͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ 
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ISSUE 54

November 18th, 2025

* This issue of PBM Chaos is publishing a day late!
CONTENTS

Coming In Next Issue

Editorial

Reader Feedback

Forgotten Realms 257: Turn 12

Random Tidbits of Knowledge: For Newbies and Oldies

The Hyborian War Beginners Series: When new Hyborian War players ask for help!

Return to the PBM Maze: Turn #14

Galaxy #223: Heading Towards Turn #6 (The Issue of Time)

Galaxy #223 Player Blurbs

Until Next Issue
Did you know?

That the PBM game, Pirate's Guild, featured over 11,000 planets, 500 Stars, nebulas and asteroid fields, and literally trillions of NPCs?

It was run by Kanta Shi Games, which operated out of Osteen, Florida. Positions included Great LordsMinor LordsClan ChieftainsPirates, and Knights.



A half-page ad for it ran in Paper Mayhem Issue #41 (March/April 1990 Issue).

PBM image ad for the new Play By Mail Discord

COMING IN NEXT ISSUE

Galaxy #223 of Galac-Tac

.

Some Hyborian War Thoughts

.

What was Exodus?

.

Editorial

Issue #54 is now at your service. Greetings!

Well, this issue of PBM Chaos won't ever go down in history as one of the best issues ever, and a variety of different factors combined to make that the case. Be that as it may, it now takes its place in the pantheon of issues that this PBM publication has somehow managed to bring to the table of the PBM-interested.

I deliberately took a much more relaxed approach to this issue, on both the compiling end and on the publishing end. Feel free to cast your stones of blame at me for it, for all of the effect that such will have. I am beyond worrying about it in the here and the now of this dark Monday night.

The publication deadline for this issue lies but a mere 50 short minutes away. No way is this issue likely to be out the door and into your grubby little digital paws by then.



The Middle-earth PBM article titled Is Middle-earth PBM on the Horizon? was written several days ago, but I'm not happy with it, and if you end up scouring this issue in search of it but do not find it,

then know that I ended up pulling it. I'm just not happy with it. I'll likely revise it or rewrite it, and publish it in a future issue (most likely, in issue #55, though no absolute guarantees on that).



I shouldn't have fell asleep earlier tonight, but blame it on my desire to "watch a movie." Ahem! I suck at watching movies. A part of me (a rather large part, it seems) tends to commandeer me and whisk me away to snooze - regardless of other priorities, regardless of other desires, regardless of anything else that matters.



That was hours ago, though. Talk about something that will just chew its way right through a deadline!

It's not really an indicator of much of anything, so I would advise against reading too much into it. PBM Chaos is still here, it's still happening, and it's not likely to go anywhere anytime soon. So, take a chill pill and relax.



The AI art generators sure fought me tooth and nail, this time around. ChatGPT gets my vote for being virtually worthless, where this issue is concerned. It was exceptionally stingy on the "free user" end of things, leaving Issue #54 in the lurch. Pah!



There's always other options, though, but in recent months, ChatGPT has been producing some of the better artistic results. That's the way that it goes, though. On the non-art end of things, ChatGPT turned out to be fairly worthless when tasked with extracting text data from an image. It wasted more than one day of my time, and ended with me calling it incompetent. One step forward with artificial intelligence, but two steps back. It was anything but a time-saver for me, from an Issue #54 perspective.

I don't know, yet, whether Issue #3 of PBM Zombies will prove to be the final issue for that PBM publication. I like it, but I'm just not happy with it.

If I kill it off and send it to an early grave, then I will simply transition to resuming publication of PBM Unearthed (maybe). There probably won't be any actual lapse on your end, as I ponder switching from one to the other (or to something else).



But do I even want to resurrect PBM Unearthed from the dead? Nothing is final on any of this, at this very moment, so don't waste any time worrying about it. After all, I'm not.



Trying to finish this up, tonight, but now my son has sprung a fresh request for some of my time. Well, my son is of vastly greater importance to me than all things PBM combined. Que Sera, Sera!

It is the next morning, now, and what awaited me when I finally tried to log onto Sender (which is what issues of PBM Chaos are created with) was that their site was down. It appears to be working, once more, so let's see if I can resume work on this now-late issue. Chaos is the name of the game for us, after all - PBM Chaos.



Over the weekend, I did manage to watch one movie. Feel free to click on the link to see which one that it was. It wasn't a particularly great movie. Not many movies out there about play by mail gaming, as far as I know. Perhaps one of you out there might consider making one.



Trying to finish this issue up, here on a Tuesday morning (the day after the publication deadline), is resulting in me running into a litany of different problems. Different websites continue to have problems. They won't load. I can't log in. It's just tedious trying to work on various things, when I can't access what I need to. It also disrupts my train of thought. You might end up cussing me out, when this issue arrives in your hands, but I think that I'm gonna celebrate, just because it means that I can finally be finished with this set of unforeseeable problems. It's all low level frustration, and I've just kind of resigned myself to the fact that this issue appears to be techno-cursed.



Technology makes PBM Chaos possible, and it also tosses a real monkey wrench into the works, when technology goes bat shit crazy.



Regardless, I keep pushing forward. Maybe I should just go find some breakfast, and come back to it, later. This issue is already late enough, though.



If you fear that this may be the start of PBM Chaos issues regularly going late, don't place any of your money at risk by betting on that.



Happy reading what there is to read!

Charles Mosteller
Editor of PBM Chaos
Correction of Error

The Turn Orders for Maze Runner #3 in Issue #53 were incorrect.

Here are the correct Turn Orders and Turn Results for Turn #13 (last turn).

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Feedback on Issue #52

Had to tell you a story about Hammer's 52-Card-Pick up.



As a kid, I always tried to get my uncles to play cards with me. Early on, Uncle Junior said, "You wanna play 52-card pickup?" I said, "Sure," and of course, I got the treatment Hammer described. I thought it was funny, and took it like a man. (age 8ish)



A few weeks later, in bugging Uncle Leroy (my Godfather) to play, he said, "You wanna play 52-card pickup?"



I said "Sure, I'll watch you play." I learned. (Unusual that I learned, eh?)



Wayne "The Cat Sitter" Smith

Cat Sitter Smith,

Is that what you were doing, when you had that wreck, Wayne?

Keep on healing, my man! Your timing sucks, though, what with Thanksgiving Day just around the corner. Maybe you can gnaw on some turkey-flavored Gummi Bears.

I don't recall the specifics of any of my own 52 Card Pick-up escapades, but I had my share of them. It sure is a lot more fun slinging the cards all over the place, than it is having to pick them up.

Speaking of which, I was looking for my deck of playing cards just a few days ago, but I couldn't find them. Looks like I'm gonna have to splurge for a new deck.

Are you still playing Hyborian War, Wayne? If so, write in and let us know how your HW games are going. You sure do play Duel2 a lot, no more than we ever hear from you on it. Your veterinarian might have you on bed rest, but I don't. I don't want any

excuses, either.

Charles Mosteller
Your Gamecock Friend

Humble Bundle 

Map Making Mega Bundle

This is a really great deal!

$30 will get you 39 items!

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* All Feudal Wars content and images copyright © Rick Loomis PBM.

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I recently posted the following results for FR 257 Turn 12 at the Road of Kings website:



Forgotten Realms 257 – Slow Friends Game

Hammer Posted Saturday, November 15, 2025 at 12:50 AM



My Apologies for falling behind on my Hammer Tribe update!

