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ISSUE 55

November 24th, 2025

CONTENTS

Coming In Next Issue

Editorial

Old School Play By Mail Pub Meet

What was Exodus?

Forgotten Realms 257: Turn 13

Some Hyborian War Thoughts: Is magic your cup of gaming tea?

Return to the PBM Maze: Turn #15

Galaxy #223: Turn #6 (A Reckoning In Deep Space)

Galaxy #223 Player Blurbs

Until Next Issue

Welcome Back!

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Enjoy This Issue!

COMING IN NEXT ISSUE

Galaxy #223 of Galac-Tac Article

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More Player Blurbs!

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More about Hyborian War!

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PBM image ad for the new Play By Mail Discord
Editorial
Issue #55 has arrived for your reading pleasure!

I begin writing this issue's editorial the day after last issue published. And here's what prompted me to begin writing it so soon after Issue #54 made its way into our readers' digital hands.

There an article in this issue titled What was Exodus? I no sooner finished writing that article, when my mind shifted gears and began thinking about "0% participation rate." Which means that, now, my mind is more fully beginning to ponder how to approach publishing future issues of PBM Chaos with no real expectation of participation on the content-creation end of things by those who are our readers, or by those who design or run PBM games.

In a nutshell, how do I convert that net negative into a net positive? Plus, how do I make it sustainable for an indefinite period of time?



To those of you out there reading this, right now, this may strike you as "hold hat." But my mind is now looking at it from what it considers to be "a new angle."



I'm always interesting in learning and knowing what you think about all things PBM. However, there really hasn't proven to be a consistently reliable way to ascertain your thoughts and your feedback.



So, from here on out, I'm am going to worry less about what you, our readers, want, and focus more, instead, upon whatever that I want to talk about. Ultimately, you'll either follow along or you want, which is what you will do anyway, not matter how I approach things and no matter what particular PBM philosophies that I embrace.



If you choose, at any point hereafter, to send something in, fine. If you don't, equally fine. If I haven't succeeded, already, at persuading you that PBM publications are better when others provide their input and feedback and comments and thoughts about PBM, then by my reckoning, this Wednesday morning, then by this point in our journey, it's highly unlikely that I ever will.



And if I have persuaded you that PBM publications with PBMers and PBM GMs and other PBM-interested individual contributing to the effort, yet you still won't budge, then realistically speaking, I'm in the exact, same place as if I had never convinced you, at all. There's no net difference in the two.



From time to time, people wonder why I do various things that I do in the PBM sphere. You know what? I also wonder the exact, same thing about why all of you do what you choose to do (or not do, as the respective case may be).



I don't say any of this to be insulting nor to be off-putting. Rather, as with virtually everything that I write in PBM Chaos with little exception, I'm just sharing my thoughts-of-the-PBM-moment aloud with you, one and all.



Right this very moment in PBM time, I am browsing the January/February 1984 issue of Paper Mayhem magazine. Maybe much of it was typed up on a typewriter. The articles were in one-column wide format. It's all in black and white - not color anything else.



A six issue subscription of Paper Mayhem back then would run you $8 per year or $14 for two years. "A New LOOK!" this issue declares on the inside of it. Not in bold type, though.



Phoenix Publications was an early supporter of a still-young Paper Mayhem. And that PBM company was who, for all intents and purposes? Jon Capps, right?



He took out two full page ads, one for Warlord and the other for Galac-Tac, in this issue. Not sure if he splurged for $40 ($20 for a full page ad was the going rate for that issue of Paper Mayhem, at that PBM time), or if he snagged a 10% discount, or if he ran ads for six straight issues of Paper Mayhem, which would then open up either one free full page ad or two 1/2 page ads per issue for that six month span of time.



Galac-Tac's early art for its advertising is traceable back more than forty (40) years. That's the Azurian lizard alien holding a human up in the air with one hand, and the OOPS! ad of a space ship exiting a portal of some kind, only to then discover that it arrived in a location in space where lots of other ships were waiting on it.



Guaranteed circulation of Paper Mayhem was set at 500 copies, back then. PBM Chaos' circulation, today, is a mere fraction of that.



Looking through this issue of Paper Mayhem caused me to conclude that, if PBM Chaos is to succeed over the long run, then I need to worry far less about what others out there might want, and focus more, instead, upon what my own vision for it might be. Sure, there's a degree of risk that inheres in that, but so what? Risk tends to inhere in virtually anything and everything in life.



Ultimately, what I publish, PBM-wise, will either be something that you gravitate towards or away from. And some of you have been with me a long while, now, through one PBM publication and the next. For that, I thank you, both personally and professionally!

And there are those who are fairly new subscribers and readers. Welcome to all of you who fall in this batch of the PBM-interested!



And then there's those of you who came in somewhere in-between. Nice to make your acquaintance!



There was a time in human history when silent movies were all the rage. So, what real difference does it make if PBM Chaos' audience of today, its most loyal adherents of the PBM faith, prefer to be silent participants in this PBM undertaking?

And on that note, I now begin the second column of this issue's editorial.



Reading through the one-page editorial of that very same issue of Paper Mayhem magazine, it's like a gold mine of information that enlightens one just how very different the PBM reality of today is, compared to what it was like way back then, almost half a century ago.



Today's PBM industry isn't that PBM industry. PBM companies' habits, back then, are not the habits of today's PBM companies.



Lots of good, sound ideas in play, back then. They're equally good and equally sound, as ideas go, even today. But the PBM world of then no longer exists.



Preferences of PBM companies and PBM GMs have shifted, and priorities along with them.



How about those PBM releases? How often do you encounter those, today?



How do you publish an affordable PBM magazine in print format, today? As near as I have been able to ascertain, you're can't. And that's without even taking into consideration publishing a profitable PBM magazine in print format.



Different times, different worlds, different PBM realities.



I drift over to the old PBM Discord, where I encounter a paragraph written by Djinny in the galac-tac channel. I smile as I read over what she had to say. There are several things she said that catch my eye, in particular.



So, forgive me if I don't write blurbs or role-play or maintain a running commentary - I'm doing the best I can just to keep up!



Rest assured, she's forgiven. On my end, anyway.



I knew the demands that Galac-Tac would make on my life and sanity, but I signed up because it was a "teaching game" and I wanted to share what experience I'd gained along the way with YOU, beloved denizens of Game 223.



Ah, the demands that Galac-Tac would make on her life and sanity. That statement, alone, speaks volumes. And in an era where life is more hectic than ever, and where people seem to have less time than era, should Galac-Tac change, in order to mitigate the demands of which she speaks? Clearly, they are real, and for the very reason that they are real, could Galac-Tac stand to benefit from being more receptive to implementing further changes beyond the various changes that it has implemented at different times in its history?



I'm also trying really hard to enjoy the game.



To me, the primary reason to play games, be they of the PBM variety or of other varieties, is to have fun. I, too, am trying to have fun playing Galac-Tac in Galaxy #223.



And honestly, a lot of the fun that I am having in that game of Galac-Tac comes easy. Other portions of the fun that I derive

come at an investment of time and energy and effort.



There's things about Galac-Tac that just kind of shake my head at, whilst simultaneously, there's things about Galac-Tac that I respect or admire or just downright love. 



