͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ 
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ISSUE 52

November 4th, 2025

NOTE: This issue of PBM Chaos is being published late, a day later than scheduled!

CONTENTS

Coming In Next Issue

Editorial

PBM News

Battle of the Gods: A Play-By-Mail Game of Almighty Conflict

52 Card Pick Up

(B)reak (P)eace (T)reaty with (Kingdom abrv)

Return to the PBM Maze

Galaxy #223: Careening Towards Turn #5

Galvidiere: A Modern Day Play-By-Mail Game

Until Next Issue
PBM image ad for the new PlayByMail Discord

COMING IN NEXT ISSUE

More Galac-Tac!
.

More Hyborian War!

.

Plus whatever anyone else submits!

.

Editorial

Welcome, PBMers, to Issue #52!

Well, this issue published late. Let the funeral procession commence!

Maintaining adherence to the set publication schedule is always a top priority for PBM Chaos, but real life in the real world will, at times, trump even the highest priority of my PBM hobby interests.



Yesterday, the real world received priority by me, and by the time Monday night rolled around, I was exhausted. I didn't really get to work on finishing up Issue #52, yesterday. The end result of that was that Issue #52 would publish late, if it was to publish, at all.



It is currently 7:49 PM on Tuesday night, as I type these words in this editorial. I hope that you appreciate what effort went into making this particular issue of PBM Chaos a reality, at all.



I don't even know how many articles that I have written, lately, for issues of PBM Chaos and PBM Zombies magazine. It sure seems like a lot, though. Anyone else out there wanna give it a try and keep up?

I've still got to do some proofreading, tonight, before I let this issue off the leash. Maybe I really need to rethink this whole thing.



Late though this issue may be, I think that the Hyborian War article that's included turned out pretty good. You can judge it for yourself, though.



In last issue, I'm not sure how an image ended up missing from the Editorial Section. Go figure! I wish that I had an answer to that mystery for you, but I don't. Sorry!



When I get this issue finished up tonight (and I will), I'm gonna take tomorrow off, for sure, from working on all of this PBM stuff.



Maybe things will go more smoothly for next issue. As ever, we lie in an imperfect world, and the best laid plans of mice, men, and PBM publication publishers can - and do - go astray. There's no perfect path forward, for better or for worse.

Charles Mosteller
Editor of PBM Chaos
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Issue #2 of PBM Zombies has published!

PBM image ad for PBM Zombies Issue #2
Click the image above to grab your copy of Issue #2 of PBM Zombies magazine in PDF format!

To me, it's always PBM news when a new issue of a PBM magazine publishes (even if I'm the one who published it).

If you have feedback to offer on Issue #2 of PBM Zombies magazine, then be sure to send it it to me, so that I can share it with all of our readers.

Battle of the Gods

A Play-By-Mail Game of Almighty Conflict

Charles Mosteller

How do you write an article about a play by mail game that you've never actually played?

You see, that's the situation that I find myself in, right now. However, it's also a situation that I deliberately got myself into by including in last issue's Coming In Next Issue section that there would be a Battle of the Gods article in this issue of PBM Chaos.

Well, here's another fine mess that I've gotten me into, to self-inflict a staple line of Oliver Hardy's upon myself.



I suppose that I chose to commit to writing this article about this PBM game that is no longer in existence for the very simple reason that the rulebook for it, which is what that photo with a giant hand in it shows the front cover of, has been sitting on top of my desk for a few weeks, now.



It's a bright and colorful cover. The back cover is similar to the front cover, only there a giant yellow hand on it sporting long fingernails, and a couple of planets atop that red grid of squares, along with part of a giant yellow sun in the background.



The rules are covered in sixteen pages (20, if you count front and back inside and outside cover pages). This would have been the handiwork of a professional printer shop, I'd imagine. Length-wise, it's a sharp contrast to most rulebooks that today's remaining PBM games bring to the table of customers' consideration.



Battle of the Gods was run by a PBM company called Integral Games. Back in the day, they operated out of Arlington, Texas. This PBM game was designed by Neil Patrick Moore and Derek Stanovsky. The cover art for the rulebook was created by the talented Tony King.



Numerous playtesters for Battle of the Gods are prominently mentioned on Page One of the rulebook.



This PBM game dealt with strategic and tactical conflict between what the rulebook characterizes as "almighty powers of the universe." Players would seek to manipulate the universe to their own ends. A game of Battle of the Gods was comprised of ten players.



Stuck between the pages of the copy of this game's rulebook that I have in my possession was also a small Rules Errata Sheet which provided nine different corrections for this relatively short rulebook. Still, it was nice to see that Integral Games made the effort to provide such an update of their rulebook to their players.



Additional loose sheets of paper tucked

into the pages of this rulebook were a one-page list of Integral Games' House Rules, a one-page Set-Up Sheet for Battle of the Gods, a one-page flyer for the game, and a typed letter from a one Stefan Jones addressed to Integral Games.



On the back of this typed letter from Stefan, someone at Integral Games had handwritten a full page reply to his letter in blue ink. It's difficult to read the signature of the individual who replied, but if I had to bet money on who it was, my money would be on game designer Neil Patrick Moore.



The handwriting of the letter, itself, is quite legible and easy to read. To run turns of Battle of the Gods, Integral Games used a TR80 Mod III with two Tandem 400 drives, each of which was capable of storing 1 MB of data. I'm guessing that he meant to say a TRS-80.



The operating system was New Dos. And the printer that handled the all-important task of printing players turn results? It was a Gemini.



This handwritten reply confirmed that at that time, which was August 18th (though it doesn't provide a year in the date listed at the top of the reply), Battle of the Gods was the only game that Integral Games was running.

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Stefan's letter to Integral Games clarifies why he was writing to them. He had been asked to do a piece for The Space Gamer magazine (now defunct). Specifically, for the Keeping Posted section of that magazine.

Mister Jones
solicited Integral Games' participation in his letter's inquiries. He was especially interested in the equipment that Integral Games used to moderate their games, and he wanted to know how that PBM company used their equipment.

Was Integral Games' system a "fully computerized system?" Or did they just use their system for "record keeping?"

Perhaps most interesting of all, Stefan inquired into what Integral Games thought about the future of PBM, a topic near and dear to the hearts of PBM Chaos and its readers, today, all these many years/decades later.

1. Do you think small, powerful game
computers able to run complex games and simulations hurt more traditional PBM gaming?

2. Will PBModem games and the like replace PBM?

3. Do you have any thoughts on the future of PBM and computers?


Very relevant questions, both then and now. And I suppose that you're now interested in what Mister Moore's replies to those very same questions were, huh?

Three of the five paragraphs of this one page reply were devoted to answering those three specific questions.



The whole reply was comprised of only a dozen or so sentences. You know how it is when you write by hand, though. Most people who write by hand tend to write bigger, rather than smaller. At least, I think that's the case, but I could be wrong about that.



