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Subject: Video explaination from Uwe Rosenberg on cliquenabend.de rss

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Julian Steindorfer
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The author Uwe Rosenberg explains Mercator (maybe Essen 2010) on a video on cliquenabend.de .

http://www.cliquenabend.de/index.php?page=news&d=1247029617

what`s better than le havre-like counters with ham on one side and muskets on the other. (i hope my example is right ,but there are ham and muskets ,plums and wines share the same counter for sure)
whistle ham and muskets ,ham and muskets ,it´s all about ham and muskets ...... whistle

edit: there are counters with cattle and muskets ,no ham and muskets counters ,sorry ,but again ham and muskets ,ham and muskets whistle

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Blue Fox
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Anyone translate German?
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Steve Duff
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Oh, is that why I couldn't understand it? I thought I was drunk (or he was). laugh
 
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Corin A. Friesen
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I'd love subtitles. Are there any German speakers who have a lot of time on their hands?
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Adam K
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Ambrose wrote:
I'd love subtitles. Are there any German speakers who have a lot of time on their hands?


I'll do my best. Here's what I understood:

00:55 - First you decide where to travel with a pawn that every player seem to share.

01:10 - You spend "Time" as you travel.

01:20 - There are two reasons why you would like to travel to a certain location (country):
1) You get wares from the country
2) You might complete a delivery mission

02:00 - If you complete a mission worth 3 gold, you get a new one worth 4 gold and so on, (always increasing by 1).

02:15 - You always keep your missions, thus you are able to complete them several times. However, you will still just get another 4 if you complete the 3-mission again.

02:55 - The game ends if the highest level of delivery mission is reached, OR if all Time-tokens are gone.

04:40 - If you have 6 or more missions, you must take an Investment action => Buy things with your mission cards. A 4-mission is worth 4 gold.

05:00 - For instance, you can buy blue cards. The card in the example gives you 2 vegetables when travelling to Sweden.
Red cards gives you victory points.

06:00 - So, when you travel, you get all of the wares in that country. A ware tile have two sides with a different type of good. From France, you get wine or plums. The moment he gets the tile, he must decide whether he wants wine or plum.

If he gets several tiles of the same kind, he must at least pick one wine and one plum.

07:00 - Sometimes, depending on what's beneath the time tokens, you must throw two dice.

The board is divided in 6 columns with different types of goods. Each column also have a related die number, 1 to 6.

When you roll 4, you lose any good from column 4. However, only the lowest value of the two dice counts. Therefore, it's more likely to lose wares in the lower columns. To lose wares from column 6, both dice have to show 6. Since both values are the lowest when both dice are equal, you lose one ware for the first 6, and another ware for the second.

09:00 - You can trade wares 1:4.

11:10 - Refill the neighbouring (connected) countries with their corresponding wares as you travel.

11:30 - Small countries have no connections to the bigger ones, and consequently they get no wares. Instead they have a number, e.g. +2, meaning that every big country with 2 wares or more, get another one. +0 means that all countries will get another ware.

12:00 - Most victory points in the end wins.

Examples of getting VP

a) Red card: 2 points for each red card

b) Red card: 1 point for each type of ware in office
Office = column 1 3 2 and 4
5 and 6 are storage

c) points for the yellow delivery mission cards

12:35 - The green cards are for change, if you buy something less expensive than the mission card you spend.
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Adam K
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Conclusion and summary

So to round it up. It looks like it has some inspiration from Traders of Genoa, since you need to deliver goods to different areas.
When you travel you collect or deliver goods. The collected goods end up on your player board divided into 6 areas representing the dice values 1 - 6.

I really like the clever dice mechanic. Yet another way of changing probability, since you lose a good by the lowest die value. Thus it's easier to lose goods from the leftmost column. If you roll 52,2 is the lowest and you lose a good from column 2.

Like in Le Havre, each ware tile has two sides of different types. You must chose one side as you get the tile, and you may not flip it to the other type of good later. In france you get blue tiles. A blue tile has wine on one side, and plum on the other. Your choice will likely depend on your delivery mission.

A very simple game with lots of options and and hard decisions. It seems to be no trading between players though.
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Jose Fernandez
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Thanks for the translation...!!
 
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Adam K
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I'm not sure if everything is correct, but it should at least give a brief picture of what the game is all about.
 
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Hanno Girke
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LupusX wrote:
I'm not sure if everything is correct, but it should at least give a brief picture of what the game is all about.


Well. I can tell you that Lookout Games kept true to their nature.
There are no dice in the game. Therefore, no clever dice mechanic. ninja
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Adam K
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So the mechanic is just lying there, waiting to be stolen... ninja

How does it work instead?
 
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