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Subject: Destinations rss

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Alan How
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The rules do not state that you need to go to a destination before going to the dock. So this suggests that you can go to the dock without doing so.

However, the implications of requiring a destination to be played impacts the energy use required and possibly earlier choices about type of ship purchased and gear that you might buy.

Can someone confirm that a destination is not required in order to progress to the Dock from the Belt?
 
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Mark Gerrits
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Alan How wrote:
The rules do not state that you need to go to a destination before going to the dock.

You answered your own question. If you're still not sure, read the second paragraph of Ending a Run. It explicitly states you don't need to go to a destination.
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Eric Brosius
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Runkst wrote:
If you're still not sure, read the second paragraph of Ending a Run. It explicitly states you don't need to go to a destination.


I agree. Destinations are completely optional.
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Joe Huber

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Alan,

Destinations are more distant locations looking for (and offering a premium for) particular goods or services (think of the bonuses for an empty hold as mail runs, for instance). Each ship that doesn't deliver to one of the distant locations simply delivers the goods to dock, with no premium.

So some, all, or none of your ships might go to a destination.
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Eric Brosius
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My favorite 18xx game for six players is two games of 1846 with three players each.
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If you feel that, for thematic reasons, every ship must have a destination, you could think about it this way (people who aren't questioning this should cover their eyes at this point):

Spoiler (click to reveal)
Every ship has a default destination that costs zero energy and awards zero credits. The cards allow you to go to more lucrative destinations at the cost of specified amounts of energy.
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Andy Wright
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Actually, you've got me thinking.

As a method of marking ships that have completed runs this business cycle (http://www.boardgamegeek.com/thread/848171/marking-runs) I'm thinking of making some "default destination" 0 energy cost, 0 payoff destination cards so we can see when a ship has been run.

That kills 2 birds with one stone: Every ship must select a destination as its last run action in a belt. Ships can only do a run if they have not had a destination selected yet.

(Maybe something to think about for an expansion?)
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Alan How
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huber wrote:
Alan,

Destinations are more distant locations looking for (and offering a premium for) particular goods or services (think of the bonuses for an empty hold as mail runs, for instance). Each ship that doesn't deliver to one of the distant locations simply delivers the goods to dock, with no premium.

So some, all, or none of your ships might go to a destination.


Joe,

Thanks for the clarification. We had two theories when playing. One was as everybody has pointed out as the rules do not specifically force destinations.

Th other theory was linked to a design impact.
We thought that destinations were a pre-requisite to docking or else where were you docking? I know the rules did not spell it out this way and have read all the other comments, (thanks, by the way) but we thought that as a design issue requiring to end on a destination which had a cost would be required. This would influence your earlier choice of ship or decisions about gear.

Also the discarded destinations location is at the dock so we thought this added weight the theory of compulsory destinations.

I think Eric and Andy's practical solutions are helpful.

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Eric Brosius
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Eric Brosius wrote:
If you feel that, for thematic reasons, every ship must have a destination, you could think about it this way (people who aren't questioning this should cover their eyes at this point):

Spoiler (click to reveal)
Every ship has a default destination that costs zero energy and awards zero credits. The cards allow you to go to more lucrative destinations at the cost of specified amounts of energy.


In fact, if the game were to be re-printed, it might make sense to pre-print a destination costing zero energy and awarding a zero credit bonus right on the ship mat. If you go to a bonus destination, you would cover the pre-printed destination with the card.
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Richard Dewsbery
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StroppyGnome wrote:

As a method of marking ships that have completed runs this business cycle (http://www.boardgamegeek.com/thread/848171/marking-runs) I'm thinking of making some "default destination" 0 energy cost, 0 payoff destination cards so we can see when a ship has been run.


Did anyone ever make any such cards?
 
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Eric Brosius
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RDewsbery wrote:
StroppyGnome wrote:

As a method of marking ships that have completed runs this business cycle (http://www.boardgamegeek.com/thread/848171/marking-runs) I'm thinking of making some "default destination" 0 energy cost, 0 payoff destination cards so we can see when a ship has been run.


Did anyone ever make any such cards?

We certainly talked about how having them would make the game easier to explain. We didn't make any.
 
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