the wrong choices, then it won't be because they suffered from no real thought being put into them. Come the hell or high water of consequences, once the turn is run on Saturday, I am comfortable, right now, with the set of turn orders that I issued for my empire, the Yonds of Droon.



Here are the number of lines on my 50 line maximum of turn orders that I issued:

Load = 5

Secure = 7

Classify =2

Name = 5

Colonize = 15

Shuttle = 3

Chart = 10

Scout = 2



Some order/action types, you can only squeeze in one of that order/action type on a single line of your overall orders/actions sheet. Other order/action types, however, will allow you to issue more than one order/action on the same line of your orders/actions sheet. Depending upon which actions you choose to go with, you can really rack up when it comes to getting things done.



Out of a maximum of 50 action/order lines available to me for issuing orders for Turn #2, I ended up using 49 out of 50 lines on my turn sheet. Maybe I'll go back and issue one more Classify order, before the turn actually processes. I don't know what additional new starship type that I might want to create the blueprint for, though. Whenever you issue the Classify order in Galac-Tac, you are basically creating a blueprint of a new starship design, so that your shipyard(s) will then know exactly what it is that you want them to build, when issuing Build orders in the future.



Counting the two new ship types that I issued Classify orders for in my turn orders for Turn #2, if I don't add one more between now and when Turn #2 processes (to use up that last available order line on my turn orders sheet to make it an even 50 lines out of a possible 50, then when Turn #2 is processed on Saturday, I will have 15 different classes (types) of starships and/or platforms that my empire can build.



Even though I am using 10 action/order lines to chart new star locations on Turn #2 (attempting to anyway), I will actually be striving to chart a total of 19 new stars. I'm not sure how that compares to what the other 5 players in this game will be charting on Turn #2, but I had to utilize a number of other starships to carry out other missions, this turn. Hopefully, my starships tasked with Chart missions, this turn, will not encounter cease fires (cancellation of my efforts). I also hope that none of these other empires of space aliens destroy any of my starships on Turn #2. They all look rather shifty, if you ask me.



My guess is that some of my attempts to Colonize various star locations will fail, due to possible forthcoming attacks upon my realm, so I tried to ensure that I made extra attempts to colonize stars that I charted on Turn #2, just to help me to offset any potential nightmare scenarios on Turn #2. I don't actually know what they all intend to try and do on Turn #2, so I tried to factor in a buffer to give my empire some breathing room, once we all receive our turn results for Turn #2.



My Shuttle efforts for Turn #2 are certainly nothing to write home about, but my plan at the moment (always subject to change) is to send some additional starships out without shuttle orders to manually load resources from various different star locations to then transport those resources (PV = Production Value = Resources) back to my homeworld for conversion into PI (PI = Production Inventory = Refined Resources = Spendable Resources = Cash Equivalent).



I thought that I should have had more PI to spend than what the GTac player assistant program seemed to think that I had on hand, so I opted to just listen to GTac on this one, rather than risking having any of my orders fail due to my empire being poverty stricken at the end of Turn #1. It only really affected just a single Load order, so it's not like it was all that big of a deal -and certainly not a deal-breaker for me.



My Scout orders were minimal for Turn #2 - definitely a real risk to take. But I'm still trying to plot a course of early economic growth for my empire, and the hard choices that I face are real, each with their own set of potential consequences that could play out in the game, no matter which path that I choose to tread amongst the stars. Hey, 2 Scout orders are better than none! At least, that's what I keep on telling myself right now. I may think otherwise, once Turn #2's results are in hand.



Not knowing what all that the others players in the game have up their sleeves for Turn #2 translates into me flying partially blind, no matter what.



After my spiel about players choosing silence in last issue of PBM Chaos, it appears that they all largely opted for a heavy dose of silence and an underwhelming amount of communication with the Yonds of Droon. So, when wars start erupting left and right, they'll only have themselves to blame. I don't intend to go silently into the unending night of deep space!



A total of 10 Name orders were issued by me on Turn #2 (2 on each of 5 order lines). These orders were issued to rename my starting small freighters to Mole Men. It was done purely for the sake of in-game aesthetics, to boost the vibe and to enhance the feel and atmosphere of the game. Who wants to run into a freighter, when they can have an encounter with Mole Men, instead?



Why Chart so many new stars? To help my empire to separate the good resource star locations from the resource-stingy ones. Also, I have to assume that other players will begin to quickly gobble as many good resource locations as they can, so again, I try to create a buffer for myself, to better facilitate me having more and better choices in the early stage of the game. Charting more unexplored stars locations rather than less is Plan A for me, when it comes to me trying to figure out which stars that I can extract the most resources from.



The 7 order lines on my turn orders sheet for Turn #2 allocated to Secure orders should actually yield two attacks from each line of those 7 lines, for a total of 14 planned attacks by me for Turn #2.



In Issue #46 of PBM Chaos, I even specifically said, "Silence is the great lament!" I further went on to say in that very same issue, "Your silence may well be interpreted against you." Additionally, I plainly stated"If you play silent with me and my empire, you'll soon enough learn that I will interpret that deliberate silence as a willful, conscious choice on your part. I will interpret it to be a brazen act of hostility towards my empire."



If other players have no use for player-to-player diplomacy, or for empire-to-empire diplomacy, then that's certainly their choice - even if it ultimately turns out to be a really bad choice.



Live and learn, I reckon. Clearly, my empire of the Yonds of Droon go unappreciated by these aliens from other star systems. Timely and effective communication is one of the best ways to avoid war between empires. Just chalk it up to a missed opportunity, my friend.



If you had a chance to communicate, but you didn't, then that's on you, not me.



Me? I prefer to give PBM Chaos readers something interesting to read about Galaxy #223 of Galac-Tac, if possible, and war between empires is far more likely to provide interesting reading material for them, compared to the dullness that tends to inhere in a bunch of economic numbers.



One of the underlying purposes of this Sharing of Information Game of Galac-Tac (which is what Galaxy #223 is) is to teach other players how to play Galac-Tac. As each issue of PBM Chaos unfolds, PBM Chaos readers will get to read about both the good and the bad, and they can judge for themselves whether a particular empire's choices and decisions ultimately prove to be wise or unsound.



