by Don Lowry
The rules and mechanics of Flying Buffalo's computer-moderated, multi-player, play-by-mail game, Star Web were described in the first part of this series, which appeared in Campaign #86. In the second part (issue #89), I gave a blow-by-blow account of the first four turns of the first official Star Web game, SW2, from my own viewpoint as one of the players. It was on Turn Four, you'll recall, that I first encountered another player's ships - a fleet of two snips belonging to "EEKER" showing up on my turn Four printout at W56, where I had just sent a fleet with one ship. In this part of the series I plan to describe what was, in Chess terms, the middle game - a period of rapid expansion, cooperation and coexistence with EEKER and learning of and negotiating with other players. If you want to get the most out of what follows you might find it valuable to re-read Part II and refer to its map to refresh your memory on the first four turns. If you are not an experienced Star Web player you might want to re-read Part I first, to be sure you're straight on the rules and mechanics of the game. STARWEB Part III: Turn 5 Back to Campaign #92 Table of Contents Back to Campaign List of Issues Back to MagWeb Master Magazine List © Copyright 1979 by Donald S. Lowry This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com |