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This is shaping up to be one of the best games of 2007. I'm starting to see a number of different strategies to the game which none of us have really explored yet, so I'm certain that it will have legs.
This time we get stuck up on the rules for the virtual link, and the exact rules for building a shipyard in Liverpool. The rules specify that coal from the demand track can be used if none is available from Lancashire. That implied that coal could thus be used to build the shipyard, even if there was no means of moving coal there from a mine. But other rules states that the virtual link could not be used to freight in coal, and that the shipyard could not be build without this. In the end we judged that such a build was not possible, though we never fully got to the bottom of it.
We also realised, half way through the game, that money from the cotton demand track should be treated as income and not cash in hand. That would certainly have helped some of our cashflow issues, most of us having rather less than we'd have liked for most of the game. Then again, that is a Martin Wallace trademark.
After three games, we've still not managed to play with all of the right rules, but hopefully next time. We did play with a different subset of incorrect rules than we had used previously. I'll claim that this offset the fact that Tel had never played before, thus explaining the fact that he won.