While I leave you in the dark on his responses to Stefan's questions, so that you, yourself, might ponder all the more what your own reply to those very same questions might have been, had you been in Neil Patrick Moore's shoes back then, Wikipedia's list of play by mail games led me to an old PBM article authored by Mike Gray for Dragon Magazine (also now defunct).



Issue #96, to be specific. It was an article titled PBM update: news & views - One man’s perspective on the play-by-mail industry. Mike's take on Battle of the Gods was covered in the space of a little more than two half columns in that issue of Dragon magazine.



In his coverage of Battle of the Gods in that issue, Mike Gray offers up both praise and, get this, criticism of that PBM game -and within the span of just slightly more than a single column out of a three-column page layout.



Half of the players in Mike Gray's game of Battle of the Gods dropped out, he said. Player drops were - and remain - one of the true banes of play by mail gaming. I've bought computer games before, though, that only managed to command my attention for just a few short minutes, before losing my interest, forever.

Hello Charles,



I am just now seeing the emails you sent since yesterday. This is beyond anything I would have expected, and I am so grateful that you reached out to me in Discord regarding my approach to asking questions. Your information has really changed this experience for me. 

I will review the lasting information and prepare my Turn for submission later today.



I truly don't know how to express how thankful I am other than saying it again, THANK YOU - THANK YOU!!!

Terrence

Terrence,

You're quite welcome for the information and help. I hope that you enjoy your foray into Hyborian War!

It really is a great play by mail game, and I encourage you to stick your first game of Hyborian War out through thick or thin, come hell or high water.

When the going gets rough in the Hyborian Age, just hang in there and power through it. Everyone gets their fair share of bumps and bruises going through the learning process. You won't likely be any different.

Just stay focused, and don't put issuing your turn orders off too long, because you definitely don't want to end up receiving a maintenance turn - which can really gut your kingdom's momentum.

Your enemies will teach you how to play the game. In order to beat your kingdom, they have to reveal to you the tricks of the trade.

I wish you well, my PBM friend!


Charles Mosteller

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I have been waiting for nearly a month to write this article for Issue Fifty-Two!



When we were children, a deck of 52 playing cards was fascinating.



At a certain age, some adults, including my parents, began teaching us some simple card

games; including, War and what became a favorite pastime, Solitaire.



Go Fish was another entertaining card game, along with a variation, where you spread all the cards individually face down on the floor or dining room table, before beginning the process of turning two cards over at a time and placing a “matching pair” in your pile, as you tried to collect more pairs than the other players and, thus, winning the game!



Some people played that only a Heart and Diamond pair, or Club and Spade pair, was allowed to be counted as an Official Pair; while other players emphatically insisted that any two of a kind counted as a Matching Pair!



However, there was one card game that was played very infrequently.



It was called 52 Card Pick Up.



An unsuspecting victim was asked if they wanted to play 52 Card Pick Up.



Said victim, enthusiastically wanting to play a new card game, would immediately say: Yes!



Someone would nonchalantly shuffle the deck of cards, then ask: Are You Ready?



The enthused victim would say: Yes!



Then the dealer would throw the deck of 52 playing cards up in the air and shout: Pick Them Up!



The flabbergasted victim would be stunned and dumbfounded, as the cards scattered on the floor.



The dealer would respond: You said you wanted to play 52 Card Pick Up. So … Pick Them Up!



Everyone would be laughing.



Except for the victim.



Some victims would reluctantly pick them up one-at-a-time, while others would scoop up several-at-a-time, while a rare few would just storm out of the room, leaving the cards on the floor for one of the perpetrators to pick up.



Such an innocent card game has proven to be a valuable life-lesson for those who learn.



When the cards that you have been dealt in life are strewn all across the room …just take the time to pick them up … and sort them out as best you can.



Better days are ahead of you!

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* All Star Fleet Battles Online content and images copyright © Franz Games, LLC.

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

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

(B)reak (P)eace (T)reaty with (Kingdom abrv)

Charles Mosteller

Ah, peace treaties!



If ever the players of Hyborian War moaned, groaned, whined, bitched, complained, and lamented about anything, it is peace treaties that are the great source of their unending sorrow.



Never you mind that the concept of peace treaties is actually one of the true master strokes of gaming genius crafted into the design of Reality Simulations, Inc.'s Hyborian War. A great many Hyborian War players, veterans of countless battles and wars that have taken place during the famed Hyborian Age, contend unceasingly that RSI needs to "fix" peace treaties.



But how would RSI go about such, even if it were inclined to do so?



There are a variety of different ways to approach peace treaties, if RSI can ever be persuaded and convinced that they need to, at long last, do something, do anything, to provide some remedy for Hyborian War players' torment unending.



Eliminating pace treaties entirely from Hyborian War would be a grave mistake of incalculable magnitude, in my considered opinion. Critics of peace treaties in Hyborian War are not the only ones who have pondered peace treaties, as implemented. I'm no newcomer to the discussion and debate over peace treaties.



In games of Hyborian War, I tend to wield peace treaties like weapons. If veteran players of Hyborian War hold peace treaties in such disdain, because the name of the game is Hyborian War and not Hyborian Peace, why then are they simultaneously clamoring and scurrying like cockroaches pleading for mercy to be bestowed by RSI on them, in the form of RSI doing something to finally, at long last, "fix" those dreadful old peace treaties?



Me? I'm more than willing to slap peace treaties onto other players in Hyborian War, and leaving them to rot for entire war seasons in chains of peace forged with deliberateness in my mind.



While this issue of PBM Chaos is already late, there's no need in me going into long and exhausting details about various different ways that RSI could approach the task of finally "doing something" about peace treaties in Hyborian War.

So, let me serve up a few tasty and tantalizing options that both RSI and Hyborian War players might like to sample anew, under the light of a new day (even though its already pitch dark where I am at a mere 6:37 PM on this Tuesday evening.

Eliminate Peace Treaties Entirely

By Changing The Game's Code

This approach would likely be time-consuming and risky. And on top of that, all of those kingdoms currently dependent upon an advantage in diplomacy will suddenly find themselves utterly at the mercy of militarily powerful kingdoms played by players of the game who won't be inclined to show mercy. Instead, militarily powerful kingdoms will romp all over the suddenly-made-diplomacy-weak kingdoms in the game. To me, this option is a genuine no-go.

Whatever problem there might be with the current incarnation of peace treaties in Hyborian War, the underlying core concept of peace treaties remains as sound as it ever was. It is the chosen method of implementation by RSI long, long ago, which is where any efforts to "fix" peace treaties should be focused, and not upon the concept of peace treaties, itself.



Wholesale elimination of peace treaties would necessarily also entail an accompanying rebalancing of the game, and seeing as how there are 36 different player kingdoms in Hyborian War that players can play, how much time and effort would that part of this overall approach require, not even counting the time required to figure out and to implement the programming changes necessary?

