Westpark Gamers

05.-08.05.2005: Traun Con 2005 / Besuch bei den „Rittern der Knobelrunde“

Der Besuch bei Franky Bayer und seinen Rittern zu den oberösterreichischen Spieletagen war wieder einmal ein voller Erfolg – vom 5. – 8. Mai nichts als Spielen, Spielen ,Spielen… .Getroffen haben sich dort ca. 30 Freunde aus München, Wien, Linz, Traun, Salzburg, …

Anbei die Liste meiner dort gespielten Spiele – 24 Stück mit einer Gesamtspielzeit von über 40 Stunden! (falls neue dabei waren, mit der Wertungspunktzahl für Walters Liste):

Donnerstag:
Diamant (5 P.; ganz nett, aber zu aufwändig …)
St. Petersburg
Luios XIV
Bluff
1837

Freitag:
Die Insel (5 P.; Der Nachfolger von King Arthur; schon besser)
Turmbau zu Babel
1830
Heckmeck am Bratwurmeck (5 P; nettes, einfaches Würfelspielchen)
Puerto Rico
1835
San Juan
Outpost

Samstag:
Goa
1835
Die Fürsten von Florenz
1830
San Juan(2x)

Sonntag:
King Arthur – Das Kartenspiel(2x) (7 P.; lockeres, gutes Kartenspiel)
König Salomons Schatzkammer (7 P.; durchaus noch ein Highlight des Spielejahrgangs)
Tanz der Hornochsen (6 P.; soweit ganz OK)
Jenseits von Theben (5 P.; häufig hoch gelobt – für mich nicht so ganz nachvollziehbar; eher Familienspiel …)

TraunCönig 2005:
Als amtierender TraunCönig des letzten Jahres war ich diesesmal nicht ganz so erfolgreich. Hier zitiere ich einfach Franky´s Resumé:

Fast jedes Jahr hat der beste Spieler des gesamten Wochenendes einen Punktewert um die 120 Punkte erreicht (Ausnahmen sind 2002 mit nur 92,5 Punkten, sowie 1997 mit 143,5 Punkten). Aber dass es heuer so knapp werden könnt, damit konnte wohl niemand rechnen.

Gleich 5 Spieler lagen am Ende denkbar knapp beisammen. Nach so vielen Spielen und so langer Spieldauer setzte sich Udo Mihlan mit 124,5 Punkten mit minimalem Vorsprung auf Erich Stratjel (123,5), Reinhold Fischer (122,5), Uwe Gemming (122) und Günther Rosenbaum (121) durch. Gerade mal 3,5 Punkte zwischen 1. und 5.!! Wie letztes Jahr wurde damit wieder ein Spieler mit dem Titel „Traun-Cönig“ belohnt, der sowohl bei langen Partien (18xx) als auch bei den Meisterschaften (OÖ. Spielemeisterschaft und Miniturnier) teilnahm.

Noch ein paar Zahlenspielereien: Die meisten Siege verzeichneten Reinhold und Gerhard Lettner (je 13). Bei der höchsten Siegquote muss man differenzieren: Zwar erreichte Rosmarie eine sagenhafte Quote von 100 %, was aber nichts anderes bedeutet, dass sie ihre beiden gespielten Partien gewonnen hat. Thomas Landertshammer erreichte immerhin 58,82 %, trat aber bei den meisten seiner 17 relativ kurzen Partien nur gegen seinen ebenso jungen Schulkameraden an. Von den „ernsthaften“ und „ausdauernden“ Spielern hatte Uwe mit 45,45 % die beste Quote vor Günther (44%).

Ergebnisse Traun-Cönig 2005 (05. bis 08. Mai 2005)
(Rang/ Name/ Gesamtpunktezahl/ Anzahl der Spiele/
Punktedurchschnitt/ Siege/ Gesamtspieldauer in Std)

1. Udo Mihlan 124,5 42 2,96 12 41:15
2. Erich Stratjel 123,5 25 4,94 10 42:30
3. Reinhold Fischer 122,5 40 3,06 13 32:25
4. Uwe Gemming 122 22 5,55 10 38:40
5. Günther Rosenbaum 121 25 4,84 11 41:40
6. Gerhard Lettner 101,5 33 3,08 13 25:20
7. Ernst Gugler 99,5 23 4,23 4 38:05
8. Franky Bayer 76,5 22 3,48 6 19:55
9. Andreas Zöchbauer74,5 18 4,14 6 22:20
10. Dunja Mesi 59 20 2,95 4 13:00
11. Janos Palotas 51,5 17 3,03 5 21:50
12. Gerhard Drindorfer 49 16 3,06 5 08:15
13. Raymund Tump 42,5 16 2,66 3 11:00
Thomas Blattner42,5 13 3,27 5 11:45
15. Christopher Zöchb.37 7 5,29 2 15:00
16. Sonja Auracher 36,5 11 3,32 1 11:05
17. Christoph Talkner 33 10 3,30 2 10:50

YUCATA – 2 Personenspiel : Optimale Strategien!

Eine vollständige Analyse aller vorgegebenen Startaufstellungen

von Günther Rosenbaum

Das Yucata Brettspiel von Stefan Dorra (erschienen im Hans im Glück Verlag) hatte mich vor ca. 1-2 Jahren ziemlich fasziniert – es hat einfache Spielregel und keinerlei Glückselemente – ist also ein reines Strategiespiel bei welchem allerdings die optimalen Spielzüge nie direkt ersichtlich waren.

Zusätzlich wurde und wird dieses Spiel online im Internet angeboten, z.B. auf der Seite von Kay Eckernkamp. Dort kann man entweder direkt online oder Postspiel mäßig  (jeden Tag ein Zug) sehr schön 2-Personen Partien spielen – die dort dann auch üblicherweise mit einem Hin- und Rückspiel durchgeführt werden, um den Startspieler Vor-/Nachteil auszugleichen (dies war übrigens in den Anfängen von Yucata.de nicht so).

Weiterhin gibt es auch eine PC-Umsetzung von Tobias Schilgen und von mir noch eine Umsetzung für die „Zillions Of Games“ Universalmaschine .

Auf der Yucata Seite von Kay habe ich übrigens unter der UserID Tester eine zeitlang ein PC-Programm getestet; das Ergebnis kann man dort nachlesen – sofern die Kennung noch nicht gelöscht wurde.

Als Mathematiker stellt man sich bei einem solchen Spiel dann sehr schnell die Frage: Wie sieht eigentlich die optimale Strategie aus ? Hat der Startspieler Vor- oder Nachteile ? Wie hoch ist eigentlich der exakte Spielwert der 9 vorgegebenen Startaufstellungen ?

Der Wert/Spielwert einer Yucata Startaufstellung berechnet sich aus der Differenz der Punkte von Spieler 1 und Spieler 2 am Ende des Spieles bei optimalem Verhalten beider Spieler. Laut Spieltheorie gibt es natürlich immer eine Gewinnstrategie für Spieler 1 oder Spieler 2 (bzw. ein Unentschieden).

Hat z.B. Spieler 1 (dies ist immer der Startspieler) gewonnen mit 5 Punkten und Spieler 2 nur 2 Punkte, so ist der Spielwert = 5 – 2 = 3; ein positiver Spielwert heißt also, dass Spieler 1 eine Gewinnstrategie hat!

Hat hingegen Spieler 1 nur 0 Punkte erreicht (negative Endpunktzahl gibt es ja nicht) und Spieler 2 genau 3 Siegpunkte, so ist der Spielwert = 0 – 3 = -3; ein negativer Spielwert heißt also, dass Spieler 2 eine Gewinnstrategie hat!

Wie können wir aber die optimalen Spielzüge bestimmen um dann den Spielwert zu berechnen ?

Hier liefert uns natürlich wieder unser Rechenknecht, der Computer, beste Hilfe.

Screenshot des PC-Programs

Der Computer muss in der Rolle des Spielers 1 den Spielwert maximieren und in der Rolle des Spielers 2 in minimieren … und dann heißt es rechnen, rechnen, rechnen.

Eine erste Implementierung des Programms zeigte, dass nach ca. einem Drittel des Spieles der Rest berechenbar war – an ein komplettes Durchrechnen war anfangs allerdings nicht zu denken. Weitere Optimierungen der Suchalgorithmen und frühzeitige Abbruchbedingungen haben dann allerdings die Berechnung des Spielwertes einer kompletten Startaufstellung in den Stundenbereich gebracht – womit die Möglichkeit der Spielwertberechnung also gegeben war.

An ein Onlinespiel mit diesem PC-Programm war allerdings noch nicht zu denken; erst nach Einführung einer vorausberechneten Eröffnungsbibliothek konnte dann die Reaktionszeit auf unter eine Minute gedrückt werden, was damit auch für ein Onlinespiel ausreichend war.

Das PC-Programm werde ich nicht veröffentlichen, um nicht den Onlinespielern den Spaß an der Freude zu verderben.

Hier möchte ich nur einige generelle Aussagen über den Spielwert der vorgegebenen Startaufstellungen veröffentlichen.

Tabelle der Spielwerte aller Startaufstellungen + Zusatzinformationen

Negativer Wert: Spieler 2 hat eine Gewinnstrategie

Positiver Wert: Spieler 1 = Startspieler hat eine Gewinnstrategie

Wert 0: bei optimalem Spiel beider Spieler gibt es ein Unentschieden.

(Karte 6 = Spitze, Karte 7 = Wiederholung)

Spiel Wert Alle optimalen Startzüge Reaktion bei nicht optimalem Spiel
Standard -3 5-3-2
5-3-4
5-3-6
5-3-7
Sp2 Antwort auf <>5:
1-2, 2-5, 3-5, 4-5, 6-5
Sp1 Antwort auf <>3:
5-1-7, 5-2-4, 5-4-7, 5-6-2, 5-7-6
Evil Traps
(Böse Fallen)
-2 6-1-2-6
6-2-7-4
6-3-7-4
6-7-1-6
Sweet Figs
(süße Feigen)
0 2-4-5-1-7-3-6-7-1-6-3
2-4-5-3-6-1-7-6-1-7-3
2-4-5-6-1-7-6-1-7-3-4
2-5-4-2-7-1-6-7-1-3-5
2-5-4-6-3-1-7-2-6-3-1
2-5-4-6-3-2-6-1-7-3-1
Sp2: 1-2, 3-2, 4-3, 5-2, 6-2
Sp1: 2-1-4, 2-3-4, 2-6-4, 2-7-4
Major Leap
(großer Bocksprung)
-4 4-3-6-5-1
4-3-6-5-3
5-3-2-5-6
5-3-6-4-2
Minor Leap
(kleiner Bocksprung)
-2 6-1-3-2-1
6-1-7-6-1
6-1-7-6-2
6-7-2-1-7
Great Caution
(große Vorsicht)
-1 3-2-4
3-4-5
3-6-4
Sp2: 4-3, 5-3
Stormy Wind
(rauher Wind)
+1 5-4-3-5-4
Water + Light
(Wasser und Licht)
-4 2-4,  3-4,  4-6,  5-4,  5-1,  5-2,  5-3
7 Black Ravens
(7 schwarze Raben)
+4 5-4-3-5-4-3-6-2-1-6-2-1-7-7 Sp2: 5-6-4, 5-7-4

Bemerkung: Bei 2 aufeinanderfolgenden Fragezeichen zählt das zweite 1 Feld!

Man sieht schon hier, dass überwiegend negative Spielwerte auftauchen : D.h., dass der Spieler 2 bei vielen Startaufstellungen einen Vorteil hat – was auch von den Regeln her plausibel erscheint, denn er kann auf die Züge von Spieler 1 reagieren und so häufig zu Beginn des Spieles die Aufnahme von negativen, blauen Steinen vermeiden.

Nur die Aufstellung „süße Feigen“ ist wirklich fair und ermöglicht bei optimalem Spiel ein unentschieden.  Allerdings ist dieser Weg des optimalen Spieles hier sehr schmal, denn bis zum 11-ten Halbzug gibt es insgesamt nur 6 verschiedene Spielmöglichkeiten – verlässt man einen dieser 6 Wege, so hat sofort der Gegenspieler die Chance, das Spiel für sich zu entscheiden !

Wirbelwind

Bei den Onlinespielen von Yucata wurde auch die Startaufstellung „Wirbelwind“ eingeführt:

Dies ist eine Zufallsaufstellung, bei der die Position der blauen und des roten Steines ausgelost wird. Hierdurch werden natürlich unendlich viele weitere Startaufstellungen generiert, deren Spielwert man natürlich nicht allgemein auswerten kann.

Allerdings habe ich einige Hundert Zufallsaufstellungen mit dem PC generiert und auf positiven oder negativen Spielwert ausgewertet.

Ergebnis: Bei ca. 90% der Partien hat der 2. Spieler wiederum eine Gewinnstrategie; bei 10% der Partien gewinnt dann Spieler 1 oder sie gehen unentschieden aus.

Betrachtet man die Partien, in denen Spieler 1 gewinnt etwas genauer, so sind im Durchschnitt weniger blaue Steine im ersten Spielfelddrittel als laut Durchschnittswert zu erwarten wäre ! Dies legt die Vermutung nahe, dass in solchen Fällen der Spieler 1 im allgemeinen vorlaufen kann und die positiven Steine abräumt und Spieler 2 damit das Nachsehen hat !

Ich wünsche allen Yucata Fans weiterhin viel Spaß, den es sicherlich trotz PC-Programm weiterhin machen wird (wie man an den vielen guten Schachprogramm ja auch sieht) !

Hispania Playing Aid

Playing Aid Hispania – Combat Table

To hit, you must roll a 7 or higher on a 10-sided die.

The following modifiers are applied to your die roll. All modifiers are cumulative. Regardless of modifiers, a 1 is always a miss, a 10 is always a hit.

Attacker modifiers Elite vs Infantry: +1 Cavalry in plain vs (any): +3 (any) in mountain : -1

Defender modifiers (any) vs Cavalry in plain -2 (any) behind river, in first combat round : +2

General modifiers Knight vs (any): +2 (any) vs Knight: -1 (any) vs Elite: -1 (any) vs Castle: -1 with leader: +2 with religious zeal: +1

Hans Frey

Sankt Petersburg für PC

programmiert von Günther Rosenbaum

Sankt Petersburg PC
Autor Michael Tummelhofer
Verlag (Brettspiel) Hans im Glück
Programmierung Günther Rosenbaum
Lizenz Freeware
erschienen 29.12.2004 (V1.50)
Spieler 1 plus 1 – 3 Computerspieler

PC Version Sankt Petersburg: Update auf Version 1.50 !!

Einige Monate hat es nun gedauert, bis ich dieses Update anbieten kann. Hier ist es nun – mit folgenden Erweiterungen:

  • einige kleinere Fehlerkorrekturen
  • 3 kleine Varianten können jetzt gespielt werden
  • neue Strategien für das 2-Personenspiel
  • Unterstützung von Sankt Petersburg Puzzles
  • einige weitere kleinere Änderungen und Verbesserungen

Genauere Infos über die neuen Features findet ihr in der Hilfe-Datei und in der Readme.txt.

Download und Installation: Aus dem ZIP Archiv bitte alle Dateien (mit Unterverzeichnisstruktur) in ein beliebiges Verzeichnis entpacken.

Achtung: Falls ein Language Pack genutzt wird, so muß dieses nach einer Neuinstallation neu heruntergeladen und installiert werden!

Download link

Programmentstehung: Entstanden ist dieses Programm in den letzten zwei bis drei Monaten, nachdem uns innerhalb der Westpark Gamers Spielergruppe das Brettspiel „Sankt Petersburg“ von Bernd Brunnhofer (Hans im Glück Verlag) so sehr begeisterte, dass sich umfangreiche Diskussionen und Abhandlungen bezüglich guter und besserer Strategien entzündeten.

Da auch ich hierzu einige Ideen hatte und glaubte, dass sich diese auch mit überschaubarem Aufwand in einem Programm umsetzen ließen, habe ich dieses Projekt gestartet!

Zusätzlich zur Implementierung der Computergegner und einer einigermaßen akzeptablen Bedienoberfläche wurde auch die Idee verwirklicht, Simulationen verschiedener Strategien unter Beobachtung ihrer Auswirkungen/Erfolge durchführen zu können.

Viele interessante Strategiediskussionen habe ich speziell mit Walter (Sorger) aber auch mit unseren anderen Strategen Aaron, Hans, Moritz, Peter… geführt.

Noch lange nicht alle diese Erkenntnisse sind im Programm enthalten – dafür braucht es noch einiges mehr an Zeit – ausserdem läßt sich theoretisch viel diskutieren, die Umsetzung in Bits und Bytes holt einen dann doch häufig auf den Boden des Machbaren zurück (nebenbei: zu stark soll das Programm ja auch nicht sein, denn man möchte ja seine Erfolgserlebnisse beim Spielen haben).

Verfolgt man das Spiel der Computergegner, so erkennt man sicher noch viele Schwächen und Ungereimtheiten. Ob es daher momentan für den echten, harten Sankt Petersburg Strategen genügend anspruchsvoll ist, mag man bezweifeln – aber das könnt Ihr ja selber ausprobieren und Eure Erfahrungen hier posten!

Trotzdem sollte hier ein erster Schlussstrich mit der Version 1.0 gezogen werden – insbesondere weil in Kürze mein Urlaub ansteht und es sich sonst noch bedeutend länger hinausziehen würde!

Denn: am 11.06.04 wurde die erste Zeile Code geschrieben (ich bin wirklich kein Fußballfan!), Mitte Juli konnte man den ersten Prototypen testen und Ende August 2004 steht die Version 1.0 jetzt für Euch zur Verfügung – aber jetzt muss ich auch mal wieder was anderes machen!

Sollten größere (reproduzierbare) Bugs gemeldet werden, so wird es sicher kurzfristig auch Korrektur-Releases geben. Bei weiterem Interesse meinerseits und Ideen Eurerseits wird es dann gegebenenfalls auch noch verbesserte Strategien der Computergegner geben – mal schauen!!

Ablaufumgebung: Dieses Programm ist ein 32-Bit Windows-Programm; es sollte also unter allen Windows Versionen ab Windows95 ausführbar sein. Tests mit sämtlichen Windowsversionen und Servicepacks konnten jedoch nicht durchgeführt werden – mögliche Probleme bitte melden! (Problem mit W2k: siehe Readme.txt)

Entwickelt wurde es unter Windows XP mit einer Bildschirmauflösung von 1152×864 – diese ist daher die günstigste Auflösung für das Spiel; aber auch mit anderen Auflösungen ist es spielbar.

Bei nach unten abweichender Auflösung wird beim Erststart des Programms eine automatische Skalierung durchgeführt. Ist dies nicht zufrieden stellend, so kann nachträglich unter dem Menüpunkt „Optionen… Skalierung Hauptformular“ eine Verkleinerung/Vergrößerung relativ zur 1152er Auflösung eingestellt werden. Anschließend bitte das Programm sofort neu starten! Bei einer Auflösung von 800×600 oder kleiner ist allerdings die Darstellung des Programmes schon sehr bescheiden …

Language Packs:

englisch

Esperanto

französisch

niederländisch

italienisch

portugisisch

schwedisch

czechisch

spanisch

Sprachoptionen: Wir stellen Sankt Petersburg PC in verschiedenen Sprachvarianten bereit. Um die jeweilige Version zu bekommen muss die betreffende Sprachdatei zusätzlich heruntergeladen werden. Einfach unzippen und ins Installationsverzeichnis des Spiels kopieren. Vielleicht hat ja jemand Lust, diese Datei auch für weitere Sprachen zur Verfügung zu stellen? Und falls jemand die Hilfedatei übersetzen möchte, stellen wir gerne die dazu notwendige Resource Datei bereit. Die Spielregeln des Brettspiels finden sich in diversen Übersetzungen bei Boardgamegeek.

© 2004, Günther Rosenbaum

Spiel 2004 – Games, Games, Games

by Aaron Haag

Essen was different this year. Why? Well, it all began with a long „must visit & play“ list with more than 50 booths and even more games on it. We’ve never had so many games on our list before and this gave us already an indication of the amount of good or at least interesting sounding games. Clearly, one day would not be enough to even look at every game on the list. In addition, we had decided to spend more time at the booths discussing the new releases with the publishers. Again, that would not help us in making all the visits we wanted. So here’s a report of our visit on Saturday.

R&D Games

Reef Encounter boxWe started with visiting R&D Games the moment we arrived. We had been asked to collect our pre-ordered Reef Encounter before 11am and we wanted to make sure that we get our copy before the game is sold out. Quite to our surprise there were still a lot of games available at about 10:30. Unfortunately, Richard Breese was not around so we could not ask him about how successful the game had been so far nor did the two kids appear to be much interested in explaining the game to us. Anyway, just by appearance Reef Encounter differs by a lot from the former Key… series of R&D games. The game comes in a sturdy, large box, the size and quality similar to those of Goldsieber or Kosmos. In the meantime I’ve punched the bits and I can say that the complete game is made of high quality material. The rules are clearly written but the three tier approach of explanation makes you wonder what the game is all about until you’ve completely read through them. Anyway, it’s a game of terrain and resource management and at first glance appears to be of equal complexity and tactical richness as Euphrat&Tigris. Can’t wait to play it.

