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- Newsgroups: talk.bizarre
- From: rigler@dao.nrc.ca (Michael Rigler)
- Subject: T.B Boxed Edition
- Message-ID: <1992Dec11.033233.26164@sol.UVic.CA>
- Reply-To: rigler@dao.nrc.ca
- Organization: DAO/CADC .
- Date: Fri, 11 Dec 92 03:32:33 GMT
- Lines: 372
-
-
- TALK.BIZARRE, The Board Game !!!
-
- (copyright 1992 by Rigler-Labs)
-
-
-
- The game is played on a square board, with four corner squares plus 23 squares
- between two corners of each side. In addition, there are places in the middle
- of the board reserved for stacks of cards and counters:
-
- (start here) ----------->
- +-------------------------------------------------------+
- |lur | | | | | | | | | | | | | | | | | | | | | | | |new | |
- | ker| | | | | | | | | | | | | | | | | | | | | | | | bie| |
- |zone| | | | | | | | | | | | | | | | | | | | | | | |zone| |
- |----+---------------------------------------------+----| |
- |----| |----| V
- |----| / \ / \ |----|
- |----| / \ / \ |----|
- |----| /clue \ /flame\ |----|
- |----| \ \ / / |----|
- |----| \ cards\ / cards/ |----|
- |----| \ / \ / |----|
- |----| \ / \ / |----|
- |----| \ / \ / |----|
- |----| |----|
- |----| |----|
- |----| |----|
- |----| |----|
- |----| __ |----|
- |----| / \ |----|
- |----| /vol \ |----|
- |----| / cano\ |----|
- |----| / \ |----|
- |----| / cards \ |----|
- |----| \__________/ |----|
- |----| |----|
- ^ |----| |----|
- | |----+---------------------------------------------+----|
- | |old | | | | | | | | | | | | | | | | | | | | | | | |cave|
- | | bie| | | | | | | | | | | | | | | | | | | | | | | |newt|
- | |zone| | | | | | | | | | | | | | | | | | | | | | | |zone|
- +-------------------------------------------------------+
- <-----
-
-
- INTRODUCTION:
-
- The "T.B, the Board Game" duplicates all the action of a typical month
- of talk.bizarre! From the creative postings of most respected oldbie, to
- the hapless struggling of the most mediocre cavenewt, and yes, even down
- to the pathetic mewlings of the rankest newbie--you will be there! You
- will cringe from the heat of the flamewars and the razor sharp wit of the
- repartee! You will experience the thrill of posting great articles, the
- shame of posting pathetic articles, and the surge of triumph as you show
- no mercy, pushing your fellow players over the brink of the volcano...
-
- Yes, "T.B, the Board Game" brings all the action straight to you. Now you
- can play in your home, in your car, in the nude, with family and friends...
- anyway you like it! No more need to bother with expensive computer accounts
- and bothersome electronic gear like computers and modems. Each boxed kit
- contains all you need: one (1) t.b. gameboard, two (2) six-sided dice,
- one (1) deck of "flame" cards, one (1) deck of "clue" cards, and one (1)
- deck of "volcano" cards. Open your kit now and examine its contents,
- beginning with the gameboard...
-
- The corners are four "zones" which represent levels of attainment in t.b:
- Player begin as "lurkers" in the Lurker Zone, and try to progress through
- the Newbie Zone, the CaveNewt Zone and the Oldbie Zone, with the ultimate
- goal of traversing the entire board and becoming a "Respected Oldbie." On
- their journey, the players will encounter many pitfalls, such as flamewars,
- "Carasso traps", and the dreaded "misc.test trick." If players are not care-
- ful, they will lose their accounts or face interrogation by the F.B.I.
- The most fortunate players, however, will "get a clue." Now, shuffle and
- place the cards in their respective positions on the gameboard, and proceed
- to the rules section...
-
- -----------------------------------------------------------------------------
-
- THE RULES (for 3-10 players):
-
- ------------------------------------------------------------------------------
-
- 1. The players each select a game piece. A game piece is any solid object
- that can be found in the immediate vicinity having dimensions less than
- or equal to 2cm x 2cm x2cm and a density of not more than 400 gm/cm**3.
