Sunday, May 31, 2026

The Search for Freedom: To Provide New Guards

 
More of the backstory.
     
Guest post by AlphabeticalAnonymous 
     
Long before the public sphere came to seem so polarized, spoilers (sneak-peeks of the ending of a book or movie) were perhaps the most polarizing topic in my marriage. I can’t stand them; I insist on following the path of narrative discovery set out by the media’s creator, while my wife loves nothing more than to page to the end of a book before reading it, read a review of a streaming episode before watching it, and so forth. We recently finished watching the latest season of Strange New Worlds (a sad mistake for the most part, alas), and during several episodes I couldn’t shake an irrational, niggling distraction at the back of my mind, because I knew that she knew what was going to happen. 
       
I say all this only to absolve myself from feeling embarrassed about my party members’ names. Had I known that my primary adversaries had names like Macbeth—sorry, Macabath—and Camisole—sorry, Kamazol—I feel as though I might have tried harder to come up with more apposite character names. But none of the back story is presented until after party creation, so here we are. I hadn’t bothered to save during my first attempt, so I had to start the game over again. Without much information one way or another about ideal party composition, I decided to stick with the same party—as we’ll see below, that may have been something of a mistake for at least one character. We form the party, read the introductory text, and set out again.
      
Page six of nine from the game's initial exposition. None of this was mentioned in the manual.
       
Once again, we pick the door to our cell, and immediately visit our only living neighbor, the Insane Creature, a few cells down. From this I conclude that superior mental health care was not high on the list of Macabath’s or Kamazol’s priorities. I suppose it isn’t high on ours either, because we quickly batter it to death again; we would probably argue self-defense, since it attacked as soon as we opened the door. In any event, we learn something interesting: loot drops are at least somewhat randomized. Instead of dropping a leather armour, this time the Creature leaves a hammer (2D4 damage) and knife (1D3). I give them to my characters with the best to-hit stats, and we break out of jail.
         
This time we manage to explore a good chunk of the town—just about all of it, really—without blundering into the midst of a nigh-unwinnable battle with guards. The Majik Shoppe sells several +1 weapons and armor, along with Speed Potions; all of these cost ¤150 or more and so seem too extravagant given our current status as fugitives from local justice. On the other hand, unlike in some other CRPGs, none of the items costs thousands of gold. The vendor also sells Level 1 Spellbooks for mages, but at $200 each, I decide to skip those as well. There are also fortune cookies for sale: the manual intriguingly notes that “no one knows for sure the story behind these strange items” and that “[t]hey are addictive.” I suspect the latter comment is meant figuratively, but the last thing I need is a party of cookie-junkies. We move on.
      
Only magic could keep such a small, narrow hat standing upright.
         
Nearby we find the Training Hall, where we can pay to level up once we have sufficient experience. Two other doors provide quick encounters presented entirely in text: in one, a friendly old lady tells us about Macabath's attack; in the other, a young man mocks our ability to fulfill the prophecy of Smythetown. That’s fair enough; probably he heard how our predecessors broke out of jail and were immediately destroyed by the city guard. 
           
We find a tavern called the Red Oyster Bar & Grill (a reference to the Red Lobster chain, perhaps?) and go in. Here we can buy food to heal, buy a drink, tip the barkeep, or mingle. We feel cheap so we just mingle, which allows us to hear what seem to be short hints. Mingling takes no time and costs nothing, so we do this over a dozen times before we start to see duplicates. Examples include:
  • "The more powerful an undead is, the harder it is to turn."
  • "Paralysis usually wears off at the end of combat"
  • "Hawkslayer's tomb lies in the deepest chambers of Blusfor, where he must guard the blade of Soulseeker in his undeath, for eternity."
  • "Silver can harm some undead which normal steel cannot."
  • "Boats are a rarity in this land"
  • "Luckily, lycanthropy is not contagious"
  • "Always set a watch, to wake the party in case of trouble."
         
We don’t need food, so we try to leave, only to be told that we must first buy a drink! I didn’t see anything about that on the sign out front, but we knuckle under and pay.

We find the town’s Market Square on the eastern edge of town. This features Fred’s General Store (selling torches and lanterns), Ted’s Armory (selling four kinds of armor, and shields), a street vendor selling suspiciously cheap shields at half of Ted’s prices; and the Blacksmith’s Shop which sells weapons. The town may be rather inbred, because to our eyes all the vendors look identical:
       
But we've only just met.
       