For my own part, I enjoy having Djinny participating in Galaxy #223. Her experience in playing Galac-Tac in past years has benefited me and my empire more than once, already, in the first five turns of the game, alone.



As the competing demands of real life pound away at her, I'm sure that my own attacks upon her empire, to date, have likely increased both the pressure and the demands that Galac-Tac has imposed upon her.



To match wits and to challenge what her own past first-hand experience has taught her about Galac-Tac is to drink to the lees of fun!



If she chooses to slack off in Galaxy #223, then her empire will quickly begin to pay the iron price. Her willingness to talk about the game is a big plus, in my book. The inter-player chatter, if you want to call it that, puts an extra shine on the Galac-Tac experience for me. Some of the other players in that same game of Galac-Tac are missing out on that. And to me, that's both sad and needless!



But I don't have any real control over other players, or over the amount of time, energy, effort, and communication that they want to put into play in Galaxy #223 of Galac-Tac.



Personally, I tend to enjoy the player-to-player interaction in PBM games as much as I do anything else about such gaming experiences. What good is a silent enemy? The more silence there is, the more boring that a given PBM game tends to be.



Granted, to each their own, and personal tastes and preferences do tend to vary from individual to individual, as they do with a lot of non-gaming things in life.



I didn't really expect to finish this editorial the same day that I started it, but things don't always work out like we expect or plan.



Between now and when this issue publishes, which should be five short days from now, I hope that as the pages of it

come together, they culminate in an enjoyable reading experience for you, our readers.



Enjoy this issue of PBM Chaos. Happy reading and happy gaming to one and all!

Charles Mosteller
Editor of PBM Chaos

Humble Bundle 

Map Making Mega Bundle

This is a really great deal!

$30 will get you 39 items!

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Unofficial PBM Meet Planned

Date of the Unofficial PBM Meet = November the 29th 2025

Spurred on by your publication and an idea from Roy Pollard (GM The Isles), Rich Lockwood and I have decided to run an "unofficial PBM meet" which will piggy back off the Dragonmeet RPG convention in November 2025.



Dragonmeet is the UK's largest RPG convention and will take place at the Excel Centre, Docklands, East London on November the 29th 2025. More details re tickets and games being run and traders can be found at Home - Dragonmeet.



This is the first non-game specific PBM meet to be run for quite a while and we just want to see what happens. We hope to attract some old players as well as attract new players who may express an interest. The idea is just to have fun and see what happens.



Rich is getting some signage made up and the idea will be to set up in the bar at about 12 noon.



So far confirmed PBM'ers attending are Rich Lockwood (GM: Xanoth and top player in numerous PBM games), Roy Pollard (The Isles GM), Martin Webb (top Saturnalia and Midgard player) and myself Wayne. We've invited various people including Danny Munford (GM: The Land) and his players, plus numerous PBM old guard.



If you fancy finding out about PBM or meeting up with some like-minded people, come along. There's no charge when you are in the con, and it should be a very good laugh.



I hope to see all you there.



Wayne

What was Exodus?
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EDITOR'S NOTE: The old PBM ad above is for a PBM game that is no longer in existence. The PBM company, Grenade Games, no longer exists, either, as far as is known, so it is not a game that you can play, today. Rather, it is a relic from a bygone era of gaming, so don't waste your time or your effort writing to Grenade Games at their old mailing address, in a bid to try and give Exodus a try, in this day and age.

Grenade Games was the PBM company that brought the play by mail game, Exodus, to the gaming public. Grenade Games operated out of Boston, Massachusetts. As near as I have been able to tell, they operated from as early as the PBM year of 1989 to at least halfway through the PBM year of 1991.



I was able to located three different PBM advertisements for Exodus, with the earliest being in the October/November 1989 issue of Games magazine. There, it was an all-text advertisement, sort of like a Want Ad.



$2.25/turn

$1.50/rulebook

$1.50/setup



The last advertisement that I located for Exodus was in the May/June 1991 issue of Paper Mayhem.



$2.25/turn for your first fleet

$1.00/turn for your second fleet

$1.50/Rule Book

$1.50/Set-up

You will spend between $4.50 and $6.50 per month.

14 day turn around time.



As you can see from the largest-size PBM ad that they ever ran, above, here's what the game would cost you in between the earliest and latest advertised prices.



$2.25/turn for your first fleet

$1.00/turn for your second fleet

$1.50/Rule Book

$1.50/Set-up

You will spend between $6.75 and $9.75 per month.

10 day turn around time.



The same low level art used for PBM ads for the game never changed. Whenever I encounter one of their old PBM ads for this game, the name of it, Exodus, makes me think about Battlestar Galactica. Yet, reading the description for the game, it doesn't really sound anything, at all, like Battlestar Galactica.



In case you're sitting there wondering, as you read this, the original Battlestar Galactica television series appeared on the scene in 1980. The humans in it were on an exodus of their own, which is why, I think, that this old Exodus PBM game with it's later advertisements beyond the Want Ads conjures that old Sci-Fi TV series in my mind, whenever I encounter them.

You are in command of a fleet of ships that has gone into the galaxy looking for the enemy. The enemy is also out there looking for you. You control a fleet on either the Alien side or the Human side along with many other players and their fleets. The object is to conquer the Galaxy, but the other side is also controlled by players who are out to do the same thing. Internal rivalry along with fights against the enemy makes this game a challenging one. Diplomacy is an important part of play as you explore the galaxy in the quest for domination. A fast paced game with many battles and a quick consistent turn around time, EXODUS is for people who enjoy tactical space warfare gaming.

Exodus was a closed-ended play by mail game of tactical space warfare. It was billed as "completely computer moderated," and this was aimed at eliminating favoritism by the moderator, and to eliminate mistakes that hand moderation produces.



You could issue up to 18 orders for each fleet that you owned. During game play, players of Exodus controlled one of many Base ships on either the Human or Alien side.



I don't know for certain if any of the old PBM magazines that I own copies of feature any reviews for Exodus by former players of the game. If I stumble upon any old reviews for the game, I will identify what issue(s) of which PBM magazine(s) or other magazines that I encounter them in, in a future issue of PBM Chaos.



Exodus was limited to two fleets per position, and two positions per person, "to prevent anyone from buying their way to victory."



If you, or anyone that you know, ever played Exodus back when it was running, I encourage you (or they) to write in and tell us what you remember about the game. After all, most old play by mail games are gone forever, with nary so much as a trace for others to get a good idea of what playing them was like.



Also, let me know if you enjoyed this article.

