Recommend
 
 Thumb up
 Hide
7 Posts

Cargo Noir» Forums » Strategy

Subject: Late Game, First Player Strategies rss

Your Tags: Add tags
Popular Tags: [View All]
David Jose
United States
Pittsburgh
Pennsylvania
flag msg tools
mbmbmbmbmb
Played my second game of Cargo Noir tonight.

In the first game, I went last and mopped up. I spent the entire game in control of the other ports, and used an early double syndicate to collect money more efficiently than I could have ever done with the casino.

The group consensus at that point was that being stuck as the first player completely sucked. In the games the group had played beforehand, without me, the starting player always seemed to feel as though their first few, and last few rounds were completely wasted.

For the second game, I volunteered to go first, assuming that an aggressive "bid it all" opening would squash our suspicions that going first sucked. Things felt as though they started well, I wasn't trouncing anybody, and didn't feel any real control; but I had a solid "neck in neck" position with the other two leaders and got my two ships and syndicates out first. Unfortunately, as we approached the last few rounds of the game, I found myself in a position where all that I was going to be able to do was play King Maker between the other two leaders.

Should the first player get out of the port business near the end of the game and just try to rely on the market entirely? Over those three rounds, I had between two and three ships in the market, and was trying like crazy to get my foot in the door of one of the 3 item ports. In the end I was left in round 10 with a huge stack of chips, a trio of weak trades, and the ability to secure a shared fourth place while deciding exactly who got first, second, and third place.

What do other players do with those last few rounds as the first player?
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Steve Duff
Canada
Ottawa
Ontario
flag msg tools
badge
Avatar
mbmbmbmbmb
Nytmare wrote:
Played my second game of Cargo Noir tonight.

In the first game, I went last and mopped up. I spent the entire game in control of the other ports, and used an early double syndicate to collect money more efficiently than I could have ever done with the casino.

The group consensus at that point was that being stuck as the first player completely sucked. In the games the group had played beforehand, without me, the starting player always seemed to feel as though their first few, and last few rounds were completely wasted.


This isn't making a whole lot of sense. There is no turn order effect of the sort you describe. Player 1 has exactly the same control over ports as player 1. A syndicate does exactly the same thing for player 1 as it does for player 4.

Every single player, every single round in the game, no matter if they are 1st or 4th player, has exactly the same situation - in order to get goods, the next three player "turns" have to decline to beat your bids.

Round 1. Player A does his 3 phases. If B, C, and D don't outbid him when they each do their 3 phases on their turns, he will receive his items at the start of his turn in round 2.

Round 1. Player C does his 3 phases. If D in round 1, then A and B in round 2 don't outbid him when they do their turns, he will receive his items at the start of his turn in round 2.

...

Round 9. Player A does his 3 phases. If B, C, and D don't outbid him when they do their phases on their turns, he will receive his items at the start of his turn in round 10.

Round 9. Player D does his 3 phases. If A, B, and C don't outbid him when they do their turns in round 10, he will receive his items at the start of his turn in round 10.

The last round still works the same for players A to C, even if they can't win the goods they are bidding on. In round 10, player A for example can outbid player D, making it impossible for D to get those goods.

Now it is true that players A to C might want to use their coins to instead buy victory cards on the final turn instead of outbidding later players. That is a small turn order effect, but it's only on the last turn.

Also note that if you have two syndicates, but withdraw just once because you were overbid, only one syndicate pays off. A second syndicate only pays off if you get outbid and withdraw in two separate places.
3 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Meng just Meng
Malaysia
flag msg tools
mbmbmbmb
Second last turn as first player:
Either you bid for the ports high enough with enough coins to top up in the last round to stop them from getting the cargos and/or you put all your ships in the black market.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Kendahl Johnson
United States
Albuquerque
New Mexico
flag msg tools
Avatar
mbmbmbmbmb
Played one game as last player and won. Everyone agreed going last is a huge advantage.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Smilin' Stan
United Kingdom
flag msg tools
badge
Avatar
mbmbmbmbmb
kendahlj wrote:
Played one game as last player and won. Everyone agreed going last is a huge advantage.


Why?
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Steve Duff
Canada
Ottawa
Ontario
flag msg tools
badge
Avatar
mbmbmbmbmb
Yes, please read the above. There is no advantage going last, because the last player has to outbid the following three players, exactly the same as player 1.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
David Jose
United States
Pittsburgh
Pennsylvania
flag msg tools
mbmbmbmbmb
The long and the short of what we were doing wrong was not using coins towards our trades on the final day.

This led to the misperception that the lead players were losing out to the later players final reactions. I no longer feel as though this is the case, but at the time, we all agreed that the first players' initial and final rounds were completely trumped by the other players ability to react to them.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Front Page | Welcome | Contact | Privacy Policy | Terms of Service | Advertise | Support BGG | Feeds RSS
Geekdo, BoardGameGeek, the Geekdo logo, and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.