I could barely think 1 action ahead most the time. If you spend little, you can guarantee four actions in sequence. You have no idea how much your opponent will spend, so it's hard to plan the turn order. There were many second action strategies I didn't conceive of until my first action went down. This makes them more versatile on average. Some level 1 tiles stay on your board after canal era they need to be developed or built to clear them?Ĭity cards can be used to build off network at any time. Overbuilding rules: don't think you can overbuild an opponent's tile, it's almost impossible to do, especially in a two player game. It wasn't obvious that the empty dots on the market could be filled by building iron / coal mines for extra income. The whole spaces vs levels score track seemed needlessly complicated. you don't technically pay loans back, but your income level drops three levels (not spaces). I don't think we missed any rules, but we got into an argument about loans. I managed to make heavy use of the 15 coin dual coal and beer rail rule to build a large network of points scoring trains adjacent to busy cities. Rail era was much more interesting and rewarding than the canal era. There was about a 40 points difference between us. I played my first full game with my fiancée this weekend. Repeat steps 2 and 3 for each additional Cotton Mill, Manufacturer, or Pottery eligible to sell to a merchant. Owner immediately accrues the income increase.įlip the selling tile and immediately accrue the income increase. If all beer barrels are removed from a Brewery, flip the tile. If consuming beer other than your own, demonstrate that the selling Cotton Mill, Manufacturer, or Pottery is connected to the source(s) of beer.ī. industry tile is selling the selling tile must be connected to the merchant.Ī. another player's Brewery the selling tile must be connected to the other player’s beer-topped Brewery tile Ĭ. Two beers required (see upper, right-hand corner of selling tile). Each selling tile is able to consume the one or.Each selling tile is connected to a merchant of.Sell the (intangible) products produced by one or more Cotton Mill, Manufacturer, or Pottery to a merchant flip each tile that sells. Just sharing in case anyone has been as careless as us! This rule makes extreme sense, as it pushes for expansion (I absolutely dominated the market above Stone with all of those boxes, as the merchant wanted boxes), and probably also alleviates possible luck of the draw in the beginning. ![]() We have never enforced the rule of only 1 building in each city per player during Canal Era. This obviously changes the game a lot, so I can’t wait to try it with the new rules. I can’t build two links, Dudley-Birmingham and Birmingham-Nuneaton without having a building in Birmingham first. We have been playing with the wrong network rules - so in order to build a Link, it must be adjacent to a city where you have buildings in. ![]() ![]() What I personally think happened was that the first, try-out game, we just missed those, but the game worked so well for us and we loved it so we had another, and never really bothered to check the rules again. The rules are very clearly stated in the rulebook, so it’s really embarrassing (particularly since both of them are in the “often missed” section.). We’ve been playing it a lot and only now realised that we have been missing two huge, game-breaking rules.
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