			 Rolling Thunder Games, Inc.
		      Introduction & Company Policies
			      September, 1994

Introduction to PBM

	Play-By-Mail Gaming (more commonly referred to as PBM) has 
been around for quite some time and has quite a devout following.  PBM 
games, once you get used to the system, can be a great deal of fun and 
extremely addicting.  If you are new to this hobby, let me explain in 
greater detail.
	The basic concept for PBM games is fairly simple.  PBM games 
are similar, in many ways, to your standard board game.  Generally 
speaking, they are multi-player strategy games of varying topics.  The 
primary differences are that PBM games are designed to handle greater 
numbers of players (from as few as ten to as many as several hundred) 
and they are designed to be played through the mail/e-mail (rather than in 
person).  The Game Moderator or GM (usually a company) develops the 
game system, provides all the necessary materials for playing (rules, etc.) 
and has the responsibility for running the game (processing everyone's 
orders, sending out results, etc.).  Players put together a list of orders 
(their turn) and submit it to the GM (either via mail or e-mail).  The GM 
processes the player's orders (turn) in accordance with the rules of the 
game and sends the results (a turn results printout) back to the player.  
The player evaluates the results of his last "turn" and prepares a new list 
of orders to submit for his next "turn".  Concurrently, other players will 
be submitting their orders for processing and receiving their own "turn" 
results.  The cycle repeats for the duration of the game.  
	This may seem a bit awkward for those of you used to face-to-face 
board games or roleplaying games but, in fact, PBM games usually run 
quite smoothly. It is just a matter of getting used to this style of gaming.  
There are, in addition, many benefits to PBM gaming not found with 
other types of gaming.
	First off, PBM gaming offers a ready supply of opponents.  All 
gamers, particularly board gamers, have experienced the frustration of not 
being able to find somebody to play against in their favorite game.  
Gaming clubs and conventions can help but these are not for everyone.  
PBM fills this void by gathering in game enthusiasts from all over the 
nation.  There are many PBM companies offering a wide variety of games 
so that there is always a game in the process of setting up, etc.  Opponents 
are no longer a problem.
	The second main benefit to PBM gaming is closely related to the 
first and involves "time".  Playing a game, either a role-playing game or a 
board game, usually involves setting aside a significant portion of time 
(i.e. We all get together on Saturday night for four hours.).  This gaming 
timeframe must, in addition, be acceptable to all participants in the game 
(i.e. Is Saturday night ok for everybody?).  Finding a gaming timeframe 
that is acceptable to everyone, unfortunately, is often a tricky process.  
Real life intrudes far too often to ruin a gaming session.  Family, work, 
school, sickness, etc. are all valid reasons to miss a game session and if 
one person can't make it, the game session is often ruined for all.  PBM, 
on the other hand, is not played face-to-face and does not, therefore, 
require that all the participants be available at the same time.  Players can 
evaluate their positions, formulate their plans write their orders, write 
letters to their allies, call their allies on the phone, etc. whenever it is 
convenient for them.  Lunchtime, after work, between classes at school, 
on weekends, during a business trip, etc.  Whenever you have the time, 
you can sit down and spend some time on the game you are playing.  
Time is not a problem.
	The third major benefit of PBM games is one of complexity and 
depth.  PBM games are usually designed to handle a great number of 
players (rather than just a few) and to run for a couple of years or so.  
The GM that is responsible for operating the game is handling all the 
bookkeeping, etc. so the games can be designed to focus on your options 
as a player.  The depth and complexity found in PBM games, therefore, is 
often greater than that found elsewhere.  PBM games, in addition, offer 
you the "hidden movement" or "fog of war" that is so difficult to simulate 
in other forms of gaming.  The GM, again, serves as the referee and 
manager of the game database and is the only one to have access to all 
game information.  Players will only see what their game assets allow 
them to see.  PBM games, as a result, are usually very suspenseful.  You 
cannot see the whole "board" and surprises are not uncommon (much like 
real life).  You will often have to work with limited information which 
will task your strategic planning abilities.  A brilliant plan may well lead 
you to victory but the unexpected always lurks nearby with the potential to 
ruin any plan.
	PBM gaming, of course, does have a few drawbacks.  PBM 
games will be, for the most part, very different from games that you may 
be familiar with.  The personal touch of a good role-playing game 
campaign, for example, is hard to duplicate through the mail when you are 
dealing with dozens or even hundreds of players in a single game.  PBM 
games, in addition, usually are not "historical" games.  Historical games, 
generally, are designed to be played by a very limited number of players 
(2-6 generally) with each player playing a specific role (or side) and the 
loss of a single player (quitting the game) usually results in the end of the 
entire game.  PBM games, on the other hand, are generally designed to be 
played with no fewer than 10 players and often as many as a couple of 
hundred (or more).  All PBM games will have a "drop" factor as players 
drop out of the game before its normal conclusion.  There are numerous 
reasons why this occurs.  Players have lives outside the game and 
occasionally they be forced to quit a game for one reason or another.  
Changes in schedule (lack of time) and changes in job situation (lack of 
money and/or time) are common reasons and there are others.  PBM 
games, fortunately, are typically designed with this "drop" factor in mind.  
A good PBM game can withstand such player attrition while continuing to 
operate and provide enjoyment for the remaining players.  This is one of 
the reasons while PBM games are usually designed to handle so many 
players.  A game with 40 or more players does not suffer as much as a 
game with only 3 or 4 when one player decides to stop playing.  
Historical PBM games are rare since a "historical" game usually places 
critical emphasis on the positions available within the game.  A historical 
simulation of the second world war, for example, would not be able to 
survive if the player handling Germany decided to drop out of the game.  
	The second drawback is cost.  PBM gaming is not free.  The 
company running the game (the GM) will expect to be paid for its efforts.  
Running a large PBM game(s) is a full-time job for several people and it 
requires extensive computer & business skills.  Personnel costs, office 
space, computer equipment, office supplies, postage and a wide variety of 
other business expenses must all be covered in order for the company to 
stay in business and continue to offer its PBM games to the market.  A 
good PBM game will usually run you from $12 to $30 per month (per 
game position).  This is not an insignificant sum of money but when you 
consider the time spent on the game and the enjoyment derived from it, 
you should find that PBM gaming represents excellent "value" for your 
entertainment dollar.  
	Give PBM gaming a try and you may find that it is what you've 
been looking for all along!