Nobody reading PBM Chaos likely wants to wait 10 or 20 turns, before combat breaks out. They want alien heads mounted on the walls of the pages that they read. It's dirty work, but somebody's gotta do it. If space aliens go flitting about the galaxy without knowing how to communicate, or without the inclination to communicate, then that right there is inherently risky business.



Right now, just prior to the results for Turn #2 processing, I have been given no reason, whatsoever, to believe that the Wyvern Supremacy is interested in peace with the Yonds of Droon, in the immediate aftermath of no less than four separate cease fires which resulted in cancelled charting missions, last turn. As such, I have no actual real or substantive reason to just kick back and simply assume that nothing is gonna happen between our respective empires come Turn #2. I have no desire to be some all-trusting sitting duck.



Thus, I chose to launch a military campaign on Turn #2 predicated upon the concept of disruption. Basically, the aim of this campaign is to disrupt the Wyvern Supremacy's opening attempts to bolster that empire's economic fortunes. To do this, I take aim at that empire's starting freighters, primarily.



I don't have to destroy all of the Wyvern Supremacy's starting freighters, in order to noticeably slow down their opening bid to improve their empire's economic footing. The point of this disruption campaign isn't to eliminate the Wyvern Empire's economy outright, but rather, to simply help that empire of interstellar heathens to get off to a slower start than they otherwise might.



Whether my empire ultimately prevails or not, them getting off to a slower economic start will translate into the Wyvern Supremacy being on the back foot, in relation to other empires out there, also. Since these Wyverns want to play mute, then I'll give them no say on whether I order military action against them fresh on the heels of Turn #1.



Turn #2 - Yeah, baby!



And to think, we could have been such good allies, but what are the chances of bumping into a whole empire of mute Wyverns right out of the gate? Pretty good, apparently, if hindsight is 20-20.



The Wyvern Supremacy aren't newcomers to Galac-Tac. They didn't enter this Galaxy to sow the seeds of peace. It won't surprise me any, at all, if I receive my Turn #2 results, only to then learn that they have sought to do the same thing to them that my military campaign of disruption now seeks to do to them.



After Player Djinny issued threats of "fireworks (aka war) to Player Hammer on Turn #1 of this game of Galac-Tac, one bit of advice that I offered to him on Sunday morning, September 21st, 2025, was this, "When you go to war with her, she will likely seek peace with Ajwan, just to allow her the luxury of fighting you alone, if possible."



And now in Djinny's player blurb in this issue, below, "There is now a border agreement between Saydonia and Kroji Konfederacy." Talk about predictable.



Since Player Richard is new to playing Galac-Tac, I sent him the following tips on Monday, September 22nd, 2025 via two e-mails:



1. At the beginning, you need to CHART stars. This allows you to see how many resources that you can mine, each turn. Also, you cannot COLONIZE a star location (think of a star location as a solar system - you might be mining the planets of different solar systems, and not extracting resources [(PV = Production Value = Resources) from the actual stars, themselves] until AFTER you chart it.


2. To COLONIZE a star location that has already been charted, it takes TWO TURNS.


3. You can design new classes/types of starships by using the CLASSIFY action/command/order.


4. You can design and build the equivalent of armed freighters/transports using the CLASSIFY action/command/order.


5. You can issue up to 50 orders each turn via ACTIONS.


6. Ships will usually continue following the LAST ORDER THAT YOU GAVE THEM, unless something stops them, or unless you issue new orders to them.


7. Stars that you have already charted, and which are not owned or controlled by another player, but which you have not turned into a COLONY or a PRODUCTION SYSTEM, you can turn colonies into production systems using the DEVELOP action.


8. When you develop a colony into a production system, you will also be able to build new ships at those locations, rather than just at your homeworld.


9. PI = Production Inventory (which is the equivalent of money that you can spend to buy/build new starships and to unload onto star locations in order to create colonies and production systems). PI is money, but it's also more than just money. Think of PI also as finished goods, as

such, and think of PV as raw materials.


10. You can load PV and or PI onto ships with CARGO HOLDS. This will allow you to transport stuff around that is required, in order for your empire to expand. You can also think of the LOAD action/order/command as Beaming things up, and UNLOAD as Beaming things down, if it makes it easier for you to keep track of.


11. ANY SHIP you have that has STAR DRIVE ENGINES (engines that can move your ships between stars) can be used to CHART star locations. Each star drive engine that your ship has means that your ship can move a distance of 1. So, a ship with 20 star drive engines can move up to 20 spaces of distance per turn on your star map.


12. INERTIA DRIVE ENGINES are engines that are used during COMBAT, and are not used to get your ships from one star to the next. They are more akin to engines that are only useful within the same solar system, kind of like today's rocket engines are. The more inertia engines your ship has, the more maneuverable that it is in combat situations.



13. Make sure that to colonize a star, you use the COLONIZE order, not the UNLOAD order, and it takes two turns, with you using 5 PI on one turn, and another 5 PI on the other turn. I wanted to make sure that was clear to you.





Player Richard likely has the least amount of actual experience of any of the six players in Galaxy #223. I wanted to give him a sportin' chance. Hopefully, it won't prove to be a fatal mistake anytime soon. If he doesn't have any clue as to what to do, though, then that will simply increase the chances of him abandoning ship on us. It will be better for all of us, if Richard stays in the game longer, rather than for just a short time. That's worth the risk of him kicking all of our asses and putting us to shame, which the role player in him probably secretly hopes to do.



On a side note, my wife ordered herself some toasted pecans off of Amazon. It would be a real shame to let them go to waste. Wouldn't you agree?



Mmmmm! Very tasty!



I sure do wish that my friend, PBMer Wayne "The Consortium" Smith had some of these to munch on. Maybe he can find an old tire to chew on.



It's a good thing that I ate more of those toasted pecans than I had planned to, because it got me wondering how I actually plan on trying colonization attempts on Turn #2. I might need to dig my turn orders for Turn #2 back up, before the turn processes, and double check that, to make sure that I'm not flopping like a fish out of water, when I  receive my turn results back.



