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Entry # Time Turn Player Title Entry
100 5/27/2019 3:20:00 AM Turn 8 Whynom Message 038_Whynom uploaded and over to Shaun and his digital watches......dust, radiation and water resistant (small print disclaimer ....not dust, radiation or water proof), and pressure rated to a whopping 50 cm depth in the ionosphere of a Jovian-size gas giant (warning, most organic lifeforms will not survive at 25 cm depth and antiquated technology like the EeeepEeep may (read will) malfunction at 10 cm depth).
99 5/27/2019 2:18:00 AM Turn 8 Dell Message Dells done sold some matured liquor and partyed on.
98 5/26/2019 8:39:00 PM Turn 8 Whynom Message Murray, no meant start at the red penalty oval in the Quossuth system (the one next to Bart's red ship....the one covered in relics!....you could reach there last turn). You could start from there to get straight down to the Quossuth planet surface and sell your booze this turn. Has major implications for your tempo so I'm holding off doing my turn until you've done it.
97 5/26/2019 7:58:00 PM Turn 8 Dell Message Dells done, took Bart and Brents advice and started turn in Nillis system and headed south. Stopped at a penalty spot, could have paid it and moved on but choose not to. Over to Brent.
Sorry for delay all explained in my turn.
96 5/24/2019 6:19:00 AM Turn 8 Qossuth Message Picked up another relic.

Over to Murray, and I agree with Brent that it would be a good idea to Ďfixí your turn by jumping to the Nillis system using the telegates. All the buyers for your liquor are at the southern edge of the board.
The alternative, ditching the liquor, isnít great as there isnít much you can buy with 10 credits (only the crap sold by your Dell buddies in fact!). IOUs help with cash flow problems in the early game, you have one of the Nillis (there is just one more that can be picked up). Not having cash also means you canít afford penalties so it slows you down. Fares can always be picked up for free but none have come out of the cup yet.

95 5/24/2019 5:23:00 AM Turn 7 Qossuth End Turn
94 5/24/2019 5:23:00 AM Turn 7 Qossuth Message Iíve reflected the 50 credits bank commission in your acts counter Shaun, donít forget to add it to your ship counter when you take your next turn.
93 5/24/2019 5:21:00 AM Turn 7 Qossuth Edit Credits Qossuth: from 200 to 200
Dell: from 10 to 10
Whynom: from 40 to 40
EeepEeep: from 10 to 200
Nik: from 30 to 30
92 5/24/2019 5:16:00 AM Turn 7 Qossuth Message Note that the Gate Lock relic only locks telegates during your own turn Michael (8.47).

Also you were at a Space City rather than a Spaceport (the former exist from the start, the latter are built by us or discovered at Ď?í spaces). But thatís fine as you did 1 sale and 1 purchase, which is always allowed.
91 5/24/2019 12:10:00 AM Turn 7 Nik Message Nik Done.

All the tele gates are now locked until my next turn.

I bought the pedigree bolts after selling my grease so Shaun gets $50.

90 5/23/2019 7:19:00 AM Turn 7 EeepEeep Message Have just done some trading.

Apologies for delay, have been pulling some late nights at work.

Nik up
89 5/22/2019 12:19:00 AM Turn 7 Whynom Message 033_Whynom uploaded.

Shaun and is Danoz Direct Slice-n-Dicers up (with the free set of sonic steak knives)
88 5/21/2019 9:19:00 PM Turn 7 Whynom Message Dude, I think your brain is teflon for this game! (that's cool, a few games that are the same for me....some of you might list Time of Crisis as one of those, given my performance in our current game).

You can't stop where you did, you had to complete your move.

I'm just going to briefly summarise the movement rules again.

1. You nominate which direction you want to head before rolling the dice (sometimes there's no choice, such as if you're on a surface city of a planet and taking off is the only direction to go). You only have to nominate the first space you're moving to....if you hit a branch in routes that isn't a navigation circler later in the move you can choose which way to go.

2. Your total dice value is your movement......it's not an allowance, you're forced to move that distance unless you land somewhere you can stop or that forces you to stop. You alone get to reroll one of your dice before moving because of your Mulligan Gear, after looking at your route options, but it still adds to your total....you chose one of your 3's and rerolled a 3, so same result.....3,3,4 for 10 total movement.

