Power (game)

Power
PublishersEntertainment Concepts Inc. (ECI)
Years active~1990 to current
GenresRole-playing, science fiction
LanguagesEnglish
Players40
Playing timeFixed
Materials requiredInstructions, order sheets, turn results, paper, pencil
Media typePlay-by-mail or email

Power (also Power+) is a closed-end, computer-moderated, play-by-mail space-based game of intrigue. It was published by Entertainment Concepts Inc. (ECI). By late 1985, an updated version of the game, Power+, had replaced Power. Gameplay involved 40 players vying for rulership of a space empire comprising 35 planets. Players could interact with hundreds of non-player forces including dozens of organization types and individuals. Each turn, players chose from a menu of available actions, many related to intrigue.

History and development

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Power was published by Entertainment Concepts Inc. (ECI).[1] The medium complexity game was computer moderated and closed-ended.[1] By late 1985, an updated version of the game, Power+, had replaced Power.

Gameplay

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40 players per game vie for rulership of a space empire comprising 35 planets.[2] 585 non-player forces (NPFs) were in play, ranging from military and government organizations to civilian groups and individuals of various types.[2] Victory conditions varied by player.[3] They generally required 16 turns controlling the throne and many NPFs, although eliminating all other players also worked.[4] To be crowned ruler, players required "popularity, wealth, and Senate approval".[2]

NPFs included anti-Government groups, militaries, spies and assassins, guards, churches, courtiers, diplomats, entertainers, mercenaries, reporters, executives, PR men, police, Royal guards and servants, saboteurs, the Secret Service, the Senate, terrorists, and unions.[5]

Players chose up to twenty actions per turn from a menu. These included "investigation, movement, investment, propaganda, hiring NPFs ... slander, theft, blackmail, bribe ... assassination, [and] military combat".[2] The game was in a separate category of games with Illuminati in that "almost everything happens through manipulation of third parties rather than direct physical involvement".[6]

Reception

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Bob McLain reviewed the game in a 1984 issue of Gaming Universal, stating, "This is ECI's first attempt at a totally computer moderated game, but they seem to have done an excellent job."[1]

See also

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References

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  1. ^ a b c McLain 1984. p. 29.
  2. ^ a b c d Safigan, et al. 1985. p. 18.
  3. ^ Couldshed 1985. p. 26.
  4. ^ Safigan, et al. 1985. pp. 18–19.
  5. ^ Palmer 1985. p. 27.
  6. ^ Flagship Editors 1985. p. 29.

Bibliography

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  • Coulshed, Mark; Dunne, Bill (Autumn 1985). "Power: Flagship Demonstration Game". Flagship. No. 8. p. 26.
  • Dutton, Jim (January–February 1984). "Concepts for Entertainment". Gaming Universal. No. 2. pp. 18–19.
  • Editors (Summer 1985). "The Spokesmen Speak...". Flagship. No. 7. p. 29.
  • Kelly, John W. (November–December 1985). "An Historic Review of Power". Paper Mayhem. No. 15. p. 21.
  • Maddox, Raymond (Autumn 1985). "Powermonger". Flagship. No. 8. p. 26.
  • McLain, Bob (January–February 1984). "Gamealog: Power". Gaming Universal. No. 2. p. 44.
  • Palmer, Nicky (Autumn 1985). "The Battle for Influence". Flagship. No. 8. p. 27.
  • Safigan, Steve; Palmer, Nicky; Coulshed, Mark; Robertson, Bruce; Vallance, William (Summer 1985). "Power: Flagship Demonstration Game". Flagship. No. 7. pp. 18–19.

Further reading

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  • Maddox, Raymond (Summer 1985). "Powermonger". Flagship. No. 7. p. 19.
  • Michell, Bill (Winter 1985). "Ned Stillwell's Advice to the Aspiring Powermonger". Flagship. No. 9. p. 23.
  • Thomas, Cameron; Palmer, Nicky (Winter 1985). "Power: Flagship Demonstration Game". Flagship. No. 9. p. 22.
  • Editors (Spring 1986). "Power: Flagship Demonstration Game". Flagship. No. 10. p. 29.
  • Editors (Summer 1986). "Power: Flagship Demonstration Game". Flagship. No. 11. pp. 30–31.
  • Editors (Spring 1987). "Power: Demo Game ... Gone!". Flagship. No. 14. p. 9.
  • King, Paul (Autumn 1987). "Where Lies the Power". Flagship. No. 16. pp. 27–29.