There were at least two mistakes that I made on the issuing of my turn orders for Turn #1. I had noticed, previously, that I had screwed up with a ship at the top of my starmap being ordered to chart a star that exceeded its movement distance. As it turns out, though, I had another starship doing the exact same thing on Turn #1, but down near the bottom of my starmap. I didn't even see these things, when I initially looked at my Turn #1 results (as well as several times after that, also, apparently). Somebody will probably end up destroying both of those starships of mine that are just floating out there in space between turns. I'll just go ahead and chalk them both up as part of the price that I must pay for not paying close enough attention when issuing turn orders to my empire.



Needless to say, Emperor Droon was not pleased by my screw-ups on Turn #1. I am trying really hard not to repeat them with my turn orders for Turn #2. Long live Emperor Droon!



Mole Ships, Rockets, Skyrockets, Colony Ships, even Droon Ships are now flying all about Galaxy #223. What all other kinds of new starships of other empires are now flitting back and forth between the stars is anybody's guess.



But will the other five players in Galaxy #223 dare to say?

Galaxy #223 Player Blurbs

Talisman Games GM Blurb - Davin

GM Davin9/19/2025

One of the nice things about a Galac-Tac galaxy is that nearly every empire is something of a neighbor to every other empire, so if you go out a ways, you'll probably bump into everyone in one direction or another.

Player Blurb - Ajwan

Log 3500-01B: The debate continues. Too loudly I might add. Commanders Awwal & Rabii believe all star systems within the Quadrant are completely undefended and a mere charting expedition will bring them under the Empire. Commanders Thani and Sadiss are more cautious and believe all charting expeditions must be escorted by Uqab ships. I grow tired of the details.  Our construction facilities are using all resources to build the most necessary ships for the time being.



Our shipbuilders are exploring the possibilities of new designs. We are at a disadvantage as we try to juggle the limited specifications dictated by our technological level. I wonder, will we ever be able to build a Legendary Dreadnought? A fleet of them would put the entire galaxy in our grasp! Patience. Time is our greatest ally, but also the rarest of resources.



Nevertheless, we are preparing small surprises for our opponents out there. Master Builder Banii has assured me that we would win any first engagements with our enemies. Our ship crews are confident, and what can one ask for more than that.



Fortuna Favi Fortus.

Player Blurb - Brendan

Only silence emanates from the empire that is the Wyvern Supremacy.

Player Blurb - Djinny

I’ve had a chance to read the Galac-Tac-related parts of PBS Chaos #46, and it was fun seeing things begin to heat up already! So… a few remarks. Is being silent perhaps just being inscrutable? Leaving people guessing about your nature or intentions is also a style of gameplay! In fact, it was a very quiet, non-blustery friend who swooped in and destroyed my homeworld in a long-ago game, while I was off foolishly taking my fleet to gobble up another doomed empire’s leavings. He had a massive fleet in deep space just a jump away from me. In space, no one can hear you… brag. If you have a ship on a multiple-hop journey and it pauses in deep space, it’s quite unlikely that anyone will see it. It CAN happen, but only if another ship is on a multiple hop journey and just happens to pause at the same empty dot in space. (There’s a famous tale about a fleet disappearing into thin… vacuum… when it just HAPPENED to come to the end of a turn where another big fleet was lurking in deep space!)


Trying to take on “all 5 at once” is a sure way to get yourself killed off. Sure, There Can Be Only One at the end, so we are all enemies, but you only have just so many resources, and battling on multiple fronts takes many, many turns of wealth assimilation, ship and fleet construction, planning and intelligence gathering. So, we may choose to make “temporary friends,” as Charles put it, be it a simple border agreement or an elaborate conspiracy to gang up on a mutual neighbor. In RL, I am not, as Davin put it, very “iresome”. I am pretty lousy at the military and strategy stuff. I may end up firing the first shots in this game, but not because I’m foolishly trying to start a war without any armament or resources to back it up! Although there were plenty of

“enemies” in the Star Trek universe, I much prefer the stories where the Enterprise encounters a new civilization and both sides benefit – learning from each other, and celebrating both the differences AND the things in common. No room for that type of role-play in Galac-Tac,

unfortunately.


My dear friends in the old Group, which included Jon Capps and Davin and my late husband Danny, were all far more aggressive and capable than I am when it came time to fight. (You can meet Danny in one of the videos on the Talisman website. He was a great husband and father, and my first best friend. We had 28 great years together.) Jon, the original owner of Talisman Games, is still programming occasionally from his family-owned motel in Nebraska, but is not involved in Talisman anymore. We miss him and his family, but it’s a loooong trip back to Texas.


I DO like to bake cookies, and made over a thousand of them the last time I was a backup helper in our store bakery. And yes, I was a Boy Scout! I volunteered as a leader in various capacities with the Cub Scouts for 25 years. Loved every minute. (Girl Scout too, in the 1960s, but memories are dim.) The problem with knowing the Real Person behind every empire up front is that personalities of the Real People may come into play in your game decisions. In a game where all you know is the empire name (even if you’re playing with close friends, if they’re sneaky enough with their game persona), you can gleefully stomp on someone, or flee from them, because you DON’T know who you’re dealing with, what their real personality or experience may be, etc. In our old games among friends, eventually we usually figured out who was who, or guessed (sometimes wrong!) and that was part of the fun. I am TRYING not to think

of the empires as Nice People I Don’t Want To Kill, or even Obnoxious People I Do Want To Kill… that spoils my fun of competing for the prize, and distorts my judgement.


There is now a border agreement between Saydonia and Kroji Konfederacy. I WAS going to try the in-game "diplomatic messaging" via the website, which I've never actually used before. In a normal game, unless you actually know the opponent personally and have contact info, that's the only way such communications can take place. Those messages are not publicly visible, just seen by the Empire you send them to. However, I can't use the messaging system in-game

(website option) because I haven't "met" Saydonia yet! You can only send diplomatic messages to empires you have actually encountered by scouting a star they’ve colonized or a ship from

their empire.


