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My Four Years at Avalon Hill
Alan R. Moon
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The good ole days?
Posted Wed Oct 26, 2005 12:15 pm
1. Board Game: Hexagony [Average Rating:5.91 Overall Rank:3642]
Alan R. Moon
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While attending college (Kean University in Union, NJ), I joined a game club called the Jersey Wargames Assn. Shortly thereafter I began writing the club newsletter and more or less running the club. Shortly after that, I began writing articles for The General, the Avalon Hill house magazine. I even had a series of humorous articles appear called The Asylum. The last time I read these articles, I thought a few of them were still funny, but most of them made me cringe. In my last year at Kean, I started bugging Don Greenwood at AH for a job. Eventually this paid off and I was hired to be the Assistant Editor of The General, with the overall plan being for me to take over as Editor after some seasoning. Guess I wasn’t quite salty enough.

So it was that I arrived in Baltimore in 1979 at the ripe old age of 27. My starting pay was $3.50 an hour! That meant that I couldn’t afford a place to live so I slept on a cot in the basement of the Read St. office downtown. After a couple of months, I got two pay raises which brought me up to $5 an hour. I then moved into a studio apartment one block from the office. I still had to work lots of overtime to pay the rent and afford to buy groceries, but it was a huge step up from the Read St. basement.

When I started at AH, I discovered a huge number of boxes and unopened packages in Don Greenwood’s office and in other offices in the building. I asked Don what these were and he said they were unsolicited submissions. Wow! There must have been more than a hundred of them, all containing prototypes. I said I’d be glad to take a look at them and Don said to go ahead. So I carted all of them into my office and started breaking them open. It was like Christmas.

After checking them all out and reading the rules to a bunch of them, I asked Don what he wanted me to do with them. He said it was totally up to me. Really? I wanted to ask more questions about the extent of my authority but quickly decided against it. I’ve always been a believer in the “better to ask forgiveness than permission” way of doing things. So there I was, having been at AH for less than a month, and I was in charge of deciding the fate of all these prototypes. The power, the power.

The first step was to read the rules to every game. That narrowed the field down to about two dozen games, with the rest all being sent back to their owners. I playtested the remaining candidates and wound up with a half dozen or so that I thought were really good. At that point, I felt like I needed to ask Don how he wanted me to proceed. After a short discussion, it was decided that I would develop some of the games and he or I would ask some of the other developers if they wanted to work on some of the others.

From this process, I became the developer on HEXAGONY and FORTRESS EUROPA. The other two games I remember being published were GUNS OF AUGUST and WAR & PEACE, both developed by Frank Davis.
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Edited Tue Jul 3, 2007 12:21 am
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Brad Miller
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Yes Alan, after having read those Asylum articles, we are all very glad you decided to persue game design instead of trying to become a humor columnist.

Though your game articles and analysis were great!
Richard Hutnik
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Hey Alan, I once bumped into the designer of Hexagony (Bin'Fa) and asked him about Hexagony. He said Avalon Hill totally ruined the game he had. Can you confirm if any changes were made to the game?
Chuck Carroll
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Hexagony was one of the first games, if not the very first, that our group got when we got away from playing Dungeons and Dragons and moved into board games, about 20 years ago. The core of that group still gets together about once a month, and we still pull Hexagony out from time to time. Thanks, Alan.
Alan R. Moon
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Richard, my memory is that very few, if any, changes were made to the game play. Of course, the game was given a new look and new components. BIN' FA was Ken Hodkinson's "baby", which is often the case with designers who have only one game, particularly when they publish it themselves. There is a reason such endeavors are called vanity presses. Designers hate to see their baby changed in any way. I can remember feeling the same way about my first few games. But when the the baby is sold to a game publisher, it will always be changed in some way.

Alan
Greg D
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Even as a 12 year old gamer I would try to beat my Dad to the newest edition of the General in the mailbox just to read The Asylum. Although I've only recently gotten back into playing AH Wargames after a 10 year break, I still remember Alan's contributions to a great period in my life.
2. Board Game: Fortress Europa [Average Rating:6.48 Overall Rank:1365]
Alan R. Moon
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Don Greenwood really wanted to develop FORTRESS EUROPA himself, but he was too busy with other projects. I wound up getting a lot of help from Richard Hamblen, for which I will be forever grateful. As one big example, Richard had the idea to divide the board into areas and restrict units within these areas, which made the game much more strategic.

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Michael G
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Alan, I really enjoy this game. Thanks very much!!! :-)
Michael Von Ahnen
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I am currently involved in a game of this. I agree, having the zones does make the game more "bounded". Oddly, ever game so far that I have played has ended in an early German "victory" at the beaches, causing the Allies to conceed. I lost the mulberry to a German paradrop on about turn 4 the first turn.
Bill Eldard
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Oddly, ever game so far that I have played has ended in an early German "victory" at the beaches, causing the Allies to conceed.


I've seen Allied and German victories, but I can't recall any early German wins at the beaches. Keep at it, try some different Allied invasions (Hit the German 1st Army area if you want to be on the safe side), and give some thinking into the application of overwhelming Allied airpower. :)

[q I lost the mulberry to a German paradrop on about turn 4 the first turn.


I know the felling well -- it happened to me. Since then, I've always kept an Allied division on each Mulberry as deterrence and defense, until I didn't need them anymore.

