Star Trader game 7 – Turn 1
This is the seventh postal (PBM/PBeM) game of Star Trader GMed by Mike Dommett and published by Pevans in my games magazine, To Win Just Once. This is the web version of the turn. Follow the link for an introduction to Star Trader.
"These Spice Factories look ideal."
"Do you have references from other Corporations?" The fresh-skinned being looked down on the swarthy earthman, tendrils quivering with the feel of a sale. They stiffened though as the man held forth papers.
"Holyoke Arbitrage? ... There is a problem?"
"Sir, we sell only to accredited businessmen, not quasi-pirates." Skin changing hues, it advanced upon the SMF representative, who took to his heels.
A fresh attempt by Corporations to make their fortunes out of the Quadrant began with Corporation representatives scurrying around buying Factory Production and making contracts for the laying down of ships. Amidst this there was some genuine trading.
At Gamma Leporis, COSTA NOSTRA PIZZA bought 4 Alloys for 2 HTs each. SAILCAT bought 4 Alloys Factories to go with its existing 3, and a second Warehouse for storage. MARATHON MANIACS bought a further two Factories themselves.
Tau Ceti saw Avery & Sons buying 4 Isotopes for 6 HTs each. The shipyards here were busy, SAILCAT laying down a Phoenix Hull Cargo carrier, Norma, with B class crew, while AVERY & SON laid down both a Phoenix and a Flute hulls.
MARATHON MANIACS merely upgraded their ship's crew to A class.
Monopoles were being competed for at Mu Herculis. First THE 7 CORPORATION bought 10 units for 14 HTs each, gaining a Dealership, after which COSTA NOSTRA PIZZA picked up 2 more units at the same price, and then bought 2 Factories.
THE 7 CORPORATION were unopposed at Sigma Draconis where they leveraged a purchase of 10 units of Spice at a price of 12 HTs into a second Dealership. They sold their ship's Passenger Pod and replaced with a Light Weapons pod before upgrading their crew to A class.
The Shipyards of Beta Hydri were busy too, building COSTA NOSTRA PIZZA's Corco Iota semi-military Hull, provisionally named L. Bob. Rife, and a smaller streamlined Piccolo Hull, the Jenna, for 7 CORP.
SAILCAT increased their Reputation and then laid down the Jean at Epsilon Eridani Shipyards as a second, cargo carrying Phoenix hull.
Finally THE 7 CORPORATION increased their Reputation slightly before taking on Agent Crip at Mu Herculis, while AVERY & SONS took out a loan of 200 HTs for 8 Quarters at 18 HTs interest a Quarter, and then hired Two-Gun.
|Corporation letter and name||Connections Bus/Crim/Pol||Init'v Bid||Turn Order||Cash||Rep'n||Player|
|A||Marathon Maniacs||8||0||0||0||4||0||22||Andrew Burgess|
|B||Costa Nostra Pizza||3||5||0||0||3||39||22||Mark Cowper|
|D||The 7 Corporation||3||4||3||0||2||45||28||Paul Evans|
|E||Swiss Mercenary Fleet||1||7||0||0||6||485||24||Martin Jennings|
|F||Avery & Sons||0||7||0||5||1||288||20||Prezemek Orwat|
|N under Initiative Bid means No move received, F indicates the Corp was floated|
There was one new News chit this turn. The current chits (new ones in bold) are as follows.
Turn 3: C4
(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.)
If you have any queries on a turn, please raise them as soon as possible in case they affect other players as well as you.
You can only have as many Factories as the combined total of your Business and Political Connections. Should this total be zero any orders to buy Factories will be ignored.
You may only purchase one step of increment of Connection levels and only in one area each turn. That is, you cannot buy levels in Business and Political Connections on the same turn.
We pay crew hire on BOUNTY, not turn hire.
We are using the basic 10 Agents, 3 of whom have now been hired.
We are using Opportunity chits 1-26 and Event chips 1-14 (page 3 of the rules).
Check that your ship is where you think it is when you order purchases. A sell order will be ignored, a buy order will be executed for at least one unit.
Default Combat orders will be to attempt an emergency Hyperjump and surrender if this fails. If you want anything else, you must state it in your orders.
Agents who increase combat strength increase normal and missile strengths alike.