Yun

Our next stop was the Yun booth in hall 9.1, a hall dedicated to „Comic Action“ in the previous years. This year though, it had to be used to provide extra space for the many new game publishers in Essen. At Yun we had a look at Gruftmaster Director’s Cut, a reworked Gruftmeister with a new movement system. After a brief explanation we decided against playing it – not our type of game.

Rio Grande

We walked back to hall 10 to visit the Rio Grande booth where we met Jay Tummelson himself. We had a quick chat with him about their newest releases. We learnt that the market for German/European type games is still expanding in the US and that some German games even sold better in the US than in their country of origin.

Argentum Verlag

On we went to Argentum, a new games publisher from Cologne, Germany. Argentum has been at the Argentum boothfounded just 6 months ago by three gaming enthusiasts, Roman Mathar, Petra Brandenburger and Maik Hennebach. Maik explained their three new games to us: Gartenzwerge e.V. designed by Roman, UFOs! Fritten aus dem All designed by Petra and Metallurgie designed by Maik. Gartenzwerge e.V. (The Garden Gnomes Society) is a bidding game about the breeding of garden gnomes. UFOs! Fritten aus dem All (UFOs! Chips from Outer Space) is a boardgame about the invasion of earth by aliens trying to establish fast food restaurant chains. Despite these rather weird themes both games offer new game

Metallurgie box

concepts and from a first look seem to provide lots of possibilities for developing winning strategies. Both games provide much more challenges than you might think at first glance.The third game Metallurgie is an abstract card placing game which belongs into the same category as Ebbe und Flut from Adlung – it’s a similar real brain teaser. For a small new game publisher the quality of the components is more than remarkable, it’s the best I have seen since a long time. These guys know what gamers like; even the Ziploc bags for counters are provided in sufficient quantity. Expect reviews of these fine games here soon.

Sphinx

Our next visit was to Sphinx Games, also in hall 5. There we met Henning Poehl who demonstrated his two new card games Popeln and Hexenhammer to us.

Popeln cover

Popeln tries to prove that size does matter as it is a game about an activity many players should be familiar with – nose picking, a theme that I didn’t come across in gaming before. As we all know the action of nose picking requires appropriate „tooling“: depending on the type of nose you need a finger with the best possible fit in terms of length, width and tilt to get at the much desired booger. The game caused some comments of disgust by onlookers because of the – in their opinion – unsavoury subject, but then isn’t it all a matter of taste? Hexenhammer (Malleus maleficarum) uses an equally controversial subject: witch hunting. Because of this Henning decided to give it an R-rating (16years and up.). The game itself is an adaptation of Tyler Sigman’s Witch Hunt released 4 years ago as a game kit. This time it comes with professionally made cards in a proper box and with improved rules. While Hexenhammer appears to be a tactical card game, Popeln seems to be a more light-hearted game living from the subject proper. Both games will be reviewed here soon.

Spieltrieb

Spieltrieb was next on our list. They mainly develop game as contract work for larger firms. We were interested in Windschatten, developed for „Gerolsteiner“, a German mineral water & soft drinks company. The game is about bike racing with each player controlling 3 bikers. We learnt from Till Meyer and Nicol Stiehl that they are planning to release a second edition of this nearly sold out game sometime next year.

Kronberger Spiele

Next in hall 5 came Kronberger Spiele. We had a go at their new game Frantic Frankfurt only to find out that the attribute „frantic“ is to be taken literally. Speed is the essence to win the game, both in identifying the right spot for placing a card and in lightning fast placement of cards. Moritz and I were way to slow to have any chance against the guy presenting the game to us (who claimed that he learnt the game only the day before and that a bit of practice is all that is required to play it that well). We were a little concerned about a possible flaw in the game: because of the speed in which the game is played and the fixation on one’s own cards there is not really a chance of identifying illegal moves by other players, which could spoil the fun in some groups. We decided that Frantic Frankfurt is not a game for us.

Angelo Porazzi

As usual there were many interesting independent publishers in the „role-players dominion“, hall 6. Among them we found Angelo Porazzi, who presented his games Warangel and Peacebowl for the first time in Germany. Warangel has proven to be an immense success in Italy, garnering prizes and recognition. It is a fantasy wargame which stands in the tradition of the old „International Team“ games (IT were legendary infamous for their bad rules and translations, but renowned for their themes and love for visual detail). It even uses some ideas for fantasy races from the IT game Zargos Lords (one of their best efforts), but improves greatly on it. So far there are an immense number of races with well-balanced special abilities (also available in expansions) that can duke it out on the hexmap. A great plus of Warangel are the simple and accessible rules, clearly a labour of love. Another interesting game is the new Peacebowl, which one could recommend to the Mr. Bush as an alternative to invading other countries. In the future of Peacebowl conflicts are solved quickly with football games!Peacebowl plays amazingly fast (a game can be completed in 10 minutes) and is a lot of fun. A „beer and pretzel“ game, clearly, but with enough decision making to keep it interesting.

Angelo is representative of the new gaming generation in Italy, and he clearly is in love with his products. We’re sure we will see more of him!

Phalanx Games

Back in hall 9 we visited Phalanx. On our list of „must haves“ were Francis Tresham’s new game Revolution, Andres Steding’s Ins Innere Afrikas and Herr der Ringe – Der Ringkrieg. Unfortunately, all tables were taken so thereRevolution played at Essen 2004was no chance to play any of the games. Instead, we had a chat with Ulrich Blenneman from Phalanx about their new games. While Ins Innere Afrikas and Der Ringkrieg will both be available in the shops we learnt that Revolution is actually released as a limited edition only available at the fair and later directly through Phalanx.

Eagle Games

Steve Gross playing Bootleggers with the Westpark GamersOn we went to Eagle games, also in hall 9. There we met the very friendly Pat Braun who told us about their new game Bootleggers. Bootleggers is set the period of prohibition in the United States and players control a mob of bootleggers who use their muscle to convince speakeasies to sell their whisky. Several types of resources need to be managed properly: whisky crates, trucks and mob members, influence, muscle and last but not least money. It’s what Eagle Games term their „first Euro-American hybid game“. Since all tables were occupied and we didn’t have the time to wait he immediately offered to reserve a table for us for later in the afternoon. When we returned we not only found a table reserved for us but Pat had also arranged that Steve Gross (SDR Games), one of the designers of Bootleggers, was there to play the game with us. Perfect! Steve did a very good job in leading us into the game and we had a lot of fun playing 4 complete rounds with him. In retrospect I’d say we did rather well against him as Sebastian managed to play a „double wham“ on him, a possibility he had hinted at us earlier in the game (Sebastian played a Thug card on him to steal all crates from his truck and then another Thug card to steal the now empty truck. You should have seen Steve’s face after that – okay Steve, it was three players against you, but it was real fun). Anyway, Bootleggers made a very good impression of us not only because it is a very nicely produced game with lots of components that add flair to the game but also the game mechanics seem to provide enough depth for challenging game sessions. It will be reviewed by us soon.

Pro Ludo

As Pat Braun had suggested we passed by the Pro Lodo booth in the same hall to have a look at their new Hispaniola designed by Michael Schacht. Hispaniola is trick taking game about pirates – pirates being the „in theme“ for games in Essen this year anyway. We will play and review this game soon. In addition they reprinted Der Ausreisser, a bike racing card game which we played a lot in the 90s and Keythedral by Richard Breese, the latter one with an improved board layout.

Yuhodo

On our way back to hall 10 we passed the Yuhodo booth, a Japanese game publisher. Already last year we had a chance to play their Masquerade card game, which had some serious rule translation problems. This year Satoshi Nakamura told us that he had changed his translator, who now is native English speaker. We played their new game Fairy Tales later that night in the hotel and yes, the English rules are written quite well. In the game players try to collect valuable sets of character cards. Characters either support each other or hinder each other; both represented in victory point bonus or malus. The cards are beautifully drawn but a little heavy in terms of information provided on them.

KidultGame

Despites last year’s Coyote experience we could convince Sebastian to join in on our visit to the Kidult boot in hall 12. We wanted to have a look at their card games released this year. Druids is a new release from Essen and we played it twice later in the evening. This card game has some surprising challenges which it reveals only after you’ve played it several times.

Druids box

We particularly liked the clever combination of timing and bluffing the game asks for. Waz Baraz has been released already earlier this year but was new to us. Compared to Hexenhammer by Sphinx with its scary looking drawings, the sparingly clothed witches in Waz Baraz look more like having been drawn by the Barbie designers of Mattel: A-size brain, D-size boobs. The third game Fab Fib is a bluffing card game. Its game mechanics suggest that it could be a card variant of Liar’s Dice and as you may know this is one of our favourite game session closers. We’ll let you know how it compares to Liar’s Dice once we’ve played this one.

Face2Face

Bruno Faidutti’s games have always been a „must have“ for us. Therefore his new Boomtown was high on our wish list. It is an auctioning game about gold digging, where players try to make the most money out of their gold mines. As with many Faidutti games, some chaos elements were thrown in by adding action cards (the text of the German version not always being comprehensible).

The Realm of Fantasy

Last year’s surprise Atta Ants received an expansion pack which adds three more terrain features. There is a tunnel allowing shortcuts to the nest and across the board to the other end of the tunnel (provided that card has been placed) and twigs, which can be used to build „transportable paths“ between tiles making it possible to enhance the already possible bucket chains to a high speed version. The third type of terrain feature is stones, which can be used to block paths. According to Richard de Rejk the expansion sets adds more tactical possibilities to the game. Black Molly comes in the same type of plastic box with the same sized cards as Atta Ants. We only had time for a brief explanation of the game concept by Richard: players have four fish each and their task is to keep the fish alive as long as possible in the fish tank. But two threats eventually lead to the death of the players‘ fish: a Black Molly, trying to eat them and stationary machines, squashing the poor animals. A steady current in the fish tank adds a level of difficulty to manoeuvre the fish.

Fairplay/Games International

Brian Walker and the Wstpark GamersWe had pre-arranged a meeting with Brian Walker at the Fairplay booth to have a look at his revived Games International magazine – issue #17 had come hot from the press to Essen. We learnt that the magazine has been received very positively on the fair and quite right so. It’s a full colour magazine printed on high quality paper and maintains the style and quality of the editorial contents and reviews of the first 16 issues released almost 15 years ago. The printed version of the magazine can be subscribed online and is delivered via air mail outside of the UK.

While we were talking to Brian the guys from Fairplay were conducting an interview with Günther about his PC version of Sankt Petersburg. Much to our surprise the Westpark Gamers were pretty much known amongst the game publishers and rather often we heard the remark „Oh, yes, you are the guys who did the Sankt Petersburg thing“. By the way, rumours tell that Günther is working on an update, which fixes the bugs reported so far and adds a better 2-player AI.

daVinci Editrice

Brian Walker told us about daVinci and their second expansion pack Dodge City for their much praised Bang card game. The brief explanation of the new cards was followed by a short introduction to Dancing Dice, which caught our attention because of the similarities with Liar’s Dice.

Fantasy Flight Games

No, Doom – The Boardgame was not the reason we visited the booth. Instead, I was mainly interested in FFG’s reprint of Titan – The Arena since I like the game a lot and never managed to buy a copy before it went out of print. FFG now call the game Colossal Arena. The game rules are basically the same, but Colossal Arena comes with 12 creatures with special abilities of which 8 are selected randomly for a game. Another new game is Senator, which I unfortunately confused with Kingdoms that I bought instead. Kingdoms is a reprint of Knizia’s Auf Heller und Pfennig, a game I never liked very much. I only realized my mistake back in Munich and can only hope that Moritz has bought a copy of Senator himself.

Z-Man Games

Just before 7pm we reached our final stop for the day: Z-Man games. There was too little time to have a detailed look at their new games so Moritz, who was going to stay another day, arranged a visit with Zev Shlasinger for Sunday. Zev is known to release games with rather weird subjects, some of which found their way on our table, with mixed receptions. Their new game Camelot Legends, which is „not a collectable cards game but plays like one“, caught our attention and I am sure Moritz brought back a copy for him.

Summary

Despite of other reports I believe that Essen 2004 has seen a lot of good games, in fact a lot more than last year. Okay, there’s no real scoop by any of the larger German publishers. But the overall quality of games especially by the smaller publishers has improved significantly. In fact the fair was so packed with good games that we missed a lot of the good stuff on our list, notably: „Ys“ by Ystari, the much hyped „Oltemare“ by Mind the Move, „Große Geschäfte“ by BeWitched (I really hate that I had to skip this one) and „Das Zepter von Zavandor“ by Lookout Games to name just a few. Conclusion: one day of Essen just isn’t enough.

A Winning Strategy For „Sankt Petersburg“

This is a very successful strategy that I have developed over dozens of test games, and which you might try out. Basically there are two „schools of thought“ in „St. Petersburg“: The players who go for buildings (and early victory points), and the players who go for Nobles (late victory points).

This strategy tries to concentrate mostly on upgrades (which are usually underestimated as something to concentrate on), and tries to improve the chances of getting the most of them.

Generally it is clear that an upgrade is MUCH better than the same cost paid for nobles or buildings. A „17“ building gives you 4 VPs, whereas an upgraded „18“ building can give you 4 VP’s AND 3 GP. The same is to be said about the noble and craftsmen upgrades, although the latter are perhaps the least important. If you get your upgrades early, you will get a very good head start against the other players, a fact that is mostly overlooked. Also upgrades, if played evenly on nobles and buildings, will give you more options in every phase, as you will always have money to spend.

Your first turn should look like this:

    1. Craftsmen phase: Pick the two lowest costing cards, as everybody else.
    2. Buildings: Buy only ONE building, and only the cheapest one possible (preferably the 2/6 Potemkin village or the 5 building). If the only available buildings cost 14 or more, don’t buy one, rather save your money for a noble (this is important for the endgame).
    3. Nobles: Buy only ONE noble, and only the cheapest one (preferably the 4 noble). If you haven’t bought a building the turn before you definitely MUST buy a noble now, even if it is expensive.
    4. Upgrades: You now should have 21 Gold (if you have been very lucky = 25-(3+2+2+4)+7) or less. Choose upgrades in the following order:
      1. Blue upgrades that bring a lot of money
      2. Blue upgrades that bring both money and VP’s
      3. Blue upgrades that bring more VP’s than money
      4. Red upgrades that bring VP’s AND money (Never buy a red upgrade that only brings VP if it costs you more than 6 Gold)
      5. Green upgrades that bring additional money or VP’s (NEVER buy Green upgrades that bring you discounts, they are good, but not for this strategy).

Basically you should hoard upgrades as much as possible, but only bring your hand up to three if you are absolutely positive you can build at least one upgrade in the next Craftsmen or Building phase.

IMPORTANT: Don’t build the upgrade yet, not even if it’s a green one. Never build an upgrade BEFORE the phase you really need it, as having more money always gives you more options. ALWAYS build the upgrade(s) as the last thing you do in a phase WHERE THEY APPLY, there is never any hurry, you can always play as long you want until the game continues.

Your next turns (until the last turn of the game) should look like this:

    1. Craftsmen phase: Buy everything you can, as long as you still make a profit (Usually it is clear if this or next round will be the last: if there is a possibility to „force“ the game end, always assume that somebody will do it).
    2. Buildings: First look if you can buy a cheap (or even several) building/s AND upgrade the building you bought last round. If this is possible, by all means do so (in this order)! If you can only upgrade one (or even more) buildings, do so as well. If you don’t have a building you can upgrade, buy as many of the cheapest buildings as you can. Regardless of what you do take care to have AT LEAST 7 Gold to spend for the Nobles phase (INCLUDING the income you make this round). If you have room in your hand you can stock up on cheap buildings*, but only to the limit of three if you are sure you can play a card out of your hand in the next phase. You should keep fully invested here: don’t spend too little, as you need the VP income, don’t spend to much, you want to be fully active in the Nobles phase. The most common nobles are the 4’s and 7’s, so having 7 gold saved will make it pretty safe for you.
    3. Nobles: First look if you can buy a cheap (or even several) noble/s AND upgrade a Noble. If this is possible, by all means do so! If you can only upgrade one or several nobles, by all means do so. If you don’t have a noble to upgrade, buy the cheapest (or several) cheap nobles. If you have room in your hand, stock up on the cheapest nobles*, but only up to three if you are sure that you can play a card out of your hand in the next round (Upgrades). The rule about keeping fully invested also applies here, but this time you want to keep AT LEAST 5 Gold instead of 7 (with 5 you are usually sure to buy a craftsman in the craftsmen phase, and that is the next phase that you want to spend money in, not in he upgrade phase where you only HOARD the cards).
      1. Blue upgrades that bring a lot of money
      2. Blue upgrades that bring both money and VP’s
      3. Blue upgrades that bring more VP’s than money
      4. Red upgrades that bring VP’s AND money, if not available: only VP’s, if not available: only money (never buy a red upgrade that only brings VP, if it’s more expensive than paying 6 Gold)
      5. Green upgrades that bring additional money or VP’s (NEVER buy Green upgrades that bring you discounts, they are good, but not for this strategy).
      6. pgrades: Stock up on upgrades THAT YOU WILL BE ABLE TO PLAY IN THE NEAR FUTURE (meaning you own cards that can be upgraded). Stock up even up to three, but only if you are sure to be able to play something out of your hand in the next BLUE round.

This is the order of acquisition preference UP TO TURN THREE OF THE GAME.

The last turn of the game should look like this:

    1. Craftsmen: only buy one if you still make a profit (= pay 2 or less).
    2. Buildings: Now buy the MOST expensive building you see on the board (of course preferring the discounted one, if there is one), IF you can still be sure to be able to play all the cards you have hoarded in this round, of course. Also play all Blue upgrades you have (this should be top priority, of course). Invest all your money; you now should have a good income of the upgraded buildings for the next round.
    3. Nobles: You should have a lot of money to spend now. Buy/play out of your hand AS MANY DIFFERENT NOBLES AS YOU CAN! You want to have the most! This is where all the cheap nobles that you have hoarded might come in handy. What nobles you buy depends on your hand and on the money you are able to spend, but you want to have as many different ones as possible in the end.
    4. UPGRADES: With the money from your nobles, BUY MORE NOBLES! There might be some on the board which you haven’t been able to pay yet, or there might be more in your hand, deviously hidden.

*) About hoarding: if more than one other player plays the „building“ strategy, you should hoard buildings, to foil them. The same is to be said about hoarding nobles if more than one player plays the „nobles“ strategy. In the last turn of the game you might even consider hoarding nobles you can’t actually play anymore, if they take away more than 5 points from a nobles-collector (very tricky, this one).

And this is it: If you follow these guidelines, you will usually win or come in second in a game that has the other players collect buildings or nobles. Try it out – you will be surprised how well it works. Of course there is always the possibility that the „cards are not right“- this is a luck-driven game as well…

Cards you can consider buying:

    • „Sternwarte“ (to be able to select an additional card in the next round)
    • The Schenke card (use it in the last two rounds)
    • Cards you should NEVER buy:
    • Cards giving discounts only, but no VP’s or Gold
    • The expensive noble upgrades that only give VP’s

Cards you should ALWAYS buy:

    • Potemkin village

 

A Very Good Year

Development Notes for 1830

By Bruce Shelley

Our design staff heard the first news of 1830’s existence during „Origins“ in 1982. Tom Tresham, the brother of 1830 designer Francis Tresham, had come to the convention representing an English game distributor and we questioned him at length for game news from England, especially regarding his brother. By this date we had already purchased CIVILIZATION from Francis and had been playing his 1829 games about British railroads for many years. The idea of an 1829-type game about American railroads appealed to us immediately, and we told Tom to pass on the word that we were very interested in seeing 1830.

The 1830 proponents on our staff at this time were Mick Uhl, Alan Moon, Richard Hamblen, Rex Martin and myself. My own interest traced back to the first Michigan „Origins“, when I stumbled across a mixed group of gamers from MIT and Penn playing the first 1829 game. I was immediately fascinated by the topic and mechanics, and quickly knew „I’ve got to get this game.“ I soon did and 1829 became regular fare at the meetings of the UVA game club to which I belonged. My future colleagues at Avalon Hill had come across 1829 on their own a couple of years before this, and although they liked it very much, they did not believe it was a sellable product in the United States.

Not being the patient sort, I wrote to Francis after the ’82 Origins on behalf of Avalon Hill reiterating our interest in the 1830 project and offering to help in any way I could. Francis responded enthusiastically, beginning a long and enjoyable transatlantic correspondence. He had been hoping to sell the 1830 game to us all along, and was pleased to find strong support already in place.

