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Author Topic: Power Grid II: Game Over, Kirian WINS!  (Read 37715 times)

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theorel

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Power Grid II: Game Over, Kirian WINS!
« on: September 30, 2013, 07:23:09 am »

Current Game State: here
Current Auction: Plant 34 | $34
Current Phase Update: here

Current Turn Order:
1. liopoil (13)
2. AndrewisFTTW (13)
3. Kirian (11)
4. Walrus (11)
5. Archetype (10)

Power Grid
Quote
The object of Power Grid is to supply the most cities with power when someone's network gains a predetermined size. In this new edition, players mark pre-existing routes between cities for connection, and then bid against each other to purchase the power plants that they use to power their cities.

However, as plants are purchased, newer, more efficient plants become available, so by merely purchasing, you're potentially allowing others access to superior equipment.

Additionally, players must acquire the raw materials (coal, oil, garbage, and uranium) needed to power said plants (except for the 'renewable' windfarm/ solar plants, which require no fuel), making it a constant struggle to upgrade your plants for maximum efficiency while still retaining enough wealth to quickly expand your network to get the cheapest routes.
Description from BGG

This is the thread for a Play By Forum game of Freidemann Friese's Power Grid.

Rules: http://riograndegames.com/uploads/Game/Game_5_gameRules.pdf

This game will be run in the same fashion as Game I

I'll use the USA map and the same auction mechanics.


Sign-ups
1. Archetype
2. liopoil
3. Walrus
4. kirian
5. GalzriaAndrewisFTTW

I have 6 players currently...My understanding is that 5 players is better.  Probably not everyone will want to play right now, but if everyone does, it would be good to know if you're willing to play with 6.
So, please confirm with the following information:
Color (I assumed liopoil/nkirbit's from LoW).
Whether you're willing to play with 6.
« Last Edit: May 01, 2014, 09:58:36 pm by theorel »
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theorel

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Re: Power Grid II: Confirmations
« Reply #1 on: September 30, 2013, 07:23:25 am »

Auctions
When bidding each player may PM me a maximum auto-bid.  I'll then increment the bidding going through the auction participants until one would need to bid something beyond his max bid.  At that point I will offer pause the auction to give the player an opportunity to re-enter the auction with a higher maximum.
During auto-bidding bids default to increasing by 1.
See Game I for several examples of this.

Options:
-Force max.  If you do so, then the last bid you make before you would be expected to exceed your maximum will be your maximum bid.  Expectation is determined by the other player's "increments", if at least one round has been completed, otherwise it is assumed to be 1.
See my post (reply #22) in Game I for an example of a forced max.
-Absolute maximum.  If you state that your auto-bid max is absolute, then I will not offer you the opportunity to re-enter the auction with a higher max.  This will just help speed up the game if you know for certain your exact maximum bid.
-Increment by: $##.  You may set a different increment than 1 if you'd like.  This has the same use as jumping the bid in general does.  In particular, it could look like a "forced max" even when it isn't a max.

PM structure for Auto-bidding:
Bidding on Plant ##.  Max Bid: $## (optional-force max, optional-absolute maximum).  (optionally) Increment by: $##.

Turn Summary Reminder: (These are the phases of the turn)
1. Determine Turn Order: (most cities first, tiebreakers determined by highest power plant #)

2. Auction Power Plants: In turn order.

3. Buy Resources: In reverse turn order.

4. Build City Connections: In reverse turn order.

5. Beaureaucracy (power cities and receive money).  I will as a default assume you are powering as many cities as you can.  Let me know if you want to do differently, if there is a non-obvious choice of which plants you will fire, I'll ask.
Step 1 and 2: Place highest plant under deck.
Step 3: Remove lowest plant from the game.

Other Relevant Game Information:

-During Step 1, only one player may build in each city.  The first player to build in a city pays $10.

Step 2 begins at the END of "Phase 4" when at least 1 player has built to 7 cities. 
-During step 2, a second player can build in each city.  The second player to build in a city pays $15.

Step 3 begins at the end of the phase when the Step 3 card is turned over from the Power Plant deck.  (This can happen in any of phases 2, 4, or 5) 
-During Step 3 a third player may build in each city.  The third player pays $20.


Game End triggers at the end of Phase 4 when at least one player has built to 15 cities.  At this time the winner is the player who can POWER the most cities, ties broken by cash in hand, then by # cities connected.