Introduction to Rolling Thunder Games, Inc.

	Rolling Thunder Games was formed in February of 1986 by 
Russel D. Norris and Peter A. Dorman.  Our first PBM game was an 
open-ended, strategic-scale space game by the name of SuperNova.  
SuperNova was quite popular and was nominated for the "GAMA Best 
PBM Game" award in 1986.  SuperNova was eventually superseded by 
SuperNova II which incorporated a number of improvements and new 
game concepts.  SuperNova II proved to be even more popular and was 
voted the "Best PBM Game of 1988" and "Best PBM Game of 1989" by 
the readers of the PBM Magazine Paper Mayhem.  During the first few 
years, Rolling Thunder Games grew from a small, two-man operation to a 
thriving small business with eight full-time and two part-time employees.
	On January 1st, 1990, Rolling Thunder Games took the next big 
step and incorporated.  Terry J. Graves, a key member of our game 
design team and our head programmer, was welcomed into the company 
as an owner.  The company continued to operate SuperNova II while 
working on our next major project, the Victory! game system.  Victory! 
proved to be a real bear but long hours and persistence finally resulted in 
what we believed to be the finest PBM wargame ever released.  The first 
module of the Victory! game system, The Battle For Europe, was released 
in February, 1991 and it quickly grew in popularity.  The game has 
consistently received high marks in PBM magazines, ranking with the top 
five or ten PBM games available, since soon after its debut.  Victory! 
continues to be a highly popular game with a new game of 40 players 
setting up, on average, every month or so.
	On January 1st, 1992, Rolling Thunder Games, Inc. acquired a 
new game by signing a license agreement with Roma Games of  Australia 
to run their fantasy wargame, Warriors & Wizards.  A simple game to 
play but one that was difficult to master (much like chess), Warriors & 
Wizards gave us a good entry-level game in a popular area of gaming 
(fantasy).  Warriors & Wizards was well-received and quite popular for a 
time.  We decided, after two years of operation, not to renew our license 
for Warriors & Wizards  so as to concentrate our efforts on other projects 
and our last game will end in 1994.
	On March 1st, 1992, Rolling Thunder Games, Inc. expanded into 
the world of Play-By-Modem (or Play-By-Electronic-Mail) gaming by 
offering our own computer BBS (Bulletin Board System).  The BBS, 
named THUNDER, served as a forum for all of our players who, with the 
proper equipment, could make new friends, exchange ideas and messages 
with others in the same game, etc.   When the procedures and software 
needed to allow Victory! turns to be uploaded to THUNDER and turn 
results to be downloaded were completed, the popularity of the BBS 
exploded.  The BBS offered a much faster turnaround time than normal 
mail.  Turns could be uploaded to THUNDER the night before the turn 
was due and the results downloaded within two days after processing 
(besides it gave everyone with access to a computer something new and 
useful to do with their favorite toy [grin]).
	On September 1st, 1994, Rolling Thunder Games, Inc. acquired 
the rights to another new game by signing a license agreement with High 
Point Games and JFH Games to run their (a cooperative venture) 
futuristic wargame, World War IV.  World War IV took the place of 
Warriors & Wizards for RTG, being a good entry-level game that was a 
great deal of fun (offering a lot of diplomacy and the opportunity to throw 
nuclear weapons at your enemies) and relatively easy to play.  World War 
IV was also playable by email and had a nice entry program for players to 
use.
	The future for Rolling Thunder Games, Inc. continues to look 
very bright.  We've been around for over eight years now and expect to 
be here for many more.  We enjoy what we are doing and, to be honest, 
we could not imagine doing anything else at this point.  Our next major 
project is called SuperNova: Rise of the Empire.  SuperNova: Rise of the 
Empire  is being designed as an never-ending, empire-building, space 
game of unprecedented scale. SuperNova: Rise of the Empire draws 
heavily on our years of experience in PBM and will have just about 
everything you could want in such a game.  The expected release date for 
SuperNova: Rise of the Empire is sometime in early 1995 so make sure 
you are on our mailing list.  You will not want to miss out on this one!  