3. The first time you hit a place that forces you to choose a pilot number, then you choose one of your dice results as your pilot number.....that determines which direction you will head from that decision point but that pilot number becomes locked for the rest of the move thereafter (unless you have the Switch Switch relic). The two types of decision spaces are navigation circles (obvious how they work) and Telegates. For a Telegate, the number of the one you land on isn't important, it's the numbers of all other face up Telegates in the game....if one matches your chosen pilot number, you teleport there. You chose 3 at a navigation circle so that's the direction you would head out but every decision space you enter after that you will have to go in the 3 direction.....in this case you couldn't have done that, though, because your first decision should have been at the Telegate and if you chose 3 there you would have teleported to the 3 gate without ever reaching the navigation circle. Note that you can choose a die result from your roll which doesn't match a direction listed in that navigation circle or a Telegate in play, which means you're free to move out in any direction you want (or avoid being teleported in the case of a Telegate) but that will still be locked in as your pilot number for the rest of the move in case you hit another navigation circle.

3. You MUST move your full movement number unless you hit a space you choose to stop in, or one that forces you to stop. You can choose to land and stop at any asteroid (all of the "?" spaces are asteroids but there are also some plain asteroids, the ones that look like floating space dog eggs...note that you have to stop at a "?" asteroid if you want to pick up the relic there).

You can choose to stop at any penalty oval......when you start your move off there next turn, you pay no penalty. If you decide to move through it in the same move, you pay the penalty, minus any shield bonus.

You can choose to stop at a space city or spaceport or keep on moving through.

There are at least three instances I can think of where you MUST stop: a). You land on a penalty oval and don't have the credits to pay to go through, b). you land on a surface city, because that's a cul de sac and you're not allowed to backtrack over the same path you came down in this same move, c). You hit a navigation circle and your chosen pilot number points back in the direction you just came, again because you're not allowed to backtrack.

Beyond all that, you don't have to move and can spend a whole turn in the space you're in, which you would declare before rolling any dice. This would usually happen if you're in a city and want to take advantage of the multiple trades you're allowed to make if you spend the whole turn there.

Hope that's all clear.

I have two suggestions
87 5/21/2019 7:05:00 PM Turn 7 Dell Message Dells turn over to Whynom
86 5/21/2019 7:07:00 AM Turn 7 Qossuth Message I picked up the auto-pilot. It seems that the space reverts to a Ď?í again then which is confusing, but unlike unexplored Ď?í spaces you donít get a pop-up menu when you right-click on it.

The Dell are up again.
85 5/21/2019 6:59:00 AM Turn 7 Qossuth Edit Credits Qossuth: from 210 to 200
Dell: from 10 to 10
Whynom: from 40 to 40
EeepEeep: from 10 to 10
Nik: from 30 to 30
84 5/21/2019 6:52:00 AM Turn 6 Qossuth End Turn
83 5/21/2019 6:03:00 AM Turn 6 Nik Message Picked up Gatelock - all done

82 5/21/2019 5:55:00 AM Turn 6 EeepEeep Message Just landed. Over to nik
81 5/21/2019 12:49:00 AM Turn 6 Whynom Message 028_Whynom uploaded.

Over to Shaun and his Tamagochis.

Murray, for using your Mulligan Gear I'd suggest just rolling 2 dice in the module and taking the the result of the first die (they're not listed in ascending order as they are in the ToC module).

You can always stop on a penalty oval and then move on next turn, paying nothing. It's only if you move straight through it that you have to pay. You should actually be on that penalty oval if you moved onto it to reveal it so should start your move from there next turn.

80 5/20/2019 9:14:00 PM Turn 6 Dell Message Another stella turn for the Dells. I am not sure if I can end my turn on the Blue pay space or not as I cant afford to cross it. But I am pretty sure I would prefer to start my turn on it with no money left than one space from it.
79 5/20/2019 7:47:00 AM Turn 6 Qossuth Message Now we know where all cultures are, even the elusive humans.

The discovery of more telegates can still drastically change routes though and there must be useful relics lying around still.

The Dell are up.
78 5/20/2019 7:40:00 AM Turn 6 Qossuth Edit Credits Qossuth: from 90 to 210
Dell: from 10 to 10
Whynom: from 40 to 40
EeepEeep: from 10 to 10
Nik: from 30 to 30
77 5/20/2019 7:38:00 AM Turn 5 Qossuth End Turn
76 5/20/2019 7:37:00 AM Turn 5 Qossuth Edit Credits Qossuth: from 130 to 90
Dell: from 10 to 10
Whynom: from 40 to 40
EeepEeep: from 10 to 10
Nik: from 30 to 30
75 5/20/2019 6:25:00 AM Turn 5 EeepEeep Message please use my modified 25a_Eeep Eeep fix file to continue on.

Have been schooled on telegate use and will now try to get a monopoly on them. We talk the same language.

