Die Macher

Strategy Seminar

Die Macher

by Brian Walker

As anyone who has played with me will tell you (all too loudly), I’m not the world’s greatest games player. Nevertheless, there are a few games I’ve managed to delude myself into thinking that I play well. One of these is Die Macher, a game based on the German elections, and arguably one of the most sophisticated, in terms
of game mechanics, on the market. For the increasing number of owners of this game I would like to share some of the pearls of wisdom I acquired on the hustings. Obviously it’s impossible to suggest a definitive strategy in a game of such changing fortunes,
so I’ll suffice by concentrating on opening moves and the first election.

Preliminaries

Never get rid of your junior ministersThe first thing you have to do is to jettison two members of your shadow cabinet. This is one of the easier decisions to make in the game. Generally I discard the Fraktionsführer and the Partieboss on the basis that the junior ministers perform many of the same actions at cheaper cost. The Kanzler I always like to keep for that +3 popularity. Expensive, sure, but worth the dough in a crisis. Never get rid of your junior ministers. They offer tremendous value for money.

The next step is to cast your freebies, starting with the votes. This is normally a pretty tough choice, especially if you are going first. Ideally, you want to find a region where you have at least two matching choices. But things are usually not that simple so stay cool, and be patient. Above all try to avoid getting in a fight with an opponent at this stage, wasting your valuable resources to possibly finish second in an election is not a sound strategy. If you do go first and there is no obvious choice as to where to place your first five votes, split them up between the four regions and wait to see what your opponents do. By the time you get round to placing your media disc and campaign days, you should have a clearer picture of the region where you want to mount a serious campaign. Once this has been determined, plough all your resources into that region and get ready to kick ass. But remember; fifty votes is the maximum you can obtain, so don’t waste cash trying to get more.

Brighton, Brighton

Generally I like to keep my resources as long as possible until I see which way the
game is swinging, but this is not always possible with the conferences. If two of your
opponents are already agreed on a particular program then get in quick and hold a special
conference (cost: 500), grabbing the last remaining program card for that issue while
doing so, thus avoiding becoming an early victim of a three party squeeze (there are only
three policies of each type). Likewise, if there are two policies your opponents are
agreed upon, then hold a major conference (cost: 700). The only other justification for
making this move would be that it would enable me to change my program in such a way as
to win the first election, thereby getting an instant return on my investment.

If you have the cash to play them don’t hang on to your conference markers for too
long, especially the cheap ones. Always try to use them to obtain party bases rather than
change programs. Remember, this way they earn you money after every election.

Smear Those Reds

Time to send in the crooksTime to send in the crooks. At this stage you
can’t really afford too much. In an area where I think I have a chance of winning and
getting control of the media, I’ll probably send in the Außenminister to boost my
popularity. Without media control this is a risky move as some sneak could bang you down
by getting hold of an unfavourable opinion poll.

If one of your opponents looks like he is running away with the first election then
send in the Generalsekretär to launch a smear campaign. He probably won’t have enough
dough left to buy an opinion poll. Watch the smug grin on his face disappear. A dirty
trick, I agree, but then that’s politics. It’s probably unwise to make this play
though against those tiresome vindictive types that one so often comes across.

Always try to get the debate marker onto one of your policies. This will give your
vote total a substantial boost and at little cost if you send in one of your junior
ministers.

Remember The SDP

If you can force a coalition and win an election on somebody else’s coattails,
great. Let them pay the bills. This is another reason for holding a major conference in
phase 1 (change two programs to match theirs), but only do this if they already have a
coalition card face up in the region. Also, make sure you have a media disc in the
region, otherwise your victory will be a hollow one.

Murdoch Mania

Media discs are undoubtedly one of your most important resources, so use them
sparingly. Again, try not to get locked in a media war early on when your reserves are
slender. Better to relinquish power to an opponent than waste cash trying to create a
stalemate. Your day will come. It’s always worth playing a disc into one of the lower
regions especially if you are trying to win the first election. At the start of the game
the floating opinion pool is pretty small, so even if you have the power to change
things, chances are the opinion you seek is not available. However, if you have media
control in one of the lower regions you may be able to switch opinions. Even going as far
as to replace a positive agreement with one you violently disagree with, simply to make
the former available for the election currently taking place (this tactic applies
throughout the game).

Campaign Trail

The campaign days represent the best value for money in the game. Always place as many
as you can afford though save some cash for the opinion polls. In the early elections
don’t fanny around. Stick them in a region you’re serious about, but always put
at least one in the current election, more if you have the dough as the votes they
represent will give you an instant cash return.

