M.U.L.E.
sci-fi board game for Commodore 64, 1983
------------------------------------------------------------------------------
Welcome to M.U.L.E.
M.U.L.E. is a game of exploration and resource development on another
planet. Four humans can play. If you have less than four humans, the
computer will play the others.
There are three versions of M.U.L.E.: Beginner's, Standard and
Tournament. Each version has slightly different rules.
The player who has the most points at the end of the game is the
winner.
If You Want to Start Playing Right Away
The fastest way to learn is to play the Beginner's game. The next
pages of this Guide have screen shots and quick-reading captions to
teach you the Beginner's game FAST.
If you have any questions, read the Questions and Answers section on
page 7. The rest of this Guide has rules and strategies for the
Standard and Tournament versions.
Pausing the Game
To pause the game, see your Command Summary for the proper pause key.
To start again, hit the space bar a second time. This is especially
useful for playing and trying to read this Guide at the same time.
Reference Card
The Reference Card (in the package behind the disk) has details of how
to boot the game disk, and how to select the game version you want and
the number of human players.
1. Choosing Your Character
MECHTRON GOLLUMER PACKER
BONZOID SPHEROID
FLAPPER LEGGITE HUMANOID
You have just chosen to be a Bonzoid. The computer will cycle through
4 different colors. Whoever pushes his joystick button first uses
that color throughout the game.
After choosing a color, you select your character. Point the joystick
towards a character, and it will appear in the center of the screen.
Push your joystick button to choose it. If you don't want this one,
move another character into the center of the screen, and push the
joystick button. When you are done, the computer will cycle through
the remaining colors for the other players.
2. Summary Report
You and the other players each start with $1000 in money and $300
worth of Food and Energy -- "goods."
3. Land Grant
You select a plot on the river.
The Land Grant is your chance to get one free plot each turn.
When the moving square is over the plot you want, push your joystick
button. The plot will be highlighted in your color.
4. Deciding What to Produce
You decide to produce Food on your river land.
Your plot of land will flash when it is your turn. Decide what you
want to do with your land. Mountains are best for mining Smithore,
river land is best for farming for Food and flat land is best for
producing Energy. (See back cover for more details.)
5. Outfitting Your M.U.L.E.
EXPLOITATION #1
.----------------------------.
| .---. .---. .---. .---. |
| | | | S | | E | | F | |
| `---' `---' `---' `---' |
| |
| .---. .---. .---. .-----. | #
| | | | | | P | | C | | #
| | | | | `---' | | | #
| `---' `---' |$100 | | # TIME BAR
| `-----' | #
| MULES | #
`----------------------------' #
YOUR MONEY EQUALS $875
$ 2 5 T O O U T F I T
M U L E F O R F O O D
[ Graphic legend
S = Smithore Outfitting
E = Energy Outfitting
F = Food Outfitting
C = Corral
]
You outfit a M.U.L.E. to produce Food.
When you push your button, the town zooms into view. Go into the
corral, get a M.U.L.E., and take him to any outfitting shop.
When the time bar runs out, your turn ends regardless of what you are
doing.
6. Installing Your M.U.L.E.
You are about to install your M.U.L.E.
To install a M.U.L.E., lead him out of town to your plot of land.
Push your joystick button when your character is directly over the
house. If you miss, you'll hear a beep. Try again.
When installed, your M.U.L.E. turns into a production symbol. Your
property is ready to produce Food, Energy, or Smithore.
7. Wampus Hunting
You still have time left. Can you catch the Wampus?
The Wampus lives in caves in the mountains. when he opens his door,
his bell rings and a light flashes. If you catch him, he will pay you
to let him go.
To catch the Wampus you have to be outside of town, without a M.U.L.E.
Then, when you see his light, jump on him. Good hunting!
8. The Pub
Going into the Pub is an automatic way to win money. But it also ends
your turn. The more time remaining, the more you will win.
9. Random Events
You can't really plan for "random events" like Planetquakes, Acid rain
and Pest Attacks, but they happen.
10. Production
Your river land produced 5 units of Food.
Production happens automatically; you just watch your land produce.
Each little box that appears on the left side of your land represents
one unit.
11. The Store
There is a Store in the game, played by the computer. During the
Auction, the Store buys and sells Food, Energy and Smithore.