74 5/19/2019 3:58:00 AM Turn 5 Whynom Message Curse you, Shaun.....laser discs were on my list of failed, outdated or just plain ridiculous robot technologies to attribute to the EeeepEeeep. Now you've done it....I'm going to have to come up with something truly tragic and shameful.
73 5/18/2019 6:36:00 PM Turn 5 Nik Message Agonisingly close to my destination - but missed it by that much.

Over to The Qussoth

72 5/18/2019 6:16:00 PM Turn 5 EeepEeep Message Robots rocking around watching movies on their laser disks.
Turn done Nik up
71 5/18/2019 8:49:00 AM Turn 5 Whynom Message 22_Whynom uploaded. I'm continuing my tradition of never turning up a single relic.

Shaun and his Beta video recorders are up.

Murray, it's not all gloom. You should be prepared to dump goods that you can't profit on quickly and use your IOU....may be a culture closer by that you can get to (don't forget that the nearby Telegate). You don't need to go there.....by all means just reveal it the you next log your turn.
70 5/18/2019 6:29:00 AM Turn 5 Dell Message fixed as per suggestion and saved over previous file. i will go discover the gate next turn. Pretty much screwed at the moment anyway as the only people on the board who want my cargo i cant get to.
69 5/18/2019 6:26:00 AM Turn 5 Dell Edit Credits Qossuth: from 130 to 130
Dell: from 0 to 10
Whynom: from 40 to 40
EeepEeep: from 10 to 10
Nik: from 30 to 30
68 5/17/2019 1:45:00 PM Turn 5 Whynom Message Thanks Bart. I didnít think of that. Murray, were you thinking you could reveal a ď?Ē asteroid from the space next to it? You actually have to land on it (we just have to do it before actually moving our ships on top of them in the Vassal module because the ships cover them).

Sorry for the heavy sledging (that one would have made an Australian test cricketer cringe). Brutal run of night shifts and Iím blowing off steam. All meant in jest and we love you, really (thatís the royal we or we as in the brotherhood of mankind, not me inviting you for a romantic candlelit dinner and afters).
67 5/17/2019 5:03:00 AM Turn 5 Qossuth Message Yes this could have been one of these amusing moves where a player ends up at the other side of the galaxy against his will.

I don't know if Murray meant to backtrack from the penalty marker or to spy on the adjacent '?' space without going there (you can only do that with the Spy Eye relic - rule 8.45). But you should also note that going west from the red dot where he entered the Nillis system, he would have needed 11MP to do a surface landing from Poisonport (+1MP to land at a surface city).

I agree with Brent's proposal to 'fix' this turn.
66 5/17/2019 4:14:00 AM Turn 5 Whynom Message OMG Murray. That was a truly disastrous turn. I have too much respect for Damo to even suggest that he might have anything to do with that clusterf&*k! I think the Dell have been playing the bobbing for the plutonium pellets in the fusion core game again.

Not sure how to unravel this. When you chose to go east and discover the blue penalty oval there you couldn't backtrack. You would have had to stop there or continue through it but there was no option to head the other way (you're never allowed to go back over the same path in the same move). This means you wouldn't have discovered the Telegate.

As a point of order, when you hit a Telegate you have to assign a Pilot Number, like you would on a navigation circle. It just so happens that your 2 and 4 match the other two Telegates on the board....so any attempt by you to move across that Telegate would have had you zorping to the other side of the galaxy and not discovering the Nillis.

Don't forget that you have Mulligan Gear but it has to be used immediately after your roll (wouldn't have helped you here because you didn't know the Telegate was there).

So you know too much about what's in your area of space but it's revealed and we can't fix it. I think the most critical discovery is the culture so can I suggest the best option is for you to go via the 10 penalty route you originally chose which means you would need to dock yourself 10 credits......would you have had enough to buy the Deed then (looks like your purse is empty)?....and land at either city. That way the only bogus info we have is the revealed Telegate. I think that's the best damage limitation.

I might wait for you to fix that before taking my turn..

65 5/16/2019 8:26:00 PM Turn 5 Dell Message Somewhere along the line I offended the space gods. Two more ? investigates and two more that are no bloody use to me. Found the Nikilis and used the iou and the last of my cash to buy the deed.
64 5/16/2019 8:24:00 PM Turn 5 Dell Edit Credits Qossuth: from 130 to 130
Dell: from 20 to 0
Whynom: from 40 to 40
EeepEeep: from 10 to 10
Nik: from 30 to 30
63 5/16/2019 5:43:00 AM Turn 5 Qossuth Message And over to the Dell again.
62 5/16/2019 5:15:00 AM Turn 4 Qossuth End Turn
61 5/16/2019 5:13:00 AM Turn 4 Qossuth Message I did some housekeeping with the credits in acts, but noted that for some mysterious reason Murray's Dell ship is messed up again at the start of the Nik log (credits should be 20 instead of 0, and there should only be 1 stash of liquor onboard).

