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Subject: What makes for good deals? rss

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Mark Turner
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Clearly there won't be any deals at 2 player, but at higher player counts there is more likelihood that players of similar loyalty will find common cause in promoting their empire's interests, even whilst secretly scheming to undermine each other's influence in it.

Given that, I'm interested to learn where deals are most prevalent.

The one obvious place I saw was with Intel, where a consenting spy in a location can remove the requirement of another player to kill armies first during a campaign.

What other trades are common?

Presumably the question every player asks herself is 'how do I promote my empire, whilst not giving away influence in that empire?'
 
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Martin G
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In a recent game I had a great move that involved buying a card, playing it and then using one of its (free) actions. But my hand was full, so I made a deal to give a card away to another player who shared my Loyalty.
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Cole Wehrle
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A few considerations:

1. Deals offer ways for weaker coalition partners to cooperate with folks of a different loyalty. More than once I have offered Intel (campaign action) to other players to aid in military operations that might extend the game a bit. If you get get a couple players working together, it's pretty easy to foil a Topple, assuming the players have somewhat even footing.

2. Some groups I've played with really get into the negotiation aspect of the game. The game is perfectly playable without a word being uttered, but it can be a blast (if a little longer) when deals are cut constantly. The most common deals tend to be card auctions and trades. Rank 3 cards are rare and can command quite a price. The local record is 8 rupees for a rank 3 military card.

3. I'll refrain from too much storytelling and let ya'll get creative. Suffice it to say, I've seen some very underhand and no-good dealings in this game. It's often hard to tell who your friends are.
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Gordon J
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Cole Wehrle wrote:
A few considerations:

1. Deals offer ways for weaker coalition partners to cooperate with folks of a different loyalty. More than once I have offered Intel (campaign action) to other players to aid in military operations that might extend the game a bit. If you get get a couple players working together, it's pretty easy to foil a Topple, assuming the players have somewhat even footing.

2. Some groups I've played with really get into the negotiation aspect of the game. The game is perfectly playable without a word being uttered, but it can be a blast (if a little longer) when deals are cut constantly. The most common deals tend to be card auctions and trades. Rank 3 cards are rare and can command quite a price. The local record is 8 rupees for a rank 3 military card.

3. I'll refrain from too much storytelling and let ya'll get creative. Suffice it to say, I've seen some very underhand and no-good dealings in this game. It's often hard to tell who your friends are.
I like the idea of the deal and negotiations. But under G1 you mention deals in terms of money, cards, and promises. Then under the 3 examples you talk about INTEL and using someone else's spy. Does that mean if me and another player are of the same loyalty but he doesn't say have CAMPAIGN on one of his cards, that I could allow him to use my Campaign action on one of my cards? (I'm just wondering the limitations of deals).

Thanks.
 
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Cole Wehrle
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Intel is something of a special case (which is why its featured in the examples). In order to get the benefit of intel during the campaign action, you require only a "consenting spy" which could come from another player.

Deals can involves the transfer of money and Hand Cards and promises to take certain actions. So, while I couldn't directly "rent/control" one of your generals, I could offer you something to use him in a particular way when your turn came around.

(In earlier versions of the game we did allow for the renting of various actions, but things got outta hand pretty quick.)
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