It starts out with 16 units of Food, 16 units of Energy and no
Smithore. After that, the number of units it has to sell depends on
what the players buy and sell.
12. Player Status
.-------------------------------------.
| F S T A T U S # 1 F |
| F O O D |
| 50 store
| selling price
| S |
| |
| # |
store symbol # # |
| . # # |
| . - - - - critical line
| S # # # # |
| 15 M M L B |
store buy price 0 8 0 5 units surplus
| money 946 1042 1089 933 money |
| units 3 11 3 8 units |
| |
| S T O R E H A S 1 6 U N I T S |
`-------------------------------------'
[ Graphic legend
F = food symbol pitchfork and sickle
S = store symbol, like a house
M = Mechtron
L = Leggite
B = Bonzoid
]
You have a surplus of Food.
There are three Auctions each round, one each for Smithore, Food and
Energy. Each auction starts by showing your "Status" in that good. A
line grows and shrinks to show how much you started with, how much you
used, how much spoiled, and how much you produced during your last
turn.
A "critical line tells you if you have a shortage or a surplus for
your next turn. (Except for Smithore, which is not "critical" for
survival.) Finally, there is a message telling how much of that
product the Store has.
13. Declaring
.-------------------------------------.
| F S T A T U S # 1 F |
| F O O D |
| 50 |
| SELL SELL |
SELLER . . . . . . . . . M B S |
| |
| P U S H S T I C K |
| T O D E C L A R E A S |
| B U Y E R O R S E L L E R |
| |
| # |
| # DECLARE TIMER
| S # |
BUYER . . . 15. . .M L |
| BUY BUY |
| money 946 1042 1089 933 money |
| |
| UNITS IN STORE
| S T O R E H A S 1 6 U N I T S |
`-------------------------------------'
[ Graphic legend
F = food symbol pitchfork and sickle
S = store symbol, like a house
M = Mechtron
L = Leggite
B = Bonzoid
]
You declare yourself to be a Seller in the Food auction.
Push your joystick up or down to declare whether you are a Seller or a
Buyer. You can change back and forth as often as you wish until the
Declare Timer runs out.
Hint: If you have a surplus, you should sell it (your character will
automatically jump to the SELL position). If you have a shortage,
BUY!
14. The Auction Begins
.-------------------------------------.
| F S T A T U S # 1 F |
| F O O D |
| 50 |
| SELL 40 |
| M S |
| |
| |
| B |
| - - - - - - - - - - # |
| # |
| # |
| # AUCTION TIMER
| S - - - - - - - - - - # |
| 15 M L |
| BUY BUY |
| money 946 1162 1089 933 money |
| units 0 0 0 0 traded |
| |
| UNITS TRADED |
`-------------------------------------'
[ Graphic legend
F = food symbol pitchfork and sickle
S = store symbol, like a house
M = Mechtron
L = Leggite
B = Bonzoid
]
You are a Seller, and you lower your price to $40 per unit.
The auction starts with the sellers on the top of the screen and the
buyers on the bottom. Now the units row shows the number of units
traded during the auction, instead of the number of units owned by
each player.
Sellers move down to lower their prices. Buyers move up to raise
their bids. Dashed lines indicate the highest bid and the lowest
price among all four players. All characters can move at the same
time, racing to buy and sell before the auction timer runs out.
15. Trading
.-------------------------------------.
| F S T A T U S # 1 F |
| F O O D |
| 50 |
| SELL 25 |
| M S |
| |
| |
| |
| # |
| _____________L____B_ # |
| # |
| S # |
| 15 M |
| BUY 25 |
| money 946 1162 1064 958 money |
| units 0 0 1 1 traded |
| |
| U N I T S T R A D E D 1 |
`-------------------------------------'
[ Graphic legend
F = food symbol pitchfork and sickle
S = store symbol, like a house
M = Mechtron
L = Leggite
B = Bonzoid
]
When the Buy Line and the Sell Line meet, the Buyer and the Seller
start flashing. Trading begins, one unit at a time. As trades are
made, the Buyer's money decreases, the Seller's money increases, and
both player's Units Traded increase.
Either player can stop trading at any time, simply by moving away from
the line. Otherwise trading continues until the Seller runs out of
extra product, or the Buyer runs out of money.
