Although this is not the norm, game 221(2950) is on turn 43.
It is still possible for two teams to contest this game past turn 10 if some people would not give up so easily. Maybe the problem isn't with the game but the people(that should get someone PO'd). It seems a lot of our brethren drop when they think their nation is no longer viable. Given enough time any nation with a commander and allies to help them can come back in a game.
Sometimes life sucks, but it can get better!
Steve
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<mepbmlist@yahoogroups.com> 11/02/04 07:22AM >>>
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Message: 9
Date: Tue, 02 Nov 2004 09:56:28 -0000
From: "Colin Forbes" <colin@timewyrm.co.uk>
Subject: Re: Military Command and Middle Earth
I more or less agree with Ed's analysis, though if it's true thatv
errors were deliberately put in the rulebook I would question the
business sense of doing something like that. By all means leave
something vague, but don't lie in a rulebook.
But anyway...
I too miss the unknown that formed part of the game at the very
beginning. But then to behonest, in the UK we never had as much
unknown as you guys in the US had. By the time the game was released
here, a lot of information had already been spread via the internet
(or the "information superhighway" as it was known back then).
I regret that games are over so quickly these days ... I remember my
2950 game 20 with fondness ... it ended on turn 100. Or the events in
the original game 5 which gave new definition to phrases like "fog of
war" and "shifting sands of alliances". 
However - those days are gone and cannot come back, how ever much we
may long for them to do so.
I cannot resist one little dig at Ed, for which I hope he will forgive
me, ... Ed, surely the balance of the game you describe can only be
achieved by making changes to the original game design?
(Or by
liberal use of a time machine, obviously).
Colin
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