Introduction to World War IV

	World War IV is a fast-paced, global scale military conquest game 
for 40 players.  Military action is supplemented by a variety of covert, 
diplomatic and economic order possibilities.  World War IV is fully 
computer moderated, supports email turn submission and has lots of cool 
units like Ballistic Missile Subs, Surface-to-Air Missile (SAM) Bases, 
Stealth Bombers, Airmobile Engineers, a wide variety of nuclear weapons 
(tactical & strategic) and lots more...  World War IV has been very highly 
rated by its players (ranked as the #1 strategic wargame by the readers of 
Paper Mayhem and Flagship magazines).  World War IV is a fairly easy 
game to learn but one that is difficult to master due to the variety of 
strategies available.  The rules and the email entry program (requires the 
ability to run MS DOS programs) are FREE if you wish to download 
them from our THUNDER BBS or if you wish we can send them to on 
computer diskette (again at no charge).  Printed versions of the rules are 
available with a 33" x 17" game map for $4.00.  The map is also available 
separately for $2.00.  Game setups are $4.00.  Turn fees are quite 
reasonable at only $6.00 for mailed in turns and $4.75 for email submitted 
turns (where you use the entry program to key in your orders yourself).  
Successful nations will eventually reach "Superpower" status which will 
give them the ability (optional) to submit an additional "Superpower" turn 
with their regular turn at a cost of $3.00.  That's it!  No hidden charges at 
all.  Standard games are based on a two-week turn cycle (one turn every 
14 days) but we also run games (on a demand basis) on a one-week (7 
day, all email only) or three-week turn cycle.

Introduction to Victory! "The Battle For Europe".

