Alamaze is a fantasy play-by-mail game that was published in 1986 and moderated by Pegasus Productions, and later by Reality Simulations. The game is currently moderated by Alamaze.co.
Description
Alamaze was a computer-moderated play-by-mail game designed by Rick McDowell. In the May & June 1986 issue of Paper Mayhem magazine, Pegasus Productions announced that their first several games were filled and they were going "full speed ahead" with play. The rulebook listed the various orders the players could send; each order was numbered — this indicated in which priority sequence the order would happen. When players signed up to play, they received setup information about which kingdom they would control, and the map location of that kingdom. The cost of setup was $15, and included two rulebooks, a map, and covered the first two turns. Thereafter the cost was $6 per turn. Each turn took about two weeks to process and return, and each turn covered one month in game time. A large part of the game was diplomacy, and successful players were expected to contact other player by phone to form alliances or seek information.
Gameplay
Each game of Alamaze involves fifteen players, each one controlling a different kingdom. There are eighteen possible kingdoms: Giants, Paladins, Gnomes, Elves, Darkelves, Rangers, Uriks, Westmen, Halflings, Dragons, Nomads, Dwarves, Barbarians, Swampmen, the Sorceror, the Witchlord, the Warlock, and the Underworld. The inhabitants of each kingdom each have different advantages and each has a special victory condition. Each player has varying numbers of
Leaders: lead the military groups. As they progress in levels, they confer increasing bonuses to the group's strength
Wizards: The only wielders of magic in the game. Each kingdom has a fixed number of wizards; their maximum level varies from kingdom to kingdom.
All these various characters can advance in levels except the troops. The game is played out on a 26x 26 grid map, 676 squares of various types of terrain such as forest, mountains and cities, all of which have an effect on both movement and combat. Each player only has a rough idea of what the map contains, and must explore it, square by square, to uncover the locations of special items and other kingdoms. There are three paths to victory:
Take control of six out of ten regions on the map
Meet the specific victory condition given to your kingdom
Have the greatest number of status points at the end of Turn 40.
Players can only write a number of orders each turn equal to their king's Influence, which starts at 12–15, depending on the kingdom. This can increase or decrease depending on actions of the player and his opponents. If the player is able to win a seat on the five-member High Council, the king's Influence increases by 1. However, each king hides three secrets. If any of these are discovered by another player and revealed, the king loses Influence, and if a member of the High Council, is removed from it. Each kingdom can have a maximum of four military groups, which can be composed of archers, cavalry, infantry, leaders and wizards. These military groups have 20 movement points per turn, but this is affected by terrain, and each kingdom has advantages and disadvantages in certain types of terrain. Players must pay their followers and feed their citizenry in order to accomplish anything. For example, it costs 6,000 gold to use a prince emissary. The money and food comes from human habitations: village produce a little gold and a lot of food; towns produce more gold than food; cities produce a lot of gold, but cost food rather than produce it. In the three months of the winter, gold production is halved and food production is 25% of normal. Other possible orders for player included trading surpluses of food or gold with other kingdoms, searching for artifacts, or having a wizard cast spells.
Reception
In the March 1988 edition of Dragon, Michael Gray enjoyed the game, calling it "a treat". Gray liked the computer moderation, and the priority number of each possible order. He did have issues with the high-level spells he was given, finding them underpowered. Gray also didn't like the fact that "an enemy player can hit and run before you can catch him. For example, an enemy group can show up at one of my towns on one turn, then attack the town on the next turn, capture it, and move away before I can catch it. I can use an agent to find out where the group went, but unless I am lucky, it can always stay one jump ahead of me." Gray also found $6 per turn to be very high for a game that might last as long as 40 turns, and warned that players would have to spend a lot of time in order to coordinate with other players. However, overall, he highly recommended the game. Reviewer Jim Townsend stated in White Wolf Magazine in 1988 that "Alamaze is possibly the finest PBM game in existence", noting that it was "the most innovative design since the first PBM game emerged". Townsend noted at the time that even though the game still had significant issues, and experienced players had "a MASSIVE advantage" over novices, Alamaze "should still be tried by anyone who considers a real gamer".
Awards
Alamaze was awarded the Origins Award for "Best Play-by-Mail Game of 1987". Also in 1987, Alamaze tied for first place with Hyborian War for Best PBM Game of 1987 in Paper Mayhem, a magazine for play-by-mail gamers. In 1989, Alamaze tied for second place for Best PBM Game of 1989 with Kings & Things* in Paper Mayhem magazine.