Again, this "open information" concept is messing with normal gameplay, but we’re all chatting in the open in Discord, and that’s fine to meet the stated objectives of this unique game. In a normal game, it’s fun to bump into a new empire, but you don’t know if you’re meeting a close neighbor or a long-range scout far from “home.” In this very first turn, if you have a cease fire, you know their Home World can’t be more than 20 away from where you met, since NOBODY has ships that can go any further, but you normally would still have no idea what direction they came from. Next turn, they could be 40 away, since they could have sent someone out two hops from home.


I have charted a couple of places that I’m going to concede to others (for now). There’s no harm in charting inside other people's "space," if you can get away with it. It's information that may be useful later, and it doesn't affect anyone else's ability to chart it for themselves. Once it's colonized, though, a visitor can only chart your colony if you have no ships there to chase them off. The visitor will get a Cease Fire, but your shuttle will continue on its way. Their Chart attempt will be considered an attack. If you have ships with Combat orders there, the visitor will likely get

“poofed.” A visitor in Scout mode, unless caught, can send back information like who owns the star, its status (colony, PC, etc.) and the approximate total SSD of any ships it sees onsite. Bottom line: the more charts you succeed in getting NOW, the more info you have collected and

the less likely you are to get “poofed” or at least stopped by other current occupants.


I’ve reworked and re-thought my orders several times already. I’ve got maps, and plans, and spreadsheets galore, but I know everyone else is trying just as hard to get a good foothold on their local space. I THINK I’m through fiddling with it, and I can’t wait for Saturday morning. I’ll

have to get to work by 1:00, but I should have time to jump for joy or gnash my teeth over the results as soon as they come out. See you in the stars, folks!

Djinni

Player Blurb - Hammer

They say there is No Sound in Outer Space, or Between the Stars!



They say You would Not Hear the Screams; You would Not Hear the Explosions!



Do Scroids ever Scream?



Did they even have Time to Scream?



Did the Scroids ever Hear the Explosions?



Did they even have Time to See the Explosions?



Were they merely Vaporized in Outer Space?



Two Misraw Ships have Failed to Report In: Ship #1001 at 55-76 and Ship #1002 at 57-77 with No Reported Screams!



There were 7 Cease Fires reported: 4 vs Kroji Konfederation, 2 vs Saydonia and 1 vs Yonds of Droon!



This Galaxy is Crowded with Scroid Enemies!



Hammer, Minister of War

Player Blurb - Richard

King Otto of Castle Anthrax realises he has to put in his Galac-Tac turn.



King Otto – Friday night

Otto sat back in his comfy chair, a glass of foaming ale on the table to his right. It had been a long couple of weeks, but the weekend was almost upon him, a weekend of relaxing, carousing, and other assorted shenanigans – Otto himself being the most notorious of shenanigators.



Suddenly, the door to his calm sanctuary was flung open. There stood a being, all tentacles and suckers, waving a piece of paper. Otto recognised him as one of the junior secretaries at the Ministry of Important Stuff.



“My lord!” Gasped the being.



“That’s ’Your Majesty’ to you!” replied Otto, before pulling out his Westinghouse Variable Cartridge Blaster(TM) and blowing a hole through the minion’s body around where he guessed his heart should be.



As assorted flunkies gathered up the mess, Otto approached the corpse, and retrieved the piece of paper.



“URGENT” it read. “Ministry of Important Stuff requires orders – deadline Friday evening!”



“Oh piss,” thought Otto. A list of meaningless numbers and codes lay on the page before him, along with some kind of grid. A map maybe?



Otto sighed, and made his way to the great bank of computers in the corner (previously unmentioned as they weren’t important up until now). He was never very good at this cryptic system that the Ministry of Important Stuff came up with.



“Maybe if I just replicate roughly what we did last week, and hope for the best?” He thought. Oh, hang on – new conquests need naming… Otto typed in the names of five of his favourite pubs and hoped no-one would notice…



New ships. More scouting. Hopefully not encountering any of those pesky aliens he kept hearing about.



Otto hit the “SEND” button, grabbed his jacket, and headed out of the back door to the Dog and Spanner…

Player Blurb - GrimFinger

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It is Wednesday, September 24th, 2025, as I begin to type this player blurb to the readers of PBM Chaos. I will likely write on multiple separate days to collectively form this blurb. A blurb is like a blob. Hopefully, player blurbs for Galaxy #223 will grow like The Blob in that old Steve McQueen movie that I watched several times as a kid growing up (on television, not at the movies).

Where to start? Let's talk about propaganda a little bit. Game propaganda can start on Turn #1, or it can even start before the first turn of a PBM game is processed. When I play Hyborian War, I will typically look for "volunteers" to serve as guinea pigs for my kingdom's propaganda war machine. It's kind of like fishing - I just have to find the right bait. The "bait," of course, is verbal bait.



The initial objective is to get the attention of one or more other players in the same game that I am in. Propaganda is like mayo on a sandwich - you spread that shit on thick. Over and over and over, again and again and again. Repeat ad nauseum. Whether my kingdom is doing good or whether it is doing poorly, in terms of progress in the game, the propaganda machine is always in motion, for the most part. 



In Galaxy #223 of Galac-Tac, Player Djinny was kind enough to assist me in my propaganda efforts, because she chose to name her empire the Kroji Konfederacy. Me? I love word games, so one propaganda technique that I use in PBM games is to spin whatever other players in the games with me say. In Kroji Konfederacy, the Kon part of Konfederacy stands out. Thus, Kon became Con - as in somebody trying to pull a con job, as in an empire of space faring con artists.



Can you trust a con artist? No way! Should you trust an empire of cons, an empire of alien beings who will try to con you, even to the point of your empire's collapse, destruction, and subjugation? Hell, no! This is how Djinny's empire in Galaxy #223 morphed into a bunch of shady alien con artists.



Now, we all learn from Djinny's own mouth (er her typing fingers) the following, "There is now a border agreement between Saydonia and Kroji Konfederacy." Uh oh! First agreement of the game between players. Or is it?

 

Maybe it is. Perhaps it isn't. Agreements between players in PBM games take many forms. Formal. Informal. Spoken. Unspoken. Some even take the form of a silent nod, of sorts. A "silent understanding," if you will. And since events in PBM games, particularly PBM wargames, often take all kinds of twists and turns over the course of the entire game, agreements and alliances will many times come and go. Player agreements and alliances are often, though not always, of the disposable variety.



