Gunboat 1000 rules

Gunboat 1000
note some rules are considerably different to 1650/2950 Gunboat games

Each player running a normal duo of nations chooses at least 3 duo of
regions from the following regions:

Lindon, Angmar, Mirkwood, Northern Wastes, Lorien, Eregion, Dunland, Rohan,
Rhovanion, Rhun, North Mordor, South Mordor, North Harad, North Khand, South
Khand, South Harad. A total of 16 regions.

Regions duos allowed are:
Free Peoples
Lindon/South Khand
Angmar/South Harad
Northern Wastes/North Harad
Mirkwood/South Mordor
Eregion/North Mordor
Dunland/North Khand
Rohan/Rhun
Lorien/Rhovanion

Dark Servants
Lindon/South Mordor
Angmar/North Mordor
Northern Wastes/South Khand
Mirkwood/North Harad
Eregion/North Khand
Dunland/South Harad
Rohan/Rhovanion
Lorien/Rhun

Eg
Clint Oldridge 108974
1st choice, Lindon/South Khand, 2nd Choice Eregion/North Mordor, 3rd Choice
Rohan/Rhun, 4th Choice Lorien/Rhovanion. Either allegiance is fine with me.

Eg 2
Fred Bloggs 101234
North Kingdom, South Kingdom or a normal duo as FP (any location is fine).

The two additional regions: Arnor and Gondor are exempt from placing as
these belong to the Kingdoms.

Regions

Map courtesy of Mike Mulka
http://middle-earth.darkfortress.us , the regional map is at the bottom of
the page.

Only one nation of each allegiance can be in each region. Deposit is then
taken from your account. When these regions have been allocated I'll allow
players to send in their set-ups for those regions. You'll have 2 weeks to
send your set-up. One nation of their duo of nations must be placed in one
region, and the other in the second region.

No Strategic Site victory allowed - if you get one your team LOSES. Two
teams of 5 players plus 1 Kingdom player. 5 players control 2 nations, and
the Kingdom player plays solo. This gives 6 players and 11 nations per
side. SK is FP and NK is DS. Kingdoms get only their sides starting maps.

2 nation game - you must play 2 nations. Exception 2 players control one
Kingdom each (ie one nation per player).

Players are allowed to take offensive actions against unknown characters
upon their OWN population centres. In other words, if Elrond, Erestor and
John Smith appear on the Cloud Lord capital the latter is now a legitimate
target for challenge, curse etc by the Cloud Lord even though the nation of
the character is unknown.

Note Game ENDS (then and only then are the players names revealed) after 52
turns - highest total team victory points wins (unless within 10% - then
draw declared) - Or one side has a greater than 4 to 1 player advantage. No
Diplomacy - under ANY circumstances :slight_smile:

Drop outs can be filled - but we will be discrete. List of players who
started playing the game but not nations nor side. If a nation cannot be
replaced then you are an allied player is allowed to pick up a nation of the
duos remaining. (They also get all the old turns). Only when all
team-mates have had the opportunity to do is the respectively aligned
Kingdom allowed a pickup.

Individual victory points at end of game determine the winner = average of
your two nations (dead nations = 400 )

If you are playing the Kingdom nations you will have a character called:
Lead a-b these are there for you to 175 (correct allegiance) and 740 - no
other orders allowed. Check your relations and allegiances - we can't fix
any problems if there is an error later - check before hand and we can.

Trust the players not to try and find out who their team mates/oppo are -
and not to diplome even if they come by such knowledge - it being considered
unsportsmanlike. You are not allowed to use camp or character names to
exchange information or 948s.

No influencing, stealing, cursing etc on or from or to your team (or unknown
characters not at your own PCs). No ass/kid if you do not know the nation of
the character if you are not at your own PC. If you think it is forbidden
by the rules it probably is so don't do it (ask us for clarification BEFORE
the event). If you can provide feedback that would be very useful - the
first game is going very well so we hope to make this one better.

You are able to transfer produce/gold from your nation to others in the
game, and use information from 925's Lore spells etc for your other nation.

Variant rules:
500 (Double character) allowed for all nations.
List of Dropped nations once every two turns.

FAQ:
Question: I know that we aren't allowed to assassinate, influence or
anything against your own team. However in one of the games I am in one of
our Nations has died and they have some very powerful artifacts in their
possession. In this instance are we allowed to Personal Challenge or
Assassinate their characters to get the Artifacts or do we have to Recruit
them through the Bribe/Recruit character order?
Answer: this is fine to do if you KNOW that the nation is dead. Get in
touch if there's any doubt.