	The Victory! game system was designed so that the basic structure 
of the game could be modified for different scenarios (or modules) and 
time periods with a minimum of new game design and programming.  The 
first module in the Victory! line is The Battle For Europe.  The 
background for The Battle For Europe centers, naturally, on central 
Europe and extends into North Africa and the Middle East.  The United 
States & Canada are featured as distant overseas nations.  Within this 
area, 40 nations contend with one another for dominance.  The Battle For 
Europe is not a historical simulation.  It is a wargame designed to provide 
players with a forum for testing their strategic and tactical prowess.  
Victory conditions exist to determine the winners and losers as well as to 
evaluate the overall performance of every player.  Records are maintained 
to show the achievements of those who have excelled (including best 
overall player and best player for a given nation).  The Victory! system is 
fairly simple in its basic structure, although that may not be readily 
apparent.  The game is rich in detail and flavor!  Our computer handles 
most of the details and all you have to decide is what units to form and 
where to attack.  It gets a bit more involved than that, of course, but we 
believe that you will find that most common sense strategies will work 
fairly well.
	Victory! games are available in both 15 day (regular game) and 21 
day (slow game) turn cycles (i.e. one turn is processed for each nation 
every 15 or 21 days).  Turns fees are $6.00 per turn sheet (30 orders per 
turn sheet so this works out to $0.20 per order) and players are limited to 
submitting no more than two turn sheets (60 orders) per turn cycle.  After 
the first 24 turn cycles, players are allowed to submit as many as three 
turn sheets per turn cycle and, after 48 turn cycles, they may submit four 
turn sheets.  A game last for 73 turn cycles unless one nation (or one 
alliance) has achieved total victory before that time.  Players playing via 
normal mail are assessed a "printing surcharge" fee of $0.05 per page of 
printout (i.e. the longer your printout, the more you pay for the printout).  
The printing surcharge covers the basic printing and mailing costs 
associated with such printouts and we feel that it is the fairest way to 
handle things (players with smaller printouts pay less, etc.).  The 
maximum printing surcharge is $5.00 (for a 100+ page printout).  A 
normal printout will cost anywhere from $0.50 to $1.50 per turn.  Turn 
results received via e-mail (through our own THUNDER BBS) are not 
assessed printing surcharges (just the flat turn fees).   The Victory! 
rulebook is $15.00   for a printed version and FREE for an electronic 
version (on disk, please specify if you want a PC or MAC disk).  A 
Victory! wall map is available (optional), for $8.00 and a Victory! game 
setup is $5.00.


Rolling Thunder Games, Inc. Company Policies

	The operations of Rolling Thunder Games, Inc. are governed by 
pre-established policies.  Rolling Thunder Games, Inc. reserves the right 
to make changes in company policies with little or no warning although 
we usually will give fair warning of any significant change.  Our company 
policies are designed to give you, the customer, an idea of how our 
company operates, what you can expect from us and what we, in turn, 
expect from you.

RTG Hotline

	Our "customer service hotline" is available Monday through 
Saturday, 9:00 am to 5:00pm MDT.  These are normal hours.  We often 
work beyond these hours (both earlier & later) and on most holidays so 
there is nothing wrong with calling outside of these hours (although you 
may not get an answer at odd hours).  We try to answer the phone as 
much as possible.
	If you need some information or have any questions/problems, 
just give us a call.  We welcome your calls but please try to keep them 
short and to the point.  We would love to talk but time is precious and 
other players may wish to call as well.  Write your questions down before 
calling and make sure that you can't find the answer on your own first.  
This will help keep your phone bill down and will allow us to maintain 
our turn processing schedule and help as many people as possible.

Our "Hotline" number is (303) 466-8600

FAX Service

	Our FAX line number is, currently, the same as our voice phone 
line (303) 466-8600.  If you call during normal office hours, we will pick 
up as normal if the call is an incoming voice call and our FAX machine 
will take care of it if the call is an incoming FAX.  The FAX line is 
available 24 hours a day, 7 days a week so you may use it at any time.  
The system is set up so that the FAX machine will answer on the 7th ring 
automatically.  If you are calling after normal hours in the hopes of 
catching somebody in the office, do not let it ring more than 6 times 
before giving up.  On the 7th ring, the FAX machine will answer.  You 
will get a recorded message telling you that no one is available to answer 
the phone at this time but that you may send a FAX if you so desire.  The 
system will automatically go into "receive FAX" mode at this time.  
	The RTG FAX line is provided to our customers as a "free" 
service.  You may use our FAX line to request information, request rules, 
register for a game and/or send in your turns, etc.
	A few notes regarding FAX procedures for those of you not 
familiar with FAX machines.  

1)      A FAX operates much like a copy machine so when you are 
feeding a registration form, turn sheet, etc. through a FAX machine, it is 
important that your original copy be as legible and easy to read as 
possible.  Use *black* ink pens or dark type whenever possible and avoid 
*pencil* and light type at all costs.  The quality of the FAX transmission 
will depend a great deal on the quality of the original document and it 
doesn't do you any good to FAX us something that we cannot read on 
this end.  If your FAX is really important to you, you probably should 
follow it up with a quick phone call (voice) to make sure that we received 
it and that it came through legibly.