In the fall of 1982, then, we were excited by the prospect of soon having an 1830 prototype in hand, and seeing it in print quickly thereafter. However, this was not to be. 1830 was not published until the early spring of 1986, almost four years after we had first heard of its existence. Over this time period the project had many ups and dawns, including the nadir in the fall of 1984 when 1830 was all but dead.

The first major delay was quite simple to understand. In the fall of 1982 the game was not finished. Although Francis had a game that was being playtested, he was not yet sufficiently satisfied to submit it. In Baltimore, we were quite anxious to get a prototype to examine, but Francis felt this would not be helpful and continued his development in England. The help we could give in this stage was mostly research on aspects of North American railroads and general encouragement. I recall sending information on possible private companies, suitable colors for the railroad pieces, and even designing a sample president’s certificate. Word finally arrived that Tom and Francis were coming to Origins ’83 in Detroit and were bringing an 1830 prototype to leave with us.

I don’t believe I have looked forward with more excitement to any event in my gaming experience than I did to meeting Francis and seeing his 1830 prototype. By now I felt we had become good friends through our correspondence and I had the highest regard for his earlier games. Our meeting was a great thrill for me, and I think also for the entire Avalon Hill entourage, as both Tresham brothers proved to be quite charming and good company.

My first exposure to the 1830 prototype was no less a success. The map and pieces looked much as they do today. We immediately arranged a playtest for the afternoon, and thereafter played it several more times before the convention ended. For our early playings we concentrated on learning the rules and components, and we all enjoyed it very much. I enthusiastically recommended it to Tom Shaw and was backed up by others who had had a chance to play. The convention ended too quickly for me, and the Treshams could not stop in Baltimore on their way home as they (and we) had hoped. I returned home with the prototype and quickly arranged to show it to the local enthusiasts who hadn’t gone to Detroit.

My memory of what this first prototype was like is a little hazy as it did not remain in its original form for long. Also, that first copy was returned to England during the game’s dark days. The largest differences between this early game and what was published are as follows:

1) On the stock market there were no orange and brown zones, and the highest prices reached $1000 instead of $350 (in the same number of spaces).

2) You could not buy stock in your choice of railroads after the private companies were sold. Instead, the companies were sold in order-PRR, NYC, CP, B&O, C&O, ERIE, NYNH&H, B&M. Shares in the NYC could not be bought until all PRR shares had been bought. Shares in the CP could not be bought until all NYC shares had been bought, and so on.

3) Initial share prices were fixed-PRR ($100), NYC ($90), CP ($82), B&O ($76), C&O ($71), and all others $67. Tokens were placed on the Stock Market in a specific box marked for each railroad.

4) Private Companies could be sold to railroads for up to five times their printed value. Printed values were higher; I recall the Camden & Amboy was $210 and the B&O was $265. (Thus, the C&A could be sold to a railroad for up to $1050.)

5) The PRR and NYC had no 20% certificate, just ten 10% shares, one of which was the president’s certificate. The NYNH&H had a 30% president’s certificate, a 20% certificate, and five 10% certificates. The B&M had a 40% president’s certificate, two 20% certificates, and two 10% certificates.

6) The map was very close to the published map, some important differences being no bypass track around the PRR home base in hex H-12 and the printed track on the New York hexagon connecting to hexes F-18 and G-17 instead of F-20 and H-18 as they do now.

Back in Baltimore we began playtesting in earnest. It took a few playings to get the rules down and get together a cadre of experienced players. As our playing continued through the summer and fall, our dissatisfaction with pans of the game increased. The wide open play of 1830 was a radical departure from the stately elegance we were familiar with from 1829. Bankruptcies were a common occurrence. To a large extent, a player’s fate in the game was out of his own hands.

Our first major concern dealt with the selling of the private companies for up to five times face value. The holders of the big private companies would sell for all they could get and then buy up stock. Players not in a position to do this seemed to be at a clear disadvantage, as the others would fill their stock portfolios much earlier. I have notes on one playtest where two „3“ trains had been bought. During the stock round following the purchase of those „3“ trains, every remaining company in the game (#4-#8) were floated. This resulted in almost every company share selling for less than $40, and a wild scramble for trains thereafter.

This sudden acceleration of the game seemed to lead to other distortions. So many railroads would be floated so quickly that we would find ourselves purchasing „5“ trains before they were really useful. In another playtest we had a situation where the trains came out so suddenly that the „4“ trains operated for only one operating phase. In other cases, the player purchasing the last „4“ train never got to operate it all, as his purchase was immediately followed by purchases of all the „5“s, one „6“, and a Diesel.

The extremely high stock values also seemed unsatisfactory, as they made share dividends substantially less important. The smart play seemed to be a consistent payment of dividends, regardless of the amount, to drive up the stock price. Obtaining a larger train was not worth any reduction in stock price because the last couple of jumps in the price ($100 per turn as I recall) could not be made up by any increase in train size. Thus, there was too little emphasis on board play towards winning. The value of track routes and rolling stock had a much reduced relation to winning compared to stock values. Diesels were only bought as an offensive ploy, to remove all „4“ trains from play and possibly force other players to buy diesels out of their pocket. We rarely saw more than three diesels purchased, and usually only one was purchased intentionally.

Our final major criticism concerned map play, including the relation of the order of the railroads and the interaction of the tiles and map. In our opinion after several playtests, incentives built into the game resulted in rail nets and operations that often bore little resemblance to historical fact. For example, the Canadian Pacific as the third railroad to operate, invariably laid track straight for Albany and placed a token there at its first opportunity. This guaranteed access to New York. With these connections the CP had little incentive ever to build track in Canada, and the later New England railroads were limited in their development. Also, the Baltimore & Ohio had access to such lucrative routes in its immediate vicinity that there was little incentive to build west. Historically, of course, the B&O was founded to connect Baltimore with the Ohio River Valley and siphon off some of the trade traveling to New York via the Erie Canal. The B&O never built past Washington, but in the game the first tile usually played by the B&O connected it to Richmond through Washington. Of all the rivers included on the map, the Ohio River was absent. We thought this was an error as the PRR, B&O, and C&O were all trying to reach this river and the important trade this would open up. Another example is the C&O railroad which begins play in Cleveland. The C&O began life as the Virginia Central, a major Confederate artery during the Civil War, and was renamed the C&O in 1868. Its headquarters was in Richmond until relocated in Cleveland by J.P. Morgan. Like the B&O, the C&O was trying to connect the eastern seaboard with the growing west. But in our game, the C&O was already west, and spent most of its time building east.

By November of 1983 we had detailed our dissatisfactions to Francis, and I believe they came as a shock to him. Our correspondence increased but we found it took at least a month for a letter to be received, considered, and answered. We looked for extraneous factors that might have influenced our different perceptions of the game. For example, in my experience with the Treshams, they played a very gentlemanly game, concentrating on having fun but not apparently driven to win. I found myself and fellow American players to be very aggressive and analytical, constantly stretching the rules looking for an advantage. Francis also always played in games of three or four players, while we usually had five or six. There was some concern that a larger number of players destabilized the game. In a smaller game every player should have a early chance to operate a railroad. In a larger game, however, some players would have to wait. Refuting my assertion that American players were aggressively trying to win, we found players without a railroad to operate would do whatever they had to do to get a presidency, regardless of the effect on their chances to win. This phenomena worked to destabilize the game, driving down stock prices and accelerating the retirement of trains.

Francis and I also found we had a different idea of how the game should play. I was looking for more of the measured pace of 1829 where the game progressed through a slow evolution of stages. Francis wanted to intentionally do something different from 1829 (he did not consider his second version of 1829 as successful as the first), and he wanted to capture some of the wide open free-for-all entrepreneurship that embodied the building of American railroads. We were both interested in having the game playable in under four hours and keeping the number of components to a minimum.

Still anxious to get the game in print, and believing we were still on the verge of making a great game, I decided to make changes to the game where I thought necessary. I thought this would help, especially considering the difficulty in communicating with England. I was hoping to actually demonstrate solutions to what we perceived to be wrong, where my arguments were not succeeding. Mick Uhl and I concentrated mainly on the map and tiles. We thought that a few changes on the map could improve the historicity of the game by providing incentives for a more historical development. Looking now at a surviving copy of the map we made at this time I see several changes of this type that were not incorporated in the final game. For example, I added the Ohio River which wandered through eight hexes of the map’s southeast corner, plus several important river cities-Cincinnati, Wheeling, and others not named. The PRR base hex had no track bypass and the hex immediately to the east of the PRR base is a mountain hex. This forced most railroads wishing to go west to cross a mountain. The new cities on the Ohio, plus making Chicago a 20/100 and the Gulf a 40/80, were to hopefully provide incentive for westward expansion. Both Albany and Philadelphia were also made river hexes.

We also felt this was a good time to get some other opinions. I made up two playtest kits using Francis’s rules and our map. I believe I also modified the stock market prices and possibly the order of the railroads. The games were sent to two friends, Gerald Lientz of Charlottesville, Virginia, and Steve Simmons of Woburn, Massachusettes. Gerald was a long-time member of the UVA game club and an excellent 1829 player. Steve was one of the people who had been playing 1829 when I first saw it in Michigan, and later had the pleasure of beating me twice in 1829 tournaments. I knew both Gerald and Steve had access to groups of experienced gamers, and were reliable. I was beginning to be concerned that the experiences and styles of play of the groups playing with Francis and myself were being unduly influenced by his and my personal participation. An outside playtest is normally conducted to look for bugs in a game after it is considered finished. In this case I was hopefully looking for support for our changes, and general opinions of the game. I believe I included descriptions of what had been changed as a point of reference. I was prepared for opinions in favor of Francis’s ideas as well, and awaited the first reports.

The results of these playtests were mixed, and therefore did little to advance the game. Both groups enjoyed the game and played it often, but both found several parts of it unsatisfactory. I believe both were thinking like me, dominated by their experience with 1829. I was soon receiving lists of suggested changes from both, and both began playtesting using their own modifications. So, while the playtesters were generally enthusiastic, they weren’t happy with either Francis’s version or our modifications, and were busy designing a third and fourth version.

When news of these playtests and our unhappiness reached Francis he was understandably alarmed. Instead of writing, our next communication was by phone. I can’t recall exactly how our conversation went, but the essential points were that we were unhappy with the game and could not recommend it in its current form. This was a real blow for Francis I’m sure, as he had believed the game was ready for production. But everyone who had played it in the States disagreed. At this point (late fall of 1984) 1830 was just about dead. Management was not happy with me because I had spent so much time on the game with nothing to show for it. I was not happy because this was the most interesting game project I had ever been involved with, and I had been looking forward to seeing it in print. Francis’s disappointment needs no description.

In November I mailed to Francis a final list of our objections. The major problems in our opinion were the selling of private companies, the retirement of trains, and the economic and geographic incentives for unhistorical development of the railroads. As discussed earlier, the ability to sell a large private company for five times its listed price worked to destabilize the game. In its early stages, players not holding one of the big three (Mohawk & Hudson, B&O, and Camden & Amboy) would try and block the others from getting control of a corporation. This was generally impossible, and certainly not fun. Instead of offensively building an empire, we were concentrating on keeping someone else from gaining a big advantage.

The problems with the retirement of trains centered on the „4“ trains. For their cost they appeared to be a bad bargain, often remaining in play for only a short time. Rapid retirement of the „4“ trains occurred most often when five or six people were playing, because then the presidencies were more spread out. Most players could get only one. Train problems became more acute because players didn’t have the luxury of manipulating the trains of two or more corporations for their mutual benefit.

I have already discussed what we didn’t like about the map. While the playtesting was going on we experimented with a few additional ideas. One I liked was adding an additional row of hexes at the map’s bottom. In this row we added the city of Richmond, placing there the base of the C&O. Several hexes west of Richmond in the new row we placed a city which was actually to represent the Virginia coalfields. With this configuration all railroads in the game started east of the Appalachian Mountains except the Erie, and the only gap in the mountain range was through central New York where the Erie Canal and New York Central were historically built.

We also experimented with new geography in the upstate New York area around the Erie base hex. We had found a lot of congestion there in play. Several surviving prototype maps show a number of configurations for what became hexes D-14 and E-11. None of these experiments were found to be an improvement over Francis’s design so ours were abandoned.

Francis had asked me whether the game was salvageable and at the end of my November letter I replied yes, but added that changes would have to be made to make the game fun and interesting to enough people in Baltimore to convince myself and management. I felt that 1830 should be moved closer to 1829 in style of play, and gave examples of three radical suggestions that could be tried: remove the ability to sell private companies; add more trains, money, tile variations, railroads (to give the players more options and decisions in play); or remove the train purchasing requirement for a railroad with no train. I wanted to give the players more options to ponder, and eliminate some of the jarring game conditions that were difficult to foresee and plan for. I wanted to emphasize rewards for consistent good decision making.

Back with the November letter went the original 1830 prototype left with us at the Detroit Origins. I was certainly disappointed to see it go. Francis responded in late December and again in January saying that he would try a few more playtests. If nothing worked out he was going to consider a complete new design, perhaps on the entire United States or just the western railroads. He also mentioned he had seven additional railroad games in some stage of development! (To my knowledge and regret, none of these has yet been published in England.)

Several months now passed with no additional news. Sometime in the spring we received word from Francis that he believed he had revitalized 1830 and that he would be bringing a new prototype with him to Origins ’85. He did not provide any details of what had been done, so we could only wait and see. When Francis and the new prototype arrived, we were pleased to find that the new game appeared to be substantially improved. The first days of the convention were spent in playtests and discussions. By Sunday we were sufficiently convinced of the success of the prototype that we took some time off to visit the B&O Railroad Museum. Again the game was left with us, and we were to continue playtesting. Assuming no more serious faults were found, we were hoping to publish 1830 at the next opportunity in our production schedule.

1830 was saved by several simple changes, most worked out by Francis and one, I believe, from myself. Francis’s critical idea was to eliminate the strict order of appearance for each railroad, and to instead allow stock to be bought in any corporation. The consecutive order of appearance rule derived from his earlier games. By discarding this rule, 1830 was dramatically opened up as a game. Instead of focusing on minor decisions such as which tile to lay where, the player now focused on the major decisions of what railroads to begin. Once the private companies were sold, stock in all of the railroad corporations was available. To me, this offered the player the options I was looking for, and the variety of combinations possible seemed to assure each game would be different.

A second change from Francis was a limit on the sale of private companies. Now they could be sold for a maximum of twice face value, and this seemed a good compromise. A sale for the maximum possible gain remained a dirty trick to the general loss of other stockholders, but it didn’t necessarily wreck the buying railroad or vault the seller into a dominant position. Francis later felt even the double face value limit was too high, but we were happy with it and got our way. This new limit allowed some representation of the „sharp practice“ that characterized early railroad building, but did not massively disrupt play as the old „five times“ limit did.

Other changes from Francis dealt with the private companies. In the original versions only the big three companies had special features (basically the same they have now). Francis added the current features of the Champlain & St Lawrence and the Delaware & Hudson. These changes were an immediate success. We found these two private companies became attractive as they could be important assets to railroads operating in their area. The C&StL is valuable mainly to the Canadian Pacific, but the D&H can be used to materially benefit almost every railroad in the game. We found it especially helpful to the C&O, Erie, B&M, and New Haven. For some it offered a route out of the northeast toward the west, and for others it offered access into New York. The D&H became a very desirable property, and the objective of spirited bidding.

Francis also redesigned the stock market scale into its current format. We were pleased with this because we felt it brought the relative importance of stock value and cash (dividends) back into balance. It was no longer clearly more beneficial to drive up stock prices, or to ignore stock values and go for big trains and dividends. Each railroad had to be considered according to its situation. Diesels were only desirable for those corporations with good prospects for income.

My own contribution at this stage concerned the par price of railroad stock. (If this was not actually my idea, I apologize to the real originator.) In Francis‘ revised game, any stock could be bought, but the par price was already fixed ($100 per share for the Pennsylvania RR, $90 for the New York Central, etc.). I thought, why not let the purchaser of the president’s certificate set his own price? This idea gave the players another tough decision, as the par price determined not only the per share price, but also the amount of capital the railroad would begin operating with. A player could tailor the par price to fit his objectives and his pocket book. The lower the price the easier it would be to find buyers for the stock and the quicker the railroad could begin operating. However, the lower the price the less money the new railroad would have in its beginning treasury. Higher priced stock generally made less relative share value increases over the course of the game. As I recall, this idea of variable par prices was accepted by all parties almost immediately and proved successful.

These changes were worked out during Origins and during continuing correspondence through the Fall. In this manner we arrived at the game as it now exists. Our other objections now either disappeared with the new rules or faded in importance in light of the game’s success. We found it fun to play again, and the problems posed for successful play were challenging. Two old objections not specifically addressed were the retirement of the „4“ trains and some of the game’s geography and history. The „4“ train problem still remains to some extent, but as the game appears to be much more stable than in its previous versions, we accepted this. In my experience, players anticipate problems with the last „4“ train and plan accordingly. Our geographic and historic objections lost their importance once the game was found to work to our satisfaction. As long as the previous versions were not successful, we pressed for having these historical and geographical changes incorporated as well. Now there was no need for change, and we compromised our objections.

From this point the story of making 1830 is an easy ride. I was given the „go ahead“ by management in late 1985. It was my job to edit the rules based on Francis‘ manuscript and incorporate all the last minute modifications. With the help of our artist, Charlie Kibler, Francis‘ original art and graphic work was converted to finished art. I selected the locomotive pictures that appear on the private company cards and train cards, and tried to find locomotives that were historically appropriate. The layout of the game board was just one of many contributions from Mick Uhl. The box cover was based on my design and painted by Jim Talbot. 1830 finally came rolling off the presses in the spring of 1986.

My personal taste in games is for those that 1) reward skill and good decision-making, 2) offer many challenges and interesting decisions, and 3) have simple mechanics allowing players to concentrate on strategy, not the rules. I believe 1830 incorporates all three of my principles. The decision making in 1830 centers on strategic problems, such as which railroad to start or invest in, and at what price. The tile play is somewhat restricted compared to Francis‘ earlier games, both to keep the game short and to keep the number of components down. But this is more than made up for by the strategic decisions that are required. The lurking specter of bankruptcy (absent in some earlier games) and the potential for dirty tricks add a nice element of uncertainty and danger. Various new rules for stock price movements give the stock market a large role. Stocks are continuously bought and sold, changing each player’s fortunes.

Despite the difficulties we encountered in bringing 1830 about, I am very proud of having contributed in some way to its creation. I think it is an excellent game, and it remains one of my favorites. Judging from the comments of those of you who have written us concerning 1830, you agree with me. With your continued support, I hope we can bring you more interesting games of this sort in the future.

THE PRIVATE COMPANIES AND RAILROADS OF 1830

What follows is a brief discussion of each private company and railroad in 1830. These are my opinions and I would not be surprised to find that other players disagree with me. Perhaps the discussion of each will be most valuable to new players with no previous basis for opinion. I have rated the railroads for suitability in two categories: one being one of the initial railroads started; and two, operating a Diesel Train profitably. An „A“ is the highest rating, „C“ the lowest. I also note which other railroads make good complements when run by the same player.

Private Companies:

Schuylkill Valley Navigation & Railroad: The SVN&RR is nothing special but is better than having no private company. I pass on this at my first opportunity and bid on something more desirable. If I’m offered it again, I usually buy it. This company pays the highest relative return and can probably be sold for $40 later in the game to one of your railroads.

Champlain & St. Lawrence: The C&SL matches up very nicely with the Canadian Pacific, but has little value to any other railroad. If you plan to run the CP buy the C&SL. Or, if you end up with the C&SL, consider trying to float the CP (get 60% of the stock bought by yourself and/or other players so it will begin operating) in the first stock round. Again, I usually pass on this company at my first opportunity in order to bid on something better. I never pass it on my second opportunity. It pays the same relative return as the SVN&RR, with the added value to a CP president, and can be sold for up to $80 with little pain to the buying railroad.

Delaware & Hudson: The D&H is perhaps the most interesting private company due to its special feature. By buying it, any railroad can set up a separate railhead in the D&H hex and should obtain access into or out of New York. This feature should be especially valuable to presidents of the C&O, Erie, B&M and New Haven. Your railroad probably won’t be able to afford paying $140 for it, but $70 to $100 is possible. There are usually two or more bids for this company, and anything less than $100 is probably a fair price.

Mohawk & Hudson: The M&H is the least valuable of the big three, and possibly less valuable than the D&H. I will probably buy it if it is available but I don’t recall bidding on it. The owner of the M&H has a tough decision because the development of the New York Central can’t go too far without access to hex D-18. So if the owner plans on running the NYC well, he will probably have to forego the M&H revenue. I normally trade the M&H certificate for an NYC share just before I need to lay a tile in D-18, but selling the M&H has is attractions as well. Another option is to develop the NYC without incorporating hex D-18 and try and keep the revenue coming in as long as possible. Later in the game look to trade the M&H for an NYC share in the Bank Pool or any remaining in the initial offering.