Swingorama

Stick the boot inYes, it’s opinion poll time. Of course it’s
nice to have lots but you don’t have the cash so bid carefully. Do not bid in an area
where you have media control if your popularity is up, or if you can reach 50 votes any
other way, at least in the early stages. Save your money for a region where you can be
hurt. If you should obtain a poll that is unfavourable to your own prospects then try to
hammer the leader in that region. Stick the boot in, drop his popularity and raise that
of a no-hoper. Only employ this tactic if it does real damage. Otherwise you’ll be
catching vindictive fall-out for nothing.

The Hustings Hustle

To convert, or not to convert. That should be the question. As a rule of thumb I’d
say yes when your popularity is up, and no when it is down. An exception to the former is
when you want to go last in a turn, perhaps say, in the shadow cabinet phase when you
want to kick somebody’s media disc out without fear of instant revenge. If your
popularity is only at par, it’s worth converting if that will give you an overall
majority, and equally to stop one of your opponents obtaining the same.

If your popularity is down always convert at least one as fractions are rounded
up.

Flick Flack

Bribes are trickyBribes are tricky things, as any politician will tell
you. When you see one of your opponents coining in the cash after an election victory
while you’re on your uppers, the temptation to visit Herr Flick for an illegal
donation is indeed great but must be resisted unless the situation is really
desperate.

The potential loss of party bases could be disastrous in the long term. Visit the bank
if you must and hit the manager for a plain brown envelope. If you’re okay for cash
just sit back and collect the 500 risk free, or simply do nothing.

General Tactics

When you contest an election pull out all the stops and aim to hit at least 50 votes.
Being a runner-up is nowhere, so be a winner. As someone once said of life in America:
‘Son, there are no second acts.’

Always stay in tune with what is happening in Bonn. Agreements count as a big modifier
at the end. Check in advance who is likely to win the election and what opinions he is
likely to place in Bonn. If he’s going to place two that look likely to stay there,
then hold a major conference and grab them from the program deck, if available.

Don’t underestimate the power of votes. In an election game this may sound
strange, but some players get so carried away with modifiers they forget about the nitty
gritty.

Try to get your media discs in early on the last election. Experience has shown that
this can often be the decider.

The above advice carries no guarantee of success, but follow it and you should be
there at the finish. If not, then take consolation in the words of a losing American
senator on the stump: ‘The people have spoken, the bastards.’

(This article was originally published in “Games International”, issue #5 (May 1989) and is reproduced here with the permission of the author)

KREMLIN

KREMLIN

Urs HostettlerThe object of Kremlin (reviewed last issue), is to
manipulate mythical politicians in the Soviet Politburo with the aim of becoming Party
Chief and waving at the October Parade in Red Square. In its first life Kremlin was
designed by Urs Hostettler (pictured above) and published by his company Fata
Morgana, in Berne, Switzerland. In this short feature, Urs describes how he got the idea
for the game, and his opinion of the newly released Avalon Hill version.

How does one go about designing a game like Kremlin? It’s a question I’ve been
asked on more then one occasion.

Well, it all started one night in March 1985, as I was watching TV at home in Berne.
Tschernenko had just waved the long goodbye a few days earlier, and already the silver
screen was awash with speculating specialists attempting to predict his successor.

Old man Gromyko was Foreign Minister at the time, and as such, was able to nominate
the new Party Chief. The hot money was on Marshal Ustinov who was just approaching the
peak of his career at 80. In the background were two young turks, Gorbachev from Moscow,
and Romanov from Leningrad. Both were in their late fifties and thus had a lot to lose
should their bid for power fail (you don’t get a second chance).

As I was listening I played around with some cards and decided to create my own
Politburo, and work out a mechanism that would respect the principles of gerontocracy
(the rule of the old), but allow a hidden strategy whereby younger members also stood a
chance of gaining power.

I worked on the game system for Kremlin for about one year. Both Sigma
File
(Gibson’s), and Down With the King (Avalon Hill) were strong
influences in terms of game mechanics. At one point we thought of changing the setting to
the Vatican, with the Pope taking the place of Party Chief, and visiting foreign
countries instead of waving. But then the situation in Moscow changed so dramatically
that we wondered if some evil Russian game developer had stolen our ideas; Ustinov died,
Romanov was demoted to candidate status, and Gromyko got the heave from the foreign
ministry. Thus, Kremlin was born.

One of our objectives when designing Kremlin was to produce a simulation of
Soviet political culture, which is why we place so much emphasis on controlling
characters in secret. Thus a player who has been playing very aggressively and dominating
the game, can find himself rudely upstaged at the climax when he discovers that the
character he thought he was controlling and who has been waving like a Queen, was really
controlled by somebody else!

So in this sense it can be seen that our version is much more of a psychological game
than the Avalon Hill one; a player can win by simply doing nothing the entire game.

