TEXT: NOVEMBER 1987
  "v\fe created the play-hy-mail industry"
  O Copyright 1987 Flying Buffalo tnc.
  Flying Buffalo lnc"-the people who bring you starweb@ , Batfle Pla[1'u" and Heroic Fantasy^'
  Flying Buffalo lnc
  P.O. Box 1467
  Scott.sda/e, Arizona
  8.525)-1167
  IiuESfr.? HASnl..i
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  KOf;0}{C i. l'.1 qdt0{-JFi6
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  ASK FOR.OUR CATALOC OF BLADE CAMES
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  INTRQDUCING PI.AY BY MAIL T
  L -- r rr-s$l$srrr --- -!
  l{ you havenl played a play-by-mail (pbm)game
  before, you are in for a truly different and exciting
  experience. The concept is simple: each player interacts
  with the game (and with the other players) by sending
  written insiructions for each turn to the game company.
  The ccmpany processes the turns, reports the results
  back to the players, and generally acts as moderator,
  guide, and referee.
  Your position or role in the game will vary according to
  ihe game setting. Thus, depending on the klnd of game,
  you might be a ieudal baron, starship captain, dictator of
  a galaclic empire, general of a conquering army, chieftain
  of a nomadic tribe, a powedul wizard, or crafty leader
  of a great conspirary to take over the world!
  Flying Butfalo lnc has been moderating multi-player
  pbm games since 1970. We are the firsl company to
  begin commercially refereeing pbm games, and of course
  have been doing it the longest. We provide the games, the
  opponents, and results and recognition of the winners
  through a rating system published in Flying Buffato
  Quartedy, our official pbm gaming magazine. Our
  computers calculale combat resuhs, keep track of
  production, make sure all moves are legal, and create an
  inCividual printout showing you what happened last turn
  and what you see or have discovered about the game and
  the other players. (You play against 6 to 30 other
  olayers, depending on the game. You are not co..npeting
  against the computer, nor do you have to have a computer
  of your own.)
  HOW TO START
  lf you'd like to play in one of our pbm games, f irst
  obtain a copy of the rules to the game you want to play.
  You can't be sure that a specilic game is right lor you
  until you read the rules. PLEASE do not try to sign up lor
  a game and get a copy of the rules at the same time. Rules
  are NOT provided with the first turn of the game. ll you
  cant decide which game you wanl from the information
  given in this catalog you can buy a package of all the rules
  to all our pbm games. Just order "all the rules". There is
  a discount f rom the individual price, and you will get all
  the different rules that are on hand at the time we
  receive your order.
  When you decide which game (or games) you want to
  play, we'll need the following information:
  1. The name (and variant, if any) ol the game you want to
  play. (You can sign up for as many games as you have
  time for or can afford.)
  2. Any special game information as specified in the rules
  for that game (i.e. charactertype and code name in
  Starweb).
  3. The entry fee in check or money order (made payable
  to Flying Buffalo lnc). We accept Maslercard or VISA or
  any card affiliated with them, and we eccept phoned-in
  Mastercard and VISA payments and game requests. Our
  phone number is 602-945-69'17.
  4. Your f irst and last name, and middle initial (please
  print clearly.) You can use whatever name you like for 
  2
  playing games, but we would preferto have your real,
  full name if possible to make it easier to keep all the
  people with similar names separate.
  5. Your address, including zip code, and including the 9
  digit zip if possible. (Don't forget apartment #).
  6. lf you have played one of our games before, give your
  FBlaccount number. lf you dont remember it, just
  mention that you have played before & we'll look it up,
  even if it was ten years ago.
  A price list of turn fees and game fees can be lound on
  the reverse side of our order form. We won't put you on
  the waiting list for the pbm games unless you send in the
  required "set up fee" (an advance deposit to hold your
  place on the waiting list.) Prices are subject to change at
  any time without notice, ahhough we will generally try to
  give plenty of notice, and usually do not change the fees
  of games that are in progress. lf a copy of the ruies and a
  price list have different prices, the price is whichever is
  dated later (given the realities of the world, the price is
  probably the higher of the two.) Please notice that the
  turn fse covers the entire turn. We have no,,special
  action" fees or "battle report" charges.
  tf you are |rining an "indefinite length" game (see
  'types of games" below) which has no beginning or end,
  we will put you in an ongoing game as soon as we can. We
  will try to get you into a game within 5 to I0 days, but
  sometimes you may have to wait untilthe next "cycle" of
  that Oar-ticular game. ll yoU are iorrinc a "f xeC ero-^'
  game, you will have to wait until the next game sta'rts.
  We cant put you in a game until we have enough players
  to fill the game. Some games we stafi everytwo weeks,
  but occasionally there may be a 6 or 8 week wait,
  especially il you have picked a variant that isnt very
  popular. When we have enough players from around the
  country(orthe world) who want to play the game you
  requested, we will send you a special printed form (your
  lurn sheet") for your moves, and a computer printout
  showing your starting position. You'll know you are in a
  game when this first turn arrives. For regular games,
  you have about two weeks (from the date we mailed your
  material to you)to return your game moves to us. After
  the due date, we enter allthe turns received into our
  computer and mail you the results. lf you live overseas,
  we will mail your turn airmail (the;c is an extra charge
  for the extra airmail cost), but we siill recommend all
  players outside the US join "slow" versions of the games.