Can you fix this up again Murray when you take your turn. I'm a little worried that Murray has brought us into a parallel universe with all of his shenanigans and that we'll keep seeing weird things happen.
60 5/16/2019 5:03:00 AM Turn 4 Qossuth Edit Credits Qossuth: from 130 to 130
Dell: from 20 to 20
Whynom: from 80 to 40
EeepEeep: from 10 to 10
Nik: from 80 to 30
59 5/16/2019 3:30:00 AM Turn 4 Whynom Message As I'm about to receive the original game I was interested in the change to the map in the version we're playing. The Vassal map uses the Darthkadan graphic redesign which was designed when the game was out of license and out of print, so that players unable to access the game could print out and make up their own. There's a healthy tradition of this for out of print classics with some very talented graphic designers providing modern looking redesigns for free and a whole section of the hobby who are into Print and Play game construction (with almost the same energy and skill as miniature painting). Two other good examples are the Ilya redesign for Dune (which I've played on and liked and I believe is going to b used for the Gale Force 9 remake coming up) and the Karim redesign of Magic Realm (which I've played on and don't like at all, although others seem to like it).

I think the Darthkadan files for Merchant of Venus were nuked when FFG did their own redesign (petty, because they didn't even use them) but are probably held privately by other players and still obtainable. The cost of printing these on quality components and the effort to make them far outweighs the cost and convenience of finding the old version of the game but some players like doing it. I believe there are even services out there which can make them up for you (at significant cost).

As pretty as the Darthkadan map is there's no question that it's not nearly as clear and practical as the original board that Bart posted into the Dropbox file (btw I've put all the rules, charts and maps into their own folder). What interested me is that the original board didn't have the connection between Colony World and the path to the "west" that is in the Darthkadan map we're using. I've done a bit of research and that additional connection is a player variant, not an original or official option. Link here:


Opinion seems divided on it, so much so that there was actually a file patch to revert to the original setup. The route is not easy....needs a 2 at the navigation circle and there's a 30 penalty on one approach, but I've already used it unknowingly so we might as well proceed with it. It would be easy to play the original in Vassal if ever desired, just by converting the navigation circle and penalty oval to two blue dots, without the connecting path, as it was in the original.

58 5/16/2019 2:47:00 AM Turn 4 Whynom Message Sorry, that's the Nik who found the Immortal Grease, not the Mulch Wine. Need coffee..that should fix everything.
57 5/16/2019 2:45:00 AM Turn 4 Whynom Message Sorry, my confusion. It was the Nik who found the Mulch Wine (although I'm sure the Dell are going to be heading there at light speed now). It's the Mulch Wine........one bottle gives you a week of intoxication, followed by a three week hangover, without much difference between the two. No wonder nobody wanted to buy it. Your little fuzzies have a lot to answer for, Michael.
56 5/16/2019 2:39:00 AM Turn 4 Whynom Message Well, Murray's satisfied his own personal victory condition. Found liquor and grease. Good luck docking anywhere now....that ship won't be passing quarantine, hygiene or morality checks any time soon.

Shaun, I respected your advanced technological capabilities.....not a Commodore 64 or an Amiga 500 but a combination of the two. Who wold have thought it possible? Nobody thought it could be done but the EeeepEeeep weren't to be deterred. A huge technological leap forward, alongside the electric banana peeler and automated cat patter, that will catapult sentient life to a new level of enlightenment.

Bart, a Demand for the Chicle Liquor from the cup makes sense (so much sense....who wouldn't want it?) and I didn't go to the Market Board to check.....I'm pretty sure the text field didn't say Demand but just stated the name of the goods. A good reminder that its best to go to the Market Board to see what's happening.
55 5/15/2019 8:28:00 PM Turn 4 Nik Message Found some funny greasy alien's with a name I'm not even going to try and pronounce.

bought grease, ship full time to go make some cash.

over to Bart.
54 5/15/2019 6:13:00 AM Turn 4 EeepEeep Edit Credits Qossuth: from 130 to 130
Dell: from 20 to 20
Whynom: from 80 to 80
EeepEeep: from 20 to 10
Nik: from 80 to 80
53 5/15/2019 6:13:00 AM Turn 4 EeepEeep Message How dare you purple horses get my Circuitology wrong! We all know the Commodore 64 gave birth to the Amiga 500 - you should read the programming more often!