This is not a criticism of the AH version which I know went through a lot of rigorous
playtesting. My main qualms were about re-situating the game in the eighties. Originally
the game was set in the fifties – the grey era of Soviet politics. My intention was to
satirize this period. I don’t really think many aspects of the game apply to what
Gorby is currently trying to achieve, though this is something of a political point and
does not affect play in any way.

As to the game itself, I am inclined to think that their version is more suitable for
the American market with its emphasis on action. It can be quite boring to sit around for
two hours doing nothing, except revealing victory at the conclusion. But being perverse
by nature, how I like to win this way!

But what of the American version? Better? Worse? or merely different? Our editor,
who was partially responsible for AH’s decision to take the game, describes the
Kremlin campaign.

My brief from Avalon Hill was simply to write the character cards for their version.
However, their head of development Don Greenwood knew I’d played the game several
times in its original form, so sought my advice on some of his proposed rule changes.
When I read the first draft for these changes my heart sank. My American colleague Alan R
Moon had already seen the changes and had inevitably chimed in with his
two-penn’orth. Even so, I wasn’t prepared for the changes that Don had wrought.
Rightly or wrongly, Avalon Hill had acquired a reputation for making games more complex,
merely for the sake of it. At first glance, Don’s changes seemed to confirm this
view. How wrong can a comrade be? My initial reaction was along the lines of ‘why
change a winning team?’ After all, the game had sold very well in Europe, even with
minimal production standards and limited distribution. Some of the changes seemed petty,
like changing the ‘Kremlin Wall’ (under which Soviet heroes are buried) to the
‘Graveyard’. To his credit Don later admitted that this was ‘dumb’ and
reinstated the unique Soviet structure.

Kremlin cardLike many who had played the original game I was
disappointed to see Anatol Fuckoff and Andrei Pissin purged, but this was expected so no
resistance was offered. Don also asked me to come up with some alternative names for the
characters as it was felt that the Teutonic humour of the originals would be lost on the
English speaking market. I demurred; apart from having a sentimental attachment to Tigran
Zenjarplan et al, I felt that they added atmosphere to what was already a
‘foreign’ game. Attempting to change the names into jokey English ones seemed
unnecessary, though I did agree to come up with two to replace Anatol and Andrei. As I
didn’t hear from Don again on this point I assumed that the originals were to be
retained. It wasn’t until I saw the finished product that I was aware the names had
been changed. My own afterthought contributions had missed the deadline anyway, but who
knows, perhaps Betty Boobsky might turn up in a future edition?

As to the rule changes, my main concern was the removing of the hidden influence
points and being able to win with three different wavers. I felt the effect of
this would be to produce a more muddled game, lacking the clarity and the psychological
elements of the original. The crux of the argument was that I felt Kremlin was
essentially a fun game, while Don seemed to be trying to turn it into an altogether more
strategic affair via increased rules.

Then there were the political problems inherent in re-situating the game in the
eighties and sticking Gorbachev on the cover. Urs and I were adamant that the game was
meant to reflect the Cold War period under Stalin, and was in no way representative of
Gorby and perestroika. Don countered this by stating that having a recognisable
and topical figure on the box would help increase the game’s ‘saleability’:
an assertion with which I could never agree.

By now letters were flying backwards and forward across the Atlantic on a daily basis.
Superficially it was almost a Hollywood scenario; the creative artists seeing their
masterpiece disfigured by a monolithic corporation. But that’s a rather pretentious
notion; in truth we both knew that Don was working very hard to produce the best possible
result for all parties.

Eventually though, our persistence paid off; Don agreed to reinstate the original
rules, albeit in a shaded area in the rulebook, a move that had the faint whiff of
tokenism, a feeling compounded by the somewhat less than complete rules in this section.
In addition there were also to be basic and advanced rulebooks which mollified us
somewhat. By this time though, my guns were firmly trained on the cover. I felt more
strongly about it than Urs, who was more philosophical, remarking that the ‘Americans
probably understand then-market better than us’. Be that as it may, the Gorby cover
has now been ditched in favour of a colourful collection of Soviet iconography, making
the game appear less serious. Little wonder Don was to remark later: ‘This was the
toughest game I’ve ever worked on’.

But to return to the original question; is Kremlin now a better game?
After all the static I gave Don he’ll probably kill me when I say, yes, I believe it
is. In retrospect, I think I probably suffered a knee-jerk reaction to the changes per
se
, rather than the effect of these changes, in my mistaken desire to retain the
‘purity’ of the original. Ugh! these words taste awful.