  When the game is over, you gain or lose points in our
  rating system which is published in our magazine.
  TYPES OF PBM GAMES
  Some PBM games are run entirely by hand, and some
  are "computer assisted'(a computer is used to calculate
  combat, or for text editing or just for printing out the
  results.) AII of Flying Buffalo's games are completely
  computer-run for accuracy (computers generally do not
  make mistakes, although admittedly the operators
  sometimes do), speed (we have over 2000 customers &
  can handle as many as care to sign up), and fairness (you
  donl have a human referee looking at your turn and
  
  deciding what happens - the computer treats everyone
  exactly equallY).
  I will rate each of the games in this catalog using the
  following three categories;
  DIPLOMACY/INTEHACTIO{: "None' means either
  your actions do not affect anyone else (solilaire games)
  or you are not allowed to talkto the other players
  (anonymous games). "Some" means that you can interact
  with other players, and you can send messages, but
  either they are limited, or they have little effect on the
  actual game. "Lots" means that if you play this game you
  will be writing lots of letters and making lots of phone
  calls to your allies and enemies. (lf you are interested in
  getting pen-pals f rom around the country' join one of
  these games. With a little effort, you'll make lots of new
  f riends. And if you'd like some lriends in other countries,
  join a "slow" game.)
  DIFFICULW/COMPLEXIW: .Easy' means this game
  is appropriate for beginners or younger players.
  "Moderate' means this game is a little harder, but if he
  reads the rules carefully & takes il slow the f irst time,
  the average p€rson can do ok. (But rl you think MONOPOLY
  is a diff icuh game, you should stick to the "Easy" ones!)
  "Difficult' means that this is a very complex game and is
  not recommended for beginners.
  GAME LENGTH: -Fixed'means this game has a
  begrrnnrag"and an end. You will be put into a garne that is
  =-Jugt starting and the game will end when someons meets
  - 
  the victory cr:nditions. "lndefinite* means that this game
  has no beginning or eM. You will be put into a game that
  is already going, and generaity you don't lrin'or'bse'
  this kind of game, but merely play it to enpy il (strch as
  the typical role-piaying game.)
  CATEGORIES
  SPACE, SF GAMES: STARWEB, GALACTIC CONFLICT,
  STAHLORD, MOBIUS I
  FANTASY GAMES: HEROIC FANTASY, ILLUMINATI
  WAR GAMES: BATTLE PLAN, WORLD WAR
  TACTTCAL GAMES: HEFIOIC FANTASY, STARLORD,
  ILLUMINATI
  STRATEGIC GAMES: STARWEB, BATTLE PLAN, WORLD
  WAR, N UCLEAR DESTRUCTION, N UCLEAR WAR, GALACTIC
  CONFLICT, FEUDAL LORDS, MOBIUS I
  APPROPRIATE FOR BEGINNERS: STARWEB, HEROIC
  FANTASY, NUCLEAFI DESTRUCTION, NUCLEAR WAR,
  GALACTIC CONFLICT, FEUDAL LORDS
  AWARD WNNTNG GAMES: STARWEB' ILLUMINATI,
  BATTLE PLAN
  ON-GOING, NON'ENDING GAMES: STARLORD'
  HEROIC FANTASY
  COMPLETELY COMPUTER MODERATED: ALL OF THE
  ABOVE
  ST'ARWEB
  DIPLOMACY/INTERACTION : Lots
  DIFFICULTYICOM PLEXITY: Mod erate
  GAME LENGTH: Fixed
  NUMBER OF PLAYERS: 15
  Stanrveb is a game of 15 stellar empires clashing over
  255 worlds. Everyone starts out equally, each with one
  homeworid. The obiect of the game is to be the first to
  get approximately 10,000 victory points. When you sign
  up for a game, you get to pic* one of 6 ditferent
  .characler types", each of which gets victory points for
  differentthings. The EMPIRE BUILDER gets points for
  owning worlds, industry, mines, and population. The
  APOSTLE gets points lor converting population to his
  religion. Just by having a fleet at one of your worlds, he
  converts some of your population, and if he converts the
  entire population of the world, he captures the world
  without firing a shot! But il you shoot at the converted
  ones, he gets even more points for the 'martyrs'l The
  PIRATE gets points for owning lleets and for plundering
  worlds. He is the only player who can capture your
  fleets f rom you instead oi destroying them. The
  MERCHANT gets points {or carrying metalfor people to
  rheir homeworlds. The ARTIFACT COLLECTOR gets points
  for accumulaiing the various artiiacts that are scattered
  throughoiit tne garne. The BERSERKER gets points for
  kiliing things, and a bonus lor destroying an entire planetl
  (The idea ior the robot Berserkers com€s f rom stories
  written anC copyrighted by Fred Saberhagen, and is used
  with his permission.)
