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We're all fond of Powergrid. If it has a fault at all, it's that the market can stagnate in the mid game. That tends to bog the game down for a few turns, whilst people wait for useless plants to be cycled out. Of course this can be a good thing if you've bought large power plants early in the game, even if you don't need the capacity yet. As Tel showed yet again. It seems to suck some of the fun from the game though. There is an attempt to resolve this issue via the rule which states the lowest power plans is removed from the auction display if none are bought in a turn. Perhaps this would work better if two plants are removed - a possible variant to try next time.
From the initial setup, it was clear that Andy and Paul would be tripping over each other. They built right next to each other, and spent the early game trying to block each other off. Oggie and Tel had more room to expand, and seemed to be favourites by the mid game.
But this is where the snagnation came to play. The market clogged up with one and two city plants, which were borderline useless for everybody. For a few turns the game became all about not buying a debatable plant in case a useful one dropped down for everybody else. This helped Andy catch up from his earlier blocking misadventures. But it was eventually to Tel's advantage as he managed to secure a small lead in capacity. This allowed him to trigger the end by building to his 17th city, despite only being able to power 11 of them.
Oh, and Oggie hoarded resources again.