Also, keep critical cities occupied, whether you are the Allies or Germans. Since airborne units are automatically supplied in the cities, they can quickly seize vacant cities, then strike out against enemy river defense lines to eliminate the doubled-defense advantage. ninja
Eric Smith
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This is a game I will never sell or trade.
scott ramage
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I love this game too, but its VERY hard for the germans to win as it was in history. The one kind of silly thing about this game is the german ability to make an airdrop shortly after the Normandy invasion which is unrealistic. Why is the American 90th division a weaker unit than the rest? Patton had high regards for this unit. Probably the best units for the Americans in real life in this battle were the 30th, 1st and 9th divisions, in addition to the airborne units. Regardless, this is the best D-Day game I know of. There was an excellent computer game of this nature (not this title) that was out as well. The german setup is alot of fun.
Adolfo perez
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Great game. So much pleasure moving those stacks of german panzer divisions counteratacking the beach head. Lol.
A friend of mine tell me years ago that he developed a "perfect" german deployment that has a good chance (33% or so, I'm not sure) to defead allied on the beaches. Never put it on practice because long game sesions gone away, but I'll ask him if he keep his deployment notes until today.
3. Board Game: Magic Realm [Average Rating:7.01 Overall Rank:367]
Alan R. Moon
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I haven’t seen Richard for years now, but I have many fond memories of him from my years at AH. Richard is one of those truly good people, a gentle giant, polite and friendly, always interesting to talk to, and ever willing to help. Richard is also perhaps the best idea man I’ve ever met. He’s like a fountain. As you talk to him, it’s like ideas are shooting out of his mouth and flying everywhere. I would go to his office on a regular basis and try to catch a few ideas before they hit the floor and were forgotten. Sadly, Richard had a fatal flaw. He was far from the most organized person and often seemed to have no real sense of time. He was also a perfectionist. Because of this, he had a very difficult time finishing anything.

While MAGIC REALM was published before I got to AH, the stories were still being told. Usually, deadlines were virtually non-existent at AH. But because of all the hype and excitement from customers, MAGIC REALM became a hot product. Pressure began to mount on Richard to finish it. Richard started working at home in the final weeks, and every time he would come to the office, he’d look more stressed than the last. In the end, he was using a cane to walk. Mick Uhl said he could feel his pain as he watched Richard coming down the street to the office.

The game did get published though. Unfortunately, the reception was not the wide acclaim that had been expected. One funny moment was when a letter arrived, which began with something like, “I just bought MAGIC REALM. I’m a physicist so I consider myself to be a fairly intelligent person, but I cannot for the life of me figure out how to play this game.” The sad part is that MAGIC REALM is a great game. When I played the prototype with Richard, it was incredibly fun. Of course, Richard was there to explain every option, to answer any rules questions, and to resolve any difficulties. I tried playing the game years later, without Richard, having forgotten almost all the rules by then, and could easily understand how the physicist felt.

I’ve always felt Richard should be hired by the government or some large corporation. He should be given an office and told he can do whatever he wants to do. His only responsibility would be to make himself available to other people who could come to his office and talk to him about their jobs or projects. They would be able to take as many ideas with them when they left as they could catch.
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Edited Tue Jul 3, 2007 12:33 am
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Robert .
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Quote:
I’ve always felt Richard should be hired by the government or some large corporation. He should be given an office and told he can do whatever he wants to do. His only responsibility would be to make himself available to other people who could come to his office and talk to him about their jobs or projects. They would be able to take as many ideas with them when they left as they had been able to catch.


I know so many people like this, and they all have a sad story. It really is sad, and you really brought back memories of people I worked with in the past. Thanks for that.
Jay Richardson
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The story of Richard Hamblen and Magic Realm, as it was told in the pages of Avalon Hill's magazine, The General, can be found here:

Avalon Hill Talks About Magic Realm
http://www.geocities.com/SiliconValley/Vista/9049/mr26.htm

or the mirror site at:
http://digilander.libero.it/nand/mr26.htm

Included is an in-depth interview with Richard Hamblen, conducted by none other than AH staffer Alan Moon.

***

Hamblen's association with Magic Realm continues to this day, as he graciously answers questions and provides missing material for the on-going 3rd edition rules project.
Davido
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D&D in a box! As someone who enjoyed a 'quick and easy' game of 3rd Reich :laugh: MR's rules were not a problem. Of course, years later, to paraphrase Firesign Theater "Everything I knew was wrong" :laugh:

Every MRer has the same story: Bought game. Played game (wrong), relearned it, love it more than any but my SO, yada, yada.

Rules glitches aside (hence, the ongoing discussions), two things still amaze me about MR:

1) how the game does 'more with less'-*only* 16 base characters, that nevertheless cover all the important Fantasy archetypes. Relatively few weapons (less than 2 dozen weapons, 8 armor) 2 dozen monsters, 9 native groups, less than 100 treasures, a total of less than 50 spells. All this takes place on a mere 16 tiles with up to 6 clearings (although double board games are common in PBEM) Compare that with the endless characters and items of say, Talisman (another game that I loved/played way too much of) where it seemed that 'the one with the most toys wins'. Which brings us to:

2) the depth of checks and balances (the original Firey Blast excepted) that Hamblen put in. On the surface, White Knight and Black Knight appear to be similar-e.g. beefy guys in armor with weapons. Steve McKnight has done a wonderful analysis (posted in the game section) showing how the White Knight is the prototypical Dragonslayer, while Blackie is definitely a "character asssassin"/notoriety hunter. Think the Purple People blasters are too powerful, the humble Pilgrim w/ Exorcise and a stored "Wish for Strength" can bring 'em down. Also recently noted on the discussion forums, the good treasures are mostly found in the hands of native groups that are neutral or opposed to the groups who most desire the item(s). The big guys can take down the mightiest of monsters, but get wounded to death by Bats and Wolves.

