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Author Topic: Container  (Read 466 times)
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Titus
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« on: November 10, 2008, 04:50:45 PM »

See my Container session reports thread here:
http://www.tabletopwars.com/bb/index.php/topic,3954.0.html

A tentative review after a partial game

Since we were not able to play a full game at the last OGM, this will just be a tentative review, concentrating mostly on describing the gameplay. I’ll update it once I get to play a complete game.


Overview of gameplay

Container is a business game with a shipping theme, for 3 to 5 players. Each player has a board with two sections, the factory section and the warehouse section, and a ship.

The factory section is where you produce containers and sell them to other players. Each player starts with a factory of a random color and one container of the same color selling at $2. During the game, you can buy additional factories to increase your production capacity, but each additional factory becomes more expensive and you can’t have more than one factory of the same color. Factories produce containers of the same color and as you produce them you set the selling price for each, which ranges from $1 to $4.

The warehouse section is where you store and resell containers that you buy from others players’ factories. Each player starts with one warehouse. You can buy additional warehouses to increase your storage capacity but each one becomes more expensive. As you put containers in your warehouses, you set the selling price for each, which ranges from $2 to $6.

In front of the warehouses are four piers where other players’ ships can dock and buy containers from your warehouses. Each ship can carry up to five containers.

In the center is an island board where the ships can go to sell their containers. The island has areas owned by the players and these are where containers ultimately end up. When you bring your ship to the island, there is a blind auction. Other players bid to buy your entire shipment. You then have the option to accept the highest bid and receive an equal amount of cash from the bank or reject the bid and instead pay an equal amount to the bank and take the containers yourself.

The goal is to earn the most money. Each player has a secret container value card which indicates the $ value of each container of a particular color (there are five colors in all) that you collect on your island space at the end of the game. All the value cards are different, ensuring that all colors are in demand. One container color is worth 5/10, meaning $5 unless you have collected at least one of each color, in which case the value is $10. After that, you discard all containers of the color you have the most of. Then you total the $ value of all the containers on your island space. You also earn $ for containers on your ship and in your warehouses. Add your cash on hand and subtract $11 per loan and you have your total score.

Speaking of loans, you can take a loan at any time. Each loan gives you $10 but you can never have more than two loans at a time. Each turn, you must pay interest on your loans to the bank, which is $1 per loan, then you have the option to pay off your loans.


My take

I really like business/economic games. I purchased Container on the strength of some in-depth reviews and analyses on Boardgamegeek.com and having read the downloadable rules. I consider this game to be in the same class as two of my favorites, Acquire and Modern Art – easy to learn but provoking thoughtful, challenging play. Unlike these two however, Container has almost zero luck. Normally I prefer games with some random elements that make them more replayable but the design seems so elegant.

One thing that I like about the game is that it requires money management, a feature in another of my favorites, Age of Steam. Cash is tight at the beginning and you need to generate consistent revenue or you’ll go bankrupt. As a new player, you need to remember that you cannot buy your own containers, the one rule that really makes the game fly. Also, you have to realize that you cannot afford to invest too heavily in production early, which is something you usually do in other economic games. In Container, you start small – low production, small profit margins, one or two-container shipments to the island. Once the player economy is flourishing, production and warehousing can ramp up.

I’ve also read the game is susceptible to groupthink. It can feel very different depending on who is playing. Obviously, I can’t comment on this yet but I’ll take note of it as I get some plays under my belt.

Unfortunately, there wasn’t enough time to play a full game at the last OGM but we did get to play several turns in a five-player game. Players were tentative at first as they got used to the game and the options available to them. I tried to jumpstart the game by buying containers first and shipping to the island first. When we stopped, I was the only one with no containers on the island but I had a lot of cash. Mark tried to sell at $5 and $6 immediately at his warehouses but eventually no one was buying so he adjusted his prices but also made sure to have a variety of colors for sale. Cath had the most factories. She ran out of cash and took two loans, a bad sign so early in the game. I think she compounded it in the last auction by refusing my high bid and buying her shipment herself. We were barely through one-fourth of the game when we had to quit. Mark liked it and asked me to bring it to the next OGM.

I’m looking forward to playing a full game at the NGGM.

My tentative rating is 7.5.