Camden & Amboy: In my opinion, the C&A is the most valuable private company. Besides the fact that it pays a good revenue and can be sold for up to $320, the icing on the cake is the free share of Pennsylvania RR stock. Some day I mean to record the return value of this free share by adding up the dividends it earns plus its final value. This company is normally the object of spirited bidding so if you ever have the opportunity to buy it at face value, don’t hesitate. The C&A usually goes for $175 or more in my experience, and I don’t think $200 is too high, though I’ve never seen it sell for that much. Selling the C&A to a railroad you control for $320 and then selling out so that someone else can try and pick up the pieces is the second most nasty ploy possible in 1830. If you hold more than one share in a railroad controlled by the owner of the C&A be careful of where the priority deal card ends at the end of a stock round, or better yet, never own more than one share in this player’s railroads.

Baltimore & Ohio: I normally don’t bid on the B&O, but will buy it at face value given the chance. Standard play in my experience has been to set the par price of B&O stock at $100 to discourage early investment, and then sit back collecting $30 per operating phase. The B&O Railroad is then started at your leisure, having recouped much of your investment. Unfortunately, other players often will force your hand by buying at least four shares of the stock in the first stock round. This will force you to close the private company, cutting off the revenue. The B&O has a lot of potential, so an early start is not a disaster. Since my heart is for an early start and good development of the B&O (my favorite real world railroad), but my mind says collect the revenue now and run the B&O later, I usually am content to let someone else make the decision.

Railroad Corporations:

PENNSYLVANIA RR (starting railroad-B, diesel-A, complements-C&O, B&O): I don’t like to get the PRR running right away because its opportunities for earning revenue are less than other railroads. It is handicapped by its base with a revenue of „10“, and the restricted development possible when only yellow tiles are available. However, in the middle and end games, the PRR is ideally situated to build a long and lucrative diesel route from New York to Chicago. A nice „6“ Train route is also possible-Chicago, H-4, H-10, H-16, H-18, New York. You will probably need to place tokens in H-10 and H-16, and possibly H-18 if you can’t negotiate to keep this tile open. Control of either the C&O or the B&O as well as the PRR can be a very strong position.

NEW YORK CENTRAL (starting railroad-B, diesel-A, complements-CP, Erie, NYNH&H): I don’t buy the presidency of NYC unless I own the M&H private company; and I don’t like to start the NYC right away because in my experience it earns too little revenue. However, to realize the NYC’s full potential of running to Chicago an early start is very helpful. It is possible for the NYC to earn a good income early by ignoring New York and instead build to Boston along the coast of Long Island Sound. Another advantage of this route is it delays the need for access to hex D-18. The disadvantage of this development is it may preclude the western expansion necessary to support a diesel. The NYC has good prospects for later development and can reach Chicago by several routes. However, to reach Chicago the NYC will have to build a lot of track. Getting control of the Erie or CP can greatly help the NYC expand. The NYC will probably need to place tokens in New York and D-14, and possibly D-10 if headed west that way.

CANADIAN PACIFIC (starting railroad-A, diesel-B, complements-NYC, Erie): I have had a lot of success starting the CP right away, especially when I hold the C&SL private company. It is then possible to quickly get two „2“ trains and a „3“ train running very lucratively. I usually plan for a „5“ or „6“ train and content myself with running the railroad for dividends thereafter and driving the stock value to the top of the chart. The high value of the CP’s base is big asset in this regard. If the NYC is late in getting started, the CP has the potential to build south to E-19. Place a token here as soon as possible and thereby gain access to New York. Not only does this help the CP, but it will hurt another railroad which would otherwise have expected to occupy that strategic position (probably the NYNH&H or B&M). A more ambitious plan for the CP is to build for Chicago north of the lakes in anticipation of running a diesel. For this to succeed you will probably need the help of second railroad. I have rarely seen CP development make a diesel worthwhile.

BALTIMORE & OHIO (starting railroad-A, diesel-A, complements-C&O, PRR): The B&O is a very solid railroad capable of earning a lot of money. It is the only railroad that may trace a route through Baltimore, an ability that gives it unique flexibility when operating a Diesel train in the Middle Atlantic area. I believe the highest revenue I have ever seen scored was for a B&O Diesel. The high value of its base (compared to the PRR for example) also gives it an advantage when just beginning. If I own the B&O private company I prefer to delay the start of the railroad and collect some private company revenue. Much of the track the B&O will be using later on will be built by the C&O and/or PRR. If I don’t have the B&O private company, I’m usually willing to buy a share or two of B&O stock to get it going early and force the closing of the private company. The B&O can set up good routes for any train, but the president should be planning to run a Diesel. Successfully running the B&O requires some negotiation skill, as at least two other railroads (the C&O and PRR) will be wanting to use much of the same route. The B&O will probably want to run through H-10, H-16 and H-18, and can’t place tokens in all of them.

CHESAPEAKE & OHIO (starting railroad-A, diesel-B, complements-B&O, PRR): Possibly the best railroad in the game, the C&O is almost always one of the first railroads started. It can quickly earn high dividends and with decent management can keep earning them all game. Its consistently high revenues mean its stock value should be high as it won’t have to forego dividends as often as other railroads might. Compared to most other railroads, it should have relatively less trouble financing trains. Although I only rate it „B“ for diesel suitability, it would rate „A“ if the C&O president also controls the B&O or PRR. I rate it a „B“ because it doesn’t have easy access to New York from either the north or the south, and doesn’t have the flexibility around Baltimore that the B&O does. Consequently I don’t think it can expect to earn the revenue that the PRR and B&O may. I look to run the C&O from Chicago to New York (south), but New York (north) is a possibility through control of the D&H private company. First track is usually built towards the Gulf or Chicago, and both offer interesting possibilities. Careful negotiations will be needed to keep open C&O routes, as it will be competing with the B&O and PRR for routes and can only place two tokens outside of Cleveland.

ERIE (starting railroad-C, diesel-C, complements-NYC, CP): The Erie is seriously handicapped because it may not place any tiles until the first „3“ has been bought. Because of this and the attraction of other railroads, the Erie is tough to get going. Often the president will find it necessary to buy 60% of the stock himself. I have seen the Erie end up with the most valuable share price and be the largest holding of a winning portfolio, but I don’t expect that to happen often. It is possible to make the Erie work well, but it is not easy. Once started the Erie has one strong point, its base is a 40-point city. If it can be floated early, the Erie has the potential to make money and grow. It can especially benefit from owning the D&H private company and placing a token in E-16 to gain access to New York. I usually see the Erie working its way into the double city at D-10 and from there connecting to CP track to western Canada or Montreal.

NEW YORK, NEW HAVEN & HARTFORD (starting railroad-A, diesel-C, complements-NYC, B&M): The NYNH&H can make money quickly by building track to Boston along the coast of Long Island Sound and placing a token in the city in hex F-22 as soon as possible. It may then operate two „2“ trains and a „3“ train for a good revenue. As part of this plan, I bring out the NYNH&H at a fairly low price, $67 or $71. This is enough capital to buy my trains, tokens, and cross the river in hex F-22, and the shares should sell well. If all ten shares are bought, you should have a nice gain in their value within a few turns. The high revenue means not only high dividends, but it is possible to quickly rebuild the treasury to finance future train needs. I look to run this railroad ultimately with a „5“ Train and, if it starts early, it should have one of the highest stock values. A more ambitious plan for the NYNH&H is difficult to implement because of two major handicaps, its lack of tokens (only one may be placed outside New York) and the competition from other railroads in the congested northeast.

BOSTON & MAINE (starting railroad-A, diesel -C, complements-NYC, NYNH&H): Most of the above comments for the NYNH&H apply as well to the B&M with a few provisos. First, I consider the B&M the lesser railroad of the two because of its base in Boston, versus the other base in New York. New York has better long term prospects for development of a rail net than is offered by Boston, which is blocked on two sides by mountains. Second, the B&M is only an „A“ as a starting railroad if the NYNH&H isn’t started. I don’t think that both can simultaneously pursue the same plan with success, and I would bet on the B&M being the loser. As in the real world, people’s perceptions greatly influence the decision of what stocks to buy. The B&M is perceived as a weak sister to the NYNH&H, making it difficult to convince other players to buy and hold the stock. The B&M serves best as second or third presidency for a player already controlling one of the northeastern railroads. I don’t recall it ever being the most valuable holding in a winning portfolio.

PLAYER’S NOTES

Elsewhere in this issue is „All Aboard“ by Ed Fahrmeier, a member of the nearby game group WARTHOG (Washington Area Retinue of Tacitly Highly Organized Gamers). Along with many other achievements, Ed has been awarded the title „Dr. ChooChoo“ in recognition of his skill in playing railroad games. I understand he rarely fails to win a game of 1830, an enviable record within his group of very competent game players.

I mention Ed and his record as evidence that 1830 rewards skillful play. He apparently has the ability to consistently make correct decisions about his stock purchases and railroad operations. Despite the fact that 1830 has no dice, random events, or similar mechanics (the only random element is the seating order for the players), while playing there is a tendency when things go wrong to claim bad luck. The reckless player can find himself suddenly president of a railroad with an empty treasury and nearly obsolete equipment, or have to dig deep into his own pockets to finance train purchases. Ed’s consistent success is evidence that it is possible to manage and build a valuable portfolio of railroads and stocks while avoiding the disasters that can trap the unwary. In the following player’s notes I have listed a number of principles to follow and tactics to employ while playing 1830. They will be most helpful to new and inexperienced players, but even old hands may find a helpful idea.

HAVE A PLAN: Many of the more important decisions you will have to make when playing 1830 are made as the game is just beginning. Specifically, you will need to decide what private companies you would like to own and how much you are willing to pay. After that, and assuming you have enough cash remaining, you will need to decide which railroad to invest in during the first stock round. Since you can’t know for certain which private companies you will end up with, planners must prepare for several contingencies. Decide whether you will start the Canadian Pacific right away if you get the C&SL. Decide whether or not to start the NYC if you get the M&H. Decide where you will set the par price of the B&O if you get the B&O private company. Look upon the private companies as the starting hand you are dealt with. Before you begin play have a plan as to which railroad you would like to start, or how to otherwise invest your money, based on what „cards“ you are dealt.

BUY A PRIVATE COMPANY: Always try and buy at least one private company. I rate the Private Companies in order of desirability as follows: 1)Camden & Amboy; 2) Delaware & Hudson; 3) Baltimore & Ohio; 4) Mohawk & Hudson; 5) Champlain & St Lawrence; and 6) Schuylkill Valley. The D&H is not as desirable if you don’t plan to use it to help a railroad. The B&O is not as desirable if the B&O railroad is floated immediately. I generally only bid on the C&A or D&H. For their cost, any private company is a good investment and a player without one begins at a disadvantage.

WHICH RAILROAD TO START: I rate the railroads in order of preference as follows:

1) C&O; 2) B&O; 3) CP; 4) PRR; 5) NYC; 6) NYNH&H; 7) Erie; and 8) B&M. This list would change according to what railroads you already control, what railroads your opponents control, what private companies you own, and at what stage the game is in. If the game is just beginning, you don’t want to try and start the Erie. If you own the C&SL, that is an incentive to start the CP. In the first stock round it will probably be easier to entice investors to buy NYNH&H stock rather than PRR or NYC stock, even though the second two railroads have better long-term prospects.

PAR PRICES: When you are about to purchase the president’s certificate of a new railroad, the par price should be determined by three factors: how much cash you have and thus how many shares you can afford to buy; how much capital you think the railroad needs; and how many shares you will need other players to buy. You want to buy as many shares as you can to make it easier to keep your presidency and to make it worthwhile to run your company well. Capital requirements are difficult to assess, but as a general rule, I believe the later a railroad starts, the more capital it will need. The earlier a railroad starts, the easier it is to manage with less capital. The lower the par price, the more attractive the stock will be to other players. I generally start companies at $71-$82 in the early and middle game, and at $100 in the end game.

RUN A RAILROAD: In order to have a chance at winning, you must be the president of at least one railroad. I have never seen a player win who wasn’t. Besides the fun of operating a railroad and the control over the destiny of the railroad’s stock, the president’s certificate represents two shares of stock. Assume two players each hold 16 certificates, but one has three presidencies and the other holds only one. In this case one player would actually have 19 shares of stock paying dividends and increasing in value while the other had only 17 shares. Other things being equal, the player with two additional shares would be expected to beat the second player. Getting control of a railroad has the obvious additional benefit of denying the presidency to another player, especially one who stands to gain by controlling more than one railroad in a region. For example, control over any two of the B&O, C&O or PRR, is a strong position as the two can work together to build and keep open lucrative train routes. When considering the purchase of a presidency look to obtain such combinations or to deny them to others.

KEEP FULLY INVESTED: It is important to quickly get your money working. Cash in your hand does not earn interest, and can only increase your wealth by being invested in shares that grow in value and pay dividends. At the end of a typical game the cash and stock values of player holdings will be worth around $25000 to $30000. This means each $ I of the $2400 distributed to the players at the start will grow to $10 to $12. If you have enough cash on hand to buy a share of stock in an operating company, it is generally wise to buy. You can often measure how you are doing in the game by comparing the number of shares (not certificates) of operating railroads you hold to the number held by others. If you hold several shares less than another player you are probably not winning.

DIVERSIFY YOUR PORTFOLIO: Your portfolio is your holdings of stock certificates. It is a mistake to only hold stocks in railroads you run. While it may be dangerous to hold more than one share in a competitor’s railroad, there is little risk in holding only one. An ideal portfolio would consist of 4-6 shares in each railroad you control and one share in each other railroad. In some cases holding more than one share will be desirable and in others you won’t want any stock at all. Being able to distinguish these cases comes with experience. The strength of diversification is the spreading of risk and the fact that usually one stock or another will be paying dividends and giving you some income. If you are holding only your own shares, there may be times when you won’t pay dividends and thus won’t have any income. Too, holding shares in other railroads gives you stock market flexibility. Often you won’t want to sell your own shares if they are overpriced since in the long run holding the presidency is so important. But you can buy and sell stock in other railroads as you see fit. Remember that selling shares reduces their market value, and moving in and out of several different railroads in one stock round drives down the value of all you sell.

AVOID UNWANTED PRESIDENCIES: You don’t want to be given the presidency of a railroad with no train, or one in otherwise poor condition, because you may find yourself called upon to spend your own money to buy that railroad a train. This can cause your bankruptcy, or at least knock you down in the final standings. You can be given such a presidency when you are holding two or more shares in the railroad and the previous president sells enough shares to leave you as the current largest shareholder. There are two ways to prevent this. The easiest is to never hold more than one share ( 10 % ) of a railroad of which you are not the president. If no other player holds two or more shares, the presidency cannot be transferred.

The second way to avoid an unwanted presidency is less certain. For this method you must watch the position of the priority deal card and never allow the current president to be in a position to trade before you. As long as you will have an opportunity to buy or sell before the current president, you can sell down to only one share or less. If it looks like the priority deal card will end in a bad position, sell out your stock rather than take the risk. If the current president of the railroad you are concerned about buys immediately after you in order, then you will be safe so long as you are not the last player to buy or sell.

WATCH THE PRIORITY DEAL CARD: Ideally you want to always be the holder of the priority deal card. In this position you can never be stuck with the presidency of a crippled railroad and you have the first opportunity to buy or sell stock. You don’t want to be the last person to buy or sell in a stock round if you can avoid it. It is sometimes preferable to pass on buying one more share and instead sit on your cash temporarily to keep the priority deal card in a more favorable position for the next stock round. Holding the priority deal card can be a strong temptation to pull a dirty trick and a dump a presidency. (I rarely yield to this temptation as I think every railroad in the game can be profitably managed. I have also seen players turn supposedly crippled railroads into valuable assets. If you are tempted to dump a railroad on someone else, be as certain as you can that this is a good move. Presidencies are very valuable assets and you shouldn’t give one away without good reason.)

PLOY #1-SELLING TRAINS: When one player gets control of at least two presidencies, the ability to buy trains from each other often makes each railroad stronger. Such railroads are more flexible and efficient in keeping adequate trains on hand. Other players must be aware in this situation that the capability also exists to loot one railroad to the benefit of another. This is simply done by railroad A buying, say, a „4“ train from the bank, and then having railroad B buy the same „4“ train from A for $1. This is usually only worth considering if you plan to get out of control of a railroad and if the priority deal card is positioned such that by your stock sales you will be guaranteed to force the presidency on to another player. To my mind the nastiest ploy possible in 1830 is to buy away a railroad’s only train and then force the presidency on another player when his only option is to buy a Diesel out of his own cash.

Selling trains can be useful when you are operating a „feeder line“ (see #14 below) and using it to buy trains which are then bought by another of your railroads. I have also seen trains sold between railroads when a player judges that railroad A’s train would be more useful with railroad B, either because railroad B has a better route, or because he has more stock in railroad B.

PLOY #2-SELLING PRIVATE COMPANIES: Selling a private company to a railroad can be beneficial to the player, the railroad, or both, depending on the price, the time of the sale and any special attribute that may accrue to the railroad. If the sale occurs soon after the purchase of the first „3“ train, and if the price is reasonable (around face value), and if the railroad derives some real benefit from the acquisition (access to a certain hex, for instance), then the sale can’t be considered a ploy, but rather good business. An early sale at a reasonable price means the railroad will be able to recover much of the cost before the private company is closed down. However, a late sale or a sale at a high price is a definite ploy, as the player has substantially enriched himself at the expense of other stockholders. As you play 1830 you must keep aware of the potential for yourself and other players to sell a private company. The larger the company the greater the temptation for „sharp practice. “ Never put yourself in a position to suddenly be running a railroad that has just bought the Camden & Amboy for $320. I rarely find a good reason to pull off this kind of ploy, as I have found that selling a company at a fair price early derives a sufficient benefit to the player and gives the railroad time to recover most of its expense. But I like having the possibility present because it adds a nice bit of uncertainty to the game.

PLOY #3-SELLING STOCK: You can improve your position in a game by judiciously selling shares in another player’s railroad and driving down its value. Consider the situation where the player you consider your closest competitor holds six shares of stock in a railroad in which you also hold two shares. The share price is $275 and is marked in the top row of the Stock Market. You anticipate the game will continue only three more operating rounds so you sell your two shares for $275 each, driving the price down to $200 per share. Assuming both shares are bought by other players and the railroad pays dividends in each of the remaining three operating phases, the maximum share value the stock can reach by the game’s end is $300. Without your sales (and no other sales) the share value would have reached $350. By selling you have cost your competitor $300 (or $420 if both shares are not bought by other players). You will have lost $25 per share in stock value increase ($275 to $300) plus the dividends you didn’t collect. Assuming that shares in other railroads were available to buy you will recoup some, if not all, of your losses, and should have improved your chances of winning relative to the player whose stock you sold. In order to make this ploy work you must hold at least two shares of the stock you wish to drive down, and there must be other shares available to buy.

DON’T UNDERESTIMATE STOCK VALUE: A common error among new players is to overestimate the importance of earning large dividends and having Diesel trains running on as many railroads as possible. I have heard of games where all stock values are very low when the game ends, as every railroad continually passed its dividend to build up its treasury to pay for larger trains. As long as everyone in the game is thinking similarly there is nothing wrong with this strategy, but I have found that several railroads are not suited for operating a Diesel and can do very nicely with a „5“ or „6“ train. Once a suitable train has been purchased, let these railroads pay dividends continually instead of trying to raise additional capital for other railroads you control. A railroad whose share price is over $300 and pays a $25 dividend per operating round will do more to win the game for you than a railroad with a $100 value that finally manages to pay a dividend of $50 per share, but only for the last three operating rounds. There is only $12000 cash in the bank, and when all five Diesels are operating (plus all the „5“ and „6“ trains) that $12000 will be drained out of the bank in no more than six operating rounds, possibly in only three. If one or more railroads have taken a more conservative approach and have been operating with a smaller train and driving up their share prices while the others have been forcing their share prices down to finance bigger trains, the players holding a majority of the high value shares will be better off. The routes required to make a Diesel tremendously profitable are also susceptible to being blocked by tokens from competitors, undoing any advantage that may have been gained. From my experience you will need a balance of shares paying a high dividend (usually those from railroads operating a Diesel) and shares with a high value. Having a portfolio heavy in shares of one type or the other will not beat a more balanced holding.

THE FEEDER LINE: This is a name I use for a railroad whose stock price is in the Yellow zone or worse on the Stock Market. While normally not desirable, some benefits can be derived from this situation. By paying out dividends only occasionally, the share price can be kept in the colored zone, and the money paid into the treasury can be used to not only keep the railroad going, but also to place tiles in mountain or river hexes, or to buy additional trains to be bought thereafter by other railroads you control. While in the colored zones, the shares in this railroad do not count towards the limit of certificates you are allowed to hold. For example, in a four-player game where you could normally hold only 16 certificates, you could hold not only the 16 allowed, but an additional six in the feeder line (or more if the price is in the orange or brown zone). By carefully manipulating the price, the share values can be kept in a colored zone until near the end of the game. When the final operating phases are taking place, pay dividends to earn your maximum return because the position of the share price no longer matters.