No information transfer is allowed or allowed to be attempted in Gunboat.
So transferring 23 gold (attack 23) or say 3221 gold and say 6 gold
(indicating attack 3221 on turn 6) is not allowed. The ATTEMPT is what is
against the spirit and rules of the Gunboat game - successful or not.

Hence the rule about naming characters, or arranging your armies into a
number 1 on the hexes for attack player 1 - although a facetious situation
it's something I've been asked - is not allowed.

···

************************************
           ME Games Ltd
Mailto: me@middleearthgames.com
Website: www.middleearthgames.com

UK: 340 North Road, Cardiff CF14 3BP UK
US: ME Games Ltd, 73 Edgewood Terrace, South Bound Brook NJ 08880

Phone Times: 10am-6:30pm UK Time (BST); 5am-1.30 (EST)
UK: 029 2091 3359 (029 2062 5665 can be used if main engaged)
(Dial 011 44 29 2091 3359 if in the US)
UK Fax: 029 2062 5532 (24 hours)
US Fax: 1-503-296-2325
US Phone: (732) 642-8777 EST

So the Kingdoms begin the game a neutrals and are the only neutrals
at game start? Please clarify.

Greg

Gunboat 1000
note some rules are considerably different to 1650/2950 Gunboat

games

Each player running a normal duo of nations chooses at least 3 duo

of

regions from the following regions:

Lindon, Angmar, Mirkwood, Northern Wastes, Lorien, Eregion,

Dunland, Rohan,

Rhovanion, Rhun, North Mordor, South Mordor, North Harad, North

Khand, South

Khand, South Harad. A total of 16 regions.

Regions duos allowed are:
Free Peoples
Lindon/South Khand
Angmar/South Harad
Northern Wastes/North Harad
Mirkwood/South Mordor
Eregion/North Mordor
Dunland/North Khand
Rohan/Rhun
Lorien/Rhovanion

Dark Servants
Lindon/South Mordor
Angmar/North Mordor
Northern Wastes/South Khand
Mirkwood/North Harad
Eregion/North Khand
Dunland/South Harad
Rohan/Rhovanion
Lorien/Rhun

Eg
Clint Oldridge 108974
1st choice, Lindon/South Khand, 2nd Choice Eregion/North Mordor,

3rd Choice

Rohan/Rhun, 4th Choice Lorien/Rhovanion. Either allegiance is fine

with me.

Eg 2
Fred Bloggs 101234
North Kingdom, South Kingdom or a normal duo as FP (any location

is fine).

The two additional regions: Arnor and Gondor are exempt from

placing as

these belong to the Kingdoms.

Regions

Map courtesy of Mike Mulka
http://middle-earth.darkfortress.us , the regional map is at the

bottom of

the page.

Only one nation of each allegiance can be in each region. Deposit

is then

taken from your account. When these regions have been allocated

I'll allow

players to send in their set-ups for those regions. You'll have 2

weeks to

send your set-up. One nation of their duo of nations must be

placed in one

region, and the other in the second region.

No Strategic Site victory allowed - if you get one your team

LOSES. Two

teams of 5 players plus 1 Kingdom player. 5 players control 2

nations, and

the Kingdom player plays solo. This gives 6 players and 11 nations

per

side. SK is FP and NK is DS. Kingdoms get only their sides

starting maps.

2 nation game - you must play 2 nations. Exception 2 players

control one

Kingdom each (ie one nation per player).

Players are allowed to take offensive actions against unknown

characters

upon their OWN population centres. In other words, if Elrond,

Erestor and

John Smith appear on the Cloud Lord capital the latter is now a

legitimate

target for challenge, curse etc by the Cloud Lord even though the

nation of

the character is unknown.

Note Game ENDS (then and only then are the players names revealed)

after 52

turns - highest total team victory points wins (unless within 10% -

then

draw declared) - Or one side has a greater than 4 to 1 player

advantage. No

Diplomacy - under ANY circumstances :slight_smile:

Drop outs can be filled - but we will be discrete. List of players

who

started playing the game but not nations nor side. If a nation

cannot be

replaced then you are an allied player is allowed to pick up a

nation of the

duos remaining. (They also get all the old turns). Only when all
team-mates have had the opportunity to do is the respectively

aligned

Kingdom allowed a pickup.