Purchased goods and turn done.

Nik is up to go.
52 5/14/2019 6:33:00 PM Turn 4 Whynom Message Okay, an updated 18_Whynom logged.

Shaun and his Amiga 64's are up.
51 5/14/2019 8:38:00 AM Turn 4 Dell Message Damo here. Fixed Murrays error. Started log at the end of Barts turn. Put liquor back got 20 mil back and picked up artifact.
50 5/14/2019 3:16:00 AM Turn 4 Whynom Message Crap.

Posted my log from Murray's but I now see that Murray (that's not you playing for Murray, is it Damo?) didn't post his log from Bart's....meaning both Murray's and my log are broken. Maybe you started your log from the begging of Bart's turn rather than the end?

Murray, can you go back and redo your log from Bart's?....don't worry about rerolling, just fix up your hold contents and move to the Mulligan Gear and take it. Then I'll redo mine with the roll and result I got (it involved the revealing of a ? and a culture so have to repeat it). I dumped goods to the cup so it will result in different draws but we need to fix this before proceeding. Unfortunately the module is locked in such a way that we can't fix other players' turns because we can't interact with their ships or shipboards.

Oh, and my purchase of MoV went through. Win!
49 5/13/2019 8:37:00 PM Turn 4 Dell Edit Credits Qossuth: from 130 to 130
Dell: from 0 to 20
Whynom: from 80 to 80
EeepEeep: from 20 to 20
Nik: from 80 to 80
48 5/13/2019 8:37:00 PM Turn 4 Dell Message Bart it isnt the Clipper but the Crew. Buy some liquor that will fix the problem.

I picked up the mulligan gear. Also drank the liquor and got a 20 credit refund on the empty.

47 5/13/2019 6:00:00 PM Turn 4 Qossuth Message Trying to fix my crappy clipper!

Over to Murray.
46 5/13/2019 5:59:00 PM Turn 4 Qossuth Edit Credits Qossuth: from 70 to 130
Dell: from 0 to 0
Whynom: from 80 to 80
EeepEeep: from 20 to 20
Nik: from 80 to 80
45 5/13/2019 5:58:00 PM Turn 3 Qossuth End Turn
44 5/13/2019 12:53:00 PM Turn 3 Whynom Message Michael posted his notification in the wrong forum.

He's done his turn for the Nik and you're up, Bart.
43 5/13/2019 11:16:00 AM Turn 3 Whynom Message After waiting years for a good local copy of this, one has just popped up in Melbourne on the Geek market for AUS $50! (crazy price for this game). Offer sent and hoping I've scored it.

Can't be a coincidence that we've just started a game of it and that a copy has potentially fallen into my lap. My other grail game is Dragon Pass......maybe I should start up a Vassal game of that!
42 5/13/2019 6:30:00 AM Turn 3 EeepEeep Message Well, after handing around beeping at themselves the robots decided to land and meet a Lion maned primitive culture. Stopped over for a comb fest.

Nik up.
41 5/12/2019 5:55:00 AM Turn 3 Whynom Message Sorry gents, I was sitting there waiting for some laggard dragging the chain to have their turn....and realised it was me! Sorry.

13_Whynom uploaded and Shaun's transistor radios up.

I've risked my own ship and crew to make space a bit safer for everyone else by uncovering dangerous hazards (you're welcome) and located the Wollow, who have some Megalithic Sculptures for sale (they look an awful lot like massive phallic symbols to us but apparently it's high art).
40 5/10/2019 6:51:00 PM Turn 3 Dell Message Brent is up.
39 5/9/2019 5:25:00 AM Turn 3 Nik Message Forgot to mention earlier that I will be off on a training camp from Friday night until Sunday night. Unlikely to be able to log in until I'm back.
38 5/8/2019 8:48:00 PM Turn 3 Whynom Message Murray, you don't have enough had space for your 2 crates of cheap plonk and the drive. All equipment takes a half space in your hold.......except your first shield and any relics, which go on the hull.

