Sirius Command

Sirius Command
Game title
PublishersInner Dimension Games
Years activeEarly 1990s
Genresplay-by-mail
LanguagesEnglish
Playing timeMonths
Materials requiredInstructions, order sheets, turn results, paper, pencil
Media typePlay-by-mail or email

Sirius Command is a play-by-mail (PBM) game published by Inner Dimension Games.

History and development

Sirius Command was a roleplaying, play-by-mail game. It was published by Inner Dimension Games of New Paltz, NY.[1]

Gameplay

Set in 2084, the game's purpose is to be the first three players to score 15,000 victory points, achieved by economic, political, and military advancements.[2] Players led one of twenty nations, with an additional 100 non-player nations in each game.[2] Country variables included: "Aggression, Climate, Economy, Information, Morale, Nationalism, and Piety".[3]

There were no maps required, as movement was simple.[4] Combat was a game element, with military factors comprising ballistic missiles, missile defenses, and military forces.[3] Intrigue could also play a significant part in the game.[4] Game duration was 15–20 turns.[3]

Reception

The editor of the U.S. edition of Flagship reviewed the game. He thought the lack of a map was a drawback, but said, "I'd give it 8 out of 10 for providing varied pleasures and challenges at a reasonable ... price".[5] Gerri Macagnone reviewed the game in a 1992 issue of Paper Mayhem, stating that "the game is great".[1] Reviewer Vickie Lloyd commented in 1992 that "This is without a doubt, one of the best PBM games I've ever played ... [it] has everything you're looking for in a close-ended PBM; politics, strategy, diplomacy, economics, military force, and espionage all balled up in one game that goes fast and has you hanging around the mailbox waiting for turns".[4]

See also

References

  1. ^ a b Macagnone 1992. p. 10.
  2. ^ a b Macagnone 1992. p. 8.
  3. ^ a b c Bost 1991. p. 45.
  4. ^ a b c Lloyd 1992. p. 12.
  5. ^ Bost 1991. p. 46.

Bibliography

  • Bost, Bob (September 1991). "Sirius Command: Challenge Without Overload". Flagship. No. 33 (U.S. ed.). pp. 45–46.
  • Macagnone, Gerri (January–February 1992). "Sirius Command: A Review". Paper Mayhem. No. 52. pp. 8–10.
  • Lloyd, Vicki (January–February 1992). "Sirius Command: A Review". Paper Mayhem. No. 52. pp. 12–13.

Further reading

  • Rogers, Patrick (September 1993). "Sirius Command: A Play-by-Mail Review". Shadis. No. 9. The Alderac Group. pp. 47–49.
  • Proies, Patrick (May–June 1992). "Reply to the Review of Sirius Command by Vickie Lloyd in Paper Mayhem #52". Paper Mayhem. No. 54. pp. 29, 31.

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