The Kremlin Reshuffle

Declared Influence

The main change from the original is the removal of secret influence; in the original
a player could win if he had as much or more undeclared influence points in the
Party Chief as the player controlling him openly. It is still possible to have the
best of both worlds here by adopting the rule that a player can still claim a wave for
his faction by declaring influence points equal to, or in excess of the player
controlling that politician, immediately prior to phase 8 (Waving at the October Parade).
Of course it is also possible to play the game as per the original rules, but bear in
mind that in this version declared influence points are not lost if the politician is
dispatched to Siberia, something the American rulebook fails to point out.

Three Time Wavers

The second major change is the ability to win if your faction has waved three
times, irrespective of who did the waving. In the original, the same politician
had to wave three times for victory to be claimed. The effect of this is to make the game
more fluid. In the Swiss version it became very difficult to become a three time waver,
especially in a five or six player game.

Siberia I Declare

Losing declared influence points on politicians dispatched to the icy wastes is, at
first glance, a fairly radical change. The effect of this should make players more
circumspect in their bidding. But in reality players become power crazed and go the whole
hog anyway, thus rendering this change rather less radical than it appears initially.

Tie Breaker

This has to be one of the best changes Don came up with. Ties are now broken by the
player with the third highest declared influence points on a particular politician,
rather than simply by the player who declared first, though this method is still used in
the event of ties unresolved by the first method.

The effect of this is to involve more players in decision making which is always a
good thing in any game, but especially this one.

The Options

Optional rule should there be no Party Chief at the end of phase 5 in year
eleven:
Although this situation does not often occur it can be a problem when it
does, as it means that a player controlling the Foreign Minister decides who will win the
game by announcing the next Party Chief. Clearly not a satisfactory solution. To resolve
this, we suggest that the winner is the faction with the most recorded waves. In the
event of a tie then the player controlling the highest ranked politician wins the
game.

Jobs For The Boys

The plus and minus signs on the politician cards refer to their suitability for
certain offices. We seldom used this in the original but that was more due to the
fiddliness of constantly changing ages, but more relevantly it was so difficult to get
anyone to wave three times, let alone make sure that your men had the jobs. Now both
these factors have been eliminated this option seems a good one since it makes the
promotion phase considerably more strategic.

Adding Influencing Points

Should be considered mandatory rather than optional.

The Intrigue Cards

Difficult to decide about the usefulness of these. Certainly they add uncertainty and
make for a more fluctuating game, but rather at the expense of planning. The blackmail
cards are not my cup of vodka at all, though this is more to do with my distaste for
games where you have to strike bargains with players.

Historical Revolutionary Variant

This is the new expansion kit released by Avalon Hill featuring historical
politicians. So a big hello to Josef Stalin. The concept of having real politicians who
are replaced by mythical politicians when they die is indeed a wonderful one.
Unfortunately it simply doesn’t work. The main problem is one of age. Uncle Joe
checks in at 44, so no matter how much purging he does you can be sure it will be a long
time before he checks out.

Likewise Leon Trotsky (45), and Nikita Krushchev (30). The suggestion I would make is
that you add 30 to the ages of the ‘real’ politicians.

Let’s hope I don’t end up eating these words as well.

(This article was originally published in “Games International”, issue #2 and is reproduced here with the permission of Brian Walker, the former GI editor)

How Sweet It Is – A Recipe for Success in Schoko & Co.

HOW SWEET IT IS!

A Recipe for Success
in
SCHOKO & CO. by Alan R. Moon

If you ask a player what makes a
successful multi-player game, he’d probably say that player interaction is the key.
This is certainly true as far as it goes. However, the best multi-player games force the
player to compete not only with his opponents, but also with the game system and
himself.

How do you play against yourself?
Well, all players have a game playing style; conservative, aggressive, methodical,
harebrained etc. Sometimes this style mirrors their personality and sometimes just the
opposite. A game which allows for different styles of play gives every player, no matter
what his style, an equal chance to win. Of course, it also gives him an equal chance to
hang himself. Showcasing playing style by rewarding good play and exaggerating poor play
is one of the things SCHOKO & CO. does very well. So consider this article an attempt
to help you avoid humiliation.

To understand how clever SCHOKO
& CO. is, you must look first at how the sequence of play and the player balance are
intertwined. There are eight steps to the turn sequence:

1)   Looking at the Wirtschaftdienst card,

2)   Hiring and firing employees,

3)   Bidding for and buying cocoa,

4)   Producing chocolate,

5)   Selling chocolate by bidding for contracts at sales meetings,

6)   Processing contracts gained at sales meetings,

7)   Exposing the random event card,

8)   Taking out or repaying loans and buying shares.

Each turn, there is a game leader and play proceeds clockwise from him. The order of play makes no difference in steps 4, 6
and 7; in effect these steps are performed simultaneously. The order is somewhat important in steps 1, 2 and 8, depending on the game situation and how you’re doing. The heart of the game though is steps 3 and 5, and here the order is crucial.

