The Wizard of Anharitte
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 8 Turn 7 Turn 6 Turn 5 Turn 4 Turn 3 Turn 2 Turn 1 Start-up
Turn 9
Sections: Corporation Table, GM Notes, Market Positions, News, PDF map, Press
ROCKET TRADERS were first out of the blocks this Quarter. Their ship, Gemini, was on alert and emergency hyperjumped away from MADNESS & MAYHEM's blockade, surviving with its cargo intact. Had they waited, the blockade lifted later in the Quarter.
Trading at Epsilon Eridani was just ROCKET TRADERS, selling 3 Spice for 6 HTs each.
ROCKET TRADERS were then unable to trade at Mu Herculis, but MADNESS & MAYHEM sold 4 Alloys for 17 HTs each and 5 Isotopes for 11 HTs apiece. COSTA NOSTRA COFFEE sold 4 Monopoles for 10 HTs each and then SOLAR SPICE & LIQUORS bought 5 units on Contract using their Agent.
At Sigma Draconis ROCKET TRADERS sold 5 Spice for 5 HTs each. After this MADNESS & MAYHEM bought 11 units at a rate of 8 HTs, gaining a Dealership into the bargain. TREKBOER bought 8 Isotopes for 4 HTs apiece and became Dealers too.
At Beta Hydri ROCKET TRADERS sold 3 Isotopes for 6 HTs each and finished by selling 5 Spice through their recently gained Contractor's position.
TREKBOER jumped to Sigma Draconis, landed on Planet and sold their Tempus for a decent price. No doubt we will see what use they make of the cash injection.
ROCKET TRADERS loaded Spice and replaced all the Cargo Pods on the Apollo with Light Weapons and would have done the same with the Gemini were it not recovering from the emergency hyperjump. They laid down a Corco Iota Hull at Tau Ceti Shipyards and repaid their loan, selling five of their Spice Factories to find the monies. Then they went back to the bank at once to finance a new four-Quarter loan of 384 HTs.
COSTA NOSTRA COFFEE INC greatly improved their Reputation on the back of their new ship.
MADNESS & MAYHEM upgraded their ships so that both now have A class crews and left the other Corporations guessing as to where they will next appear
SOLAR SPICE & LIQUORS loaded passengers and kept their heads down.
Corporation table
Corporation letter and name | Connections Bus/Crim/Pol | Init'v Bid | Turn Order | Cash | Rep'n | Player | |||
---|---|---|---|---|---|---|---|---|---|
A | Costa Nostra Coffee | 10 | 0 | 1 | 0 | 2nd | 341 | 34 | Mark Cowper |
B | Madness & Mayhem | 8 | 5 | 0 | 0 | 3rd | 7 | 19 | Anthony Gilbert |
C | Solar Spice & Liquors | 5 | 3 | 4 | +4 | 4th | 454 | 40 | Paul Evans |
D | TrekBoer | 3 | 7 | 2 | 0 | 5th | 703 | 32 | Mike Dyer |
E | Rocket Traders | 10 | 0 | 8 | 10 | 1st | 411 | 40 | Przemek Orwat |
N under Initiative Bid means No move received, F indicates the Corp was floated |
Market Positions
System | Commodity | Positions |
---|---|---|
Gamma Leporis | Alloys | Dealers: A and E. Contractor: B. |
Epsilon Eridani | Alloys | |
Isotopes | Dealers: A and D. | |
Monopoles | Dealer: C. | |
Spice | Contractor: C. | |
Tau Ceti | Alloys | Dealer: E. |
Isotopes | Market Manager: E. | |
Mu Herculis | Alloys | |
Isotopes | Dealers: A and E. | |
Monopoles | Dealers: B, D and E. | |
Sigma Draconis | Alloys | Dealer: E. |
Isotopes | Dealer: B. Contractor: E. | |
Monopoles | Dealer: E. | |
Spice | Dealer: B. Contractor: C. | |
Beta Hydri | Alloys | Contractor: B. |
Isotopes | Dealer: E. | |
Monopoles | Dealers: A and D. | |
Spice | Contractor: E. |
Map
Latest system map (PDF, 20k)
News
There are no new News chits this turn. The current list (new chits in bold) is:
Turn 10 B9, P3
Turn 11 B5
(Chits are identified by the Connection type and level required to see them and disappear/take effect in the News Phase of the turn listed.)
GM Notes
If you want to take an illegal chit – such as Slaves, Weapons or Tempus – you have to land ON PLANET to take the chit. Being in the Spaceport or System Space doesn't cut it.
When building ships: turn 1 order and lay down a hull in a named shipyard. Turn 2 order and pay for pods and crew (if not done on turn one) and ship launches. You can load it at the end of the turn, but it will not jump until Turn 3.
Questions, ask me, Clever ideas, run them past me first.
Orders to Mike Dommett, 12 Watton Park, Bridport DT6 5NJ
or by e-mail to mike_dommett@yahoo.co.uk
by Friday 7th February 2025