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I recently posted the following results for FR 257 Turn 13 at the Road of Kings website:



Forgotten Realms 257 – Slow Friends Game

Hammer Posted Thursday, November 20, 2025 at 10:20 PM



Hammer Tribe (R19) Turn 13 Results:

Banner: Silver Hammer, on a Red Field Treasury: 299 Total Gold Production: 73 Total 



Hexagons: 238 Total Orders: 17 Experience Gained: 149 Total Experience: 1296 Mission for New Units: Explore Realm will Occupy: Village (CT5) and larger Communities with a 6 Gold Value or less Unit Allies: Conquerors (R4), the Brotherhood of Perseverance (R14)

Realms Known: Hostile Power (RO) Uncommitted Power (RO) Qonquerors (R4) the Vengeful Throng (R18) the Wolf Clan (R20) the Ill Clan (R21) the North Wardens (R22) Ice Clan (R23) Under-Clean (R36) Burning Grove (R37) Keepers of Knowledge (R38) the Noble Pride (R39) and Kingmans Tragic Horde (R48)

Standing Orders: Ally R4 R14 R45 -

Production Report: Units Conscripted: None

Hexagons Lost: 1 to the Ice Clan (R23), 9 to Under-Clean (R36), 1 to the Noble Pride (R39) and 1 to Kingmans Tragic Horde (R48)

Hexagons Gained: 1 from (RO), 1 from a Hostile Power (RO), 3 from the Ice Clan (R23), 2 from Under-Clean (R36), 3 from Keepers of Knowledge (R38) and 1 from the Noble Pride (R39)

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

A Small Force Loyal to Keepers of Knowledge (R38) was sighted in 17:73 which included 1 Human Cavalry Archers, 1 Elf Rogue, 1 Elf Elite Archers and Arrow of Direction!

The Battle at 00:84 … To the advantage of a Hostile Power (RO), they defend from the Kobold Settlement of Naturest (C691). The enemy’s banner, Black Hawk diving for the kill on a deep purple field, heralded the forces of a Hostile Power (R0): the 3rd Kobold Garrison (U8196). Our banner, silver hammer, on a red field, heralded our forces: 4 Witch Doctors, Hammer (U4988), the 1st Giant Heavy Infantry (U4363), the 1st Human Skirmishers (U4975), 5 Human Archers, the 1st Human Heavy Infantry (U4888), 7 Orc Archers, Dragon XI (U9019), Cloaks of Protection (I1363), Javelins of Lightning (I1368) and Holy Avenger (I1108).

A Hostile Power had No Forces Surviving the Conflict. All of Hammer Tribe’s Forces Survived the Conflict.

A Small Force Loyal to Kingmans Tragic Horde (R48) was sighted in 25:49 Guarding the Troll Settlement of Knucklebones (C802) which included 1 Troll Garrison!

Within the Area of 16:72 a Sizeable Force was discovered in a place which spoke of Danger and Untold Riches, the Dungeon of the Lonely Tower (C349) which included 4 Elementals, Hammer of Thunderbolts, Arrow of Direction and Drums of Panic!

A Small Force Loyal to Kingmans Tragic Horde (R48) was sighted in 24:52; however, the Small Force marched on elsewhere!

The Battle at 25:51 … The enemy’s banner, a Pair of Red Eyes on a Black Field, heralded the forces of Kingmans Tragic Horde (R48): the 8th Human Cavalry Archers (U7371) and the 14th Human Cavalry Archers (U3943). Our banner, silver hammer, on a red field, heralded our forces: the 3rd Human Light Cavalry (U7279).

Hammer Tribe had No Forces Surviving the Conflict. All of Kingmans Tragic Horde Forces Survived the Conflict.

A Small Force Loyal to Keepers of Knowledge (R38) was sighted in 15:73 Guarding the Human Village of Bloodtree (C525) which included 1 Human Garrison and 1 Elf Light Infantry!
The 6th Orc Light Infantry (U3123) joined the Hammer Tribe Army led by Dragon XI (U9019) in 02:80.

A Small Force Loyal to Under-Clean (R36) was sighted in 23:99 Guarding the Dwarf Town of Wynrock (C981) which included 2 Dwarf Garrisons and 3 Dwarf Crossbowmen!

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

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

Hammer Tribe has now Dropped to Fourth in Hexagons Owned and is No Longer Listed in the Entities Owned Rankings!

Official Report: Under-Clean (R36) leads with 11.3% of the Gold Production and 11.0% of the Hexagons!

The Alliance with the Most Gold Production is that between Qonquerors (R4), the Brotherhood of Perseverance (R14) and the Nature Ring (R45) with 8.0% and the Alliance between Qonquerors (R4), Brotherhood of Perseverance (R14) and Hammer Tribe (R19) controls 14.3% of the Land in This Campaign!

My Turn 14 Orders for Hammer Tribe (R19) include the following 17 Order Slots:
First: I Ordered a Repeal of Standing Orders 2 & 4, so that Mustered Troops in C488 will no longer follow my 1st Human Cavalry Archers and to Cancel my Ally Orders, because R4 & R14 are already Allies, but I have not had a response from R45!

Second: A Standing Order forC488 to Follow U4988, so that Mustered Troops will now Follow my Arch-Mage Hammer!

Third: A Standing Order for C488 to Muster UT95 [Human Archers!]

Fourth: U9019 Advance to 4 Hexagon Locations [my Dragon XI Army Leader!]



Fifth: A Standing Order for C691 to Conscript UT104 [to Prevent an Enemy from Gaining an Abandoned Kobold Settlement by Conscripting a Kobold Garrison that Costs Zero Gold per Turn!]

Sixth: U3396 Advance to 4 Hexagon Locations to Gain More Experience and Hexagons!

Seventh: U8038 Advance to 4 Hexagon Locations to Gain More Experience and Hexagons!

Eighth: A Standing Order to Ally with R45, but I am not sure if @Olorin is still playing?
I left my other 9 Order Slots Blank to cover the cost of Mustering a Human Archers, plus adding 6 Gold to my Turn-14 Treasury!

I Slowly Continue My Quest to Accumulate 1500 Gold to Summon an Avatar!
Turn 14 is due Tuesday, December 9, 2025 and my Orders were Emailed and received at 12:31 PM Thursday afternoon, November 20, 2025 without any Errors!

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

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



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



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



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



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

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



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



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



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



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

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



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



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



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

of Hyboria.



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

emerge as a major power in the southern world.



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



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

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



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

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

alliance with both Koth and Khoraja.



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

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



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

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



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

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



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

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



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

Hyrkanian hordes to the west.



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



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



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



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

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



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

may well emerge as supreme among the Black Kingdoms.



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

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

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



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

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



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

tide!



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

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



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



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

combat.



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



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



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



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

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

Some Hyborian War Thoughts

Is magic your cup of gaming tea?

Charles Mosteller

Hyborian War is a play-by-mail game from Reality Simulations, Inc., also known as
RSI. Hyborian War is a game of imperial conquest set in the age of Conan, the Hyborian Age.

This PBM game has a lot going for it. It's a ton of fun, and it is also very challenging to play. With 36 different players filling out a full roster of players for a game of Hyborian War, you can bet your bottom dollar that scheming and intrigue are overflowing, more times than not.

If you've never played Hyborian War, before, then you owe it to yourself to give the experience a try. It's my personal favorite PBM game, and I heartily recommend it.

In Hyborian War, there are several different categories of magic that your kingdom's characters can wield. These are Personal Combat MagicStrategic Magic, and Battle Magic.



As might be expected, different kinds of magic can yield a variety of different results during the course of game play in Hyborian War. And the truth of the matter is, Hyborian War players can never have too much magic at their disposal.



Some kingdoms in Hyborian War are packed to the gills with magic, whereas other kingdoms are "magic poor," with most kingdoms falling somewhere in between, yet even still, routinely having

many different magic spells at their disposal.



Particularly deadly magic spells in Hyborian War include Black Death and Fire Wall. Black Death can only be used defensively against invading armies, whereas Fire Wall can be used both offensively and defensively, whether your kingdom is the one doing the invading or whether your kingdom is the one defensing against invasion.