Language-based Peace Treaty Limitation

I've long felt that this might be an interesting way to impede and limit the use of peace treaties by players to such a wide degree, as is the case, today, and has long been the case.

In a nutshell, characters would be able to speak one more more languages (Zingaran, Aquilonian, Iranistani, etc.), and if your characters didn't speak the language of the kingdom that you tried to negotiate peace with, such diplomatic efforts would either fail outright, or they would only have a relatively small chance of success, at most (perhaps a zero to ten percent chance of succeeding).

How much work would this approach end up being, and how much time would it take to program it, in order to implement it effectively? No idea. I'm not a programmer, so RSI would be the ones best situated to determine that.



Does everyone in the Hyborian Age speak all languages, you reckon?

Eliminate All Peace Treaties Via A Process Change, Rather Than A Programming Change

The quickest and easiest way to eliminate peace treaties from Hyborian War, whether across all games of Hyborian War, or for specific individual games of Hyborian War, would likely be for RSI personnel to simply stop inputting the Negotiate Peace command for characters that seek to attempt to negotiate peace with another kingdom.

This approach would require zero programming changes, where manually entering players' turn orders into RSI's computers that Hyborian War turns are run on are concerned. I have no idea to what extent, if at all, that RSI currently has mechanisms on its end that automate the data entry of turn orders for processing.

Change The Percentage-Based Chances of Success and Failure of Characters Obtaining Peace Treaties

Not knowing the inner details of how the peace treaty end of the Hyborian War program is designed or works, I suspect that this approach would entail changes to either the game's code, itself, or to base data files, or to some combination of the two.



I have no idea how complicated or simple this approach would actually be. It strikes me as a potentially viable option for "fixing" the problem with peace treaties.

Implement a (B)reak (P)eace (T)reaty with (Kingdom Abbreviation) Character Command

Hyborian War already has a portion of programming that allows characters to negotiate peace with other kingdoms. Therefore, why would it be unduly difficult to simply copy that same code, change a small portion of wording that appears in turn results, and it simply work exactly the

opposite of gaining a peace treaty?

This strikes me as an option that seems viable and holds promise. The underlying code to implement peace treaties is already in place. Just have an identical piece of code that breaks the peace treaty, instead of creating one.

Implement a Monarch-Only Command To Revoke Peace Treaties Previously Granted

Monarchs only get one command per turn, so requiring that the kingdom's monarch be the key to ending a peace treaty would automatically limit its frequency of use.

Under this approach, a maximum of just one, single peace treaty could be broken by a kingdom on any given turn.

Just incorporate a 100% success rate for monarchs' attempts to break peace treaties. The sovereign's will is law!

Eliminate Tribute

RSI could eliminate tribute from the game, by disallowing that option to be used anymore by players.

This won't eliminate peace treaties completely, nor even most peace treaties, but it would yield a noticeable reduction in the amount of peace treaties that end up being successfully negotiated.

This approach could be implemented via either programming changes or a change to the process of entering players' turn orders. Just don't key in any tribute declarations when entering players' turn orders, and voila! Instant fix.

Allow Some Games Of Hyborian War To
Be Played Without Peace Treaties

Rarely if ever does one size fit all. Accordingly, RSI could implement a change that would allow some games of Hyborian War to remain as they currently are, while other games could be played without RSI inputting any turn orders for Negotiating Peace and declaring tribute.



I've been told by more than one player that you don't have to send a character to negotiate peace, as long as you pay tribute, in order to have a chance of successfully gaining a peace treaty. I have never tried this route, myself, so I can't say for 100% certain whether the game actually works that way or not. Maybe that's the way that the game was originally designed, and some of us players are just slow to catch on to the tricks of the trade, so to speak.



If preferable, RSI could simply limit the No Peace Treaty Game option to organized games of Hyborian War - and RSI could have a note that reminds them to not include negotiate or tribute commands and declarations when processing turns



This might not be a perfect approach, but that doesn't mean that it couldn't be a workable approach.

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The maze vision of all maze runners has increased! The gods be praised!



Recently, we lost two of the five maze runners. The deaths of these two maze runners stemmed purely from those players missing turns - which I suspect, but have not confirmed, was likely due to waning player interest.



Maze runners dying off due to players missing turns would typically be something that happens gradually - unless your maze runner was already injured. This part of the game was designed by me to basically utilize the equivalent of a snooze alarm function of an alarm clock. People love to hit that snooze button, rather than just get right up, when their alarm clocks go off.



Absent a reason being provided to me by the players concerned, I don't automatically assume that there is any actual real life problem or issue that caused players to miss turns. Errors and screw-ups on my end can be corrected, when and where possible.



Return to the PBM Maze is an extension of the original concept of The PBM Maze. However, it is still what I term a "temporary PBM game." As such, it was never intended to last forever. It is closed-ended, not open-ended, but the current maze is big enough that it would take quite a while for any single maze runner to make their way through the entire thing (assuming that's even possible to begin with - the maze was auto-generated, and I don't know if every part of the maze is accessible from every other part, since I didn't take a pencil and try to manually wind my way through the entire maze, upon its creation).

For the players of the three maze runners that remain, if you will, when next you send your turn orders to me, take a moment out to let me know if you are enjoying Return to the PBM Maze, or whether you are just going through the motions. If the players are all bored, we can just shut it down. Return to the PBM Maze wasn't designed nor intended to be the height of turn-based excitement. To a large degree, it is an experiment (or a series of small experiments, if you prefer to look at it that way, which is how I tend to look at it).

Turn orders for players tend to gravitate around a concept called minimalism. Most turns usually involve movement orders. Your maze runner moves from this point to that point, and more times than not, there's nothing particularly exciting about it - nor was there ever intended to be.

What makes a turn-based game interesting? What makes it exciting, if anything? And how does one balance it all to yield an end product (i.e.: a game) that is entertaining?

Return to the PBM Maze isn't really a roleplaying game, though portions of it, I have borrowed from that genre of gaming, in order to generate new points of interest for the maze, compared to the initial version.

On the Turn ##11 results (last issue), I somehow managed to fail to upload the correct turn results map segment for one of the players. He notified me about the problem, I checked on it, and I was able to confirm that he was correct. That particular error was mine. The irony of it was that the actual turn results map segment had, indeed, already been created by me when I processed his turn in question, but somehow or other, I failed to upload the new turn's results over top of the previous turn's results. Go figure!

Thus, that one got chalked up to good old human error on the part of the Maze Narrator. I sent the correct turn results to the player via e-mail, and he was then able to issue turn orders for Turn #12. It wasn't a nightmare scenario, but stuff like that can quickly grow annoying. It annoys me, too, probably more than it does the player.

