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Star Trader game 12

This is the web version of the latest turn in the twelfth 'postal' (PBM/PBeM/Correspondence) game of Star Trader GMed by Mike Dommett and published by Pevans in To Win Just Once. For an introduction to Star Trader follow the link.

Previous turns: Turn 16 Turn 15 Turn 14 Turn 13 Turn 12 Turn 11 Turn 10 Turn 9 Turn 8 Turn 7 Turn 6 Turn 5 Turn 4 Turn 3 Turn 2 Turn 1 Start-up

Game End Statements

Paul Evans, Solar Spice & Liquors: 1st

My approach to Star Trader is coloured by being Monogram Industries the first time I played. Monogram trades in Monopoles and I realised that this meant I didn't need Cargo pods on my ships and only needed one warehouse in each system. Hence, Solar Spice and Liquors trades in Monopoles and Spice (and Liquors in the 12-player game). And uses cheap Piccolo hulls. These have the added benefit of being streamlined, which helps if you want to do some smuggling. And, given the reputation of the original SS&L and its proprietor*, I'm not above that. Though, given the lack of Cargo pods, it's only Tempus that I'll be smuggling.

This game worked out really well. I was able to trade in my preferred goods and build factories to produce them. And I picked up agent Crip, giving me an advantage in trading. This was topped by getting to smuggle some Tempus. Agent Willy ensured I got the maximum return to push me over the 2,000 HTs.

The one variation I tried this time was putting Passenger pods on my starting ship (not a Piccolo) and carrying passengers. I've seen other players do this to great effect in recent games and it generated a constant, if small, income each turn.

It probably helped that SS&L wasn't particularly damaged by M&M's ships. While I understand wanting to try out the rules for Combat, Sabotage and other anti-social behaviour, none of these brings much reward. In the form we play, the game is very much about trading and making a profit. (The Corporation game is different as some 'Corporations' want to blow things up!)

Anyway, thanks to the players for a great game and especially to Mike for GMing.

* If the "Solar Spice & Liquors" name doesn't mean anything to you, the company and its colourful boss, Nicholas van Rijn, feature in Poul Anderson's "Polesotechnic League" series of SF novels. Recommended.

Mark Cowper, Costa Nostra Coffee, Inc: 3rd

That was a total blast (literally).  My favourite game of Star Trader yet.  Thanks to Mike for running it, Przemek for the battle plan and congratulations to Pevans for keeping his head down and cantering to victory. I doubt it was as much fun as the Battle of Mu Hercules!!

GM Notes

Well that was a more violent game than usual. Sabotage, ship to ship action, and competition. Price undercutting to win market positions and block trades by competitors. Even the early departure, which turned out to be just before the end, enjoyed the game. I personally rely on trading when I play, though carrying of passengers has won the game for some players in the past. It helps if you are the sole player following this strategy, or can afford spending on initiative. Combat and sabotage play more of a part in a Corporation game, where there are Corporations whose objectives include destruction and combat. I think that works best with a little pressure: purchase immunity for just a little insurance payment...

All players contributed, and the big shooting match at Epsilon Eridani showed that the fickleness of the dice when using missiles matters. In another life CNCI could have destroyed all of M&M's ships without loss. Both Costa Nostra Coffee and Rocket Trader's asset levels were affected by the lost investment in ships, especially the heavily armed ones from RT. SSL was largely unaffected by the infighting, as was TrekBoer, and SSL was lucky enough to pick up a Tempus Opportunity Chit and have the right agent to maximise the pay-off. Well done. My thanks to all the players and when the waiting list has filled we will run another.