These two magic spells, in particular, are the proverbial "Big Dogs" of magic in Hyborian War. Black Death is a Strategic Magic spell, whereas Fire Wall is a Battle Magic spell. Many an army in Hyborian War have been laid waste to through the use of these spells, leaving their mark upon countless different players of the game over the last several decades.



Get hit in the same invasion and subsequent battle by both Black Death and Fire Wall, and there may not be much, if anything, left of your army.



Or get struck by multiple Black Death spells as you're invading another kingdom's province, and it will likely be all she wrote for your army.



The next time that you're sitting around bored out of your mind, let it not be said that you didn't have a better option within your grasp - if you would only avail yourself of it.



Hyborian War is that better, more exciting option. RSI's contact information is listed below, for your convenience. The Hyborian Age awaits you!

Reality Simulations, Inc.

P.O. Box 22400 Tempe, AZ 85285

(480) 967-7979 fax (480) 894-2028

Internet: [email protected]

Hyborian War Battle Magic

Earth Demon

The Earth Demon spell is a very potent and terrifying form of magic! With a word of command, the holder of this spell may summon the very power of the earth to do his bidding, causing the earth to shake, cliffs to topple onto the armies of his enemies and the walls of fortifications to come crashing to the ground in the space of a moment. The Earth Demon spell is only effective in mountain, hill, or fort terrain.

Fanaticism

The Fanaticism spell makes the spellcaster's army fight with increased bravery and heroism (improves morale). The Fanaticism spell is of great value to armies known for their lack of courage or discipline.

Fear

The Fear spell is used to make an enemy army uncertain and afraid (decreases morale). It can be of great value when cast upon troops known for their lack of courage or discipline.

Fire Wall

This spell causes a wall of flame to leap up in obedience to the will of the spell caster. A firewall can engulf and destroy entire ranks of charging soldiers in an instant!

Magic Blast

A character with this spell can call upon the very powers of the heavens to aid his cause in battle. This spell will call forth bolts of lightning to fall from the sky and blast enemy troops. Due to the need to target specific troops or leaders, the spell works best for wizards who have some degree of military command ability.

Magic Sleep

Magic Sleep - With this spell, a character can call upon a child from the chilling outer void (a being whose very touch can paralyze the body and numb the mind). If successful, the spellcaster may command this creature to touch the commander of an enemy army. The commander touched in this fashion will become paralyzed and useless for the duration of the battle.

Missile Shield

By using this spell, a character may cause most of the closing missile volleys from an enemy host to be misdirected and deflected.

Phantom Warriors

This spell summons to the world of men a creature or creatures of Great Power. Such creatures can take many forms, perhaps even appearing human, but each in its own way is a potent summoning. The strain upon a character to summon and control such creatures is great, and thus the spell may only be cast a limited number of times in a character's lifetime.

Summon the Undead

This spell allows the spellcaster to command the dead to rise from their graves and take up arms in battle. This spell will cause a variable number of undead troops to shamble forth and fight on the side of the spellcaster's army.

Now you can live the most powerful legend of them all. HYBORlAN WAR is a Play-By-Mail game where you control the destiny of the Hyborian Age of Conan. Aquilonia with her Black Dragon knights, slumbering Stygia gathering her wizards, the fantastically helmed armies of Kambulja in the east. Any one of these kingdoms is yours to rule, or choose from over thirty others -- unique and authentically recreated from the Conan series.


The absolute gripping power of this world can be yours. Send forth your lords and generals to lead the armies of invasion. Send forth your heroes to adventure, your spies to kidnap nobles, steal secrets, and assassinate your enemies! Decree the policies of your land, giving your subjects good government or bad. Call upon your priests to speak the wisdom of prophecy and council. Command the sorcerous incantations of wizards. Indeed, the tide of war may turn upon their arcane magics. Rule and Conquer! It is an age of empire and the jeweled thrones of the earth await you.

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

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Maze Runners

Rob

Life Force

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Maze Vision = 500

Spider Creature 2

Maze Runner 2 - Turn 15 Orders

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Maze Runner 2 - Turn 15 Results

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Your wounds appear to be healing.

You move with great speed in pursuit of your prey.

Your mind is a jumbled mess. You cannot remember more than just a relatively brief amount of time in the immediate past.

Something within you, some overwhelming desire, urges you onward!

But this maze is big. It is enormous!

You are uncertain which way to go. Even your heightened sense of direction does not provide you unlimited sensing ability.

Steve

Life Force

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Maze Vision = 270

Gold Pieces = 121

Weapon = Spear = 1d6+2

Magic Items

Scroll of Teleportation

Maze Runner 3

Maze Runner 3 - Turn 15 Orders

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Maze Runner 3 - Turn 15 Results

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Your maze vision has increased!

You have experienced an encounter!



You arrive at the end of a short passageway dead end. Before you is a wooden table, with a small white tablecloth on it in pristine condition. This section of the maze is sparkling clean.



On the table is a clear glass bottle. You can see a bright green liquid inside of it.



Will you drink it? Choose YES or NO.



You have to pick one or the other.



Then, resume movement in the maze.

Richard

Life Force

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Maze Vision = 270

Weapon = Battleaxe = 2d6

Maze Runner 4

Maze Runner 4 - Turn 15 Orders

You have missed

the turn!

Maze Runner 4 - Turn 15 Results

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You have fallen asleep in the maze!

You have awakened to a splitting headache. You are very groggy, and in a lot of pain. You feel as if you're about to die.



After some time, you finally manage to get your bearings. You are right where you last recall being. At least, this part of the maze that you're in looks familiar.



You rub your head with the palm of your hand.



Blood!



Your gold!



It's missing. You've been robbed!

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Image ad for the Sharing of Information Game of Galac-Tac

Galaxy #223

The ongoing Saga of Galaxy #223 in Galac-Tac

Turn #6

A Reckoning In Deep Space

Because Galaxy #223 of Galac-Tac publishes once every two weeks, whereas issues of PBM Chaos publish weekly, a challenge for me that this creates is trying to figure out what all to post immediately after new turn results arrive. In a nutshell, I have to make any given turn stretch to fit two full weeks.

Do I just give away the entire store, as soon as new turn results arrive? I've got turn results for Turn #6 in the palm of my digital hands, now. I've had them since Saturday morning. What should I tell you, 'O PBM Chaos readers, about that turn in this issue of PBM Chaos, and what should I hold on to until Issue #56? Or should I just lay it all out, each turn, and then skip an issue in between the various turn episodes of Galaxy #223?



Well, fortunately for you, but not so fortunately for me, Turn #6 turned out to be a turn of real reckoning for me. Nothing quite like being brain dead and reality slapping you right upside the head to bring your plans and your schemes and your ambitions within Galac-Tac crashing back down to Earth.



Trust me - it was a very hard landing!



It was nothing that any of the other players in Galaxy #223 did, nor was it anything that Talisman Games nor GM Davin Church did. Rather, 'twas blame that lies squarely and properly at my own two feet - feet that wear clown shoes, from the looks of it.



Sometimes, the horse of one's thoughts break out of the barn of sanity, and decide to just run free. And so it was with me, until Turn #6 arrived. Midway through browsing my turn results (which weren't all that bad, though a few negative events did impact my empire, this turn), it dawned on me that you can't actually tow platforms in Galac-Tac.