Hand-moderation of turn-based games has it share of drawbacks, with the potential for human error perhaps being foremost amongst them. That said, hand-moderation has a really big plus in its corner, in that it provides maximum flexibility. 100% computer moderation tends to provide players of PBM games with a high degree of reliability of the turn processing aspect of the game. Yet, staleness can also set in, since PBM games that are programmed can't really deviate outside of established parameters, unless the game's code has bugs in it.

Way back when, hand-moderated PBM games that utilized a computer in some way, shape, or form tended to be called "computer assisted" PBM games. I can't imagine the hell that a true 100% hand-moderated PBM game could be, one where the GM doesn't make use of a computer, at all. Talk about a real nightmare!

When I created Starforce Battles (with some help from others) several decades ago, I had a computer (386SX 16MHz with 1Meg of RAM and a 40 MegaByte hard drive) that enabled me to do so. I would never have imagined trying to run a PBM game, even a relatively small scale one like Starforce Battles, without one. Plus, I sure wouldn't want to try and hand-write turn results. Typing is a lot quicker than hand-writing for me. To each their own, though.



When Maze Runner #5 passed Maze Runner #1 in the maze, I thought that we might end up with either a race between players down the same stretches of maze passageways, or perhaps one of the maze runners would try to attack the other maze runner. Never happened!



Instead, both of the players for the maze runners concerned simply quit sending in turn orders. Talk about missed opportunities!



Talk about even the Maze Narrator experiencing boredom.



Make no mistake about it. There are "things" in this maze that will kill a maze runner without thinking twice. But even the "things" in the maze can get restrained, at times, by dice rolls. Maybe it wants to kill a maze runner, and maybe I would love to see it kill a maze runner, but then luck or fate or destiny intervene.



When a player like Richard Lockwood encounters a cavern, and he then decides to have his maze runner explore the cavern, whether he realizes it or not, he's actually testing one or more theories of mine. Just moving a number that represents a maze runner through a maze, and you're constrained by a relatively small amount of movement allowance, turn after turn after turn. If that's not a recipe for boredom, then what is?



On the one hand, how much boredom will a given player tolerate, before saying to hell with it and just quit playing? On the other hand, curiosity has a reputation for killing the cat, but is Richard gonna lightly pass up the opportunity to experience something different, something out of the ordinary, something that holds the prospect of being less boring, and possibly even interesting in its own right?



Orcs. A trap. Injuries sustained. Surely, even death, itself, is preferable to eternal boredom.



But once your maze runner enters these places external to the maze, itself, no matter how much they explore, they're no longer making any actual progress finding a way to exit the maze. In essence, these external places (well, some of them, anyway, perhaps even most of them) are a form of "suspended animation." Your maze runner might as well be in another dimension.



In pursuit of the prospect of having fun, players will willingly choose to incur risks. Boredom is the great enemy, an enemy even worse than errors and mistakes.



In pursuit of fun, or barring that, pursuit of something of greater interest than "yet another small segment of moving," Richard chose the "high path of adventure." How many turns of progress moving through the maze did he sacrifice, though? Do you suppose the exit from the maze is more likely to be found in some cave, somewhere?



Who knows? Maybe it is. Maybe it's not. Maybe it depends upon how the dice roll.



Whether players through their maze runners explore the maze or explore caves or any other place, exploration, itself, tends to be popular concept with gamers. The safety of the known is gambled and placed at risk for the curiosity associated with discovering the unknown.



Players becoming bored to death, and ceasing to issue turn orders qualifies in my book as failure. It's a failure (or failures, as in plural, as in more than just one failure) of game design or game implementation or game execution, or some combination of the three.



In the original version of The PBM Maze, I never really envisioned that a player-created flood in the maze would take on such a dominant role in that game, while it lasted. No pipe burst, to initiate the flooding. Rather, in basic terms, a player's maze runner "turned the water on." Nobody, apparently, even thought to just "turn the water off." Something as simple and as obvious as that, something that the players likely do every single day at home at their sinks, somehow managed to evade them. How much does it take, thinking outside the box, to conceive of turning water off, once it's been turned on?



Yet, for those who remember, we saw what happened. At the point where all players went into "save my ass and let me get the hell on out of here" mode, from the Maze Narrator's perspective, that game suddenly took on new life and became one heck of a lot more interesting to me.



In the old days, for those who used to watch Tarzan and other shows and movies on TV, it would seem fairly obvious for maze runners to just try and swim under the water of the flood, if the flood managed to grow and suddenly block your passage. Typically, water isn't the equivalent of a force field. Yet, when you're in a given situation, whether in a game or in real life, the obvious can many times evade your mind.



If you miss a turn, your maze runner will sustain injuries. Some form of bad luck or disease or whatever will come upon a maze runner who is so utterly foolish as to run the risk of a casual nap. Missing a turn is not the same thing as a player ordering their maze runner to rest.



What's that? You didn't even know that you could do that? Well, did you even bother to ask?



Tsk. . .tsk. . .tsk. . .



That's called "lack of initiative." As Maze Narrator, I don't have any vested interest in burdening players with having to read a bunch of rules. Are you more willing to explore a maze than to explore your own mind, than to explore possibilities?



You want to try something, then try it. In many instances, if not most instances, it's not gonna work, simply because what you want to do will be inapplicable, or down to a matter of wrong timing on your part. You can try to attack an elephant in the maze, but if there's not one there, or if there's not one very near to you, then what do you think the most likely outcome of such an attempt would be? Will you be happy, when your maze runner fails to move, and you've basically wasted a turn of movement, and you then find yourself right where you were the turn before?



If you order something out of the ordinary, I might just let it go through. How will it turn out, though? What if I interpret your order to your own detriment, in a way that never even dawned upon you, until after the fact?



There exists the prospect of risk with ever turn order that you issue. Even moving through the maze can be dangerous, but it really just depends. Encounters and possible encounter locations (visible red question marks in the maze) hold the potential for risk or reward or death, or all three.



When I started out with PBMVille, one core part of this whole "temporary PBM games" concept was the potential for audience participation, by way of observing what players would choose to do, along with the attendant outcome of players' decisions.



All of these temporary PBM games that I come up with are not intended to be permanent fixtures. If they're not fun for anyone involved, then we can put a bullet in their head, and move on to something else, or just enjoy the peace and quiet yielded by their absence.



I can tell you right now, though, that this maze isn't even remotely close to being completely explored. It's fairly large in size. If you're not seeing other maze runners in close proximity to your maze runner, then there's probably good reasons for that.



If you wanted to, you could try to bust down or tear your way through the maze walls, themselves. You might succeed, you might fail, or you might partially succeed. I wonder how much noise that such an undertaking might make, though? I also wonder what those maze walls are made of, and how long it might take to accomplish something like that? You're certainly free to try. Just make your own doors inside the maze - that's a pretty neat concept, wouldn't you say?