Hammer Tribe (R19) Turn 12 Results:
Banner: Silver Hammer, on a Red Field Treasury: 194 Total Gold Production: 69 Total Hexagons: 239 Total Orders: 17 Experience Gained: 149 Total Experience: 1147 Mission for New Units: Explore Realm will Occupy: Village (CT5) and larger Communities with a 6 Gold Value or less Unit Allies: Conquerors (R4), the Brotherhood of Perseverance (R14)

Realms Known: Hostile Power (RO) Uncommitted Power (RO) the Vengeful Throng (R18) the Wolf Clan (R20) the Ill Clan (R21) the North Wardens (R22) Ice Clan (R23) Under-Clean (R36) Burning Grove (R37) Keepers of Knowledge (R38) the Noble Pride (R39) and Kingmans Tragic Horde (R48)

Standing Orders: Ally R4 R14 R45 -

Production Report: Units Conscripted: None

Hexagons Lost: 1 to a Hostile Power (RO), 1 to the Ill Clan (R21), 4 to the Ice Clan (R23), 12 to Under-Clean (R36) and 1 to the Noble Pride (R39)

Hexagons Gained: 4 from (RO), 2 from a Hostile Power (RO) 1 from the Ill Clan (R21), 2 from the Ice Clan (R23), 11 from Under-Clean (R36), 2 from Keepers of Knowledge (R38) and 9 from Kingmans Tragic Horde (R48)

Events Concerning Troops on the March: A Small Force Loyal to Under-Clean (R36) was sighted in 19:95 Guarding the Giant Village of Bearfield (C238) which included 1 Kobold Militia!

A Small Force Loyal to Kingmans Tragic Horde (R48) was sighted in 23:65 Guarding the Half-Elf City of Silverymoon (C117) which included 1 Human Heavy Infantry!

The Battle at 02:80 … To the advantage of a Hostile Power (RO), they defend from the Human Village of Windsor (C558). The enemy’s banner, Black Hawk diving for the kill on a deep purple field, heralded the forces of a Hostile Power (R0): the 93rd Human Garrison (U3091) and the 10th Human Skirmishers. Our banner, silver hammer, on a red field, heralded our forces: 4 Witch Doctors, Hammer (U4988), the 1st Giant Heavy Infantry (U4363), 3 Human Skirmishers, 5 Human Archers, the 1st Human Heavy Infantry (U4888), 4 Orc Archers, Dragon XI (U9019), Cloaks of Protection (I1363), Javelins of Lightning (I1368) and Holy Avenger (I1108).

A Hostile Power had No Forces Surviving the Conflict. All of Hammer Tribe’s Forces Survived the Conflict. In Keeping with Our Policy, the 3rd Human Skirmishers (U4931) was Ordered to Occupy the Human Village of Windsor (C558) and Now Resides There!

A Sizable Force Loyal to the Vengeful Throng (R18) was sighted in 23:89 Guarding the Human Village of Uyrmm (C483) which included 2 Human Garrisons, Orth the Ruthless, 1 Human Light Cavalry, 1 Human Skirmishers, Mithril Weapons, Enchanted Chainmail and 1 Human Militia!

The 5th (U4866) and 6th (U4564) Orc Archers joined forces with the Hammer Tribe Army led by Dragon XI (U9019) in 02:80; while the 1st Human Militia (U4942) joined forces with the 1st Human Cavalry Archers (U7897) in 10:66

A Sizable Force Loyal to the Ill Clan (R21) was sighted in 18:78 Guarding the Human Village of Gunnison (C531) which included 2 Human Garrisons, Begmest the Abysmal, 1 Human Skirmishers, Javelins of Lightning, Cloaks of Protection, 1 Human Militia and 13 Human Priests!

The Battle at 00:82 … To the advantage of a Hostile Power (RO), they defend from the Orc Town of Iceville (C963). The enemy’s banner, Black Hawk diving for the kill on a deep purple field, heralded the forces of a Hostile Power (R0): the 8th Orc Garrison(U2279), the 7th Orc Garrison (U2534) and the 3rd Orc Archers. Our banner, silver hammer, on a red field, heralded our forces: 4 Witch Doctors, Hammer (U4988), the 1st Giant Heavy Infantry (U4363), 2 Human Skirmishers, 5 Human Archers, the 1st Human Heavy Infantry (U4888), 6 Orc Archers, Dragon XI (U9019), Cloaks of Protection (I1363), Javelins of Lightning (I1368) and Holy Avenger (I1108).

A Hostile Power had No Forces Surviving the Conflict. All of Hammer Tribe’s Forces Survived the Conflict. In Keeping with Our Policy, the 2nd Human Skirmishers (U4979) was Ordered to Occupy the Orc Town of Iceville (C963) and Now Resides There!
A Sizable Force Loyal to the Wolf Clan (R20) was sighted in 02:74 Guarding the Human Settlement of Ratherknot (C519) which included 1 Human Garrison, 1 Human Skirmishers and 1 Human Militia!

The 7th Orc Archers (U4187) joined forces with the Hammer Tribe Army led by Dragon XI (U9019) in 00:82

2 Units are still following to join Dragon XI, while 3 Units are still following to join the 1st Human Cavalry Archers!

Under-Clean (R36) still seems to be the most powerful Realm according to the Dispatch from the Trenches for Turn Twelve! Continues to be listed First in the following categories: Hexagons Owned, Gold Production, Communities Owned, [Experience Gained dropped to 2nd], Entities Owned, Entity Value, Experience and Orders!

Hammer Tribe is still listed Third in Hexagons Owned and is still Tenth in Entities Owned

Official Report: Under-Clean (R36) leads with 11.7% of the Gold Production and 11.4% of the Hexagons!

The Alliance with the Most Gold Production is that between Qonquerors (R4), the Brotherhood of Perseverance (R14) and the Nature Ring (R45) with 10.6% and the Alliance between Qonquerors (R4), Brotherhood of Perseverance (R14) and Hammer Tribe (R19) controls 15.6% of the Land in This Campaign!

My Turn 13 Orders for Hammer Tribe (R19) include the following 17 Order Slots:
First: I Ordered Dragon XI to Advance to 4 Designated Hexagon Locations!

I left my other 16 Order Slots Blank so that 32 Gold would be added to my Turn-13 Treasury!



Thus, I Continue My Quest to Accumulate 1500 Gold to Summon an Avatar!

Turn 13 is due Tuesday, November 11, 2025 and my Orders were Emailed and received at 2:01 PM Thursday afternoon, October 30, 2025 without any Errors!

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1. It’s all about skills in the long run.



2. The best specific STATS for adding skills are:

21WT = 9

21DF = 9

11WT = 8

21WL = 7

11DF = 6



3. Encumbrance matters a lot. Overencumbering (e.g. too much weight in

armor+ helm + weapons) reduces performance.



4. A fighter short on ST (for the weapon) will increase its endurance burn.



5. There is no “perfect” design for each rollup.



6. All off-hand weapons are exempt from style suitability.



7. The virtues and costs of a very high kill desire are – more offensive, more

power, berserker-like, more likely to kill, less precision, makes more mistakes

easier to be killed, easier to be riposted. (and vice versa for low KD)



8. FE? (Fight equivalent = number of arena fights + number of odd-numbered

tournamentfights.) For example, a 4-1-1 arena warrior who went 2-3-0 in a

tourneyhas 5 + 3 = 8FE. Had the warrior gone 3-3-0 in that tourney, he still

has5 + 3 = 8FE



9. There are charts and info available showing weapon performance and suitability,

endurance factors, stat/skill info, weights, damage-doing , etc,



10. The advanced Duelmaster game is somewhat different than standard Duelmasters.

Warriorshave been granted immortality. There are more similarities thandifferences.