If you upgrade your ship everything transfers to the new one.....goods, equipment, fares
37 5/8/2019 7:46:00 PM Turn 3 Dell Message well I bought a Yellow drive and more liquor - the crew insisted I just hope they can tell the difference between the yellow drive fluid and the liquor.
I cant find a slot on the ship for the drive - am I allowed one. Also if I upgrade the ship what happens to the drive?
36 5/8/2019 7:44:00 PM Turn 3 Dell Edit Credits Qossuth: from 70 to 70
Dell: from 20 to 0
Whynom: from 80 to 80
EeepEeep: from 20 to 20
Nik: from 80 to 80
35 5/8/2019 9:41:00 AM Turn 3 Qossuth Edit Credits Qossuth: from 100 to 70
Dell: from 20 to 20
Whynom: from 80 to 80
EeepEeep: from 20 to 20
Nik: from 80 to 80
34 5/8/2019 9:35:00 AM Turn 3 Qossuth Message Yep my engine isnít firing but maybe some spice will help (heard itís great for interstellar travel).

Over to the Dells, the Dells.
33 5/8/2019 9:02:00 AM Turn 3 Qossuth Message Note that I uploaded reference cards that summarise useful info.
32 5/8/2019 9:00:00 AM Turn 2 Qossuth End Turn
31 5/8/2019 8:59:00 AM Turn 2 Qossuth Edit Credits Qossuth: from 100 to 100
Dell: from 60 to 20
Whynom: from 80 to 80
EeepEeep: from 20 to 20
Nik: from 80 to 80
30 5/8/2019 7:44:00 AM Turn 2 Nik Message triple 1, was there a bonus for that? I mean the total is penalty enough :(

Over to the the other guy with engine problems :)
29 5/8/2019 6:37:00 AM Turn 2 EeepEeep Message Just movement for me. Over to you Michael.
28 5/7/2019 10:06:00 PM Turn 2 Whynom Message Thanks for uploading the original map, Bart. Not as pretty but about 1000% clearer. Removing the names of the sites was a mistake..apart from making it easier to pinpoint what and where you're talking about, they add flavour.

So Space Cities (or giant inhabitable mushrooms if I judge correctly from the original map) at the Galactic Base, The Cloud, the Interstellar Biosphere (the jam clap donut where Michael's crew are currently on shore leave....hope you stocked up on Penicillin), Neutron Port and two in the Asteroid System at the bottom centre of the map.

Interesting to see that there was no connection on this map between the Colony World site and the trade route to the "west"....that would have made me very sad right now. I wonder on what authority the designer of the updated map changed it.
27 5/7/2019 9:37:00 PM Turn 2 Whynom Message 008_Whynom uploaded and Shaun's toasters are up.

IOU traded in for a hold full of Mulch Wine and a shield. All ready to make some profit.

I'll change all of the files to the triple digit numbering....we could hit 100.
26 5/7/2019 9:24:00 PM Turn 2 Whynom Message ....sorry, that's only 20 credits in your kitty after buying the Chicle Liquour
25 5/7/2019 9:23:00 PM Turn 2 Whynom Message Turn was correct, Dell-boy (tactically disastrous, but correct) except I think you should have only 60 Credits in your kitty, not 120. The IOU doesn't go into available cash...it's sitting as a token on your ship board and is only good for directly bartering with the Zum.

You can only trade goods to cultures of the next 3 sequential numbers....so the Chicle Liquor can only be sold to cultures with the numeric 8, 9 or 10 (none revealed on the board).

I think you made an unfortunate assumption about relics.....the price on them is what you would buy them for if they had already been sold to a culture (you can sell them for half their listed cost). When you land on them you can pick them up for free (have to stop there).....the Mulligan Gear is one of the better relics in the game and you should make every effort to grab it before you leave the system.
24 5/7/2019 7:55:00 PM Turn 2 Dell Message Note I turned over a Tele-Gate so there is one on the board.
Okay check the turn but think I got it correct. If you want to pick up one of the upgrades turned over by a ? do you just land on it and pay the amount mentioned?
Does that end the turn or can you keep flying.
I have some liquor to sell assuming the crew does not drink it all. Can I sell it anywhere or does there need to be a demand?
23 5/7/2019 8:29:00 AM Turn 2 Qossuth Message I think Murray had 2 unused movement points (as he rolled 9, not 7) so another option for him would have been to continue past the next navigation circle.
22 5/7/2019 8:18:00 AM Turn 2 Whynom Message Murray, I'd be happy for you to go back to 40 penalty oval, stop there and save your credits. It means the Open Port wouldn't have been discovered but I think we can all live with that.
21 5/7/2019 8:02:00 AM Turn 2 Qossuth Message Not sure about my clipper or the alleged honesty of the EeepEeep.