After considering the prices and the manual’s detailed description of item statistics, we buy three leather and three cloth armours, and two short swords and two hammers. Between the armor and our dexterity bonuses, this gives everyone but Elphaba two points of armor protection. As for weapons, the mages have the short swords and everyone else has hammers—except poor Becket. As a cleric, he can’t use bladed weapons (or bows), and his strength of only 7 makes him too weak to wield the only non-bladed weapons available for sale (mace or hammer). I’ll have to prioritize getting his magic capabilities online.

Just north of the Market Square is the Temple of Good Faith, where characters can pay to be healed and where clerics can donate gold. In this case, the donations serve a very special purpose: the manual says that “once a sufficient donation has been given … [one can] learn the new spell level.” There’s no indication how much of a donation is sufficient, but our careful accounting has left only two gold coins in our purse—probably not enough to earn new magical capabilities. 
      
The game is filled with music and little sound effects. I haven’t sampled them all yet by any means, but entering most establishments seems to cause a specific, characteristic MIDI-style tune to play. Combat combines two themes, one of which is almost certainly the thematically debatable “Ghost Riders in the Sky.” (Why are there so few CRPGs set in the old west? Ghost miner forty-niner, cursed cowboys, etc…) The Armorer’s shop plays a tune that I definitely recognize but can’t immediately place; the Temple recognizably plays the first verse of “Adeste Fidelis.”
        
Is it just me, or does this priest look extremely sketchy?
       
Decked out in what gear we could afford, we head back to the Sentries. With only two gold left, we could technically afford a single torch and try to go down and explore the catacombs. But I worry that it might run out only after a short (and unknown) length of time, leaving me stranded in a dangerous situation. Our choice is justified by what we find: this time not four, but only three Sentries stand before us. Thus, both rewards and enemies are randomized, at least to some degree. Things go better with our new loadout: they rid me of my troublesome priest, but the rest of them go down. The survivors earn . . . 15 XP each. It could be a long time before leveling up! They also leave behind a chest: Ruxpin goes to pick it but instead sets off the trap, knocking himself out as well. Inside we find 81 gold and a torch.
     
We return to the Wayfarer’s Inn, pay seven gold for a room, and rest. The game has an interesting resting mechanic that I haven’t fully explored yet: it seems that one can potentially pitch camp anywhere, but the manual warns that at least one character should always be left to stand watch. It cautions that if everyone rests all at once, enemies can potentially ambush the party. Since we’re close to the inn (and feeling flush with our winnings), we all rest at the inn. The two characters who were knocked out recover at the same rate as everyone else, one HP per hour. Full death occurs when HP reaches minus nine. It can apparently be reversed at the temple, but only at considerable cost.
        
In short order we take out the Sentries in each of the three remaining towers. Each time we lose one character but otherwise triumph to receive 20-25 XP per character, roughly 100 gold, and an occasional weapon or armor that we can sell for a few paltry coins. After the third victory we finally have enough gold to buy Becket the right to his spells. By process of elimination (and a reload), I learn that a cleric must donate around 200 gold to learn their first level of spells. That makes some sense; it’s the same cost as the Mage's spellbooks. I almost decide to also just pay 21 gold to heal Tyrion's seven remaining HP, trading gold for time, before recalling that Becket must anyway rest for 12 hours to fully learn his new spells. After another seven-gold-piece stay at the Inn I finally have a functioning magic user. He only has 13 magic points, but this is enough for six castings of Light, four of Magic Compass (provides a compass while underground), three of Fear or Cure Light Wounds, or two of Sleep; the last three spells seem to be the only potentially-useful combat spells.

We head to the final turret and find five Sentries. In combat we try to use some narrow gaps in the walls as cover. At an opportune moment, Becket dives into the fray to cast Sleep (at Level 1, he can only cast it on adjacent enemies). All three targeted Sentries resist the spell. Uh-oh. The following round I’m told that he manages to successfully instill Fear in two of them... but it must not be enough fear, because those same two immediately slay him. I decide that when the rest of the party realizes that one of their clerics won’t touch most weapons, can’t lift the weapons he might touch, and can’t even cast useful combat spells, they decide they’ve had enough and head for the hills. Routed, they try to escape over the border of the combat map—only to be told that we can't even flee the battlefield, because of a "magical barrier." In the resulting chaos, we suffer our second full-party death and are forced to reload again.