16. Summary Report (Again)
.-----------------------------------.
| S T A T U S S U M M A R Y # 1 |
| M O N E Y 1 1 6 2 |
| (M) L A N D S 5 2 5 |
| G O O D S 1 6 4 |
| T O T A L 1 8 5 1 |
| |
| M O N E Y 9 6 4 |
| (L) L A N D S 5 7 5 |
| G O O D S 2 5 4 |
| T O T A L 1 7 9 3 |
| |
| M O N E Y 1 0 5 8 |
| (B) L A N D S 5 2 5 |
| G O O D S 1 6 4 |
| T O T A L 1 7 4 7 |
| |
| M O N E Y 9 4 6 |
| (M) L A N D S 5 7 5 |
| G O O D S 1 6 4 |
| T O T A L 1 6 8 5 |
| C O L O N Y 7 0 7 6 |
| |
| Press all player buttons to go on.|
`-----------------------------------'
[ Graphic legend
(M) = Mechtron
(L) = Leggite
(B) = Bonzoid
]
After the first turn, you are losing, but not by much.
The Summary Report shows your points, or "Net Worth" after each round.
Don't feel bad if you're in last place now. The losing player gets
some advantages. For instance, if you and another player both try to
get the same piece of land during the Land Grant, you will get the
land. And if you and another player both try to Buy or Sell at the
same price, you will get to make the trade, even if he or she is also
on the trading line.
17. Transferring M.U.L.E.s
Later in the game, you can move M.U.L.E.s that you hove installed. You
can even take them back into town and re-outfit them for a different
type of production.
To transfer a M.U.L.E., go to your plot (with or without a M.U.L.E. in
tow). When you press your button, the M.U.L.E. you are leading (if
any) will be installed and the one previously installed will be
following you. You can take the new M.U.L.E. to another plot or you
can re-outfit him for a different type of production (by taking him
back to town). If you have no other use for the M.U.L.E., return it to
the corral for $100.
You are now ready to play the Beginner's game of M.U.L.E. The game
will last 6 rounds. Whoever has the highest value, or "Net Worth" at
the end will be the winner, the "First Founder."
Good luck!
Some Questions and Their Answers
Q: Why don't I always get the plot of land I want in the Land Grant?
A: It must be because you and another player are both pushing your
joystick buttons at the same time, and he or she is getting the land.
That happens because the computer figures out who has the least amount
of money, land and goods and gives that player the land. Or else it
is because your "trigger finger" is just a little too slow.
Q: Why can't I watch the computer player installing a M.U.L.E.? Is it
cheating on me?
A: Since computers never make mistakes, they are boring to watch. But
since they don't have any imagination, they can't catch a Wampus
either.
Q: Sometimes I go into the Corral and can't get a M.U.L.E. Why not?
A: You have to go all the way into the Corral. When you do, you will
see the M.U.L.E. following obediently behind you. The same goes for
the outfitting shops. You have to go all the way in and come all the
way out.
Q: My M.U.L.E. keeps running away. What can I do?
A: M.U.L.E.s don't really like working. If they get a chance, they
will run off. If your time runs out before you get your M.U.L.E.
properly installed, it will scoot. If you realize you don't have
enough time to lead your M.U.L.E. all the way to your land, you can
return it to the corral and get your money back.
Q: Why can't I catch the Wampus?
A: Three reasons: you may be pushing your joystick button, which keeps
him away; you may be standing on his mountain, which keeps him from
opening his door; or maybe you aren't really cut out to be a Wampus
hunter,
Q: I get to the Buy lane just as fast as another Seller and I don't
get to sell anything; what's going on?
A: Remember, the player with the least amount of money, land and goods
always gets the advantage. If you are richer than the other Seller,
he or she will win all the "ties." The same goes when you and another
player are both trying to buy something.
Q: Yes, but can't I sell just one unit?
A: Once a trade begins, no other players can break into it. Your only
hope is to get one of the players to stop trading,
Q: The Store was out of Food and I still wanted to buy some. But I
couldn't quite reach the Seller. Is something wrong?
A: Nope. If the Seller doesn't want to sell you anything, he or she
can just stay on the top of the screen and you can't reach.
Q: How come I can't always go as high as I want to in the Auction?
A: You can't bid if you don't have enough money.
Q: Why do I have to stop selling just because I reach my "critical
level?" I could have sold Food when I didn't need it for my next turn.
