Monthly Archives: June 2014

The (Board) Gamer’s Guide to Supply Management Part XXIX: At the Gates of Loyang: Part III – A Detailed Analysis

In our last post, we played a solo game of “At the Gates of Loyang” and did our best to balance regular customers and casual customers, use of helpers versus market stalls, and vegetable distribution in hopes of advancing to the end of the Path of Prosperity. We reached stone 15, which we thought was okay, until we noted that, according to the game’s (legendary) designer (Uwe Rosenberg), a “Good” player will reach stone 17. In other words, what we thought was a simple game did a pretty good job of putting us in our place, and it did so in less than an hour. Ouch!

However, we’re the rock stars of the upcoming resource revolution, so we should do better. And if we apply, and hone, our unique marketplace analysis skills, I bet we can. And while it’s hard to know just how well we can do in any given game, just like it’s hard to know how well we can do on any given buy, as we never know what cards we are going to be dealt until we get them (in the following turn), just like it’s hard to know what new opportunities are going to arise in the midst of a category sourcing project, we have the advantage that the game provides a fixed number of possibilities and an analysis thereof can shed light on the best general strategies to adopt and when to shift based upon the options presented to us.

So, in this post, we are going to do a basic analysis and then apply it in a subsequent game (in our next post). If we do better in the next game, we prove that up-front analysis works (both in games and in te real-world) and sharpen our analytical skills in the process (and in our profession, that certainly can’t hurt).

The game consists of 9 player fields, 6 common fields, 14 market stalls, 14 regular customers, 14 casual customers, and 13 non-lantern helpers. The breakdown is as follows:

Player Fields:

Vegetable Wheat Pumpkin Turnip Cabbage Beans Leeks
1×9 Plots Y Y Y      
2×6 Plots Y Y Y      
2×5 Plots Y Y Y Y    
2×4 Plots Y Y Y Y Y  
2×3 Plots Y Y Y Y Y Y
Compatible Plots 9 9 9 6 4 2
Maximum Yield 45 45 45 24 14 06

Expansion Fields:

Vegetable Wheat Pumpkin Turnip Cabbage Beans Leeks
2×5 Plots Y Y Y Y    
2×4 Plots Y Y Y Y Y  
2×3 Plots Y Y Y Y Y Y
Compatible Plots 6 6 6 6 4 2
Maximum Yield 24 24 24 24 14 06

Total Opportunities for Planting Between Player and Available Fields:

Vegetable Wheat Pumpkin Turnip Cabbage Beans Leeks
Compatible Plots 15 15 15 12 08 04
Maximum Yield 69 69 69 48 28 12

This analysis demonstrates that while one is always able to plant wheat, pumpkin and turnip, one is rarely able to plant beans and (especially) leeks. Furthermore, the maximum amount of leeks that one will be able to harvest is extremely limited, only 12 in the best case scenario (where a player acquires, and plants, both 3-plot public fields and both private fields before the end of round 6). Beans are also limited, as only 28 can be produced in the best case scenario (where a player acquires, and plants, both 3-plot public and private fields before the end of round 6 and both 4-plot public and private fields before the end of round 5), and that’s only if the player chooses not to plant any leeks. Cabbage, while not always able to be planted, can be planted in all but 2 private and 2 private fields, and can be readily available by round 4 even in the worst situation.

Casual (One-Time) Customers:

Vegetable Wheat Pumpkin Turnip Cabbage Beans Leeks Cash
Customer        1 1 1 12
Customer      1 1   1 11
Customer    1     1 1 11
Customer  1     1   1 10
Customer    1 1     1 10
Customer    1   1 1   10
Customer  1 1       1 9
Customer    1 1 1     9
Customer  1   1   1   9
Customer  1     2     9
Customer    2     1   9
Customer  1   2       8
Customer  2       1   8
Customer  1 1 1       7
Wants  8 8 7 7 6 6  

Even though the object of the game is to primarily satisfy regular customers (as illustrated by the fact that there is a penalty for having more casual customers than regular customers in any round you service a casual customer), appropriately timed service to casual customers can be quite lucrative (even though they will require a third vegetable). Analyzing the distribution of casual customers, we note that even though the ability to produce different vegetables varies considerably, with some vegetables (like leeks) considerably rarer than others (like wheat), casual customers, on average, vary little in their demand for different vegetables as the demand difference between wheat and leeks is only two (2). This tells us two things:

  1. No matter what vegetables we produce, for any three vegetables we produce, there will be at least one casual customer who wants two of them.
  2. We probably shouldn’t orient our vegetable production strategy around casual customer demands.

Regular Customers:

Vegetable Wheat Pumpkin Turnip Cabbage Beans Leeks Cash
Customer          1 1 7/8/9/10
Customer        1   1 7/8/9/10
Customer        1 1   6/7/8/9
Customer    1       1 6/7/7/8
Customer      1   1   6/7/7/8
Customer      1 1     5/6/7/8
Customer  1         1 5/6/7/8
Customer    1     1   5/6/7/8
Customer    1   1     5/6/6/7
Customer      2       5/6/6/7
Customer  1     1     4/5/6/7
Customer    1 1       4/5/6/7
Customer  2           4/5/5/6
Customer  1 1         4/5/5/6
Wants  5*4 5*4 5*4 5*4 4*4 4*4  

This tells us that, like casual customers, regular customers, on average, vary little in their demand — the total demand difference between wheat and leeks is only four (4). However, of the 36 possible pairings (where we allow a customer to want a vegetable twice), there are only 14 pairings in the game, and the only vegetables wanted twice are wheat and turnip. Thus, your vegetable production should in part be driven by the demands of the regular customers who appear.

Marketplaces

Vegetable Wheat Pumpkin Turnip Cabbage Beans Leeks
Trade Units      
Trade Units      
Trade Units      
Trade Units      
Trade Units      
Trade Units      
Trade Units      
Trade Units      
Trade Units      
Trade Units      
Trade Units      
Trade Units      
Trade Units      
Trade Units      
Available Units
Average    Cost 1.00  1.00  1.00  1.15  1.38  1.63 

While the distribution of vegetables for trade is rather equal, we have the situation where there are actually more of the rarer vegetables for trade than the more common one, but for a price. On average, the cost for leeks is 1.63 of your vegetables for 1 leek. (However, as you can only trade full units, this means more often than not, if you need a leek, and you cannot buy one, you’ll be trading 2:1 for it.)