To try something like that would require players to think outside of the box, though. If you have a tool or a weapon, something like that might confer an advantage upon your maze runner, enabling you to use a sword or an axe or a spear or whatever to break through those damned walls.



What if there are "things" inside of the walls, themselves, though? If there are, what would you risk running into or encountering? What if the inside of the walls are electrified? Or what if you unwittingly risk unleashing some kind of gas that is detrimental to your maze runner, somehow?



Maze runners and players are free to use their imaginations to try and create additional or new options for themselves. Using your imagination might make the game more interesting and fun. However, if you use your imagination, I might just use mine. That might be fun, or that might be dangerous, perhaps even deadly to your maze runners.

Your imagination is fair game in the maze. It's encouraged, in fact. However, what forces, if any, will resort to your imagination and imaginative side run the risk of unleashing into the PBM Maze?

If you miss a turn in the maze, then your maze runner suffers for their respective player's failure to get their turn orders in on time. Some degree of recovery for that kind of injury happens automatically. That doesn't mean that your maze runner still won't die, because the dice roll without mercy, at times.

I return you, now, to our maze runners' latest set of turn orders and turn results!

Maze Runners

Rob

Life Force

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Maze Vision = 260

Gold Pieces = 95

Weapon = Short Sword = 1d6

Maze Runner 2

Maze Runner 2 - Turn 12 Orders

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Maze Runner 2 - Turn 12 Results

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You have experienced an encounter!

As you turn a corner, you walk straight into a dead end covered in spider webs, fortunately avoiding making contact with them, but just barely.

This entire dead end is just covered in spider webs. They're everywhere you look. It gives you the creeps. You have never seen anything like this in your life.

You have a choice!


1. You can try to hack the webs down with your short sword, to see if anything is hidden behind or beneath them.

2. You can try to pull the spider webs down with your bare hands, to feel whether there is anything beyond them that your eyes can't see.

3. You can turn your back on them and flee elsewhere into the maze.


You can choose only one of those three options!


If you choose to flee, then move elsewhere in the maze per the usual method of issuing movement orders.

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 12 Orders

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Maze Runner 3 - Turn 12 Results

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After another long walk through the maze, you pause long enough to get your bearings.

Something in the air smells dead, but you do not hear nor see anything. You do not sense any immediate danger.

The smell is bearable. Was the source of the smell nearby? Or had it been wafting through the maze for some distance before assailing your nostrils?



It is but a smell, not an actual encounter.

Richard

Life Force

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Maze Vision = 260

Gold Pieces = 43

Weapon = Battleaxe = 2d6

Maze Runner 4

Maze Runner 4 - Turn 12 Orders

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Maze Runner 4 - Turn 12 Results

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Your maze vision has increased, again, even beyond the increase that all others have experienced, this turn!

Throwing caution to the wind, even though you were already in an injured state, you continued to explore the second room of this cavern.



In the far South corner of this room, you stumbled upon something, almost missing it. Some kind of parchment.



A map!



Nothing else of value was discovered in this second room of the cave, in spite of you diligently look around for it.



You have cleared out this entire cavern. It is time, now, to return to the entrance and continue exploring the maze above.



You have returned to the cavern entrance, and just in time. The entrance to this cavern collapsed shortly after you exited it back to where you were, before you entered this cave.



Resume exploring the maze from where you left off, when you first entered this cavern.

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Map Discovered By Maze Runner #4 On Turn #12
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Galaxy #223

The ongoing Saga of Galaxy #223 in Galac-Tac

Careening Towards Turn #5

The Stars Awaken!

Turn #5 is an inherently problematic turn. At least, for me it is, even if to none of the other players in this game.

The initial lull of the first few turns has drawn to an end, and the stars awaken! War is at hand, which should come as a surprise to no one. After all, Talisman Games bills Galac-Tac as "a single unit level, science fiction war game." Far be it from me to disappoint.

War came swiftly in Galaxy #223 of Galac-Tac. This is as destiny would have it be. For all that I've written about this particular game of Galac-Tac, to date, people still aren't listening. What I have said has been going right in big space alien ears and out small space alien ears. As Hyborian War could teach Galac-Tac players, inter-player and inter-empire diplomacy is sometimes the most powerful weapon (or defense) of all.

Reading Player Djinni's Grand Tale of Galactic Woe in her player blurb, this issue, brings joy to my heart. Has she lost her affinity for "fireworks," already? I'll give her credit, though - not all of my empire's starships survived the battles that they undertook to engage in, on Turn #4.

Meteor Martin, Dr Gore, and Jubun all seemingly met dire fates, last turn. But can they have somehow survived, in spite of the complete and utter destruction of the starships that they captained? Djinni should be ashamed for violently destroying so many of my empire's ships. Fortunately, more are on order to replace them.

Honestly, I'm really not sure how - and where - to dispatch the bulk of my empire's military assets on Turn #5. My empire's initial forays against enemy forces have largely been successful. Losses are the price of doing the business of war.

With multiple empires in my starships' gunsights, how do I go about striking the right balance of both offensive and defensive considerations? Turn #5 is quite a challenge, in that regard. Get it right, and I'll feel good come this upcoming Saturday morning, when Turn #5's results will become available. I hope that GM Davin doesn't decide to sleep in.

Any warships built by my enemies' shipyards in Turn #5 won't become available to them for use against my Yonds of Droon until Turn #6. No doubt, though, my enemies have already begun stir from their self-inflicted slumber, and Turn #5 will likely see attempts at retaliation forthcoming. We'll just have to be patient and see how that works out for them, eh?

I get this feeling that Player Djinni and those dastardly Krojis of hers are plotting payback and revenge against me and mine, even now. Right now, though, I feel like the Gingerbread man. "Run, run, as fast as you can, you can't catch me, I'm the gingerbread man!"

Except. . .wait for it. . .some of my starships did get caught, this last turn. Caught and destroyed. I assure you, their missions were peaceful. But the Krojis did order fireworks early on, as I recall.



BOOM! BOOM! BOOM!

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Above is a blank map for Galaxy #223. Notice how the stars tend to clump together into clusters? If you ever dare to venture forth and give Galac-Tac a try, those star clusters are a very important consideration. Indeed, they were integral to my own initial planning for Galaxy #223.



As you scroll down and read the Kroji Konfedertion's player blurb for this issue, pay special attention to where she said, "We all start out with the general idea that what we can reach with our initial ships is "our territory", but some choose to start grabbing stars further out and then backtrack to get the ones closer to home (if someone hasn't moved in!), and that's a strategy to consider as well."



And so it was that I made the conscious decision very early on to embrace a "forward deployed" approach to strategy in the opening phase of this game, Galaxy #223. If there's anything in Galac-Tac that won't change after your game starts, it's the location of the stars, themselves. While other players in Galaxy #223 were concerning themselves with charting stars and figuring out how to grow their respective empire, I did the same, but I did so in conjunction with an analysis of the different star clusters.