A: It sounds like you're ready for the Standard Game. Turn to page 10
and check it out.
Tips on the Beginner's Game
* Always get land during the Land Grant, even if you can't get the one
you want -it is worth $500 in figuring your Net Worth.
* Avoid moving through mountains and the river whenever possible.
They will slow you down. The fastest way to move is diagonally.
* Learn how to transfer and re-outfit M.U.L.E.s to take advantage of
shortages and surpluses that develop.
* If you have time remaining after placing your M.U.L.E.s, look for
the Wampus. If the Wampus is too far away, ignore him and go to the
Pub.
* Take advantage of the terrain by producing the right products in the
right place. Make food in the River, energy in the Flatlands, and
mine Smithore in the Mountains (particularly plots with 3 mountain
symbols),
* Always get the other players to pay the highest price when you are
selling, and to take the lowest price when you are buying. Learn to
"tease" them into taking your price by wiggling your character up and
down on the Auction screen.
* The amount you produce each turn depends on 3 things: "Base
Production," Energy, and economic bonuses. Base Production is the
number of units your plot will produce if nothing else affects it.
This number is shown by the number of little boxes that appear in the
lower right corner of your land during Production.
* A M.U.L.E. will produce ZERO units during a turn if it doesn't have
enough Energy. Food and Smithore M.U.L.E.s need one unit of Energy
each turn, left over from the previous turn. (Energy M.U.L.E.s just
use Energy as they make it.)
* If you have 3 plots producing the same product, regardless of where
the plots are located on the map, you get an extra unit of production
in each plot. This reflects what is called "the learning curve theory
of production," explained in the section "Economics of M.U.L.E."
* Whenever two or more plots producing the same product are side by
side, you will also get one extra unit of production in each plot.
This bonus reflects the theory of "economies of scale" also explained
in "Economics of M.U.L.E." No more than 1 extra unit is given for
"economy of scale" regardless of how many plots are touching.
* The price of goods is based on supply and demand, also explained in
"Economics." In the Status Summary, the computer values your goods
according to the most recent Auction in that product.
* Cooperate with another player. To take advantage of "economies of
scale" and "the learning curve" you will have to specialize your
production. For example, if you produce all the food for you and
another player, while he produces all the energy, you both will
increase your production and profits.
* The last place player will move first if there are less than 7
M.U.L.E.s in the corral. If there are more than 7, the last place
player moves last to give him the benefit of seeing what everyone else
does.
* Don't lose M.U.L.E.s. If you outfit a M.U.L.E. but then realize that
you don't have time to lead it to your land and install it, just take
it back into the corral. You will get back the money you paid for the
M.U.L.E. even though you will lose the cost of outfitting.
* Use the "handicapping" system built into M.U.L.E. to even out the
players. The Flapper character is for beginners; it gets extra money
and more time. The Humanoid character is for advanced players; it
gets less money and less time.
The Economics of M.U.L.E.
Pricing
Prices are set by supply and demand. Prices go up when the supply is
small and the demand is high; they go down when there is a large
supply and little demand. For example, if there are 25 units of
Smithore in the store and all the players are producing it, the store
will offer a very low price to buy it.
In M.U.L.E., the store sets prices using a formula based on principles
of supply and demand, and also on the latest prices paid for the
product. No store price can go over $265. Food, Energy and Smithore
have minimum prices of $15, $10 and $14.
Economies of Scale
The "law" of Economies of Scale says that the bigger you are, the
better you get. If you double the size of your operation, you more
than double your effectiveness. This is because of things like mass
production, and volume discounts on buying raw materials and building
tools.
In M.U.L.E., if you have two or more plots of land side by side, doing
the same kind of production your M.U.L.E.s become more efficient, and
overage one extra unit of production on each plot.
Learning Curve Theory of Production
In many industries, as you build more and more of a product you learn
how to do it more efficiently. The "Learning Curve Theory" says that
every time you double the total number of units you have ever built,
you "learn' to build that product for 20% less. This is the reason
that calculators and computers keep costing less and less every year.
In M.U.L.E., you get an extra unit (on each plot) for every 3 plots of
land you have that are all producing the same kind of product,
regardless of where they are located. This is in addition to the
bonus you get from economies of scale you get from adjacent plots.
