The Tao of Gaming

Boardgames and lesser pursuits

Posts Tagged ‘Phoenicia

Recent games

Played a few games of Agricola, including a five player game.

I’m pretty much sold on Agricola. The five player game hit all my negative points … five players, crappy hand versus good hands. I still enjoyed it.

A few more games of Phoenicia, and I’m still high on it.

A few face-to-face Dominion. I’m getting tempted to pick up Dominion and Intrigue, under the assumption that the new cards won’t be on BSW.

Playing lots of bridge (as you may have guessed) and I’m fuming at my inconsistency. Today I placed an opponent on a 5141 distribution and defended accordingly.

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Written by taogaming

May 12, 2009 at 4:55 pm

Posted in Agricola, Session Reports

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Britannia and other games

Got in a longish gaming session, including the new Fantasy Flight Britannia. I’d never played the old game; but heard good things.

Now, we were playing the 3-player ‘short’ scenario since none of us had ever played before. This is fine for learning the game … you only play 7 turns (instead of 16) and eliminate the special rules relating to the Romans. I also think it’s unbalanced (particularly with new players). One player starts with 22 armies on the board, another starts with 7, the third starts with 11 or so. Now, the smaller armies do get some nice reinforcements as the game goes on, but those are roughly equal to the bigger armies invaders.

So it was a runaway. Still, the game only took a few hours (with rules) and we can hopefully try the full four player game sometime soon (aka ‘this year’).

Played a few more games of Phoenicia. I’ve now hit 25 plays, and still willing to pull this out once or twice a session. (Incidentally, our four player game used the random deal on turn one, and the eventual winner started with a ‘4’.

Also played Glory to Rome two more times. Not quite the hit of the year, but the sleeper title this year (ok, of 2005). The new edition (which changes quite a few cards, and hopefully comes in a better box) should be out soon. I’ll be picking that up.

And we’ve started to run into issues with Stage II. Namely — between our group we’ve played every card. Ah, if only the mythical expansion had been published. This really needs an update … Hasbro, can you hear me? (I keep meaning to make a few new cards, but haven’t gotten started).

Written by taogaming

September 18, 2007 at 5:40 pm

More Phonecia Openings

Anyway, here’s what happened in my problem:

  • The Overlord opened the Dyer at 2, and player #4 won it for three.
  • The Overlord opened glassmaking at 5, and got it.
  • Player #2 opened a tracker at 3.
  • Your Humble Narrator, sitting at position #3, had a mental seizure and passed instead of bidding 4.

There’s really nothing to be done other than bid four. After I pass, player #2 correctly opened the next tracker at four, and I could swallow my pride (Ha!) and bid five or pass and pray. (I chose P&P, and nearly won, although that involved some luck and some mistakes by player #2 later on).

I think the original overlord should open both trackers and concede them, then take glassmaking at cost. Slightly better than how it worked out. The player(s) later in the turn order have to concede some positional advantages and overpay. But the original post has lots of theory.

Written by taogaming

September 15, 2007 at 1:26 pm

Posted in Strategy

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More Phoenicia Strategy and Tips

Rather than integrate them with my first article, I figured I’d just post them. Most of these come from comments (both left in my blog, in person, and in email) from others. Thanks for the comments!

Clarifications and corrections:

I said that “A player who wins several items at cost is probably running away with the game.” That should be narrowed to the early game (in particular). The general points holds that if one player gets item at costs while everyone else gets bid up, that’s an advantage. Try to be the person who doesn’t get driven up in cost. Later on, a particular item may be much more important than getting leftovers cheaply.

My worker analysis was incorrect in the original post (I did fix that, but here’s more). The problem is miscalculating how much trained workers should cost. Your first trained worker costs ‘2’. A fort (at cost) will give you three trained workers for 13 … a bit more than ‘4’ each. An indentured worker is ‘3’ but will get bid up. The cost for a trained worker varies, but ‘4’ seems reasonable. This means that hunting earns you 1 income for 6 invested, farming is 2:9, mining is 3:12, and cloth is 4:15. Another point is that your first spare worker only costs 2 to train, so getting him working is a good deal.

Hunting is a bit weak (at 6:1), but gives cheap VPs (and may help with a breakpoint). Improved Hunting changes the ration to 1.5:6. Advanced Hunting makes a powerful 1:3 ratio.