  Staryveb has won f rve different awards. lt was the
  f irsi pbm game to be listed in the 'Games 100' list in
  Games Magazine in 198 1. ln the summer of 1985,
  Stanveb won the'Best Science Fiaion PBM Game" award
  given by the Play By MailAssociation and the "Best Play 
  "
  by Mail Game' award given away at the Origins game
  @nverrtron by the Game Manulacturers Association the
  f irst time each oi these awards was given away. Then in
  th6 fall of 1985, Starweb won lhe "Best PBM Game'
  award given by Paper Mayhem magazine in theirlirst
  annual awards. ln August of 1987, Starweb won the
  Gamers Choice Award of 1987 for'Best Play By Mail
  Game" awarded at the Gencon game convention in
  Milwaukee the f irst time they added pbm to their list ol
  categories. Obviously a lot of dif{erent people agree that
  this is the best pbm game lhere is. tf you have any
  interest in pbm, you should at least try this game.
  STARWEB VARIANTS AVAILABLE: Regular starweb
  has "due dates"of two wesks. (When we mail your
  results to you, you have two weeks lo get your next
  orders backto us). We also offer SLOW STARWEB (turns
  due once a month; recommended for overseas players)'
  I eUfnf f- STARWEB (turns due once a week & must be
  submitted by electronic mail), PARTNERS STARWEB (each
  player joins with a friend, so you know you have at least
  one friend in the game. Both players must include their
  request lor this game in the same envelope), ANONYMOUS
  STARWEB (no communication of any kind allowed between
  players, strictly enforced), CANADIAN STARWEB (for
  
  Canadian players only - same as regular Stanryeb but
  slows down and stops when the Canadian postal service
  does. A special service for our many Canadian
  customers), MULTI STARWEB (this is a special variant
  that costs more and is a lot more difficuh. Each player
  plays three different positions in the same game. Ask for
  any 3 difierent character types. The lowest of your S
  scores is your current score in the game, and the player
  whose LOWEST score is higher than anyone elses at the
  end of the game is the winner. NOT recommended for
  beginners.), SLOW MULTISTARWEB (same as Multi but
  moves once a month), BITTER END STARWEB (for players
  who are tlred of some merchant winning the game just as
  it starts to get interesting. Score is ignored, and the
  game continues until one player owns more than hal{ the
  worlds on the map. Price a bit higher than regular games
  as piayers are eliminated.), and EXTRA LONG STARWEB
  (victory score is 30,000 points instead of 10,000
  points).
  lF YOU WN: You are given a coupon which pays the
  setup fee for another game, plus you get an enamel
  "Stanrreb Victory" pin.
  Starweb is a registered trademark of Flying Buffalo Inc
  HEROfiC FA[tl]TASy
  Dl PLOMACY/INTERACTION : Some
  DIFFICULTY/COM pLEXtTy: Easy
  GAME LENGTH: lndefinile
  You direct a party of up to lifteen fighters and rnagic
  users (humans, elves, dwarves, fajrjes,
  gremlins,leprechauns, hobbits, goblins, even a troll,ogre,
  or giant) through a dungeon maze killing monsters,
  gathering treasure, and hunting for magical prizes.
  There are currently six levels (uttimately there will be
  nine) and over 400 players already exploring the depths.
  You may meet some of these players in the maze, and
  there is no certain way to determine at first meeting
  whether these are player characters or computer-run
  "NPCs" (non player characters). The object is to get
  your characlers through all nine levels alive, and get
  them on the "honor roll'of retired adventurers. This
  game has been extensively play-tested, and has been
  running since 1982. The per lurn fee is only 92.50 and
  for lhis one fee you g€t to move all 15 of your
  charactsrs. They can stay together or split up into as
  many as 15 padies moving in different directions, all for
  one single turn fee! No "extra action fees" ever"
  Each level adds new things to the game (for instance
  you get new magic spells on the third level). Be aware
  that the first couple turns are somewhat boring as you
  get your party started in the sale "entrance room",
  prepare your first spells, and decide which diresiion to
  explore first. This is not just a,go into the room, kill the
  monster, take the prize'game. There are a lot of
  subtleties buitt into the game that you might not notice
  unless you pay careful attention to everything that is
  going onl
  VARIANTS OFFERED: SLOW HEROTC FANTASY (moves
  once a month), WEEKLY HEROIC FANTASY (for ptayers
  who can send their moves by electronic mail), TWTCE A
  WEEK HEROIC FANTASY (also for electronic mailplayers
  who are in a hurry), MlNt-HERO|C FANTASy (a speciat
  first level maze only for fairies, gremlins, and
  leprechauns. Smaller-sized monsters to give those fairies
  a fighting chance.). Occasionally we run a weekend
  tournament by electronic mailwhere you can get a party
  of characters through an entire level in just one weekend.