- Highly reactive substances such as plutonium, antimatter and very small
- robots are permitted. When every player has selected a game piece, all
- of the pieces are simultaneously placed within the Lurker Zone on the
- gameboard and left alone for 60 seconds. After 60 seconds, any pieces
- remaining in the Lurker Zone are still in the game.
-
- 2. The remaining players each throw one dice to see who goes first. Ties
- are re-rolled. The player rolling the highest number goes first, and
- play proceeds counter-clockwise around the table for the rest of the
- game.
-
- 3. A player's "turn" will generally consist of rolling two die and advancing
- his or her playing piece that many squares forward (clockwise around the
- board), and following the instructions on the final square occupied. These
- instructions may require that the playing piece be further moved, either
- forwards or backwards, in which case the playing piece is moved to its
- new position immediately but the instructions on that square are ignored.
-
- The exceptions to this rule are when a player enters or leaves a Zone
- (see below), or enters the "All Out Flamewar" square (see below).
-
- 4. Entering and leaving a Zone (one of the corner squares): When a player
- advances his piece into a Zone (from either direction), he or she must
- stop and end the turn on that Zone. When exiting a Zone, only one dice
- is rolled instead of the usual two die. This includes the first move
- of the game, during which a player exits the Lurker Zone.
-
- 5. A player whose piece occupies the first side of the board (not including
- the Newbie Zone), is called a "lurker." On any turn after a lurker's
- initial turn, he or she may opt to advance directly to the Newbie Zone
- instead of rolling two die and progressing sequentially along the side
- of the board. The advantage in doing this is that it gets a player
- out of the lurker side more quickly, but at the cost of "clue points"
- (see below).
-
- 6. When a lurker's game piece is advanced to a lurker square, the message
- on the square indicates the key articles that that player was fortunate
- enough to read during a Usenet session. The number after the messages
- is the number of "clue points" gained by reading those articles. Players
- should keep track of accumulated clue points using a pencil and paper
- (not included -- oops, I should have mentioned that above, oh well).
-
- Some of the square give the player the option of continuing to lurk
- (i.e., moving their playing piece the designated number of square
- backwards).
-
- 7. Players become "newbies" by advancing to the Newbie Zone. Newbies try
- to advance up the second side of the board, where the square contain
- messages requiring the player to either (a) move an additional number
- of squares forwards (+) or backwards (-), or (b) draw a card from the
- flame, clue or volcano decks, and follow the instructions on that
- card. Some cards carry instructions, while some reward the player with
- additional clue points or take clue points away (see description of
- cards below)
-
- Player become "cavenewts" by advancing to the CaveNewt Zone, and
- "oldbies" by advancing to the Oldbie Zone. The rules for cavenewts
- and oldbies are the same as those described above for newbies, except
- that we all know who is better.
-
- 8. When a player who is a newbie, a cavenewt or an oldbie ends his turn on a
- square containing the gamepeice(s) of another player or players, he or
- she has the option of "flaming" any one of those players. A player
- flames another player by rolling one dice and adding that number to the
- total number of clue points that he or she has at that time. The player
- being flamed then "counterflames" by rolling one dice and adding his
- or her total number of clue points. The two number are compared and
- the player with the higher total has "outflamed" the other and gains
- a number of clue points equal to the total showing on the two dice,
- while the victim loses a corresponding number of clue points (down
- to a minimum of zero clue points). Note that it is possible for the
- outcome of a flame war to be preditermined if a flamer has many more
- clue points than the victim. C'est la fucking vie, as they say.
-
- 9. After a player rolls to move, he or she may opt to convert clue points
- into additional squares of forward movement at a rate of ten clue points
- per square of movement. This maneouver is typically used to avoid some
- cruel fate (like landing on a volcano square), to end a move on the square
- of another player in order to flame, or to reach some desired goal like
- the final square.