More Tips for New Players

  • Beware of the player who gets a ‘complete package’ early on (storage, extra workers, and a technology) early on.
  • If there are two good items up for auction, don’t be surprised if the second goes for more than the first (if there are 3+ people in the auction).
  • Most runaway wins come from either:
    • A player getting an uncontested Dye House (via Discount) on the first turn of deck two. [Hint — The players with Granarys should be saving up right before deck two]
    • Someone getting advanced hunting (Multiple Trackers) cheaply. [Bid them up].
  • Don’t buy a fort if you have unused workers. If you have a hunting tool (because you’ve moved your hunter to mining, usually), then a fort becomes much nicer.

A digression on Game Balance and Lumpiness

I’ve heard (often) the complaint that “whoever gets an early four is doomed.” In economics, the ability to reinvest does lead to compound growth. However, Phoenicia doesn’t have a pure market economy. You can’t put each dollar into the bank, you can only move ‘big’ amounts of money. Having clothmaking and a spare trained worker with 10 dollars (5+5) and 9 dollars (5+4) are the same — you can’t use clothmaking this turn. Now, 11 dollars is a whole other kettle of fish.

Phoenicia has a ‘lumpy’ economy (hence the ‘breakpoints’ concept). If you have an extra few dollars, you may still have to absorb a big purchase, which provides time for others to react. Some purchases (forts, clothmakers, shipyards) are particularly lumpy.

There’s certainly luck in Phoenicia, compared to other things an ‘early four’ isn’t that bad. If I get both Dyers, I’d rather get an ‘early four’ and then see an early DyeHouse, rather than an ‘early six’ and no early dyehouse. Still, one player can earn more from the cards early on. The variance in the deck isn’t nearly as large as in most games that use cards, but it exists.

Dealing with a run of fours

If you are one of the nearly 100% who only get early fours, this tip section is for you. If you have a bad card:

  • Concentrate on increasing your production. Turn your cards into production. You can also do this by bidding ‘four’ on an indentured worker, keeping 2 to put them in hunting. If you get outbid, then someone is blowing that extra production they got.
  • Focus on the breakpoints that an average hand would get, and bid them. You are going to get outbid, so consider overbidding your breakpoints to grab a good item.
  • Consider a cheap granary, which will let you sit on the four and rebuy a new card, this effectively increases your production, forces you to store, and puts a storage squeeze on the production leaders.

Storage

There are two real breakpoints for storage: holding production, and the ability to save and then hold production.

A player who can’t hold his full production should be desperate for storage (or at least good ways to spend his income on VP if he can’t get storage).

A player who can save and then hold next turn’s production is usually doing that to counter production leaders [which is a good thing]. Typically you need to have storage equal to two turns production (or so). [This is what the Granary provides early on].

Beyond that, storage isn’t terribly useful, although you can usually open the auctions safely as other players will be short. But remember, four storage in the early game puts you in the second category. If you never improve it, you’ll eventually fall to (or below) the first category.

Someone who

On Being the Overlord

Being the overlord is good. Among other things, you can

  • Open up items you don’t particularly want, which drives the cost up by one for everyone else.
  • Get an item for cost after everyone else has bid up the earlier items

If you cost everyone else a dollar and save a dollar or two not getting bid up, you are well ahead. If you can grab the Overlord from a rival, that may be a swing close to the value of a card, since you gain the savings and they lose them. [One reason to buy VPs with the city center ‘prematurely.’]

But there are other tricks the overlord can use:

  • Consider a situation where a great (expensive) item exists and a few good items exist. If you are being outproduced, consider opening the ‘good’ item that you and the production leader want. He’s now in a tricky situation. If he bids it up, you can let him have it … now he can’t afford the ‘best’ item. You’ve got rid of one rival for the best item.
  • When a deck changes, if you’ve got one of the discount providers and the target shows up at the same time as the other discount provider, then you can open up the target. For example, if the options “Dyer, Dye House, Smelter, Caravan” and you have the other Dyer, you can open the Dye House with no competition for discount. This takes luck, but it’s something to be aware of.