The word cluster isn't even contained in the Galac-Tac rulebook. Yet, stars across the galaxy bunch together like clusters of grapes, with the occasional straggler lying further out.



Players starting out in a new game of Galac-Tac have very little in the way of assets and resources to work with. Me? I chose to stake out what I deemed the "higher ground" on this 2-dimensional star map of the galaxy.



You can't really build a wall, per se, around what you view to be your empire's declared space, but your utilization of star clusters can aid you in your empire's cause - if you let them.



Playing Galac-Tac is not just an exercise in reading the rules and learning the game's mechanics. Playing Galac-Tac goes well beyond that, much as it does with many other PBM wargames. Things like strategy and tactics quickly come into play, and they remain relevant over the course of the entire game.



In a nutshell, you can wait for the stars to bring war to your empire, or you can take war to the stars. You can be proactive or reactive in your war strategy.



In real life, if human beings from planet Earth achieved an ability to travel among the stars, and assuming that there were a variety of intelligent (and belligerent) species of space aliens out there looking to explore and conquer entire star systems, what would our species actually choose to do? Just assume that they intend us no harm?



Explore! Expand! Exploit! Exterminate!



These four words that begin with the letter "E" encapsulates the very essence of what Galac-Tac is all about. However, nothing says what order that you have to embrace each of those four options in.



You can also add a fifth "E" to that list - Envy!



In battles that rage across the galaxy, the weak will envy the strong. Resources in the form of PV and PI will be envied and coveted. None of the other players in your game of Galac-Tac will be building swimming pools and buying consumer products with all of that PI (Production Inventory) that they amass. Rest assured, it will be going for implements of war!



Once they amass resources and construct powerful fleets of starships, they will use them. They will turn their gaze upon you, at some point, and come after you. Thus, I decided to make an early play to interdict some enemy shipping. My primary target was the Wyvern Supremacy, and the Kroji Konfederation chose to venture too far North on that star map. The Yonds of Droon don't care anything about dated and archaic Kroji expansionism and war doctrines. They entered Droon Space, and they lingered there, and they failed to ever respond to an in-game message sent to their empire by my empire.



Accordingly, the Yonds of Droon, never known for an overabundance of patience to begin with, proceeded to actively dissuade the Krojis from continuing to be tempted to stick their noses into declared Droon Space. One pretext for war is just as good as any other. The Krojis provided the casus belli (more than one, actually), and my empire reacted accordingly.



Djinni's loose lips will no doubt sink more Kroji ships. Even still, her timely and detailed information about "interrupted colonization attempts" is heartily received in the empire that is the Yonds of Droon. It just underscores the soundness of Droon war doctrine, and the implementation and execution thereof, to date.



But enemies tend to eventually "wisen up." Already, the Kroji con men begin to transition to a new strategy, due to their plodding course, to date, of learning the hard way the unerring truth of Droon Speak.



Player Ajwan and her empire, Saydonia, appear to have gone into hiding, as they currently bask in what can only be described as an "intentional silence." The amassed wealth of the Saydonians may already be beginning to surpass that of the Yonds of Droon (not that we're all that rich as an empire, currently - an active war machine consumes resources without pause, after all).



Saydonian expansion in Galaxy #223 means that they will soon, if not already, be bumping into Castle Anthrax, if they are expanding away from Droon Space (which would be wise). Of course, what do King Otto and his empire of Castle Anthrax have in store for all the rest of us? I may need to send King Otto a case of Droon beer, in order to keep his growing empire at bay.



34 lines of orders for Turn #5 is not enough. Similar to Player Djinni, I tend to issue the easiest, no-brainer orders first. Invariably, those tend to be the quickest and easiest orders to issue. New CHART orders to explore unexplored stars tend to comprise a large chunk of these "quick and easy" orders for my empire.



For me, Turn #5 will see a shifting around of assets. I will redeploy some starships from their current areas of operation, while maintaining others in more familiar territory. Over the coming two to three turns, other players in this game should begin to be able to discern a change in approach to my empire's military operations. I have to stay ahead of the military thinking of enemy empires.

Galaxy #223 Player Blurbs

Player Blurb - Ajwan

No player blurb received.

Player Blurb - Brendan

No player blurb received.

Player Blurb - Djinny

There is an old computer term, "thrashing", that goes back to the days when a PC had only one CPU and very limited memory. The only way to "multiprocess" more than one program at a time was to "swap" things in and out of memory, run an application for a bit, roll it back out to disk, and bring in something else to run for a bit, etc. However, when the tasks were too large, priority interrupts were conflicting, etc., the poor computer spent ALL its time swapping things in and out and NO time actually getting progress made. This was "thrashing", and such is my life. Work, family, church music, bill-paying, household maintenance,appointments, and occasional sleep are the "applications" fighting for attention in my mind, and trying to put Galac-Tac into the mix is definitely a challenge. I've got 18 orders in, covering all the easy, obvious stuff. The things that

require concentration and thought and time and a clear head are still pending. As often mentioned, this particular game is not proceeding like any other I've played. Furthermore, just because I know the mechanics and terminology very well, I've never claimed to be good at strategy, especially when confronted with players who find joy in "helping others lose" in a game I thought was supposed to be fun, open, and educational, not cut-throat. I'm doing my best to keep up, and offer helpful commentary when I can. Unfortunately, Galac-Tac is rather low on

my "interrupt priority", so you don't hear from me as often as I would like. Everyone please forgive me - I'm not "slacking", just overwhelmed. I may be up against that last-minute turn deadline, again, after work on Friday night. I hope not. I'd rather enjoy the game than feel pressured and stressed about it!

So, how's it going in the Konfederation? A bit frustrating. My style is to devote most of my early PI supply to exploration and expansion, and I now need to refocus on defense and hostile actions in response to the early aggression we've experienced. "C'est la vie", as my husband is fond of saying. I was involved in quite a few combats, and did not lose all of them. As Hamlet posed the question: "Whether 'tis nobler in the mind to suffer the torps and p-types of

outrageous fortune, or to take arms against a galaxty of troubles, and by opposing end them." Clearly, with very hostile neighbors, if I wish "to be", I must do something differently! We shall see.

Random commentary on things I've read:

Imagining "The Ride of the Valkyries" as background music for an attack is great. May they carry your slain heroes to Valhalla in style. Decades ago, our friend Frank always played Beethoven's 5th as he processed the game (as GM at the time), watching the battles roll by on his screen and chortling at the destruction. Today's equipment processes our turns in a tiny fraction of the time it took then, so no need for musical accompaniment. As we progress and have more and more ships in motion and stars to manage, that processing will take longer, but it will never be like the old days where we actually waited with bated breath for Frank's announcement "Turns are up!" so we could rush to grab that fateful printout. Ah, good times.