That's why you have to be careful when you're digging back through a PBM rulebook that nobody else thinks that you even read to begin with. If you're not real careful, you'll end up learning something that you should have already drilled into your brain casing a long time ago.



All kinds of good and colorful ideas ere shattered, when I figured out that various things that I wanted to do simply won't work. They have no hope of working, no chance at all. And here I thought that I was onto something. Zero return on thought investment!



Galac-Tac hasn't changed from Turn #5 to Turn #6, but I have. Some of what I thought Galac-Tac could do and allows for, it doesn't. Let me tell you, it's like planting seeds of boredom that instantly begin to sprout. No alternative, now, but to devise an alternative strategy. And I have only myself to blame. Et tu, Brute?



My mind wasted no time mourning the funeral of my own damned-decent ideas. Platforms from here on out would take a backseat to starships. Starships, starships, and more starships!



I can still use my colorful platform names, but only at my homeworld system and other production centers that I manage to succeed at developing at different colony locations. No longer can I take the mountain to Muhammad, as the old saying goes. Rather, the other players will have to stumble across them, each in their own time.



Yeah, well, I'm slow to the ball game, at times. As I look out across the landscape of Galac-Tac's design, I now begin to look at it different. My mind thinks, "What could have been?" but another part of my mind also bluntly says to itself, "What now?"



More expensive possibilities, since tons more engines will be needed, which translates into greater economic costs in terms of PI, which will necessarily entail a more aggressive approach to the game. Not more expensive, in terms of my wallet forking out more money to play Galac-Tac. but rather, more expensive in terms of the game's in-game equivalent of money to build starships with.



Just now, here at 3:34 AM on this still-dark Monday morning, I sneezed my head off. Twice!



I'll take it as an omen.



My enthusiasm for Galac-Tac isn't gone, but it has diminished, somewhat. Again, that's my fault for not quite grasping the somewhat-now-obvious, but diminished enthusiasm for a game - any game - is never a good thing. At least, that's the thought that jaywalks in front of my mind, right now.



Yeah, go on. Laugh at me. Laugh all that you want to. You won't be laughing nearly so hard and so loud, when I come for your homeworld.



And I will come!



It's just a matter of time. Hey, that's the name of the game, right? Well, not the literal name of the game, but the very essence of what underlines what this game is all about. We aren't all playing empires eternally at peace with one another, building vast empires with no prospect nor contemplation of war.



To be certain, the horrors of war are coming. They're coming for you, and they're coming for me.



And all that I know how to do, apparently, is yawn.



Shall we now take a closer look at what happened to the Yonds of Droon on Turn #6? If you care to learn, if you care to know, then follow me as I run you through at least part of it real quick.



Let's start with what you would probably consider to be some bad news. But first, I present the Galaxy Statistics from Turn #6, as well as its counterpart from Turn #5, to make it easier for you, our readers, to keep up and to keep track of changes.

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From Turn #5 to Turn #6, 9 more colonies across the galaxy finished their construction phase. My own empire did not factor significantly into this rise in colonies on Turn #6, which probably helps to account for why my empire's percentile score in the Empire Valuation dropped, again, on Turn #6. 'O how the mighty have fallen! The Yonds of Droon have plummeted in the span of two turns from 100th Percentile way down to 89th Percentile. Son of a bitch!



Numbers on digital paper, people. Stay focused. Resist the temptation to read too much into such a sparse subset of information in numerical form.



From Turn #5 to Turn #6, 9 more colonies across the galaxy finished their construction phase. My own empire did not factor significantly into this rise in colonies on Turn #6, which probably helps to account for why my empire's percentile score in the Empire Valuation dropped, again, on Turn #6. 'O how the mighty have fallen! The Yonds of Droon have plummeted in the span of two turns from 100th Percentile way down to 89th Percentile. Son of a bitch!

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Numbers on digital paper, people. Stay focused. Resist the temptation to read too much into such a sparse subset of information in numerical form.



Don't become demoralized. Do not fret not whine nor whimper. What you see, that which you now behold, is what's known in some circles as a mere morsel of information.



You don't know how it's calculated. You don't really know it's true aim or purpose. From my perspective, it's little more than a distract (an attempt to break your focus).



Yeah, sure, when that percentile number favors your empire, by all means, wave the flag of its importance. But don't fool yourself and think, even for a minute, even for a few seconds, that I don't have it within my empire's power to impact your empire's percentile standing.



When at long last I lay waste to your miserable, pathetic excuse for an empire, your empire's percentile score won't save you. It will be little consolation - nay, no consolation, at all - when that hour arrives.



Remember, ever remember, that I don't tend to play to win PBM wargames that I play. So, what do I really and truly care deep down inside for a paltry little standalone number like this?



Think about it, people.



Think about it and ponder it long and hard, lest you learn the hard truth the hard way.



Oh, yeah - that "bad news" that I mentioned.

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Lest Player Ajwan despair from erroneously thinking that I have forgotten all about her and her empire that is Saydonia, I ran across this little snippet that she posted in the old PBM Discord, recently.



3500-07: 4 battles with Yonds of Droon. Won in 3, tied in one. 4 Yonds of Droon ships destroyed



And to think, these 8 ships lost and now missing aren't even my empire's total losses for the turn. After all, let us not forget a destroyed Noomite Patrol ship lost at star system 56-49, this turn, nor the damaged Rocket of Owen Kosterman. The Saydonian starship, Firqata, bears responsibility for this reprehensible act. Firqata's rating code is 3P/2;;/16-16. It suffered no damage at the battle in 56-49, but a fat Saydonian FXV freighter (/;;15/16-1 but currently /;;15/13-) did sustain some minor damage during the course of that battle.



Total ship losses for my empire on Turn #6 were:

Satellite = 3

Probe = 1

Noomite Patrol = 5

Rocket = 1



TOTAL LOSSES FOR THE TURN = 10 Starships



No two ways about it, ten starships is a lot to lose in a single turn. Right? How many starships did Ajwan lose in that other game of Galac-Tac that she's in, where she got invaded at her homeworld location, recently?



Not so funny now, is it, Ajwan?



I've already calculated the cost in PI of these starship losses. I know, down to the last proverbial space penny, Turn #6's cost to me and my empire. It's a loss of assets, and it came at a price - a price that Ajwan's Saydonia only gets partial credit for, since her empire wasn't responsible for all of my empire's ship losses, this turn.

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Unlike Empress Ajwan's fledgling space empire, the Yonds of Droon is a true empire of note and scale. Our starships operate at vast ranges all across the galaxy, as the star map, above, clearly demonstrates. X marks the spot of all of the star system locations where Droon starships went missing.



Now, let's overlay where all battles that my empire took place during Turn #6, to get a better idea of the bigger picture of Turn #6 for the Yonds of Droon.

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In Galac-Tac, whenever your starships experience a battle, if none of your starships survive the battle, then the game doesn't reveal to you who it was that destroyed them. That said, as the game progresses, it often becomes easier to figure out who the empire is who is responsible for your empire's starships that come up missing.