Pros: Elegant design; easy to learn, easy to teach; provokes thoughtful play

Cons: Color choices (for both containers and player pieces) could have been better; if players aren’t careful, the economy can tank and grind to a halt
« Last Edit: December 18, 2008, 03:54:49 PM by Titus » Logged
maskmanjoe
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« Reply #1 on: November 10, 2008, 07:04:21 PM »

are the soap-like resin ships durable? and can you play with them in the tub?  Cheesy

Seriously though I would occasionally glance over my shoulder to your game as I am very interested with economics games, especially after playing Power Grid. Your review pointed out several key aspects I like:
- money management
- multiple means to gain money (and a win condition)
- player interaction via the bid and the selling mechanisms
- secret trump cards XD
I'll definitely play this with you in the OGM if you run this.
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Titus
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« Reply #2 on: November 19, 2008, 01:03:55 PM »

Update after first complete game

Played my first complete game at the weeknight Makati meet at Steve’s. See my session report here:
http://www.tabletopwars.com/bb/index.php/topic,3954.msg10218/topicseen.html#new

So far, so good. I really enjoyed the first game. It was challenging, the economy didn’t tank, and the other players liked the game. The money management here is really tough. Without cash, you have no options and doing nothing useful on your turn because you have no cash is wasteful.

I felt in our game the bidding was conservative and that had a trickle down effect that resulted in the lowering of prices in the factories and warehouses. Plus three of the five players bought factories in the first turn.

I really believe there is strong player interdependency in this game. It is in everyone’s best interest to keep the economy healthy. At the beginning especially, it’s important to be willing to take small profit margins and give opponents profit too with the understanding that it will come back to you later. Since everyone is both a seller and a buyer, it’s beneficial for you to give cash to another player because later he becomes your buyer, and if he’s cash-rich he’ll be willing to pay your prices even if they’re not the lowest.

Critics have said that Container can get repetitive. I didn’t feel that. Even though you do the same things each turn, you’re faced with meaningful choices all the time as the market can change between your last turn and your next. Being able to adjust well is key. Plus it won’t feel repetitive if the economy builds up quickly. In our game, I had alternating bouts with being cash-poor and liquid. I suspect with more efficient play, the game opens up if the economy flourishes.

My one problem is the endgame. The game ends when two container colors run out of supply. This means factory producers can artificially extend the game by not producing and cause the game to stall. This will likely not be a problem if all colors get depleted at an equal pace.

My rating remains at a solid 7.5.


Pros: Elegant design; easy to learn, easy to teach; provokes thoughtful play; meaningful choices all throughout

Cons: Color choices (for both containers and player pieces) could have been better; if players aren’t careful, the economy can tank and grind to a halt; producers can stall the endgame

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« Reply #3 on: November 19, 2008, 05:58:20 PM »

Heads Up... There's an expansion for the game called: Container: The Second Shipment

http://www.boardgamegeek.com/game/37935
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Titus
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« Reply #4 on: November 19, 2008, 06:31:00 PM »

Heads Up... There's an expansion for the game called: Container: The Second Shipment

Yup, I'm planning to get it when it becomes available early next year. But I'd like to see the reviews on the Geek first too.

It adds four optional elements (you can add all or just pick and choose):

Luxury containers - before taking actions on your turn, you can convert two containers in your factory or harbor store into one gold luxury container. Luxury containers are worth twice the number you have collected (if you have 3, each is worth 6). These will potentially pump up the island bidding, as each one increases in value exponentially.

Financiers - players can loan cash to other players. The lender earns the interest. Competing lenders can offer higher loans for the same interest. This increases player interaction and could add another source of income for cash-rich players.

Monopolies - new rule that allows you to build factories of the same color. The factory supply also has no. of players minus one per color. Looks like this adds a new strategy but might also encourage heavy investing early in the game and cause bankruptcies.

Factory and warehouse restrictions - these restrict selling prices depending on how many of the buildings you have. The more you have, the more you can sell at the lowest prices. I think this gives those who invest heavily in the buildings an advantage by letting them undercut those who don't.

These new elements look interesting, especially the first two, and should add new strategic wrinkles to the game.
« Last Edit: November 19, 2008, 06:42:56 PM by Titus » Logged
Earl
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« Reply #5 on: November 19, 2008, 09:09:26 PM »

CAth and I would like to try this one at the NGGM. Hope we could play it. Thanks!
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