Individual victory points at end of game determine the winner =

average of

your two nations (dead nations = 400 )

If you are playing the Kingdom nations you will have a character

called:

Lead a-b these are there for you to 175 (correct allegiance) and

740 - no

other orders allowed. Check your relations and allegiances - we

can't fix

any problems if there is an error later - check before hand and we

can.

Trust the players not to try and find out who their team mates/oppo

are -

and not to diplome even if they come by such knowledge - it being

considered

unsportsmanlike. You are not allowed to use camp or character

names to

exchange information or 948s.

No influencing, stealing, cursing etc on or from or to your team

(or unknown

characters not at your own PCs). No ass/kid if you do not know the

nation of

the character if you are not at your own PC. If you think it is

forbidden

by the rules it probably is so don't do it (ask us for

clarification BEFORE

the event). If you can provide feedback that would be very useful -

the

first game is going very well so we hope to make this one better.

You are able to transfer produce/gold from your nation to others in

the

game, and use information from 925's Lore spells etc for your other

nation.

Variant rules:
500 (Double character) allowed for all nations.
List of Dropped nations once every two turns.

FAQ:
Question: I know that we aren't allowed to assassinate, influence or
anything against your own team. However in one of the games I am in

one of

our Nations has died and they have some very powerful artifacts in

their

possession. In this instance are we allowed to Personal Challenge or
Assassinate their characters to get the Artifacts or do we have to

Recruit

them through the Bribe/Recruit character order?
Answer: this is fine to do if you KNOW that the nation is dead.

Get in

touch if there's any doubt.

No information transfer is allowed or allowed to be attempted in

Gunboat.

So transferring 23 gold (attack 23) or say 3221 gold and say 6 gold
(indicating attack 3221 on turn 6) is not allowed. The ATTEMPT is

what is

against the spirit and rules of the Gunboat game - successful or

not.

Hence the rule about naming characters, or arranging your armies

into a

number 1 on the hexes for attack player 1 - although a facetious

situation

···

it's something I've been asked - is not allowed.

************************************
           ME Games Ltd
Mailto: me@m...
Website: www.middleearthgames.com

UK: 340 North Road, Cardiff CF14 3BP UK
US: ME Games Ltd, 73 Edgewood Terrace, South Bound Brook NJ 08880

Phone Times: 10am-6:30pm UK Time (BST); 5am-1.30 (EST)
UK: 029 2091 3359 (029 2062 5665 can be used if main engaged)
(Dial 011 44 29 2091 3359 if in the US)
UK Fax: 029 2062 5532 (24 hours)
US Fax: 1-503-296-2325
US Phone: (732) 642-8777 EST

Kingdoms technically start 'neutral', but must use their 'special
commander' to declare to a pre-determined allegiance on turn 1, then
retire their 'special commander'.

Last time, the SK was designated as FP, and the NK was designated as DS.
This was done before the game started, and there wasn't any choice
involved for the players (except to sign up as an FP-SK or DS-NK).

Mike

···

-----Original Message-----
From: mepbmlist@yahoogroups.com [mailto:mepbmlist@yahoogroups.com] On
Behalf Of compliance00
Sent: Thursday, September 22, 2005 11:46 AM
To: mepbmlist@yahoogroups.com
Subject: [mepbmlist] Re: Gunboat 1000 rules

So the Kingdoms begin the game a neutrals and are the only neutrals
at game start? Please clarify.

Greg

SK is FP and NK is DS. Kingdoms get only their sides starting maps. (Read further down).

Clint

···

So the Kingdoms begin the game a neutrals and are the only neutrals
at game start? Please clarify.