I still haven’t said much about combat yet because I continue to hope for it to really prove the worth of its tactical grid. No question that the potential is there: much like the gold box, the party starts together with enemies at least one round's movement away. I’ve neither seen nor inflicted any ranged attacks, so everything happens at close quarters. The main strategy seems to be surrounding an enemy from all sides and hammering away, then moving on to the next one. When an enemy attacks a party member or is attacked by one (or vice versa!), both usually turn to face each other. After someone has been attacked once in a round, any character can attempt to backstab (for extra damage, with a bonus to hit) by attacking directly from behind. Enemies can backstab the party members too, but their AI seems poor enough so far that this rarely happens; whoever does it, it’s not always successful. A high degree of randomness seems to be involved in all aspects of combat, since in our second time against this group of five we lose only Elphaba before we triumph (Becket’s spells again proved ineffective). Past them is a storage room with our first set of high-quality loot: a Long Sword +1 and Chain Armor +1.
      
Tyrion's statistics after equipping our first +1 magic items.
      
As you see above, we give both magic items to Tyrion, who has our highest to-hit statistic. I think 15 means a roughly 25% chance to hit; I should start keeping track of hits and misses, like at a baseball game, to see if that’s correct. We give Tyrion’s hammer and leather armor to Elphaba, who even with a short sword (and despite being a mage!) has been surprisingly useful in melee combat due to her high strength. Leaving her to continue in that role for the time being, we use our gold to buy our other mage, Kizke, a spellbook. He has to rest for 12 hours without interruption in order to learn the spells in his new book (Becket had to do this, too, after donating to learn his first-level spells). Kizke has 30 magic points and now has access to all nine first-level mage spells. Besides the always-popular "Magic Missile," these include "Detect Traps," "Trap Zap" (disarm), "Open," "Light," "Locate" (get coordinates), "Armor Enhance," "Clumsiness," and the previously-disappointing "Sleep." With nothing left to do in the city, we head down into the catacombs to begin the hunt for Macabath in earnest.

Time played: 5 hours. 2 deaths. 1 reload.
 
*****
    
    

47 comments:

  1. "Past them is a storage room with our first set of high-quality loot: a Long Sword +1 and Chair Armor +1." Even the chairs seem to be reasonably tough enemies in this game!

    PS: Another well-written entry, AA!

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    1. AlphabeticalAnonymousMay 31, 2026 at 4:52 PM

      Thanks - it should be "Chain Armor," of course. I suppose 'Chair Armor' would be the set covers people drape over the arms and headrest of a nice recliner (which is, itself, a 'Chair +1').

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    2. Chairs are only allowed to wear padded armor.

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    3. I wonder if it came from a shop that sold magical armoires.

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    4. I've seen lots of cloth and plastic armour for chairs and sofas in my life.

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    5. This comment has been removed by the author.

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    6. In this fantasy world, the right to bear armoires is sancrosanct but only in the context of an organized cabinetry

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  2. Cheers for the post - I’m glad you didn’t make us wait too long for the inevitable “troublesome priest” gag!

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  3. AA, I think you're finding a good balance between explaining the gameplay and narrating the forays of your adventurers. I had a few good chuckles with the 'inbred citizens' and 'not enough fear' notations, nice tone.

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  4. Also, aren't the graphics just adorable?

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    1. The NPC portraits are positively charming. They feel like something 90's teen D&D nerds would come up with in MSPaint.

      Regarding the guest posting, Chet's writing is much tighter with a more natural tone. But that's okay, AA seems to be having fun with both the game and the posts, and the important bits still come through. Looking forward to the rest of this series.

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  5. I keep the view that a blog like this is a personal thing. The guest post is well done, but it is not the Chet that we all know. Others may disagree, but I would say it would be better to create a new blog called Friends of the CRPG ADDICT and that could be the place for many to contribute in a guided way--of course with links to that site from Chet's blog here. It could open up things to many contributors in fact. Blessings to all and happy peace!

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    1. I concur, and also the writing, while fine, is by far not as good as Chet's, who's a master writer.

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    2. AlphabeticalAnonymousJune 1, 2026 at 9:04 AM

      I'll be the first to agree. And after all, he has the advantage of 15 years of experience at all this! Not to mention, so we've heard, a published book or two.

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    3. I'll disagree; while the writing may not be quite as good if it weren't announced as a guest entry I'm not sure I would've identified it as such.

      Personally the appeal of this blog is perspectives and insights into old CRPGs that I might not have heard of, which this fulfils just as much as a regular entry. Arguably different perspectives allows for coverage of some aspects that aren't usually given as much attention.