I call this ploy the „feeder line“ because it feeds cash or other assets into your other railroads. I would not deliberately set out to make a railroad a feeder line, but I understand that in some groups it is done regularly. The creation of a feeder line more often is the result of a ploy dumping a crippled railroad into another player’s hands. Seeing no immediate way of restoring the railroad to its former value and soundness, the new president converts it to a feeder line. The value of a feeder line is diminished if you can’t otherwise fill out your portfolio, or if for various reasons you can’t use it to significantly benefit other railroads.

SWALLOWING THE PILL: Since I first started playing 1830, to be stuck buying a train or a substantial part of one out of your own pocket has been considered a serious, if not a terminal, setback to your chances of winning. I have since heard of several instances where players have done so deliberately and have gone on to win. Their strategy is to continually drive up their share prices and maximize the dividends they pay out. The money they lose out of pocket to pay for a train is apparently more than made up for in higher share values, and they ultimately get the larger train as well. I have never taken part in a game where this has been done successfully, but no less an authority than Francis Tresham assures me that it is quite possible and he credits one of his best playtesters with its conception. It may be that the „swallowing the pill‘; strategy, like the „big train“ or „feeder line‘ strategies, only works so long as the other players let you get away with it or give you the opportunity. I still believe in the „balanced portfolio“ strategy, but will be looking at this new idea in the future. There is always something new to learn in a game as elegant as this.

KNOW YOUR COMPETITORS: This principle is not a revelation to game players, but 1830 can reward players who can accurately predict how others in the game are going to proceed. I have found that one type of player, whom I call the „empire builder,“ can be counted on to make one railroad he controls the jewel of his portfolio and will strive continuously to make this railroad successful. If you can identify this railroad or predict which it will be, you can safely buy as many shares of it as you wish and ride his coattails. This player would rather accept defeat than willingly admit he did a bad job and dump it. Another player I see a lot of is the „trickster.“ This player gets his kicks from the various plays he can pull off, and probably figures (correctly) that he has no chance in an orderly game where the premium will be on patience and planning. He attempts to create as much chaos and uncertainty as possible. Nothing makes this player happier than buying the first „4“ train (usually when he has no use for it) just to force the retirement of all „2“ trains. Never buy more than one share of a railroad the trickster controls, but be aware that his ploys can still affect you indirectly. Every game should have at least one trickster to add a little uncertainty.

(this article was first published 1987 in Avalon Hill’s periodical GENERAL, volume 23, issue#6 and is reproduced here with the permission of the author)

All Aboard

A Ride On The 1830 Express

By Edward Fahrmeier

Here’s the pitch – 1830 is a great railroad game. It isn’t really similar to any other game (except 1829, its English cousin); it is well-designed and it has many interesting features. It is one of the best games around for four to six players in which opportunities to win are present throughout much of the game, even for players who make mistakes in the early stages of the game. Experience and skill allow good players to recognize and seize opportunities that aren’t always available in the beginning. 1830 is also one of the best multi-player games in that „ganging up“ on the leader to prevent a win is relatively difficult to engineer. And solid alliances with other players aren’t usually necessary to enjoy the game.

There are alliances between players or between corporations, and there are some economic struggles; but because of the interlocking character of ownership of the corporations, it is seldom possible to make moves that benefit only one player at the expense of all the rest. More typically, the long term benefits and costs to each player of each move are difficult to predict in such a complicated economic environment. The first-time player, however, is at a disadvantage among experienced players simply because the „old hands“ have an improved sense of recognizing the opportunities. Chance is involved only in the determination of the arrangement of players for the share dealing phases of the game. (An experienced player might have some advantage in being placed to deal immediately after a novice, who is more likely to buy and sell the wrong stocks; likewise, a novice player is disadvantaged by dealing immediately after an experienced player since fewer „good deals“ will be available.)

This game has a nice „feel“ to it. Careful planning and analysis pay off, yet there is enough variety spawned by the various players‘ actions to present continuous interesting challenge. Each player is likely to have very different ideas about which actions are in his own best interest. The fewer the players, the more sedate the game. With only four players, each player has much , ore control over his own fate than in a five-player game. A six-player game is particularly tricky in that each has so little money and control, yet is immediately faced with difficult decisions. Games with fewer players are recommended for introducing novices to this classic railroad game.

As to the finer points of play, I have some specific suggestions in the following areas: the private companies, the special characteristics of each corporation, general strategies for running corporations, understanding some of the critical limits built into the game, and various thoughts on schemes, swindles and scams. With this as an introduction, even the novice player can become a „rail baron“ after a few games. And enjoy himself immensely in the process.

The Private Companies

In general, the private companies are good investments; but they must be unloaded before they lose their worth or become liabilities because of certificate-holding limits. The face value of these companies are approximately correct in games with four or fewer players, but in five- or six-player games there are other factors to consider. Simply stated, purchasers of the three most expensive private companies are more at the mercy of other players with excess cash (due to their not buying these expensive items). A player buying the Camden & Amboy for, say, $200 has only $200 left to buy shares in the first round, and some other player is likely to gain the presidency of the Pennsylvania. Setting a par value of $67 per share is obviously going to hurt the C&A holder as compared to setting par at $90. Similarly, while a high par value of the Baltimore & Ohio shares will protect one’s initial investment, other players can turn to cheaper stocks leaving the B&O president with just a private company.

Looking at each private company, we’ll start with the Schuykill Valley (SVRR). Buy at $25 or less, particularly if the purchase results in an opportunity to get another private company you want immediately and at a relatively low price. The revenue for the SVR isn’t bad, but better companies are available via the bid system. The other inexpensive private railroad, the Champlain & St. Lawrence (C&St.L) has adequate revenue also, but there are better investments unless you want to control the Canadian Pacific.

The Delaware & Hudson (D&H) can be critical because of its control of the station marker in the D&H hex. The Chesapeake & Ohio needs this station to get into New York City early in the game and the New York, New Haven & Hartford (NYNH&H) needs this station to head west. The PennsylvaniaCanadian Pacific or B&O could also make use of this hex to place a station marker; corporations with the most station markers have the most to gain by placing a $100 station in such a good location for only the price of the D&H and the $120 for placing a tile in the mountains. This is definitely a fun company to have, and its worth is more than its face value.

The Mohawk & Hudson is a good investment at face value, but the hex it commands isn’t very valuable to any corporation except the New York Central. Since it has to be exchanged for the NYC share rather than sold to a corporation, its resale is limited to individual players. I don’t think it is worth a premium price.

The Camden & Amboy (C&A) is a great investment at face value since even a par value of $67 for the Pennsylvania results in $25 a turn on a $93 investment. As a result, the C&A is often sold for a premium in a bidding war. However, as I have noted, a high purchase price for the C&A can result in embarrassment for the C&A owner. The resale value for the C&A is generally quite good and the corporation that gains control of the C&A-usually the PA or the B&O-can place the tile to its advantage in reaching New York City. Like the D&H, the C&A gives its owner some valuable options.

As a private company, I think the Baltimore & Ohio (B&O) has relatively little to recommend it. The $30 it earns each turn won’t make up for the retardation of early growth and the possibility that the Pennsylvania will make the corporate life of the B&O cramped. Eventually, other players will make the B&O float as a corporation and the private company will end. Of course, buying the B&O private company is the only way to get the president’s certificate, but the par has to be high enough to protect one’s initial investment. A player has to want the B&O corporation to buy this company, but I don’t think a good player should pay much over face value for the company.

The private companies usually get distributed evenly among the players, but it is possible for a player to either be heavily invested in private companies or to be cut out completely. Heavy investment in private companies usually gives control of the early starting corporation railroads to others. Good cash flow leads to some fine chances to start a corporation in Turns 4 or 5 because one is likely to have more ready cash than the other players, but liquidation of the few corporate shares one has will probably be necessary to make any big move. Unloading the C&A at this time to a corporation is also a great way to get cash. In contrast, players buying no private corporations have the best chance to control the corporation of their choice. Since cash flow will generally be low at first, these players will have to either sit tight on long term investments or plan massive share liquidations to raise cash for further major moves. Since such major moves should only be made if the first corporation is in horrible financial trouble, timing must be perfect for such a move to succeed. Let’s look at the corporations now for a better understanding of what can go wrong.

The Corporations

The Pennsylvania (PA) is disadvantaged by low revenues in the early stages of the game, but it typically is the dominant railroad in the game. It almost always gets started in the first turn. The PA has sufficient station markers, and two of them should be played in Pittsburgh and Philadelphia quickly. The PA should get into New York City and Chicago, and it should be able to use big engine power at the end of the game. Both a „5“ and a „6“ are ideal, but a diesel usually can be profitable. The PA can usually make an „alliance“ with either the C&O or the B&O for purposes of route enhancement. Its own interests should be carefully protected by its president, however.

The New York Central (NYC) is very disadvantaged at the beginning of the game. It has the worst available routes on the board until the „3“ engines are in play, and thus it is poor choice for a first railroad. This corporation has to make its way into territories of other railroads to do well. The best possibilities are around Buffalo and Toronto or Chicago since simple blocks will keep the NYC out of Philadelphia and its environs. Local cooperation is usually necessary to exploit any area of the board. There are possibilities, but this railroad is difficult to play well.

The Canadian Pacific (CP) is a nice little isolated railroad-deadly dull to own and run. It is well suited for the lean-engined, steady-dividend, highstock-value strategy to be discussed later. The corporation can also be run in the manner of an expansion-minded NYC, particularly if it buys the D&H. This play fills the New York area with hostile railroads and makes life difficult for all.

The Baltimore & Ohio (B&O) can have a very cramped game unless it breaks into the PA territory early. An early grab of Philadelphia is a joy and should be attempted if the B&O has a chance. The B&O has to defend itself against a PA-C&O alliance by getting a station marker on the „H“ tier or above. Shares are usually good investments if the corporation is going to be started immediately, but I find the price for becoming president a bit steep.

The Chesapeake & Ohio (C&O) is the great tracklaying railroad. It has good revenues early in the game, but like the PA, it always seems to need more engines, more money, or both. Running the C&O is a roller coaster ride. Investors will typically dump the stock after five or six turns to buy other stocks in anticipation of the C&O stock value decline due to frequent withholding of dividends in Turns 6 through 11. Of course, this corporation can be run leanly, but the C&O is a diesel-type of railroad and, as a result, timing of the purchase of new equipment is very critical. The best time to save is when revenues are high.

The Erie: does your spine tingle when you hear the word? It should – beware the Erie. It’s a lot safer to be president of the Erie than to invest in it, particularly if the president of it also controls another company. If the Erie starts late in the game with a par of $100, you can be sure that a diesel is going to be bought and that diesel will be sold to another company with smarter investors. The Erie is a nice second or third railroad to control; its success depends on the friendly assistance of other corporations.

The New York, New Haven & Hartford (NYNH&H) is another nice local railroad. With a little luck it can place its station marker in a nearby spot like the D&H or the NYC hex and set up a tidy „5“ engine run into New York City (south) or Boston. There are even good breakout possibilities to the west, but saving for a diesel with this railroad doesn’t usually make much sense. The tile placements to the northeast and west of New York City are critical for the future of this railroad. Try to keep the NYC president from making trouble, and you’ll likely do well enough with it.

The Boston & Maine (B&M) is another nice railroad, but its breakout potential is even less than that of the NYNH&H. In addition, mountain crossings are usually necessary. It is a fine second railroad to run, particularly when the NYC or NYNH&H is the other corporation controlled.

If I can’t get my favorites, I’ll take the best of what is left available; being president of several railroads is what the game is about. At the beginning of the game there is usually only enough capital to start three or four railroads. If the president’s share in one of the more lucrative corporations isn’t available, it makes sense to buy single shares rather than buy the president’s share of another corporation if there isn’t enough capital to get yours started anyway. Investor confidence is an important element in 1830, as the experienced players are likely to get better financial backing.

Corporate Strategy

The design of 1830 is such that carefully and competitively run corporations have the: highest stock values at the end of the game. For such corporations, dividends might be lower on a particular turn than far more grandiose corporations, but the dividends are steadier than those for corporations that save to invest in big engines and long lines. Let’s look at the economies.

Suppose corporations „A“, „B“ and „C“ have identical stock value of $126 on the highest row of the Stock Market Chart. Each has enough money to buy a „5“ train. Corporation A buys the „5“ and operates it for dividend distribution of $25 per share until the end of the game in, say, ten turns. Each share would then be worth $350, plus the $250 per share paid out for dividends. Corporation B saves two turns and, by then (as if by magic), a diesel is available and he has a „4“ train to trade; he buys the first diesel. His revenue is, say, $50 a turn for eight turns, but his shares are worth only $250 each on the market. There are some important „ifs“ in this calculation, but the return per share in this scheme is $650 – a small gain over Corporation A (which had $600 per share value at the end). Corporation C meanwhile buys a „5“ engine, and saves for four turns to buy a diesel as well. Once the „5“ and the diesel are at work, the dividends are $75 per share, but only for six turns. The total dividends are $450; including the share value of $180 makes for a total per share return of $630. If the game goes on longer than ten turns from the hypothetical point suggested, the corporations equipped with diesels are favored, but a shorter game tends to favor the conservative corporation (A).

1830 is so finely tuned as to make the decision of whether to save for diesels a very important one. Factors in this decision are whether the game will last long enough to make the diesel worthwhile, and whether the high revenue routes will still be available for it. The revenue estimates in the above calculations are by no means certain, and poor timing of saving and of purchasing new engines can lead to great disaster. Railroads that often can use a diesel profitably are the NYC, C&O, PA and B&O. The others are usually limited by territory, track or station markers.

No one strategy is perfect, but the conservative approach has a good chance to win if the quality of the player’s stock portfolio is high. On the other hand, a more opportunistic player who gains control of two or three corporations (possibly even a corporation with very low share values so he can exceed the certificate limits) often can win with proper management of his trains and lines.

One of the most difficult aspects of the game for novices lies in anticipating the changing conditions of the game. These changes simulate gradual modernization and increased complexity. The game is divided into phases in accord with the complexity of the tiles and the quality of the engines for sale. For me, there are three distinct stages of the game, which I’ll refer to simply as the opening, the middle and the finishing stages.

The opening stage includes the initial stock purchasing and initial tile laying operations of the game. Engines are plentiful and cheap (the „2“, „3“ and „4“ types); dividends are small but regular; and private capital is reinvested to buy more stock. The game looks simple at this point and of rather low complexity. Heavy investment in trains usually results in higher dividends, but a railroad often becomes cash poor if this is done.

The real challenge of 1830 lies in the middle stage of the game. It is marked by increasing scarcity of engines and high prices for the „5“ and „6“ trains now available. Often there is much action in the stock market as players jockey to improve their overall positions. Players often will sell shares of stock of corporations with high value and relatively little cash return in order to start new corporations, while holding on to corporations with good runs. The number of turns a corporation must save in order to purchase a new engine is critical for its eventual value, and presidents who start to accumulate too late sometimes have to dip into their own private capital. Games are won or lost at this stage; the absence of an engine almost always spells disaster for a corporation and the player who controls it. The purchase of the two „6“ trains and the first diesel are likely to be made by the corporations run by players with a little good luck (sequence of turns is important) and a lot of accurate planning. These purchases inevitably squeeze all the remaining corporations.

The finishing stage of the game begins after the first diesel is sold. Successful companies are now fully equipped and merely laying a few more tiles, while the „also-rans“ are still scurrying to amass capital to buy diesels. Since there are only three „5“ trains and two „6“ trains, the purchase of a diesel or two is inevitable, and only the first player to do so will get a cheap one. Seldom do diesel purchases made after the first turn in which they become available pay off, but players often have no other choice.

Another critical area, although less serious than that of engine purchase, is that of tile placement. Some blocking maneuvers with the non-station green and brown tiles are available to clever players who want to limit access to particular areas. Close study of the tiles available before it is the corporation’s turn to move is sometimes warranted. More obvious is the proper play of station tiles. Promoting tiles in the 57 to 14, or the 15 to 63, sequence in ones‘ own routes results in a small but important edge in revenues and access. Placing the right tile of the 64 to 68 set on the Camden hex can be very significant for the PA and B&O, for example. The Erie and Toronto hexes can be exploited well or poorly (tile 67 is particularly appropriate for Toronto). Last but not least, the 1, 2, 55, 56 and 59 tiles are of tremendous importance in the development of the New York City area. A thoughtful player will spend some time analyzing the possible placements with an eye toward eventual route building.

Another critical area of play is that of station marker placement. Most corporations have enough markers (with the exception of the B&M and the NYNH&H). I have seldom seen the PA, NYC, CP or Erie use all their station markers, while the B&O and C&O often need all of theirs. I must admit I prefer „open“ games with restrained usage of station markers; this leads to big, productive diesel runs for my trains. But some games will inevitably see „station wars“ commence as players place stations to block the access of other corporations to their lines.

A final critical topic is that of certificate limits. The certificate limits are, of course, lower as the number of players increases towards the maximum. A six-player game is usually very challenging as one must work with fewer resources. One „legal“ (i.e., not breaking the game rules) way to gain an advantage is to hold as many president’s certificates as possible, thereby increasing the actual number of .shares held. A person with two or three president’s certificates becomes a favorite to win on shares alone, so other players must strive to prevent any player from running three railroads simultaneously. The other „legal“ way to increase the number of shares held is to buy shares currently in the yellow and brown areas of the Stock Market Chart. How to succeed at this brings us to our next topic.

The Schemes, Scams and Swindles of Scoundrels

(This information is intended for honest players who need to know how to protect themselves from those who shouldn’t be allowed to play with gentlemen and ladies. Honest.)

Players running only a single railroad can usually be trusted not to ruin their own chances by mismanaging operations on purpose (although sometimes a little advice is necessary to prevent shooting off toes; that’s the role of other interested stockholders in a corporation). But players running two or more corporations can never be trusted. The most obvious ploy is to run one railroad to help another at its own expense. Sometimes irate minority shareholders can do something about it. However, the more subtle operator may need to be turned out also. If a player holds six shares in one corporation and three in another, watch for signs that the second corporation is withholding dividends to buy an engine while the first always pays dividends. A switch is in the offing. The second corporation will buy a new engine, but it will be quickly bought by the first corporation at a reduced price. The second will then simply keep on saving or will be dumped onto the market. The best defense against this is to wrest control of the second corporation away from its evil president before the switch is made. This usually requires the good guys to hatch a takeover bid; convince the other shareholders that you are indeed the deserving new president.

A second version of this scam is to gain control of one company deep into the brown or yellow areas of the Stock Market Chart. These stock shares aren’t worth much, but often there are possibilities for these low valued corporations in buying engines for rich sisters or themselves. Values are kept low so that shares don’t have to be sold to meet limits but there is no harm in timing dividend payments so that the stocks don’t emerge from the yellow area until just after the last stock buying round. A partial defense against this scheme is not to buy minority shares of corporations without engines or shares of corporations which are obviously going to be abused. A second defense is to gang up on these corporations to minimize revenues by blocking routes.

A third version of such a scheme is a true swindle. This is to start a railroad like the Erie relatively late in the game; set share value at $100; and then convince everybody to buy a share or two, but not enough to take away the presidency. Three shares (the president’s certificate plus another share) are usually enough to pull this one off. If the Erie does float, the $1000 (with an added $100 of personal money) buys a new diesel for a small investment of private capital. The diesel is transferred at once; no track is ever laid. And no other engine is ever bought. With a little luck, the villain will even get to unload his three shares for $76 each. The best defense here is not to invest; the second is to build a line into Buffalo so that the Erie has a run and must buy an engine. A lot of cooperation may be needed to accomplish this task for an unwilling president.

The scheme of selling shares to lower stock values usually has the effect of reducing the options of the remaining players holding that stock to sell and then buy something else. However, this usually doesn’t affect the long term value of the stock a great deal, and can actually assist the long term investor to pick up these shares cheap. If the seller has a better deal available elsewhere, the selling must be done; but such trading should be evaluated in terms of long term gain for oneself rather than temporary pain to others.

Final Thoughts for Successful Play

Winning 1830 depends a lot on careful planning and taking advantage of opportunities when they occur. Resorting to the worst swindles may result in a victory in a particular game, but since each of us usually plays with the same few players repeatedly, reputations develop. There is a considerable advantage to any player who can get others to invest in the corporations he controls, particularly in the initial share dealing round. Later diversions of corporate funds should be on the conservative side so as to be dismissed as merely good business sense. Always remember that the free enterprise system that made America great is being simulated in your dining room.