A. It is best to sign up for DM93 first as it is an introductory arena for new managers.

Experienced managers are there to provide advice and answer questions.



B. Tournaments are held 4 times per year; 2 Mail-Ins, an “Eastern”Face-To-Face,

and a Tempe Face-to-Face.



C. There are four key decision strategies:

Warrior design (from a roll up sheet) (one-time only)

Weapon and armor selection (can vary per each fight)

Fighting actions per minute (can vary for each fight)

Challenge and Avoid decisions (can lead to an alternate fighting strategy)



D. There are active managers:

from ages appx 12 through 80

from virtually all states in the US

and Canada and Europe

some having participated for over 40 years.

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PBM image ad for Hyborian War for Reality Simulations, Inc. (RSI)

AQUILONIA (Large Kingdom) -- Symbol of might in the Hyborian Age, Aquilonia with her legendary armies of Bossonian archers, Gunderland pikemen and Poitanian knights, wields indisputably the supreme military power of the Western world. More than any other Kingdom, however, Aquilonia lies surrounded by grim and unrelenting enemies. A long series of defensive wars for survival must inevitably be fought (and won) ere Aquilonia may seek empire beyond her borders.



AMAZONIA (Small Kingdom) -- The female warriors of Gamburu are unmatched in the Southern world. Their fleet footed warriors are rightly feared for their ferocity and for their prowess with both the Javelin and their bronze bladed shortswords. A dream of empire calls them to seek dominion over the vast interior grasslands and the endless, forgotten jungles beyond.



ARGOS (Medium Kingdom) -- The major sea power of the Hyborian Age, proud Argos sweeps the western sea from Vanaheim to the Black Kingdoms. Wealthy beyond its size. Argos seldom lacks for funds either to war or to weave far reaching webs of intrigue as the situation dictates. Natural enemy of Zingara and secret supporters of the Barachan pirates, the Argosseans may very possibly prove the ultimate rulers of the Hyborian Age.



ASGARD (Medium Kingdom) -- Blonde reavers of the icy north, the mailed warriors of the Aesir are held in check only by their equally ferocious kin the Vanir to the west, the grim Cimmerians southward, and by arcane Hyperborea to the east. Loosely organized, the clans await their forging to a cause, or a great captain of men, to spur them over the ice towards bright and bloody conquest!



BORDER KINGDOM (Small Kingdom) -- On the fringes of the great Salt Marsh within the Border Kingdom, a new power is quickly developing. Strengthened by a surprising volume of

trade (which travels northward to avoid high Nemedian Tariffs) and by a harsh but brilliant leadership composed mostly of exiled Aquilonian and Nemedian families, the young border Kingdom lies poised on the brink of empire ... IF only the fledgling Kingdom can stave off the early territorial appetites of its larger neighbors.



BRYTHUNIA (Medium Kingdom) -- The land of plains and horse, the Brythunians have become a culture of hunters and farmers, ranging their wide, flat lands ahorse and unfettered. The Brythunian army carries forward this heritage with a large contingent of disciplined cavalry regiments. Split and scattered into small, widely dispersed fiefdoms, Brythunia awaits only a powerful leader to weld it together and send its riders thundering out of the plains and onto the road of empire.



CIMMERIA (Medium Kingdom) -- Grim. Moody. Grey skied. The land of Crom amid hills and mountains. A warrior race, the Cimmerians are descendants of ancient Atlantis and only slowly coming again into the ways of civilization after contact with the Hyborian Kingdoms. In battle the Cimmerians are unmatched in the darkly wooded hills of their homeland and few are the invading Aquilonian, Pictish, or Northeim warriors who return from that grey land! A legacy of hatred runs strong amongst Cimmerians for their long time enemies, the Picts.



CORINTHIA (Medium Kingdom) -- Secure behind high mountain passes lie the city states of Corinthia. Notable for their highly disciplined battle phalanxes and fearsome weaponry (halberd and pike), the Corinthians swiftly move towards unity as a Kingdom. A great general is all that Corinthia needs to lead their heavily armoured pikemen down upon a surprised Hyborian world.



DARFAR (Small Kingdom) -- The sharply filed teeth of the Darfar savages haunt the dreams of

even the boldest warriors who have faced them in screaming battle. Actually composed of a various mix of tribes, the Ghanatan and the northern Tibu tribes foremost amongst them. Darfar gains its name from the scattered cannibalistic grassland tribes which most often provide the drive and leadership for empire.



HYPERBOREA (Large Kingdom) -- Cold and heartless, Hyperborea is ruled by grim, gaunt, albino nobles and by the sorcerously powerful witch- women. Safe within their high stone keeps on the snowy Hyperborean plain, the Hyperboreans wield power far beyond their meager resources and small army. Fortress of arcane power in the north, Hyperborea is a spiteful foe to Aquilonia and quite possibly the most dangerous Kingdom of the Hyborian Age.



HYRKANIA (Medium Kingdom) -- Savage horse tribes of the interior steppes, uncivilized in all by the arts of war at which they excel, the Hyrkanians move upon a shifting sea of unrest as turbulent as the fiery ponies upon which they ride. The Hyrkanian tribes war constantly amongst them- selves but when united under a great chief they destroy armies as swiftly as their horse-archers can race across the endless flatlands which encompass them. Trained from childhood in horse and bow, the Hyrkanian cavalry has been called with good reason the finest horse- archers in the world.



IRANISTAN (Medium Kingdom) -- The golden land south of the Ilbars mountains is widely, albeit sparsely inhabited. Ancient and rich, Iranistan uses the Kossaks and the Ilbars hillmen as border defenses to turn back the swift horse-archers of their long standing foes in Turan and Hyrkania. When forced to do battle the well trained Iranistani army is as good as any in the world

of Hyboria.



JUMA'S KlNGDOM (Small Kingdom) -- The warriors of Kulalo receive archer training in the Turanian fashion and thus stand out as the finest archers in any of the Black Kingdoms. Juma's Kingdom is relatively unbeleaguered in early years and can look to the north and south coastlines for easy expansion. The black corsairs of the Southern Isles have become natural enemies over many a skirmish and raid. Under skillful control, Juma's Kingdom can quickly

emerge as a major power in the southern world.



KAMBULJA (Medium Kingdom) -- Ruled by the god-king of the scarlet circle, deep in jungle girdled Angkhor crouches the hungry Kingdom of Kambulja. The Kambuljans are forever locked in war with neighbouring Khitai whose great wizards, the god-kings also contest on an arcane level. The Kambuljan host fields huge mammoths trained and relied upon to smash the formations of the Khitai in battle.



KESHAN (Medium Kingdom) -- A Kingdom of barbaric splendor, the Keshans are well led by nobles and religious leaders who claim descent from the great people of Alkmeenon. Keshan also has a well drilled army patterned after the Stygian military organization. While Stygian troops often raid into northern Keshan, Punt is Keshan's long standing and hereditary enemy.

Keshan lies poised in the midst of a power vacuum and, if well controlled, may emerge as a major power of the Hyborian Age.



KHAURAN (Medium Kingdom) -- Rich in fertile meadowlands and at the center of trade in the

Hyborian world, Khauran is a Kingdom of abundant wealth. Khauran is well ruled by nobles of Kothic descent and lacks not for wizards and powers arcane. The Khauranian nobles disdain the use of horse but hire mercenary cavalry troops as needed. Khauran begins the epoch in strong

alliance with both Koth and Khoraja.