All of the games on this list are classics that I've played many times, but it is MR that brought me back to the gaming community, and I happily play in two PBEM campaigns-each with their own flavor/style and a growing body of war stories (the bards are even now singing odes to the 1rst level Scout, Squire, and Mountain Youth who used every last once of skill and cunning and armaments to defeat a Goblin war party).
Massimo Goteri
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One funny moment was when a letter arrived, which began with something like, “I just bought MAGIC REALM. I’m a physicist so I consider myself to be a fairly intelligent person, but I cannot for the life of me figure out how to play this game.”

Hello mr Moon!
I'm Italian and I own a copy of the wonderful game MAGIC REALM since 1981...
I played it several times with my brother (quite older than me) when i was 13 and 14, we understood everything about the neverending rules of the game!
So just tell to mr Richard Hamblen if you can, that maybe a physicist didn't get the rules very well... but a young Italian boy in 1981 understood them perfectly and enjoyed a lot in playing his game!
Frank Hollander
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I was part of the hype at the time. Any sight of a UPS truck would lead to thoughts about whether Magic Realm was finally here. It eventually arrived unexpectedly (perhaps on a rare Saturday delivery) and did lead to a lot of head-scratching.

I think the game was hopelessly hobbled by the fad of Programmed Instruction. If you strip a game like this down to almost nothing, and try to make a "game" out of it, and then slowly add pieces, it just doesn't lead to a lot of fun. Later if you stick with it, it starts to make sense as a full gaming experience, but then you are stuck with a rule book that is lousy for reference.

Other AH games I remember playing also suffered from Programmed Instruction: Squad Leader, Up Front, and Starship Troopers. The first two benefited in a sense, because the stripped-down game can be both complete, and more fun (as discussed in this list about Up Front). Starship Troopers walked you through boring scenarios, leaving the promise of the cool stuff until later (I never made it to the full-blown "bug" scenarios).
4. Board Game: Intern [Average Rating:4.02 Overall Rank:5140]
Alan R. Moon
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I quickly garnered a reputation at AH of being the person on staff most interested in non-wargames. Not surprisingly this led to me being the default choice to develop all the non-wargames. So I wound up working on games like INTERN, BUREACRACY, GOLD, TWIXT (on which I did nothing to except coordinate the production and add my name to the credits) and MOONSTAR. I did enjoy playing non-wargames even back then, but I did not really enjoy working on these games very much.
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Darrell Hanning
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If you enjoyed working on Intern and Bureaucracy less than I enjoyed playing them, you were getting underpaid at any salary.
David Bush
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I don't have an AH copy of Twixt, but it is my understanding that AH corrected the rules which 3M had left out, regarding link removal/rearrangement and (much more importantly) the pie rule. So, I would like to thank you for the fixes!
5. Board Game: Gunslinger [Average Rating:7.03 Overall Rank:497]
Alan R. Moon
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One of my all-time favorite game experiences was the time I played the original prototype of GUNSLINGER. I remember Mick Uhl playing, as well as Richard of course. I think there were 6 of us in all, but I don’t remember who else played. The scenario was the Shootout at the OK Corral. At that point, the game was very simple. You either moved or fired, or maybe you could aim as a third option. It was incredibly fun, tense and fast-paced, and just dripping with the feel of a gunfight (or at least my impression of what one would feel like). I think we played the scenario several times. I didn’t see the game for several weeks after that. The next time I got to play it, it had changed quite a bit. I still enjoyed it, but nowhere near as much as that first time. And so it went. Each time, Richard would bring the prototype out, it had gotten more complicated, finally adding aim points (in the tenths of seconds?), and I would enjoy it less than the previous time. I so wish I had made a copy of that original prototype.
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Mark Johnson
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After finally playing Gunslinger, my feeling was that the game was dated, and needed to be stripped down to something quicker and more exciting. Sounds like that's where it actually started! It just needs anti-development.
Todd Goff
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Gunslinger is a little hard to get started in but perserverence pays off well with this game. It is a lot of fun once you get past the learning curve.

I GM'd 2 games last year at BROGfest and we played a 3 player game in an hour and a five player game (same scenario/different players) in an hour and a half. I know the rules and charts fairly well and allowed the players to just play and I handled all the minutia. I was asked to bring it this year.

[ImageID= http://www.boardgamegeek.com/image/73310]
Scott McGinnis
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I wonder how this relates to the new "Cowboys" game thatis getting such hype. Sounds a little like the prototype for Gunslinger.
Mike Hoyt
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I sold my copy long ago, regretabbly as I still miss it. But check out Cowboys: Way of the gun for a much faster, simplier, and yes, more fun, alternative
Mike Oberly
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Alan's comments are exactly how I feel about the game. Some great ideas, but just too much un-needed chrome. I'll never sell it, but I'd also like to play the early prototype Alan mentioned!
6. Board Game: Circus Maximus [Average Rating:6.65 Overall Rank:635]
Alan R. Moon
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During my four years at AH, I only remember playing two games with the whole staff. CIRCUS MAXIMUS was one of them. Rivalries were intense at AH. There was Don Greenwood vs. Tom Shaw, Don vs. me, Mick vs. Richard, and many more. Also playing were our in-house graphics guy Dale Shaeffer and Bruce Milligan who did all the sports games and edited the short-lived but fun All-Star Replay. The CIRCUS MAXIMUS game brought out the best and the worst in all of these rivalries and the game was a riot right from the start. The race became almost secondary to the goal of flipping your rivals’ chariots, sending them into the wall, or just whipping them or their horses. It was hugely fun and one of those unforgettable game experiences. Coming down the final straightaway, Don was in the lead with Mick and me following. On my turn, I pulled up next to Don and used all my remaining points to attack him. On his turn, he could have just pulled away and been a shoo-in to win. But incensed by what he saw as pointless attacks, he couldn’t resist attacking me back. And just like chips, you can’t attack just once, once you get started. On his next turn, Mick, chuckling, sped by us and went on to gain the laurels. Don left the room, mumbling about stupid games full of too much luck and stupid co-workers.
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I'll be the...
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0809
It seems that Central Texas game conventions aren't complete without San Antonio's Mike Gomez running riotous Circus Maximus events using his 25mm chariots, horses, and riders on a huge, custome-built 3-section 9'x4' track complete with marble statues to add color to the track and golden dolphins to note the laps.