-
- 10. The final square (adjacent to the Lurker Zone) is the "All out Flamewar"
- square. A player whose gamepiece reaches this square stops all movement
- and immediately proceeds to "flame" all other remaining non-lurker
- players, in any order, using the flaming rules described above. This is
- the final battle, to determine whether or not the player becomes a
- "respected oldbie" and wins the game:
-
- If the flamer outflames every other player, he or she wins the game, but
- if the flamer fails to outflame one of the other players, then the flamer
- must stop flaming and immediately move back to the Oldbie Zone.
-
- Additionally, any of the other non-lurker players who is outflamed by
- the flamer is moved backwards to the nearest Zone, except newbies,
- who are blasted out of the game. But if any other newbie or cave-newt
- players manage to outflame the flamer, then they immediately advance
- forwards to the next Zone. Oldbies who outflame the flamer do not
- get to move forwards.
-
-
- ------------------------------------------------------------------------------
-
- THE GAME BOARD (squares are listed in sequence, moving clockwise around
- the board):
-
- ------------------------------------------------------------------------------
-
- LURKER ZONE (corner square)
- sparky tells a tale (3 clue points...)
- dominus, ranjit and yarvin make exceedingly clever remarks (2)
- hamlet, dschmidt, buzzard and the brothers schnitzius say something funny (1)
- gypsy suffers angst (1)
- gooley and shergold make a non-sequitur (2)
- nj, morrissa, and billbill write something delightful (3)
- RICHH writes a Karen story (3)
- lstewart flames DAC most unwholesomely (2)
- lordsnooty, starcap'n ra and drieux write something sarcastic (1)
- woods, lippert, blair, and johnson post one-liners (1)
- more articles from canetoad! (2)
- vail, zed, larne, fawcett and thorne write something ingenious (3)
- you may opt to lurk some more (go back 10 spaces or stay here)
- cj writes about coffee stirrers (3)
- tswaterman, chaos and m.d'nereverri write something haunting (2)
- clifton, dorsey and rpwhite say something technical (1)
- shergold, cannon, travaglia, solberg and cosyn spin amusing yarns (1)
- legare, sabbott, woodyatt and mrx write something disturbing (2)
- sho is back! (3)
- bc, ljd and ajd write about finches and guitars (3)
- mantis, jackson, thoth, benth, vacca and byrd write something wonderful (2)
- xian, st. terri and yong-mi kim comment drily (1)
- you may opt to lurk some more (go back 10 spaces or stay here)
- NEWBIE ZONE (corner square)
- you use a stale catchphrase -1 (go back one square...)
- you try your hand at Rictus Hep and blow it -1
- you fall for a Carasso "newbie trap" -2
- you fall for the misc.test trick -2
- *** get a clue ***
- *** flame card ***
- you engage in a spelling flame -3
- you use line lengths longer than 80 spaces -3
- you make a ^L blunder -4
- you put a silly ascii graphic in your .sig -4
- you imitate Carasso -5
- *** get a clue ***
- *** volcano card ***
- my gawd! you actually write something halfway decent +5
- *** flame card ***
- you make a blatant horndog post -6
- you participate in a cascade -6
- you post about killing a prominent politician: FBI interrogates you -7
- *** get a clue ***
- *** flame card ***
- an oldbie killfile is posted and you are in it -7
- you make a Monty Python reference -8
- you accidentally flame a respected oldbie -9
- CAVE NEWT ZONE
- you flounder -1
- Alfvaen uses your four words in a story +1
- you toy with a pack of newbies -1
- Rigler "one-ups" you with a true story from his colorful past +1
- *** get a clue ***
- you write something blatheringly incoherent -2
- you dash off a clever SSC, one line bio, or Rictus Hep +2
- you write something excruciatingly boring -2
- you help out with t.b. quality control +2
- *** flame card ***
- you are "one-lined" by Blair -0
- *** volcano card ***
- gypsy is bored by you +0
- you write something amazingly shallow -3
- a respected oldbie follows up your post +3
