"Old School" Game Rules
Scott Clinton
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A list for game rules (specific rules) that define what "old school" means in games. Please quote the rule if you can!
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1. Board Game: Jutland [Average Rating:6.68 Overall Rank:3319]
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As I am almost exclusively a war gamer I will start off with a classic war game designed by Jim Dunnigan (his very first) and published by Avalon Hill in 1967, "Jutland"


"Jutland"
2nd Edition
Avalon Hill
1974

"Advanced rules", P.8 Section IV, Sub Section D, Paragraph 1
"Movement of ship counters is theoretically simultaneous. Therefore, players must refrain from studying or looking at an opposing player's ships as he moves them."
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2. Board Game: Yalu: The Chinese Counteroffensive in Korea, November 1950 to May 1951 [Average Rating:7.13 Overall Rank:7671]
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"Yalu"
1st edition
Conflict Games
1977

Rule #32. OPTIONAL COMMUNIST AIRPOWER
The following rule may be used if necessary for play balance. At the beginning of each Game-turn the Communist player rolls a die. If he rolls a six, the Chinese Air Force sorties, with the result that the number of U.N. airpower factors available is reduced by one for the turn (it is engaged in shooting down the Chinese Air Force).
 
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3. Board Game: Star War 2250 A.D. [Average Rating:4.75 Unranked]
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"Star War 2250"
1st editon
McEwan Miniatures
1975

p.2 Stategic Map (generation)
"To randomly determine the positions of each star, roll one percent die with one six sided die as a control die. If the six sided die shows 1, 2 or 3 add nothing to the percent die. If the six sided die shows 4, 5 or 6 add 10 to the percent die. This way a flat 1 to 20 generation may be obtained."


[In case you are wondering why the heck we old folks would do this, the answer is quite simple. (basically) The d20 had not been invented yet, or at least not as far as your average gamer was concerned]
 
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4. Board Game: StarGuard! [Average Rating:6.32 Unranked]
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They do not get more old school than this for miniatures. c1974, this is the very first miniatures sci-fi game. It predates so many things it is scary. A bit clunky, but a fine game if you keep it small.

Pages 7-8 contains some descriptions of the alien races. This is a snip about the Ralnai, one of the chief antagonists in the game, and more specifically their sence of humor:

Quote:
Physiology: The Ralnai are warm blooded, egg laying reptiles. The average Ralnai is between 1.4 to 2.1 meters high and will weigh in at approximately 85 to 195 kg. Skin color can be from pale grey or dark green with some individuals being spotted or striped in red, black, yellow, or light blue.

Shades of blue are rare and may be caused by external application of paint or other body coloring. (None of our informants had personally known any Ralnai who was naturally blue.) The eyes are usually white with a yellow or pale green iris and slit pupils. Other distinguishing characteristics will often include missing digits, scars or missing limbs (Ralnai medical services are often primitive or non-existent. See Medical section below.) ...

Humor: Contrary to popular opinion the Ralnai do have a sense of humor but it is not quite the same as we enjoy. Although the Ralnai have a finely developed sense of irony most human jokes are quite beyond their understanding. In most cases the expected demeanor of a Ralnai warrior is one of rocklike stoicism. However Ralnai can laugh; it bubbles up uncontrollably from the very depths of the stomach. Sounding much like a distant rumble at first, then proceeding until the afflicted Ralnai is laughing out loud, sounding much like the braying of a Jackass.

One of our informants a former Ralnai Slave in a small outpost called Kinaka-morrakka (Yellow Snow) reports a strange event. It seems that a Ralnai Raider had taken a Rep-Con Freighter and returned to Kinakamorrakka with its captured cargo and prisoners. Part of the cargo was tri-vid educational recording intended for a Junior College somewhere out in the far-and-away. The Ralnai intended to give the captured recordings to the human slave colony for entertainment but the Ralnai, as a matter of course, previewed them first. One of the lectures included in the educational series was devoted to a history of comedy and consisted of a collection of clips from ancient and modern comedians. Most of this absurdity was simply boring and incomprehensible to the two Ralnai warriors who had been detailed to preview these tapes. One selection however really hit the Ralnai funny bone. Over three hundred years ago when the visual recording process consisted of black and white images projected sequentially at rate of sixty frames per second on a silvered screen, there was a comedy team called The Three Stooges, whose crude brand of slapstick was something the Ralnai could really relate to. It wasn't long before the base was filled with young Ralnai warriors trying to imitate the Three Stooges. Slapping, bonking, eye gouging, and squealing in falsetto voices, they did their Ralnai best to imitate Larry, Moe and Curly.

This situation didn't last very long before the Lord High Planetary Deathmaster ordered an immediate halt to this un-Ralnai like behavior. The Recordings were destroyed, and no mention of this embarrassing incident was ever to be made off-planet. Unfortunately the damage had been done; several copies of the dreaded Three Stooges recording had been smuggled out to other Ralnai bases. For quite a while, these proscribed recordings circulated underground amongst the young warriors, wreaking havoc with Ralnai dignity where ever they surfaced. Eventually the Council of the Clans and the Great Imperial Deathmaster, Tarokk-kor, were forced to act, banning the Three Stooges from the Imperium forever. To this day, there is still a good underground market for old Three Stooges movies in the Ralnai worlds. The Three Stooges Go To Mars is one of the all time favorites.
 
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