Category Archives: Market Intelligence

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 0
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 7
5 plots Turnip 4
6 plots 0
__ 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 6
5 plots Turnip 3
6 plots Pumpkin 5
6 plots 0
__ 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
5 plots Turnip 2
6 plots Pumpkin 4
6 plots 0
4 plots 0
__ 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 4
5 plots Turnip 1
6 plots Pumpkin 3
6 plots Turnip 5
4 plots Beans 3
4 plots 0
__ 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 3
6 plots Pumpkin 2
6 plots Turnip 4
4 plots Beans 2
4 plots Turnip 3
3 plots 0
__ 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 2
6 plots Pumpkin 1
6 plots Turnip 3
4 plots Beans 1
4 plots Turnip 2
3 plots Leeks 2
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 1
6 plots Turnip 2
4 plots Turnip 1
3 plots Leeks 1
3 plots Beans 2
5 plots 0
__ 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 1
3 plots Beans 1
5 plots Pumpkin 4
__ 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 HRM Gamers Alliance. [Note: site is now archived and only the game store list is updated periodically]

Turbulence, Not Just for Airplanes Anymore!

Turbulence, a flow regime characterized by chaotic property changes, that occurs regularly in the earth’s atmosphere and makes for bumpy air travel when encountered, is not just restricted to air. It’s commonly found in water as well, when the oceanic currents mix, causing rough times for many a seafaring ship.

And when you consider that one of the most common causes is the rapid variation of pressure and velocity in space and time you see that it’s not even restricted to fluid dynamics. The general concept extends to the flow of physical goods and of virtual information when that flow, seemingly regular under normal circumstances, becomes highly irregular with the slightest perturbation.

Turbulence is a hidden risk in every supply chain, and one most organizations are never prepared for because, when a risk assessment is done, it is always focussed on easy-to-identify technological, economic, market, financial, organization, environmental and social risks — not random events that can temporarily interrupt your supply chain and cause temporary disruptions with serious financial or brand consequences. Temporary disruptions which, if regular in nature, can put your organization in real jeopardy and temporary disruptions, which, by their very nature cannot be planned for or even identified in an up-front risk assessment.

For example, when buying product components from China, an experienced risk team is going to identify:

  • Supplier Risk
    Are they financially stable? Will they adequately protect your IP? etc.
  • Factory Risk
    Is the quality acceptable? Are there workplace or safety hazards that could shut it down?
  • Port Risk
    Will the product be safe? Is there any danger of strike or overcapacity? On both sides …
  • Export and Import Risk
    Are all regulations adhered to? RoHS? WEEE? Has all the paperwork been completed and submitted on time?
  • Technology Risk
    Is the real-time product tracking and distribution system reliable? Backed Up? Integrated properly with all parties?
  • Environmental
    Is the product being made or stored in areas subject to regular natural disasters such as hurricanes, typhoons, earthquakes, etc.?
  • Social Responsibility
    Is the product conflict / slave labour free? Are all employees of all partners treated equitably? Is the product, and its production, environmentally friendly or at least environmentally safe? Can the product be safely disposed of?
  • Market
    Will the market still want your product when it is available? Is a competitor going to beat you to the market?
  • Economic
    Will the economy maintain or improve? Or will it worsen, leading to reduced demand across the board? What is the job forecast looking like in target markets – job loss in those areas can weaken consumer demand.

and a few dozen other common risks from the risk identification and management playbook. But it’s not going to identify one-time random events such as:

  • Unlikely Terrorist Attack by a random civilian who goes postal and, when trying to go postal, thanks to a gas leak, accidentally blows up a building due near the docks and causes the port to become unaccessible for 3 days
  • Delayed Delivery due to Paperwork Mix-Up
    One truck is scheduled for delivery of your product to your distribution warehouse, another for mid-term storage at a competitors warehouse on the other side of the continent. And because the small carrier you’re using doesn’t have real-time inventory tracking, and your product is schedule for JIT delivery, the mix-up isn’t detected until the expected delivery date when your product is half-way across the country.
  • False Stock-Out due to Inventory Mis-Key
    The clerk enters 8,000 units instead of 80,000 into the system, stores exactly 8,000 in the proper location in the ware-house, and puts the other 72,000 units of your hottest selling product at the back of the warehouse reserved for discontinued inventory.

Each of these events can happen, and each can cause a real, unexpected, and unpredictable turbulent impact to your supply chain. Are you ready for it? Can you react and adapt when it does?

Enjoy Your 32 Day Vacation!

The World Cup starts today.

For 30% of you, that means a 32 day vacation until the final match is played on July 13, or, at the very least, your best effort to work as little as possible during matches so that you may watch as many matches as possible.

How do I know this?

Is the doctor psychic?

Does the doctor have inside information?

Has the doctor been informed of your plans en masse?

No, he just has historical knowledge to guide him. SI has been going for 8 years (as of Monday, June 9) and over this timeframe has grown steadily in readership quarter-over-quarter, and often month-over-month, with only one exception which lasted for one month, where it saw, on average, a temporary drop in stats of almost 30%. An exception which happened almost four years ago to the day which, of course, coincided with the start of the 2010 World Cup.

So, for those of you taking vacation, enjoy it!

For the rest of you, you’ll be happy to know that SI plans to keep publishing, and will keep bringing you insights day in and day out.