KHITAI (Large Kingdom) -- The ancient empire, stronghold of the world's greatest wizards and

masters of the eastern world, Khitai has a powerful army and a sound leadership based in Paikang, Shu-Chen and Ruo-Chen. Khitai is forever at war with Kambulja to the south whose god-kings vie with them for supremacy in the arcane mysteries of the scarlet circle.



KHORAJA (Small Kingdom) -- Blessed with excellent leadership, a highly diverse and well trained army, a fertile land, and a location central to the rich southern and eastern trade routes, Khoraja is powerful beyond its tiny size. Wizards and priests capable of calling upon unearthly aid are not unknown in Khoraja. Situated over the fractured eastern Shemish Kingdoms, Khoraja

stands at the gates of empire IF through wisdom and cunning Shem, Stygia, and Turan can be held at bay. As the epoch begins, Koth and Khauran stand firmly allied with Khoraja.



KOSALA (Medium Kingdom) -- The Kosalans are an ancient race, decadent but not grown soft. They are devoted to the worship of the god Yajur and their armies are an arm of their religious organization. The Kosalans are aided by ancient magics and a fanatical if untrained populace ever willing to fight and die in battle. Kosala from of old is tied with Vendhya through

intermarriage and treaty and can expect no invasions from that quarter.



KOTH (Large Kingdom) -- Pride of the Hyborian south, Koth is known for its armour making skill

and adventurous people. The Kothic army is powerful and balanced enough to fight against any army of the Hyborian Age. Both Khauran and Khoraja have formed cultural and economic ties which bind Koth into firm alliance with them during the early years of the epoch.



KUSAN (Small Kingdom) -- The westernmost Khitan Kingdom, culturally advanced Kusan relies upon her excellent ambassadors and diplomats (easily the most adept politicians of the age) at least as much as upon her armies. Considered the most challenging position to rule, Kusan must expand its tiny size in the dwindling vacuum between great Khitai in the east and the

Hyrkanian hordes to the west.



KUSH (Medium Kingdom) -- The semi-civilized Black Kingdom of most common knowledge among people of the Hyborian nations is Kush. Proud Kush is seldom raided, the Stygians usually preferring to take their slaves from weaker Darfar or Keshan. Kush in Conan's time is a Kingdom teetering on the road to empire ... or ruin. Good Kings must be fostered lest poor leadership allow the Kingdom to fall into unrest and rebellion.



NEMEDIA (Large Kingdom) -- Nemedia, the central pillar of Hyborian culture and civilization stands ever in defiance to their habitual foes, mighty Aquilonia. The gleaming Nemedian knights are rightly proud for their army which is as diverse as it is deadly. Nemedia may well extend an empire without limit ... IF they can stop the hosts of Aquilonia.



OPHIR (Medium Kingdom) -- A Kingdom of great beauty with gilded knights and high towered cities, Ophir is protected by natural boundaries of mountain and river on all sides but to the south which the Ophirians have well fortified. The Ophirian army is provided for with all that wealth can purchase including the finest training, weapons, and arms as well as being additionally strengthened by mercenary archers from Shem. Unassuming Ophir is powerful enough to begin the red road to empire but small enough to avoid threatening the larger Kingdoms.



PICTLAND (Medium Kingdom) -- Savage, warlike brutish, persistently resistant to civilizing

influences, the Picts inhabit the Primal forest of the Pictish Wilderness. Constantly warring amongst themselves, the Picts must find a leader strong enough to unite the tribes and hurl their vast hordes upon the path of empire.



PUNT (Small Kingdom) -- The barbaric splendor of the Kingdom which is Punt is based upon the bright yellow gold washed down off the central hills. Hereditary enemies of Keshan, Punt must also mistrust the growing power of Zembabwei. If these two foes can be kept at bay, and if a trade route can be established to the gold hungry markets of the Hyborian world, then Punt

may well emerge as supreme among the Black Kingdoms.



SHEM (Medium Kingdom) -- The city states of Shem lie between the ambitions of Koth and the

malignant arcane power of Stygia. The western Shemish states form a loose knit nation with Asgalun as their tiller head. The eastern Shemish states stand in alliance with each other and also with western Shem creating a friendly eastern border. The Shemish Asshuri and the famous

Shemish archers make Shem's armies very strong. Through mercenary service in over a dozen Kingdoms of the western world the Shemish generals have learned well the art of war.



STYGIA (Large Kingdom) -- Slumbering in her desert retreats, protected behind the mighty and

brooding Styx river, lies Stygia. The Stygian army is never without the backing of wizards well versed in black battle magics, most often of the priesthood of Set. The ancient culture of Stygia is in decline, revolving in malignance about itself but it is also the source of a great and evil sorcerous knowledge which may yet gain mastery over the western world.



TOMBALKU (Small Kingdom) -- The vibrant clashing Tombalku culture provides a springboard of energy for expansionist desires. Unless controlled, the white-black conflict in Tombalku may rip the small but powerful Kingdom in two. However, if united and working together, the Tombalku riders, Black spearmen, and White lancers may roll back their bordering nations in a surging red

tide!



TURAN (Large Kingdom) -- Gleaming mailed and silken clad riders, masters of the Vilayet Sea,

Turan revels in sweeping the barely contested wastelands to the west and south. Turan, however, must bear the plague of a thousand frustrations arising from the seemingly indomitable and ever resurgent Kossaks, Zuagirs, and Vilayet pirates. Perpetually battling raiders and quelling revolts from a hundred pinpricking sources, the rulers of Turan must pass their reign in unceasing watchfulness. Turan is a natural enemy to Iranistan and Vendhya but at the beginning of the epoch stands in loose alliance with Hyrkania.



UTTARA KURU (Medium Kingdom) -- Dismissed as a myth in most regions of the world, Uttara Kuru is a land of ancient magics, misty mountains, dense coastal forest, and the strange, haunting architecture of Uttara Kuru City. The people of this Kingdom are fanatically loyal in defense of their homeland. Ancient enemy of great Vendhya, the people of Uttara Kuru must seek empire to the north and east.



VANAHEIM (Medium Kingdom) -- The red haired Vanir are isolated in the northwest and their mailed swordsmen perforce must vent their warlike natures on their Asgardian kin to the east, the savage Picts to the south, or less often upon grim Cimmeria to the southeast. Many a hero of the Hyborian Age was of the Vanir and warriors of Vanaheim are known to be utterly fearless in

combat.



VENDHYA (Large Kingdom) -- Vendhya is an ancient and proud Kingdom, ruled by the Kashatriyan warrior caste and has wizards adept with their own peculiar range of magics. Vendhya is pent up in the north by the savage and virtually unconquerable Ghulistan tribesmen. To the west lies Kosala, made unassailable by the well forged intermarriages between the two Kingdoms. To the east broods Uttara Kuru whose silver tongued diplomats and arrogant wizards have long held the weight of Vendhya at bay. As the huge Vendhyan host continues to swell in size, like a bubble it must burst forth into empire and the day of Vendhyan glory.



ZAMORA (Medium Kingdom) -- Zamora is a land of spider haunted towers and master thieves. The Zamoran army is adequate (Conan called them poltroons), but it is their spies and long lived wizards upon which Zamora relies. What King not departed from his sanity will risk the intrigues of Zamora or worse yet her assassins? Zamora may indeed follow a shadowy path to world mastery with the aid of spells long forgotten and knives which strike swiftly in the dark!



ZEMBABWEI (Medium Kingdom) -- A growing power in the southlands, vital Zembabwei is well led and armed. The Zembabwei command great flying reptiles found only in Zembabwei heartland. These soaring winged mounts strike terror into the hearts of all who behold them. The Zembabwei age of power has just dawned in the days of Conan.