Greg

> Gunboat 1000
> note some rules are considerably different to 1650/2950 Gunboat
games
>
> Each player running a normal duo of nations chooses at least 3 duo
of
> regions from the following regions:
>
> Lindon, Angmar, Mirkwood, Northern Wastes, Lorien, Eregion,
Dunland, Rohan,
> Rhovanion, Rhun, North Mordor, South Mordor, North Harad, North
Khand, South
> Khand, South Harad. A total of 16 regions.
>
> Regions duos allowed are:
> Free Peoples
> Lindon/South Khand
> Angmar/South Harad
> Northern Wastes/North Harad
> Mirkwood/South Mordor
> Eregion/North Mordor
> Dunland/North Khand
> Rohan/Rhun
> Lorien/Rhovanion
>
> Dark Servants
> Lindon/South Mordor
> Angmar/North Mordor
> Northern Wastes/South Khand
> Mirkwood/North Harad
> Eregion/North Khand
> Dunland/South Harad
> Rohan/Rhovanion
> Lorien/Rhun
>
> Eg
> Clint Oldridge 108974
> 1st choice, Lindon/South Khand, 2nd Choice Eregion/North Mordor,
3rd Choice
> Rohan/Rhun, 4th Choice Lorien/Rhovanion. Either allegiance is fine
with me.
>
> Eg 2
> Fred Bloggs 101234
> North Kingdom, South Kingdom or a normal duo as FP (any location
is fine).
>
> The two additional regions: Arnor and Gondor are exempt from
placing as
> these belong to the Kingdoms.
>
> Regions
>
> Map courtesy of Mike Mulka
> http://middle-earth.darkfortress.us , the regional map is at the
bottom of
> the page.
>
> Only one nation of each allegiance can be in each region. Deposit
is then
> taken from your account. When these regions have been allocated
I'll allow
> players to send in their set-ups for those regions. You'll have 2
weeks to
> send your set-up. One nation of their duo of nations must be
placed in one
> region, and the other in the second region.
>
> No Strategic Site victory allowed - if you get one your team
LOSES. Two
> teams of 5 players plus 1 Kingdom player. 5 players control 2
nations, and
> the Kingdom player plays solo. This gives 6 players and 11 nations
per
> side. SK is FP and NK is DS. Kingdoms get only their sides
starting maps.
>
> 2 nation game - you must play 2 nations. Exception 2 players
control one
> Kingdom each (ie one nation per player).
>
> Players are allowed to take offensive actions against unknown
characters
> upon their OWN population centres. In other words, if Elrond,
Erestor and
> John Smith appear on the Cloud Lord capital the latter is now a
legitimate
> target for challenge, curse etc by the Cloud Lord even though the
nation of
> the character is unknown.
>
> Note Game ENDS (then and only then are the players names revealed)
after 52
> turns - highest total team victory points wins (unless within 10% -
then
> draw declared) - Or one side has a greater than 4 to 1 player
advantage. No
> Diplomacy - under ANY circumstances :slight_smile:
>
> Drop outs can be filled - but we will be discrete. List of players
who
> started playing the game but not nations nor side. If a nation
cannot be
> replaced then you are an allied player is allowed to pick up a
nation of the
> duos remaining. (They also get all the old turns). Only when all
> team-mates have had the opportunity to do is the respectively
aligned
> Kingdom allowed a pickup.
>
> Individual victory points at end of game determine the winner =
average of
> your two nations (dead nations = 400 )
>
> If you are playing the Kingdom nations you will have a character
called:
> Lead a-b these are there for you to 175 (correct allegiance) and
740 - no
> other orders allowed. Check your relations and allegiances - we
can't fix
> any problems if there is an error later - check before hand and we
can.
>
> Trust the players not to try and find out who their team mates/oppo
are -
> and not to diplome even if they come by such knowledge - it being
considered
> unsportsmanlike. You are not allowed to use camp or character
names to
> exchange information or 948s.
>
> No influencing, stealing, cursing etc on or from or to your team
(or unknown
> characters not at your own PCs). No ass/kid if you do not know the
nation of
> the character if you are not at your own PC. If you think it is
forbidden
> by the rules it probably is so don't do it (ask us for
clarification BEFORE
> the event). If you can provide feedback that would be very useful -
the
> first game is going very well so we hope to make this one better.
>
> You are able to transfer produce/gold from your nation to others in
the
> game, and use information from 925's Lore spells etc for your other
nation.
>
> Variant rules:
> 500 (Double character) allowed for all nations.
> List of Dropped nations once every two turns.
>
> FAQ:
> Question: I know that we aren't allowed to assassinate, influence or
> anything against your own team. However in one of the games I am in
one of
> our Nations has died and they have some very powerful artifacts in
their
> possession. In this instance are we allowed to Personal Challenge or
> Assassinate their characters to get the Artifacts or do we have to
Recruit
> them through the Bribe/Recruit character order?
> Answer: this is fine to do if you KNOW that the nation is dead.
Get in
> touch if there's any doubt.
>
> No information transfer is allowed or allowed to be attempted in
Gunboat.
> So transferring 23 gold (attack 23) or say 3221 gold and say 6 gold
> (indicating attack 3221 on turn 6) is not allowed. The ATTEMPT is
what is
> against the spirit and rules of the Gunboat game - successful or
not.
>
> Hence the rule about naming characters, or arranging your armies
into a
> number 1 on the hexes for attack player 1 - although a facetious
situation
> it's something I've been asked - is not allowed.
>
> ************************************
> ME Games Ltd
> Mailto: me@m...
> Website: www.middleearthgames.com
>
> UK: 340 North Road, Cardiff CF14 3BP UK
> US: ME Games Ltd, 73 Edgewood Terrace, South Bound Brook NJ 08880
>
> Phone Times: 10am-6:30pm UK Time (BST); 5am-1.30 (EST)
> UK: 029 2091 3359 (029 2062 5665 can be used if main engaged)
> (Dial 011 44 29 2091 3359 if in the US)
> UK Fax: 029 2062 5532 (24 hours)
> US Fax: 1-503-296-2325
> US Phone: (732) 642-8777 EST