I'm sad that Ajwan is giving up on trying to add "storytelling" and personality to her posts, but I certainly understand and agree. Thanks to all who have created personas for the denizens of their empires. I've tried... but that also takes time and mental energy, so the Krojis haven't had much to say "in character".

My last lengthy missive mentioned "errers and misteaks" - that was supposed to be funny, and Charles' error-checking corrected my spelling, spoiling the joke. I still make 'em, regardless of how you spell 'em.

In the "war" between Misraw and Kroji, neither of us has much PI to arm ourselves against aggression, so maybe we'll just stand on either side of the contended area and blow raspberries at each other and throw a few rocks.

I'm a bit baffled by the term "declared space" - unless there has been a specific border agreement with a neighbor (which only applies to them, and is subject to eventual revocation), anything up to and including the star next door to your Home World is my "declared space" - it's ALL mine! (And you are all certainly free to make the same claim!) We all start out with the general idea that what we can reach with our initial ships is "our territory", but some choose to start grabbing stars further out and then backtrack to get the ones closer to home (if someone hasn't moved in!), and that's a strategy to consider as well. You still have to consider how you'll reap the rewards of your long-range colonies - build freighters with more engines, make 2-hop shuttle plans, etc. until you can build a Production Center of your own closer to those more remote stars. Remember you have to have a completed colony before you can then upgrade it to a PC. Until then, you have to somehow get the improved PV back home to get it converted to PI. Of course, having a completed colony means nobody else can pick up its PV, either, and they can't take it away without the time and expense of a Destroy operation.

I did have an interrupted colonization last turn, and the miscreant blew up some of my cargo bays. I have a message in the Action Information report saying "Not enough PI remaining to improve system at xx-yy." As previously explained, you have to get the full 10 PI down in two consecutive turns to colonize. I can't bring in a few more PI to finish the job. Visualize the attack having destroyed the construction in progress at that star (5 PI were down) as well as

damaging the freighter. If he had survived the attack with all his cargo bays intact, and no enemy remained alive in system after the combat, then he could have finished the colonize. Yes, this needs to be clarified in the manual, and I have made a note for future reference. BTW, you can't destroy a colony that was never completed in the first place, so if someone was attempting to colonize and never successfully finished it, it's still just a "charted" system and does not belong to them (or anyone else). Destroy is only for completed colonies you're trying to take away from an enemy, and presumably then colonize for yourself. A successful "destroy" takes their name off the star and makes it fair game for a new owner.


FYI, I do have Davin audit my messages for accuracy, when I am describing game processes, so I don't sow additional confusion! The real reason I signed up for this game was to be helpful to new players, make Galac-Tac more enjoyable and understandable, and have a little fun. Your purpose may vary.



Djinni

Player Blurb - Hammer

I finally figured out 15 orders that I am satisfied with for the fifth turn of this learning game.



Hopefully, these will prove to be quality over quantity.



Mainly, because on my previous turn, I submitted 33 orders before the deadline.



The Scroids of Misraw seem to only be at war with the Kroji Konfederation in the deep recesses of my fertile imagination.



My Misraw war machine sadly lacks the fire power to match the Kroji fire works.



My attention is currently focused on figuring out how to best develop the Misraw economics



My Misraw survival depends heavily upon the results of my turn five orders.



Veteran Galac-Tac players probably scoff at my conclusion.



They forget that I am not a veteran player.



Hammer, Minister of War

Player Blurb - Richard

No player blurb received.

Player Blurb - GrimFinger

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Upfront, my apologies to Player Djinni for spoiling her intended joke. I don't speak fluent Kroji, though

For me, personally, Turn #5 is proving to be the most difficult turn, yet, to issue orders for. The previous four turns pale in comparison to Turn #5. I do not see a crystal clear path for this next turn, and I will probably end up bungling several of the choices that I finally make between now and early Saturday morning. If I end up making some really bad choices, I hope that Davin has to wash extra dishes. If things go well for me, then Davin can have the whole weekend off from washing dishes. I wonder if the Kroji Kween will go for that?

Thus far, blowing up Djinni's Kroji starships, especially those flimsy freighters of hers, has proven to be more fun than busting dishes. Her ongoing ship losses, as well as those of the Wyvern Supremacy, have imbued Galaxy #223 with a bit of a carnival feel to me. Lots of fun to go around. Hurry, hurry, hurry! Step right up!

The poor Wyverns lost those three new starships. They got wiped out in the twinkle of an eye. Too bad, I say! At least they're beginning to fight back. I'll give their imperious leader, Brendoon (or was it Brandoon?) credit for that. Will it prove to be enough, though? If only I knew the true extent of the Wyven Supremacy's star system holdings, which I do not.

In due time, as my empire brings more forces to bear, the scope and scale of these other empires will begin to take shape and reveal itself on my empire's star maps. That doesn't do me any good in the here and now, though, as I head into Turn #5. Could it be that I've misjudged the Wyverns' true strength? And are the Krojis weakening, at all, in spite of Djinni's most recent bouquet of verbal fluff?

Clearly, the Kroji con men hold a very different view of what belongs to who in this galaxy. I shall have to provide further enlightenment.

The Saydonias may think that we Yonds of Droon are oblivious to the warships that they are starting to construct. Their lack of patience will yet prove to be their undoing, I believe. But perhaps Ajwan the Saydonian will prove me wrong. She is currently basking in her life of unending ease, boundless luxury, and unparalleled comfort, and she may think we Droons to be the true threat to her star realm. Is she destined to learn the hard truth that will soon dawn upon her burgeoning empire?

Her interstellar ambitions know no peer, and from afar, I sense her greedy eyes gazing intently in my empire's direction. As of yet, though, Saydonia is still largely cloaked in mystery, but has their Galactic Granny not already openly bragged of intending to win this game?

Those clever Krojis now dare to feign weakness, in a bid to beguile the Scroids of Misraw, whom the Krojis sparked a conflagration with no sooner than this game started. Her strength as a player lies rooted in her unquestionable mastery of the economic side of the game, yet how convenient it all of a sudden becomes, as the Krojis put on another mask, and begin to plead poverty of PI. Such unfathomable madness!



The Scroids would do well to contemplate the full measure of this latest batch of verbal cookies baked with the intent to lull the Scroids into a false sense of security predicated solely upon the unilateral declaration of their mortal foes, the Kroji con men. Have the Sons of Misraw lowered their guard against the Krojis? Pray that it isn't so!



Did the Krojis use raspberries they now speak of to blow up sovereign Misraw starships? Have the Krojis even bothered to offer the Scroids a better deal than fireworks and words that taste of hollow space honey? The Kroji Konfederation is no United Federation of Planets. Rather, they are the Beguilers, they are Those That Speak The Voice Of Confusion.



You don't see we Yonds of Droon falling for their act upon the galactic stage.