2)      Make sure that you include your name and account number (if 
known) on every page of the document before FAXing it to us.  If you are 
going to FAX in a Victory! or World War IV game turn, make sure that 
you include the nation and game # as well (ON EVERY PAGE).  In 
addition, you will need to give each page a page number.  You can't FAX 
a regular Victory! turn sheet (double-sided, 11 x 17) so you'll have to 
FAX it one page at a time (a single Victory! turn sheet works out to four 
pages when FAXing).  We will process the orders in page order and from 
top to bottom.  If you put a page number on every page, there is a greatly 
reduced chance of your orders being input out of sequence.  World War 
IV turns are single page turns unless you are also submitting a 
"superpower" turn so these should be fairly easy to FAX
	Normally, your FAX should come through in page order but just 
in case there is a mixup, take the time to number each page and remember 
to put your name, account number, nation and game # on every page as 
well.  It may take a little time to do but it is better than having orders 
lost or processed out of sequence due to a mixup of some kind.

Our "FAX" number is (303) 466-8600

THUNDER BBS

	The THUNDER Bulletin Board System (BBS) is available to 
anyone with a computer.  Our THUNDER BBS provides a forum for 
talking to other players and for submitting questions, etc. to Rolling 
Thunder Games, Inc. (just address the message to SYSOP and we'll 
receive it and respond ASAP).  THUNDER uses the popular and versatile 
TBBS Bulletin Board System which we have customized specifically for 
our use.  The system provides a full-featured message system so that you 
can communicate with other players, exchange files, etc.  The system is 
fairly simple to use but if you have questions or problems you can just 
give us a call and we'll work with you .  There are three file sections 
available: Help Files, Rules & Misc. Files and Upload/Download Turns.  
	The "Help Files" section includes all of the standard "help" file 
documentation for the system and can be accessed by anyone calling our 
BBS.  The "Rules & Misc. Files" section allows you to download the 
rules to Victory!, the rules to World War IV (and a sample turn result), the 
player-entry program for Victory! (Vicentry), the player-entry program for 
World War IV (called WIMP) and the most current Victory! newsletter 
(Total Victory!) along with a number of miscellaneous files and 
shareware/freeware programs designed for use with Victory! and is also 
available to anyone calling our BBS.  The Upload/Download Turns 
section is set aside for those players uploading Victory! and/or World War 
IV turns for processing or downloading their turn results.  The 
Upload/Download Turn section may only be accessed and used by those 
who have sent in a THUNDER Registration Form (included your setup 
package when you get into a game) and who have the Vicentry player-
entry program.
	The Victory! player-entry program (current version is Vicentry 
4.1) is a great game utility for those of you with computers,  The program 
is free either over the BBS (PCs with DOS/Windows can download the 
program straight from the BBS, Macintosh users will need to request the 
program on disk) or by disk (specify MAC or PC when requesting one) 
and it is a great aid for any player.  The Vicentry program checks your 
order format, unit and province spelling and provincial adjacencies 
(eliminating most route errors).  Even if you have your own special 
system for setting up your turns, you would be well advised to key your 
turn into the Vicentry program for submission.  You can then use the BBS 
to upload the turn file, you can submit the file on disk or you can print out 
your order file (an option within the Vicentry program) and mail in that as 
your turn.  The Vicentry program will cut down on your own errors as 
well as any we might make (i.e. If you use the BBS or send in your file 
on disk, it is impossible for us to make any input typos on your turn since 
we are not keying in your orders by hand [we don't make many anyway 
but every input error can become a disaster in Victory!]).
	The World War IV player-entry program (called WIMP) is a great 
game utility for those of you with computers (ability to run MS DOS 
software required).  The program is free either over the BBS or by 
computer diskette.  The WIMP program checks your order format, unit 
names, movement routes and gives you an analysis of your turn (as 
entered) including a spreadsheet showing how much you are spending, 
how many resources are being used, etc.  The WIMP program uses a data 
file that you obtain from us so that it has current information on your 
position.  It is a great utility for doing your turns, cutting down greatly 
on any errors you might otherwise make.
	Our THUNDER BBS is available 24 hours a day, 7 days a week 
to anyone wishing to call it.  THUNDER currently has two lines 
available.  Line 1 runs a Hayes Optima 288 (28,800 baud) and Line 2 
runs a Hayes Optima 144 (14,400 baud).  Incoming calls placed to the 
BBS number will automatically switch to an available line.  A busy signal 
indicates that both lines are active.  
	THUNDER can handle any Hayes-compatible modem and most 
data transfer protocols (we recommend ZMODEM if you have that 
capability, otherwise we recommend XMODEM).
	THUNDER will support ANSI and IBM graphics if your 
computer is capable of handling them.  The use of these graphics will 
improve the "look" of the BBS screen considerably but they will also 
slow you down if you are using a slow modem (2400 baud or slower).
	Give us a call if you have any troubles or problems that you can't 
work out and we'll be glad to help you out.  The system is easy to use 
once you get your equipment set up properly.