(this article first appeared in issue #6 volume #26 of Avalon Hill’s „GENERAL“)

Dichtung und Wahrheit in Sankt Petersburg

Jedes gute Brettspiel für uns Sterbliche braucht neben der selbstverständlichen strategischen Grundausrichtung eine unberechenbare Zufallskomponente, die etwas Wirbel in die ewige Besten-Rangliste bringt. Warum? Damit der Sieger mit geschwellter Brust nach Hause ziehen und dort stolz verkünden kann: „I am the Greatest!“ Und damit der Verlierer etwas Balsam auf die Wunden der geschlagenen Schlachten träufeln und sich und die Seinen damit trösten kann: „Heute habe ich Pech gehabt!“ Die Diskussion über die Gründe für die Plazierungen des Abends gehen dann weg von der schwächsten Stelle des Menschen, von seinem Verstand, und richten sich auf die tendenziell sachliche Erörterung von Planbarkeit und Glück in den Mechanismen der Spieles. Und das ist gut so!

In diesem Sinne ein gutes, wohl ausgewogenes Brettspiel ist Sankt Petersburg. Für hartgesottene Strategen wirkt es zunächst etwas brav und determiniert. Dann erkennt man, daß die Abläufe doch komplexer sind, als man es sich ursprünglich vorgestellt hat, und daß die Gründe für Sieg und Niederlage doch nicht so eindeutig feststellbar sind, wie es das auf den ersten Blick durchsichtige Design vermuten läßt. Und dann artikuliert sich ein Sieger mit der Überzeugung: „Ich bin der Beste“, gleichbedeutend mit der Aussage: „Ihr bin der Klügste“ und die Verlierer verteidigen sich mit: „Du hast Glück gehabt“, und meinen damit: „Bilde dir bloß nicht ein, uns intellektuell überlegen zu sein!“

Wie steht es nun diesbezüglich mit Peter und Sankt Petersburg? Vergleiche dazu auch den WPG Spielbericht vom 19.5.2004.

Der Grobablauf in „Sankt Petersburg“ sieht wie folgt aus:

1.  Regelmäßig werden Karten unterschiedlicher Bedeutung (Handwerker, Bauwerke, Adelige und „Upgrader“) auf den Markt gebracht.

2.  Die Spieler kaufen reihum und ohne „gegnerische Einwirkung“ jeweils eine Karten vom Markt und legen sie öffentlich vor sich aus. Das geht solange, bis alle Spieler passen.

3.  Statt Karten zu kaufen, kann man sie auch „bunkern“, d.h. man nimmt sie ohne Bezahlung vom Markt und legt sie in seinen „Bunker“. Bezahlen muß man sie erst, wenn man sie wieder daraus hervorholt und auslegt.

4.  Die Spieler sind in ihren Geldmitteln beschränkt. Sie können sich nur eine sehr begrenzte Anzahl von Karten leisten.

5.  Genauso viele Karten, wie vom Markt genommen wurden, werden anschließend an neuen Karten wieder auf den Markt gebracht.

6.  Karten die zu lange unverkauft auf dem Markt liegen, werden entfernt. Auch dafür werden neue Karten nachgezogen.

7.  Der Startspieler für die erste Kaufmöglichkeit wechselt nach jeder Marktphase.

8.  Die öffentlich ausliegenden Karten bringen Geldmittel und/oder Siegpunkte ein.

9.  Am Ende zählen ausschließlich die Siegpunkte, nicht aber Geldbesitz oder Einnahmen, für den Sieg.

Im vorliegenden Artikel will ich auf Einzelheiten des Spielablaufes in „Sankt Petersburg“ näher eingehen und die grundsätzlichen Mechanismen darlegen, sowie die Einflußmöglichkeiten der Spieler analysieren. Die Aussagen beruhen einerseits auf eigener Spielpraxis, sind aber auch durch umfangreiche Rechnereien und eine Excel-basierte Simulation untermauert. Irrtümer sind nicht ausgeschlossen, Korrekturbeiträge erwünscht! Wer in meiner Darstellung Lücken oder Denkfehler findet, die zu wesentlich verfälschten Ergebnissen führen, ist herzlich eingeladen, die Sankt Petersburger Spielergemeinde auf den rechten Weg zurückzuführen.

Zum Verständnis wird eine gewisse Vertrautheit mit dem Spiel vorausgesetzt, für die man sich das Spiel am besten kauft und ein paar Runden durchspielt. Auch Mathematik kann ich dem Leser nicht ersparen. Über Formeln und Graphiken kann aber jeder hinweglesen, für den die Zeit dafür zu schade ist. Am Ende kommt noch einmal eine verständliche Zusammenfassung der Ergebnisse, die für jeden von Interesse ist, der in Sankt Petersburg gewinnen will.

Bei den angeführten Zahlen und Formeln wird davon ausgegangen, daß Karten und Gold beliebig gestückelt werden können, es gibt also z.B. 0,4 Bauwerke und 0,25 Adelige. In meiner Runde spielen 4 Mitspieler mit. Auf geht’s!

Handwerker

Ein paar Thesen und Tatsachen zum üblichen Spielablauf:

1.  Das Spielbrett wird zu Beginn mit 8 Handwerker-Karten gefüllt.

2.  Alle zur Verfügung stehenden Handwerker werden jeweils sofort gekauft. Jeder Spieler kauft dabei den billigsten zur Verfügung stehenden Handwerker. Am Ende hat jeder Spieler hat jeder 2 Karten in Besitz.

3.  Alle gekauften Handwerker werden sofort offengelegt.

4.  In den weiteren Runden kommen bedeutend weniger Handwerker auf den Markt, pro Spieler nur etwa 1 Karte.

5.  Aber immer werden alle Handwerker-Karten unverzüglich gekauft und offen ausgelegt.

Warum ist das so? Warum soll das so sein?

Handwerker bringen den höchsten Geld-Ertrag ein. Sie haben bei Spielbeginn eine durchschnittliche Rendite von fast 59 %, die im Laufe des Spieles durch Rabatte noch wesentlich gesteigert werden kann. Investitionen in Handwerkern bringen mit Zins und Zinseszinsen wesentlich mehr ein, als Investitionen in Bauwerke, für die man immer nur den regelmäßigen Ertrag in Siegpunkten einsteckt.

Die folgende Rechnung bezieht sich auf ein Grundkapital K0 von 1 Rubel. Es werden folgende Bezeichnungen verwendet:

p       =    die aktuelle Verzinsung einer Karte. Bei Schäfern beträgt sie z.B. 0,75; bei Handwerkern insgesamt im Durchschnitt 0,589.

s0         =    die erzielbare Siegpunkt-Quote für die siegpunkt-starken Karten des Marktes. Bei den Bauwerken insgesamt beträgt sie im Durchschnitt 0,265.

r        =    Anzahl der Runden, die (nach einer Aktion noch) gespielt werden.

Wenn ich meinen gekauften Handwerker bis zum Schluß arbeiten lasse (sowieso) und die daraus erzielten Zins-und-Zinseszinsen erst im letzten Augenblick mittels Siegpunktkarten in Siegpunkte verwandele, erhalte ich daraus in der ersten Runde mein Startkapital von p Rubeln, das sich noch (r-1) Runden lang verzinst, insgesamt also folgende Siegpunkte:

x

Wenn ich mein 1 Rubel Kapital dagegen sofort in Bauwerke umsetze und regelmäßig die Siegpunkte dafür kassiere, so erhalte ich r Runden lang je s0 Siegpunkte dafür, insgesamt also:

x

Der Unterschied der Handwerker-Politik gegenüber einer Bauwerks-Politik schlägt sich demgemäß in folgender Formel nieder:

x

Dazu kann man auch eine hübsche Kurve malen, um sich anzuschauen, wie die Siegpunkt-Differenz mit steigender Anzahl von Runden immer größer wird. Im Prinzip kommt folgender Kurvenform zustande:

x

Man sieht, daß bei einer genügen großen Anzahl noch zu spielender Runden der Handwerker jedem Bauwerk überlegen ist. Wenn es aber ans Spielende geht, dann zählen nur noch die Siegpunkte; da darf man keinen Cent mehr auf dem Geldmarkt verschwenden.

Das nächste Diagramm zeigt für jeden Handwerkertyp eine Kurve nach obiger Formel. Hieraus kann man ablesen, bis zu wieviel Runden vor Schluß sich eine solche Karte (gegenüber einer reinen Siegpunkte-Politik) noch lohnt:

x

Man sieht: Holzfäller lohnen sich immer, Schiffbauer nur dann, wenn noch mindestens 5 Runden zu spielen sind.

Die nachfolgende Tabelle drückt die Erkenntnisse aus obigem Diagramm in Zahlen aus. Es ist aufgezeigt, bis zu wieviel Runden vor Schluß ein Handwerker lukrativ ist:

Handwerkertyp

Kosten

Ertrag

pro Karte

Zinsrate

p

Kauf bis Runde r

vor Schluß

Holzfäller

3,0

3

1,00

1

Goldgräber

4,0

3

0,75

2

Schäfer

5,0

3

0,60

3

Pelzjäger

6,0

3

0,50

4

Schiffbauer

7,0

3

0,43

5

Gegen Ende des Spiels ändern sich Zinsverhältnisse. Durch den Rabatt werden die Handwerker billiger, ihre Zinsrate kann über 100 % steigen. Jetzt interessiert die Frage, welchem Rabatt muß man für eine Handwerkerkarte bekommen, bzw. welchen Zinssatz p muß ich erzielen können, damit die Karte auch in den letzten Runden noch lohnenswert ist. In der folgenden Grafik ist festgehalten, wie viele Runden noch mindestens zu spielen sind, damit sich eine Handwerkerkarte vom Markt zu kaufen lohnt. Es ist eine Kurvenschar für verschiedene Werte von p dargestellt.

x

Man kann darin z.B. ablesen, daß eine Karte mindestens einen Zinsertrag von 0,75 erbringen muß, damit sie sich in der vorletzten Runde noch lohnt. Nachfolgende Tabelle listet auf, welchen Rabatt ein Handwerker benötigt, damit er in den Vorschlußrunden noch attraktiv bleibt. Die Zahl 2 in der Spalte „Rest-Runden“ bedeutet, daß ein Handwerker noch 2 Runden lang Gewinn abwerfen muß, damit er sich in der Endphase des Spieles rentiert.

 

Kein
Rabatt

Rabatt = 1

Rabatt = 2

Rabatt = 3

Handwerker

Zinsrate

p

Rest-

Runden

Zinsrate

p

Rest-

Runden

Zinsrate

p

Rest-

Runden

Zinsrate

p

Rest-

Runden

Holzfäller

1,00

1

1,50

1

3,00

1

3,0

1

Goldgräber

0,75

2

1,00

1

1,50

1

3,0

1

Schäfer

0,60

3

0,75

2

1,00

1

1,50

1

Pelzjäger

0,50

4

0,60

3

0,75

2

1,00

1

Schiffbauer

0,43

5

0,50

4

0,60

3

0,75

2

Man sieht, daß sich Handwerker meist bis zur vorletzten Runde lohnen, insbesondere dann, wenn man sie mit Rabatt kaufen kann. Das beantwortet jetzt die Frage, warum Handwerker in Sankt Petersburg immer weggehen wie warme Semmeln. Erst gegen Ende des Spiels, wenn abzusehen ist, daß die Handwerker nur noch 1-2 Runden ihren Ertrag abwerfen können, bleiben sie liegen. Aber zu diesem Zeitpunkt gibt es sowieso nur noch so wenige auf dem Markt, daß ihre Unverkäuflichkeit kaum mehr auffällt.

Bauwerke

Wenden wir uns jetzt den Bauwerken zu. Zunächst wieder ein paar Fakten zum Spiel:

1.  Alle Bauwerke haben etwa die gleiche Bedeutung, sie bringen keine Geld-Einnahmen, dafür aber Siegpunkte.

2.  Teure Bauwerke haben eine höhere Siegpunkt-Quote, aber in den ersten Runden ist nicht genügend Geld für den Kauf vorhanden.

3.  Bauwerke werden immer genügend aufgedeckt oder bleiben aus vorherigen Runden unverkauft liegen.

4.  Bauwerke sind zu keiner Zeit Mangelware. (Eine Ausnahme davon ist allenfalls die letzten Runde, wenn alle Spieler ihr überflüssiges Kapitel investieren müssen.)

Wie sieht nun die obige Handwerker-Rechnerei sinngemäß für die Bauwerke aus?

Schauen wir uns erst einmal ihre Wirkung an. Bis auf die Sonderkarten, auf die ich jetzt nicht näher eingehen will, bringen sie einen Ertrag zwischen 0,25 und 0,3 Siegpunkten pro eingesetztem Rubel. Kaufen oder Nicht-Kaufen, das ist hier die Frage. Was sind die Alternativen zum Kauf von Bauwerken?

a)  Wir können das Geld sparen und in der nächsten Runde dafür lieber Handwerker erwerben.

b)  Wir können Adelige kaufen

c)  Wir können Upgrader kaufen

Handwerker haben die bereits erwähnte hohe durchschnittliche Ertragsquote. Dafür wirtschaften sie im Vergleich zu den Bauwerken eine Runde weniger, denn für mein gutes Geld kann ich die Handwerker erst in der nächsten Runde anwerben und arbeiten lassen, die gekauften Bauwerke bringen dagegen sofort Siegpunkte ein.

Kommen wir gleich zur Formel. Wir gehen wieder von einem Grundkapital K0 aus. Wir führen die neue Variable s für die aktuelle Siegpunkt-Quote einer Bauwerke-Karte ein und erhalten die Formel:

x

In einer Graphik dargestellt ergibt das folgendes Bild:

x

Das Bild sagt uns nichts Neues. Es gibt nur wieder, daß sich Bauwerke gegenüber den Handwerkerkarten erst in der zweiten Spielhälfte Runden lohnen. Und das gilt unisono für alle Bauwerke. Wir sollten in der ersten Spielhälfte jeweils soviel Geld zurückbehalten, daß wir damit die nächsten uns angebotenen Handwerker sofort kaufen und offen auslegen können.

Aber ist diese Alternative überhaupt das Gegenstück zu den Bauwerken? Nein, ganz klar nein. In der Regel haben wir in der nächsten Runde ohnehin genügend Geld, alle Handwerker zu kaufen, die sich uns anbieten. Das Geld, das wir für Bauwerke NICHT einsetzen, önnen wir mangels Masse auf dem Markt in Handwerkern gar nicht anlegen; wir müssen zweifellos einen Großteil davon in Adelige und Upgrader investieren. Die wesentliche Frage an diesem Punkt des Spieles lautet darum: In welche Objekte wird am günstigsten investiert. Dazu müssen wir uns erst einmal einen Überblick darüber verschafften, was sich sonst noch alles auf dem Markt abspielt.

Adelige

Zunächst wieder ein paar Fakten zum allgemeinen Ablauf:

1.   Adeligen sind immer Mangelware. Da wir nicht über genügend Geldmittel verfügen, um alle Bauwerke vom Spielbrett aufzukaufen, blockieren diese die freien Plätze dort. Nach der Startphase kommen jeweils nur etwa 2-4 neue Adelige auf den Markt.

2.   In den ersten Runden haben alle Spieler zu wenig Geld, teuren Adel zu kaufen und gleich offenzulegen. Jeder kann sich nur billigen Adel leisten.

3.  Alle Adelskarten, die nicht gekauft werden können, werden von allen Spielern umgehend eingebunkert.

4.  Für das Bestreben VERSCHIEDENE Adelige zu kaufen gibt es ab der Mitte des Spieles höchstens 1-2 Adelige, die zu diesen Plänen passen. Wenn dann die anderen Mitspieler vor mir am Zug sind, kann ich meist gar keinen einzigen davon ergattern.

Die Adeligen insgesamt bringen einen durchschnittlichen Zins von 0,303 pro Rubel und eine durchschnittliche Siegpunkt-Quote von 0,049 Punkten pro Rubel. Damit können sie in ihren Erträgen weder mit den Handwerkern noch mit den Bauwerken konkurrieren. Wenn es nur um die primären Siegpunkte ginge, könnte man den Adel getrost links liegen lassen.

Das entscheidende Kriterium aber, warum Adelige eine echte Alternative darstellen, ist der Adels-Bonus am Ende des Spieles. Dieser steigt quadratisch mit der Anzahl der erworbenen VERSCHIEDENEN Adeligen. Die Formel dafür lautet:

x

Wenn ein normal veranlagter Spieler bei Spielende etwa 4 Adelige erworben hat, bekommt er dafür 10 Siegpunkte. Wenn er sie zum Durchschnittspreis gekauft hat, dann haben sie ihn etwa 39 Rubel gekostet und bescheren ihm damit eine Quote von 0,253 Siegpunkten pro investiertem Rubel. Wohlgemerkt, die Quote bezieht sich auf das gesamte Spiel, und nicht auf eine einzelne Runde wie bei den Bauwerken. Die gleiche Summe von 39 Rubel in stinknormale Bauwerke angelegt und 2 Runden lang dafür Siegpunkte kassiert, bringt bereits 39 × 2 × 0,26 = 20,28 Siegpunkte ein. Hinter dieser Zahl kann man die 10 Bonus-Punkte glatt vergessen.

Hat sich ein Adels-geiler Spieler aber 8 Adelige zugelegt hat, so bekommt er dafür 36 Siegpunkte. Zum Durchschnittspreis kosten sie ihn in Summe etwa 79 Rubel. Das entspricht dann einer Siegpunkt-Quote von 0,455 pro Rubel und Spiel. Zusammen mit den Basis-Quoten an Siegpunkten und Ertrag für Adelige, ist das schon ein recht ansehnliches Ergebnis.

Wir müssen uns vor Augen halten, daß der Durchschnittswert für die zu erwerbenden Adelkarten steigt, je mehr verschiedene Adelige ich erstehen will. Ich muß ja alles kaufen was im Angebot liegt, und die billigen Karten werden mir garantiert von meinen mißgünstigen Mitspielern weggeschnappt.

Da die Bürgerlichen aber grundsätzlich nur in den unteren Preiskategorien einsteigen, ist es durchaus noch realistisch, daß ich für alle Adeligen tatsächlich nur den Durchschnittspreis bezahlen muß. Wir berechnen daraus die Adels-Bonus-Quote, das ist die Anzahl an Siegpunkten, die ich pro Rubel erhalte, den ich in den Adel investiert habe:

Anzahl
Adelige

Gesamt-
Kosten

(Rubel)

Adels-Bonus

(Siegpunkte)

Adels-Bonus
Quote

(Siegpunkte pro Rubel pro Spiel)

1

9,9

1

0,101

2

19,8

3

0,152

3

29,7

6

0,202

4

39,6

10

0,253

5

49,4

15

0,303

6

59,3

21

0,354

7

69,2

28

0,404

8

79,1

36

0,455

Um diese Bonus-Quote, die einmal pro Spiel gezahlt wird, mit den Geld- und Siegpunkt-Erträgen zu vergleichen, die bei Bauern und Handwerkern für jede Runde bezahlt werden, wollen wir jetzt einmal alles über einen Kamm scheren und folgendes Modell entwickeln:

Eine Karte bringt pro Runde einen bestimmten Geldbetrag und eine bestimmte Anzahl von Siegpunkten. Den Geldbetrag lege ich zu den Bedingungen des Marktes sofort in ertragsstarke Karten an und wandele sie gegen Ende des Spiel, wiederum zu den Bedingungen des Marktes, in Siegpunkte. Bei Adelskarten addiere ich die Bonus-Punkte hinzu. Dann normiere ich das Ganze, indem ich es durch die Summe der investierten Rubel und durch die gespielte Rundenzahl dividiere. Die folgende Formel drückt diese Überlegungen aus; sie zeigt die Ertragskraft einer Karte eines bestimmten Types pro Runde und pro investiertem Rubel:

x

Nach den bisherigen Ermittlungen haben wir für die aufgeführten Variablen folgende Zahlenwerte einzusetzen (die sich auch nach der Untersuchung der weiteren Karten nicht wesentlich ändern werden):

s0

Siegpunkt-Quote des Marktes:

0,250

s

Durchschnittliche Siegpunkt-Quote
eines Kartentyps:

s Handwerker

0

s Bauwerke

0,265

s Adelige

0,049

p0

Geldertrags-Quote des Marktes

0,60

b

Bonus-Quote für den Adel, abängig von
der Anzahl erworbener Adeliger

siehe Tabelle oben

r

noch zu spielende Rundenzahl

variabel

Zeichnen wir jetzt die dazugehörigen Kurven für die Ertragskraft von Handwerkern, Bauwerken und Adeligen (letztere werden noch über die Gesamtzahl aller erworbenen Exemplare unterschieden), so erhalten wir daraus folgendes Diagramm:

x

Was können wir daraus entnehmen?

1.  Durchschnittliche Handwerker lohnen sich nur, wenn man sie frühzeitig, d.h. mindestens 5 Runden vor Schluß erwirbt, (das wußten wir schon).

2.  Bauwerke haben eine konstante Ertragskraft (das ist trivial). Ihr Wert liegt höher als der von 4 durchschnittlichen Adeligen.