Ideally, you would like to go first during both steps 3 and 5, but this would simply be too much of an advantage for the Game Leader. So the game lets the Game Leader go first in step 3, but makes him go last in step 5. the Game Leader is still left with an advantage but not an unmanageable one. In fact, in some ways, the second player has just as much of an advantage, playing
second in step 3 and first in step 5.

Naturally, there are other
factors involved in balancing the game like the amount of cash on hand each player has,
the results of the previous turn, etc. but perhaps the only other
factor that needs to be considered here is the length of the game.
Because of the player order, the game length should be a multiple of four. An eight turn
game is probably the best, though four turns is fine for those who want a shorter game.
For longer games, 12 or 16 turns should be played. Don’t let the rulebook’s
estimate of 3 hours for an eight turn game scare you. I have found that eight turns
rarely takes more than 2 hours if the players keep the game moving. Step 5 will be the
deciding factor. Move it along and you’ll cut the game time down quite a bit. Allow
players time to think at each bidding progression and you’ll be in for a long game. A
game length in a multiple of four though, is absolutely necessary for play
balance.

STEP 1 – Peeking at the Wirtschaftdienst Card

To look or not to look, that is
the question. $15,000 is a big hunk of charge just to look at a card. On turn one, you
simply can’t afford it. On later turns, you may have to bite the bullet. The
‘Kakaoschock’ card is especially deadly. Each turn it doesn’t appear just
makes it that much worse. If ‘Kakaoschock’ hasn’t come up during the first
couple of turns, spend the $15,000 each turn. If it’s already come up, don’t
waste the $15,000 unless you won’t miss it.

STEP 2 – Hiring and Firing Employees

Your first chance to blunder occurs with your very first decision of the game, where you must hire your initial
workforce. Hiring two workers, two secretaries, and one bookkeeper is pretty standard,
you’d hire more workers if you could, but you can’t increase your workforce by
more than two including the first. The decision here involves whether you should hire one
or two salesmen.

Each salesman lets you attend four
sales meetings. Since one contract is available at each meeting, on the surface it would
seem like two salesmen would be better than one. This assumes more is always better
though, and this is not the case here. Chances are at least one player will hire two
salesmen and there will be eight meetings during the turn. This means if you hire only
one salesman, you have to choose which four of the eight meetings to attend. No big deal.
You probably won’t want to attend more than four of the meetings anyway. So why pay
the extra $12,000? Let your opponents pay it. You can then use the $12,000 to buy more
cocoa during step 3.

Of course, there’s a rub. If
everyone feels this way and only hires one salesman, there are then only four meetings.
With only four contracts to be had and four players each with an equal amount of money,
chances are it will be tough to get more than one. And if you only get one contract, you
only need one secretary to process it, and you’ve wasted $8,000 on the second one. So
maybe it’s better to spend the extra $12,000 to hire the second salesman so you
don’t waste the $8,000 on the second secretary. Hmmm, there has to be something wrong
with that kind of thinking.

From the preceding, you’ll
notice that hiring two secretaries may not be so automatic after all. As further proof of
this, remember that because you only have two workers, you’ll only be able to produce
six bars (or sixty tons) of chocolate. It’s possible you’ll have the chance to
get one contract for all six, again meaning you’ll only need one secretary. There are
at least three possible problems with hiring only one secretary though:

1)   Often two contracts (for three each, or two for two and four) will be worth more than one for six,

2)   There may be no contract available for six bars,

3)   It puts a lot of pressure on you to get a big contract and another player may have the same thing in mind.

Luckily, in this, like many of the
other decisions in the game, the player order will help dictate what you do. Basically,
if someone before you has hired two salesmen, hire one salesman, if you’re the Game
leader hire one salesman and two secretaries. If you’re the third player and neither
of the first two have hired two salesmen, you’re in the toughest spot. Do you hire
two salesmen? Do you hire only one secretary? It’s a tossup. Perhaps you could try
making a bargain with the fourth player. Perhaps you could just go by your knowledge of
the fourth player’s style. If you’re the fourth player and no-one has hired two
salesmen it’s also a tough call, though my inclination would be to hire just one
salesman and one secretary and use the $8,000 you save to your advantage in
step3.

On later turns, you’ll have
the same kind of decisions. Plan well. In effect, every employee you hire but don’t
use costs you double the amount you paid. Saving $8,000 or $12,000 may not seem like a
lot, but if used correctly during steps 3 and 8, it can make a lot more.

 STEP 3 – Buying Cocoa

While you have your first chance
to blunder in step 2, step 3 is the part of the game where you can really make a fool out
of yourself. There are three basic decisions in this step.

1) How much cocoa should you place on the market?