Restock Rates (for 5 players):
Step123
Coal:575
Oil:456
Garbage:335
Uranium:232

Income Table
# CitiesIncome# CitiesIncome# CitiesIncome
01056410105
12267311112
23378212118
34489013124
45499814129
« Last Edit: September 30, 2013, 10:01:26 am by theorel »
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liopoil

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Re: Power Grid II: Confirmations
« Reply #2 on: September 30, 2013, 07:36:41 am »

/in

I'm willing to play with 6, but for some reason I was under the impression that it can only be played with 2-5...

also, thanks for auto-giving me green :)
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Archetype

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Re: Power Grid II: Confirmations
« Reply #3 on: September 30, 2013, 09:27:18 am »

/confirm with blue, please.

Now, to read the rules...
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Archetype

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Re: Power Grid II: Confirmations
« Reply #4 on: September 30, 2013, 09:29:39 am »

/confirm with blue, please.

Now, to read the rules...
And I'm fine with whatever number of players. I've never played, so I have no preference.
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chairs

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Re: Power Grid II: Confirmations
« Reply #5 on: September 30, 2013, 10:26:31 am »

I'm afraid I'm /out on this one, for now.  trying to let my forum games wind down a bit.

nkirbit

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Re: Power Grid II: Confirmations & sign-ups
« Reply #6 on: September 30, 2013, 11:48:53 am »

I'm going to pass as well.  I do like Power Grid, but don't want to commit to another forum game at this moment.
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Kirian

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Re: Power Grid II: Confirmations & sign-ups
« Reply #7 on: October 03, 2013, 05:23:06 pm »

Looks like you might need a replacement?  I would be /in if you wish.  Fine with 6 and fine with whatever color.
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liopoil

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Re: Power Grid II: Confirmations & sign-ups
« Reply #8 on: October 03, 2013, 05:27:34 pm »

AdamH should play this!!
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Galzria

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Re: Power Grid II: Confirmations & sign-ups
« Reply #9 on: October 03, 2013, 05:30:04 pm »

I'll play again. I know I love the game. I just fell out of a loop on playing it and now it's a little overwhelming to think about. But it's great, and I shouldn't let it slip away so easily.

So /in
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Derphammering is when quickhammers go derp.

Faust has also been incredibly stubborn this game. In other news, it's hot in the summer, and water falls from the sky when it rains.


Mafia Record:
TOWN Wins: M3, M5, M6, M11, M17, M28, M32, M105, M108, M114, M118, M120, M122, DM1, DoM1, OZ2, RM45, RM47, RM48, RM49, RM55
TOWN Losses: M4, M7, M8, M9, M13, M14, M18, M31, M110, M111, M113, M117, M125, RM3, RM4, RM54
SCUM Wins: M2, M19, M23, M100, DM3, RM1, RM2, RM48, RM50
SCUM Losses: M15 (SK), M102 (Tr), OZ1, RM55

Total Wins: 30
Total Losses: 20

theorel

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Re: Power Grid II: Confirmations & sign-ups
« Reply #10 on: October 05, 2013, 08:10:23 am »

Okay, I'm going to try to start this up early-ish next week.  If Young Nick doesn't check in/no one else expresses interest we'll run with 4.  That sound good for everyone?
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WalrusMcFishSr

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Re: Power Grid II: Confirmations & sign-ups
« Reply #11 on: October 05, 2013, 03:59:54 pm »

Well, since my most time-consuming game killed me I guess I'll give this a go. /in unless anybody else wants it instead of me.

I've never played before, but it looks pretty cool. Did any of you ever play the Atari-era game "M.U.L.E."? It was an auction-centric economic game set on an alien planet. It was awesome and pretty advanced for its time. It also had the best theme song ever:

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theorel

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Re: Power Grid II: Confirmations & sign-ups
« Reply #12 on: October 07, 2013, 10:29:38 am »

Young Nick has confirmed he's not playing.
@Walrus: what color would you like to be?

And, I'm going to roll to see which region is excluded: 1=Purple, clockwise to 6=Blue.