  W@RLD WIDE B]AJTTLIE PI,ANI
  (ALSO KNOWN AS WORI_D WAR)
  DIPLOMACY/INTEHACTION: Lors
  DIFFICULW/COM PLEXITy: Diff icutt. tt's
  recommended that you play BATTLE pLAN first.
  GAME LENGTH: Fixed
  NUMBER OF PLAYERS: 20to 31
  WORLD WAR IIISTARTED OVER CUBAN QUESTION
  The United States has declared a blockade of Cuba, and
  sunk 5 ships in the Caribbean. A White House spokesman
  has stated that Communist Governments will not be
  tolerated in the Western Hemisphere, and that no one else
  need fear the US forces. At virtually the same time, the
  Russian ambassador to the UN has announced that Cuba
  has the complete support of the USSR, and any attempt to
  land armies in Cuba will be met with Russian missiles.
  Unidentified sourcas say that the US does indeed have
  amphibious forces in the Caribbean and the Gulf of
  Mexico. The question rsmains, does the US really intend
  to inVade Cuba, and il so, is Russia bluffing? Meanwhile
  BAIT'[-E P[.AN
  DIPLOMACY/INTERACTIoN : Lots
  DIFFICULTY/COM PLEXtTy: Diff icu tt (a f i rsr{im e
  player should ask for a,beginners game',.)
  GAME LENGTH: Fixed.
  NUMBER OF PLAYERS: 4ro 8
  Do you have the ambition, the skill, and the insidious
  single-mindedness necessary to conquer all of Europe?
  War (and lots of behind-the-scenes intrigue) takes place
  on a map of Europe, among 4-B players all trying to
  conquer 29 countries. With the technology of the latter-
  hatf of the Twentieth Century, you can build Army, Navy,
  Air Force, Missiles, Anti-Missiles, and even more
  industry with which to build. you can spend your cash on
  research, spy networks, counterspies, or propaganda.
  To win you'll need all of them - the question is how much
  of each?
  The object is to occupy or conquer all 2g countries, or
  otherwise eliminate all the other players f rom the game.
  This is an area movement strategic game (each "space,,
  on the map is generally an entire country), with
  p'OC-C:Ci & v Eiy ,;irfrlfiani paJi O; ine gafiie.
  VARIANTS AVATLABLE: SLOWBATTLE PLAN (moves
  once a month), EMAIL BATTLE pLAN (moves once a week_
  transmitted by electronic mait), pARTNERS BATTLE pLAN
  (each player sqns up with a lriend -each player has his
  own position and is trying to win for himself, but at least
  you know you have a friend in the game), BEGINNERS
  BATTLE PLAN (only ONE beginners game per personl
  Please ask for a beginners game if you've never played
  before.)
  
  The object of the game is to get a nrinimum number of
  other f iefs to swear lealty to you (at the same time) by
  force of arms, persuasion, or bribery. When that
  happens, you become king and have won.
  VARIANTS AVAILABLH: SLOW f FUDAL LORDS (one
  month between turns), EMAIL FEUEAL LORDS( one week
  between turns, turns transmitted L:y electronic mail),
  PARTNEFIS FEUDAL LOFIDS (each player signs up with a
  World Opinion of the USA plummets after the election of
  the new president and his "Big Stick" poliry.
  ln other parts of the world, South Africa has declared
  war on Kenya, Somalia, and Tanzania. No explanation
  was offered. Kenyan officials are llabbergasted &
  profess to have no idea what inspired the declaration of
  war. No actual fighting has yet been reported.
  On the lighter side, a spokesman for Great Britain has
  announced that the Straits of Gibraher are open to free
  passage to all "non-nasty nations', leaving us to ponder
  the delinition of "non-nasty". (Real happenings in game
  ww3).
  lf Europe isn't enough for you, how about the entire
  world? Using the same rules as Battle Plan, World Wide
  (or World War as we sometimes call it) can handle up lo
  3'l players all trying to gain control of 255 land and sea
  spaces over the entire wodd. We have both "real world
  forces" games and "equal forces'games. This game can
  get VERY involved (seven pages of printout every turn).
  Names & addresses of all players are given at the start
  of the game, unless you SPECIFY when you sign up that
  you wish to remain anonymous. h is recommended that
  you try Battle Plan first to learn the rules. (You will need
  a copy of the Battle Plan rules.)
  VARIANTS AVAILABLE: SLOW lliCRLD WAR (one
  month between turns), EQUAL FORCES WORLD WAR
  (actually, this is the'regular'game. Everyone starts
  wnh'E{u}rtiorcee, as in Battle Plan), REAL FORCES
  --.*WORLD WAR (countriss start with the forces actually
  available in the real world around 1982. Turn fee varies
  according to which country you prck. A list is provided
  when you orderlhe rules to WW.)
  When you sign up for a WW game, please sp€cfy
  whether you want a'real world forces" game or an
  "equal forces'game, ard specrfy whether or not you
  want your name & address published on turn one for the
  other players.