So, at a first glance, this says you probably want to focus on acquiring the customers who desire the more easily produced vegetables, as the chances of meeting their needs is much higher. However, this is only one part of the picture. The other part is the selling price — customers may be willing to pay more Cash for the vegetables that are harder to produce, Cash that you need to progress down the path of prosperity.

If we analyze the demands of the casual customers, by generating an optimization model on a series of linear equations on the six vegetables available (Wheat, Pumpkin, Turnip, Cabbage, Beans, Leeks) by adding a Gratuity variable, and minimize over the sum of the gratuity variables, we find that the following are the average prices paid for each vegetable by Casual Customers:

Vegetable Wheat Pumpkin Turnip Cabbage Beans Leeks
Average Price 2 2 3 3 4 5

In fact, only 4 customers pay more than these prices. The customers who want Bean, Cabbage, and Pumpkin; Cabbage, Turnip, and Pumpkin; 2 Cabbage and 1 Wheat; and Bean and 2 Cabbage are willing to pay 1 more Cash for these sets of vegetables than the other 10 casual customers.

If we now analyze the demands of the regular customers, by generating an optimization model on a series of linear equations on the six vegetables available (Wheat, Pumpkin, Turnip, Cabbage, Beans, Leeks) by adding a Gratuity variable, and minimize over the sum of the gratuity variables, we find that the following are the average prices paid for each vegetable by regular customers over 4 deliveries:

Vegetable Wheat Pumpkin Turnip Cabbage Beans Leeks
Average Price 2.5 2.5 3.0 3.5 4.0 4.5

In fact, only four customers don’t pay these prices. Two customers, who want Cabbage and Leeks and Pumpkin and Cabbage, respectively, pay more (an extra 2 Cash), and one customer, who wants Cabbage and Wheat and Wheat and Leeks, respectively, pay less (by 2 Cash).

In other words, when all is said and done, we find that the average price for each vegetable when casual and regular customers are analyzed is the following:

Vegetable Wheat Pumpkin Turnip Cabbage Beans Leeks
Average Price 2.36 2.36 3.00 3.37 4.00 4.64

Each vegetable, with the exception of wheat and pumpkins, while harder to plant and harvest, is worth more, and leeks are worth almost double what wheat and pumpkins are worth. This says that if the opportunity arises to grow leeks and service customers who want leeks, this is the best course of action, but, if the opportunity is not available, given that almost every field can grow turnip, turnip is preferable to wheat and pumpkin, and if your choice is between wheat and pumpkin, you might as well grow wheat as it’s cheaper to buy. Also, there isn’t that much of a premium for cabbage over turnip, but beans are definitely worth pursuing as well. However, if one needs to do a lot of trading to meet demand, it’s best to grow and trade wheat, and even pumpkin, for leeks, beans, and even cabbage.

The Regular Helpers available are:

  • Book-keeper Restock the shop as you see fit. Also, for a chosen vegetable, receive 1 Cash for each field planted with the vegetable.
  • Haggler Once only, buy 2 vegetables of the same kind from the shop for the price of 1.
  • Harvest Helper Harvest 2 vegetables from each field (except home field) that contains 4 or more vegetables OR each field planted this round holds one additional vegetable.
  • Maid you may exchange all vegetables 1:1 at market stalls in one round
  • Market Crier Refill all market stalls with vegetables or sell one to three vegetables from the market stalls to the shop at shop prices.
  • Merchant You may buy, for 1 Cash from the shop, 1 of any vegetable that must be delivered at least twice to regular customers this round.
  • Messenger-Boy Deliver twice to any regular customer in this action phase.
  • Official The buy a “Two-Pack” action is free.
  • Plough-Man Return all vegetables from one (non-Home) field that contains at least two vegetables to the supply. Then, re-sow the field OR immediately harvest from all fields that contain exactly one vegetable.
  • Saleswoman Make all customers satisfied OR all casual customers delivered to this round pay the +2 Cash bonus.
  • Shopper Buy 1 vegetable from the Supply for 2 Cash less than it would in the shop.
  • Squire During the Card Phase, take 1 Card from your hand and up to 3 from the Courtyard.
  • Tenant Farmer Pay 3 Cash to choose the next field from your private fields OR place one empty field under your private supply and select one other field from it.

Some of these helpers can be very useful, but only at the appropriate time. For example, the plough-man can be very useful if you have a number of fields that contain exactly one vegetable – as this can allow for more deliveries, especially in round 9 (or very early when advancing up the path of prosperity multiple spaces is cheaper). However, some of these helpers are more helpful when used in pairs. For example, using the haggler and the merchant allows a player to buy two vegetables that need to be delivered for 1 Cash. The Tenant Farmer followed by the Haggler can allow a player to sow two fields with the same vegetable for the price of 1. Knowing the abilities and interaction abilities allows one to compare the value of a potential helper to a Stall to casual customer to a regular customer to an extra field.

In our next post, we’ll go solo again and see how we do when we put our newfound insights to use.

The (Board) Gamer’s Guide to Supply Management Part XXVIII: At the Gates of Loyang: Part II – Going Solo!

As per our last post, when you are At the Gates of Loyang, you can ply your trade solo. The primary difference between a multi-player game and a solo game, particularly if you don’t use the nine lantern helpers, which we won’t to keep the game simpler, is that, during the distribution round, the courtyard is pre-populated with a 4*3 grid of 12 action cards and discards are only shuffled back into the deck after the first field is emptied. Although one variant allows you to select two cards from the courtyard, we will stick with the one card from your hand and one card from the courtyard rule to keep the game simple and consistent with the multi-player version, and also ignore the buy a “two-pack” option to not only make the gameplay simpler, but allow for easy repeat game-play.

Note that, when selecting cards in the courtyard, cards in the top row are free, cards in the second row cost 1 Cash each, and cards in the third and fourth row cost 2 Cash each.

For those of you who want a multi-media run-through of basic game play, check out the three part series by Rahdo Runs Through:

  1. Gameplay Run-through
  2. Extended Run-through
  3. Final Thoughts

Since we think we’re so smart, and able to fly by the seat of our pants, we’re going to jump right in. We’ll buy and plant Wheat, for 3-Cash, in our 9-plot field in the set-up phase, since we obviously need lots of it by the fact that the shop stocks one more wheat than it does any other vegetable, populate the courtyard, and start the game.