...And not just Roman charioteers, Greek, Persion, Egyptian and several different fantastic chariots compete as well. The events are always full and, because Mike can recite the rules in his sleep, always fast and fun as well.
Oh yes - probably played this more than any other AH game. Lots of good memories - mainly arising from the violence that was often more tempting than just racing - the ones that stands out are the first win for a totally smashed chariot's driver dragged over the line by his remaining horse :D and the first time a heavy chariot thug, having caused absolute mayhem for the first straight before being out-paced, just stopped ... and waited for the juicy targets to come round again :devil:
Davido
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Alan,
Played both the original Battleline and AH versions. Aside from the usual bang-up AH job on the bits, what I most remember was that AH used the "Speed Circuit" engine of allocating points amongst categories. Battleline didn't do this, so *everyone* took Scythes-major hamburger in *very* short races :devil:

With the points allocation in place, scythes (e.g. heavy chariots) took two prep points, making for some interesting decisions pre-/in-race.

Oh, and my favorite Asylum-the inimitable "Baby-Gamer" :D
Bruce Monnin
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Bruno Sinigaglio used to run great tournaments of this at Origins.

John Jacoby still does at the World Boardgaming Championships every year.
Charles Coffey
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070809
We are playing this game next week at our game club. I have a friend who is an architect and he redrew the map to fit 25mm miniatures. We still use that map and miniatures today. For unabashed fun, there is nothing better. The winner is almost invariably the good driver-fast team guy who out runs everyone and stays out of trouble.

Chip Coffey
7. Board Game: Civilization [Average Rating:7.58 Overall Rank:65]
Alan R. Moon
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Another one of my unforgettable gaming memories was the first time I played CIVILIZATION. I think there were 7 of us when we started at about 6pm on a Saturday evening. We were on the third floor of the Read St. office. I was Asia and Bill Cleary was Assyria, or it could have been the other way around. On turn two or three, Bill and I started squabbling over a territory. The game quickly degenerated. At some point, both Don and Richard left to go home to their wives, while the rest of us, bachelors all, stayed on. The war between Bill and I continued for hours. Finally, peace was somehow declared. Of course, by then it was clear neither of us could win. So we agreed to become pirates and just harass the other players as much as possible. Someone suddenly looked up from the game and noticed that the sun was coming up. The game had been going for more than 12 hours at that point. Eventually, someone won an hour or two before Noon. Despite the fact that I had no chance to win probably from turn three on, this was one of the most enjoyable gaming experiences ever.

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Geo
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Many years ago we set-up a game of Civilization on a Saturday afternoon: me, a co-worker, a couple of friends and my sister with her boyfriend (6-7 people in total).

We were playing until 23:30 when someone suggested to go for a drink. We went down to the local pub and we came back at about 3 in the morning!

We continued our game without sleep until Sunday afternoon... My sister won!!!! :blush:
Igor Livshits
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I think there are plenty of us who'd commit the time for an excellent game (such as Civ/AdCiv), but we're likely too sparsely spread over the country and not too well organized :)

Cheers, Igor
Will Douglas
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The thing my group always wondered about was that it was a game for 2-7 players, but there were NINE positions.

So, one weekend, we sat down to play a nine-player game.

'Standard' strategy be damned; we had wars breaking out on turn two! And there were nowhere near enough cards for that many players.

I still fondly remember that game (we got to about turn eight or so and called it, but it was a blast the whole time). It's one of my favorite gaming memories.

(Although I have no idea which civilization I played, or even who all else was in the game...)
Danny Wright
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My experience with Civilization was similar to those mentioned here. It involved one wargamer (me) and several other non-wargaming persons from work who came to my house on a Friday night for free barbeque and beer, but had to play this new game. All were given copies of the rules, etc in advance. Getting them going was like pulling teeth. However, once they were moving, they all turned into little attila's and were screaming for blood and land! I remember at about 4 a.m., one otherwise relatively sedate secretary type was refusing to let anyone leave until she conquered part of egypt, and I had a devil of a time getting them to stop the game and go home!