  FEUDAL L@RM
  DIPLOMACY/INTERACTIOtI : Lots
  DIFFICULryCOM PLEXITY: Easy
  GAME LENGTH: Fixed
  NUMBER OF PLAYERS: 8lo 12
  DesSned by John Van De Graaf, this game simulates the
  struggle for kingship in a mythical period of English
  history. Up to f ifteen players, each representing the
  head of one of the more active noble families, vie for the
  throne which has been left vacant by the death ol King
  Arthur. Only by building both economic and mllitary
  strength can one prove himself worthy of the mantle of
  King (orQueen).
  Players must feed their peasants, tax townsmen, lrain
  and pay kn(7hts, hire mercenaries, buy & sell livestock,
  improve their castles, dabble in loreign trade, and gjo on
  mililary campaign. They may conquer neighboring fiefs,
  forcing them to swear feahy to another player. Names &
  addresses of all players are given at the start of the
  game for easier diplomary.
  f riend
  ST/{Ri]=,Olfi'llal
  IXPLOMACY/INTERACTION : Som e
  DIFFICULTY/COM PLEXITY: Easy
  GAME LENGTH: lndefinite
  NUMBER OF PLAYERS: 1 Oto 35
  You are a rebel chieftain, ruler of a single star with
  interstellar travel available on your Flagship" The Empire
  rules over nearly 1000 stars, and you covet the throne.
  Anyone ciever enough to find the throne star (easy) and
  build up enough strength to conquer the throne star (not
  so easyl) can become the new Emperor, ruler of a
  thousand star systemsl Bul be careful. You yoursel{ are
  present on your Fiagship, and if the Flagship is lost, you
  no longer care what irappens in the realm of moftal man
  (since you won'l be ii=r3!'e anymore.)
  Each turn you gei : !:raphic printout of the part of the
  gaiaaic map that yo- can see f rom your Flagship (with
  you in the centar eacn turn). All visible stars are color-
  coded according to ttieir ownership. This is a very
  tactical game, and you get to order the battle tactics of
  each battle and defsnse within range of youl.Flagship.
  There is noi as much dipiomacy in this game, as the
  galaxy is bg and the players few and {ar between. You
  may go many tiJrns wilhout meeling another player.
  The object is to capture the Throne Star (which is of
  course heavily defended). lf you capture it, you become
  the new Emperor (the old emperor is kicked out of the
  game -- no one wants former Emperors around!) and you
  are given a complete map (live leet by live feetl) of the
  entire 1000 stars of the galaxy. Plus you get a FREE
  lmperial Tshirt which is NOT available in stores or by
  purchase. The ONLY way to get this impressive royal
  purple shirt is by becoming Emperor. And there's more:
  the Emperor gets to play the game for FREEI (Would
  anyone dare to tell the Emperor that he has to pay for his
  turns?) There is no turn fee for the Emperor, and he can
  play for free as long as he wants to until some other
  player captures the Throne Star. (Bul you get to keep
  your tshirl and your gaiactic map.)
  -5
  PLEASE DO NOT SIGN UP FOR A
  GAME UNTIL YOU HAVE A COPY OF
  THE RULES. WE DO NOT SEND THE
  RULES W|TH THE FIRST TURN OF A
  GAME. 
  ::
  
  iiL[-uitutlNATl
  Dl PLOMACY/INTERACTION : Some
  Dl Ff ICULTY/COM PLEXITY: Moderate
  GAME LENGTH: Fixed
  NUMBEH OF PLAYEHS:24
  It's true- There reaily are llyinp -caucers' And robot
  unr ron"t"r=. And oiniting mind conlroi iasers" Flenegade
  Nazis in South America are plotting thc Final Reich' The
  Pod People have inf ittrated the iocal police' Jim Morrison
  lives. (So do Janis and Henirix, but they wcrk for the
  opposition.)