The main considerations here are
how much money you have, how much money you think your opponents have, how much cocoa you
really want, and how much cocoa you think your opponents want. But the player order rears
its ugly head again too.

Looking at turn one again; the most cocoa you’ll be able to make into chocolate is six bars. Don’t be too
concerned by this. The price of cocoa usually goes up as the game goes along, as people
tend to have more money each turn. How much you make available on turn one will directly
reflect your playing style. If you’re conservative, put up sixteen. If you’re
aggressive, put up none. If you’re somewhere in between, find your number between the
two.

I’ve already mentioned the ‘Kakaoschock’ card which means there will be no cocoa next month. If it comes up
and you didn’t know it was coming, it really will be a shock. Chance it on turn one.
After that play it safe and look at the card.

2) How much should you pay for cocoa?

Here is where the game gets interesting; of course, you want to pay the least amount possible. So do your opponents.
Two possible strategies are:

a)    Use New York as a gauge, and possibly Tokyo too. See what your opponents are willing to spend and then use this information to bid on the cocoa from Frankfurt, Paris and London.

b)   Go for it in New York. Bid $3 or $4 a bar. Chances are you’ll surprise everyone because they’ll be using strategy #1.

This is where the Game Leader has a tremendous advantage. In effect, he wins all ties. If you’re the third or fourth
player, don’t try to be too clever. Put up the bucks. You simply can’t afford to be shut out. You gotta spend to make it.

Is there a maximum you should pay?
Yes, approximately. Using turn one as the example again. If you buy the maximum of six
cocoa and manage to sell them all, chances are you’ll be able to sell them for about
$20,000 a bar in step 4, for a total income of $120,000. If you spend $50,000 on
employees, that means that the maximum you can spend for six bars and still break even is
$70,000 or about $11-12,000 per bar. But forget breaking even. You want to make money.
You want to hire more employees next turn, try $5,000 per bar as the maximum you really
want to pay. This will go up as the game goes on, but you should know the break even
number at all times.

3) Should you buy more than you need?

It is always a good idea to have in mind the minimum amount of cocoa you want to buy at the outset. Don’t be
wishy-washy. Make you mind up and then make sure you get the number you want.

After you’ve met your goal,
then you can forget it and start to think about being greedy. Unless you have got the
maximum amount of sixteen cocoa bars, or don’t have any money left, you should never
sit back and let your opponents set their own price. If you had to pay $5,000 a bar, make
sure they have to also. If they’re not willing to pay the going price, you’ll be
glad to take more. The more you get, the less they get.

STEP 4 – Producing Chocolate

This is one step where you get a break. It’s almost impossible to mess up here. Simply produce the maximum possible.

STEP 5

The tension really hits a peak during this step. This is make or break time, where you either make a profit, or see your
see your hopes go down the tubes.

I like to think of this step as chocolate poker. So to start, let’s put all the cards on the table. There are 23
contract cards, made up as follows, bearing in mind that ten tons equals 1 bar:

Three

Four

Five

Four

Five

Two

 

MAXIMUM PRICES

One bar

Two bars

Three bars

Four bars

Five bars

Six bars

10 ton cards,

20 ton cards,

30 ton cards,

40 ton cards,

50 ton cards,

60 ton cards,

 

 

= $  40,000

= $  70,000

= $  90,000

= $120,000

= $130,000

= $140,000

Earlier, I said you may be able to make more money by getting two contracts for three bars each, rather than one contract
for six bars. One look at the above table should be enough to show you why.

The bidding can get pretty wild, and the tension tends to build as each contract is awarded and fewer remain. It can also
be somewhat hypnotic, and you should avoid getting caught in the trance. Again, it is a
good idea to have a number in our head right from the moment each contract card is
revealed. Don’t second guess yourself. If you’re offered the contract for that
amount, take it. If you’re not, let it go. Alter the number in your head as the
situation changes, not during the bidding for any particular card.

I’ve already said that $20,000 per bar is about the minimum you should accept. Chances are that on contracts for 1, 2, or 3 bars you’ll get more, and on contracts for 6 you may get less. Despite this people will generally go after the bigger contracts. This is a trap.

In the last game I played, I wound up with about six or seven smaller contracts after one turn, taking almost all of
them for $20,000 + per bar. I could only process two of them two of them that turn because I had only two secretaries and one bookkeeper. On the next turn however, I hired two more secretaries, one bookkeeper, and did very little of anything else besides process most of the backlogged contracts. My
opponents thought I was crazy when I kept taking the little contracts for 1-3 bars, but crazy or not I won the game (it was a fluke-Ed.).

This strategy is pretty much a tradeoff. While four contracts for 3 bars each will earn you more money than two for 6
each, you will need either twice as many secretaries and bookkeepers, or else you will
have to take an extra turn to collect all your money. But if you have lots of contracts,
you don’t need to buy so much cocoa and you van take the pressure off for a
turn.