 Our THUNDER BBS number is (303) 466-8681
[8 data bits, no parity, 1 stop bit]


Commercial Online Services

	Rolling Thunder Games, Inc. is also active on CompuServe, 
American Online and the Internet.  On CompuServe we can be reached in 
the PBMGAMES forum (GO PBMGAMES) at 71370,2707. On 
American Online we can be reached in the Online Gaming Forum (PBM 
section) with the screen name "RTGames".  Our Internet address is 
"RTGames@aol.com" (we use the America Online Internet gateway 
feature).
	Messages/questions to Rolling Thunder Games can be posted via 
any of these services and both CompuServe and America Online have 
many Rolling Thunder Game files (such as rulebooks, entry programs) 
available for downloading if you would prefer to download from them 
instead of using our own BBS.  CompuServe and America Online are 
frequented by many our players and they are good places to meet new 
people.  If you have any questions about using these services, just ask!

Our "CompuServe" ID is 71370,2707

Our "America Online" screen name is RTGames

Our "Internet" address is RTGames@aol.com

Player Accounts

	An account will be established in your name when you first start 
gaming with Rolling Thunder Games, Inc.  All business that you have 
with us will be conducted through this single account.  Payment for PBM 
gaming services or materials must be made in advance (we do not bill 
customers) so you should always have a positive balance in your game 
account.  Game fees, etc. will be drawn from your account based upon 
your level of activity, etc.  The balance of your account will be reported to 
you with each turn result that you receive.  When your account runs low, 
simply send in another check or money order for deposit into your 
account (please do not send cash through the mail).  Always include your 
account number on your check or money order if you have already been 
issued one and please make all payments in U.S. dollars.  The current 
(unused) balance of your account is refundable to you upon request when 
you are no longer active in one of our games.  
	The account number you are issued also serves as a security 
password for use when you are requesting information about your 
position, etc. over the phone.  DO NOT reveal your account number to 
anyone that you do not implicitly trust.  If you suspect that you account 
number has become known, you may request (in writing) that we issue 
you another account number.

VISA/MC Payment Plan

	A VISA/Mastercard Payment Plan is available for those of you 
wishing to pay for your game activities with your credit card.
	The way this automatic credit payment plan will work is as 
follows:

1)      The first thing you need to do is fill out the VISA/MC 
Authorization form (one has been included with this package and one can 
be downloaded from our THUNDER BBS [See Rules & Misc. Files 
section]).  This form includes an "Authorization Agreement" that you will 
be agreeing to and also has provisions for all the information we need to 
put you on this plan.  If you have any questions when filling out the form, 
do not hesitate to give us a call.

2)      Once you've filled out the form, signed it and mailed it to RTG, 
you'll be put on our VISA/MC automatic credit payment plan.  Whenever 
your account reaches $0.00 or less, an automatic purchase of $60.00 in 
game credit will be put through on your credit card and the funds will be 
deposited into your RTG, Inc. account.  This credit payment plan is 
completely optional and you can cancel your membership in this plan at 
any time with a written notification to RTG, Inc.  Any unused funds 
remaining in your game account can, of course, be refunded upon 
request.  While you are signed up under this credit payment plan, you will 
not have to worry about your account going negative or a check/money 
order getting lost in the mail.  Billing statements will appear on your 
normal credit card statement.

3)      Participation in this credit payment plan will have to be renewed 
with a new authorization form whenever the expiration date on the credit 
card you are using is reached.  A new authorization form with the new 
expiration date will have to be sent in at that time (we'll be notifying you 
when it is time to send in a new authorization form).  In addition, if you 
wish to change from one credit card to another while on this payment 
plan, just send in a new authorization form with the new information and 
let us know that it is to replace your current one.

Policy on Negative Accounts

	If your account becomes negative or if a charge will drive your 
account below negative $5.00, we will freeze your game activities until 
your account has been brought positive.  We are sorry that we have to be 
so strict on this point but we simply cannot afford to process turns 
without payment.  