Tips for experienced players

  • Beware of conflicting discounts. Often, you’ll only be able to get one item a turn (unless someone is improving their production). So having a shipyard and city center isn’t as good as doubling up on one.
  • Let’s you and him fight. When you are overlord (or allowed to open auctions, once the previous overlords have passed), be sure to set opponents up against each other.
  • If you’ve saved (and can threaten two items), then open a cheap item, watch others drop out, and then save some money to do it again.
  • After the early game, most every turn has all cards purchases. The game is setup so that there are an even number of turns in phase 3. So if one turn has the last phase 2 cards show up (evenly), then there will probably be a single turn of phase 4. If the phase 2 & 3 cards split, then there will probably be a 3/4 turn and a phase 4 turn (Becuase there won’t be enough VPs on the 3/4 turn). If there are two turns of phase 4, shipyards and extra workers (from refugee settlements) will have more impact.

Written by taogaming

September 11, 2007 at 10:51 am

Posted in Strategy

Tagged with

Phoenicia Opening Question

Four player game with the following cards:

  • Dyer
  • Glassmaking
  • Tracker
  • Tracker

I’ve been thinking about Group Think in Phoenicia, and so I figured one way to deal with this is to just give an opening and ask how it would play out in the comments.

Even better — in your next four player game, deal out this particular opening and play it out. [Note, in the game I was playing, we all used the ‘5’ cards for the opener. Let me know if you do that or just deal out cards.]

Post your responses in the comments (no peeking first). I’ll describe what really happened (and what should have happened, d’oh!) in a few days.

Update: For those who are following along, you can refer to the Phoenicia help page at JKLM Interactive for lists of all the cards, basic rules, etc.

Written by taogaming

September 11, 2007 at 9:51 am

Posted in Strategy

Tagged with

Phoenicia Opening Question

Four player game with the following cards:

  • Dyer
  • Glassmaking
  • Tracker
  • Tracker

I’ve been thinking about Group Think in Phoenicia, and so I figured one way to deal with this is to just give an opening and ask how it would play out in the comments.

Even better — in your next four player game, deal out this particular opening and play it out. [Note, in the game I was playing, we all used the ‘5’ cards for the opener. Let me know if you do that or just deal out cards.]

Post your responses in the comments (no peeking first). I’ll describe what really happened (and what should have happened, d’oh!) in a few days.

Update: For those who are following along, you can refer to the Phoenicia help page at JKLM Interactive for lists of all the cards, basic rules, etc.

Written by taogaming

September 11, 2007 at 9:51 am

Posted in Strategy

Tagged with

Too Many Words about Phoenicia

This article covers my (evolving) thoughts about Phoenicia strategy, tactics and planning. I’m not the best person to write this, but the better candidates are silent.

In Phoenicia, like any economic game, you manage scarcity. While you eventually need Victory Points, you want workers, technologies, storage, production and discounts. Phoenicia’s secret is that you don’t need all of them. You can win with three workers, or with just hunting and farming. You can beat people who produce two or three more cards than you on the final turns. You can win with only a modest increase in storage.

But if you lag in one area, you need a compensating advantage elsewhere.

Tips for new players

  • A player who wins several items at cost is probably running away with the game.
  • Use your initial workers before buying (many) more. [Don’t get the fort too soon.]
  • Saving money is often better than increasing your production now. It may let you win an auction at cost (or drive up the price). This is particularly true with an early dye house.
  • You can do well by losing most auctions.
  • Watch your breakpoints. Before you bid, know what you’ll do with your remainder – save, invest, or bid on something else. Also know what you’ll do if you lose that auction.
  • If someone has a double (or triple) discount on something, bid them up a fair bit. Don’t pass in despair. (Again, this is why you save!)
  • Don’t ignore storage. You don’t need a granary, but will need more capacity.
  • If you have a granary (and are saving), convert a card into change before the end of the turn … you may earn an extra dollar or two.

Some concepts

Production isn’t everything — You can win many other economics games if you just ramp up your production at every opportunity. You must make sure it’s early enough to pay off, but if you spend money that will pay back the investment in three turns, and there are five turns left, do it. In Phoenicia, this doesn’t always work.

Investing in production pays back in 3-4 turns; but without storage extra production is wasted. Investing also ties up money if a critical auction hits next turn. While big VPs are available on the final turns, those often go for a premium. City Centers (and Public Works) provide great bang for the buck. Investments made then (instead of buying VPs earlier) will be roughly equal to the premium you’ll have to pay for the end-of-game points.