Before we start, note that:
C.C. – Casual Customer
R.C. – Regular Customer
M.S. – Market Stall

 

Round 1:

Harvest Phase:
Harvest: 1 Wheat
Acquire: 5-plot Field
Prosperity: 1

Vegetables

  Wheat Pumpkin Turnip Cabbage Beans Leaks Cash
Store  
Storehouse              
Cart          

Fields

Field Planted Remains
9 plots Wheat  8
5 plots  

Helpers

Helper Ability
                  

Market Stalls

Stall Vegetable 1 Vegetable 2 Vegetable 3
                                                                                                       

Regular Customers

Customer Wants Buys Left Pays
                       

Casual Customers

Customer Wants Pays
     

Hand:

  • C.C. 2 Pumpkin / Bean 9
  • 4-Plot Field
  • R.C. Wheat/Leeks 5/6/7/8
  • Helper Merchant – buy 1 vegetable from the shop for 1 Cash if it must be delivered at least twice to regular customers this round

Courtyard:

Helper Saleswoman
satisfies all R.C. or
all C.C. give +2 bonus
C.C. Pumpkin/Turnip/Leeks 10 Helper Shopper
2 Cash discount on 1 veg. at Shop
C.C. Wheat/Turnip/Beans 9 R.C. Beans/Leeks 7/8/9/10 M.S. Pumpkin/Beans/Leeks 1/2/2
3-Plot Field C.C. Pumpkin/Cabbage/Beans 10 M.S. Wheat/Pumpkin/Leeks 1/1/1
Helper Squire
up to 3 cards from courtyard
Helper Ploughman
re-sow a non-home field with 2+ vegetables
M.S. Turnip/Beans/Leeks 1/2/2

Card Phase:
1) Hand: Helper Merchant, because we can’t plant leeks (for R.C.), can’t afford to plant in two fields (and don’t need the 4-Plot field), and don’t have pumpkins or beans (for C.C).
2) Courtyard: Wheat/Turnip/Beans 9 for 1 Cash (leaving us with 6 Cash), since the top-row helpers don’t help us now and the C.C. doesn’t need wheat.

Action Phase
1) Buy Turnip for 5 Cash (leaving us with 1-Cash) since the C.C. requires Turnip
2) Sow Turnip in 5-plot field (as that’s what we have)
3) In the Storehouse, store 1 Wheat
4) Advance up the Path of Prosperity 0 space(s) for 0 Cash (as we only have 1 Cash)

 

Round 2:

Harvest Phase:
Harvest: Wheat, Turnip
Acquire: 6-plot Field
Prosperity: 1

Vegetables

  Wheat Pumpkin Turnip Cabbage Beans Leaks Cash
Store  
Storehouse            
Cart        

Fields

Field Planted Remains
9 plots Wheat 
5 plots Turnip 
6 plots  
__ plots    

Helpers

Helper Ability
Merchant  buy 1 veg. to be delivered twice to RC for 1 Cash 
                  

Market Stalls

Stall Vegetable 1 Vegetable 2 Vegetable 3
                                                                                                       

Regular Customers

Customer Wants Buys Left Pays
                       

Casual Customers

Customer Wants Pays
Wheat/Turnip/Beans 
     

Hand:

  • C.C. Wheat / 2 Cabbage 9
  • R.C. Wheat/Pumpkin 4/5/5/6
  • Helper Tenant Farmer (3 Cash to choose next field from private field pile or trade an empty field for another in the private field pile)
  • R.C. Pumpkin/Cabbage 5/6/6/7

Courtyard:

Helper Saleswoman C.C. Pumpkin/Turnip/Leeks 10 Helper Shopper
3-Plot Field R.C. Beans/Leeks 7/8/9/10 M.S. Pumpkin/Beans/Leeks 1/2/2
Helper Squire C.C. Pumpkin/Cabbage/Beans 10 M.S. Wheat/Pumpkin/Leeks 1/1/1
C.C. Wheat/Cabbage/Leeks 10 Helper Ploughman M.S. Turnip/Beans/Leeks 1/2/2

Card Phase:
1) Hand: R.C. Wheat/Pumpkin 4/5/5/6, as the helper doesn’t help us, the C.C. requires 2 Cabbage we don’t have, and the other R.C. requires 2 vegetables we don’t have
2) Courtyard: M.S. Pumpkin/Beans/Leeks 1/2/2 for 1 Cash (and we are now broke) as we need to trade for that Pumpkin to satisfy our R.C.

Action Phase
1) Trade Wheat for Pumpkin at M.S. 1
2) Deliver W/P to R.C. 1 for 4 Cash
3) Buy Pumpkin for 4 Cash
4) Sow Pumpkin in 6-Plot field
5) In the Storehouse, Store 1 Turnip
6) Advance up the Path of Prosperity 0 space(s) for 0 Cash (as we have no Cash)

 

Round 3:

Harvest Phase:
Harvest: Wheat, Turnip, Pumpkin
Acquire: 6-plot Field
Prosperity: 1

Vegetables

  Wheat Pumpkin Turnip Cabbage Beans Leaks Cash
Store  
Storehouse            
Cart      

Fields

Field Planted Remains
9 plots Wheat 
5 plots Turnip 
6 plots Pumpkin 
6 plots  
__ plots    

Helpers

Helper Ability
Merchant buy 1 veg. to be delivered twice to RC for 1 Cash 
                  

Market Stalls

Stall Vegetable 1 Vegetable 2 Vegetable 3
1    Beans (2) Leeks (2)
                                                                                                       

Regular Customers

Customer Wants Buys Left Pays
1 Wheat/Pumpkin  3 5/5/6 
                       

Casual Customers

Customer Wants Pays
Wheat/Turnip/Beans  9
     

Hand:

  • 5-Plot Field
  • 5-Plot Field
  • C.C. Turnip/Cabbage/Leaks 11
  • M.S. Turnip/Cabbage/Leeks 1/2/2

Courtyard:

Helper Saleswoman C.C. Pumpkin/Turnip/Leeks 10 Helper Shopper
3-Plot Field R.C. Beans/Leeks 7/8/9/10 M.S. Wheat/Pumpkin/Leeks 1/1/1
Helper Squire C.C. Pumpkin/Cabbage/Beans 10 M.S. Turnip/Beans/Leeks 1/2/2
C.C. Wheat/Cabbage/Leeks 10 Helper Ploughman 4-Field

Card Phase:
1) Hand: M.S. Turnip/Cabbage/Leeks 1/2/2 (as we can’t use the fields and the C.C. requires two vegetables we do’t have)
2) Courtyard: C.C. Pumpkin/Turnip/Leeks 10 as we now produce two of the vegetables (and casual customers will wait)

Action Phase
1) Deliver Wheat/Pumpkin to R.C. for 5 Cash
2) Upgrade Storehouse for 2 Cash (leaving us with 3 Cash)
3) In the Storehouse, store 2 Turnip
4) Advance up the Path of Prosperity 1 space(s) for 1 Cash (since we’ve arbitrarily decided 1 Cash is our safety net)

 

Round 4:

Harvest Phase:
Harvest: Wheat/Turnip/Pumpkin
Acquire: 4-plot Field
Prosperity: 2

Vegetables

  Wheat Pumpkin Turnip Cabbage Beans Leaks Cash
Store  
Storehouse            
Cart      

Fields

Field Planted Remains
9 plots Wheat 
5 plots Turnip 
6 plots Pumpkin 
6 plots  
4 plots  
__ plots    

Helpers

Helper Ability
Merchant  buy 1 veg. to be delivered twice to RC for 1 Cash 
                  

Market Stalls

Stall Vegetable 1 Vegetable 2 Vegetable 3
1    Beans (2) Leeks (2)
2  Turnip (1) Cabbage (2) Leeks (2)
                                                                                                       

Regular Customers

Customer Wants Buys Left Pays
1 Wheat/Pumpkin 2 5/6 
                       

Casual Customers

Customer Wants Pays
1 Wheat/Turnip/Beans
2 Pumpkin/Turnip/Leeks 10 
     

Hand:

  • R.C. Turnip/Turnip 5/6/6/7
  • M.S. Pumpkin/Turnip/Beans 1/1/1
  • 3-plot Field
  • Helper Bookkeeper (restocks shop as you see fit)

Courtyard:

Helper Saleswoman R.C. Beans/Leeks 7/8/9/10 Helper Shopper
3-Plot Field C.C. Pumpkin/Cabbage/Beans 10 M.S. Wheat/Pumpkin/Leeks 1/1/1
Helper Squire Helper Ploughman M.S. Turnip/Beans/Leeks 1/2/2
C.C. Wheat/Cabbage/Leeks 10 M.S. Wheat/Beans/Leeks 1/1/2 4-Plot Field

Card Phase:
1) Hand: R.C. Turnip/Turnip 5/6/6/7 (since the helper won’t help us yet, we have unplanted fields, we already have two market stalls, and we need to serve more customers to get more Cash)
2) Courtyard: Shopper (since we need to start planting, take the shopper to get a vegetable cheaper than usual)

Action Phase
1) Deliver Wheat/Pumpkin to R.C. 1 for 5 Cash (taking us to 7 Cash)
2) Deliver Turnip/Turnip to R.C. 2 for 5 Cash (taking us to 12 Cash)
3) Use Shopper to Buy Turnip from Supply for 3 Cash (taking us back down to 9 Cash)
4) Show Turnip in 6-plot Field (since we now need lots of turnip)
5) Buy Beans from Shop for 6 Cash (to eventually appease C.C. 1 and take us to 3 Cash)
6) Sow Beans in 4-plot Field
7) In the Storehouse, Store 1 Turnip
8) Advance up the Path of Prosperity 1 space(s) for 1 Cash (since we have more than our safety net)

 

Round 5:

Harvest Phase:
Harvest: Wheat / 2 Turnip / Pumpkin / Beans
Acquire: 4-plot Field
Prosperity: 3

Vegetables

  Wheat Pumpkin Turnip Cabbage Beans Leaks Cash
Store  
Storehouse            
Cart    

Fields

Field Planted Remains
9 plots Wheat 
5 plots Turnip 
6 plots Pumpkin 
6 plots Turnip 
4 plots Beans 
4 plots  
__ plots    

Helpers

Helper Ability
Merchant  buy 1 veg. to be delivered twice to RC for 1 Cash 
                  

Market Stalls

Stall Vegetable 1 Vegetable 2 Vegetable 3
1    Beans (2) Leeks (2)
2  Turnip (1) Cabbage (2) Leeks (2)
                                                                                                       

Regular Customers

Customer Wants Buys Left Pays
1 Wheat/Pumpkin 1 6
2 Turnip/Turnip 3 6/6/7
                       

Casual Customers

Customer Wants Pays
1 Wheat/Turnip/Beans
2 Pumpkin/Turnip/Leeks 10 
     

Hand:

  • R.C. Pumpkin/Turnip 4/5/6/7
  • C.C. Pumpkin/Turnip/Cabbage 9
  • M.S. Pumpkin/Turnip/Cabbage 1/1/1
  • M.S. Pumpkin/Cabbage/Beans 1/1/1

Courtyard:

Helper Saleswoman R.C. Beans/Leeks 7/8/9/10 M.S. Wheat/Pumpkin/Leeks 1/1/1
3-Plot Field C.C. Pumpkin/Cabbage/Beans 10 M.S. Turnip/Beans/Leeks 1/2/2
Helper Squire Helper Ploughman 4-Plot Field
C.C. Wheat/Cabbage/Leeks 10 M.S. Wheat/Beans/Leeks 1/1/2 M.S. Wheat/Cabbage/Beans 1/1/1

Card Phase:
1) Hand: R.C. Pumpkin/Turnip 4/5/6/7 (as we are producing both vegetables)
2) Courtyard: M.S. Wheat/Pumpkin/Leeks 1/1/1 (as that’s the best stall we can get and we still don’t produce leeks)