For example, if you had 3 Smithore mines, and 2 were side by side,
each mine would produce one extra unit for the Learning Curve effect,
and the 2 adjacent plots would each produce a second extra unit for
the Economies of Scale effect.
Diminishing Returns
Just when you thought you had it wired, economics comes through with
the "law" of diminishing returns. This law says that economies of
scale and learning curve effects reach a point where they get less and
less important.
In M.U.L.E., you can see how this works if you try to develop a
Smithore monopoly. At first you get high levels of production by
locating mines in the mountains (where there are rich Smithore
deposits), and getting the economics bonuses as well. Eventually you
have to start mining for Smithore in the flat land to increase your
economies of scale and learning curve effects. Sooner or later you
reach a point where you get more value from giving up the economic
bonuses and producing Food or Energy instead.
The Prisoner's Dilemma
Normally, in a free enterprise system, things work out best if
everyone looks out for himself. However, there are some cases in
economics, such as "The Prisoner's Dilemma" where everyone loses if
each per-son spends too much time worrying about himself.
In M.U.L.E., if the colony doesn't survive, everyone loses. If one
player is really doing poorly, he can't afford to pay high prices to
buy all the Energy or Food that you are producing.
If you want a real challenge, try playing the Humanoid character
against three computer players and see If you can get a total colony
score of more than 100,000. If you can, we'd like to hear about it.
Good luck!
Standard Game
There are several new rules in the Standard game that give you almost
unlimited strategies. First, the Standard game lasts 12 turns.
Second, the entire colony must have a total worth of at least $60,000,
or you will all get sent home to work in a M.U.L.E. factory. Here are
the other changes:
Land Auction
In the Standard game, the store auctions land immediately after each
Land Grant. The number of plots auctioned each turn averages 1, but
can vary from 0 to 6. The plot to be auctioned will be displayed by a
black flashing square. After all the players press their joystick
buttons, the auction begins. To bid, simply move your character up the
screen above the minimum price shown. Your bid will change as you
move just as it does in other auctions. When the timer runs out, the
player with the highest bid (above the minimum) receives the plot. If
no player moves above the minimum bid, the plot doesn't sell. The
plot will be valued at $500 in figuring your net worth during the
Summary no matter how much you pay in the Auction.
Selling Land
In the Standard game you can sell your land. If it sells, you receive
all the money paid for it. If the plot doesn't sell, it will not be
auctioned again unless you offer it again.
To mark your land "For Sale," enter the land office without a
M.U.L.E., and then go to the plot you wish to sell. When you are in
the center of the plot, push your joystick button and return to the
land office. To help you, the timer is turned off when you enter the
land office to mark a plot. Land marked "For Sale" will be offered in
the Land Auction the next turn.
Selling land works differently than selling goods. When the Seller
moves his joystick up and down to raise or lower the asking price, the
price changes but the Seller doesn't move on the screen.
The Seller can change his asking price at any time. If he does this,
if he moves the asking price either up or down, the Buyer's bid is
automatically rejected, and he has to move above the asking price
again. When time runs out the Buyer who is highest, and above the
asking price, gets to buy the land. There is no maximum price.
Development
In the Standard game the price of M.U.L.E.s varies from turn to turn
depending on the number of M.U.L.E.s available and the number of
undeveloped plots owned by players.
Each game starts with 16 M.U.L.E.s in the corral. When these are gone,
they can only be replaced in one way: by building more from Smithore.
It takes two units of Smithore to build a M.U.L.E., and only the store
knows how. Because of the difficulty, it takes the Store an entire
turn to build a M.U.L.E. from the Smithore it buys. Needless to say
the prices of M.U.L.E.s and Smithore skyrocket when the colony begins
to run short of M.U.L.E.s.
Another change in the Standard game: the M.U.L.E. will run away when
you try to install him on your land, unless your character is directly
over the house when you push your joystick button. Pushing the
joystick button anyplace other than your plot will also cause the
M.U.L.E. to run away.
Auction
Two changes have been made to the Auction phase. First, you can use
your own judgement and sell products below your "Critical Level" if
you think it is wise.
Second, when the store has no units, the selling price for a unit of
any product may go as high as Buyers are willing to bid. In other
words, if one player really wants something, you can make him pay for
it. Because the screen is only so big, it may look as if the buyer
isn't moving, when his bid price is actually rising fast; so watch the
bid price. So long as the seller does not move down from the top of
the screen, no transactions are made, no matter how high the bid goes.