Funny, though. They weren't interested in a rematch, though one of the them bought the game later.
8. Board Game: Titan [Average Rating:7.20 Overall Rank:199]
Alan R. Moon
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When Bruce Shelley came to Avalon Hill, it was like the beginning of a new era. Bruce quickly introduced Mick and I to games like 1829 (and later 1830 which he developed for AH), TITAN, and CIVILIZATON. Bruce was a very good player and it took the rest of us many games of 1829 before we were able to beat him. I also remember spending many evenings engrossed in two-player games of TITAN. Beyond that, Bruce introduced me to my first designer games. He told me about a magazine called Cut & Thrust, and through the editor, I found Brian Walker, which in turn led to my purchasing games like KREMLIN, HOMAS TOUR, WILDLIFE ADVENTURE, NIKI LAUDA’S FORMEL 1, and many more. That was the beginning of the end of my life as a wargamer.
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Francois Petitclerc
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This is by far the game I have played the most often. In fact, my adolescence was altered by this game. I cannot say exactly how many games I played but it is very likely in the 500+ range. For a few high school years, weekends started and ended with Titan 2-player games.

I remember the first game because we had misread the rule that a dead monster is dead for good. Since the supply kept replenishing itself, we were wondering if we were ever going to end the game. Excellent memories.
Davido
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Reach. Out. and .Crush. Someone :devil:
Where all the D6s went to die :p
I mean, rolling the dice for a Hydra or Giant, well, by golly it sound and *felt* like a Hydra or Giant. Oh, and Rollovers:devil:
scott ramage
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Oh gosh among my friends this is one of the best games ever ! Excellent game ! Hats off to the designer(s) of this one. We have played it hundreds of times literally over the last 20 years, and we can move thru it very quickly. While the board movement is very challenging still, we have refined the battleboard into a science and rarely make mistakes there anymore, critiquing each other as to our mistakes.
Jeff Spencer
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This is the game that introduced me to proper gaming, and is still my favorite. There aren't many games that you can play for 16 hours straight and not mind!
The odds don't apply to me
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And this was early in my gaming days that I learned a game could last till the sun came up, like Alan's group playing Civilization. I remember joking that it looked like the sun was coming up. They looked at me as if I was stating the obvious. Then I realized I was.

I enjoyed the list very much.
9. Board Game: Football Strategy [Average Rating:6.24 Overall Rank:1737]
Alan R. Moon
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I’m a competitive player. I’ll do my best to win whenever I play a game. But when the game is over, I rarely care who won anymore. A big exception to this was my years in the Avalon Hill Football Strategy League. Anyone who thinks FOOTBALL STRATEGY is a luck-driven game is just plain wrong. It’s all about psychology and individual tendencies and play styles. The AHFSL was all about respect. You were either regarded as a good player or a fish. My first year, I was a new fish. I was determined to improve though, and I did, ending the season at just under 500. My second year, I finished just above 500. In year three, I started out 11-0. There was one awesome stretch of four games which included two victories against Don and one against the designer of FS Tom Shaw. I would come into the office everyday and say things like, “I’m going to take my undefeated self upstairs.” Obnoxious? Oh yeah. I was dreaming about the first undefeated season ever in league history. The glory of it stayed with me every minute. You can probably figure out what happened. In game twelve, against one of the worst players in the league, I couldn’t do anything right. Even playing defenses randomly in the second half, I was unable to hold. When the game ended, I was crushed, literally and figuratively. I basically asked the other player to leave my office and slammed the door behind him. Later on, someone got up the courage to knock on my door and tell me that my opponent’s jacket was locked in the office with me. Life’s lessons are not always easy, but they are almost always valuable. I ended the season 12-4, slaughtered by Bill Cleary in one of the other losses and narrowly beaten by Bruce Shelley on a punt runback for a touchdown (grrrrrr). Still confident going into the playoffs for the first time, I was humbled again in the first round. Thus ended my FOOTBALL STRATEGY career. I wrote one or two articles about my seasons in the AHFSL for All-Star Replay. When I left AH, I had thoughts of commuting back to Baltimore on weekends to continue playing the league. I never did, and now that I have the time and money to, the league is gone. The memories of the most competitive gaming I’ve ever been involved in remain though.
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Edited Tue Jul 3, 2007 12:50 am
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Scott
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I just got this one off of Ebay for a few dollars and have had a lot of fun with it. Sadly I doubt that I will ever be able participate in a league like this. From your description it sounds like that's where a lot of the fun is to be had with this one. Darn video games!

Thanks for the great list!
Ron Emch
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060708
I ran a head to head league for 3 years (80-82?) while I lived in Amarillo. The first year we had 8 teams. The next year 16, and 14 the last year. We would meet once a week at an home or apartment party room. 2 teams would play, while 2 others kept time and stats. Then they would switch positions for the other 2 players.

It was a wonderful time, and one of my fondest playing experiences. We actually had some really good players too. We would end with the championship being on the real Superbowl Sunday, where me and buddy would throw a big party. We'd play the championship early before the superbowl started.

We kept detailed standing/stats, which I would have printed up every week.

The last year, I was in the championship against a guy who also played chess. Very cool, smart individual. He got a big lead in the first half. I kept my cool, and methodically came back and won in the second half. It was very gratifying. I used the Run offense, and would just pound the ball. I don't think you can stop it. Sprinkle in a few long passes, and it's a hard combo to beat.

Just having that many people in a head to head for 3 years still remains one of my fondest gaming memories. Thanks to AH for such a simple, yet fun and skillful game.
Robert Fix
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I have always enjoyed this game, except that the punting game was screwy. On a 4th down where punting was pretty mandatory (especially 4th and long), you only had 2 punt options, so basically the defender dictated what would happen, unless you tried a regular call. That just did not seem realistic; either a team went into punt formation or they did not. Eventually, I cmae up with a simple system where the defender picked a block or return option and the defense card was randomly chosen. It might not fit the game system but was more realistic.

