Are the combinations you mention pretty much the same in every game?
Dave.
--- On Thu, 26/1/12, Dave Berry <da...@berrybental.me.uk> wrote:
>Are the combinations you mention pretty much the same in every game?
|
More or less. There are some minor variations in some of them.
|
--- On Thu, 26/1/12, john boocock <john...@yahoo.com> wrote:
>if you were playing 1861, for instance, you would not normally say in a 4 player game, >buy the spw and the mv. it would be most unusual, and probably lead to a losing position >right from the outset.
|
I've won a game of 1861 by merging the SPW & MV! The privates in 1858 are very different from the minors of 1861 - deliberately so. I'm not wanting another 1861 variant. It's turned out more like 18EU - but that has more viable combinations, nor do you need to combine all your minors immediately to win. |
--- On Thu, 26/1/12, john boocock <john...@yahoo.com> wrote:
|
>ian, why do you 'NEED TO BE CONNECTED'
>i know that's how it is usually done, but when railways merged in real life, this was not >always the case., you only need to look at the lswr and some of the railways it took >over/merged with in sw england to see that.
>i know that's how it is in 1861, but does it HAVE to be so in 58?
>if you can't bear the thought of a barcelona company merging with a lisbon company, then >make it it within a province or two.......
>this would seem to solve the problems you mention, and have some bearing in real life as >well......
|
An intruiging idea, and not without historic precedent in Spain too.
But, it doesn't really solve the central problem (how to stop a player winning the game in the initial auction). |
--- On Thu, 26/1/12, john boocock <john...@yahoo.com> wrote:
>so, what is wrong with relaxing or removing the 'must be connected' rule??
|
Well, apart from not actually solving the problem... a) it makes the game too easy,
b) it discourages proper route-building,
c) if you set a distance rule - say two provinces - it slows down the game as players have to keep referring to the map copy to see if they qualify,
d) it adds another new rule to a game with plenty,
and that's for starters!
|
--- On Sun, 29/1/12, Dave4B <walama...@o2.co.uk> wrote:
>What would be the likely effects of limiting a player to owning 60% of
>a 5-share company? >Obviously the're unlikely to rise in price on their first turn and the >2-trains may not sell out before the later companies get to run. >But it might encourage players to grow up sooner so they can get their >other privates absorbed. |
Since posing the question, it occurred to me that some sort of limitation on share ownership (even with trade-in) was going to be neccessary. Great minds think alike?
What I'm not sure about is whether to just go back to the 60% limit - as you suggest - or something else. It could be 80%. Or a sliding scale according to the number of players - 100% for 3 (there are 3 quads), 80% for 4-5 (there are 5 triples), 60% for 6 (there are many pairs).
You could still get a quad and trade in to 5 shares, but only by growing to 10-share. So you'd have a super company (as before) but only get 50% of the income.
Another idea I'm toying with is to have the early minors increase income with the green trains (so they get the 30% income-to-face-value of the later privates). This should make non-conversion a little less bad.
|
--- On Fri, 27/1/12, Bob <Hza...@aol.com> wrote:
>Part of the problem as I see it, is the start packet pretty well sets
>the pattern. Changes I would suggest is to allow the Narrow Gauges to >start from the get-go (maybe in the North, but definitely in the >South). |
I think we've already discussed this. I'm still convinced this would be a bad idea (and unhistorical).
|
> Add one more port that allows competition between the parts >of the board. In the Center you have Madrid, in the West you have >Lisbon, and you have the northern border and the southern >concentration. Allow each to have the chance to become the premiere >location. |
The balance of the map may still need adjusting, but that isn't the issue here. As the game stands, if you get a quad and nobody else does, you will win wherever on the map you are.
|
>Allow the upgrades to be either this tile or that tile. For example >in 1870 there are lots of spaces for a certain brown city tile, but >less tiles are actually in the manifest. Perhaps choose Lisbon, >Madrid, Bilboa, and either Cadiz/Malaga to have the one or two grey >upgrades, but then everyone else will be stuck as brown. Competition >may then be very fierce for which city is top-dog. Plus the game will >change each time. |
In the New World, cities could grow large as a consequence of being at a railroad hub e.g. Chicago. But in the Old World, the relative size of the cities was already determined before the advent of rail - so the rails had to go to the cities. Especially in Iberia, where all but Madrid already had good water transport links (river and/or sea).
>My 2 pesos.
Thanks! |
--- On Fri, 27/1/12, john boocock <john...@yahoo.com> wrote:
>i don't think lisbon is good as a start point....
>even after ian has added the port....
>i'm trying this in a pbm game at the moment, and there is not enuf synergy in the start >position to grow fast enuf...
|
That's because you screwed up the tile laying. You have to get a token in the south-west ASAP. Admittedly, it wasn't helped by the fact that nobody started in the SW. Portugal isn't the best place to start - you have to bid up the better places and then get the Portuguese privates at a discount. Or start in Portugal as your 2nd company (I've seen people do that successfully).
|
--- On Mon, 30/1/12, john boocock <john...@yahoo.com> wrote:
>just remind me again of the problem.......
|
The problem is that if my set is bigger than your set, I will do better than you. What is needed is a mechanism which makes a quad, a triple + single, or two pairs roughly equivalent. At the moment, quad beats triple beats 2pair every time - but this is 18xx not poker!
If, as you suggest, we throw away the connectivity rule, that means everyone (in a 4-player game) should have some sort of quad. Seems fairly boring to me. |
>if you took the southern group of companies as is now, they cannot start a major at the >same price as say a barcelona company. >lisbon is even worse.
|
You are not entirely correct. Start prices are:
Madrid N & S 120
Barcelona & Portugal 110
SW & SE 100 |
>cf1812, where it is usually important to start your major first or second on the stock chart.
|
1858 is different. Running last can be better - you get fewer yellow trains (which don't last as long).
|
--- On Wed, 1/2/12, john boocock <john...@yahoo.com> wrote:
>what were the triples you were thinking of? in 4-5 players.?
>i can see 3 that would be good, but the others are, i think, a recipe for 4th or 5th place.
|
>in my opinion.
>barcelona is a good start.
>madrid is good.
>the southern 3 are good.
>but lisbon and any other 3 are not.
|
The triples are: Madrid(S): M&A, plus two of M&C / M&Z / V&J
Madrid(N): M&V, A&S, C&B
Barcelona: B&M, R&T, plus one of V&J / M&Z / Z&P
Southwest: C&M, SJ&C, C&M
Portugal: O&L, L&C, B&CR
But if I reduce the share limit to 60%, a triple won't be much better than a pair.
|