This allows shrewd players to take advantage of their friends.
One odd visual effect occurs if one player is bidding very high while
other players stop raising their bids: the bidder doesn't seem to move
anywhere and the non-bidder-s seem to be going backwards. The reason:
it's all relative. The non-bidders last bid doesn't change, only
their relative positions on the screen.
Tips on the Standard Game
* Conserve cash for the Land Auction. Land is very valuable. You
should be greedy for land. Make the other players pay dearly for it.
* During each player's turn there is a 25% chance of a random event,
and there are 21 different events. The losing player will never
receive a bad luck event, and the winning player never gets lucky.
* In the Standard game, the production on each plot varies from turn
to turn. Base Production is only the average production, and it
varies from 0 to 8 units even if the M.U.L.E. has enough Energy. You
might want to save a little extra Food and Energy as "safety stock"
just in case you hit a streak of bad luck.
* Random events may also come up just before the Production phase.
There are 8 different types. Most affect all players, but a few only
affect individuals. Watch out for the Pirate; he plunders everyone's
Smithore. (In the Tournament game, he plunders Crystite, explained
later).
* The Standard game invites player interaction. Diplomatic and
persuasive skills are often more important than knowledge. This is
like life in the rest of the galaxy.
* Don't be afraid of losing a M.U.L.E. or two -- especially if you
have been hoarding Smithore. Remember: your opponents can't develop
their land without M.U.L.E.s. And after all, it only hurts them if
they're ahead of you (and their turn comes after yours). All you have
to do is get a M.U.L.E. from the corral, outfit him for Food, leave
the town, and push your button. That M.U.L.E. will disappear faster
than you can say "Which way did he go?"
* Speaking of "cutthroat" play, an occasional cutthroat maneuver may
put you well out of reach of the other players. For example, if you
have food and the others don't, try buying out the store instead of
selling the surplus. This may keep a close challenger from catching
you, and next turn you may have a monopoly!
The Tournament Game adds two new concepts to M.U.L.E.-Crystite and
Collusion. These two small changes turn it into a game that's almost
entirely new.
Crystite
Crystite, which is found underground, is the fourth product available
for discovery and development. Crystite varies with underground
contours, rather than terrain type like other products.
In each game, there are always 3 plots which each have base production
of 3 units. These centers are surrounded by plots with base
production of 2 and 1. Crystite cannot be mined in the river valley,
because the boggy land makes mining impossible.
There are two ways to discover Crystite. You can install a Crystite
M.U.L.E. on your plot, and hope you have made a good guess, or you can
take an "assay" first.
To do this, enter the assay office in town, then visit the plot you
wish to check. When you are in the center of the plot, push your
joystick button to obtain a soil sample. When you take the sample
back to the assay office, it will report Low (1), Medium (2), High
(3), or No (0) Crystite deposits on the plot.
You may take soil samples on any plot on the map, even those that no
one owns yet. However, it might be tough to find the center of a plot
that isn't owned, because you won't be able to see the shape of the
plot. Keep trying. You'll get it sooner or later.
Collusion
.-------------------------------------.
| F A U C T I O N # 1 F |
| F O O D |
| 50 |
| SELL 29 |
| M S |
| |
| |
| |
| # |
| _ _ _ _ _ _ _ _ _B_ # |
| _ _ _ _ _ _ _L_ _ _ _ # |
| S # |
| 15 M |
| BUY 25 |
| money 1276 372 1229 373 money |
| units 0 0 1 1 traded |
| |
| C O L L U S I O N |
`-------------------------------------'
[ Graphic legend
F = food symbol pitchfork and sickle
S = store symbol, like a house
M = Mechtron
L = Leggite
B = Bonzoid
]
You agree to Collude in a private trade so the leading player can't
buy your Food.
Collusion is a powerful technique that allows players to make private
deals, when collusion is in effect in an Auction, only the players
involved can trade and the others are shut out. Although the basic
approach is the same, Collusion works differently in Product Auctions
than in Land Auctions.