When I play Hyborian War, one thing that some players seem to have great difficulty figuring out is that the words that they choose to say, I tend to view those words as coming from the kingdoms that they play, or their kingdom's ambassadors that exist in the background. My

kingdom will tend to react to whatever you say, however you choose to say it. Even allies of my kingdom have experienced the collapse of friendly relations, all based upon what they chose to say on any given turn of the game.



Players of PBM games routinely prefer easy decisions. That is exactly why I often place hard choices and hard decisions before other players that I play PBM games with. If you give your fellow players easy choices and easy decisions, they tend to become even more predictable than they already are. Plus, what fun is that?



A hard fought game tends to be a more memorable game, compared to an easy game or an  easy win. Whether you love me or hate me, as either an enemy or an ally, just remember me. If I crush your kingdom, you have every reason to come back for more in another game. Revenge is a very strong motivator.



In her player blurb in this issue, Player Djinny says, "Trying to take on “all 5 at once” is a sure way to get yourself killed off." Now, she's beginning to catch on a little. In games of Hyborian War, part of the whole purpose of engaging in extended propaganda to begin with is to basically, in a roundabout way, invite the destruction of my kingdom by others. That's where a lot of the fun is, after all. Plus, what's better to have in a PBM wargame than enemies that are truly devoted and committed to your position's destruction? That's how enemies are supposed to be, right?



In Hyborian War, you can't actually force a player to exit the game, if they don't want to go. Me? If I want to, I can just stay in and toss propaganda barbs at them for the remainder of the game. In real life, enemies of governments all over the place tend to not get entirely extinguished. The Middle East and the Near East are good examples of this. If I continue to blast your kingdom after my military is crushed and my kingdom largely overrun, am I actually defeated, or are my kingdom's resources merely depleted and my provinces mostly conquered? If your enemy continues to retain the will and the resolve to resist you, does that sound like defeated? How players of PBM wargames choose to view such questions can lead them to commit substantial errors in judgment.



In Galac-Tac, your empire can be defeated, and your role as a player brought to an end. The sooner that my empire dies (assuming it ever does), then the sooner that I receive a break from writing so much about this particular game of Galac-Tac - Galaxy #223. So, even if I lose, I still win. I wonder if that thought ever even crossed Player Djinny's mind? Probably not, if I had to venture a guess.



Enough for now about Player Djinny and her interstellar empire of alien con artists. I wouldn't want the other Galactic Granny in Galaxy #223 to feel left out, and I certainly don't want to give Player Djinny the big head by devoting too much time and attention to her sub-par backwards

alien empire.



One of the things that propaganda will do is to "persuade" players to just begin confessing all kinds of different things. In Issue #46, while talking about Player Ajwan, I said, "She's not in this game to bake us cookies, you know." And now, here comes Player Djinny confessing publicly that she likes to bake cookies. What else will the other players of Galaxy #223 begin confessing, as this game progresses, and before this particular game of Galac-Tac is over and done with?



Back to Ajwan. Every last one of us now knows that her empire of Saydonia is in league with those crafty, calculating con artists of the Kroji Konfederacy. Unless, of course, Player Djinny is lying to us, playing the card of deception and trying to trick us into thinking that she has a safe border. In deep space, though, players in games of Galac-Tac can just fly right past such nonsensical borders.



Will Ajwan appreciate the fact that Djinny has outed her, and done so quickly in their empires' newly-established "relationship?" In doing so, Djinny induced an element of vulnerability into Saydonia's situation, one that didn't previously exist. Since this is a Sharing of Information Game, and not a Volunteering of Information Game (unless asked to share by another), why would Djinny suddenly blurt out loud the information about there now being a border agreement between Saydonia and Kroji Konfederacy? Ajwan, as well as all other players in Galaxy #223, would be well-served to ask themselves that very question.



Player Djinny did it for one or more reasons. What did she hope or intend to accomplish by announcing that, and particularly as we are only heading into Turn #2, such a very early stage of the game? Is it to be believed that she did it for no reason, at all? Djinny may be a lot of things, but stupid definitely isn't one of them.



Was she trying to give Hammer reason to pause? Is she utilizing it as an attempt to distract? The core purpose of the Art of Distraction in PBM games is to disrupt the focus of other players. Get them to thinking about something else, and they won't be focused as strongly upon the things that they should be focused upon.



Could it be that Galactic Granny Djinny was attempting to use Ajwan's empire as a quasi-shield, in some nefarious bid to give Hammer a case of the confidence heebie-jeebies? Will Hammer now feel compelled to rethink his entire developing strategy for squaring off against the Kroji Konfederacy? Will a sudden shift in strategic thinking by Hammer yield an extra mistake or two, to the Kroji Konfederacy's benefit?



And what unintended effects will now manifest from the Kroji Konfederacy's announcement of this border agreement now being in place - and in effect - between Saydonia and those scheming Krojis? Now, thanks to Djinny's proclivity for error in her strategic thinking, the empire that is the Yonds of Droon have even more reason to look even more closely at both Saydonia and the Kroji Konfederacy.



The announcement of the border agreement in question wasn't made for no reason, at all. It wasn't a mistake, in the sense that this announcement was unintended. Rather, it was a most deliberate act, an intentional message conveyed. Well, certainly, the Yonds of Droon have

received that message loud and clear.



So, I now ask myself, "What vested interests do the Yonds of Droon have in such a border agreement existing between Saydonia and the Kroji Konfederacy?" None whatsoever, of course. A state of heightened attention will ensue. Emperor Droon isn't well-known for his diplomatic niceties. Which empires' ambassadors were informed of this border agreement privately, ahead of time? Such a diplomatic folly that we have all been treated to!



This is a sterling example of how the flame of war in PBM games spreads. There is what a PBM player intends, and there is what actually ensues out of words or deeds, or the lack thereof, depending upon both the players involved and the circumstances at hand.