- you write something decidedly wretched -3
- you get fan mail from a respected oldbie +3
- *** get a clue ***
- you write something intensely stupid -4
- you write something halfway decent +4
- you write something blatantly mysogynistic -4
- you crash a t.b party: they seem to like you +4
- *** flame card ***
- OLDBIE ZONE
- you get fan mail from a newbie -1
- you dash off a rictus hep, one-line bio and SSC +1
- *** flame card ***
- you waste time arguing with Dolan -1
- you help drive off the September freshman horde +1
- you write something amazingly good +4
- Carasso hassles you -2
- you help squelch a crosspost war +3
- suffer from angst -2
- *** flame card ***
- *** volcano card ***
- *** flame card ***
- you write The Supreme t.b Article +6
- you are invited to a t.b party: they respect you afterwards +4
- a respected oldbie backs you up +2
- you drive a pack of rank newbies from the newsfroup +2
- *** flame card ***
- you coin a catchphrase +1
- you get disgusted with the newsfroup: yearn for the "Golden Age of t.b" -3
- creativity deserts you! -3
- you are invited to a t.b party: they find out you're a total squid -4
- you suffer a brief relapse into cave-newt-hood -4
- -= ALL OUT FLAMEWAR =-
-
- ------------------------------------------------------------------------------
-
- DESCRIPTION OF CARDS:
-
- ------------------------------------------------------------------------------
-
- FLAME CARDS:
- dobson and bur stop bickering long enough to flame you -1 clue point...
- Carasso picks on you -2
- sho calls you "darling" -5
- gypsy calls you a misogynist -5
- cj puts you in her killfile -6
- lstewart includes you in a story -5
- Captain Ra says "You're a stupid asshole. Shut the fuck up." -5
- you are flamed mercilessly by Greg Nowak -5
- *plonk* -2
- another flame from Dominus -4
- Jeff Carroll pokes fun at you -2
- (set includes blank cards -- invent your own!)
- .
- .
- .
-
- CLUE CARDS:
- why not attempt to write something original and entertaining? +1 clue point
- please refrain from posting something that is boring +2
- try not to post excessively +2
- originals are preferred over followups +2
- never participate in cascades +3
- do not crosspost innapropriately +2
- edit the newsgroups line in your follow-ups +2
- don't be overly sensitive to flames +1
- never make a Monty Python reference +4
- don't imitate carasso +3
- try not to be such a horndog +5
- (set includes blank cards -- invent your own!)
- .
- .
- .
-
- VOLCANO CARDS:
-
- LOSS OF CREATIVITY! (lose 10 clue points)
- NEWSERVER DOWN! (lose 1 turn)
- BUSINESS TRIP: NO NET ACCESS! (lose 2 turns)
- PROJECT DUE: TOO BUSY TO READ USENET! (lose 3 turns)
- YOU ARE MASS KILLFILED! (go back to Newbie Zone)
- YOU LOSE YOUR ACCOUNT! (start completely over in the Lurker Zone)
- SHIT! SEPTEMBER AGAIN! (lose 1 turn)
- YOU HAVE BEEN FORGED! (go back 20 spaces)
- NEWSGROUP BOGGED DOWN BY CROSSPOSTING -- (lose 1 turn)
- (set includes blank cards -- invent your own!)
- .
- .
- .
-
- ----------------------------------------------------------------------------
-
- Variants:
-
- For a real challenge, play the game with a three coffee stirrers
- instead of two six-sided dice.
-
- This article is actually intended to present the skeleton of a
- rather crummy board game which could be fleshed out and refined to suite
- the reader's individual tastes. It might be fun to play at a FAX.BOB, for
- example, after everyone has had ten or twenty beers.
-
- Or maybe not, now that I think about it. After ten beers I'd
- probably be more interested in getting into gypsy's pants. After twenty
- beers I'd probably be trying to screw anyone or anything still twitching,
- even if it said "Eep!" or called me a mysogynist or told me to "Garnish
- with beak."
-
- Oh never mind.
-
- ---------------------------------------------------------------------------
- "God, sometimes you make Bur seem creative." --R. Dobson Michael A. Rigler rigler@dao.nrc.ca
- ---------------------------------------------------------------------------
-