3.  Adelige lohnen sich erst dann, wenn man mindestens 5 verschiedene davon erwirbt.

4.  ERTRAGSSTARKE Adelige lohnen sich auch in den ersten Runden. Hier übersteigt ihre per Zins erzielbare Ertragskraft leicht die konstante Quote der Bauwerke.

Die Schlußfolgerung 4 beantwortet auch die Frage: „In welcher Reihenfolge soll ich mir Adelige aussuchen, wenn mehrere zur Verfügung stehen.“ In den ersten 2-3 Runden spielt der Geld-Ertrag die größte Rolle. Je höher der Ertrag, desto besser. In der späteren Spielphase wird diese Entscheidung ausschließlich durch die aktuellen Karten in meinem Besitz und in dem meiner Mitspieler bestimmt. Betreibe ich Adelspolitik, muß ich mir (irgend)einen der ganz wenigen passenden Adeligen vom Markt aussuchen. Stehe ich auf Bauwerke, so muß ich versuchen, einem adligen Konkurrenten den besten oder gar einzigen Brocken wegzuschnappen. Eine generelle Antwort dazu kann ich hier nicht geben.

Ob die erwähnten 5 Adeligen aus Schlußfolgerung 3 aber schon zum Sieg reichen, ist natürlich nicht gewährleistet. Glückliche Erwerbungen bei lukrativen Handwerken und gekonntes Umsetzen in Siegpunkt-Karten können die Basislinie schnell um ein paar Hundertstel nach oben schieben. Als Anhaltspunkt für eine erfolgreiche Adelspolitik ist diese Zahl auf jeden Fall aber gut zu gebrauchen.

Dagegen ist keineswegs sichergestellt, daß ich die erstrebte Anzahl überhaupt erwerben kann. Das hängt von zwei Randbedingungen ab:

1.  Wird die erstrebte Anzahl von Adelige insgesamt angeboten?

2.  Kommen überhaupt genügend VERSCHIEDENE Adelige auf den Markt?

Die Antwort zur Frage 1 bestimmen sehr stark meine Mitspieler durch ihr Kaufverhalten. In der Regel kann man hier ein sicheres „Nein“ anbringen. Meine Mitspieler werden mit Vorliebe alle Adeligen aufkaufen, die mir viele Punkte einbringen können. Durch taktisches Kaufen“, d.h. durch gewolltes Erwerben von zusätzlichen (ansonsten bedeutungslosen) Karten vom Markt, bevor die neuen Adeligen ausgelegt werden, kann ich allerdings die Anzahl neu-ausgelegter Adelskarten erhöhen und damit die Erfolgeschancen meiner Adelspolitik verbessern.

Weiterhin gibt es unter den Bauwerken eine Karte, die „Sternwarte“, mit der ich mir verdeckt aus einem beliebigen Stapel (Handwerker, Bauwerke, Adel, Upgrader) eine Karte ziehen und bei Gefallen erwerben kann. Wenn ich diese Karte konsequent auf den Stapel mit den Adelskarten anwende, kann ich damit die Gesamtzahl von Adeligen, die ich erweben kann, mit großer Wahrscheinlichkeit in die notwendige Größenordnung bringen. Ich behaupte sogar (ohne Beweis), daß diese Karte für eine erfolgreiche Adelspolitik unerläßlich ist.

Die Antwort zur Frage 2 ist abhängig von zufälligen Streuungen beim Aufdecken von Karten und ebenfalls von den Ambitionen meiner Mitspieler. Durch das Spielelement Upgrader kann ich hier aber der Mißgunst von Schicksal und Konkurrenz ein gutes Stück entgegenwirken. Damit kommen wir zur letzten Karten-Kategorie.

Upgrader

Bei den Upgradern muß man zwischen den 3 verschiedenen Typen unterscheiden, auf die sie angewendet werden.

a) Handwerker-Upgrader

Sie haben ausschließlich die Wirkung, Geldquoten oder Siegpunkt-Quoten unter den Handwerkern zu verschieben. Es gelten die bereits bekannten Formeln, die besagen, mit ab welcher Runde und bei welchem Zinssatz vom Geld auf Siegpunkte umgestiegen werden sollte. Das zugehörige Diagramm sieht wie folgt aus:

x

Ohne große Überraschung können wir feststellen, daß sich die Kürschnerei mit ihrer Siegpunkt-Quote von 0,5 bis zur letzte Runde (einschließlich) lohnt. Die geld-orientierten Gewerbe wie Schreinerei und Goldschmiede muß man bis spätestens 3 bzw. 5 Runden vor Schluß erworben haben. Danach sollte man besser die Finger davon lassen.

b) Bauwerke-Upgrader

Eine analoge Betrachtung ergibt sich bei den Bauwerken. Hier besitzt man zusätzlich noch die Freiheit, das Basis-Objekt, gegen das man aufrüstet, unter allen erworbenen Bauwerken aussuchen zu können.

Im Endergebnis der Analyse sollte eine Matrix zustande kommen, in der für jede Bauwerke-Upgrader-Karte gegenüber jeder Bauwerke-Basiskarte die Anzahl von Rest-Runden angegeben wird, bis zu der sich ein Upgrade noch lohnt. Als Norm-Alternative zum Upgrade bietet sich eine Investition in Standard-Bauwerken an. Ich habe mir diese Fleißarbeit erspart. Für viele Kartenpaare ist diese Aussage direkt offensichtlich.

Es ist klar, daß die ertragsstarken, aber siegpunkt-schwachen Upgrader wie Mariinskij-Theater, Bank und Hafen am Ende total abfallen und Defizite produzieren. Ein Austausch lohnt höchstenfalls in den ersten 3 Runden. Bei den andern Upgradern fallen noch die siegpunkt-starken Karten wie die beiden Paläste und die Erlöserkirche auf. Sie bringen bis zum Spielende leichte Vorteile mit sich. Eine nennenswerte Verbesserung der Siegpunkt-Bilanz ist mit ihnen aber keineswegs verbunden. Das folgende Diagramm zeigt die Gesamt-Bilanz der Bauwerke-Upgrader gegenüber einem Bauwerke-Durchschnitt:

x

Es bleibt die Erkenntnis, daß Bauwerke-Upgrader kleine besonders lukrativen Investition darstellen. Damit wird auch meine obige Behauptung untermauert, daß die Ertragskraft der siegpunkt-starken Karten sich im Laufe des Spieles nicht wesentlich ändert.

c) Adels-Upgrader

Beim Adel kann ich wie bei den Bauwerken eine beliebige offen ausliegende Adelskarte durch einen Upgrader ersetzen. Wie auch bei den Bauwerken gibt es ertragsstarke Upgrader, die unbedingt in den ersten 3-4 Runden aufgedeckt werden müssen, damit sie sich überhaupt lohnen. Dies sind vor allem der Heroldmeister und der Baumeister. Die übrigen haben lediglich einen minmalen Einfluß auf die Siegpunkt-Quote und verschieben sie um einige Bruchteile nach oben oder unten. Das folgende Diagramm zeigt die Gesamt-Effekte der Adels-Upgrader gegenüber einem Durchschnitts-Adeligen:

x

Bemerkenswert an diesen Kurven ist, daß sie bei 4 Runden vor Schluß alle im Minus liegen, d.h. der Upgrade eines Adeligen bringt an Siegpunkten letztendlich weniger ein, als wenn ich die gleiche Summe in Bauwerke investiere. Warum sollte ich dann überhaupt einen Upgrader ausspielen?

Es gibt drei wichtige Gründe dafür:

1.  Ich kann Geld investieren, das sonst vielleicht nutzlos herumliegen würde. In der Schlußabrechung geht es ja nicht um die Quoten, sondern um die Absolutwerte der Punkte. Lieber ein schlechter Upgrader als überhaupt keinen Punkt.

2.  Durch den Upgrade einer Adelskategorie, von der ich zwei Karten habe, und die beim Adels-Bonus nur einmal gezählt würde, kann ich daraus zwei verschiedene Adelige machen und dadurch beim Adels-Bonus ganz erheblich dazugewinnen. Deswegen kann ich es mir mit einer Adelspolitik auch leisten, einige Adelige gleichen Typs zu kaufen. Ich muß die berechtigte Hoffnung haben, einen davon am Spielende durch Upgrader zu einem für den Adels-Bonus zählenden verschiedenen Adeligen zu machen.

3.   Taktische Kaufen: Durch Kaufen von Karten des Marktes kann ich freie Plätze auf dem Spielbrett schaffen, auf die in der nächsten Phase neue Karten gelegt werden können. Besonders als Startspieler kann ich mir dadurch eine größere Auswahl verschaffen. Und als Spieler weiter hinten in der Reihenfolge kann ich dafür sorgen, daß auch für mich eine Karte des neuen Typs zum Kauf übrig bleibt. Diese Überlegungen sind ein wichtiges taktisches Element in Sankt Petersburg und bringen eine gehörige Portion Interaktion mit sich.

d) Gesamtschau der Upgrader

In der Upgrader-Analyse bleibt jetzt noch die Frage offen „Falls mehrere Upgrader aus dem Markt angeboten sind, und ich für keinen eine natürliche Neigung entwickelt habe, welchen soll ich dann kaufen, wenn ich mein Geld unbedingt investieren will.“ Die Antwort ist natürlich abhängig von den Runden, die noch gespielt werden müssen. Das Modell dazu sieht wie folgt aus:

Ich führe einen Ugrade durch und bekomme dadurch regelmäßig neue Siegpunkte und einen neuen Zinsertrag. Das gewonnene Geld lege ich umgehend wieder auf dem Markt in siegpunkt-starken Karten an. Als Verlust muß ich das abbuchen, was mir die ausgetauschte Karte eingebracht hätte. Weiterhin kostet das Upgraden Geld, das ich sonst anderweitig hätte anlegen können. Ergebnis dieser Abläufe ist eine Formel, die die relative Ertragskraft einer Upgrader-Karte ausdrückt:

x

Hierbei bedeuten:

S = Anzahl der Siegpunkte, die mein Upgrader pro Runde einbringt.

Sv = Anzahl der Siegpunkte für die Karte, gegen die ich ihn austausche (=Vorgänger)

K = Preis meines Upgraders (brutto)

Kv = Ursprungspreis der Vorgänger-Karte

E = Geldbetrag, den mein Upgrader pro Runde einbringt.

Ev = Geldbetrag, den der Vorgänger pro Runde eingebracht hat.

s0 = Siegpunkt-Quote, mit der ich all mein Kapital kurz vor Spielende in Siegpunkte verwandeln kann.

p0 = Standard-Zinssatz des Marktes, mit dem ich mein Geld investieren kann.

r = Anzahl von Runden, die noch gespielt werden.

Für jeden Upgrader berechnen wir jetzt die zugehörigen Parameter für ihn und für seine passenden Vorgänger. Für Bauwerke und Adel wird dabei der Durchschnitt aller Basis-Karten, die für den jeweiligen Upgrade möglich sind, herangezogen. Wir setzen die Werte in obige Formel für die Ertragskragt ein und erhalten eine schöne Kurve über seinen wechselnden Nutzeffekt im Laufe des Spiels. Das nachfolgende Diagramm enthält alle diese Kurven für alle Upgrader. Ich gestehe, das Bild wirkt ein bißchen unübersichtlich. Schließlich wollten aber 25 verschiedene Upgrader-Karten darin berücksichtigt werden.

x

Wer mit dieser Graphik nicht zurecht kommt und lieber genaueres Zahlenmaterial gesehen hätte, der möge sich bitte schriftlich an mich (WPG) wenden. Ich werde ihm dann die Zahlenkolonnen schicken, aus denen Excel diese Kurven gezeichnet hat.

Verlassen wir jetzt die Kartenanalyse und schauen wir uns an, was an taktischen Elementen in Sankt Petersburg noch übrig bleibt. Ein Punkt wurde schon häufiger angesprochen, jetzt will ich meine Erkenntnisse dazu noch mal zusammenfassen: die Startspieler.

5. Vorteile der Startspieler

Der Startspieler bei den Handwerkern hat keinen nennenswerten Vorteil. Er kann sich beim Kaufen von Handwerker-Karten gegenüber den Mitspielern bestenfalls 3 Rubel sparen. Dieser minimale Preisvorteil gleicht sich in den nächsten Runden sofort wieder aus. Er ist kein Grund, auf dem Markt besonders tätig zu werden. (Es sei denn, man wäre in der Zugreihenfolge Letzter und bekäme in der nächsten Phase u.U.. überhaupt keinen Handwerker angeboten. Diese Situation sollte man in den ersten beiden Runden vermeiden und dann lieber doch noch eine Karte vom Markt nehmen.)

Der Startspieler in der Bauwerke-Phase hat ebenfalls keinen nennenswerten Vorteil. Die Bauwerke unterscheiden sich kaum voneinander und normalerweise gibt es immer genügend davon auf dem Spielbrett. Meist sogar auf der zweiten Stufe, wo sie noch um einen Rubel billiger zu haben sind. Ich würde für ein Bauwerk unter keinen Umständen taktisches Kaufen einsetzen.

Der Startspieler in der Adeligen-Phase hat dagegen einen ganz erheblichen Vorteil vor seinen Mitspielern. Hier ist in der Regel die Auswahl geeigneter Karten auf dem Markt sehr gering und gerade bei fortgeschrittenem Spiel passen zu einer Adelspolitik immer weniger der ausgelegten neuen Karten. Manchmal nur eine einzige davon. Nur der Startspieler kann seine Bedürfnisse damit befriedigen – selbst der nicht immer. Dies spitzt sich besonders in der letzten Runde zu. Eine einzige Karte kann da schon mal 6 oder 7 Siegpunkte wert sein.

Wenn ich dagegen keine Adelspolitik betreibe, dann kann ich diese Startspieler-Position nicht zu meinem Vorteil einsetzen, aber wenigstens zum Schaden meiner Konkurrenten. Gerade in der Schlußphase muß ich ausrechnen, welcher Mitspieler von einer neuen Karte am meisten profitieren könnte. Diese muß ich dann – sofern ich keine eigenen lukrativen Alternativen verfolgen kann – unbedingt an mich nehmen. Das kann zwar einen Kingmaker-Effekt nach sich ziehen, aber damit müssen wir in Sankt Petersburg leben. (Ich würde dies dem phantastisch gut ausbalancierten Spiel insgesamt auch nicht negativ anrechnen.)

Der Startspieler bei den Upgradern ist in einer ähnlichen Position wie der bei den Adeligen. Besonders wichtig ist es, wenn man doppelte Adlige im Blatt hat, für die man unbedingt einen Austausch braucht. Bei erfolgreichem Austausch kann man sein Punktekonto schnell noch mal um 7 Punkte nach oben heben. Und das meist sogar fast kostenlos, da beim Upgraden ja nur die Differnz gezahlt werden muß. Als Nicht-Adeliger Startspieler muß man versuchen, seiner adeligen Konkurrenz gerade dieses Geschäft zu vermasseln.

6. Der Markt in Sankt Petersburg

Ich habe bisher eine ganze Reihe von Aussagen zur Marktlage in Sankt Petersburg getroffen, ohne sie im einzelnen durch Analysen gestützt zu haben. Dazu zählen:

1.  Nach chwungphase kommen pro Runde nur etwas 1 Handwerker pro Spieler auf den Markt.

2.  Es gibt immer genügend Bauwerke auf dem Markt.

3.  Es gibt immer zu wenig Adelige und Upgrader auf dem Markt.

4.  Ein Spiel führt in der Regel über 7 Runden

Voraussetzung für diese Abläufe ist natürlich, daß sich alle Spieler „vernünftig“, d.h. marktgerecht verhalten. Dazu zählt:

1.   Jeder kauft alle angebotenen Handwerker-Karten

2.   Jeder kauft Bauwerke-Karten, solange seine Geldmittel ausreichen.

3.  Die Spieler verfolgen unterschiedliche Adels-Strategien. Der eine kauft alles, was auf dem Markt ist, der andere läßt alles links liegen.

4.  Jeder bunkert ein paar Karten, wenn er dafür gerade nicht genug Geld hat.

Wenn man dieses „vernünftige“ Verhalten in Abrede stellen will, kann in Sankt Petersburg jede beliebige andere Marktsituation auftreten. Wenn z.B. kein einziger Spieler jemals eine Karte kauft, dann ist das Spiel nach 7 Runden zu Ende, weil alle Handwerker-Karten vom Spielbrett verworfen wurden; keine andere Karte war jeweils auf dem Markt. Solche Verhaltensweisen sind natürlich absurd und wir brauchen darauf nicht Rücksicht zu nehmen. Wer hier gegen den (unsinnigen) Strom schwimmt, wird sowieso Sieger.

Gehen wir also zurück zu verschiedenen Ausprägungen „vernüntigen“ Verhaltens. Wenn in den ersten Runden alle Handwerker-Karten gekauft werden, dann kommen jeweils gleich viele neue Bauwerke-Karten auf den Markt, also 8 Stück. Da alle Spieler zusammen mit der Summe ihrer Geldmittel nicht alle Bauwerke bezahlen oder in ihren Bunker bringen können, ist es unvermeidlich, daß ein paar Bauwerke auf dem Spielplan liegen bleiben. Diese nicht verkauften Bauwerke blockieren die Anzahl der nachzuziehende Adeligen und im gleichen Maße die Anzahl der nachzuziehenden Upgrader. Entsprechend weniger Handwerker werden in der nächsten Runde aufgedeckt.

In ein Simulationsmodell eingetragen, führt das „vernünftige“ Kaufverhalten etwa zu folgendem Marktverlauf:

x

Man sieht: Handwerker und Bauwerke pendeln sich auf 3 bis 5 neue Karten pro Runde ein. Der Zugang beim Adel sinkt schnell auf Werte unter 3 und von den Upgradern kommen in der zweiten Spielhälfte überhaupt keine nennenswerten Zahlen auf den Markt. Der Bunker ist nach der 3. Runde bereits voll und wird erst am Ende wieder geleert.

Die übrig bleibenden Karten im Stapel zeigen folgenden Verlauf: Bis auf die Upgrader gehen alle Kartentypen gleichmäßig zu Ende, nach der 7. Runde ist Spielschluß.

x

Wird dagegen von der strategischen Kaufeinstellung her bei den Bauwerken Zurückhaltung geübt, dann kommt pro Runde eine gleichmäßige Anzahl von Bauwerken, Adeligen und Upgradern ins Spiel. Zudem verfügt jeder über genügend Geld, alle angebotenen Karten sofort zu kaufen und offenzulegen. Der Bunker wird deutlich weniger gefüllt. Dieser Marktverlauf wird im folgenden Diagramm wiedergegeben.

x

Die Anzahl der Restkarten im Stapel sinkt für alle Kartentypen gleichmäßig herab. Von der Bauwerken wurde einige verworfen, so daß diese Kartenart am schnellsten zu Ende geht. Das Spiel ist nach der 6. Runde beendet. Zurückhaltung beim Bauwerken ist demnach eine brauchbare Methode, die Anzahl von Spielrunden zu verkürzen.

x

Nach dieser ausführlichen Analyse der Spielmechanismen jetzt eine Zusammenfassung der Ergebnisse zu Spieltips im Klartext:

Spieltips zu St. Petersburg

1.  Kaufe (zumindest in den ersten 5 Runden) jeden Handwerker, den du kriegen kannst.

2.  Lege alle gekauften Handwerkerkarten sofort offen.

3.  Spare in den ersten 4 Runden soviel Geld ein, daß du in der nächsten Handwerkerrunde die dir zustehende Karte kaufen und sofort offenlegen kannst.

4.  In der letzten beiden Runde lohnen sich Handwerkerkarten nur noch, wenn sie pro Runde gleich oder mehr Geld einbringen, als sie kosten.

5.  Ansonsten: Keep fully invested. Lege all dein Geld an und decke alle Karten auf, die du dir leisten kannst.

6.  Gegen Spielende gehen die verfügbaren Karten für Bauwerke und Adelige aus. Achte darauf, daß du dein Geld rechtzeitig in diese Karten investierst, damit es am Ende nicht ersatzlos verfällt.

7.  Wenn du Bauwerke kaufen willst, kaufe das teuerste Gebäude, das du dir leisten kannst. Die Rendite pro Gebäude steigt mit dem Preis.

8.  Taktisches Kaufen (Kaufen oder Bunkern von zusätzlichen Karten, nur damit in der nächsten Markt-Phase mehr Karten aufgedeckt werden) lohnt sich nur für den Startspieler, der Adelspolitik betreibt und nur dann, wenn gerade Adeligen- resp. Upgrader auf den Markt kommen sollen.

9.  Taktisches Kaufen lohnt sich bedeutend weniger für die nachfolgenden Spieler. Um die eigenen Kauf-Chancen zu erhöhen, müssen sie notwendigerweise die Auswahlmöglichkeiten aller Spieler vor ihnen verbessern.