ZINGARA (Medium Kingdom) -- The most powerful sea raiders next to their Argossean rivals, the Zingarans are active supporters of the Zingaran buccaneers (pirates by any other name). Zingara is a proud and rich land, though often torn by civil strife and bitter feuds between powerful members of its nobility. A strong succession of kings and carefully calculated expansion could easily see Zingara as master of the western world -- land and sea.

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* All Hyborian War content and images copyright © Reality Simulations, Inc.

The Hyborian War Beginners Series
When new Hyborian War players ask for help!
Charles Mosteller

If you're a new Hyborian War player, and you ask an experienced player to help you to figure out how to play (so that you can get off to a better start without screwing up too badly), then help them to help you all the more, by providing a copy of your initial turn that RSI sends to you, along with a copy of the blue map for that turn.

I cannot stress enough how very critical it is for the person trying to help you to not be left flying blind by you.

Why?


Because specific information matters. It matters quite a lot. Your situation in your particular game of Hyborian War, particularly if you've joined a game of Hyborian War as a "Standby Player," isn't going to be the same, compared to somebody starting off on Turn #1.

How many imperial armies does your kingdom have? Where are they located? Are they on active status or defensive status? How many troops are in them?

What kinds of troops are in them? Do you have any troops awaiting assignment? What kind of troops are awaiting assignment, and how many of each type?

Are all of your characters free for assigning orders to? Or are some (or even all) of them tied up in set-piece battle, somewhere?

Is your kingdom being invaded? If so, where and by whom? How many different invasions is your kingdom currently experiencing? Is your kingdom invading another kingdom, or are they invading you?

What characters does your kingdom have? Which of your kingdom's original starting characters are dead, and which are still alive?

Do your characters have much magic? If so, what magic spells, specifically and exactly, do they have?

On and on and on and on, little questions like those and others not listed here matter. Your answers to them matter, also. If you just provide a copy of your turn and your blue map, the experienced player helping you won't have to ask you nearly so many questions. They can just browse and read the information and blue map that you have sent to them, plus both they and you will be far less likely to overlook or forget something that matters, unintentionally.

Garbage in, garbage out. If the quality of what you tell them or ask them is low, then you're more likely to receive lower quality feedback and advice. If you ask, "What should I do?" That's a pretty broad and vague question. Typically, on any given turn, there are multiple different things that you can do. What you should do, and what all you can do, might differ in significant ways.

If you're really eager to dispatch assassins after other kingdom's characters, do you even know which of your characters are the best suited for that task? The best assassins in Hyborian War are not always agents. In fact, any character can be issued an order to assassinate characters from other kingdoms.

But the characters that you dispatch to assassinate other kingdom's characters can get captured and jailed, or even end up dead, themselves. If you inadvertently end up getting a bunch of your characters killed off by sending them on assassinations that failed, what are you gonna do then? Do you have a Plan B?

You wanna use a Black Death spell on an enemy? You have to know how. You also have to make sure that you've prepared that spell for use in advance. That's not typically the case with other spells. What if you forget to ask the person helping you about preparing Black Death for use? Players new to Hyborian War do not always ask the right questions, and so you can end up receiving less than ideal advice. Plus, since experienced players of Hyborian War are human, also, they can sometimes just forget or overlook particular things - and especially if you wait until the last minute to seek their help and advice!

Over the years, one of the things that I've noticed that is common with many newcomers to Hyborian War is that they seem a bit apprehensive about providing their turn and blue map. You can certainly choose to withhold those things from the person or persons that you're seeking help from, but potentially, you place your own kingdom at risk by doing so.



"I want your help, but I'm gonna keep you in the dark." Going that route is an invitation to potential disaster. And if the blind lead the blind, both shall fall into the ditch - with the ditch, here, being a bad situation.



Waiting until the last minute to seek help and advice can leave you stranded. There's always somebody on The Road of Kings Hyborian War forum site willing to help you, but not all ROKers log onto that site every single day. Thus, don't wait until the last minute to seek them out for input and feedback and help and advice. It's your kingdom that you place at unnecessary risk, by going that route, not their kingdom.



As you play turn after turn, keeping the person or persons trying to give you guidance and advice in the loop will tend to yield better results, overall, than just getting their help sporadically. Sure, there comes a time to "cut the umbilical cord" of close oversight, if you want to call it that, but if you're new and you're only seeking advice when things are going bad, then you can easily end up missing out on numerous different opportunities that you could have availed your kingdom of, were you not so inconsistent in your approach to touching base with experienced players who are trying to help you, for the very purpose of trying to ensure that you get off to a better start, rather than a worse start.



Getting off to a good start in a game of Hyborian War does not mean just seeking out help and advice for the very first set of turn orders that you send in. For example, to illustrate just one aspect of Hyborian War, for your kingdom to initiate an invasion of another kingdom's province requires multiple turns, in order to pull off, and not just one single turn. After all, you must:

1. Issue an Intent to Invade for the province in question.



2. Assign an army or armies to the invasion for the Strategic Movement phase.



3. If the invasion goes to Set Piece battle, you have to then fill out an extra set of orders that aren't required, if your invasion ends up being resolved as an Open Field battle.

If you failed to assign characters to your invasion army, then they won't be there when you need them. If you assign the wrong characters or troops to your invasion army/armies, then you may end up losing a battle that you could have won, had you bothered to get the details right of your assignments to your invading army/armies.



Should the invasion go to Set Piece, had you played your cards right, an additional Intent to Invade the turn after you first issued your initial Intent to Invade could facilitate you bringing in one or more additional imperial armies on top of the army or armies already preparing to fight it out with the enemy in the forthcoming Set Piece battle.



If you flub things, though, because you chose to embrace a "one turn and you're done" approach to seeking help and advice from an experienced Hyborian War player, then not even the most experienced player in the history of the game can fix bad timing and bad decisions on your part, once it's too late.



It's vastly better to seek help and advice BEFORE you screw up or miss important details, than it is for an experienced player to try and help you figure out how to dig your way out of a real mess of your own creation AFTER the fact.



There is no shame in seeking out help and advice with Hyborian War. In fact, experienced players do it all the time!

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Understanding the Maze's Inner Workings

In the original version of The PBM Maze, when it first started, I would always try to center any maze runner's turn results maze segment (where they could move to and how far that they could see for movement purposes) on the maze runner, himself.

Later, I implemented a "slight change" to aid maze runners in their ability to move further in their next turn, by allowing myself to adjust what point in the maze runner's field of maze vision that their turn results maze segment would center upon.

This was a judgment call on the Maze Narrator's part, but it was never used to the detriment of the maze runners. I also carried over this flexibility from the original version of The PBM Maze to Return to the PBM Maze, when I started it. I just don't think that I ever bothered to mention it. Yet, I have been utilizing this technique in numerous turns of Return to the PBM Maze's turn results. Typically, the turn results maze segments don't vary dramatically off-center, except when maze runners are located in an end corner of the maze or along an outer wall of the maze.

I mention it, now, because Maze Runner #4's end of movement choice resulted in a sterling example of how this flexibility in centering maze segment results can benefit a maze runner significantly, on any given turn. Maze Runner #4 couldn't move any further down the passageway where he found himself at, so I wielded flexibility of centering his turn results maze segment to benefit his ability to move further, than if I had tried to center it, literally, as best as I could have. I never allow the turn results maze segment to center on the maze runner, with part of his maze vision and movement allowance to occupy empty space outside of the maze that doesn't technically exist for game purposes.