Action Phase
1) Deliver Wheat/Turnip/Beans to C.C. 1 for 11 Cash (as we get a +2 bonus for having more regular customers, and now we have 13 Cash)
2) Trade Turnip for Leeks at M.S. 3
3) Deliver Pumpkin/Turnip/Leeks to C.C. 2 for 12 Cash (and now we have 25 Cash)
4) Buy Turnip for 5 (as we need a lot of turnip, and now we are down to 20 Cash)
5) Sow Turnip in 4-plot Field (as that’s our only empty field)
-) Accept that R.C. 1, 2, and 3 are Unhappy (and we’ll lose Cash if we can’t satisfy them in a subsequent round)
6) In the Storehouse, Store nothing (as we have nothing)
7) Advance up the Path of Prosperity 3 space(s) for 12 Cash

 

Round 6:

Harvest Phase:
Harvest: Wheat / Pumpkin / 3 Turnip / Beans
Acquire: 3-plot Field
Prosperity: 6

Vegetables

  Wheat Pumpkin Turnip Cabbage Beans Leaks Cash
Store  
Storehouse              
Cart    

Fields

Field Planted Remains
9 plots Wheat 
6 plots Pumpkin 
6 plots Turnip 
4 plots Beans 
4 plots Turnip 
3 plots  
__ plots    

Helpers

Helper Ability
Merchant  buy 1 veg. to be delivered twice to RC for 1 Cash 
                  

Market Stalls

Stall Vegetable 1 Vegetable 2 Vegetable 3
1    Beans (2) Leeks (2)
2  Turnip (1) Cabbage (2) Leeks (2)
3  Wheat (1) Pumpkin (1)  

Regular Customers

Customer Wants Buys Left Pays
1 (U) Wheat / Pumpkin 1
2 (U) Turnip / Turnip 3 6/6/7 
3 (U) Pumpkin / Turnip 4 4/5/6/7 

Casual Customers

Customer Wants Pays
     

Hand:

  • R.C. Wheat/Cabbage 4/5/6/7
  • C.C. Turnip/Cabbage/Leeks 11
  • M.S. Wheat/Cabbage/Leeks 1/1/1
  • Helper Messenger-Boy (deliver twice to any regular customer in one action phase)

Courtyard:

Helper Saleswoman R.C. Beans/Leeks 7/8/9/10 M.S. Turnip/Beans/Leeks 1/2/2
3-Plot Field C.C. Pumpkin/Cabbage/Beans 10 4-Plot Field
Helper Squire Helper Ploughman M.S. Wheat/Cabbage/Beans 1/1/1
C.C. Wheat/Cabbage/Leeks 10 M.S. Wheat/Beans/Leeks 1/1/2 Helper Market Crier
refill all market stalls

Card Phase:
1) Hand: Helper Messenger-Boy as we don’t want the regular or casual customer right now, already have 3 stalls, and the messenger-boy might be useful later
2) Courtyard: Market Crier for 2, taking us down to 6 Cash, as his ability will be useful this round

Action Phase
1) Trade Beans for Pumpkin at M.S. 3
2) Deliver Wheat, Pumpkin to R.C. 1 for 6 Cash (taking us up to 12 Cash)
3) Deliver Turnip, Turnip to R.C. 2 for 6 Cash (taking us up to 18 Cash)
4) Deliver Pumpkin, Turnip to R.C. 3 for 4 Cash (taking us up to 22 Cash)
5) Use Market Crier to Refill all Market Stalls
6) Buy Leeks for 6 (and now we’re down to 16 Cash)
7) Sow Leeks in 3-plot
8) In the Storehouse, Store —
9) Advance up the Path of Prosperity 2 space(s) for 9 Cash

 

Round 7:

Harvest Phase:
Harvest: Wheat, Pumpkin 2 Turnip, Beans, Leeks
Acquire: 3-plot Field
Prosperity: 8

Vegetables

  Wheat Pumpkin Turnip Cabbage Beans Leaks Cash
Store  
Storehouse              
Cart  

Fields

Field Planted Remains
9 plots Wheat 
6 plots Pumpkin 
6 plots Turnip 
4 plots Beans 
4 plots Turnip 
3 plots Leeks 
3 plots    
__ plots    

Helpers

Helper Ability
Merchant  buy 1 veg. to be delivered twice to RC for 1 Cash 
Messenger Boy deliver to any R.C. twice
                  

Market Stalls

Stall Vegetable 1 Vegetable 2 Vegetable 3
1  Pumpkin (1) Beans (2) Leeks (2)
2  Turnip (1) Cabbage (2) Leeks (2)
3  Wheat (1) Pumpkin (1) Leeks (1)

Regular Customers

Customer Wants Buys Left Pays
2 (U) Turnip / Turnip 2 6/7 
3 (U) Pumpkin / Turnip 3 5/6/7 
                       

Casual Customers

Customer Wants Pays
     

Hand:

  • R.C. Wheat/Wheat 4/5/5/6
  • R.C. Cabbage/Leeks 7/8/8/9
  • C.C. Pumpkin/Beans/Leeks 11
  • Harvest Helper (harvests 2 vegetables from each field with 4 or more vegetables)

Courtyard:

Helper Saleswoman R.C. Beans/Leeks 7/8/9/10 M.S. Turnip/Beans/Leeks 1/2/2
3-Plot Field C.C. Pumpkin/Cabbage/Beans 10 4-Plot Field
Helper Squire Helper Ploughman M.S. Wheat/Cabbage/Beans 1/1/1
C.C. Wheat/Cabbage/Leeks 10 M.S. Wheat/Beans/Leeks 1/1/2 Helper Tenant Farmer

Card Phase:
1) Hand: Helper: Harvest Helper, because we don’t want the regular customers or the casual customer because …
2) Courtyard: R.C. Beans/Leeks 7/8/9/10 will generate more revenue

Action Phase
1) Deliver Pumpkin/Turnip to R.C. 3 for 5 Cash (taking us to 12 Cash)
2) Deliver Beans/Leeks to R.C. 4 for 7 Cash (taking us to 19 Cash)
3) Trade 1 Wheat for 1 Turnip at M.S. 2
4) Deliver Turnip/Turnip to R.C. 2 for 6 Cash (taking us to 25 Cash)
5) Buy Beans for 6 Cash from Shop (since we now need more Beans, and now we have 19 Cash)
6) Sow Beans in 3-Plot (as that’s what we have)
7) In the Storehouse, Store —
8) Advance up the Path of Prosperity 2 space(s) for 11 Cash

 

Round 8:

Harvest Phase:
Harvest: Wheat, Pumpkin, 2 Turnip, 2 Beans, Leeks
Acquire: 5-plot Field
Prosperity: 10

