Middle-earth PBM 'End Games'

    The Strategy of Winning or Stalling when the end is Near

    by Christopher Dexter


    An 'End Game' is usually identified as the part of any game where there is usually an indication that a player or side of players has an advantage and where the choices become more limited. Merriam Webster's Collegiate Dictionary defines 'end-game' as, "...the stage of a...game after major reduction of forces; also: the final stages of some action." (Tenth Edition, p. 381.) In the February issue of "Whispers of the Wood", G.S.I. indicated that concern had been expressed about games that were too lengthy. After reviewing the issue, G.S.I. claims that some of the long games are due to "stalling", or when "players are not actively trying to win the game." (Whispers, February 1, 1995, p. 7) I currently play in one of these lengthy games (currently 87 turns at this writing), and I wouldn't consider any of us to be "not actively trying to win the game." Perhaps some players out there do not have any idea how to handle an 'End Game'.

    When opposing sides in a game of Middle-earth PBM play well enough to avoid a quick win or loss early in the game, they arrive at the point where only the better players are left. Though one side may have an advantage, the two sides are still even enough to prevent a speedy win. The advantage may shift back and forth between Free Peoples and Dark Servants as each tries to capitalize on the mistakes or misfortunes of the other. If neither side develops a proper strategy to eliminate the enemy, then the game could drag on indefinitely. Of course, there is always the option of finding the ONE RING and casting it into the midst of hex 3423, but if the searching Mages keep coming up empty-handed then some of the following strategies may help.


    Search Out The Enemy Capitals and Major Towns

    Yes, this was mentioned in the February '95 issue of Whispers and I will not repeat the wisdom it shared, but I wanted to make an observation concerning what it had to say. Toward the end of the fifth paragraph of the half page article the writer penned the following, "...since the loss of a nation's capital, even only once or twice, ...frequently is enough to cause the loyalty to drop so low across the board that the nation finds that continuing is nearly impossible." (Whispers, February 1, 1995, p. 7) My observation is that the above situation can be dealt with. In the aforementioned game in its 87th+ turn, I and my fellow teammates have lost our capitals several times, definitely more than once or twice, and we still survive! How? In an article that I had previously published in Whispers entitled, "Companies", I suggested in Emissary company of nine emissaries who pump up the loyalties of pop-centers. Early in the game I put this company together and had them pump up loyalty on pop-centers that were getting low on loyalty. I keep doing this in addition to improving the size of my pop-centers and have always had backup capitals with sufficient loyalty to keep me in the game.

    To remove a player who may be doing the same things to keep him or herself in the game, their capital and major towns must all be taken to force their elimination. As many members of the same allegiance as possible must participate to be effective. Ordinary 'one on one' invasions may work, but often do not. Hit the nation in force until no other Capital or Major Town can be located and/or it is learned that their nation has collapsed.


    Hunt Them Down and Kill Them

    Keep a list of enemy character names that do the worst damage to your side. Develop a Curse Squad with your best Mages and the appropriate artifact(s) that grant access to the Spirit Mastery spell list. Have Mages cast the Locate Character/Artifact True spells on the enemy character your allegiance feels should be disposed of. Then send the best agents and cursing Mages to take him or her out. If this can be done on a grand scale, it forces the enemy to keep each character moving to avoid being assassinated or cursed. In other words, they either die or start running. That puts them on the defensive and hopefully is a start to turn the tables on the enemy.


    Stalling until you can gain the advantage

    In any game or competition, if you are the underdog, you try to get the upper-hand. If you have the upper-hand, you try to win. In the 'End Game', the main object is to play smart and hopefully smarter than your opponents, so that if and when they make a mistake, you can take advantage of it and pull ahead. So, if the going gets too tough...play dead! More often than not, your opponents will turn their attention to your more active teammates. Take advantage of this time to rebuild lost armies, characters, and pop-centers. Avoid conflict of every kind to give the illusion that you may be out of the game. Then, when you are ready, jump back into the fight.

    The disadvantage to this strategy is that your enemies may not be fooled and waste no time in finishing you off. If this happens, take it as a loss and register in a new game of Middle-earth PBM.



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