Alan, I just emailed Randy Moorehead, designer of "Ironman Football" (which was given an excellent review by Mike Siggins), as to whether he would give me permission to submit my Expanded Sequence of Play to Web Grognards. He replied in the affirmative: Date: Mon, 6 May 1996 14:26:33 -0600 (MDT) From: "R.Moorehead " To: "David L. Richtmyer" Subject: Re: Ironman questions >On Mon, 6 May 1996, David L. Richtmyer wrote: > >> With your permission I'll forward my expanded Ironman Sequence of Play to >> Web Grognards and Ken Tidwell's Game Cabinet Web pages for the edification >> of all. Might help generate some sales (which I hope are good). > >Certainly! Thanks. > >Randy Ironman, of course, is not a wargame per se; it models US professional gridiron football in its formative stages back in the 1920s. I've found it to be the most engaging system I've run across since We the People. If you'd like to mount this on Web Grognards, feel free. (See below my .sig file). David *********************************************************** David L. Richtmyer Tech. Services Electronic Resources Librarian (Monographs) Harlan Hatcher Graduate Library The University of Michigan Ann Arbor, MI 48109-1205 (313) 936-9739 e-mail: dlrichtm@umich.edu *********************************************************** ---------- Forwarded message ---------- Date: Mon, 6 May 1996 10:12:38 -0700 (PDT) From: "David L. Richtmyer" To: "R.Moorehead " Subject: Re: Ironman questions Ironman Football Preparation for Play & Sequence of Play 1. Preparation 1.1 Deal to each player 1 Franchise Card, 1 Team Card, and 8 Action Cards; each team starts with $500 (fill out Record Sheet) 1.2 Place into Available Player Pool any Named Player Cards that are unwanted 1.3 Trade or sell any Action Cards 1.4 Each player rolls 2d6; high roller gets to choose 1 Named Player Card in the Available Player Pool or Pass. Then player to the left of the high roller gets to do same; repeat until all players have chosen or passed 1.5 Deal out the Non-Player League Teams so that the total number of Player and Non-Player teams always totals 8; each NPLT gets 1 Franchise Card (face up), 1 Team Card and 5 Action Cards (face down) 1.6 Players Bid the number of games, plus or minus 2, they will play in the upcoming season; the minimum is 6, maximum is 12, and 9 games must be played to have a claim on the League Championship 1.7 Players determine whether they will determine team matchups for the entire season before it starts, or whether they will determine matchups week-by-week. Each Player *must* play every other Player *at least* once during the season 2. The Season 2.1 The season consists of 12 turns; each turn represents 1 week 2.2 At the beginning of *each* turn players 2d6 to determine the First Player; play proceeds clockwise around the table 2.3 Each player, in turn, then has the option of choosing *one* Action: * Play a game against another Player (if that Player has agreed to terms) * Play a game against a Non-Player League Team * Play a game against a Non League Team * Pass 2.4 After all Players have performed their one Action the First Player deals one card from the Action Deck to each Player and each Non-Player League Team (face down) 2.5 Players must then discard so that their hands contain a maximum of 5 Action Cards. Named Player Cards must be put in the Available Player Pool; Action Cards go face up in the Discard Pile 2.6 Each player rolls 2d6; high roller gets to choose 1 Named Player Card in the Available Player Pool or Pass. Then player to the left of the high roller gets to do same; repeat until all players have choosen or passed 2.7 Repeat 2.2-2.7 until all 12 Turns have been completed; play then proceeds to the Off Season 3. The Off Season 3.1 Determine Title Winner, Franchise with Most Money, and Winning Season Franchises and award Victory Points 3.2 All Franchises make a Survival Roll (< or- Survival Rating = Success). Any Franchises that fail may add 1 to Survivability Rating for each $1000 the take in Improvements. After all Improvements have been made, *1* reroll of the Survival Roll is allowed 3.3 All Franchises roll to see which Named Players Retire (< or- I/R Rating = Continue to Play). Any players that Retire are removed from the game. Each season a Named Player's I/R rating is reduced by 1 3.4 Hold League Meeting, if desired 3.5 Conduct any trades or sales of cards amongst Players 3.6 Discard Phase: all Players discard, *randomly*, one card from their hand to the Discard Pile. All face-up cards which read "Discard at End of Season" must also be discarded. If the Player wishes to keep this card he must pay $100 x 2d6 for that privelege. 3.7 Shuffle all decks, adding Named Player Cards and Franchise Cards for the next season to their respective decks 3.8 Add new Franchises. Players whose Franchises have Folded receive, randomly, 1 Franchise Card, 1 Team Card, and 5 Action Cards; each team starts with $500 (fill out Record Sheet) 3.9 Each Player draws 2 new cards from the Action Deck. Roll 1d6, if result is < or - to the number of seasons already played, play proceeds to a new season commencing with section 2.2