Price isn’t the only thing to consider though. Keep a close watch on the number of bars your opponents have left for
sale. If you have 4-6 bars left and nobody else has more than three say, you’re in a good spot. If a contract for 4-6 bars comes up you get the best of both worlds; you get rid of a lot of bars at once, and at maximum price because you are the only one with the
capacity to accept the contract.

Of course, waiting for this situation to occur can lead to disaster. Don’t pass on a contract just because it rs left. Sure if a big contract comes up, it makes him look like the smartest guy around for sticking it out. But, if a big contract doesn’t come up, you’re the one looking peachy instead.

STEP 6 – Processing Contracts

This is the second step you can’t mess up. Simply process everything you can. Get those bookkeepers and secretaries working!

STEP 7 – Exposing the Random Event Card

This will be a tense moment if you didn’t have a a peek at the card during step 1, or a big ho-hum if you did. I’ve already said that ‘Kakaoschock’ is the worst, buts let look at the others in
order of pain.

BAD CARDS

1) ‘Der Kakao sitzt fest’ (each worker produces only one bar of chocolate next month instead of three) – This is the second worst card. If it hasn’t come up yet then you may want to pay the $15,000 for you can lessen the effects of this card by planning accordingly.

2)   ‘Schoko Protest’ (everybody removes 5 chocolate bars). This costs you not only the money you spent for the cocoa, but also the salaries you paid the workers to produce the chocolate.
You’ll hate yourself if you have chocolate left and didn’t accept a smaller contract during the turn.

3)   ‘Schock im Schokolager’ (everybody pays $5000 per bar of chocolate) – Effectively, this doubles the price of the cocoa for those bars. This decreases the profit made when you do sell
these bars.

4)   ‘Schokolade: Finanzielle Magenverstimmung’ (contracts at the bookkeepers are cancelled) – This can be a horrendous card, except it is very unusual to have contracts at the bookkeeper from
one turn to another. About the only tune this will happen is when a player has a bookkeeper that it is ill, or on vacation during a turn.

5)   ‘Arbeitsmarkt leergefegt’ (no new bookkeepers may be hired next month) – This is usually no big deal, except for a player with a lot of excess contracts.

GOOD CARD

‘Personal: Finanzzuschuß‘ (the player with the largest employee salary total receives $50,000) – $50,000 is nothing to sneeze at, but what this card really does is allow you to hire some extra employees during the turn if you look at the card. If you paid the $15,000 to look at this card, you could then increase your workforce by $35,000 and still brake even. And $35,000 of employees is a lot. For example, for $36,000 you could buy one each of the four types.

STEP 8 – Taking out or repaying loans and buying shares

Schoko & Co. must obviously use American banks because the interest on loans is a whopping 20% Obviously, at this price, you don’t want to take out a loan unless you have to. When you have to is when you find yourself in either of the following two situations:

1)  You don’t have enough money to pay your employees salaries next turn.

2)  You need to get cocoa and you’re not sure you’ll have enough money to buy all you want.

If you do take a loan, pay it back as soon as possible. Never take out more than one unless you are truly desperate. Better
to fire employees than take out a second loan, though it doesn’t matter much because you’ve probably lost whatever you do at that point.

I’m not sure why Wertpapier shares are part of the game. They really don’t seem to have anything to do with
anything else. Still, I’m glad they’re included. You get an indication of who is
winning by who is buying them because money that you don’t need to pay employees or
buy cocoa should be put into Wertpapier. The return is only 10% each turn, but that’s
a lot better than nothing if the money just sits in your company. Again here, an overall
turn plan is vital to maximise your profits.

I’ve dealt mostly with turn one because this is the easiest turn to analyse. The same principles apply to every other
turn as well. It’s just that there will be more money, more employees, more
contracts, etc, to think about. Here’s a few other basic things to think
about:

1)  Don’t waste the advantage of being the Game Leader or going second. You should be more aggressive during these turns. You may do as well during the turns you go third or fourth.

2)  If you don’t do well during one turn, don’t panic. Chances are your opponents will make the same mistakes too.

3)  Watch what employees your opponents hire and fire. This is the best indication of their plan for the future.

4)  Don’t underbid yourself out of the game in step 3.

5)  Try to form a pattern of your opponent’s tendencies in step 5. Most people find it very hard to randomise their actions. Most of the time, they’ll stick with what they think works.

 

Few games allow players to use psychology as well as Schoko & Co. Bluffing, discerning your opponents’ styles of play
and tendencies, and using both tact and guile all play an important role. Luck is non-existent. You win or lose on your own.