Let's label the homeworlds of the other five players' empire in Galaxy #223, see if that, alone, without any other information considered, helps to visually narrow down the most likely possibilities of which empire was responsible for Droon ship losses, where.
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The player assistant program for Galac-Tac, GTac, maintains a running history of your empire's encounters with other empires. So, let's check the respective histories for those 7 locations where Droon starships went missing on Turn #6, and see what we can glean from that particular information being factored in to the equation of this mystery.
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Four of the seven missing ship locations have prior histories recorded by GTac. Three with Wyvern forces and one with Kroji forces. As readers of PBM Chaos may well remember, the Krojis and the Saydonians conspired very early on to reach an agreement between their empires. Thus, that alone counsels that the Saydonians are not now operating where the Krojis were encountered by my empire's forces just two short turns ago.



The three near the top of the map, those missing ship locations have recorded histories by GTac of my empire's previous encounters with the Wyverns just below the Wyvern Supremacy's homeworld star system. Those seem like really unlikely places for me to encounter Saydonian forces on Turn #6.



Thus, four of the seven missing ship locations for Turn #6 narrow down my consideration for where the Saydonians may be responsible for my empire's missing ships. These star system locations are:



38-34

59-36

46-26



GTac has no prior encounter information recorded for those three star systems. Let's consider anew what Player Ajwan posted in that Discord chat server, recently.



3500-07: 4 battles with Yonds of Droon. Won in 3, tied in one. 4 Yonds of Droon ships destroyed



Nothing quite like loose lips motivated by prevailing in battles. This is a sterling example of how my enemies in PBM wargames are amongst my most cooperative and reliable of sources of valuable information. They always love even the slightest taste of victory, you know, even if it is but little more than a mere illusion.



If there were 4 battles, this turn, between Saydonian forces and Droon forces, and we know the battle location of the battle which was not a Missing Ship report, then that leaves only three other possibilities - and as the star map above shows, we are left with exactly three possible candidate star system locations where those other 3 battles between Droon forces and Saydonian forces could have taken place.

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As you can plainly see from the screenshot above (condensed to make it easier to see, since the same information is now displayed closer together), star system 56-49 is one of those four battles that Ajwan was bragging about.



So, by my calculations without seeing actual battle reports for 3 of the 4 battles that took place on Turn #6 between Saydonia and the Yonds of Droon, here is what my losses at each of the four different battle locations were for my empire:



56-49 - Noomite Patrol

38-34 - Probe

59-36 - Rocket (Boru)

46-26 - Noomite Patrol



In terms of resources, my empires battles with Saydonia, this turn, resulted in the loss of a prior investment of 50 PI to construct these four now-destroyed Droon warships. That's a nice little feather in Ajwan's cap!


She counts one of the four battles between our empires as a tie, when in fact, it wasn't. Her freighter was damaged, not destroyed, and it can even depart the scene of the battle largely intact. So, I would count it as 4 out of 4 battles won by Ajwan and her empire that is Saydonia, for Turn #6. where the battles between our empires are concerned. I take nothing away from her.

After all, she's learning as she goes, and her empire is shifting gears and trying to adapt to the threats that her empire has been encountering.

As have I.

Her starship, Firqata, was armed with 3 phasers, 2 shields, 16 Star Drive engines and 16 Inertia Engines (3P/2;;/16-16). It cost her empire 34 PI to construct it.

Has she constructed it with the maximum of 24 Star Drive engines, for that very same 3 Phasers/2 Shields combination, it would have cost her empire 41 PI. Those additional 8 Star Drive engines wouldn't have rendered that same starship any the more maneuverable or evasive during combat situations, though. So, is Adjwan doing things on the cheap, here, or is she simply being prudent with her starship construction expenditures?

She's crafty. She's smart. She's very perceptive.

Plus, she reads these articles that I write about Galaxy #223. She's out there. Watching. Learning. Scheming!

The cost to my empire for its encounters with Saydonia, this turn, was 50 PI. All four of those destroyed starships of my can be replaced in a single turn - Turn #7, if I desire it to be so!

These were forward deployed ships, though, and to forward deploy starships from where they are built also translates into an additional cost in terms of how many turns does it take for me to send the ship types destroyed to the locations where they were destroyed? One turn? Two turns? More than two turns?

It's not a 100% straightforward calculation, in the sense that those very same starships moved to other star systems before they ever undertook to move to where they ended up being destroyed, this turn. On the other hand, it is a 100% calculation, in the sense that I could figure out how many turns it would take to move replacement ships of the exact same types to the exact same battle locations in question.

I utilized GTac to make it quick and easy to calculate the distances from my homeworld to all four of the battle locations at issue. It would take 1 turn to construct replacement ships of the exact types in question, and then require two turns of movement for all of them to arrive back where their predecessors were destroyed.

But costs and capabilities are two very distinct and different creatures!

If I want to, I already have sufficient military assets on hand and in-theater to retaliate on the very next turn at all four of those Turn #6 battle locations. As such, it's not, in reality as distinguished from in theory, a hard cost imposed upon me of 3 turns, in addition to the cost in PI, which is a hard cost, where replacement is concerned.

Since my warships didn't destroy any of Saydonia's starships in those 4 battles, but only slightly damaged a single Saydonian freighter with a cargo capacity of 15, the PI cost inflicted on Saydonia is minimal, if anything at all. To constructed an identical replacement FXV freighter from scratch would cost Ajwan a mere 12 PI, max.

When you think about costs in Galac-Tac, it behooves you to think beyond just cost in terms of money (PI), and also beyond cost in terms of time (turns required).

For example, how much was it worth to my empire to learn, not one, not two, not three, but four Saydonian star system locations? For an average cost of 12 1/2 PI per ship of mine destroyed, I gained the vastly more valuable information of four Saydonian star systems. Not a bad return on investment (PI expended), eh?

Victory, indeed!

It costs me nothing extra to concede to Ajwan her straight-up military victories against my empire, this turn. But victory is a rather curious thing. Depending upon your vantage point when looking at it, it doesn't always look exactly the same.

Finding the enemy is the first step in destroying the enemy. Now, I know four locations that my empire must eventually destroy. Player Ajwan is a very capable adversary, but not even she can move the stars in the galaxy. For now, she is free to celebrate these fleeting victories. May she enjoy her parades.

Probing tactics, such as my own, routinely involve self-sacrifice. To confirm enemy presence in star systems, it is sometimes necessary to place imperial assets at risk. It's far better to risk - and lose - small and cheap starships, rather than big and expensive starships.

Strategy isn't just about what I term "surface considerations." You've got to peel back the layers of the onion of importance, in order to see what lies below the surface that matters.

My empire lost numerous starships, this turn, but it's still out there. It's still building, growing, assessing. No surrender shall be forthcoming from my Yonds of Droon. These latest starship losses don't faze me, at all.

And my enemies all know it!

Galaxy #223 Player Blurbs

Player Blurb - Ajwan

No player blurb received.

Player Blurb - Brendan

No player blurb received.

Player Blurb - Djinny

No player blurb received.

Player Blurb - Hammer

While I was stuck on 4 GTac Orders for several days, I was considering deleting Galaxy #228, because I was seemingly losing interest in playing a Second Game.



However, PBM Chaos Issue 54 showed up and while reading it, Charles had written that Galaxy 228 was currently showing being filled with a Few Players.



I decided not to delete Galaxy 228 and I actually got my interest in Galac-Tac slightly rekindled as I somehow managed to submit a total of 30 Orders for Turn 6 on the Thursday Night prior to the Friday Midnight Deadline for submitting Orders.