If you can bid on a city walls (or port) before everyone else can, then the production increase will often win. The game shows big differences when it goes one more turn …

Every Fourth Production is special – If you have a production of three, you earn three. If you have a production of four, you earn a card … usually worth five. In the short term, three production with one change ready is the same as four and no change. You’ll earn the same (next turn) and have some flexibility. (But production often comes with VP, which may make you the overseer).

How much does it cost? – Phoenicia is an economic game, and economists should always be asking “At what cost?” As mentioned earlier, it typically takes 3-4 turns to return an investment on production. At the end of the game, Victory Points are usually available (in limited quantity) for around $3-$4 each. On the last turn you can often calculate your best purchase. Someone who will break away from the pack buying an item at cost will fall behind if they pay too much. I’m perfectly happy losing auctions for non-critical items, if the price was driven up.

Concentrate on your problem areas – If you don’t get a granary early, how do you plan on increasing your storage? What will you do if you don’t get any workers in the first deck (there are none in deck two)? You can work around early problems (hopefully every player has some problem), but you must focus on them. It is best to deal with it sooner, rather than later. If you miss a granary and get no storage in deck two, what if the Merchant Quarters show up late?

But beyond looking at your situation, you can usually see other people’s problems.

Specific Tactics

Don’t let good items go for cost – Sometimes this will be unavoidable, but almost every card confers an advantage if purchased at cost. When to bid up and then drop out takes skill and a feeling for the game. My rule of thumb is “don’t bid up unless it covers your weakness, or your opponent really must have it.” Of course, if you are sure your opponent will keep raising (no matter what), then bid it up.

The overseer gets to open items. One nice advantage is to keep opening things at cost (or perhaps one higher), losing, and take the final item (or two) when nobody can outbid you. That requires flexibility; being indifferent to what you get (which may be the case on turn one, or if you have a reasonably balanced position).

Save Money – This is just an extension of the above. How can you bid someone up if you don’t have the minimum bid? Don’t neglect your production, but sometimes saving is the better alternative.

If you must have it, don’t get cute – Suppose you have $10, and the bid is $8. Yes, you could get the item for $9 … but you’ll feel silly if someone bids $10. Sometimes you just have to go “all in.” Not only does this apply for most money, but it also applies for breakpoints. If you have $18, but plan on spending $8 to put a worker on mining, you are in the same boat.

Elements

Workers – At the start of the game, with only three workers, you are looking at a production capped around five (two farmers and a hunter, or two hunters with improved hunting). If you get mining or clothe making, you can improve your finances. There are also advances that provide ‘automatic’ income (such as glass making, dye houses, caravans, and shipping later on). These will be more important if you missed out on the workers in Deck A.

In the end game, spare workers let you convert extra VPs for $4 each (less if they are trained or you have Public Works). If you buy those ‘extra’ VPs before the endgame, you’ll also earn income.

Storage – You must improve storage somewhat to win the game. I believe you can win with four (although five or six is better), although I don’t think I’ve witnessed it. If you missed a granary, you should know how you are going to improve your storage in deck 2. The choices are Caravan, Smelter or Dye House. Even then, you’ll probably need something else, like a Merchant Quarter.

You just can’t win the big auctions holding only three cards. Discounts reduce your reliance on storage. A five discount (like from a Shipyard) is ‘worth’ one card. If you are “storage locked” (production fills your hand) then increasing your storage or buying VPs should be your priority. City Centers let you convert spare income into VPs, as do workers. If you have nothing better to do, buy tools for future workers.

Production – You can fall slightly behind on production, but you should be able to challenge on important items by saving up for a turn (after having bid up a few items on the current turn). If you can’t threaten with two turns income, you are too far behind. If you are behind on production you should consider adding a new worker (if available) or improving a worker (Hunting to Mining or Clothmaking). A player who is ‘slightly’ behind on production should consider trying to buy VPs early via City Center, Public Works, and the Workers in Deck 3. (These also improve production, as well as providing VP). Playing like this, you’ll sometimes wind up in the high twenties and then get outbid on the final turn. If you’ve left yourself enough ways to convert cash to VPs (workers and City Centers) then you may eke out a win.

Production Technologies – Production technologies let you get by with fewer workers. Note that it takes four turns to recoup a hunting investment (cost:2 for training + 2 for hunting, income:1). Farming takes 3.5 turns, mining takes 3.33 turns, and clothmaking takes 3.25. [Update This analysis assumes a ready supply of untrained workers, which assumes a fort. A better analysis would be to assume each trained worker costs $4 (although you get one ‘cheaply.’ That would makes hunting 6:1, Farming 9:2, Mining 12:3 and Clothmaking 15:4] There are substitutes if you miss out on Mining or Clothmaking (extra workers, income via cards, and discounts). The clothmaking technology is interesting because it also provides storage.