Address Changes

	Please notify us as soon as possible if your address changes so 
that we can ensure that your game materials are sent to the correct address.  
Address change notifications can be submitted over the phone, via our 
FAX service, via the THUNDER BBS or in writing.  Please remember to 
include your account number when notifying us of a change.

Returned Check Penalty

	A payment check that is returned by our bank due to insufficient 
funds or a closed account will be deducted immediately from your account 
and a "returned item fee" of $1.00 will be charged against your account as 
well.

Dropping Out
	
	Please let us know immediately if you decide to stop playing 
(drop) a given position.  Drop requests may be submitted in writing, over 
the phone, via FAX or via our BBS.  Please include your account number 
and, if you are dropping your last position, please let us know if you want 
a refund of your account.

Postage Due

	Mail that arrives at our P.O. Box with postage due will be 
accepted and paid for by RTG (it will not be refused & returned).  The 
postage due amount will then be deducted from your account.  Be advised 
that postage due mail is always delayed in arriving and we cannot be 
responsible for such delays.  We recommend that you purchase a small 
postage scale so that you can always put an accurate amount of postage on 
your mail.  An inexpensive scale will save you time and money in the long 
run.

Position Limits

	Players are limited to having only ONE position in a given game 
of Victory!  or World War IV.  You may, however, play in as many 
games as you wish.  You may join games with your close friends and/or 
relatives but we ask that do not attempt to run, via any trickery, multiple 
positions yourself.  Victory! and World War IV are competitive games 
that are designed to allow you to pit your gaming skills against others.  It 
is not designed to allow multiple positions per player.  Attempts to violate 
this rule constitute "cheating" and are strongly frowned upon both by 
Rolling Thunder Games and the gaming community at large.  Violations, 
if proven, can get you thrown out of the game and will  surely earn you 
the scorn of other gamers.  

Cheating
	
	Intentional attempts to deceive Rolling Thunder Games, Inc., 
circumvent clearly stated rules or to otherwise abuse or circumvent the 
policies of RTG, Inc. will be construed as "cheating".  RTG, Inc. 
maintains fairly substantial records of BBS activity, turn submissions and 
player account activity and can track game activity, etc. with relative 
accuracy.  Please refrain from any illegal activity of this nature so that we 
are forced into taking any disciplinary action.  RTG, Inc. reserves the 
right to refuse service to anyone and the gaming community at large also 
takes a critical view of such behavior (No one likes a "cheater").

Fee Increases
	
	Inflation (particularly postage rate increases) will occasionally 
mandate an increase in turn fees and/or miscellaneous fees/charges.  If this 
proves necessary, we will give you notice in advance of the effective fee 
increase date.

Newsletters

	Rolling Thunder Games, Inc. will prepare a newsletter for 
Victory!  players on an irregular basis.  This newsletter is called Total 
Victory! and it is provided to all players free of charge.  Total Victory! 
will be a general interest newsletter for Victory! (not specific to any 
single game) and will include company announcements, information on new 
game starts, Victory! strategy articles & player tips, etc..  Individuals 
interested in seeing a particular strategy article or in submitting material 
for the newsletter should contact us for further information.  Total Victory! 
will also be made available on our THUNDER BBS (in text form).  Back 
issues of the newsletter are available at $2.00 per issue for the printed 
version and at no charge on our THUNDER BBS.

Game Evolution

	PBM Games, generally, are con-stantly evolving.  Expanded 
rules, improved printouts, programming changes, etc.  Significant 
changes may or may not occur in an ongoing game, depending on the 
company and the game, but such changes are not uncommon.
	The Victory! game system, in particular, is designed with 
expansion in mind.  It is not a finished product and, occasionally, we will 
incorporate new ideas or programming changes into the game to improve 
the product, etc.  Rule & programming changes will be made as necessary 
and will usually affect all games.  If the change is a major one (one that 
could cause severe problems for games in play) we will make the change 
only for new games.  We try to avoid disrupting ongoing games too much 
so such changes should be relatively rare.
	If you have ideas or concepts you would like to see in the game, 
please let us know.  We cannot promise to take action on any given 
suggestion but we do promise to consider every submission.

			 Rolling Thunder Games, Inc.
			       P.O. Box 1240
			 Broomfield, CO 80038 -1240

		     RTG Voice/FAX Line (303) 466-8600
			 THUNDER BBS (303) 466-8681
			   CompuServe: 71370,2707
			  America Online: RTGames
			 Internet: rtgames@aol.com