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I squeezed part of my Turn Results for Turn #1 together, to make it easier to see certain things that I want to share with the readers of PBM Chaos. Right now, right this very moment, a set of 44 orders has already been submitted by me to the Talisman Games website for Turn #2. These are initial orders. You can also call them draft orders. They are not the final set of turn orders that I am likely to issue to my empire. These 44 orders exist in case something were to happen, and it turned out that I just wasn't able to get back to finish filling out all of my turn orders before the next turn processes. You know how life goes, sometimes.



As you can see, my empire is at Tech Level 1. I can tell you right now, that's not likely to change anytime soon. Increasing your empire's tech level in Galac-Tac don't come cheap. The upside to that is that it's not cheap for any of the other empires in the game, either. Misery loves company, I reckon, as the old saying goes. Feel free to take a stab at which of the six empires in Galaxy #223 will be the very first to reach tech level 2. Right now, I haven't a clue.



At the moment, all of our empires are short on cash (PI = Production Inventory = Spendable Resouces = Cash, of sorts). Even if we invested in tech level, now, none of us have sufficient resources available to get the tech meter to flip over to Level 2 from Level 1. Our spendable resources that we have now are needed more for other priorities - such as building new starships and for colonizing star locations.



Players in Galac-Tac can issue up to 50 lines of orders per turn. Some orders allow you to perform more than one action in a given turn, such as you can build more than one ship just using one line out of 50 on your Action Input sheet. That's what it's called on the Talisman Games website - Action Input. I prefer to use GTac for issuing my turn orders. GTac, for those of you not familiar with it, and for those of you who may not remember what it is, is a Player Assistant Program for Galac-Tac players.



The online Action Input page, however, highlights mistakes that it sees with your turn orders that you're issuing, if it notices any. It highlights them in red lettering, so they really stand out. Right now, it tells me that a star that I am trying to colonize is not a charted star location. See how that red lettering stands out and grabs your eye, compared to all of the standard black lettering surrounding it?



I had entered the wrong star location number, and that's why the Talisman Games order-checker flagged it in red for me. So, I need to make sure that I get that mistake fixed, before the next turn processes, which will likely be on this upcoming Saturday - three short days from now.



Of course, whenever you're waiting for turn results to arrive in PBM games, even relatively short periods of time can sometimes seem like ages, due to the sense of anticipation that particularly crucial turns can bring. Djinny is gonna be chomping at the bit, eagerly awaiting her empire's turn results to arrive.



It probably wasn't her wisest move ever in Galac-Tac to provoke a war on Turn #1 by taking about fireworks were gonna happen. There's just not a good way to spin "fireworks." It was issued in the form of a threat, and it appears to have been taken as an actual threat by Hammer and his empire of Misraw.



No real lives nor real empires are at stake in PBM games, so why wouldn't Hammer have taken it as the threat that it was? He can risk conflict and war, and no real person is gonna die due to the outcome of it, no matter what species they are.



In Galac-Tac, it is easy to design new starships. The more difficult part is your empire being able to afford to build them, especially really early in the game before your empire has had time to grow and become more resource-rich. On Turn #1, I made the decision to declassify four of my starting starship types. I did so through the use of the Declassify action/order. I was only able to do this, because I didn't have any of those four different starship types in my kingdom's possession.



Here is a screenshot of my empire's starting pre-designed ship classes, with the four starship types that I declassified (got rid of) highlighted in yellow.

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I didn't get rid of them as ship designs that my empire could build, because I won't need bigger freighters going forward, but because I prefer to personalize the names and classes of the starships that I build in games of Galac-Tac that I play in - whether I play in a solo game of Galac-Tac or in a multiplayer game of Galac-Tac. I just think that the game is more fun that way.

The term "freighter" is just so generic and plain. I tend to gravitate towards more colorful names for ships and ship types. I just feel that it helps to make one's space empire more unique that way.

Instead of your empire encountering a bunch of freighters, I would prefer that your empire encounter Mole Ships, instead. The original small freighters, I'm stuck with for the time being, through no fault of my own. They'll get weeded out by me or destroyed by other empires, eventually. I renamed all of my starting freighters as Mole Men for their individual ship names. This wasn't done to confuse my enemies by me having multiple different starships, all with the same name. Rather, it simply represents those Mole Men in the background of my empire - the worker class, if you will. In War of the Worlds, all of the individual Martians weren't given unique names of their own. All starships in Galac-Tac have their own unique identifier number, and that's what players will actually pay attention to, if they seek to target my Mole Men for destruction.

If memory serves me correctly, the Mole Men in my empire originated in the old comic book stories of Space Patrol, courtesy of Basil Wolverton (not to be confused with any other Space Patrol comic stories that have existed in comic books, also).

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The artistic inspiration of Basil Wolverton.

* All Galac-Tac content and images copyright © Talisman Games.

PBM QUOTE

"I'm sure it's a lot harder now than in the 80's and 90's, but I still sometimes think that the potential of PBM/PBEM is massively underutilized in the modern era. But that's been discussed at length in PBM Unearthed. And I agree with Davin in that it might not be a good way to make a living nowadays, but it does seem most surviving games are resting on old laurels."



- PBMer FenrisK

Quote from the pbm-general-chat channel of the PlayByMail Discord Chat Server

August 27th, 2022

* Click the orange link above to find a paid Game Master (GM).

Image ad for Napoleon Journal
PBM image ad for Quest for KJC Games Ltd
Playing KJC Games' Quest in 2025

TVMike

Red Myst 1707 had a fun weekend using G20's free-play times clearing 3 deep Dungeons. L9 Dungeon of Disaster, L8 Dungeon of The Undead and L7 Hall of Bones. This Giant encounter was about the toughest with almost every character taking some damage. Halfblood Peasant Bloodbait took the worst of it as often happens against Quests toughest monsters. Bloodbait [31/250].

During our journey, we met five Giants(5393).



As we approached them, we gave them the once over. There were five Giants. (5 Cyclops). They did not appear to be injured.



We let out our battle cry, "Death and Glory!"