Maze Runner #4's maze vision increased this turn, also, which further benefited his ability to see a little bit further into the maze for this turn. It increased from 260, last turn, to 270, this turn. If memory serves me correctly, Maze Runner #3 experienced a decrease to 250 from 260, last turn, but this turn, his maze vision increased by 10, once again, taking him back to 260. Maze Runner's #2's standard maze vision didn't change, from last turn to this turn. Standard maze vision is not the only type of maze vision, however. Dice rolls control the turn-by-turn checks for whether any given maze runner's standard maze vision changes. I roll those dice for each maze runner, each and every turn. Many times, a maze runner's maze vision won't change.

The way that particular aspect of the maze works is that I roll 1d6, and a roll of 1 or 2 results in a maze vision decrease, a roll of 3 or 4 yields no change to maze vision, and a roll of 5 or 6 results in a maze vision increase. This turn, the dice didn't favor Maze Runner #2, but neither did the dice disfavor him, either.

When the maze vision increases in a given turn for everybody, separate and apart from the dice rolls above (which happen anyway, which is why some maze runners sometimes gain more than one maze vision increase in the same turn), other forces in play in the maze can yield a different range of results. If maze runners' maze vision increases by 50, as an example, there tends to be a much more noticeable increase in what their turn results maze segments reveal.

I don't tend to saddle maze runners with large decreases in maze vision, though it certainly can happen. The odds, overall, favor maze vision increases, rather than maze vision decreases. As big as the maze is (perhaps it's a little too big, eh?), decreasing maze vision too much could easily become a nightmare for the maze runners.

As long as a maze runner's number appears within a turn results maze segment, those results are valid. Whatever advantages in movement distance that a maze runner gains from the Maze Narrator's utilization of flexibility of centering on one turn could actually be to their detriment in one or more future turns, particularly if a maze runner later chooses to backtrack. Flexibility of centering decisions are made on a turn-by-turn basis. Whatever has transpired in the past has no bearing on whether I will wield my power to utilize flexibility of centering on any given turn for any given maze runner in the current or future turn(s).

Maze Runners

Rob

Life Force

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Maze Vision = 500

Spider Creature 2

Maze Runner 2 - Turn 14 Orders

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Maze Runner 2 - Turn 14 Results

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You awaken, feeling weak and groggy.

Yet, you do not feel like you once felt. You do not look like you once looked.

You have. . .transformed!

Somehow, some way, you have become part-spider, part-man.



You can no longer carry gold nor weapons.



Now, you hunger!



You must now hunt down your fellow maze runners.



And eat them!



You have grown additional eyes, and your maze vision has increased dramatically.

Steve

Life Force

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Maze Vision = 260

Gold Pieces = 121

Weapon = Spear = 1d6+2

Magic Items

Scroll of Teleportation

Maze Runner 3

Maze Runner 3 - Turn 14 Orders

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Maze Runner 3 - Turn 14 Results

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Your maze vision has increased!

But more walking lies ahead of you. Your mind drifts back to thoughts of home. Here, in the seemingly endless expanse of this maze, no sense of home is to be found in this place.



You wonder what awaits you around the next bend, around every bend and twist and turn of this accursed maze.



Your nose for adventure smells something ahead. What, exactly, you cannot say, you can only guess.


Will reward be yours? Does danger lurk?

Richard

Life Force

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Maze Vision = 270

Gold Pieces = 43

Weapon = Battleaxe = 2d6

Maze Runner 4

Maze Runner 4 - Turn 14 Orders

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Maze Runner 4 - Turn 14 Results

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Your maze vision has increased!

It seemed like forever, since you last walked the winding passageways of this maze. Even still, it was good to be out of that dark cavern. How much time had you been in there?

And to think - you got out of there in just the nick of time. How easily you dispatched those orcs that you came face-to-face with in the darkness.



Perhaps your fate was not that of being some other foul creature's next meal.



Just then, though, a chill came over you.



You now have a map, and if you don't lose it, perhaps it will serve you well.

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Galaxy #223

The ongoing Saga of Galaxy #223 in Galac-Tac

Heading Towards Turn #6

The Issue of Time

My turn orders for Turn #6, I am not quite finished with, just yet. Six turns isn't a long way into the game after starting from scratch with Turn #1, but it is far enough into the process that the amount of time that it takes to issue a full set of orders with a lot of thought put into them begins to become more and more noticeable.



This stems, in part, from simply having built a lot of new starships, since this game of Galac-Tac began. It also stems from the fact that Galac-Tac is a game that requires an investment of time on the player's part in order to maximize your chances of doing well, compared to your fellow players in the game.



Heading into Turn #6, there's a lot more at stake than heading into the first few turns of the game. The gravity of importance in the orders that you issue begins to weigh upon you all the more.



Various considerations begin to take on a heightened sense of criticality. If for any reason, at all, you can't get resources harvested from other star systems transported to your homeworld system in a timely manner, then your empire is going to struggle - both economically and militarily.



To fund your empire's war machine, you've got to have an economy that is humming. To transport lots of resources (PV) from lots of other star systems to your homeworld requires substantial transport capacity in the form of freighters. And just one or two freighters simply aren't enough to get the job done.



As long as your homeworld system is intact and under your control, you'll always enjoy a bare minimum of PI (cash) to spend to build new starships and/or platforms with. But that will only get you and your empire just so far.



Galac-Tac is definitely a "thinking man's" (or "thinking woman's") game. There's a lot about it to like. There's a lot about it that I like.



Which makes me wonder all the more, why does it have so few players, at present, and why did it suffer from player retention problems, both historically and in recent years?



Galac-Tac is a game that should be booming with players. Yet, the reality is that it isn't. What a pity, eh?



Of course, it's much too early, yet, for me to ascertain whether the game will continue to hold the bulk of its appeal to me, as I go forward, turn after turn after turn. Maybe it will. Maybe it won't. I'll just have to continuing playing it for a while longer, and see for myself, firsthand, how the different dynamics of the game interact with one another and with the players.



Does Galac-Tac have untapped potential? Absolutely! I have no doubt, whatsoever, about that. But even if that untapped potential were tapped, that's no guarantee that players will then begin flooding in to give the game a try. That goes to the very core of why there's no one, single thing that can be changed, to dramatically turn Galac-Tac's player base's fortunes around.



But that doesn't mean that it would necessarily require an arm and a leg of effort, nor a huge amount of time-investment, to bolster Galac-Tac's chances of competing more effectively for both new players and for player retention.



Ultimately, I ask myself this question: Will the current Galac-Tac status quo prove sufficient, in and of itself, to spark an influx of new players and then retain them over the long run?



Right now, headed into Turn #6, my answer to that question would be, "No."



But who is to say what my answer to that question would be after, say, twenty turns?



A lot of PBM games have underwent changes down through the years and decades. Galac-Tac has, also, and more than once. I don't view any PBM games to be sacred cows. Times change. People change. Tastes in gaming change. A PBM game that won't change can easily end up an endangered dinosaur.



Space warfare type games always seem to have a following. Gamers, many of them though not all of them, are interested in outer space and science fiction. It's very imaginative stuff. Those are big pluses to have in Galac-Tac's corner.



PBM games that have been around a long while remind me of old houses. If you go and look at old houses, your eyes will tend to quickly latch onto a variety of different things that you either dislike or that you think could stand with a bit of improvement. Something as simple as a fresh coat of paint can address some shortcomings in old houses. Some might need a little more work of consequence, such as a leaking roof, or a rotted floor, or maybe some outdated carpet or other floor product. But none of those, standing alone, mean that an old house has lost it's architectural beauty or overall visual appeal. Some can see past an old houses' shortcomings, whereas others cannot.