Vegetables

  Wheat Pumpkin Turnip Cabbage Beans Leaks Cash
Store  
Storehouse              
Cart  

Fields

Field Planted Remains
9 plots Wheat 
6 plots Turnip 
4 plots Turnip 
3 plots Leeks 
3 plots Beans 
5 plots  
__ plots    

Helpers

Helper Ability
Merchant  buy 1 veg. to be delivered twice to RC for 1 Cash 
Messenger Boy  deliver to any R.C. twice
Harvest Helper  harvests 2 vegetables from each field with 4 or more

Market Stalls

Stall Vegetable 1 Vegetable 2 Vegetable 3
1  Pumpkin (1) Beans (2) Leeks (2)
2    Cabbage (2) Leeks (2)
3  Wheat (1) Pumpkin (1) Leeks (1)

Regular Customers

Customer Wants Buys Left Pays
2 (U) Turnip / Turnip 1
3 (U) Pumpkin / Turnip 2 6/7 
4 Beans / Leeks 3 8/9/10 

Casual Customers

Customer Wants Pays
     

Hand:

  • R.C. Pumpkin/Leeks 6/7/7/8
  • C.C. Wheat/Cabbage/Cabbage 9
  • 5-Plot Field
  • Helper Official (2-pack action is free)

Courtyard:

Helper Saleswoman C.C. Pumpkin/Cabbage/Beans 10 M.S. Turnip/Beans/Leeks 1/2/2
3-Plot Field Helper Ploughman 4-Plot Field
Helper Squire M.S. Wheat/Beans/Leeks 1/1/2 M.S. Wheat/Cabbage/Beans 1/1/1
C.C. Wheat/Cabbage/Leeks 10 R.C. Pumpkin/Beans 5/6/7/8 Helper Tenant Farmer

Card Phase:
1) Hand: Helper Official (as we don’t want another field, a customer who wants cabbage, or another regular customer when we have 3 already)
2) Courtyard: M.S. Turnip/Beans/Leeks 1/2/2 (as we need the Turnip, Cheap)

Action Phase
1) Deliver Beans / Leaks to R.C. 4 for 8 Cash (and now we have 16 Cash)
2) Deliver Turnip / Turnip to R.C. 1 for 7 Cash (and now we have 23 Cash)
3) Trade Wheat for Turnip with M.S. 4
4) Deliver Pumpkin / Turnip to R.C. 3 for 6 Cash (and now we have 29 Cash)
5) Buy Pumpkin from Shop for 4 Cash (as we are out, and need more, and now we have 25 Cash)
6) Sow Pumpkin in 5-Field
7) In the Storehouse, Store Beans
8) Advance up the Path of Prosperity 2 space(s) for 13 Cash

 

Round 9:

Harvest Phase:
Harvest: Wheat, 2 Turnip, 1 Beans, 1 Leeks, 1 Pumpkin
Prosperity: 12

Vegetables

  Wheat Pumpkin Turnip Cabbage Beans Leaks Cash
Store  
Storehouse            
Cart   12 

Fields

Field Planted Remains
6 plots Turnip 
3 plots Beans 
5 plots Pumpkin 
__ plots    

Helpers

Helper Ability
Merchant  buy 1 veg. to be delivered twice to RC for 1 Cash 
Messenger Boy  deliver to any R.C. twice
Harvest Helper  harvests 2 vegetables from each field with 4 or more
Official  “two-pack” action is free

Market Stalls

Stall Vegetable 1 Vegetable 2 Vegetable 3
1  Pumpkin (1) Beans (2) Leeks (2)
2    Cabbage (2) Leeks (2)
3  Wheat (1) Pumpkin (1) Leeks (1)
4    Beans (2) Leeks (2)

Regular Customers

Customer Wants Buys Left Pays
3 (U) Pumpkin/Turnip 1
4 Beans/Leeks 2 9/10 
                       

Casual Customers

Customer Wants Pays
     

Hand :

  • C.C. Wheat/Pumpkin/Turnip 7
  • Helper Book-keeper (re-stocks shop as you see fit)
  • M.S. Pumpkin/Cabbage/Leeks 1/1/2
  • R.C. Wheat/Pumpkin 4/5/5/6

Courtyard:

Helper Saleswoman C.C. Pumpkin/Cabbage/Beans 10 4-Plot Field
3-Plot Field Helper Ploughman M.S. Wheat/Cabbage/Beans 1/1/1
Helper Squire M.S. Wheat/Beans/Leeks 1/1/2 Helper Tenant Farmer
C.C. Wheat/Cabbage/Leeks 10 R.C. Pumpkin/Beans 5/6/7/8 Helper Shopper

Card Phase:
1) Hand: Book-keeper (as we don’t want customers we can’t deliver to)
2) Courtyard: 4-Plot Field (as we don’t want to pay for anything)

Action Phase
1) Deliver Pumpkin/Turnip to R.C. 3 for 7 Cash (and take us to 19 Cash)
2) Trade Wheat for Leeks with M.S. 3 (because we can use Leeks)
3) Use Messenger Boy to Deliver Beans/Leeks twice to R.C. 4 for 18 Cash (taking us to 37 Cash)
4) Advance up the Path of Prosperity 3 space(s) for 30 Cash

End the game on jade stone 15 on the Path of Prosperity and 7 Cash.

This is not too bad for our first game, but considering a careful reading of the rules say a “Good” player will reach stone 17, not too good either. We should have done better. And, had we did our homework and analyzed the game marketplace, we probably would have. That’s why, in our next post, we are going to do an initial analysis of the game and our (potential) marketplace options to see if we can do better next time.

 


I want to plant
I want to trade
I want to walk down the path
That’s covered in jade
I want to go out
And trade the grain
At the Gates of Loyang

The (Board) Gamer’s Guide to Supply Management Part XXVII: At the Gates of Loyang Part I

It’s 28 AD and Luoyang is the newly declared capital of the (Eastern) Han Dynasty and the new focal point of trade in eastern China (and will soon become one of the four great capitals of old China). (In fact, in 40 years time, the White Horse Temple, which will be the first Buddhist temple in China, will be established under the patronage of Emperor Ming.) The economic upturn of the now-flourishing city requires a better supply of basic foodstuffs. These are provided by the local farmers who plant wheat, pumpkins, turnips, cabbage, beans, and leeks in their fields.


