Buy: 1 grain+1 iron (2+3) to place 1 colonist on a farm to produce 4 grain
Letter: 2 colonists, 1 iron, 1 timber
Player 2: 1 colonist, 10 thaler, no districts
Player 2 goes for a tobacco strategy, hoping that either she or another player will
settle a tobacco spin and buy her plant. She uses the letter to decrease production costs
(more grain and iron ).
Player 4 goes for a low cost strategy by settling a trade post and building a log cabin.
Ship: 2 fur, 1 colonist, 1 gold
Sell: N/A
Settle: Swedish ship 1+1 (open Forestry, Plantation), Dutch ship 2 (close Farm), Settle Trade Post
Buy: 1 grain+1 timber (4+4) to place 2 colonists on a trade post to produce fur and 1 log cabin
Letter: 3 fur, 1 colonist
Player 1: 2 colonists, 5 thaler, 1 Farm
Player 1 chooses a forestry as her second district, partly to capitalize on the high timber
prices and partly to "hedge" the risk that the other players buy timber and build log cabins to
avoid buying her grain.
Buy: 2 grain+2 iron (2+2+3+4) to place 1 colonist on a farm and 1 colonist on a forestry to produce 4 grain and 4 timber
Letter: 1 colonist, 3 timber
Player 2: 2 colonists, 5 thaler, 1 Plantation
Player 1 chooses a forestry as her second district, partly to capitalize on the high timber
prices and partly to "hedge" the risk that the other players buy timber and build log cabins to
avoid buying her grain.
Ship: 2 tobacco, 1 iron, 1 timber
Sell: 4 plant (4+4+3+3)
Settle: Swedish ship 1+1 (open Trade Post, Trade Post), Dutch ship 1 (close none), Settle Trade Post
Buy: 1 grain+1 timber (2+5) to place 1 colonist on a plantation and 1 colonist on a trade post to produce 1 log cabin and fur
Player 3: 3 colonists, 2 thaler (-4 thaler), 1 Spin
Player 3 takes heavy loans to be able to produce 4 tobacco next turn. She also decides to settle a
trade post to get the low investment revenue necessary to keep her tobacco spin running. She will earn a lot
next turn but will it be enough to justify the high loans?
Ship: 1 colonist, 1 grain, 2 fur
Sell: 2 tobacco (10+9)
Settle: Swedish ship 3+2 (open Plantation, Farm), Dutch ship 2 (close Spin), Settle Trade Post
Buy:
Spin: 1 grain+1 iron+4 plant (-2-4-3-3-4-4) to produce 4 tobacco
Trade Post: 2 grain (-3-4) to produce fur and plant
Loan (+3-4, +2-3, +2-3)
Letter: 1 grain, 3 tobacco
Player 4: 3 colonists, 2 thaler, 1 Trade Post (Log Cabin)
Player 4 manages to sell fur when the price is high and continues her trade post/low cost strategy by
settling a second trade post and building a second log cabin. However, since both player 2 and player 3
before her produce fur, she goes for the more scarce resources of timber and grain.
Ship: 1 grain, 1 timber, 1 fur, 1 colonist
Sell: 3 fur (5+5+4)
Settle: Swedish ship 1+1 (open Trade Post, Spin), Dutch ship 1 (close none), Settle Trade Post
Buy:
Trade post (log cabin): 1 grain (-4) to produce timber and grain
Trade post: 1 timber (-5) to produce log cabin
Letter: 1 colonist, 1 grain, 1 timber, 1 fur
Player 1: 3 colonists, 1 Farm, 1 Forestry
Player 1 remained alone on the grain and timber markets and now enters another empty market: iron.
She continues to go for a productive strategy with a lot of iron.
Player 2: 4 colonists, 12 thaler, 1 Plantation (Log Cabin), 1 Trade Post
Player 2 enters the tobacco market, where she hopes to produce both plant and tobacco.
Cautious about the production costs, she builds a 2nd log cabin and lets her trade post produce iron.
Plantation (log cabin): Nothing to produce 2 plant
Trade post: 1 grain (-4) to produce iron
Spin: 1 timber+1 grain+2 plant (-5-5-5-5) to produce 1 log cabin+2 tobacco
Letter: 1 grain, 1 fur, 2 colonists
Player 3: 4 colonists, 1 thaler (-14 thaler), 1 Spin, 1 Trade Post
Player 3 earns a lot of money for her tobacco and now has the means to invest in even higher
production. However, she's getting concerned about the high costs so she lets her trade post
produce grain and add 1 iron to the 3 tobacco in her letter.
Player 4 is worried that her trade post strategy yields too little and moves the ships
to end the game early before the tobacco players get their engines running. Seeing that the other
trade post players have left the fur markets, she decides to enter the grain market.
All player 1's markets have high prices and although she has high costs as well, her position is strong.
Given that the other players start getting money, she expects the iron prices to remain high and settles a
2nd forge.
Ship: 1 colonist, 1 iron, 1 grain, 1 timber
Sell: 4 grain (6+5+4+3), 4 timber (5+5+4+4), 4 iron (6+5+5+4)
Farm: 2 grain, 2 iron (-3-4-4-5) to produce 8 grain
Forestry: 1 grain, 1 iron (-5-5) to produce 4 timber
Forge: 1 grain, 1 iron (-6-6) to produce 4 iron
Forge: 1 grain, 1 iron (-7-6) to produce 4 iron
Letter: 2 colonists, 2 timber
Player 2: 5 colonists, 3 thaler, 1 Plantation (Log Cabin), 1 Trade Post, 1 Spin (Log Cabin)
Player 2 sees that the tobacco price is only average so sets herself up for producing plant this
turn, hoping that the tobacco price will recover to next turn.
Ship: 2 fur, 1 grain, 1 gold
Sell: 2 iron (6+6), 2 plant (6+6), 2 tobacco (9+8)
Player 1 also earns a lot this round too but is no longer alone on her market and moves the ships to
end the game early. She also decides not to populate the settled forestry but rather return it to the
river, since she already has a forestry and the timber prices are low.
Ship: 1 colonist, 3 tobacco
Sell: 8 grain (7+6+5+4+3+2+2+2), 4 timber (3+3+2+2), 8 iron (5+5+4+4+3+3+2+2)
Player 2: 5 colonists, 3 thaler, 1 Plantation (Log Cabin), 1 Trade Post, 1 Spin (log cabin)
Player 2 realizes that she doesn't earn as much as player 1 and 4 and decides to trigger the game
end and take advantage of buying and selling one last time.
The end score shows that player 1's strategy to go for "early need" resources (grain, timber, iron) paid off
well. Player 4's low cost strategy with trade posts and log cabins gave her a second place but perhaps she
should have been satisfied with only one trade post. Player 2 wasn't far behind, thanks to having built a
stable economy first with log cabins and trade posts before entering the tobacco market. Player 3's result from
an early entry into the tobacco market clearly shows that you need capital first.
The game highlighted some important areas of improvements that were dealt with in later versions:
There were too few resources in the ship bag to keep up fur and tobacco prices. (Version 2.09 linked the
number of resources to the number of districts.)
The tension of scarce money disappeared in the second half. (Version 2.10 introduced the ability to deposit
money on the gold market, again with rates linked to demand and supply.)
The end game led to too low prices. (Version 2.11 solved it by letting the ship bag replenish demanded
resources and the districts replenish supplied resources.)
P&P (PDF, A4)
P&P (PDF, US Letter)
Annotated games
Complete test games are presented under Annotated Games.