| UP (discussion topics) | TOP (Cherryh-homepage) |

message 0529



Parts of this message can be found in the following threads:
>From: Onno Meyer <Onno.Meyer@arbi.informatik.uni-oldenburg.de>
>Subject: cherryhlist
>Date: Wed, 15 Sep 1993 10:01:23 +0200 (MET DST)

> 	Send articles to jaymin@maths.tcd.ie with "cherryhlist" somewhere
> on the subject line. Mailing is distributed more-or-less daily.

Some people have asked me how to join the list. I told them to write to
jaymin@maths.tcd.ie. Is that correct?

> --------------------------------------------------------------------
> > >From: goldman@orac.cray.com (Goldman of Chaos -- postmaster CRI-US)
> 
> > 3) A children's game was mentioned in Cyteen.  Has anyone thought
> >    about possible rules for it?

I've re-read two different pages in Cyteen where this game is mentioned.
Unless the translator fouled up (I've just found "laser" for "taser" in  
CH :-( ), it is a game of dice where stations, goods and ships can be
traded between the players. The game can be played by small children.
                                  
What do you think about this:

The board is a map of the Union with 12 stations and jumppoints, with
lines between the jumppoints that may or may not have a "difficulty"
attached to them (probably not - a childrens game). Every station is
represented as a plastic shape with slots in it that are storage space.
These slots can be filled with markers colorcoded for the different
types of goods (food,spare parts& machines, luxuries, raw materials,
recycling parts). Ships are small plastic counters that can carry a
limited number of cargo lots.

Stations, a limited number of goods and ships and money are distributed
to the players, based on a list that gives the distributions based on 
player numbers.

Every turn starts with a "station" phase. If a station has food, it will
consume one lot of food. Otherwise, it will not produce anything for this
turn. In the second turn without food, a station dies. It is auctioned
between the other players. 
If the station has parts&machines, it will consume one lot of them.      
Otherwise, it will not produce anything, but there is no time-limit.
If a station is producing, it can turn a number of lots of raw materials
or recycling goods (2 lots recycling goods equal one lot raw materials)
into luxuries, machines or food (that may be the players decision or be
dependent on the station).
Luxuries can be spend to increase production. Happy workers work better.
To keep the game interesting, every station should have at least
one item it has to import.

The next phase is the "ships" phase. The players throw dice for every 
ship, and that is the number of jumps that ship can make. Whenever
two ships meet or whenever a ship arrives at a station, the two can 
transfer goods if the recipient has sufficient storage capacity.

At the end of the turn players can order new ships that must be paid
on order and will be delivered n turns later. Ships can be sold anytime
to the "bank", for half the original price.
The number of ships is limited by the supply of counters for each player.

At any time in the game, players can trade cargo, ships, stations or
whatever (pay somebody not to trade with a third player :-) ). The
price is negotiated between the players. Remember, even if cargo can
be sold anytime, players must meet to deliver it.
> 
> > Matt
> > 
 Onno


Copyright by the author of the original message.
WWW formatting by Andreas Wandelt (look here for email address) .