After each harvest, the farmers assemble at the gates of Loyang to sell and trade their vegetables. They deliver to their regular customers or lucratively sell their vegetables to passing shoppers. Vegetables can also be traded at Market stalls or used for seed and planted in fields. If the farmers need vegetables that they don’t have in stock, they can buy them in the Shop. Twenty different helpers, each with different individual skills, are available to assist them.


The most successful farmer
(and the victor) will be the one who moves furthest along the Path of Prosperity within the given timeframe.


Each step costs more and more money, which is also needed for investments. Farmers have to find the right balance. The coins have square holes, so they can be held on strings. They have the Chinese name “Cash”, which is the derivative of the modern term.

At the Gates of Loyang is an economic farming game for 1 to 4 players (that plays best with 2 or 4 players) set in ancient China where success depends on your ability to not only grow vegetables and service your customers, but on your ability to trade for what you don’t have to service new customers when the opportunity arises and on your ability to gain wealth. (In the Han Dynasty, a total assessed taxable wealth of one hundred thousand coins was a prerequisite for holding office, which is why many who needed additional funds for education or political office found farming a decent profession because, while humble, it was not looked down upon by fellow gentrymen. Plus, the Han court upheld a socio-economic ranking system for commoners and nobles that allowed all non-male slave commoners to be promoted in rank to level eight, which entitled the individual to a annual salary of 400 bushels, 8 times that of the level one gentleman commoner. However, the government often sold ranks to collect more revenues for the state. This is the inspiration for the path of prosperity — in Loyang, when you are buying your way along the path of prosperity, you are buying rank.)

In addition, success depends on your ability to choose the right actions at the right time, with limited resources. In particular, many actions require Cash, of which you have a limited amount, and serving customers requires crops, of which you can produce at most one in the first round, three in the second round (if you are fortunate enough to acquire an extra field as you are only guaranteed to acquire one new field each turn), five in the third round, and so on, to a maximum of 13 in the 7th round — but only if you have money for seed – on average, you’ll be lucky to have more than 7 active fields mid-way to late in the game. (But only if you can acquire enough fields to plant, and harvest, more than one crop.)

In Loyang, you start the game with 10 Cash, 1 field, 1 storehouse, 1 cart, and access to a shop with 11 vegetables (consisting of 3 wheat, 2 pumpkins, 2 turnips, 2 cabbages, 2 beans, and 2 leeks) that only you can sell to or buy from (to seed fields or satisfy customers) during the game (unless you play with the nine lantern helpers). While playing the game, you will acquire regular customers (which must be satisfied four times, in four consecutive turns, or you lose favour and possibly even Cash), one-time customers which can be satisfied at a time of your choosing, (one-time) helpers that give you temporary advantages, and access to new market stalls (that only you can trade with, unless another player has access to a special helper). In each turn, you will perform actions in an attempt to maximize your Cash so you can advance further up the path of prosperity than your peers.

Each round of the game has 3 phases:

1. Harvest Phase
a) Each player turns over the top field from his private field stack, which he can use to plant more crops.

b) Each player harvests exactly one vegetable from each planted field that has a vegetable for harvest.
c) Each newly emptied field is remove from the game (to simulate the need for a field to lie fallow on a regular basis).

2. Card Phase
a) Each player receives a hand of 4 Action cards.
b) The distribution round begins.
  i) Each player*1, in turn, places one card from her hand into the “Courtyard” until
  ii) One player takes exactly one card from the “Courtyard” and one card from her hand for her play area. Then
  iii) Each remaining player does the same, placing any remaining cards into the Courtyard until all players have placed two cards, then the remaining cards are discarded.

The cards available will be:

  • extra fields (6) which cost 2 Cash to buy but allow you to plant more vegetables
  • regular customers (14) which require a delivery each round, or, after you miss one delivery, demand 2 Cash reimbursement for each successive delivery missed
  • casual (one-time) customers (14) which have a specific order, but who will wait as long as necessary without penalty
  • market stalls (14) that will have three vegetables you can trade one or two of your vegetables for
  • helpers (13 non-lantern/22 in total) that will help you (once) with special abilities

3. Action Phase

If the nine (9) lantern helpers, which take actions that affect other players, are not used, then each player may perform her action phase simultaneously. Otherwise, each player will perform her phase sequentially (beginning with the starting player, which is the last player to place two action cards in the previous round). In the action phase, each player performs as many of the following actions as many times as she likes (with the exception of purchasing a “two-pack”) in any order:

  • Sow Vegetables (as Seed)
    by taking one vegetable from your cart and placing it on an empty field (which will be filled with vegetables of the same type from the global Supply).
  • Buy Vegetables (from the shop)
    and place them in your cart, by paying the (total) purchase price.
  • Sell Vegetables (to the shop)
    by taking the vegetables from your cart and adding them to the shop (for the selling price).
  • Trade Vegetables at a Market Stall
    by trading one or two vegetables from your cart for one vegetable in the stall.
  • Play or Discard a Helper
    and use the helper’s ability if desired.
  • Deliver to a Regular Customer
    with vegetables from your cart or storehouse.
  • Deliver to a Casual Customer
    with vegetables from your cart or storehouse
  • Take a Loan
    that provides a player with 5 Cash, but that also results in the player moving backwards 1 space along the Path of Prosperity at the end of the game
  • Buy a Two-Pack
    of action cards using your Cash and keep up to 2 of them for your use.

Then, at the end of the action phase, a player:

  • must store any remaining vegetables left in her cart in her storehouse (which can hold one vegetable at the start of the game, or 4 if upgraded for 2 Cash) or, if insufficient room, sell them to the stop or, if insufficient room, discard them
  • may pay to move along the path of prosperity; the first space in each round costs 1 Cash, but each successive space costs Cash equivalent to the value of the space (and moving to space 4 costs 4, to space 5 costs 5, etc.)

