Английская Википедия:Battle Cry (play-by-mail game)

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Шаблон:Short description Шаблон:Infobox game Шаблон:Italic titleBattle Cry is a closed-ended, hand moderated, play-by-mail (PBM) fantasy wargame. It was published by Post Age Games. Players vied for control of a fantasy kingdom with victory depending on controlling a sufficiently large area for two turns. The game received mixed reviews in various gaming magazines in the late 1980s and 1990s.

History and development

Battle Cry was a fantasy wargame published by Post Age Games of San Antonio, Texas.[1] The game was hand moderated.[2] The hand-moderation provided flexibility similar to a role-playing game.[2] Kris Bowling was the gamemaster.[3]

Gameplay

Gameplay occurred on a 15×15 map.[1] Players vied for control of a fantasy kingdom. At the outset, players started with "a wizard, a warrior knight, a dominion lord, a castle, a castle garrison, and two armies".[3] Winning required controlling a sufficiently large region for two turns.[3] Players controlled three character types, the indispensable Lord, Warrior Knights, and Wizards.[3]

Reception

Stewart Wieck reviewed the game in a 1985 issue of White Wolf. He described it as "a straight-forward, no-frills fantasy wargame".[4] Out of 5 points, he rated it 2 points for Materials and Moderation, 3 points for Strategy, 4 points for Diplomacy, and an overall score of 3 points.[4] John Schlosser reviewed the game in the March–April 1989 issue of Paper Mayhem. He stated, "Personally, I found Battle Cry lacking in depth and a bit simplistic. I prefer games that give you more options and that involve more than simple conquest. However, I think it could prove very entertaining to someone who is looking for an inexpensive ($3/turn) uncomplicated game which isn't very time consuming. Overall an excellent game for a PBM novice."[3] Bert Cushman reviewed the game in a 1989 issue of Flagship, stating that it was "a fairly generic hand-moderated game, with no special features that distinguish it from many other fantasy wargames." He added that it was "reasonably priced, and may appeal to role-players and fantasy wargamers who feel constrained by computer-moderated games".[5]

See also

References

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Bibliography

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Further reading

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  1. 1,0 1,1 Wieck 1990. p. 20.
  2. 2,0 2,1 Cushman 1989. p. 24.
  3. 3,0 3,1 3,2 3,3 3,4 Schlosser 1989. p. 39.
  4. 4,0 4,1 Wieck 1990. p. 22.
  5. Cushman 1989. p. 26.