This is quite a long message, for which I apologise.
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Here is the situation in phase 4. I had one public company and one
minor, with a slight lead in total wealth. My opponent had two
public companies and was earning slightly more income each turn. We
each had one 4 train and 2 3/2G trains between our companies.
On trains: As my opponent was earning more each turn, he was happy to
wait for me to buy the 5 train (especially as his companies had less
cash than mine). The rules don't allow a minor company to buy (and
keep) a 5 train, so I had to get its cash into the public
company. If my public company took over the minor, I would be at my
train limit. So I had to resort to old-fashioned train
shuffling. My opponent had plenty of free slots; if he had wanted to
buy the 5 train, he could easily have done so.
After buying the 5, I would have been left with two permanent trains
and no free slots. My opponent could buy a 5 and still have two free
slots for more trains.
On shares: I had 6 shares in my public company and could gain
another by taking over the minor. My opponent had a total of 7
shares in his own companies and could carry on buying up to his
certificate limit. If I bought shares in his companies, I would be
helping him to fill the empty train slots and so would increase the
gap between us even more.
On the map: Most cities have two marker spaces. Therefore a player
with one company is unable to block those cities, while someone with
two companies can block whichever they like (exception: York). So I
would have had to pay for markers to guarantee my routes, while my
opponent wouldn't have had to pay at all (since an empty marker space
would allow both his companies to run through the city. So while he
would be buying new trains for his free trains slots, I would be
spending my cash on markers.
Conclusion: We concluded that the player with two public companies
has a substantial advantage. We suggest that there should be 4
public companies available in the 2-player game, so that the same
options are open to both players.
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I know that in the four-player game, the n+1th public company is not
seen as bringing such an advantage. So we need to analyse what is
different in the two-player game.
On trains: The game has n+2 3/2G trains. If all n players have one
public company in phase 4, this leaves n-2 free train slots. If n=4,
there are two free slots, and presumably those players have a strong
incentive to buy the 5 train. If n=2, there are no free slots, so a
player with a second public company has a clear advantage (bearing in
mind that minors may not own trains in phase 5 and can't even buy a
train in phase 4 if they already own one).
On shares: In a four-player game, each player has a choice about
which opposing companies to buy shares in. I'm not experienced at
this, but presumably you can spread your investments about, or choose
to invest in a player who seems to be less of a threat. In a
two-player game, the only companies available other than your own are
those of your only opponent.
On the map: In a four-player game, there are at least four competing
companies who can compete for the two marker spaces in most cities
(even though the number of markers is limited). In a two-player
game, a player with a second public company has a clear advantage.
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So our conclusion was that there should be four public companies
available in a 2-player game (presumably each with 4 markers). An
alternative would be to just have two companies in total, but that
would lead to a rather dull end-game.
Another option, in addition, would be to have just three 3/2G trains
(i.e. 1.5 * n instead of n + 2). This would immediately bring the
same asymmetry to the game as in the four-player version. One player
would have two 3/2G trains and the other would be continually pushing
the purchase of new trains. However, you'd have to get the balance
exactly right; otherwise either the player with two 3/2G trains will
run away with the game, or the third 3/2G will become a poison train
that no-one wants to buy.
Dave.
Congratulations on the first ever 2-player 1812! Sorry it didn't work out so well.
I think you are right: there should be only n*1.5 3/2G trains i.e. only 3 in the 2-player game. (Quite what we do in the 3-player is open to debate...)
On the other hand, I don't want to increase the number of public co's. This would just mean that both players bought their own shares all game. Although having 2 companies obviously gives you a big advantage token-wise (and track laying), if you spend all your companies' money on tokens they'll tend to fall behind on trains. Anyway, having one good company may be better than having 2 poor ones. The extra share may be an advantage in the end-game, of course. If having two is such an advantage, you may even have to maneuvre to get the second company.
If worst comes to worse, it may end up that the 2-player game is primarily a teaching tool.
Ian
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Thanks for the detailed feedback, Brendan.
I think your playtest proves that the changes to the privates & number of 3-trains are essential. I also suspect that you merged too soon (rather than start a third minor), which may have been a factor in your downfall!
There are ways to influence the priority, if that is so important. You can bid up the first auction, forcing your opponent to pay most of his money, and then take one at a minimum amount. The next SR you should have more money and can win the first auction. Another method is to merge just before a SR, so you have no money in the SR, and your opponent has to do something with his money...
It may be that getting the third company is a good idea, in which case you have to play towards that goal. For example, getting a third minor at 100 in SR3, so you can convert it at the end of OR6? I'm not convinced that getting the third company is that big a deal, although the extra share is certainly a bonus.
I'm not too keen on most of your rule suggestions. They will tend to seriously distort the game, except for the most money = priority (from 1844) which is worth considering.
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Thanks for the detailed feedback, Brendan.I think your playtest proves that the changes to the privates & number of 3-trains are essential. I also suspect that you merged too soon (rather than start a third minor), which may have been a factor in your downfall!
There are ways to influence the priority, if that is so important. You can bid up the first auction, forcing your opponent to pay most of his money, and then take one at a minimum amount. The next SR you should have more money and can win the first auction. Another method is to merge just before a SR, so you have no money in the SR, and your opponent has to do something with his money...
I'm not too keen on most of your rule suggestions. They will tend to seriously distort the game, except for the most money = priority (from 1844) which is worth considering.
--- On Tue, 7/7/09, Dr. Mahony Brendan Patrick <maho...@tpg.com.au> wrote:
"But we couldn't find the rule about investing in a newly merged company, though I thought it should be there from 1861."
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It is - see section 10.4 |
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Or a conversion, if you start one at a high enough price.
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