      To be clear, I'm not clamouring that we should definitely have more guest entries, but it wouldn't bother me in the slightest if we did.

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    4. Well, I'm enjoying it! It will be interesting to read a playthrough in a slightly different style.

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    5. "It's not the Chet we all know" yes, that is the point. Time is finite and Chet would like to not fall into a grave made of mediocre shareware games and die there. At some point in his life this man deserves to play Fallout 1 as a little treat and if it takes a few guest posts to get him there I'm not going to begrudge him that.

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    6. I was against the idea of guest-posting, but the quality has held up so it's hard to complain. And as someone who has tried to do what Chet does and flaked out due to life stuff, I fully get wanting to spread the workload a bit.

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    7. Chet always can play Fallout 1 anytime outside this blog. Like he plays Skyrim.

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    8. To chime in, I reckon the alternative is between guest posts and no posts, not Chet posts and guests posts. Of course, Chet posts spend some time reading/editing/commenting guests posts, but I suppose it's fairly marginal compared to a full-fledged articlse. Outside of that, Chet has so far used guest posts to fill void - periods in which he had no time to play and/or write himself. The best example of that, I suppose, would be my Zone guest post: submitted July 2023, posted July 2024 - which was totally fine with me else there would not have been the 7 lys game.

      As for style, well Chet has 15 years of experience and an audience that stays because it likes his style. It is an uphill battles for guest posters to match, especially those without blogs of their own to train their pen. -I am going to call Chet's style much snappier, but it comes with experience. My first posts on my own blog are painful to read with the benefits of experience and I remember Chet thought the same about his own early posts. Given this, AA managed very well in my opinion and I was happy to read it.

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    9. (Chair Armor) +1 to The Wargaming Scribe's comment whose points match most of what I think myself.

      Guest posts are the exception, not the rule, and I don't have the impression Chet plans to change this anytime soon, plus he'll always have the last say on what gets published. For the reasons mentioned, I think that's fine and both TWS's and AA's entries so far were a welcome contribution instead of no post.

      @Lord Hienmitey: That's quite magnanimous, if not to say Hienmitey of you. My understanding is, outside of the blog Chet plays current games (he mentioned playing quite a bit of Skyrim when it came out AFAIR, not recently for the first time) and who are we to tell him otherwise? Plus, I assume quite a few people here would like to read what he thinks about Fallout 1, too, in the (historical / chronological) context of this blog.

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    10. Have to disagree, I enjoy the guest posts so far and think it's a welcome addition to the blog especially at times when Chet is busy.

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    11. I've certainly been enjoying this series.

      Being realistic, Chet's original goal of playing every single PC RPG is a herculean task and since starting on it he has widened the net to go back and fill in some console games too. Quite rightly (since it's his blog) he's set out his new guidelines so that each year of releases doesn't take a decade to blog.

      Those new guidelines being as they are a game like The Search for Freedom would more than likely never be blogged about by Chet, so this guest post, which is clearly marked as such for those who aren't interested, is giving us something that we otherwise wouldn't have. Thanks AA.

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    12. I'm fully in favour of keeping up guest posting. This article is a bit dry imho, but I'm happy to allow for practice and not dismiss it off-hand

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    13. I must also say congrats, Lord Hienmitey. Even if you turned up as a joke during Wizardry V posting, it's fun to see you still here, even if as an alt account

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  6. lycanthropy is not contagious
    Then how does one acquire it in this game? Asking for a friend...

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  7. Re: RPGs set in the old west, the only one I can think of is my beloved West of Loathing, which I should really play again.

    -- TheEnforcer

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    1. I'd argue Wasteland and Fallout somewhat fits this description. Also, West of Loathing is a brilliant game.

      There are so many potentially great CRPG settings, that's it's a damned shame authors insist on going with high fantasy.

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    2. With the caveats that they’re JRPGs and are old west-inspired, Wild Arms comes to mind.

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    3. Still sad the Deadlands game never made it past early development; one of the best tabletop role-playing games ever and I think "supernaturally evil old west" as a concept has only gotten even more appealing over the years

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    4. It's irritatingly actiony and I don't remember whether it would meet Chet's definition - I abandoned it in chapter 2 since I couldn't get the hang of its melee interface - but the recentish Weird West felt like a CRPG.

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    5. "US Frontier" doesn't work as an RPG setting because the whole thing existed for so little and was very obviously going to change radically soon. Therefore, you need a quasi-"US Frontier" setting, just like Forgotten Realms are quasi-"Medieval Europe", of which there are no shortage.