Thraznoll Spellfire advanced towards the enemy. Fungus and moulds were crushed underfoot. The massive Cyclops bashed Thundos Steelmaul, blood welling from the wound. The towering Cyclops grinned maniacally, striking Vex Wyrmblade. He gasped with pain. The towering Cyclops grinned maniacally, striking Flint Holyhelm. He was staggered by the axe blow. The looming Cyclops first struck high then swung upwards, cutting Hawkeye. He was lightly hurt. The massive Cyclops attacked, hitting Bloodbait close to the face. The colossal Cyclops's battle axe hacked Granite Holyhart. He was staggered by the axe blow. The looming Cyclops's great axe sliced Slate Blokhelm. He watched as blood trickled from the cut. The looming Cyclops grinned maniacally, striking Durizmet Runemaul. He muttered, "Give a child an axe and they think they're a warrior". Raising overhead its great axe, the looming Cyclops attacked, hitting Koznor Magmamaul, opening a shallow cut. The massive Cyclops hacked Thraznoll Spellfire. He was lightly hurt. The massive Cyclops attacked, hitting Jal Thornblade, leaving a livid red line of blood. Steel Vaulthart thrust, striking the towering Cyclops, but having little effect. The enemies first screams of pain were heard.



Dhostic Dragonhorn cast spell Choking Gas.



Green mists circled the battle field.



Jal Thornblade grinned maniacally, striking the colossal Cyclops, tearing tendons. Violently thrusting his spear, Slate Blokhelm forced through an ineffective defence, striking the massive Cyclops, leaving a light wound. Jal Thornblade's great sword hacked, striking the colossal Cyclops. It watched the weapon rend flesh and bone. The looming Cyclops's great axe smashed through an ineffective defence, striking Frond Leafblade. He fought through the pain. Raising his great sword, Vex Wyrmblade attacked, hitting the hulking Cyclops. It staggered backwards. Koznor Magmamaul's mace bashed the hulking Cyclops. It gasped with pain. Raising his great sword, Frond Leafblade chopped wildly, cutting the colossal Cyclops, chipping bones and tearing

flesh. The leathery head was struck from the colossal Cyclops's body and rolled across the ground. The creature collapsed and died, shaking the earth with its fall.



The chanting of battle songs crescendoed as the first enemy was slain.



Jal Thornblade hammered it, smashing the towering Cyclops, chipping bones and tearing flesh. Thundos Steelmaul feinted a few times then struck the towering Cyclops, smashing bones. The massive Cyclops hacked, just missing Hawkeye's leg. The deaths of the enemy fired the heroes' blood.



Krux Bloodshield stabbed, hitting the looming Cyclops. It staggered backwards. Screaming "Die you bastard!" and swinging its battle axe, the massive Cyclops chopped wildly, slicing Bloodbait. He gasped with pain.



The clash of arms was deafening. The massive Cyclops first struck high then swung upwards, cutting Krux Bloodshield. He fought through the pain. Bloodbait retreated. The body count had begun as more died.



The heroes voices were hoarse from all the shouting in their rampant assault on the enemy.



Krux Bloodshield grinned maniacally, striking the looming Cyclops. It was nearly gutted. Raising his great sword, Frond Leafblade attacked, hitting the massive Cyclops. It sought to stem the flow of bright blood. The hairy beast's leg was severed from its body forcing the massive Cyclops to drag itself back in agony as the appendage fell to the ground. The creature collapsed and died, shaking the earth with its fall.



The enemy was dead. We got 18487 gold from the lair of the dead Giants. We acquired items that the Giants left behind. [dark oak club+8 of Dwarf slaying(4886972), demon bound plate mail+7(4886973), god's mace+9(4886974), living ring mail+7(4886975) and god's long sword+9(4886976)]. We earned 1872 experience points.



Thundos Steelmaul [229/250]: 4 melee hits (1 critical)

Durizmet Runemaul [216/250]: 4 melee hits (1 critical)

Koznor Magmamaul [197/250]: 7 melee hits (1 critical)

Steel Vaulthart [250/250]: 6 melee hits (1 critical) killing 2 Cyclops

Krux Bloodshield [239/250]: 5 melee hits

Slate Blokhelm [237/250]: 5 melee hits (1 critical)

Frond Leafblade [230/250]: 4 melee hits (1 critical) killing 2 Cyclops

Vex Wyrmblade [158/250]: 3 melee hits (1 critical) killing 1 Cyclops

Jal Thornblade [210/250]: 4 melee hits

Bloodbait [31/250]: nothing noteworthy

Flint Holyhelm [206/250]: nothing noteworthy

Granite Holyhart [200/250]: nothing noteworthy

Dhostic Dragonhorn [250/250]: Cast Choking Gas(5 affected)

Thraznoll Spellfire [190/250]: nothing noteworthy

Hawkeye [166/250]: nothing noteworthy

* All Quest content and images copyright © KJC Games Ltd

Image link to PBM Patreon site.

You can't imagine how glad that I am to have reached the point of being able to start writing this final article of this issue. Whew!

Now, I face the twin tasks of putting both Issue #48 of PBM Chaos and Issue #1 of PBM Zombies together. Talk about Herculean-sized tasks!

Plus, I only have two days left to stitch PBM Zombies together. That should be an interesting adventure. I don't even know if I can make it. Expect a famine, not a feast, when it finally arrives on your digital doorstep. Hey, don't blame me! Blame yourselves. You need to participate more.

How is PBM gaming about community, if people don't participate?


I received the Season One: Report for Round 3 of the Sea of Nyx League from PBMer/PBM GM Stefan, yesterday. Sorry, Stefan, but look for it in Issue #48, not this issue. I hate to disappoint, but sometimes in PBM life, we all get to share in the experience of disappointment. I will disclose, however, that Jah Pasta Fairies still be win-less. Har! Har! Har!

Oh, I see that Maze Runner #5 has just now sent me his turn orders for Turn #7 for Return to the PBM Maze. Talk about cutting it close! I need to cut this short and get those turn orders processed. I also need to look back over all of the other maze runners' stuff in that game, to make certain that I didn't miss anything. If I ever muck up turn results for Return to the PBM Maze, I can fix it after the fact. Players will just need to let me know.

This issue may not be perfect, typo-wise, when I finish it and publish it, but I have spent more time proofreading things in this issue than is typically the case for new issues of PBM Chaos going out the digital door. Hopefully, you will notice this by not noticing nearly so many typos. If so, that will make a nice change of pace for all of us.