Turn taken, over to Murray.
20 5/7/2019 7:58:00 AM Turn 1 Qossuth End Turn
19 5/7/2019 7:57:00 AM Turn 1 Qossuth Edit Credits Qossuth: from 100 to 100
Dell: from 100 to 60
Whynom: from 100 to 80
EeepEeep: from 20 to 20
Nik: from 80 to 80
18 5/6/2019 9:06:00 PM Turn 1 Nik Message I'm in favor of continuing, I think Murray should have the option to start from the penalty with his cash intact - that 40 penalty is brutal.
17 5/6/2019 3:14:00 PM Turn 1 Nik Edit Credits Qossuth: from 100 to 100
Dell: from 100 to 100
Whynom: from 100 to 100
EeepEeep: from 20 to 20
Nik: from 100 to 80
16 5/6/2019 3:14:00 PM Turn 1 Nik Message Sorry for the delay, busy day.

Turn done discovered some space slugs and bought some silk from them.

Over to the Qossuth.
15 5/6/2019 2:53:00 AM Turn 1 EeepEeep Message So since my vibrating friends were right next door I just had to go buy the factory.

Turn done over to Mic
14 5/6/2019 2:52:00 AM Turn 1 EeepEeep Edit Deeds Qossuth: from 0 to 0
Dell: from 0 to 0
Whynom: from 0 to 0
EeepEeep: from 0 to 1
Nik: from 0 to 0
13 5/6/2019 2:52:00 AM Turn 1 EeepEeep Edit Credits Qossuth: from 100 to 100
Dell: from 100 to 100
Whynom: from 100 to 100
EeepEeep: from 100 to 20
Nik: from 100 to 100
12 5/5/2019 7:07:00 AM Turn 1 Whynom Message 003_Whynom uploaded and over to Shaun and the EeepEeep.

Found a bunch of little fuzzies that look like you, Michael. I gave them some pony back rides and then cheated them in a deal on some mulch wine. Everyone's a winner (except the Shenna).
11 5/5/2019 4:22:00 AM Turn 1 Whynom Message Actually, I think that there are two more Space Cities (so three in total, all confusingly with different pictures)......the thing that looks like a death star or high tech cricket ball near Neutron Port, and the flashlight or possibly battery operated sex toy among inviting cluster of penalty ovals and "?" asteroids at the bottom of the map.....Space Cities for those sites because there is no planet for the cultures living there.

Looks to me like all the rest are planets with regular surface cities.
10 5/5/2019 4:08:00 AM Turn 1 Whynom Message Murray, that turn was a masterpiece of I don't know what.

You did your movement correctly......perhaps not intentionally but somehow jagged it. You choose direction before rolling, which you did. The first time you hit a navigation circle or any other place with dice choice (e.g. jump gate) you choose one of your dice and that locks in for the rest of the move, whenever you hit another navigation circle (unless you have the Switch Switch relic). You chose 4 and followed 4 all the way.

A bit of numeracy here (maybe your weird-assed alien maths is different, I don't know) but 4+4+1 = 9, not 7. You actually have to move your full movement roll, wherever it takes you.....but your move was legit because you can stop at an asteroid or port or city or penalty oval.....which you did. You could have actually kept moving the extra 2 or you could have stopped back at the 40 penalty oval and not been penalised. But you are where you are now.

I think I'd mentioned before, we each have to take our 100 starting credits....just enter it on the credit counter at the right of your ship sheet. You'll now have 60.

At a spaceport you can trade with the culture on the planet it is orbiting. We'll be building them in the orbit sites over planets by buying deeds. Unfortunately that Open Port you stumbled across isn't over a planet so no culture, nobody to trade with, just a place to stop.

Cities are also places you can trade with the local culture. Most of these are on the surface of planets but there is at least one Space City (different to a spaceport), the one where Bart is over the Cloud (which has no planet, therefore no surface city to trade with the EeepEeep). The difference between the Space City and a surface city is that you can move through the Space City, as you did (you're not allowed to retrace your route in a single move so by default have to stop when landing at a surface city). It also costs 2 MP to land or take off from a surface city....only 1 point to enter or leave the Space City.

Spaceports differ from cities in that you can trade as much as you like the turn you enter a spaceport. If you enter a city (surface or space) you're limited to one purchase and one sale that turn. If you spend your whole turn in a city you can buy and sell as much as you want.

As the Open Port isn't the most happening place in space, you didn't need the Market Board this turn. When it does come time to interact with one, you can buy their goods....the circles on the top left of the culture's space (e.g the EeeepEeep have a stack of 4 Servo Mechs). You just drag that marker into a hold space on your ship. The deed marker for their Factory is on the top right of their card and can be dragged to your ship board when purchased. The list of ships and shields (and lasers which we don't use in this game) that a culture has for sale, and the cost, are at the bottom of their card, as well as what equipment they will buy (this all depends on the icon associated with them....ship, gear or leaf..but we don't need to remember them as the details are listed on the Market Board for each culture).