BTW, I played Tom Shaw at the 1983 Origins tournament and was fortuante enough to come away with a win. I ran the event and the event used my punting system. Tom obviously felt it changed the game but, surprisingly, he did not have a real problem with the different system.
Charles Vasey
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Great great game. We'd play it at a local university and we always got folks stopping to discuss it as gridiron was uncommon in the UK. I always enjoyed the four player version where you had an offensive and defensive coach for each side.

I managed to beat Tom Shaw on a reverse at Origins. He very kindly gave me the copy which is locked away never to played on again in the annals of the Cleveland Steelers.
Massimiliano Marasciulo
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Hi everybody,
I've finally found time and will to write in order to introduce myself to the football strategy online community.
Who is writing is one of the few american football addicted fans from the Boot peninsula. And I am a very competitive boardgame player too!
The result of all this is a total veneration for the greatest psycological challenge a boardgamer will ever find on a paper sport simulation. Besides it's a football simulation...
Well, all this introduction is just to say that I've been playing FS since 1988 (I was 15 then). At the time I had started passing my friday evenings at a Board/War/Role/and else/gaming club called Overlord Club.
I still am part of it and since 1988 I've lived the joy of running a Football Strategy League that has arrived to see her 18th season and is waiting to have it's 19th started on October 2008.
As many other guys that have written on this topic talking about their experience in a league, we too have catalogued all the scoreboards of the games played during these years, keeping accurate stats regarding almost everything (we too have recorded time of possession!) has happened in the O.F.L. (obviously Overlord Football League).
And we are very proud to have modified almost any part of the game regarding Punts, Kicks, Field Goals, Returns, creating home rules for sacks influence over a QB health and even touching (with care!) the untouchable offensive matrix. We started implementing optional rules from a General (I have no idea which number) and then we changed rules at slow pace, testing the novelties season by season.
The result is an almost new game that however keeps all the fundamental assets of the original FS; in particular it maintains the tension, the the abyssal frustrations, the peaks of joy that make our game so appealing to us.
So, I would like to thank all those of you that continue playing a game that, despite its almost 50 years of age, still is fresh and satisfying as no other game I know.

For sure the best one-on-one boardgame ever!
10. Board Game: Black Spy [Average Rating:5.84 Overall Rank:2992]
Alan R. Moon
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Chronologically, THE PACIFIC THEATRE VIA MIDWAY and WAR AT SEA II are listed as my first game designs. But both are really just variants of existing games. My first design was BLACK SPY. I’d had the idea for BLACK SPY in my head for years. Like so many other games, it came from playing lots of games of HEARTS and was my attempt to make a better mousetrap.
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Dave Serrette
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0607
Mmm...Haven't gotten to play this one yet, but I'm really looking forward to it. Got it off E-Bay for a steal.
Francois Petitclerc
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After Tarot, the french game, this is my favorite and most played trick taking card game. I have kept a scoresheet on which a fellow player finally broke my beyond-200 record. For the longest time, I was the laughing stock for having blown up with a whopping 269. Well, one day the stars aligned themselves to punish the most vocal adversary. His second to last hand brought him in the sweet spot: 199. The face he made when he saw the 3 cards I passed him is etched in my memory right next to his 272.
Alan R. Moon
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Thanks Francois. That's awesome. The year I ran a BLACK SPY Tournament at Origins, I lost in the first round with a negative score as someone went out in three or four hands leaving someone else with an even better negative score than me. But I'm not bitter.

Alan
Carl Paradis
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070809
LOL!!! I introduced you to this game, François, if I remember well. i still have one copy, mint, shrikwrapped, if you are interested. :)
11. Board Game: The Russian Campaign [Average Rating:7.21 Overall Rank:321]
Alan R. Moon
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One of my favorite Richard Hamblen stories, and there are way too many to include here, involved this classic wargame. Richard and I both considered ourselves RUSSIAN CAMPAIGN experts. I had played tons of games of RC, including having played two boards at once, playing one side on one board and the other side on the second board. Knowing that time was not Richard’s friend, I cleverly got him to agree to use CHESS clocks, with each of us getting two hours for the whole game. I was the Germans and finished my first turn in less than 5 minutes. Richard then took more than an hour to take his first turn. I left after 10 minutes and went back to my office until he called me. I completed my second turn in less than 5 minutes again. Richard’s two hours ran out during his second turn. He refused to concede victory though, saying the time limit was unrealistic.

Okay, okay, one more Richard story. Richard smoked cigars. Remember, this was back in the days before smoking became socially unacceptable. One day, Don, Mick, Dale, and I were in the art room, looking over some artwork on one of the tables. Richard strolled in. As was his habit, he was smoking a cigar, and from time to time, unseen by any of us, he would tap the cigar ash into the big plastic garbage can next to the table. All of a sudden, a huge flame shoots out from the garbage can, because of course it was full of paper and probably some chemicals too. There were some frantic moments before the fire was doused by someone smart enough to grab the nearest extinguisher off the wall. Don had a few choice words for Richard who seemed very contrite. Several months later, almost the situation was set in place. Again, Richard joined a bunch of us in the art room, again he was smoking, and again the garbage can caught on fire. While Don proceeded to chew Richard out, Mick and I tried to control our laughter in the next room. Don banned Richard from the art room for awhile after that. Later, this was amended to allow Richard in but not his cigars. Don probably had nightmares for years about Richard burning the Read St. office down someday when he wasn't there.
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Francois Petitclerc
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Your list reads like a rogue gallery of sins past.