Middle Earth PBM - hit reply to send to everyone
To Unsubscribe: http://www.yahoogroups.com
Website: http://www.MiddleEarthGames.com

Yahoo! Groups Links

****************************************************************
                 ME Games Ltd
         me@middleearthgames.com
         www.middleearthgames.com

UK: 340 North Road, Cardiff CF14 3BP
         Tel 029 2091 3359 12-6.30 Weekdays
         Fax 029 2062 5532 24 hours

US: 73 Edgewood Terrace, South Bound Brook, NJ 08880
         Tel (732) 642 8777 EST
         Fax 503 296 2325 (comes straight to us)
****************************************************************

Ah, I see. So similar, in terms of Kingdoms at least, to what we are
seeing in Game 41. Thanks!

Greg

SK is FP and NK is DS. Kingdoms get only their sides starting

maps. (Read

further down).

Clint

>So the Kingdoms begin the game a neutrals and are the only neutrals
>at game start? Please clarify.
>
>Greg
>
>
> > Gunboat 1000
> > note some rules are considerably different to 1650/2950 Gunboat
>games
> >
> > Each player running a normal duo of nations chooses at least 3

duo

>of
> > regions from the following regions:
> >
> > Lindon, Angmar, Mirkwood, Northern Wastes, Lorien, Eregion,
>Dunland, Rohan,
> > Rhovanion, Rhun, North Mordor, South Mordor, North Harad, North
>Khand, South
> > Khand, South Harad. A total of 16 regions.
> >
> > Regions duos allowed are:
> > Free Peoples
> > Lindon/South Khand
> > Angmar/South Harad
> > Northern Wastes/North Harad
> > Mirkwood/South Mordor
> > Eregion/North Mordor
> > Dunland/North Khand
> > Rohan/Rhun
> > Lorien/Rhovanion
> >
> > Dark Servants
> > Lindon/South Mordor
> > Angmar/North Mordor
> > Northern Wastes/South Khand
> > Mirkwood/North Harad
> > Eregion/North Khand
> > Dunland/South Harad
> > Rohan/Rhovanion
> > Lorien/Rhun
> >
> >
> > Eg
> > Clint Oldridge 108974
> > 1st choice, Lindon/South Khand, 2nd Choice Eregion/North Mordor,
>3rd Choice
> > Rohan/Rhun, 4th Choice Lorien/Rhovanion. Either allegiance is

fine

>with me.
> >
> > Eg 2
> > Fred Bloggs 101234
> > North Kingdom, South Kingdom or a normal duo as FP (any

location

>is fine).
> >
> > The two additional regions: Arnor and Gondor are exempt from
>placing as
> > these belong to the Kingdoms.
> >
> > Regions
> >
> >
> >
> > Map courtesy of Mike Mulka
> > http://middle-earth.darkfortress.us , the regional map is at the
>bottom of
> > the page.
> >
> > Only one nation of each allegiance can be in each region.

Deposit

>is then
> > taken from your account. When these regions have been allocated
>I'll allow
> > players to send in their set-ups for those regions. You'll

have 2

>weeks to
> > send your set-up. One nation of their duo of nations must be
>placed in one
> > region, and the other in the second region.
> >
> > No Strategic Site victory allowed - if you get one your team
>LOSES. Two
> > teams of 5 players plus 1 Kingdom player. 5 players control 2
>nations, and
> > the Kingdom player plays solo. This gives 6 players and 11

nations

>per
> > side. SK is FP and NK is DS. Kingdoms get only their sides
>starting maps.
> >
> > 2 nation game - you must play 2 nations. Exception 2 players
>control one
> > Kingdom each (ie one nation per player).
> >
> > Players are allowed to take offensive actions against unknown
>characters
> > upon their OWN population centres. In other words, if Elrond,
>Erestor and
> > John Smith appear on the Cloud Lord capital the latter is now a
>legitimate
> > target for challenge, curse etc by the Cloud Lord even though

the

>nation of
> > the character is unknown.
> >
> > Note Game ENDS (then and only then are the players names

revealed)

