KING OF THE HILL COMMENTARY This is to clarify some of the details about the rules that were printed last issue in OMR. If you didn't see them last time, but are intrigued, ask me or Mark for a copy of them! /\ /\ /\ /\ /\ /\ / \/ \ / \/ \ / \/ \ /\ /\ /\ /\ /\ /\ /\ /\ /\ /++\/ \/++\ / \/++\/ \ / \/ \/ \ /\++/\ /\++/\ /\ /\++/\ /\ /\ /\ /\ /\ / \/++\/++\/ \ / \/++\/++\/ \ / \/++\/++\/ \ \ /\++/\++/\ / \ /\++/\++/\ / \ /\++/\++/\ / \/ \/**\/ \/ \/++\/**\/++\/ \/ \/**\/ \/ /\ /\**/\ /\ /\++/\**/\++/\ /\ /\**/\ /\ / \/++\/++\/ \ / \/++\/++\/ \ / \/++\/++\/ \ \ /\++/\++/\ / \ /\++/\++/\ / \ /\++/\++/\ / \/++\/ \/++\/ \/ \/++\/ \/ \/ \/ \/ \/ \++/\ /\++/ \ /\++/\ / \ /\ /\ / \/ \/ \/ \/ \/ \/ \/ \/ \/ \ /\ / \ /\ / \ /\ / \/ \/ \/ \/ \/ \/ A Jumper (J) unit on A Mobile (M) unit on All other units may ** can move to any ** can move to any only move from the of the ++ squares in of the ++ squares in ** square to a ++ one turn. one turn. square in one turn. The rules on "bouncing" after combat are potentially confusing to say the least. However, Mark Sheiham puzzled over them for a long time, and came up with a succinct and correct summary of how bounced pieces move. 1) A moving piece which is bounced is returned to the square from which it tried to move. (Hence the name, bounced, really...) 2) A stationary piece which is bounced is moved one square in the direction of movement of the piece which bounced it. (Insert sound effect ad lib.) 3) If there is not an appropriate vacant square (ie the piece would be moved off the board or onto a square now taken) the piece is destroyed. Immobile pieces can't be bounced - they are destroyed instead (but might destroy the bouncing piece). Jumper units can jump over rocky pool and target squares, but not onto impassable squares. Mark Sheiham has bravely put his name onto the waiting list, so just three more required for the first postal (as opposed to e-mail) game of King Of The Hill ever. The first e-mail game was named ASKTHEFAMILY, and all KOTH games in G.I.T. will be named after TV game shows. Some hints on strategy that have been gleaned from postal and e-mail play: 1) The captain plus spy combination is frequently very powerful, but quite easy to detect, and then defeat. 2) One of the best uses of phalanx units is defence against amphibious units. 3) As you have to win at least one war by taking bases, you really have to get your units into the fray as quickly as possible. A good tactic in the past was to let the other players destroy each other and then move in for the win, but this will no longer work. 4) It's probably better at first not to waste time on petty wars with a neighbour - concentrate efforts against your diagonal opponent. 5) Hiding your base in the corner with powerful defensive pieces surrounding it may not be the most efficient use of their offensive capabilities. Games should take between 15 and 25 turns, so signing up is quite a commitment. The comments I have received about the game so far have been quite positive, though, so if it's appealing to you, you should enjoy it.