Even as the Krojis sought to further advance their war against the Misraw, even before the Scroids could get their empire's economy to a more productive level, who among the stars came to the aid of the Scroids of Misraw with actual deeds, and not mere words, as is the habit of those accursed Kroji con men, intergalactic robber barons that they do be?



On behalf of the honorable Scroids, Yond warships rose to the occasion of further interdicting Kroji shipping, to alleviate the siege that the Krojis had begun to implement, contrary to Scroid interests. The Krojis craved fireworks, and fireworks are exactly what has been visited upon them and their kind.



If the Krojis do not crawl back under whatever space rock that they crawled out from, then escalation may well prove to be necessary. But the evil that the Krojis represent runs wholly contrary to the best interests of both the Yonds of Droon and the Scroids of Misraw. Verily, it is so, for Emperor Droon has, himself, said so!



In the remaining days before Turn #5's orders get processed by Talisman Games, I fully intend to resume issuing orders for my empire in Galaxy #223. I'm not sure, off the top of my head, how many additional orders that I will issue, but it's still more than just a few. I know that, if I know anything at all.


Turn #5's results will no doubt feature more battles. Peace in the stars is becoming more and more a rare commodity. If only all species in this galaxy were as peace-loving as the Yonds of Droon.



May the readers of PBM Chaos know peace in their hearts and in their lives, as the processing of Turn #5 in Galaxy #223 of Galac-Tac draw ever nearer.



Charles of Droon

The Star Chancellor of Droon

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The artistic inspiration of Basil Wolverton.

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

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Galvidiere - A Modern Day Play-By-Mail Game
Charles Mosteller

PBM Chaos Issue #52 is late making its way into readers' digital hands, but maybe that's not an entirely terrible thing, bad though it do be.

Awaiting me at the post office, today, was an envelope with the word GALVIDIERE in the upper left corner of the front side of the envelope. The reverse side of the envelope features a wax seal. What other PBM companies are offering that kind of a personal touch, these days?

The pieces of paper that this PBM envelope held were all typed - which means that I had no problem reading what they said. Good and legible!

I haven't issued any orders, and I find myself already in a fight with one called James the Destroyer (or J.D. for short - I actually know a JD in real life). Apparently, this is some kind of "Seventh Blood" fight.

I'll keep this short, and not delve into all of the fight, nor how my character found himself in it to begin with. Instead, I have one of the following four choices that I have to pick from and send back to the Game Moderator.

1. Finish it. Draw seventh blood.
2. Make a deal with James where you both win.
3. Challenge Mr. Leota in the ring.
4. Other:


For the fourth choice, I guess that I can just come up with some other idea, and it may work or not work. I'm gonna have to let my mind stew on this, this evening and tonight, and I'll try to send my order/decision back off in the mail, tomorrow.



Long, long ago, I created and ran a PBM game called Starforce Battles. It was basically by-invitation-only, and not open to the entire public at large. At first, I charged no one anything to play in it, and as the game attracted more players, I finally started charging the players just the cost of postage to play. That part of it, Galvidiere reminded me of.



I don't know how this new PBM game is gonna go. I have no idea, yet, whether I will like it or not. I went ahead and donated five bucks to the GM's Ko-fi page, which is located at: https://ko-fi.com/galvidiere



These days, you don't tend to see many brand spanking new PBM games of the played-via-the-postal-service variety come into existence. At least, I don't, and I wanted to try and encourage the Galvidiere GM to keep going forward with it. Looks like I'll have something to play via the postal system before the forthcoming new Dutchman Play-By-Mail game begins running. Stuff like Galvidiere and Dutchman lift my PBM heart and my PBM spirits!



Feel free to send in what you think that my choice of turn orders will be, and I'll let you all know in the next issue, Issue #53, what I ended up choosing. Let's see who's right and who's wrong, shall we?

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Image link to PBM Patreon site.

In case you're wondering, the editorial for this issue of PBM Chaos took ten minutes to write. I'm not sure if that's good or that's bad, but that's a fact, regardless.

Until next issue, I'd like to take a nice, long break. And I will take a short break, or perhaps a medium-sized break, but a long break is out of the picture. The pace of PBM publishing gets a bit hectic, at times, but for the most part, it seems to be getting the job done.

Issue #3 of PBM Zombies, the December 2025 issue, will be a good issue, I think. Right now, I have absolutely nothing, whatsoever, written for it, but I don't see that as an obstacle - especially in light of the fact that I know what I want to write about in at least one of the articles that forthcoming issue will contain.

More and more, I would like to transition PBM Zombies to primarily long form content, and transition PBM Chaos to short form content. I'll probably never manage to accomplish that 100% with either, but it doesn't cost anything for me to dream, you know.

I need to get off my ass and send some interview questions out. Somebody loan me a clock or a watch, so that I'll have extra time available to get more and more PBM stuff done.

If you look for me over on the old PlayByMail Discord, you're probably not gonna find me. If you're comfortable there, all the more power to you. I be working on the new PlayByMail Discord chat server more, going forward, but e-mail is always the best way for any of you to get ahold of me. I check it more than I will ever likely check any Discord. I don't ever foresee that changing, as long as I continue to do this sort of PBM thing.

There are times, even now, when I occasionally wonder what will rise to eventually take the place of the PBM publications that I publish. None of us live forever, you know. And besides, I could eventually tire of the madness of it all, and just give up the publishing ghost. Who among your numbers, 'O valued Readers, will dare to then take up the PBM Gauntlet?



Me? I'm drowning in silence over here.



I'm tired, right now - physically tired. I don't want to do any proofreading, at all, for this issue. I'm still going to, though. As long as I can publish this issue before midnight, my time, I'll count it as a win on my end. I much prefer to publish issues of PBM Chaos in the later mornings or early afternoons, but there's simply no way for me to ever guarantee that I can maintain that narrow of a window for publication, consistently.



We're now in the month of November, 2025, which means that a variety of American holidays and non-holiday occasions of note will soon roll around. Know, my PBM friends and PBM adversaries alike, I am thankful for your willingness to hang in there with us. Whomever eventually takes my place at the helm of a PBM publishing ship,I encourage you to hang in there with them, as well.



This makes what? One hundred and one issues of various PBM publications that I have managed to craft and toss together? Hip, hip, hooray!



I'm looking forward to Thanksgiving Day, this year. Turkey, dressing, gravy, and all kinds of other assorted food goodies that Wayne "Smitty" Smith can't have. Poor Wayne! I might send him a can of Spam. I hear that he loves it.



Even if you've got nothing to say about PBM, write in to me, anyway, and tell me what book you're reading, what movie you've seen, what TV series you're watching, and what other hobbies are brightening up your days, these days. If you can and if you will, that is.



And on that note, I now move on to the proofreading stage of this issue's adventure.



Adieu!



Charles Mosteller

Editor of PBM Chaos

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