Note that unlike the Factory deed, which is specific to each culture and therefore on their space of the Market Board, deeds to spaceports are not culture specific. In the boardgame you have a pile of your own spaceport tokens......the module bypasses that by letting you right click on an orbit when you purchase the deed, choose to place the spaceport in the orbit and the relevant deed automatically goes to your ship board.

Hope that's all crystal clear, even if you don't speaky the Whynom (or count like the rest of the civilised cultures in the universe).

I'll do my turn when I get home tonight.
9 5/4/2019 11:02:00 PM Turn 1 Dell Message Okay so I found Open Port in the rule book but I am no closer to knowing what to do there.
8 5/4/2019 10:56:00 PM Turn 1 Dell Message Pretty sure my movement was wrong. I chose 4 as my pilot at the start but pretty sure I changed it to 1 for the second circle and back to 4 for the third.
7 5/4/2019 8:57:00 PM Turn 1 Dell Message Half my turn done. ANyone want to check that i have performed the movement correctly. I have to go to work now, while there I will try to find out what a open city means and how to read the market place as it makes NO sense currently.
6 5/3/2019 5:30:00 PM Turn 1 Qossuth Message Thanks for the explanations Brent.

When you barter things you have to use that value in the same turn, you don't get it as cash. So I've wasted $10.

Note that I landed at a space city, not a spaceport.
The only difference between a space city and surface city is the movement cost (2 MP to land at or take off from a surface city because of gravity). The galactic base is also a space city, and you can buy any type of ship there (you could buy a clipper there on your first turn but would be without cash).

Spaceports on the other hand have the benefit that you can do as much trading there as you want, even if you moved there that turn. They have to be built by us at orbits by buying deeds, and we can find open spaceports at '?' locations.
5 5/3/2019 4:40:00 PM Turn 1 Whynom Message Good job, Bart.

I think you should have 110 credits? Start with 100, 100 IOU from the EeepEeep, 30 for your Scout trade in, minus the 120 purchase price of the Clipper. Just a note to everyone, the module doesn't automate your money so you'll have to manually set your starting 100 credits on the right of your ship board.

For MoV virgins, note that for all the other sites, you generally need to land on a planet surface to reveal the culture (you can spy from an orbit without revealing) but the cloud has no planet......its landing point is the permanent Open Spaceport that Bart docked with (other sites can get Spaceports at Orbit spaces but only when we build them there). We all have the credits to do what Bart just did (buy a clipper there) but that would leave you with no trading cash.....Bart lucked out by being the first one there and getting the IOU, and the fact that it was a ship culture that sells Clippers (see the Market Board), meaning he could upgrade his ship and still have trading capital.

The advantage of the EeepEeep being your culture, Shaun, (apart from being so central) is that you get a 20% discount on buying the Factory or the Deed to a spaceport to be placed at the Orbit site.
4 5/3/2019 2:30:00 PM Turn 1 Qossuth Edit Ship Type Qossuth: from Scout to Clipper
Dell: from Scout to Scout
Whynom: from Scout to Scout
EeepEeep: from Scout to Scout
Nik: from Scout to Scout
3 5/3/2019 6:43:00 AM Turn 1 Whynom Message Okay gents, all ready to go.

It's gratifying to see that nobody took the most ruthless, bloodthirsty, rapacious and greedy of all the races in this arm of the galaxy.

I've dropped a couple of files in the Dropbox folder....the first is a log of me rolling for turn order (boring and no need to view but there for transparency). You can start from the MoV_Start save file.

Turn order is as listed in the status counters here:

Bart (Qossuth)
Dell (Murray)
Whynom (Brent)
EeeepEeep (Shaun)
Nik (Michael)

I've set the numerical counters to Credits (ready cash) and Deeds (your permanent stock holdings in Deeds and Factories). The text counter is set to ship type. I've found as we play more we're using these less but they may be handy, particularly ship type which doesn't change often. There if we want to sue them, cool if we don't.

You're first up, Bart.
2 5/3/2019 6:33:00 AM Turn 1 Whynom Edit Credits Qossuth: from 0 to 100
Dell: from 0 to 100
Whynom: from 0 to 100
EeepEeep: from 0 to 100
Nik: from 0 to 100
1 5/3/2019 6:32:00 AM Turn 1 Whynom Edit Ship Type Qossuth: from to Scout
Dell: from to Scout
Whynom: from to Scout
EeepEeep: from to Scout
Nik: from to Scout

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