>after 52
> > turns - highest total team victory points wins (unless within

10% -

>then
> > draw declared) - Or one side has a greater than 4 to 1 player
>advantage. No
> > Diplomacy - under ANY circumstances :slight_smile:
> >
> > Drop outs can be filled - but we will be discrete. List of

players

>who
> > started playing the game but not nations nor side. If a nation
>cannot be
> > replaced then you are an allied player is allowed to pick up a
>nation of the
> > duos remaining. (They also get all the old turns). Only when

all

> > team-mates have had the opportunity to do is the respectively
>aligned
> > Kingdom allowed a pickup.
> >
> > Individual victory points at end of game determine the winner =
>average of
> > your two nations (dead nations = 400 )
> >
> > If you are playing the Kingdom nations you will have a character
>called:
> > Lead a-b these are there for you to 175 (correct allegiance) and
>740 - no
> > other orders allowed. Check your relations and allegiances - we
>can't fix
> > any problems if there is an error later - check before hand and

we

>can.
> >
> > Trust the players not to try and find out who their team

mates/oppo

>are -
> > and not to diplome even if they come by such knowledge - it

being

>considered
> > unsportsmanlike. You are not allowed to use camp or character
>names to
> > exchange information or 948s.
> >
> > No influencing, stealing, cursing etc on or from or to your team
>(or unknown
> > characters not at your own PCs). No ass/kid if you do not know

the

>nation of
> > the character if you are not at your own PC. If you think it is
>forbidden
> > by the rules it probably is so don't do it (ask us for
>clarification BEFORE
> > the event). If you can provide feedback that would be very

useful -

> the
> > first game is going very well so we hope to make this one

better.

> >
> > You are able to transfer produce/gold from your nation to

others in

>the
> > game, and use information from 925's Lore spells etc for your

other

>nation.
> >
> > Variant rules:
> > 500 (Double character) allowed for all nations.
> > List of Dropped nations once every two turns.
> >
> > FAQ:
> > Question: I know that we aren't allowed to assassinate,

influence or

> > anything against your own team. However in one of the games I

am in

>one of
> > our Nations has died and they have some very powerful artifacts

in

>their
> > possession. In this instance are we allowed to Personal

Challenge or

> > Assassinate their characters to get the Artifacts or do we have

to

>Recruit
> > them through the Bribe/Recruit character order?
> > Answer: this is fine to do if you KNOW that the nation is dead.
>Get in
> > touch if there's any doubt.
> >
> > No information transfer is allowed or allowed to be attempted in
>Gunboat.
> > So transferring 23 gold (attack 23) or say 3221 gold and say 6

gold

> > (indicating attack 3221 on turn 6) is not allowed. The ATTEMPT

is

>what is
> > against the spirit and rules of the Gunboat game - successful or
>not.
> >
> > Hence the rule about naming characters, or arranging your armies
>into a
> > number 1 on the hexes for attack player 1 - although a facetious
>situation
> > it's something I've been asked - is not allowed.
> >
> >
> > ************************************
> > ME Games Ltd
> > Mailto: me@m...
> > Website: www.middleearthgames.com
> >
> > UK: 340 North Road, Cardiff CF14 3BP UK
> > US: ME Games Ltd, 73 Edgewood Terrace, South Bound Brook NJ

08880

···

> >
> > Phone Times: 10am-6:30pm UK Time (BST); 5am-1.30 (EST)
> > UK: 029 2091 3359 (029 2062 5665 can be used if main engaged)
> > (Dial 011 44 29 2091 3359 if in the US)
> > UK Fax: 029 2062 5532 (24 hours)
> > US Fax: 1-503-296-2325
> > US Phone: (732) 642-8777 EST
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                 ME Games Ltd
         me@m...
         www.middleearthgames.com

UK: 340 North Road, Cardiff CF14 3BP
         Tel 029 2091 3359 12-6.30 Weekdays
         Fax 029 2062 5532 24 hours

US: 73 Edgewood Terrace, South Bound Brook, NJ 08880
         Tel (732) 642 8777 EST
         Fax 503 296 2325 (comes straight to us)
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