Peanut butter filled pretzel bite, anyone?







Coming October 1st, 2025 - A New PBM Magazine!

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Right now, with a publication deadline just 2 days away bearing down on me like a freight train, the draft of Issue #1 of PBM Zombies looks nothing short of ghastly - and in a really bad way!

There's hardly anything to it. It's all skin and bones. PBM fans aren't stepping up to participate. It's sad. Truly, it is.

But welcome to the PBM scene of 2025, huh?


My vision for PBM Zombies, if you want to call it that, is that it be participation-driven. This may yet turn out to be a wholly unrealistic proposition. All that I need from those of you out there interested in this whole PBM Zombies magazine thing is a paltry 3 or 4 sentences for each issue of PBM Zombies. That won't takes hours. It won't require days or weeks of effort. No grand sacrifice is either asked for or necessary.

For PBM Zombies to succeed, there needs to be an actual horde of PBM Zombies powering the effort. I'm not asking you to write whole articles. Rather, it's a skinny bone contribution that I am seeking - from PBM gamers, from PBM fans, from PBM diehards, from PBM GMs, and from PBM companies. 3 or 4 sentences. That's it. Quick. Easy. You'll never even break a sweat, and you will have a whole month between issues to get a measly 3 or 4 sentences written. I call that feasible. I consider it to be a realistic and achievable approach to take.

A PBM thought. A PBM memory. A PBM preference. A PBM wish. A PBM regret. A PBM photo. A particular event that happened in a particular PBM turn for a particular PBM game. A PBM idea. A PBM game from yesteryear. Your favorite things about PBM. Your least favorite things about PBM. Just something that pertains to PBM in some way, shape, or form.

If we can get a dozen people to participate, then I think that we've got a good chance of getting two dozen people to join this PBM horde. Just imagine if 50 or 100 PBMers participated in each and every issue of PBM Zombies. Wouldn't that be something to behold. You want PBM to grow and prosper and thrive? Then PBM has to have a horde to get the Big Ball of Progress rolling.

If we only get 2 or 3 people to participate, then is that really what a horde of PBM Zombies is? October is when Issue #1 of PBM Zombies publishes. That's the month of Halloween, for crying out loud. If we can't find any PBM Zombies out there during the month of Halloween, then we'll likely never find them, ever.

There's more Monster Island Monsters out there, these days, than I've seen in a really long time. But will the Monsters of Monster Island lead the charge? Lots of Hyborian War players are still playing that wonderful PBM game, but will they march forth to join the PBM Zombie horde? Or do people even bother to seek the road of high adventure, anymore?

Oodles of DungeonWorld players out there, but will they and their DungeonWorld Overlord, Steve Tierney, spare 3 or 4 sentences a month for each issue of PBM Zombies, for any issue of PBM Zombies?

Let's not forget the Duel2/Duelmasters Gang. Many of them trek to RSI"s Duel2 Face-To-Face tournaments twice a year, flying all over the country to get there, but have they become too feeble to pen a bare bones 3 or 4 sentences a month for their own PBM Personality column in issues of PBM Zombies?

Nobody ever has any time, but everybody wants things to be firing on all cylinders all across the PBM Realm. That's not how it works, though. In fact, that's never been how it works. Actual reality requires some degree of effort, some degree of time. Me? I'm just wanting mere crumbs of your time, mere morsels of effort from you.

There's other PBM games out there with other PBMers in them that are more than welcome to join in. If nobody joins the effort, then no PBM horde will materialize. If you're old, that's no excuse. If you're young (like me), that's no excuse, either. If you're somewhere in between, then that's definitely not an excuse.

You're too busy? No excuse. You'd rather do something else? No excuse.

We can always come up with an infinite number of excuses to not put forth even the slightest bit of effort. PBM Chaos publishes, anew, because some degree of time and effort goes into it. Is it worth anything to you, at all, to receive new issues of PBM Chaos every Monday, now? If so, then step up and lay claim to a PBM Personality column of your own for PBM Zombies magazine.

I call it a column, because I have to call it something. It's not an article column, but a PBM personality column. It's about you, as much as it is about PBM. If you think about PBM, at all, then you more than qualify. If you're new to PBM, you qualify. If you've been playing PBM games for years or for decades on end, you definitely qualify. If you've never played a PBM game in your life, but PBM has ever crossed your mind, then you're still qualified.

The Rubicon moment now lies before us.
We can either cross it together, as a genuine PBM horde of the PBM-interested, or I'll cross it alone, and try to grow the PBM horde from the other side. If you have any excuses as to why you can't do this or can't do that, just leave them on this side of that Rubicon moment. My Mama used to say, "Can't never could do nothing."

The one thing that the PBM horde doesn't need is excuses. Excuses will never regrow the PBM player base. Instead of me publishing future issues of PBM Chaos, would you prefer that I just offer up excuses, instead?

It's time to shit or get off the pot. This is a call to action, not a call for excuses. Join the horde! It's the better choice.

My e-mail address is below. Please do send me 3 or 4 sentences for your own PBM Personality column for PBM Zombies. Issue #1 of PBM Zombies is only 2 days away, but Issue # of PBM Zombies is due out November 1st, 2025 - so you've definitely got time to make it in time for that issue, even if you're still too addicted to excuses in order to write 3 or 4 paltry sentences in a span of 48 hours, aka 2 days, until Issue #1 of PBM Zombies publishes.



Your PBM Personality column can utilize either your real name or your preferred PBM moniker - your choice.



I wait with bated breath to see who among you, or if any among you, will participate, that the PBM Zombie Horde might rise and walk the world of gaming!

Write to PBM Chaos at
[email protected]

The Tenth Day of Christmas continues

The Jack Frost Holiday Bowling Extravaganza has ended!

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Congratulations to Olorin for laying claim to the Tenth Day of Christmas!

1st Place = Olorin = 181

2nd Place = Crom = 177

3rd Place = Hammer = 163

4th Place = Huma = 149

* The Jack Frost Holiday Bowling Extravaganza featured it's own unique scoring system,

which included a combination of 1d6 dice and bowling dice.

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