While submitting those Orders, I realized that I had probably 6 Ships that had PV that needed to be Ordered to Unload at my Home World Production Center, because they were not Shuttles.



Although I am still making mistakes, (I found another one just now while looking at my Turn 6 Report for something to write about), I did manage to get a bit further ahead of my Game on Saturday by submitting 11 Orders via the GTac Assistant App for the Seventh Turn.



The Empire Evaluation for Misraw remains at the 100th Percentile Rating.



Five Misraw Ships have gone missing, including 2 Freighters!



I suspect the Droons of Yawn and the Kringe Konfetti Empires are to Blame.



Another Possibility is the Say Done Empire.



Who knows what Evils are lurking among the Star Systems?



Hammer, Minister of War

Player Blurb - Richard

No player blurb received.

Player Blurb - GrimFinger

Image description

6:39 PM Friday, November 21st, 2025
It is the last night before Turn #6 will process for Galaxy #223 of Galac-Tac. My supper for tonight turned out to be a fried chicken breast. Hopefully, this will not be the final meal for too many of my starships' crew members. I sent in my empire's turn orders for this turn, earlier today. Just sitting here typing this to our PBM Chaos readers, as I ponder what tomorrow morning will hold for the Yonds of Droon.

From my perspective, Turn #6 is a critical turn. But then again, is there any turn in Galac-Tac that isn't critical in some way, shape, or form? Decisions matter. Timing matters. Lots of things matter.

Let's take a quick look at the Galactic Statistics for Galaxy #223 for Turn #5:

Image description

There have been colonies created at 58 different star systems, since this game of Galac-Tac first began. As of Turn #5's results, still no production centers have been created by any empire in the game. We should begin to see that number, zero, start to change beginning on either Turn #6 or Turn #7.



When you build a new production center, it also gives you the ability to build new starships and platforms there, since it basically comes with a shipyard all its own. Sounds good, right? It will also automatically convert that star systems PV into PI (just like the homeworld's production center does (only at a lower level - 5 times the base PV number versus 10 times the base PV number at your homeworld). You can also set up freighters to shuttle their harvested PV from other star systems to unload the PV that they gather at your new production center(s).



If memory serves me correctly, though, building new production centers out of colonies also means that all of the PI you then generate don't just amass into a single stockpile of PI. Rather, each production center's PI will be utilized to build new starships, platforms, missiles, etc. from the PI that you have on-hand at each production center, individually and apart from one another.



This holds strategic implications that are not all positive. Your empire's PI split up at different locations can, at times, result in delay to you building exactly what you want, when and where you want. Even still, it also creates opportunities for you that you otherwise might not have.



As an example, depending upon where your new production center is in the galaxy that you are playing in, you can build ships closer to where you are fighting wars, or you can build them further away from where conflict is raging. But it may take you longer to accrue the amount of PI at that new production center of yours than it would at your homeworld's production center. Your homeworld is the only production center that you have which will yield 10 times your base PV value in PI. Any others that you build will only yield 5 times the PV value of that star system you developed a colony system into a production center, like I explained above.



It's not a perfect system, but all things consider, I think that it's a good system. Your empire's homeworld should be a special place. It's where you species originated as life in the galaxy, after all. Be it ever so humble, there's no place like home.



The single biggest issue for me, heading into Turn #6, isn't whether I can bring a new production center online, nor whether I end up losing multiple starships in battles, this turn. Rather, oddly enough, the biggest problem for me heading into Turn #6 has turned out to be which starships to build, and how many of each? In the past week, alone, I've submitted numerous changes to my turn orders, where my ship building preferences are concerned. Honestly, I don't know if my final set of turn orders provides the right choices for Turn #6.



But it is what it is, and in Galac-Tac, there always seems to be a variety of different unknowns that always manage to rear their ugly heads. Thus I try to hope for the best, even while planning for the worst, to the degree possible. I don't know where all of my enemies' star systems are located, nor where all of their warships and freighters are either located or headed to in the coming turn. I don't know how many PV that they are currently able to convert into PI in any given turn. I can speculate about these and other things, but actually knowing the specifics of these types of things, I simply don't.

And unknowns always have a way of tossing monkey wrenches into the plans of those at war, whether in games or in the real world.



8:39 AM Saturday, November 22nd, 2025
We're less than half an hour away from Turn #6 processing, now. I'm not nervous. I'm not anxious. I didn't even sent an alarm clock to awaken me in time for the event. To those in Galaxy #223 of Galac-Tac that my empire's military forces are about to attack, it's not personal. So, wipe those tears.



Playing Galac-Tac without waging war early would be akin to playing the board game, Monopoly, without buying properties. I like all of the players in Galaxy #223, just fine. Your respective empires, though, now that's another matter, altogether.



Think about it this way - when is the "right turn" for empires in Galac-Tac to go to war with one another? What turn number would that be, exactly, and would that turn number be the same in any and every game of Galac-Tac for all empires?



My empire's warships are not out there, even now, attacking Richard's Castle Anthrax empire. You don't see my empire's military assets ravaging across the empire that is Hammer's Misraw. Heck, I've even been cutting Brendan's Wyvern Supremacy some slack, lately.



Since he beginning of this game of Galac-Tac, Galaxy #223, my empire's attention has been shifting and drifting, but there's been no persistent, all-out effort by me to completely eradicate any one empire from the game. I've not actually making a concerted effort to conquer and subjugate any other empire. Instead, I have been - and continue to - wage what's known as "low intensity conflict."



The concept of "total war" is an entirely different beast, altogether.



I see that Turn #6 of Galaxy #223 has now processed. Let me now go and see what fate greeted my empire, be it good or bad, in this most recent progression of Galaxy #223 of Galac-Tac.

Galac-Tac galaxy #223 has processed the current turn

and the turn results are ready for your review.

6:36 AM Monday, November 24th, 2025
Player Hammer must think himself awfully clever, with his mischaracterization of my Yonds of Droon as the Droons of Yawn. Yet, it was his own empire's starships that were caught sleeping, once again, wasn't it? How many starships did he say that his empire lost, this turn, Turn #6?



Hammer is talking a little smack, now. It's about damned time!



Talking that junk always adds a new - and enjoyable - dimension to a PBM wargame.



Better an empire of yawners than an empire of sleeping beauties. Somehow or other, Hammer managed to lose no less than 5 ships, this turn. That's what happens, when you piddle around, Hammer. You'd better wake up, son, or you may not have any ships left!



But enough about Player Hammer, for now. His gloating about that 100th Percentile standing of his empire in the Empire Valuation scoring is noise enough. He's been sandbagging the whole doggone time. He needs to share his empire's secret recipe. I may start calling him Colonel Sanders.



Looking at the missing player blurb sections for the other players, this time around, makes me all the more thankful for Hammer's presence in this game of Galac-Tac. Player Djinny has been pleading poverty of time and being overworked, of late, yet it's Davin who has to wash the dishes.



Who knows? Maybe the Kroji Buffet of Propaganda has run out of things to say. Or maybe she just needs me to write her empire's meager attempts at propaganda. Of course, when your empire has lost as many starships as Djinny's Kroji Conmen have, so far this game, it's got to be damned difficult to put a positive spin on that.