  'iongr"., 
  is conlrolled by the Mafia' The Malia is
  contro'iled by Moscow. And Moscow is cantrolled by the
  Little Green Men. The Cattle Mutilators are trying to take
  over Hollywood' The ChieJ Justice is a clone" The Kudzu
  Planters have captured South Africa' The Commies are
  out to take over the world. And so is everyone elsa'
  lLLUMlNATlstarts with this simple facl: ALL of the
  really paranoid conspirary theories yorl've ever heard
  are true. Some people suspsct what's happening' but only
  a few know the REAL lruth. You are one oi those fow'
  The llluminaled Onss. The masters o{ the 24 grea{
  conspiracies which are struggling for control *f ?hee
  Earth. Using your power, in{luence, and agents' you
  probe, infiltrate, and subvott, adding group* ii; i-'jirr
  power structure, destroying organizatiorrs arri vo'h*le
  nations. You conspire with your fslir;w lilurninati to
  dismember another's ernpire - anrJ'!h*rl rtovo swiftly to
  block the knives of your f riends' Cnly thr: strong and
  subtle will survive" Only tne sirongest and cleverest will
  reach the ukimate goal: WORLD DOMINATION'
  The mechanics of llluminati are a bit different from all
  our other games. ln all the oiher games all the moves are
  processed simultarreously. lllurninati moves are
  processed the day they are received, one at a time' This
  rnakes it diflicult for you ta "miss a turn"" Yourturn will
  be processed, even if it gets here a couple days laterthan
  you planned. However, players who are able to get their
  moves in faster do not get an advanlage' Each player is
  only allowed one movo per cycle' tl a seco.1! move
  arrives during the same rycle, it is held until the f irst
  day of the nexl cycle. You get to decide how long a
  "qrcle" will be when you sign up fcr a game' Flease
  sjeci{y a weekly, two week, or monthly game when you
  ask to'be in a game. You can pick any speed you want' but
  be advised that players in Naw York who sign up lor a
  weekly game wiit flnd thamselves missing an occasional
  rycle, oi phoning in a turn, or sending in a "blind turn"
  (without having seen the results cl tho prevkrus turn)'
  ihe two-week game is considered the -regular" game'
  ILLUMINATI is the official, licensed play by mail
  version of Steve Jackson Games popular lLLUMlNATlcard
  game. At the Origins game convsntion in 'l 986'
  it-t-Uttttrueftwon "Best Play By MailGame" of the year'
  1tU-r:Utrunft& the all-seeing pyramid are registered
  trademarks of Steve iackson Games Incorporated';
  VARIANTS AVAII-ABLE: TWO WEHK ILLUMINATI (the
  'reguiar'game), OFIE Wf [K ILI-UMlf{ATl (popular with
  tnolt who are really anxious to take over the world NOW'
  Y,ru can submit your moves by eleclronic mail' but we
  cannot send you the results back by electronic mail')'
  SLOW ILLUMINATI (movesonce a month), INTERMEDIATE
  l[-LUMINATI (only for those who have already played
  basic llluminati), MULTI ILLUMINATI (each player plays 3
  positions simultaneously {and pays for each o.ne' 
  .
  naturailyi, very much NOT recommended for beginners')
  Mobius-l is a unique combination of science fiction'
  grand strategy, diplomacy, exploratio n, and role-playing'
  k overlord oI a starfaring race you will be competing
  with up to 1 1 other players in the exploration and
  colonizatbn of a newly discovered star cluster'
  The stars in the cluster will range in size and color;
  f rom Red Dwarfs to Blue-white Super-giants, each
  encircled by up to 5 planets. Each planet will be
  classif ied as to ils type (Astroidal to SuperJovian)' its
  environment and its natural resources, and may be named
  hil@Bfit"ls I
  Dl PLOMACY/INTERACTION : Lots
  Dl FFICULTYiCOM PLEXITY: Diff icu lt
  GAME LENGTH: Fixed
  NUMBER OF PLAYERS:8to 12
  THE ONLY PBM COMPANY
  BUSINESS SINCE 1970!
  automate Your lines of suPPlY'
  Each tuin you will receive a printed reporl listing all
  of your ptanets, colonies, characters, and forces as well
  as'combat reports and a wealth ol information on your
  empire's heahh and welfare' This printout will generally
  U" ,rny pages in iength - we had tc buy special envelopes
  to mail these suckers out. Mobius I is a bit more
  expen.ive than most of our other games' but you really
  get a lot for Your money.
  ilnlurs AVAILABLE: slow MoBlus I (moves once
  a month), 2-POSITION MULTI MOBIUS I (each player gets
  to play two positions and thus has two different ship
  designs).
  and exploited by the player who owns it'
  Each player in the game will control a number
  of'charactlrs" each with its own skills, rating and name'
  A number of different jobs may be assigned to your
  characters, each having a direct atfect on the game' Your
  planetary governors will affect your people's morale and
  ioyalty and battles may be drastically affected by the
  pr"""n"" of a singie general or admiral' Your characters'
  exoertise will grow with their success and their
  I coile.tive skills will direclly atlect your ultimate
  standing in the game. ln addition to all of the above
  characlers lrom one game may be used in f uture games
  as you are allowed lo"save" a number of your {avorite
  characters at the end o{ the game'
  Each player is allowed to design the typs of ship that
  his or her race will use and the use of "standing'orders
  (orders which are automatically executed every turn)
  will allow you to minimize the risk of missed turns and to
  IN THE
  
  NI.JELEAR DES']TR[.'ET[ON
  DIPLOMACY/INTERACION: Lots
  DIFFICULTY: Easy
  GAME LENGTH: Fixed
  NUMBER OF PLAYERS: 10lo 30
  NUCLEAR DESTRUCTION is a strategic missile game
  with emphasis on diplomary. The object is to talk the
  other players into blowing each other up instead of you,
  and be the sole survivor at the end of the game. You'll
  have missiles with which to annihilate, anti-missiles with
  which to survive, and factories with which to forge the
  tools of war. You'll also have cash with which you must
  try to influence the non-player countries. Try your hand
  at destroying the world - it's more f un than you thinkl
  VARIANTS OFFERED: SLOW NUCLEAR DESTRUCTION
  (once a month moves), EMAIL NUCLEAR DESTRUCTION
  (once a week moves, by elecironic mail), PARTNERS
  NUCLEAR DESTRUCTION (each player joins with a friend -
  ask for a partners game and put both requests in the
  same envelope. Each of you will have a separate position
  in the same game), BRIBERY NUCLEAR DESTRUCTION (this
  is a special variant which is occasionally offered on a
  limited basis. There is NO turn fee. The game is free (l).