I’ve made no bones about liking this game. The pieces fit together perfectly. You must have a sound domestic policy by which you run your company and a sound foreign policy to compete against your opponents’ companies. Schoko & Co. rewards good planning, good execution, and good psychology. It punishes poor planning, rash decisions, and indecisiveness. It can be very intense, but it can also be a heck of a lot of fun.

Having said that I do have some minor quibbles (is there anything such as a major quibble?). The only real problem with the game is that experience is such an advantage. While it is relatively easy to teach someone how to play, it is not so easy to teach them how to avoid making a critical blunder. And this is a problem, because if a person does something dumb on turn one or two, they then often have no chance of winning from that point on. I would, therefore,
suggest playing two turns with new players and try to show them all the pitfalls, and then start over.

Another problem is the Express Cards which I have not talked about. Unless you’re a purist, don’t use them. They are simply too unbalanced, some being very strong, some very weak. They add an element of luck into the game which should not be added. If you must use them, use my alternate mix of cards (see the optional rules section) which you should find more balanced.

My final quibble is with the Wirtschaftdienst cards. Why are there only seven? Nine would have been more logical, so that in an eight turn game, you would have enough to have a different event each turn and one left over. Or, for that matter, why not 13? Which is what I have created (see the optional rules section).

OPTIONAL RULES

1) Advertising and Marketing

Add a fifth type of employee to the game: an Advertising Manager (you’ll have to take some pieces from another game). His salary is $11,000 ($5000 if fired).

During step 5, you may send one or more Advertising Managers to any sales meeting one of your salesmen attends. You must state you are doing so before the bidding begins. More than one player can send an Advertising Manager to the same meeting.

The price of any contract you gain when you send an Advertising Manager is increased 25% per Manager, rounded up. For instance, if you accept a contract for $91,000 and had sent one Advertising Manager you would get $113,000. If you had sent two Advertising Managers, you would receive $137,000.

Each Advertising Manager can only be used once per turn.

2) Two Types of Chocolate

Add a second type of chocolate to the game: dark chocolate (you’ll need to make up a whole set of bars).

During step 3, you may produce either or both types of chocolate from your cocoa. One cocoa bar will produce either two dark chocolate bars or one regular bar. One worker can produce a mix of both types.

Make a second deck of 23 Dark Chocolate Vertrag Cards.

 

 

20Tonnen (x2)

30Tonnen (x2)

40 Tonnen (x3)

50 Tonnen (x3)

60 Tonnen (x4)

70 Tonnen (x4)

80 Tonnen (x5)

Mindestpreis

$10,000

$18,000

$28,000

$40,000

$54,000

$70,000

$88,000

Höchstpreis

$22,000

$36,000

$52,000

$70,000

$90,000

$102,000

$136,000

During step 5, divide the maximum number of meetings in half and take that many cards from each of the two decks. Resolve
all the Dark Chocolate contracts first, then all regular contracts.

This will change step 4 a lot and make the player order very important during the step.

3) New Express Deck

Use only the following eight cards (two per player) instead of the regular twelve):

Bedauerlich
– Change to, ‘Give one half of your chocolate bars (rounded up, to the bank’.

Skanalös – unchanged.

Rührend – Change to ‘pay $3000 per employee to the bank’.

Schlapp – Unchanged.

Katastrophal – Unchanged.

Grosszügig – Change to, ‘The player giving this card chooses which employee goes on vacation’.

Entsetzlich
– Change to, ‘Each salesman misses two meetings’.

Schmerzlich – Same as Grosszügig.

4) New Wirtschaftsdienst Card Deck

Add six more cards to this deck to make a total of 13. You’ll probably have to make up a completely new deck so you won’t be able to to tell if a new card or an old card is coming up.

The suggested new cards are:

1) Reduced unemployment – No new workers may be employed next month.

2) Secretaries go on strike – No contracts may be processed next
month.

3) Cocoa crop damaged – Minimum bids for cocoa next month is
$5,000 per bar.

4) Chocolate glut – Any contract for 50 or 60 Tonnen next month
is discarded. Do not draw replacements.

5) Increased demand – There will be four extra meetings next
month, beyond the normal maximum. All players must decide which to attend normally.

6) Tax increase – All players must reveal their cash on hand and then pay $10,000 to the bank. Don’t count wertpapier, unprocessed contracts, etc.

5) 5-8 Players

If two people have copies of the game, it should be no problem to play with 5-8 players. Just use the proportionate amount of pieces from both games, and allow each salesman to attend a number of meetings equal to the number of players.

Although this article refers to the German edition, the game originated in France where it is known as Ambition, though the theme and production are exactly the same.

(This article was originally published in “Games International”, issue #1 (October 1988) and is reproduced here with the permission of Brian Walker, the former editor of GI)

"Was lag auf den Tisch?"