10.Wenn du in der Zugreihenfolge am Ende stehst, überlege dir, ob es sich nicht lohnt, statt vom Markt lieber von deinem Bunker zu kaufen. Dann hast du später wieder mehr Luft für taktischen Kaufen, wenn du Startspieler geworden bist.

11.Es gibt eine Geld-Taktik und eine Punkte-Taktik. Geld-Taktik bestimmt den Anfang, am Ende muß du auf die Punkte-Taktik umgeschwenkt sein. Der richtige Zeitpunkt für den Umstieg liegt nach der dritten Runde.

12.Es gibt eine Bauwerke-Strategie und eine Adels-Strategie.

Definition:

     Bei einer Adels-Strategie kaufst du möglichst viele, verschiedene Adelige ein. Du versuchst auch, durch taktisches Kaufen das Adelsangebot zu vergrößern. Bei jeder Gelegenheit (z.B. mittels Sonderkarten) versuchst du, deinen Adeligen-Besitz zu erweitern. Du kannst auch Adelige gleichen Typs kaufen. Aber du mußt rechtzeitig dafür sorgen, daß du entsprechend viele Adels-Upgrader bekommst, um die doppelten Adeligen in verschiedene umzuwandeln.

     Bei einer BauwerkeStrategie kümmerst du dich nicht besonders um Adelskarten. Du investierst lieber in siegpunkt-starke Karten. Adelskarten kaufst du nur, wenn du überflüssiges Geld investieren muß. Dann kaufst du die billigsten und beliebig viele gleiche Adelige. Eine Ausnahme davon gibt es nur, wenn du zufälig mal einem adligen Mitspieler eine gute Karte vor der Nase wegschnappen kannst.

Die Bauwerke-Strategie funktioniert immer. Es gibt immer genügend Bauwerke auf dem Markt. Du bist nicht davon abhängig, daß bestimmte Bauwerke in bestimmen Runden aufgedeckt werden.

Die Adels-Strategie funktioniert nur, wenn

·     du in der Zugreihenfolge richtig liegst.

·     du frühzeitig die „Sternwarte“ erwerben kannst.

·     deine Mitspieler dir nicht zuviel Konkurrenz machen.

·     zum richtigen Zeitpunkt die richtigen Adeligen und Upgrader aufgedeckt werden. (Das ist absolut zufallsabhängig.)

·     du in der LETZTEN Runde für den Kauf Adeliger / Upgrader eine günstige Start-Position hast.

Entsprechend bist du bei einer Adels-Strategie viel deutlicher vom Glück und von deinen Mitspielern abhängig. Wenn dir das Schicksal nicht gewogen ist, scheitert diese Taktik

Jedes Spiel dauert etwa 7 Runden. Durch gezieltes Kaufen oder Nicht-Kaufen kann man das Spiel um maximal 1 Runde verlängern oder verkürzen.

Achte bereits beim Start darauf, in welcher Startposition du in der voraussichtlich letzten Runde sein wirst und versuche das Spiel entsprechend zu verlangsamen oder zu beschleunigen, damit du in der Endphase diesbezüglich richtig liegst.

Als Bauwerker versuche in der letzten Runde, den Adeligen den goldenen Fisch von der Angel zu holen. Als Adeliger bete darum, daß zum Schluß noch ein ordentlicher Brocken auf den Markt kommt, der dein Siegpunkt-Konto fast kostenlos nach oben schnellen läßt.

Die „Sternwarte“ ist für eine erfolgreiche Adels-Strategie unabdingbar. Dabei muß du diese Karte unbedingt in den ersten beiden Runden erwerben können. Bekommst du sie in diesen Runden nicht, dann verzichte auf den Adel.

Wenn du die Sternwarte erworben hast, dann suche dir konsequent Adelige aus. Hast du bereits – mehr oder weniger freiwillig – mehrere gleiche Adelige ohne eine passende Anzahl von Upgradern, dann greife mit der Sternwarte konsequent nach den Upgradern.

Lege alle mit der Sternwarte gezogenen Adels-Karten zunächst in deinen Bunker. Kaufe für dein Geld lieber offen ausliegende Karten. Deine Mitspieler können schlechter gegen dich operieren, wenn sie nicht wissen, welche Adeligen du auf der Hand hast.

Jede der beiden Strategie KANN zum Erfolg führen. Halte aber stets alle Möglichkeiten als Alternativen offen und bewerte, ob die zufällig gezogenen neuen Karten dir eine davon nahelegen.

Nach all diesen vielen Worten kommen wir zurück zur Ausgangsituation. Zeigt ein Sieg in Sankt Petersburg, daß man ein kluger Kopf ist, klüger als alle anderen? Auch wenn man nicht alle hier aufgeführten Zahlen und Kurven im Kopf behalten kann, die großen Linien der kommenden Entwicklung muß man kennen und entsprechend handeln, um zu gewinnen. Wer hier nicht aufpaßt, kann seine Sieges-Chancen mit einem einzigen Fehler zu Grabe tragen. Und wer sich durchsetzt, hat garantiert keinen, oder zumindest die wenigsten Fehler gemacht. Das beweist doch Verstand!

Es gehört aber auch eine gute Portion Glück dazu. Welche Karten werden mir angeboten, wenn ich Startspieler bin? Gerade die Adels-Strategie ist davon abhängig. Ich muß diese Strategie zwar nicht einschlagen, aber sie ist zweifellos erfolgreich, wenn das Glück es gut, oder wenigstens durchschnittlich mit mir meint. Ja, wenn …

Im Übrigen bin ich der Meinung, daß Peter ein Spitzen-Petersburger ist.

GAMES INTERNATIONAL – The Journal of Fun and Games

ON A COLD AND GREY NOVEMBER DAY

When I visited London in November 1988 one of my usual evening strolls led me to „Just Games“ a small games shop just off Regent Street. I had visited them before and knew that I would find a wide range of imported boardgames, in particular those from the United States.

This time my attention was drawn to something completely different: a magazine called „Games International„, which not only appeared to be produced very professionally but also carried an interesting combination of articles about foreign and German games. At the time I was not aware that German games were known in Britain at all.

Hence, I bought a copy and spent the rest of the evening in my hotel room, reading what appeared to be the first issue of a very different games magazine. I was so intrigued by the mag that I filled in the subscription form that very night and sent it off the next day.

At that time, I already subscribed to one of the most popular German game journals „Pöppelrevue“, which covered the German boardgame market pretty well. But much to my surprise GI provided me with a new view about the games I thought I knew pretty well. On the one hand there was none of the rather dry style of writing I was used to from Pöppelrevue. Many articles had this humorous kind of „straight from the heart“ style elegantly spiced with the odd pun, which made reading them not only interesting but fun. On the other hand, the mag contained details about strategies and variants, which were completely new to me.

THE BRIGHT SIDE OF THE MOON

The type of games covered and their rating made me feel sort of „at home“. The first issue had favourable reviews about „Kremlin„, „6-Tage Rennen“ and „McMulti“ – games we liked and played a lot at the time. In addition, GI #1 included a strategy article about „Schoko&Co.„, something of a size and depth I never seen before in a German games magazine. Taking a note of the author provided some clue, as Alan R. Moon was known to me as a writer for Avalon Hill’s house magazine „General„. Besides the fact that the „General“ was quite expensive in Germany it also was pretty hard to find. So seeing that GI managed to get one of their authors on the payroll convinced me that GI was the right mag for me.

Talking about Alan R. Moon: he was introduced as GI’s „American Desk“ and Brian Walker, GI’s editor, wrote a rather strange (in my eyes) staff profile about him. It commenced with providing a photo of an empty suit of armour as „Alan R. Moon“ – something which later proved to be some kind of a GI policy: „Never provide a photo of any of the staff“. To my knowledge, this policy has been broken only once when issue #4 carried a photo showing Brian „Schoko & Co.“ Walker together with Steve Jackson and Ian Livingstone. Unless, of course, this was some kind of an inside joke.

Other now well-known names of the gaming hobby contributed regularly to GI: Derek Carver („Blood Royal„, „Showbiz„), Stuart Dagger („Counter“), Phil Orbanes („Infinity„), David Parlett („Hare and Tortoise„), David Pritchard („Games and Puzzles“) and Mike Siggins („Counter“) to name just a few.

The structure of GI’s content was based on game categories: general games, abstract games, war games and role-playing games besides „standard“ columns like an editorial („Up Front“), travel reports and reader letters („Rebound“). I cannot remember a mag where I enjoyed the editorial as much as Brian Walker’s „Up Front“. Besides being informative the tongue-in-cheek humour sometimes was hilarious. The way Brian dealt with the uproar about Metal Magic’s ad (with the „orcs with the dorks“ photo) in his „Members not allowed“ column was simply fantastic.

GAMES PEOPLE PLAY

German games were covered regularly, not only by reviews but also providing in depth strategy articles. „Die Macher„, „Schoko &Co.“ and other games were covered together with excellent strategy advice or variants. GI later decided to import German games to make them available in the UK via national mail order. Good for the German games industry but also a clear indication of the condition the British game market was in at the time.

The competition amongst the game mags in the UK must have been fierce as shown by the problems „Games Monthly“ went through in 1989 and the quarrel between GI and „Games Review Monthly“ in late 1989. Luckily, GI had decided early to not only address the UK market but to make the mag available in the US and Germany as well. Nevertheless, in 1989 GI had to realize that boardgaming was getting competition from a different direction altogether: computer games. So during what must have been a sort of self finding break the September issue of GI was skipped and appeared as Sep/Oct issue (#9) in October 1989 – containing the first articles on computer games. Consequently, the cover photo showed „Millennium 2.2“ to clearly demonstrate the change.

CYBER HOUSE RULES

At the time I was just getting into computer games myself so this change was rather welcomed. In the summer 1990 I decided to buy my first PC – at a ridiculously high price compared to today’s standards – mainly because of Brian Walkers and Bruce Shelley’s coverage of the computer game „Railroad Tycoon“ in GI issue #16 in July 1990 – take that as an example of the press influencing decisions.

While GI was still covering both boardgames and computer games a principle change in marketing strategy became visible when the August and September 1990 issues of GI were skipped and the mag’s October issue appeared under the new name „Strategy Plus“ issue #1 with a clear focus on computer games. It took however another 9 months until Brian Walker decided to convert „Strategy Plus“ into a computer games only magazine – issue #10 of SP was the last one with a boardgame section.

More changes followed course: from issue #18 SP was no longer printed in the UK but in the States, probably due to Brian Walker’s moving house to the United States. But things didn’t work out the way Brian had intended and hoped (see the interview below) and in the end the August 1993 issue (#33) of SP was the last with him as the editor. Following this SP dwindled into irrelevance – at least from my perspective.

NET ACT

So why do I write this article? GI was an excellent boardgaming mag which I liked very much and the demise of which I deplored a lot. So this is supposed to be a homage about the magazine. But there is more than just that. In the meantime the same has happened to another excellent boardgaming publication I had subscribed: „Pöppelrevue“. This indicates to me that the market for such publications is rather small probably because only die-hard boardgamers will spend money for game reviews, news and strategy articles. While the Internet was not around in the late 80’s it may well present an additional threat to printed boardgame magazines today. Reviews, session reports, strategies, variants and other articles are readily available on the Net – for free. And sites like ours may well expedite the end of printed game magazines. And what shall I read in bed when that happens?

 

TALKS WITH MR. WALKS

The following interview with Brian Walker, the former editor of Games International and Strategy Plus, was conducted via email in late December 2003.

WPG: Games International was launched in 1988. What was your main purpose to publish a magazine targeted at the serious gamer?

BW: My aim was to attract anyone with an interest in boardgames, serious or not.

WPG: You visited the „North Shore Gaming Club“ in the U.S twice in 1988. Did these visits play a role in your decision to create GI?

BW: No, these visits were just for fun.

WPG: One of the unique selling points of GI was the focus on German style games. Wasn’t this a kind of risky marketing approach?

BW: I never really had a ‚marketing approach‘. German games seemed to me to be the best around at that time so I gave them some coverage. It was very exciting on a personal level to discover these games, so I figured that if they excited me then they would the reader.

WPG: You made it possible to mail-order German games through the GI’s office. Do you regard yourself successful in bringing German games to Britain?

BW: This was a reader service; I don’t think ’success‘ is the right term. I’m happy that German games are now relatively widespread but it would be ludicrous for one person to take credit for this.

WPG: The second issue of GI appeared with over a month late. Were the GI launch date and the intended monthly issues kind of a false start, especially when considering that the next issues were published without a date on the cover?

BW: The conditions under which the first few issues were produced were really chaotic – I went through three production editors in the first three months. Paul Mason then joined up in that capacity and steadied the ship. I don’t think the ‚false start‘ had any effect long term.

WPG: In issue #4 you mentioned that GI will be using Games Monthly’s distribution channels and that GM subscribers would receive 2 GI issues for free. What is the story behind that?

BW: Steve Nicholls of Games Monthly, didn’t want to continue publishing his mag, but also didn’t want to leave his subscribers high and dry. We met up and arranged what was a mutually beneficial deal. In the case of GI that meant using GM’s newsstand distributor that enabled us to have a bigger print run. In the event, we didn’t sell that many more copies.

WPG: Right from the start you covered American games through Alan R. Moon as your „American Desk“. Had it been your initial intention to market GI in Britain and the States?

BW: Alan Moon makes an excellent desk, but my intention was to market the mag to any country that would stock it. The US game shops did not take very many and US newsstands were out of the question. Most Americans at that time didn’t even realise that Germany had a games industry, so the content and the general tenor of the mag would have made no sense to them, as indeed it made no sense to many British readers.

WPG: GI not only was available in British game shops, also major stores in the United States carried it. Did you sell more copies in the States than in Britain?

BW: No, because it was available on some newsstands here as well as in game shops.

WPG: How successful was GI commercially?

BW: Not at all.

WPG: Can you share the size of the print run and number of subscribers GI had in 1989?

BW: I think we printed around 8000 and sold around 2000. We had in the region of 400 subscribers.

WPG: The September/October 1989 issue of GI had a new section „Computer Games“. Was GI running out of review material for boardgames?

BW: We never ran out of material for boardgames but we were always running out of cash.

WPG: After 16 issues of GI the name was changed to „Strategy Plus“, giving even more room to computer games. Why did you change the name of the magazine?

BW: It was part of a transition to computer games, as the realisation that a boardgames mag in the UK could never make money. On a personal level I also wanted to be part of a successful industry – this is not the description I would use for boardgames industry in the UK.

WPG: Issue 10 of Strategy Plus was the last to cover boardgames. Judging by the excellent articles about boardgames GI & SP had you must have had a lot of complaints from boardgamers. Right?

BW: Remarkably few. There were a few moans from predictable quarters but readers seemed very understanding about the difficulties the magazine faced. There were very few requests for the subscription refunds that I offered.

WPG: SP’s issue 33 (Aug. ’93) was the last one with you as the editor. What was the reason for you to leave SP?

BW: This was a terrible period for me. I was living in Vermont and loathing every minute of it. I discovered that my US partner was ripping off the mag by transferring profits to his other company. So there I was, finally producing a successful magazine in every sense and all he could do was steal. I even had to take him to court just to get the shares that I’d been promised. I managed to win an out-of-court settlement, part of the agreement of which was that I would never talk about any of this.

WPG: Let’s take a look at the media for boardgaming related review and information. Compared to 15 years ago we now see a lot of Internet sites, which publish game reviews on a regular basis. As all of these contents are provided for free, doesn’t this render printed game magazines obsolete?

BW: All magazines face a similar problem, if it can be called thus. A site like boardgamegeek is fantastic and provides a resource for the hobby that no print mag can compete with. However, a good editor will ensure that a magazine competes in areas that websites cannot reach. Had the internet been as prominent in GI’s days as it is now, I believed it would have helped the mag. I would have seen it as a friend, and not as competition. The real problem is that the market for a boardgames magazine is very limited, internet or not.

WPG: It appears that only recently you returned to boardgaming. Can you tell us something about your games related work in the last ten years?

BW: I’m afraid I joined the dark side and worked for a couple of computer game companies. I produced Championship Manager 2 and Stars! I co-designed and produced International Cricket Captain. These are all games that I’m proud to be associated with.

WPG: What do you think of the boardgames scene now.

BW: I think it’s wonderful, much better then when I was involved in it (surely a coincidence!). There are a lot of very good games and not just from Germany. I like what Bruno Faidutti is doing in France, and Martin Wallace in the UK. Best of all, it’s great to see Alan Moon getting the success he richly deserves. Any industry out of which the ‚desk‘ can make a living has got to have something going for it.

WPG: Any boardgaming plans for the future?

BW: I’m working on a book on boardgames and am currently talking to publishers, but I’m not overly optimistic about getting a deal. I’m also trying to persuade some of the more serious newspapers here (in the UK) to give me a weekly column.

WPG: Any additional remarks you would like to add?

BW: As a postscript, I’d like to thanks any contributors to GI who may be reading this for their contributions in making the mag what it was, for better or worse. I just wish it was still around.

WPG: Brian, we’d like to thank you very much for the interview and wish you all the best for the future. We do hope to see more on boardgames from you soon. (Brian can be reached at Mr.walks@btopenworld.com)

 

GAMES INTERNATIONAL – Resurrected

Okay, the news is out (see Spielbox Online)! Brian Walker is reviving the journal of fun and games „Games International“ (see our article) by releasing issue number 17 at the Spiel 2004 fair in Essen. So we took the chance to talk to Brian about his new venture.

(WPG) Brian, your decision to revive „Games International“ by releasing issue #17 nearly 15 years after the appearance of issue #16 surely comes as a surprise to many. Can you tell us what triggered your decision?

(BW) What triggered my decision was unemployment.

(WPG) In last year’s interview you told us about the problems GI went through 15 years ago. The games industry hasn’t really changed much since and neither has the situation of games journals. Putting together a business model for a mag like GI still seems to be a challenging task. What are you doing differently this time?

(BW) What has changed in the last 15 years is technology. I’ve utilised this in what I think is an innovative way, and I’m not just talking about PDF files. The changes in this field have also altered the business model, particularly printing and distribution. These are usually the two elements that kill off small circulation magazines. Also, because of the (relative) boom in boardgames in the US, a new area has opened for us. I’m already discussing licensing the mag to a US publisher.

(WPG) You are going to publish GI in English. Although English is commonly spoken almost anywhere in the world you are probably addressing mainly British and American readers. However, gaming in Britain is still a lot different to gaming in Germany for example. How are you going to attract British readers and what is your actual target group?

(BW) Without wanting to sound chauvinistic, English is the international language so our ‚target group‘, were we to have such a thing, would be ‚gamers everywhere who speak English‘. When you start getting into market demographics beyond that, then you start to lose the plot.

(WPG) GI used to have a group of excellent writers mainly from the gaming scene in London together with game designers providing in-depth articles and strategy seminars. Have you been able to recruit some of the „old crew“ or who else besides yourself is going to provide content for the magazine?

(BW) Amazingly, most of ‚old crew‘ are still alive. Guys like John Harrington and Philip Murphy, I had to drag them kicking and screaming out of retirement homes, but they’ll be okay as long as they get to bed early.

I’ve taken on some new American writers but I’m having to teach them to spell correctly. I asked Mik Svellov to be our European news editor because he was the only person I asked that had ever heard of me.

(WPG) 15 years ago you covered German games to a large extent. Will German games again be a main subject of the „new“ GI?

(BW) Just like before, we’ll cover games from anywhere. In issue 17 there will be an emphasis on US and British games (we do have some), but that’s because there’s a slew of new releases from those countries. In the issue following, I guess there will be a lot new German games because of Essen. If the awful green things from outer space dropped off a few boxes, then we’d cover them too.

(WPG) The news blurb on Spielbox Online mentions a printed and an online version of the mag at different subscription rates. Can you tell us something about the reasoning behind releasing the mag on paper and online?

(BW) That’s easy. The on-line version costs us nothing to produce, so even if we don’t sell a single issue via PDF, it’s no big deal. The difference between the two versions will only be in resolution, with the PDF being optimised to enable fast downloads. You’ll be able to print it out, which will save readers in Australia waiting two years to get the newsstand version.

(WPG) You are shooting for a Spiel 2004 release of issue #17 of GI. Is the release actually planned to happen during the fair? Can you tell us when and where exactly?

(BW) The grand launch at Essen will consist of me turning up on the first day with a big box of magazines, begging for a drink.

(WPG)It says that you are going to put the complete contents of issues #1 to #16 online for free downloads. Where and when will we be able to find this?

(BW) The free downloads will be available from www.gamesinternational.biz . The site should be up next week (10/9), and the back issues available when I find time to scan them.

(WPG) Thanks a lot for your answers and background information on the new Games International. Many gamers are looking forward for the re-release of this fine games magazine. We are wishing you the best of luck and success.

(BW) It’s been a pleasure, and I look forward to meeting readers old and new at Essen.

This interview was carried out end of August 2004.