Get your rest, Djinny, or Djinni, or whatever your player persona is for Galaxy #223. When your homeworld finally falls, we don't want to hear any excuses at that time.



I dispatched 19 starships, this turn, for CHART missions to try and learn the PV resource values of previously unexplored star systems, this turn. 17 of those 19 mission were successful. A couple of them ended up resulting in CEASE FIRES, instead. Overall, good odds for my empire, though. But when I use GTac to plot the ships with CHART orders, I seem to come up 4 locations short. I'll have to dig a little deeper, and see if I can figure out where the discrepancy originates - and why.



Just 1 of the 9 new colonies that finished their construction phase this turn belong to the Yonds of Droon. Undoubtedly, this disparity contributed to my empire's further percentile collation on the Empire Valuation end of things, this turn. However, it doesn't particularly concern me, much less unnerve me, for the very simple fact o the matter that my empire has so many star system colonies, now, that I don't have enough ships to gather resources (PV) from them all. At present, I am only able to gather a portion of a much bigger whole, where exploiting my empire's resources is concerned.



It stands to reason that if my primary focus at the moment isn't on further developing new colonies, then it must be on something else, huh?



Which perhaps helps to explain why my empire was the first of the six empires in Galaxy #223 to finally field a completed new Production Center. The Develop process at a former Colony of mine is a much bigger feather in my cap than Ajwan's destruction of 4 minor starships of mine. At least, I think so. Ajwan might think differently.

Image description

The Galactic Statistics clearly confirm that no other empires in Galaxy #223 have yet completed development of their own Production Centers. That will likely prove to be a short-lived reality, though, as Turn #7 will likely see even more Production Centers come online.

Like most everything else in Galac-Tac, there are both pluses and minuses associated with acquiring new Production Centers. It increases your empire's flexibility to a degree, but it doesn't do so without hamstringing you in some other way. The PI generated at a new Production Center has to be spent in that star system. Thus, instead of building everything at your homeworld's shipyard, you can build stuff at your new Production Centers - but only if you have PI already at those Production Centers on hand and ready to spend.

Thus, in Galac-Tac, you only spend from one PI stockpile, so to speak, your homeworld's Production Center, until you develop new Production Centers, at which point you begin to spend from multiple different PI stockpiles. This factor, in and of itself, is both curse and blessing, simultaneously.

While my one new Production Center is now officially complete, I still can't build anything there, for the very simple reason that it won't actually begin converting its star systems PV into PI, automatically, until the following turn. When I want ahead and tried to begin issuing some build orders for Turn #7, Talisman Games' GM Davin Church is the one who had to break that sorrowful news to me. Talk about wailing and the gnashing of teeth!

But that also means that the exact, same rule applies to all of my enemies' empires, as well, once they manage to succeed at bringing new Production Centers online. In a nutshell, it is the equivalent of a "forced delay." What's good for this space-faring gander will also prove to be equally good for these other space-faring geese, when the time comes.

It's more of a planning deficiency than anything else. Fortunately for me, I had already dispatched PI to that new Production Center of mine ahead of its completion date. So, I can just unload it and spend it in the coming turn. That's what I'm talking about, baby!

Oh, just now I saw where Player Ajwan's homeworld has been destroyed in a different game of Galac-Tac. Let's pause and see what that end-game message looks like, when another empire in Galac-Tac conquers your empire in-game.

YOUR HOME WORLD HAS BEEN DESTROYED!

A Message from the Masters:

Another empire has eliminated you from this galaxy. It is unfortunate that such a promising race has been annihilated with such cold-blooded precision!

It has been a pleasure to serve you. We hope that you found the experience enjoyable (with certain obvious exceptions).

Thank you, and better luck next time!

Poor Ajwan! Squashed like a mere insect, it would appear.

You would think that she would have put up more of a fight. I wonder what turn number that she got defeated on in that other game of Galac-Tac? Turn #3, perhaps? Turn #27? Turn #54? Hopefully, Ajwan will write in and let us all know. Or is that some scared cow of an imperial secret, also?



Galac-Tac remains stuck beneath an avalanche of obscurity, yet secrecy, secrecy, secrecy is the omnipresent battle cry, it seems. All of that secrecy didn't save Ajwan's homeworld in that other game of Galac-Tac, when all as said and done.



And what empire crushed her empire? Who knows?!



Such pervasive silence is the very essence of boring. God forbid that anybody not already playing Galac-Tac be aloud peeks inside of ongoing games. Telling people nothing doesn't tend to provide very much in the way of temptation.



I suppose that one might could go forth and read about the galaxies of Galac-Tac in the past where interstellar wars were waged. Oh, that's right, that information is lost beneath the sands of time. At least some people not playing Galac-Tac gets to learn a little bit about what all is happening in Galaxy #223. If you stay tuned long enough, you'll probably get to read about Ajwan's empire in this game of Galac-Tac get overrun and destroyed, also. Right, Ajwan?



Player Djinny should be resting well, these days, since her fragile empire only suffered the loss of a single, unimportant Scout2 (//29-1) starship to my empire, this turn. This should provide her struggling empire with some breathing space. But will she take advantage of this unexpected reprieve from the Droon Fleet of the Stars?



It looks like the dastardly Wyvern Supremacy may be on the rise. That definitely is well-worth me looking into. Brendan is trying to play the quiet game up there, ever since my starships first show up very early in the game kicking his Wyverns around like there's no tomorrow.



As for Richard's Castle Anthrax empire, who even knows what him and his star minions are up to. They're probably overstaying their welcome at some interstellar pub, drinking like crazy and mellowing out. One could only hope.

Image description

The artistic inspiration of Basil Wolverton.

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

Image link to PBM Patreon site.

The time has come, once again, for PBM Chaos to bid you adieu, ye denizens of the PBM realm. Hopefully, there was something in this issue of interest to you. If not, there's always next issue, right?



Hopefully so, anyway.



The real world continue to press in upon me. I had hoped to publish this issue earlier this afternoon, but at least it's gonna make it out the digital door to you before the midnight deadline. Way too many interruptions on my end, today, for my taste.



I'm tired, as I finish this issue up, tonight. I started on it early, this morning, but you know how it goes. I keep running into an unusual problem on Sender, tonight. In fact, at one point I thought that I lost the entire issue, as it sat upon the verge of completion. I'll just chalk it up to chaos.



It's easy to create issues of PBM Chaos, but it sure ain't always easy publishing them. Even my preferred AI art generators abandoned me earlier, this evening, so I had to improvise on the spot. Hopefully, this issue wasn't too hard on your eyes.


Literally, I have no idea what to say, no idea what to write. My energy is gone, drained from me as if a vampire has sucked my blood dry. Sleep, sleep, my PBM kingdom for some sleep!

My brain doesn't want to shift gears. I feel as if it's stuck in mud.

And here I was, last issue, thinking that this issue was gonna be better than that issue. I'm not so sure, now, but there are some things that I like about this issue more than the previous issue.

I hope that you liked the What was Exodus? article. If the art is meeting your approval, let me know, if you feel up to it.

I'm not making any hay, here, so I am gonna call it a wrap. I still need to try and do a little bit more proofreading.

If I see you next issue, wonderful! If I don't, happy PBM trails to you.

Charles Mosteller
Editor of PBM Chaos

Write to PBM Chaos at
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