  However, any player may purchase (with real money)
  extra missiles, fac'tories, spies, etc. A list of the leEal
  purchases ('bribes') is given with the f irst turn &
  'bribes' are generally limited to $5 per turn. This is NOT
  a serious game, and is nol included in the ratings.
  lntended forthose who never seem lo win regular
  gamesl)
  NIJELEAR WAR
  Dl PLOMACY/INTERACTION : Lots
  DIFFICULTY/COM PLEXIW: Easy
  GAME LENGTH: Fixed
  NUMBER OF PLAYERS: Just about any number
  This is the official play by mail version of the award
  winning Nuclear War and Nuclear Escalation card games
  invented by Doug Malewickiand produced by Flying
  Buffalo. lt will be necessary lor you to have both of these
  games, or at least be very familiar with their rules in
  order to play this pbm game. (Please nole: we are not
  offering this pbm game so you will have to go out and by a
  game in order to play it. We are offering this as a pbm
  game {or people who AI-READY play and love the card
  game. However, if you are curious, we will be happy to
  sellyou both games. They are $14.95 each plus $1 per
  order for postage.)
  This is a silly game. Dont take it too seriously, and
  you may have a lot of fun. You could be winning, and
  suddenly get totally desiroyed by a random draw of a
  card. (Or you could be losing, and suddenly draw a Saturn
  Missile whh a 100-megaton warhead.) The object is to
  be the sole survivor as you convince the other players to
  wipe each other out, and linish off the pitiful survivors
  yourself. There's nothing like dropping a 50 megaton Nuke
  on your neighbor to get rid of those fr, 'strations &
  tensionsl
  (The difference between this game and Nuclear
  Destruction isthat Nuclear DESTRUCTION is a more
  serious game of diplomacy, where everyone has an equal
  nhrneo ln Nrtnlorr F)ocfrt tr:tinn vrrrt 6at miceilos hv
  buitding them with your factories. ln Nuclear War, you
  get missiles by drawing cards and getting lucky. There
  are no ratings in Nuclear War - just bragging rights"
  When you sign up for one orthe other of these two
  games, please be very caref ul to specify the right game.)
  With Nuclear War, rather than stafiing a game when it
  is "f ull", we plan to start a game every calendar quarter
  on January l, April 1, July 1, and tuober 1
  (approximately.) lf you sign up on Oclober Sth, assume it
  will be 3 months before your game stans" Theoretically
  the program can handle over I00 players, although we
  havent yet had this many sign up for one game.
  VARIANTS AVAILABLE: Anyone born afterthe
  radiation hitsl
  GA,LACTTIG GONlFLIGT
  DIPLOMACY/INTERACTION: 
  Some
  DIFFICULryCOM PLEXITY: Easv
  GAME LENGTH: Fixed
  NUMBER OF PLAYERS:6to 15
  Gaiaclic Conflict is a strategic space garne a little bit
  like Stanryeb but without the characler types. Everyene
  gets points for lhe same thing: Civilian Projects. The
  object is to have the most points when the garne ends on a
  specific turn (secretly dscided at the beginning of the
  game & not revealed until the game end.) You start with
  one planet and a complete map of the galaxy (each game
  has a different rnap). As your empire grows, you get
  more industrial capacity. With this industry you can buiid
  Civilian Projects to get victory points, or defense forces
  prctectyour Civitian Projects frorTr onerny captura, or
  attack forces to take Civilian Projects away frorn your
  neighbors. Movement is limited to three sectors perturn,
  but you can build gates for instant transport between any
  two of your worlds.
  VARIANTS AVAILABLE: SLOW GAL,ACTIC CON FLICT
  (one month between moves), EMAIL GALACTIC CONFLICT
  (weekly turns, and results are sent by electronic mail).
  FLYI NG BU FFP-it-O QIL"TARTERLY
  This is our off bial play-by-mail magazine with the
  player ratings, results of finished games, articles, rule
  clarif ications, player advedisemenls, and annou nce ments
  of interest to our pbm players. From tirne to iime FBQ
  also contains strategy articles oR our games, as well as
  player commentary and descriptions of finished games. lt
  is published about every three moniiis. As a player of
  our pbm games, you really need to subscribe to lhis
  rnagazine (unless you have a neighbor who will let you
  read his copy). lf we have a rule change or clarif ication,
  a price change, or any other imprortant notice, we will
  print it in FBO. (lf it's really imporlant, of course, we
  will also send a notice oui with the games, but we cannot
  guarantee you will see a notice unless you read FBQ).
