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Cargo Noir» Forums » Strategy

Subject: Getting a 2nd round ship (or 2 ships on round 3) rss

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Scott Schneider
United States
Monterey
California
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This strategy should get you a ship for the start of the second round:

1) If Rotterdam has 4 different tiles, bid all 7 coins on it. If some of the goods are the same or someone else has already bid 7, this strategy is not possible.
2) Put your other two ships in the market. After drawing your first random tile, if it's a different type, you now have 5 different tiles and can buy a ship next round. Draw another random tile to hold on to. Otherwise, swap the tile you just drew for a different tile so you have 5 different.
3) If you happen to get 6 different tiles, don't buy a cargo ship yet! (This will happen 25+% of the time.) For your second round, put all 3 ships in the market.
4) Draw 3 random tiles. If you wind up with at least 7 different tiles (or 6 different tiles including 4 of a kind), then you will have at least 30 to spend. This happens 70+% of the time. In any case, you'll have 25+.

If you're not the 1st player, there is a possibility of being outbid in Rotterdam. This would be a little crazy, as 7 is already a lot for 4 tiles, but people do weird things. If you'd have to outbid someone at Rotterdam and they have a ship at the Casino, then I'd think about how vengeful that person is...

If an early Syndicate is exciting to you, then you could hold off on buying the extra ship in more cases. It's easier to go from 15 to 25 with 3 actions than 0 to 10 with 4 actions and you wind up with the extra ship in either case.
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Roger Howell
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Lenexa
Kansas
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I guess this won't work in a 2 player game as Rotterdam is not used (I only play 2 player games.) Very interesting though!
 
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Meng just Meng
Malaysia
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I've always been wondering, is getting a cargo ship or two a MUST?
 
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Scott Schneider
United States
Monterey
California
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limmyfox wrote:
I've always been wondering, is getting a cargo ship or two a MUST?


The game lasts 10-11 rounds. Let's say you get a cargo ship with 6 rounds left. That's 6 extra actions at a cost of 10 points (since the card costs 15 and gives you 5 points). I'd say that's a pretty clear gain.

A tougher question is whether you should cash in your tiles as soon as you can afford a ship. With 50% more tiles of the right kind, you can at least double the total value. That comes down to math, and that is the kind of calculation I did for the case where you can get 2 ships at the start of round 3.
 
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