Mining is somewhat worse than clothing, but it is the cheapest way to make each worker worth 2VP. Unless you have an overabundance of workers, that ability can provide a few extra points.

Discounts – As discussed above, discounts serve as a way around storage limits and a production boost. New players are inclined to let these go cheaply, since they don’t help right now. All cards that provide discounts are great purchases (at cost) and still very good for $1-$2 more. If you make a $1 profit (after 3 turns) that’s fairly close to the returns discussed for production workers … and you’ll have bought some victory points along the way. Discounts are more dependent on luck of the draw. For example, if you get both dyers (in a 4 player game), and both dye houses hit on the same turn, you’ll probably only get one. On the other hand, if they hit on separate turns, you’ve got a great chance of getting both. On the other hand, if you only got one dyer, your probably happy to see the dye houses show up together. Each player owning a dyer will probably get one. If they show up separately, one of you is missing out.

Victory Points – Lagging early in victory points isn’t a problem, but by deck three you should start focusing on them. Unless you’ve stocked up on workers and just completely dominate production (and discounts) you’ll probably be limited to winning a single auction on the final turn. If you get a city walls and everyone else gets a trade fleet, that’s only 3 VPs in your favor (plus a few workers you can convert to VPs at the cost of $3-4 per VP). So if you are 5-6 VP behind multiple players, the numbers don’t often add up unless all the breakpoints fall just so.

Auction Items [Min Bid, Deck, VPs]

The complete description of items is here.

Dyer (2, 1A, 1VP) – The Dyer gives a -4 discount on the dye house. Dye houses are good, with decent income, VPs and storage. Once players are experienced, these never go for 2; but go for 3+.

Granary (4, 1A, 1VP) – The Granary increases your storage by two, and also allows you to hold six change. This means that when you are saving you can often convert a card to change and buy a card. This makes the granary worth perhaps ½ an income (assuming you save cards every other turn). And even if you never improve your storage again, the extra space means the first card you throw away will often not cost you anything.

Glassmaking (5, 1A, 1VP) – This five turn return on investment (at minimum bid) isn’t great, but doesn’t cost a worker. This ‘extra worker’ costs $1 (over training a new hunter).

Fort (7, 1A, 1VP) – The fort provides three untrained workers and 1 VP. The important thing to remember about the fort is that the workers aren’t for the early game. You’ll spend $7 + $2 + $2 = $11 for your first $1 in income (hunter). Now, if you could convert all three workers to hunters immediately, you’d spend $19 to earn $3/turn. Not a great ratio. So, the fort isn’t an early production boost. Often the forts sit on the board until late in the first deck (or early in the second deck). What the fort does is allow a player who is short on storage to convert money to VPs (and production) in the hope of grabbing storage ASAP. Forts also serve as an investment towards VP. When the fort(s) come out will have a big impact on how the games timing works. The earlier they show up, the more likely they are to slow the game down, letting it last an extra turn. And games that go an extra turn mean that multiple players will want ways to convert their spare cash to VPs.

Indentured Worker (3, 1B, 0VPs) – The indentured worker, on the other hand, is an early production boost. Getting this for cost and then hunting is equal to Glassmaking (but combines with the tracker).

Prospector (2, 1B, 1VP) – This gives you mining technology, 1VP, and a minor discount on the smelter. Mining technology can be tricky to use, as scrounging up the $8 is tricky. If you can get this cheaply and save a card, then you can (next turn) move a hunter to mining (leaving tools) and then spend $2 to train a replacement hunter the following turn. But if you can’t be sure of $8 next turn, this becomes riskier. Winning on an opening turn for a $3 bid (assuming you have a five) leaves you with $4. You can put a hunter in, but then you can’t get a miner until turn 3. And you’ll have to train a worker (or win another auction) or lose your extra change … an intolerable situation so early in the game. You can win with mining, but it has more pitfalls than other production paths.

Tracker (3, 1B, 1VP) – The tracker gives improved hunting, which makes each even worker worth an extra production. A player winning this at cost on Turn 1 can then spend his remaining $4 (assuming a $5 card) boosting his production by two. A player who wins both trackers cheaply (in a 4-5 player game) will run away with the game. Of course, bidding an extra dollar will solve that.