To start a Collusion during a Product Auction, two or more players
push their joystick buttons at exactly the same time. (To make sure
that the timing is perfect, you may even hove one person push BOTH the
joystick buttons.) This starts a special Collusion timer, changes the
color of the screen to pink, and causes the other players and the
Store to fade into the background. Until time runs out, the players
involved can concentrate on working out a deal between themselves.
The game returns to the regular auction after collusion is over.
.-------------------------------------.
| L A N D A U C T I O N # 2 |
| H I G H B I D I S $ 5 8 0 |
| |
| SELL |
| B |
| |
| |
| |
| # |
| # |
| _ _ _ _ _ _ _L_ _ _ _ # |
| S # |
| M M |
| BUY BUY 580 |
| money 1231 372 1052 235 money |
| |
| C O L L U S I O N |
`-------------------------------------'
[ Graphic legend
S = store symbol, like a house
M = Mechtron
L = Leggite
B = Bonzoid
]
Collusion works differently in the Land Auction.
The Seller gets to set the price and select the Buyer. No prearranged
signal or special timing is necessary. Here's how it's done:
First, the Seller pushes his or her joystick button to begin the
Collusion timer. The Buyer on the left will be highlighted and the
others will fade into the background. That Buyer is the only one who
can make a bid on your land. To select another Buyer, simply push
your joystick button to select the next one on the right. Whoever you
select can move his bid up or down, while you, at the same time, raise
or lower your price. (Notice that the house does not move on the
screen, but the price changes nevertheless.) As soon as the Buyer
meets your price, he or she gets the land. If Collusion timer runs
out before anyone meets your asking price, the game returns to the
normal Auction. don't forget: if the Buyer you select isn't going to
meet your price, you can always shut him off and "activate" another
Buyer.
Tips on the Tournament Game
* The Tournament game starts with just enough resources to keep the
Colony alive for one turn. You also get less time during the
Development phase to place M.U.L.E.s on your plots. A good way to
offset these changes is to be self-sufficient during the beginning of
the game. Try to get one of the River plots for Food, and
occasionally take an Energy plot next to the Food plot you have made,
These two plots will probably keep you going through the first 3-5
turns of the game.
* Crystite prices vary from $50 to $150 per unit, but are not affected
by supply and demand on the planet. The way to make a killing on
Crystite is to buy it cheap and sell it when it gets to its highest
peak.
* In the early stages of the game, look for Crystite by assaying plots
if you have extra time. You should look for Crystite in preference
over hunting Wampuses. The best way to earn enough cash to stay
flexible is by speculating on Crystite. If you can find and obtain
the richest Crystite plots you will be well ahead toward winning the
game.
* Speaking of Crystite, it is better to group plots together around a
low or medium producing plot than to go for the plots with high
concentration. By taking advantage of "the learning curve" and
"economies of scale" you can produce much more Crystite than by going
for the high concentrations and scattering your land holdings.
* Don't be shy about transferring and re-outfitting M.U.L.E.s,
particularly toward the end of the game. Victory can often be pulled
out during the last 1-3 turns by swiftly converting all of your plots
to the product selling at the highest price (usually Crystite). Build
up a surplus of Food and Energy (particularly Energy) for the last
turns, then go for it!
* Trade Land by using Collusion! If you can talk one of the other
players into trading a plot you need, work a private deal through
Collusion. If you are skilled at negotiation, you should be able to
make deals that are good for both of you. For example, you can
greatly enhance your standing just by getting a key plot (particularly
a plot which connects several other plots you already own).
* The Pirate Ship is very dangerous in the Tournament game. No more
than 2 Pirate Ships ever arrive during a game. If, for example, no
Pirate ship has arrived, it is turn 9, and you have 50 units of
Crystite in storage, SELL!
* Watch for the "Fire in Store" special event. When it happens, the
price of products will increase, particularly Smithore if M.U.L.E.s
are scarce.
* The computer player(s) in the Tournament game receive an extra $200
to offset your superior play. Try playing the Humanoid (advanced)
character against the computer. You will be hard pressed to beat him!
------------------------------------------------------------------------------
Some useful keyboard shortcuts
------------------------------------------------------------------------------
[PAUSE] - stop/continue game
[F9] - quick load game state
[F12] - quick save game state (still stored after leaving the site)
[F10] - toggle performance meter
[F11] - toggle fullscreen mode
[ScrollLock] - quick switch control ports
[PageDown] - make a screenshot (320x200)