The core of Galac-Tac is sound. It's got what I would term a "sound foundation." For instance, I really love the way that constructing new starships at a production center's shipyard works. You can construct a variety of different ship types in just one turn. Yet, some starships require multiple turns to complete construction, depending upon their size. This makes sense.



As long as you have enough PI on hand at your homeworld's production system, you can build as many starships as you want to build, provided that you can afford them. On Turn #5, for example, my empire built ten starships and one platform. Galac-Tac's ship building system provides players with lots of flexibility, and if you want to, you can quickly begin amassing many, many ships.



But then once they're built, if you want them to do something in-game, you then have to invest the time necessary to issue orders to all of them. This can end up feeling like a lot of fun or a lot of work, depending upon how one chooses to look at it, and depending upon how many starships that you've taken it upon yourself to order the construction of.



Nonetheless, it's a system that enables you to conduct a lot of experimentation on your own.



The mechanics of the game that is Galac-Tac, and how things interact with one another, requires the passing of time and the processing of turns, in order to develop a greater appreciation for them. I can imagine all kinds of different things, but how they actually play out when turn orders get processed is where the beauty of Galac-Tac really begins to shine.



One thing well worth pointing out, highlighting, and underscoring for readers of PBM Chaos is that lots of turn orders for Galac-Tac can actually be issued in a relatively quick and easy fashion (especially if you're issuing your turn orders via the GTac player assistant program for Galac-Tac). But better turn results will likely result, if you put more time into thinking your turn orders through, than if you just rush through things, just in order to get done quickly.



Heading into Turn #6, which will get processed this upcoming Saturday, November 22nd, 2025, I find myself thinking more and more about the concept of balance in the composition of my overall assortment of starships that my empire has constructed over the course of the previous five turns. Do I have too much of this? Do I have too little of that? Back and forth through my mind, over and over, again and again. There's something to be said for a PBM game that one thinks about, even when they aren't playing it.



I find myself thinking about Galac-Tac Galaxy #223 a lot. With two weeks between each turn, this processing schedule affords me lots of time and opportunities to think about what turn orders that I want to issue. Two weeks between turns also provides my mind with plenty of downtime between turns - a bit too much downtime, if you ask me.



Downtime between turns also forms opportunities to get distracted from the game. What constitute the "right processing time" will vary from person to person to person. While five turns under my belt in this game of Galac-Tac, thus far, isn't one whole heck of a lot, as for how I feel, right now, I probably would not be inclined to start another game of Galac-Tac where turns only get processed once every two weeks. Your personal mileage may vary from mine on this.



Of course, assuming that my empire continues to grow, there may come a point in time where my thinking and my personal preference on the turn processing schedule for games of Galac-Tac may begin to shift. If so, then I will elaborate on that in a future Galaxy #223 article.



Currently, I have more colony systems and charted-but-undeveloped star systems from which I can harvest/gather resources (PV) for transport back to my homeworld system for conversion into PI for building new starships and platforms than I have freighters enough to transport them all. Even still, as part of trying to look ahead and think ahead and plan ahead, my mind always wanders the fertile imaginative ground of bringing even more new production systems online.



That will take time and the allocation of 30 PI per colony system that I want to upgrade to a production system. And right now, trying to maintain some kind of military edge over my empire's adversaries tends to result in hogging the lion's share of my empire's available PI for spending on construction projects. It keeps going back to that concept of balance that I spoke about earlier.



The "right balance" is not an unchanging constant. Indeed, the "right balance" could easily change from turn to turn. It's not hard for me to see that. With each new turn comes the prospect of changing priorities, and you can't really ever hope to strike the "right balance," if you don't take your empire's current priorities into consideration, whatever turn in the game it might be.

Galaxy #223 Player Blurbs

Player Blurb - Ajwan

Your text goes here

Player Blurb - Brendan

No player blurb received.

Player Blurb - Djinny

Your text goes here

Player Blurb - Hammer

I have been stuck on 4 GTac orders for more than 4 days!



Hammer, Minister of War

Player Blurb - Richard

No player blurb received.

Player Blurb - GrimFinger

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Even suffering the loss of only a very few starships in a turn creates gaps in capability. Thus, as this game of Galac-Tac, Galaxy #223, heads into Turn #6, I find myself unable to persuade myself that construction on new starships should be paused for my empire.

Right now, I'm weighing what I feel will be the right balance of offensive and defensive military operations in my next set of turn orders. Those unintended attacks on several Saydonia starships complicate matters more than usual, yet simultaneously, I have other empires to concern myself with, in the form of the Wyvern Supremacy and/or the Kroji Konfederation.

They're still out there, after all, and both of their empires are still very much intact.

So far, I've submitted turn orders for Turn #6 a number of different times, only to make changes, and submit them anew. With Turn #6 due to be processed a mere five days from now, I'm still not done running an array of different scenarios through my mind. As always, decisions,  decisions, decisions. . .

I will be ordering an increase in the number of CHART missions to be carried out on my empire's behalf in Turn #6. We'll see if it shall be sufficient to boost my empire back into the 100th percentile on the old Empire Valuation score. Plus, as always, charting unexplored star systems that remain out there (there's still a LOT of star systems still unexplored, yet) will provide me even more options when it comes time for me to decide where to construct new colonies for my Yonds of Droon.

By the time that I get around to issuing orders to all of my empire's warships on my turn orders for Turn #6, I may have to roll back some of my decisions to issue even more CLASSIFY orders, which is what basically creates blueprints for my shipyard to go by, when trying to construct starships and platforms.

Talisman Games GM
, Davin Church, was able to clear up for me an issue that I was encountering, when I would try to spend as much of my empire's available PI as I had on hand. As it turned out, there wasn't a real problem to solve. Most excellent! I thought that I was perhaps trying to spend more PI than I had, by way of overlooking something that I ordered, but which I was not accounting for in my manual adding up of the numbers. Here is Davin's explanation for your (and my empires' spies') reading pleasure.

Aha! That is indeed a bug in error-checking. You have loaded 1014 with PI and then used it to Colonize. This is not a problem, but players rarely do that. The Colonize command will load its own PI and most players just let it do that rather than pre-loading in advance. Consequently, nobody has ever noticed that pre-loading it doesn't mark the ship as already loaded, so it tries to spend the same PI again.

You may ignore that error, or if you remove the LOAD 1014 then it won't complain in the first place. Either way, you're OK!



Thanks for the report!

Davin

What it boils down to for me is whether I end up building an additional starship in Turn #6 or not. Yeah, you guessed it - another warship!

With Player Ajwan having survived an invasion of her empire's homeworld in a different game of Galac-Tac, recently, her survival of such a massive attack against her in that game will likely serve to embolden her in this game. In my heart of interstellar hearts, I can just sense that Ajwan wants to blast my empire. That trigger finger of hers is definitely of the itchy variety, I do believe.

If only I enjoyed the luxury of just ignoring the evil Wyvern Supremacy and the dastardly Kroji Konfederation. But war is afoot! Such enemies no doubt sit and stir their pots of revenge against my beloved Yonds of Droon. If everyone in Galac-Tac stayed friendly and peaceful with one another, though, then where would that leave us? Indeed, where would that leave you, dear readers of PBM Chaos?

I am still developing my theories of war for playing Galac-Tac. How to play offense, how to play defense, and how to play both offense and defense, simultaneously - these are all core concerns of mine. Heading into Turn #6 still leaves my empire in the early phase of the game, but no longer in the starting phase of the game. That's my take on it, anyway, as I sit here pondering things at the moment.