The economic trade-offs make the game quite challenging, just like a value-add trade negotiation between multiple potential suppliers in the real world. You want to acquire more regular customers (that can provide you with up to 34 Cash over 4 rounds and advance you quickly up the path of prosperity), but, as each regular customer requires two vegetables, each regular customer requires you to acquire and plant additional fields to meet their needs, and this requires up-front Cash. You can always take a loan, but each loan sets you back one step on the path to prosperity. On the other hand, you can take a casual approach and try to satisfy only casual customers with whatever you have, by occasionally trading for what you need, but if your livelihood is dependent upon casual customers, they quickly become aware of this fact and haggle you down (and they become less lucrative as they pay 2 less Cash). (Casual Customers are more lucrative if you have more regular customers as they will pay 2 more Cash in this situation.) You also want to make sure you have exclusive trading access to the right market stalls as it’s unlikely that you’ll always have what your customers want (as you generally can’t produce all six vegetables at one time until late in the game), but for every market stall you acquire access to, you sacrifice a potential customer, helper, or field. Acquiring available helpers (such as the Haggler, who will let you buy a vegetable 2 for 1 or the Harvest helper, who will let you harvest 2 vegetables from each of your fields instead of 1 in a round where you need extra vegetables) can also be very beneficial, but only if you get them at the right time as you are again sacrificing a potential customer, field, or market stall to acquire this helper.

At the Gates of Loyang is a great economic strategy game that will have you donning your thinking cap and wearing out your thinking chair in no time at all. As such, it’s a great way to keep those strategic thinking and planning skills sharp. Even true “Masters” of the game only reach jade stone 19 on the 20 stone path to prosperity! And that is truly a rare occurrence (just like only true Sourcerors beat the best-price model generated by a detailed market-driven optimized should-cost model).

Come back for Part II where we will provide a solo walkthrough of the game in preparation for a more detailed analysis of the game and the trade-offs that one will face in Part III, which will demonstrate why strategic, economic worker-placement/tile-placement/trading games are a great way to keep your strategic analysis skills sharp and maybe even learn how to analyze situations in new ways as we will demonstrate in Part IV that analysis works when we replay the game in Part II with new insights and do better. If soccer is not distracting you, take the time to work through this intense series — we need all the brain training we can get in our field!


I want to plant
I want to trade
I want to walk down the path
That’s covered in jade
I want to go out
And trade the grain
At the Gates of Loyang

*1 In a two-player game, each player may turn over a card from the top of the deck to add to the courtyard to increase the options available.

The (Board) Gamer’s Guide to Supply Management Part XXVI: Interlude or Why You Need to Game More to Add More Game To Your Sourcing Skills, Part II

In our last post we noted that Sourcing, like many facets of Supply Management, is not as easy as it seems. The skills required are numerous and sophisticated, not easy to come by, and not easy to advance. For example, analysis and trend identification requires advanced mathematical skills; logistics, resource management, and project management requires the ability to not only apply the mathematical skills acquired for analytics to evaluate trade-offs with respect to quantitative and qualitative advantages but to model physical, financial, and information supply chains; and needs identification and negotiation requires sophisticated collaborative skills.

We also noted that these skills need to be practiced if they are to be honed and improved, but that, outside of the job, you have limited opportunity to practice these skills. And while it’s okay to practice these skills on low-dollar, non-strategic categories where a few extra points is not going to add much to the total cost of the buy, you don’t want to be honing your skills on a large multi-million dollar strategic category where a few points translate into hundreds of thousands of dollars, or more, in losses.

That’s where gaming comes in. Strategic European worker placement / pick-up and delivery / tile placement / economic / resource management games give you a great opportunity to practice your skills in a competitive, but non-threatening, forum where the worst that can happen is you come in last in a friendly game with your peers and maybe have to pick up the tab for the “refreshments” consumed during the game as your punishment. Then you get to sit back and think about where your strategy failed, analyze your choices versus the alternatives, and develop new insights and new strategies for the next game.

Moreover, if you’re willing to track down your local Euro-Gaming store, or patronize one or more of a dozen plus online storefronts*, you can acquire games that can help you work on just about any sourcing, procurement, and logistic skill that you can think of. Even if we limit ourselves to the handful of games already covered in this series, we can see how we can improve each of the skills identified in our last post.

  • Analysis
    Agricola and Le Havre in particular require considerable analysis. There are a multitude of options but in each step you can only take a limited number of actions, which is the best one?
  • Logistics
    The Village and The Settlers of Catan require complicated logistics — you have to acquire goods to reach cities or trade them at the market in the former and build roads, and ships, to reach new locales in the latter.
  • Needs Identification
    In Agricola, All Creatures Big and Small, Le Havre, and the Inland Port you need specific resources to acquire animals, buildings, etc. which represent more value to you than the resources you trade.
  • Negotiation
    in Munchkin, you get to choose whether you help or hurt your opponent, and that usually depends on negotiation. Furthermore, you have to collectively decide in Castle Panic the best course of action.
  • Project Management
    In addition to The Village, Camelot, Carcassone, and Upon a Salty Ocean require significant project management skills as The Village is taking place over generations of workers and each worker can only complete so many tasks before his or her time is up (literally), Camelot is building a castle with a limited set of tiles over multiple rounds, and if projects (roads, towns, and farms) aren’t completed quickly enough in Carcassone, then you lose everything you put into the project.
  • Resource Management
    In Agricola, Le Havre, The Village, and similar games, the same resources are needed to acquire buildings, equipment, and livestock that contribute to your overall wealth and determine whether you win or lose the game.
  • Supplier Identification
    In OddVille and The Builders, you have to draft your workforce, and the skills required are similar to the skills required to identify good suppliers.
  • Trend Identification
    What are your opponents doing? What resources or buildings are they focussing on? What are they likely to do next? What does this leave for you? And what can you do to make the most of this?

In other words, its a great way to hone the skills you need to succeed in your Supply Management job without putting (millions of) dollars at risk. So that’s why, in addition to continuing to review relevant games that you can use to hone your skills (to make sure you find the game that’s right for you), SI is going to show you how to apply, and hone, your analytical skills to, and in, these games, starting with a multi-part series on a great Euro-game by Uwe Rosenberg that lends itself, with a few slight modifications, to solo-play, which allows us to test our theory that analysis will not only improve our game, but hone our skills at the same time.

That means the two-thirds of you who aren’t watching soccer up to 12 hours a day and who take the time to try and follow these long, in-depth, posts, will be a few yards ahead of your peers by the time the World Cup Ends next month, and maybe even a bit of a Dunny rat.

* If you live in Canada, there’s a list of on-line board game stores in the Great White North on the Halifax Gamers Site.