Dye House (14, 2A, 3VP) – Apart from the 3 VP, the dye house provides 3 income and a storage, as well as clothmaking, the best production technology in the game. Dye houses solve all sorts of problems – too few workers, too little production, not enough storage. Therefore, they usually command a stiff premium. If the last turn in deck 1 saw all the cards purchased, then saving up and praying for a dye house often wins the game. Even if you already have a single dye house, the Income, Storage and VP make this a great purchase at cost. Dye Houses remain a constant threat you should consider (until they’ve been bought). “What will happen if I win this card and a dye house comes out next turn?” You don’t need to be able to win it, but if your answer is “My opponent will win a cheap dye house” then you should be concerned.

Caravan (9, 2A, 1VP) – In addition to its VP, the caravan provides 2 income and a storehouse. The tracker provides a -2 discount. If you’ve got a tracker, but no granary, this should be a priority to get your 3rd storage. Even without a tracker, this is often worth a bid.

City Center (4, 2B, 2VP) – The city center lets you buy an additional 3VPs whenever you want. Usually, the last turn of the game (unless you have money you can’t store, or wish to become the overseer). It also provides a -4 discount off Public Works, which is a huge influx of VP in its own right, as well as providing a discount on the City Walls.

Smelter (6, 2B, 1VP) – The smelter acts as a mini-Caravan¬, with only one income (instead of two). However, the smelter also provides Improved Mining. If you already have a worker (or two) on mining, then the improved version should pay out quickly. And, if you already have mining, you have a Prospector, which gives you another -1 discount. This combines to ‘reserve’ the smelter(s) for people who already have mining, but it’s hardly a done deal.

Shipyard (7, 2B, 2VP) – The shipyard only provides discounts, but for so many great cards! Like Dyers, letting a player double up on these means that you need to be bidding against them. Also, winning a shipyard hardly reserves all the Ships, Ports and Trade Fleets for you. Often there will be multiple discounts in one turn, and its likely that you can only afford one item (even with discounts). If that’s the case, and someone outbids you (hoping to drive you up), consider dropping out and going for the second one.

Public Works (12, 3A, 5VP) – Huge VP bang for the buck, usually paid for in bidding, and in having a lower production going into the final rounds. The public works will likely make you the overseer, which is a modest benefit going into the final rounds. The improved Training Grounds may save you a few dollars in the endgame, particularly if you’ve bought a fort (or win a City Wall).

Ships (14, 3A, 2VP) – Worth a full card a turn (and a storehouse), the owner of the Shipyard hopes these hit early (and separately, if he’s the only owner). A generally good card, although a player with a commanding production lead should be looking at converting income to VP by this stage of the game.

Refugee Settlement (8, 3B, No VP) – Three untrained and one trained worker will let you buy some late victory points, especially if you have a great production. However, the Refugee Settlement somewhat occupies the same space as the Fort. Much of the game revolves around when they get bought and how much the slow things down. They aren’t bad, but other items are slightly better.

Merchant Quarter (9, 3B, 2VP) – This provides two storage, as well as a trained worker. The storage should alleviate most concerns (unless you haven’t improved anything at all before this), although you only afford a city wall with only five cards with an above average draw (assuming some stored change, and no discounts).

City Wall (30, 4A, 8VP) – 8 VP usually ends the game right there. If not, then you’ll be able to spend $9 or $12 to earn 3 more (via workers). Depending on how the game goes (will it end immediately), that shouldn’t enter into play. But if the game will last a turn after you get the city walls, it’s a big bonus.

Trade Fleet (18, 4A, 5VP) – With an income of 1 card and a storehouse, the Trade Fleet makes a great appearance if it joins the remainder of deck 3. Its affordable, and the income will be appreciated. When it shows up on the last turn, it’s a consolation prize for the player(s) just a touch short of being able to win the City Walls or Ports.

Port (25, 4B, 7VP) — Nearly as good as the City Walls if the game is ending immediately, and much more efficient if you have a Shipyard. If there’s still a turn, then the 6 income and storehouse come into play.

Update I’ve got several comments (via email and below) that I need to incorporate.

Written by taogaming

September 4, 2007 at 4:34 pm

Posted in Strategy

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