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    6. I'm not sure why its impermanence makes it not work. I really enjoy the Red Dead Redemption games, but I think I'd enjoy them even more as RPGs.

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    7. Have you tried Gun (2005) then?

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    8. "I really enjoy the Red Dead Redemption games, but I think I'd enjoy them even more as RPGs."

      That puts you in a small minority. If a part of a game involves shooting opponents with a firearm, nearly all potential players would be very unhappy if the chance of success depended on the character's experience level instead of the player's skill at using the controller. Consequently developers who make games set in the real world won't put any CRPG mechanics in those games, because that would only reduce sales and therefore profits.

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    9. More like quasi-late renaissance literature depiction of medieval europe, mixed with some modern influences.

      People mostly don't want a historically accurate version of the old west anyway, they usually want the version they know from hollywood movies.

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    10. Yes, and Hollywood movies screw up geography royally, because no sane person would want to try agriculture or ranching on scale in the canyons of Utah.

      So in the end you have Steamworld, or Bastion - quasi-westerns.

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    11. "That puts you in a small minority. If a part of a game involves shooting opponents with a firearm, nearly all potential players would be very unhappy if the chance of success depended on the character's experience level instead of the player's skill at using the controller." There are hybrids, like the last few Fallout games, which I think work well. RDR2 has a few useful (almost game-breaking) HUD options (like auto-snapping when aiming) that could have been "perks" instead.

      Of course, we're always talking thematic settings. Hardly anyone wants to play any game in the "real" world, where considerations of good/evil are more complex, battle is rare, and annoying daily tasks take greater prominence than moments of heroism.

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    12. @CRPG Addict, yes, that's exactly how Gun (2005) works.

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    13. The idea that people who "would be very uunhappy if the chance of success depended on the character's experience level instead of the player's skill at using the controller" in a gun-based game is the overwhelming majority seems silly.

      RPG hybrids are incredibly common, and gun-users in pure RPGs have often been a thing.

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    14. @Gnoman yeah, it's more like fans of first-person shooters would be very unhappy playing any game that's not an FPS.

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    15. @Gnoman, I think that Buck's point - that such hybrids don't prove popular in practice - still stands, though, given how close Gun was to that "ideal game" in theory - and how little acclaim it generated.

      It's one thing to want something *in theory*. It's a completely different thing to *pay* for something. And here I don't have a moral high ground either, since I blatantly pirated Gun during my college years.

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    16. That Anonymous wasn't me. I can see his point, given how modern players largely react negatively to Morrowinds stats-based combat system. But they seem to be fine with Oblivion, which just moves the RPG logic from the hit-formula to the damage formula, so it seems to be more a matter of implementation.

      "Of course, we're always talking thematic settings. Hardly anyone wants to play any game in the "real" world, where considerations of good/evil are more complex, battle is rare, and annoying daily tasks take greater prominence than moments of heroism."

      The point was that how long the old west existed in the real world hardly matters, because people want to experience the Hollywood version. Which is in some ways different that translated better into a game, but there are also differences that are mostly thematic.

      That aside, I would absolutely love games where considerations of good/evil are more complex. I would also prefer less battles, though more than a person would realistically experience in real life. The annoying daily tasks and other forms of micromanagement I can do without.

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    17. @RandomGamer In my experience, nobody at the time even knew what Gun was because the title was so absurdly generic. There's at least as high a chance that the poor sales were a marketing failure than anything else.

      Note that both GTA San Andreas and GTA V have a stat system that influences your accuracy with firearms (along with driving and flying), and those are among the bestselling games ever made.

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  8. Another excellent guest post! How lucky we are to be reading about two less known games that are (so far) quite interesting.

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  9. Thank you AA! It's nice to see someone who is similar to Chet's style but slightly different. It's like reading a Georgette Heyer book after a Jane Austen one.

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  10. >We don’t need food, so we try to leave, only to be told that we must first buy a drink! I didn’t see anything about that on the sign out front, but we knuckle under and pay.

    I wonder what happens if you have no money.

    That reminds me of a local pub btw. The keeper was always complaining about people coming to watch football/soccer but not drinking enough. Then someday he fixed a sign on the front demanding from everyone who enters to spend at least 15€ on drinks. That didn't work out the way he intended, many people even regulars who were spending more than enough felt offended and stopped coming. He gave up and left in the end.

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