I'm pondering both the big picture and several different little pictures of the current state of this particular game and the various different empires that populate the star map for it. My mind wanders as it wonders about all sorts of different things. I like thinking about things like this. A silent serenade of thought, as the different possibilities reach out to make themselves known to me, each vying in turn for my attention. Which of them shall become my empire's actual priorities, and which of them shall get shunned and be forced to wait for a new day to make their case to me, anew, for my attention and a proper share of the imperial budget?

It all comes back to resources. It all comes right back to competing priorities. So much to do, yet so restrained by such a modest production of resources. Turn #6 is still way too early, it seems, for me to escape the chains of sharp resource limitations that loom large over all considerations. There's just no escaping that reality at this juncture in time, regardless of what all is happening in the stars all around me.

Messages sent by my empire to some of the other empires in the game via Galac-Tac's built-in message system several turns ago remain unresponded to by more than one of them. So, maybe there's no real point in me even making use of that communication system. Missed opportunities for these other empires that have opted for silence via that mechanism.

The economic realities that restrain my own empire's hand also restrain my enemies' hands, as well. How much PI do they have just sitting around unused, that they can allocate to their respective war efforts against my empire? How strong, currently, are their own economic engines and transport capabilities? War is expensive, even if it's all still relatively small scale at this point in time. Huge fleets of very powerful starships remain relegated to the realm of pure fantasy headed into Turn #6. Even now, for all of my efforts thus far, my empire still has less than 200 PI to spend in any given turn. Talk about enough to make a man cuss!

Once the results for Turn #6 process on this upcoming Saturday morning, I should have a lot more to say. Receiving one's turn results in this particular game of Galac-Tac is like taking freshly-baked bread out of the oven. I can't help but to wonder whether Player Djinni is enjoying the fireworks that have been visited upon her empire, thus far in this game. She was the one to initially inject that word into this game's galactic lexicon, after all.

If I were to just suddenly ceases and desist with my attacks upon Kroji shipping, Player Djinni and her entire empire might suddenly die of loneliness. Out of respect for her, I'll have to keep the pressure on. Take the foot off the throat of an experienced player, and that can quickly come back to haunt you. After all, if anyone can dig themselves out from a hole that their empire finds itself in, it's definitely an experienced player.

I have some hard choices, some really hard choices, to make for my turn orders for this next turn. I must resist the temptation to just list them all, here and now, for to do so would be a real boon to my enemies' ability to prepare and to prioritize. For all that I know about this game, at present, there's still so very much that I don't know.

Information deficiencies complicate the ability of my empire to wage information warfare effectively. So many stars, so many information source points. My empire simply lacks the necessary number of starships to render the decision-making process on my end simple and straightforward. Thus do risks and risk-taking continue to dominate the viewscape, from my empire's perspective.

When my empire's enemies begin to rally and to bring the war to my empire's doorstep, this will bring with it new challenges and new risks, but new opportunities, also. When they crawl out of their respective holes and fling their empires' warships across the stars in their bids for retaliation, they will also open the door for me to take advantage of the shifting of their military assets. I don't know, yet, what the exact challenges and risks will be, but what I do know beyond any shadow of a doubt is that very localized balances of power will shift. It is imperative that my empire's war machine be prepared to exploit openings that this shift in dynamics presents.

Much like my own empire, their military assets can't be everywhere all at once, simultaneously, and certainly not on Turn #6. They have to pick and choose very carefully where they will move their starships to, and as experience taught me well oh so very long ago, the timing of when they do whatever it is that they ultimately choose to do can be everything.

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The artistic inspiration of Basil Wolverton.

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

Image link to PBM Patreon site.

Another stray dog of an issue - a day late and more than a dollar short, but it could be a lot worse (not to belittle the fact that is was late out of the publication door, mind you). But no real point in beating this dead horse. It won't change what already is.

I'll make a major push to get Issue #55 published on time. It's just a gut feeling, but I think next issue will be a better issue, overall, than this issue. It not due to something that I know that any of you don't know, but rather, it's just a feeling that I have in my gut, as I sit here, tonight, trying to finish this issue up once and for all.

The player blurbs for this issue barely materialized, at all, with most Galac-Tac players in Galaxy #223 not sending one in for this issue. I sometimes wonder if anyone is reading the stuff that gets written about Galaxy #223, even though a part of me knows full well that someone always read pretty much anything that PBM Chaos publishes, even if not everyone reads every last

item.



Over on the Talisman Games website, the Galaxies Filling box is still stuck at just one galaxy currently filling, Galaxy #228. It's shifted from one to a few. PBMer Hammer should be happy that someone else has signed up for this game. It's slow going, for sure. This particular game of Galac-Tac will be processing turns once a week, when and if it starts.



Every time I wonder why more people aren't signing up for or playing games of Galac-Tac, my mind drifts back to when I used to read those PBM ads for Hyborian War, back in the 1980s. It was months of me looking at, reading, and pondering those ads, before I ever took the next step of sending off for more information about that PBM game. How many articles about Galaxy #223 and how many player blurbs must be written, before others' curiosity begins to get the best of them, and they then actually give the game a try?



I suspect that the Thanksgiving Day holiday won't disrupt PBM Chaos' publication schedule. It's still way too far out ahead of Christmas for me to make a determination on that holiday. Christmas Day falls on a Thursday, this year, but I've no expectation, whatsoever, that any real work on PBM Chaos will get done for at least two or three days, that week. We'll just have to play it by ear. Christmas Day 2025 falls about halfway between the scheduled publication dates for Issues #59 and #60. Just trying to give one and all a heads up, well ahead of time.



For Return to the PBM Maze, this issue, I didn't know what was going to happen to Maze Runner #2. My gut told me ahead of time that the spider was probably gonna either kill him or continue sucking the life out of him. When his fate was finally resolved, I got tickled, because I thought that it was funny that he transformed into some kind of spider creature. I really hadn't envisioned this, when I started running Return to the PBM Maze. It will be interesting to see if any of the other maze runners end up as spider food in the coming turns.



The PBM Maze is a big place. It may take this spider creature a while to track down its potential victims. And just because it can see much further than the other maze runners, that doesn't mean that it knows which maze passageways to travel through, necessarily.



Since we are in the middle of a drought of PBM material sent in by either PBMers or PBM GMs, I don't tend to run as many PBM ads as I used to. That's why I currently only run some PBM ads intermittently, now, if at all. A lack of participation begets a lack of advertising. The weather forecast for PBM activity from now to next issue is more of the same bone dry season. Who knows? Maybe one day, PBM Chaos will dry up and blow away. Fortunately, it's not 100% participation dependent.



As the first two issues of PBM Zombies has recently demonstrated, people aren't even wiling to write two or three sentences a month about something of PBM interest to them. That's perhaps just the current reality of the PBM scene. Some of them post in their favorite PBM game's forum or Discord, which isn't a bad thing, and technically speaking, PBM Chaos tends to cater to and appeal to - well, what do we cater to and appeal to? A more general PBM segment of the overall PBM population? A small cross-section of the PBM nostalgic? Something else?



That Colonel Sanders Halloween costume of MaddMattParker's that he posted over in the general channel of the SuperNova Discord chat server looked great. You really should check it out.



It's 7:21 PM, here. on a Tuesday night. I guess that I should wrap this up, and try to do a little bit of proofreading.



As always, happy PBM gaming and happy PBM reading!



Charles Mosteller

Editor of PBM Chao

Write to PBM Chaos at
[email protected]

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