  And besides, you wanl to see your name in print when
  you win your game, don't you?
  Some back issues of FBQ are available. (Occasionally,
  amid spurls of optimism, we do extend the print-run a
  wee bit too much!) Send $10 and ask for an assortrnent of
  10 different old issues. We'll send whatevor is available
  at fhe time.
  
  ELECTRONIC MAIL
  FIying Buffalo lnc is a subscriber to several different
  electronic mail servbes. You can submit any game turn
  on any one of these services and we will get it the same
  day (we check allthe services every evening around 6
  pm.) We dont charge anything extra lor receiving your
  turn this way, and for some of the longer games, we will
  capture your EMAIL message as a disk lile and use it for
  your move, so if there are any typing errors they wili be
  yours and not ours! We can send you the results of SOME
  of the games this way (as this is printed, we can send out
  iurns for Nuclear Destruction, Heroic Fantasy, Stanrueb,
  Galactic Conflict, Feudal Lords, Battle plan and World
  Wide Battle Plan.) There is usually a slight extra charge
  for SENDING your turn to you by email instead of postage,
  as it usually costs us more.
  We also accept game-start requests and orders for
  n,e ;chandise this way, as long as you include your name,
  address, charge card number, and expiration date
  (Mastercard or Visa only). (Or if you have money in your
  Flying Buffalo account.)
  lf you are not a subscriberto one of these services, but
  would like to consider it, write and ask for our lefler
  describing EMAIL. (Details change too often to be able to
  include them in this catalog). lf you are already a
  subscriber to one, then send us an electronip message on
  that service asking for lhe letter describing how to
  submit turns by email, and asking to be on our "EMAIL
  mailing list". (Please do not write us a letter and ask for
  this information ,- h is all on a nice lile ready to
  lransmit on any electronic service with the touch of a
  button. We'd really rather not print it all out and stutf it
  in an envelope and pul postage on il when we already
  BOTH subscribe to EMAILI)
  Our EMAIL addresses:
  The Source: TCV448
  Compuserve: 76703,7O3 or "Go Buffalo',
  MCI MAIL: Flying Buffalo
  Telex: 6501 138241 (through MCI mail)
  Link: FBUFFALO
  HOW TO START PRIVATE GAMES
  provide us with a "standby ptayef'for any position
  in a private game, and we will assign this person a
  new account number (if he does not already have
  one.)You can also lransfer moneyfrom your account
  lo his. But do not ask us to "change my account to Fred
  Smith".
  You may pick any kind of due dates that you like,
  h:t once you pick them, we wont change them unless
  the person "responsible forthe game" informs us
  lhat allplayers have agreed to lhe change. please
  have one person (usuallythe one that sends in the
  original request) designated as the person
  'responsibie'forlhe private game so we can write
  him if there are any problems about the game. The
  person responsible does not have to be in the game,
  but does need to have a Flying Buffalo account so we
  can keep track of him (or her.)
  It is also sometimes possible to provide vadant
  games, but please write & ask tirst as some
  variations requested are just not possible. At
  present, HEROIC FANTASY, STARWEB, GALACT|C
  CONFLICT, FEUDAL LORDS, BATTLE PLAN, NUCLEAR
  DESTRUCTION, & WORLD WtDE BATTLE PLAN can be
  sent to you overThe Source, Compuserve, or MCI
  MAIL.
  We reserve the right to drop players il their
  accounts go negative. we also reserye the right to
  change the turn fees of a game in progress if
  ccnditions necessitale it. tho we seldom do this.
  Note: orders of 5 or rnore coFies of any of the
  rules will be sent in bulk at a 40% discount if ail
  sent to the same address & you ask for this discount.
  SW rules $2 ($1 .20) Bp rutes $1(60cenrs). ND
  Rules 25 cents ('tscents). HF Rutes g2($1.20). etc.
  FLYING BUFFALO INC
  PO BOX 1467
  SCOTTSDALE, AZ 85252
  PHONE:602-945-6917
  We will set up a "private game" foryou and a bunch
  of yourlriends if you like, in any of ourgames excepl
  for the ANONYMOUS game. The fee structure is
  slightly different. lf you are interested, ask us for
  the "private games lette/'forthe prices & more
  details.
  ln a single envelope send us a list of the names &
  addresses (and account numbers, if they have them
  already) of allthe players in your private game.
  Each playerwill have his own amount, and be
  responsible for his own game fees. There should be a
  check in this letterto coversetup fees and starting
  arnounts for any player who does not already have an
  account with us. Players should A, IEADY have the
  rules.
  Please note that private garnes are never included
  in the official ratings. Also note that you cannot turn
  your accounl number over lo another player. You can
  
SOURCE: textdata/thevault/Flying buffalo/1987_-_Flying_Buffalo_-_November_Catalog.pdf