Region Excluded 1d6 : 1, total 1
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theorel

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Re: Power Grid II: Confirmations & sign-ups
« Reply #13 on: October 07, 2013, 10:30:20 am »

Initial player order:
Rolled 1d5 : 5, total 5
Rolled 1d4 : 3, total 3
Rolled 1d3 : 3, total 3
Rolled 1d2 : 1, total 1
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theorel

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Re: Power Grid II: Confirmations & sign-ups
« Reply #14 on: October 07, 2013, 10:32:48 am »

So, no purple (North-West) region.

initial player order is:
1. Galzria
2. Walrus
3. Kirian
4. Archetype
5. liopoil
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WalrusMcFishSr

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Re: Power Grid II: Starting soon...need Walrus' color
« Reply #15 on: October 07, 2013, 10:43:03 am »

How about classic, bold, no-messin'-around Red. Looks like we need a couple of warm colors to balance things out.
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Kirian

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Re: Power Grid II: Starting soon...need Walrus' color
« Reply #16 on: October 07, 2013, 10:55:43 am »

If you must have a color for me, I take black.
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theorel

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Re: Power Grid II: Starting soon...need Walrus' color
« Reply #17 on: October 07, 2013, 11:01:03 am »

Interestingly, that's exactly what I was going to do :)

Initial game-state incoming.
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theorel

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Re: Power Grid II: Starting soon...need Walrus' color
« Reply #18 on: October 07, 2013, 11:01:58 am »

Current Game State: Auctioning Plants (Turn 1)

Turn Order (# cities)
1. Galzria (0)
2. Walrus (0)
3. Kirian (0)
4. Archetype (0)
5. liopoil (0)

Power Plant Market:
03: 2O->1
04: 2C->1
05: 2C/O->1
06: 1G->1

Future:
07: 3O->2
08: 3C->2
09: 1O->1
10: 2C->2

Player Information:
1. Galzria (0)
Plants(Resources):
1. - 2. - 3. -
Money: $50
2. Walrus (0)
Plants(Resources):
1. - 2. - 3. -
Money: $50
3. Kirian (0)
Plants(Resources):
1. - 2. - 3. -
Money: $50
4. Archetype (0)
Plants(Resources):
1. - 2. - 3. -
Money: $50
5. liopoil (0)
Plants(Resources):
1. - 2. - 3. -
Money: $50

Resources in Reserve:
0C, 6O, 18G, 10U

Map:

Resources:

Current Market:

Future Market:
« Last Edit: October 07, 2013, 11:14:04 am by theorel »
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theorel

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Re: Power Grid II: Round 1: Initial Auction
« Reply #19 on: October 07, 2013, 11:13:26 am »

So, Galzria to start the auctions.  Hopefully it is utterly clear which region is excluded (I don't want anyone not realizing it this time :))
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liopoil

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Re: Power Grid II: Round 1: Initial Auction
« Reply #20 on: October 07, 2013, 11:14:12 am »

Hopefully it is utterly clear which region is excluded (I don't want anyone not realizing it this time :))
thanks :)
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WalrusMcFishSr

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Re: Power Grid II: Round 1: Initial Auction
« Reply #21 on: October 07, 2013, 11:15:27 am »

The northwest is covered with precious black oil! BUILD BUILD BUILD!!!
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Galzria

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Re: Power Grid II: Round 1: Initial Auction
« Reply #22 on: October 07, 2013, 12:52:26 pm »

$5 for 5
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Quote from: Voltgloss
Derphammering is when quickhammers go derp.

Faust has also been incredibly stubborn this game. In other news, it's hot in the summer, and water falls from the sky when it rains.


Mafia Record:
TOWN Wins: M3, M5, M6, M11, M17, M28, M32, M105, M108, M114, M118, M120, M122, DM1, DoM1, OZ2, RM45, RM47, RM48, RM49, RM55
TOWN Losses: M4, M7, M8, M9, M13, M14, M18, M31, M110, M111, M113, M117, M125, RM3, RM4, RM54
SCUM Wins: M2, M19, M23, M100, DM3, RM1, RM2, RM48, RM50
SCUM Losses: M15 (SK), M102 (Tr), OZ1, RM55

Total Wins: 30
Total Losses: 20

theorel

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Re: Power Grid II: Round 1: Initial Auction. Walrus' bid
« Reply #23 on: October 07, 2013, 02:40:12 pm »

Auction: 05: 2C/O->1
Bids:
Galzria: $5
Walrus: $6
...

Kirian's bid
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theorel

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Re: Power Grid II: Round 1: Initial Auction. Kirian's bid
« Reply #24 on: October 07, 2013, 02:53:26 pm »

Quick note for Archetype and Walrus (because I know it catches some people off guard...I like to mention it explicitly for players that haven't played)

After the initial plant auction, turn order will be re-determined.  So, for purchasing resources/determining start location, the player that buys the lowest numbered plant will go first.  In all future turns, turn order will stay constant after the auction.
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