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 Post subject: Re: DGUTS - Don't Give Up The Ship, By Arneson, Gygax & Carr
PostPosted: Feb 25, 2014 3:53 pm 
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Lord of the Regency Council
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 Post subject: Re: DGUTS - Don't Give Up The Ship, By Arneson, Gygax & Carr
PostPosted: Feb 25, 2014 5:39 pm 
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We were playing an ancient naval game called Trireme in 1973 and probably earlier. Published in England. I probably still have my copy in the attic. It may have been a different game or an earlier edition, since your reference is for an AH version.

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 Post subject: Re: DGUTS - Don't Give Up The Ship, By Arneson, Gygax & Carr
PostPosted: Feb 27, 2014 3:08 pm 
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Lord of the Regency Council
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Ah that would explain it. Thanks! :)

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 Post subject: Re: DGUTS - Don't Give Up The Ship, By Arneson, Gygax & Carr
PostPosted: Mar 09, 2014 1:24 am 
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The '73 version


Described as:
The rules for the Decalset version pictured were extracted from a more comprehensive rulebook titled "Greek Naval Warfare" that was published by the London Wargames Section.

This version of the game used simultaneous movement, implemented via a five pulse impulse movement scheme, and was great fun. I curse the day I sold my copy (which I found in a store in a backstreet off the Tottenham Court Road and which was in pristine condition).

The playing surface was two laminated blue card sheets printed with staggered rectangles (in a sort of brickwork pattern - the poor man's hex sheet).

It came with vinyl "reefs" that could be stuck to the playing surface too, for the authentic Pylos experience, and you could draw other features in on it with chinagraph pencil.

There were four pairs of different coloured trireme models made from bendy plastic (polyethylene?) in the box.

And, of course, two average dice needed to play, along with a standard die.


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 Post subject: Re: DGUTS - Don't Give Up The Ship, By Arneson, Gygax & Carr
PostPosted: Mar 09, 2014 8:47 pm 
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That sounds like the game we played. Thanks for letting us know.

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