Thanks Dave - good comments that I will incorporate when I upload to the
geek. As well as a few more I may think of when I get to that later today.
But first - time to take the girls to the movies....
] On Behalf Of Dave Wilson
Sent: Friday, December 30, 2005 10:58 AM
Subject: [trivalleygamers] Re: Session Report - December 28
--- In firstname.lastname@example.org
, "Richard Pardoe"
> A quiet evening as only Dave managed to show up bringing with him
> of Merchant of Venus. So that is the game we decided to play just
to try it
> out with 2 players.
I thought I might try interspersing my commentary as well, just to see what
comes of it. :-)
> We had last played the game on April 29, 2004 -
> so refer folks to that post (Yahoo Archives:
> http://games.groups.yahoo.com/group/trivalleygamers/message/651 (or)
> BGG Entry
> 81) for details on the game itself. Basically, this is a pick-up and
> deliver game where players operate space ships trying to increase
> their initial cash of 40 to the game winning total of 2000.
> Rich started first and headed towards Colony World, while Dave went
> Interstellar Biosphere to discover the Zum (Culture 7A) and managed
> Chicle Liquor on this transport vessel.
I loaded both holds with the stuff, and then spent some time searching for
someone who'd buy them. I was worried this would set me back some.
> Richard finally
arrived at the
> Colony World to discover the Graw (Culture 2). Dave headed over to
> the Cloud and found the Yxklyx (Culture 6) who pleasant as they were,
> in the market for Chicle Liquor. Dave continued exploring the
> void finding the Eepeep (Culture 7B) and then peeking at Waterworld,
> headed to the Inhabited Moon to find Cholus (Culture 9A) to sell the
> Liquor. Dave then combined the proceeds of this sale, the IOU for
> discovering the Cholus and all his cash on hand to by a spaceport at
> Dave's strategy was seen the next turn when he then moved to the
> to sell his remaining chicle liquor which also garnered him the
> on the sale, so a 10% bonus for Dave.
I do think that this is a pretty important tactic in the game. Rarely is
buying a spaceport a bad thing from an investment perspective, and the 10%
commissions really can add up, if you can visit the spaceport often (and I
ended up visiting this one three or four times in the game). The only real
concern when considering buying one is cash flow. I really spent down my
cash on hand (at one point having (*nothing*), which could really slow one
down when hitting the penalty ovals. Thankfully, my next routes didn't have
any of those.
> Rich had also managed to uncover a few cultures and finally sold
> to the Niks at the Giant Plant, but could only afford to buy a
> his ship. Rich then headed over to Jungle World and stayed a few
> stock up on Melf Pelts. Rich sold the Melf Pelts and used the
> buy a Clipper hoping to move a bit faster around the stars. While the
> clipper did keep Rich in the game, Dave was the first to upgrade to a
> transport and the faster combined drive enabling Dave to carry more
> faster throughout the stars. At that point, it was catch-up for Rich.
I'll agree that the transport was a good move, as at first it let me ship
three goods, and then when I got the drive I was able to still ship two
goods (like the scout) but pretty darned fast.
> Several trends could be seen in the game at this point. With fewer
> the game plays a lot more like solitaire as we rarely competed for
> goods and sales ports. Also, there was no need to use another players
> spaceport most of the time. So the game very much had a feel like
> as the interaction was minimal.
I think that the demand cup didn't play as much of a factor in this game as
it would with more people. The game needs people competing for goods, and
with more people more of them would be bought and sold, taking them out of
circulation for a while. That never really happened here. The couple times
goods were sold out (immortal grease and rock videos, IIRC), they reappeared
pretty quickly (luck of the draw). But I do recall that any player after
the third might have a disadvantage at the game's start due to the proximity
of three cultures to the Galactic Base (starting point), meaning the fourth
player would have to travel farther/take longer to get that first IOU.
I'm not sure how that'd work out.
> Also, Dave's experience with the game was quite evident. He made a
> of nice small trades to build up cash which was invested into
> The spaceports were key as the 10% commission earned on sales was a
> nice accelerator to Dave's cash flow.
I also was the first to build factories, which provide a good with better
payoff from the culture (and usually at a lower purchase price, too).
Combining the two activities (building the factory and buying the factory
good at my spaceport) was a double bonus.
> Rich was a bit slow to adopt
> options making sales directly at the surface cities. Also, several
> Rich appeared to be "doing nothing" in that he waited for something
> or a chance to load more goods. While the second option might not
> it is the first that is probably critical. This game rewards
> benefit from every turn (or couple of turns). Doggedly sticking to
> probably costs more than it gains in most cases. One must be
> shift plans and optimize well.
> In the end, Dave easily had $2163 to Rich's $863. Boy, looking at the
> scores from last time - pretty similar. A bit better for Dave and a
> bit worse for Rich. It was Dave that managed to accelerate his income
> and capture the win.
I think this illustrates the problem of having 14 months between plays of
this game. It's hard to remember what to try to improve upon for that long
of a time, especially if many different games get played in between.
> Until next week,
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