This is it. The game that bit me and forever changed me into a boardgame fanatic. My brother pulled this game out while I was in the midst of losing battle to hay fever. In between sneezes and through blurry vision, I was introduced to western Russia's geography, Stuka's and parachuted armor. Oh the agony of seeing that mint 10-7 1st Guards go down to a 6 on a 4-1 attack! And how we wondered about those nasty winters where Kiev suddenly looks like a doughnut filled with 5-4's and such. My brother recently bugged me to get the 4th edition. But for old times' sack, I think I'ld rather have a go at it with the old map and beige counters. If only I could shoot down those pesky stukas...
Francois Petitclerc
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... parachuted armor ...

One of the original counters had a symbol which depicted the classic oval symbol for armor underneath which was the symbol for paratroops. I forget exactly which unit this represented but for the longest time I had visions of panthers and tigers falling from the sky. A wonder to behold for sure.
Doug DeMoss
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The "parapanzer" unit was the Hermann Goering division (corps, in the game). The wings really just indicate that it was organizationally a Luftwaffe unit.
Adolfo perez
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0709
My first "serious" wargame and still one of the best. Played it in the circle of frient until we arrive to mastering level. In one JESIR tournament (Wargame convention in Barcelona) we got 3 of the 4 top positions :)
This game has an excellent balance of rules complexity, realism, playability, posibilities and stetics. Both sides have a very diferent style of play, but both are fun and have good chances to win.
Bill Jennings
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0809
Strangely, I discovered this game well after it was published. I knew of this game in the late 1970s-early 1980s, but it failed to make a dent in my consciousness. Since I was so transfixed by full color boards, monster-sized setups and counter mixes, and overly complicated charts in my games, TRC for me, simply didn't exist. Even though it was squarely sitting on my game shelf! And there it sat....

...until one day... I actually opened the box and played a game with a friend who had similar gaming tastes. For both of us, it was a real revelation about just how important design, playability, and elegance are in gaming. This was a really great game!

Since then, the monsters have left my house and probably reside in somebody else's basement. However, my trusty and now well-played copy of TRC remains.
12. Board Game: Up Front [Average Rating:7.90 Overall Rank:60]
Alan R. Moon
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I had the same experience with UP FRONT that I had with Gunslinger. The first time I played the original prototype, I loved the game. Most turns, you had a simple choice between moving your men forward or staying put and firing at the enemy. The goal was to either advance to the objective in the middle of the table (or to eliminate all the enemy men). The game just had that special something. I can still remember the good tension and the knot in my stomach I got when playing it. I dare say that if the game had been published in this form, it would still be one of my favorite games today. Sadly, for me at least, Don changed the game a lot and developed it into more of a SQUAD LEADER card game and right out of my heart. Oh how I wish I’d made a copy of that original prototype. I wonder if Courtney Allen still has it?
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johnny5 Is Alive
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Say Alan, do recall enough of the original game to reconstruct it? I am really intrigued by the original design before it was morphed into the SL card game. :p
Alan R. Moon
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Andrew, I think all of the Leaders were named after real people, playtesters, players in the FOOTBALL STRATEGY League, etc.

Alan
Bill Cleary
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05060708
Most of the Football League players became characters in Banzai, the Up Front expansion, including Private Moon.
Kevin Kenz
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I love this game so much, I have 3 copies! Hate to think what would happen if I wore the deck out from play and had no backups!
E Henry Thripshaw
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Alan, I'm wondering if you've played the The Battle for Hill 218 and if that game is closer to what Up Front started out as?

I've heard really good things about this light card game. Just curious. Thanks for the great list and outstanding stories from another one of the people who was on the other side of the pages (the reader) of The General.
13. Board Game: Storm Over Arnhem [Average Rating:7.10 Overall Rank:489]
Alan R. Moon
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One of the most popular features in The General were the Series Replays. In a Series Replay, both players would record all their moves and write comments about their strategy and the way the game was progressing. They were great to read, but they were a huge amount of work to create. I was involved in several Series Replays over the years. Don Greenwood and I had many great games of STORM OVER ARNHAM during the development of this game, almost all of which were close contests to the end. So it was only natural that we would create a Series Replay. In our first attempt, the dice Gods must not have gotten the memo detailing our interest in a close game, and Don conceded after the first few turns. Our second attempt was almost as unbalanced, except that Don had the upper hand in this one, so despite the fact that this was not the best example of how the game usually went, we finished the game and it was published in The General. Too bad. There must have been at least a half dozen classic battles between the two of us that would have made perfect Series Replays.

Or maybe it was just me. Because when Richard and I set about creating a WAR AT SEA Series Replay, we had almost the same experience. One very unbalanced game, then a second one that was almost as bad that was published anyway. I have to think it would be so much easier today to create a Series Replay. Because back then, we weren’t using computers. We were hand-writing everything, and then typing them up using typewriters. Seems like the dark ages and that was the 1980s.
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Ken Whitesell
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Alan, it's you.

My best Alan Moon memory regarding "Lady Luck" was watching you play Victory in the Pacific. I don't remember the details - but what I remember in one specific case was you rolling 12 dice, and getting 11 6s and a 5.
Brad Miller
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Somehow, I ended up with the Storm Over Arnhem issue, but not the one that followed. I had read and re-read that first part of the Series replay about 50 times, but had never been able to get ahold of the next issue.

20 years after publication, someone offered to send me a scanned copy of the second part of that SR.

What I had thought was going to be a tense, exciting conclusion turned out to be a lopsided blowout :angry:
Chris Barnard
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I've been on the lookout for General 19/2 as well. I don't think I'll bother now.

Fascinating list, Alan. Working for Avalon Hill sounds like a wonderful job!
Mike Hoyt
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All six issues of Volume 19 are now available on e-bay. Some fellow has scanned every page and offers a CD for ~$6.00.
Mike Oberly
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One of my favorite ever Series Replays, and SOA is one of my favorite games from that time. Any replays between you and Don Greenwood were great. :)
14. Board Game: Acquire [Average Rating:7.51 Overall Rank:59]
Alan R. Moon
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One of the marks I made at AH was when I introduced ACQUIRE to our regular game group. They loved it. So much, that it was their favorite game for more than a year and was their number of one choice of the game to be played. That drove me crazy. I liked ACQUIRE and still do, but I’d already played a lot of it before that. The good news was that ACQUIRE was a big factor in moving my friends Mick Uhl, Bill Cleary, and Cliff Willis away from wargames and moving them more towards designer games.

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Francois Petitclerc
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A true gamer's game and probably Sackson's finest. Just the right combination of luck, bluffing and planning. Excellent all around and extremely popular with my family.
Chris Jachimowicz
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Hi Alan;

This game was so popular with a friend's father, that it was actually mentioned in his eulogy by a long time playing partner. Evidently the man kept copious notes on every game the two of them played over the years.

Chris J.
Daniel Baxter
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My family has been playing this game for 30 years (since I was born). My Dad made a big wooden playing grid with wooden blocks for tiles. This truly is a great game. We even have an Acquire trophy that gets passed along.
Dean Thomas
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070809
I payed a kings ransom for this game only a month or 2 ago and I am damn glad that I did. And there is no way chocolate depravtion comes close to Acquire depravation. This game is just one of the all time greats.
Christopher Seguin
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070809
This game has always been my "Holy Grail" of board games. I remember growing up with a copy in the house (that belonged to my brother) that remained untouched because he never had anyone to play with (he was 8 years older than me, and pretty much ignored me as I was nothing more than the annoying sibling).

Eventually, he took it with him after college graduation and moved to Detroit, and I never saw the game again (although it remained in the back of my mind as something that fascinated me with all of the little squares, instruction printed on the inside box cover, and the cool looking stock certificates).

Fast foward 20 years to 2007. My interest in boardgames has hit a high peak. Acquire is mentioned as a highly rated game. At the time, I was not aware that my brother had taken the game with him years ago, and my mom and I kept arguing back and forth about this old game in a green bookshelf box (you know the 3M version from 1968) - she denied it even existed. Turns out my brother took it, then sold it in a garage sale for $2 a couple of years ago.

A friend of mine, who has an uncanny knack of finding great games at garage sales and thrift shops, finds a 1968 copy for me. Great day it was. I have played it numerous times since then, and it is still an awesome game!
15. Board Game: Risk [Average Rating:5.62 Overall Rank:4335]
Alan R. Moon
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For the first two years at AH, I was in heaven. The work was challenging and fun. But sometime in the third year, I suddenly realized I was less happy than I had been. I was tired of having to work 5-15 hours of overtime each week just to pay my bills. I wanted more of a normal life. So I started looking around to see what other possibilities existed. I hired a Recruiter. I went on interviews at Milton Bradley but was not offered a job. I went on interviews at several other companies and either wasn’t offered a job or decided not to take the job offer. Finally, in 1983, I got an interview at Parker Brothers. The location in Beverly, MA was great, I liked the people who interviewed me, and it seemed like working there might be a dream come true (It wasn’t!). At the second interview, I was sure I was going to be offered a job and sure enough, the next day the Personnel guy called me and made me an offer. Funny thing about that. I’d asked for a salary of $28,000, which would have been about a ten thousand dollar increase. I was offered $30,000. This impressed the hell out of me. When I left AH, I was still only making $8.50 an hour.

I’m still good friends with Mick Uhl and Bill Cleary and always will be. I haven’t seen Bruce Shelley for years but we’ve touched base with each other a few times over the years. Of all the AH employees, Bruce became the most successful by far. When he left AH, he went to work for Microprose (as did Mick Uhl). Bruce worked on RAILWAY TYCOON and CIVILIZATION there, working with Sid Meier as a co-designer. From there, Bruce married and moved to Chicago, and started writing manuals on computer games. These days, Bruce is a bigwig executive at Ensemble Studios.

I see Joe Balkowski and Bruce Milligan now and then at conventions. I hadn’t seen Tom Shaw for years until I met him at Origins this past July where we were both Guests Of Honor. I enjoyed talking to Tom, who is now retired and living in Florida. My relationship with Don Greenwood over the years had its ups and downs. Don is a very black and white person, with almost no grey. You’re basically with him or you’re against him. But despite our differences, I respected Don. He was one of the hardest workers I’d ever met. Every morning, he’d be at his desk by 7 and he rarely left before 6 in the evening. His salary was better than mine, but not that much better, especially considering how many years he’d worked at AH. But among his other good qualities is also loyalty and he stuck by AH when many others gave up on it, including me.

It’s hard to believe that those four years at AH happened over 20 years ago. One of the reasons I created this Geeklist is to make sure I have a record of some of my memories, before they fade even more than they have. I also hope you enjoyed this small look inside the old days of Avalon Hill. Because for me, while it is gone now, it will never be forgotten.

One of the other reasons I created this Geeklist was because the second issue of Knucklebones will be available soon. Dudes, I’m here to tell you that Knucklebones is a most excellent new magazine about games. I’m honored that there is a story about me in the second issue too, and I want to thank Ward Batty for writing it.
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Edited Tue Jul 3, 2007 1:21 am
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