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The Wizard of Anharitte

Star Trader game 12

This is the web version of the latest turn in the twelfth 'postal' (PBM/PBeM/Correspondence) game of Star Trader GMed by Mike Dommett and published by Pevans in To Win Just Once, the games magazine. For an introduction to Star Trader follow the link.

Previous turns: Pre-start

Start-up

Sections: Corporation Table, GM Notes, Market Positions, News, PDF map, Press

Five Corporations are expected to exploit the quadrant, though any arrivals will compete with little handicap. COSTA NOSTRA COFFEE INC. (CNCI) has an additional Piccolo Hull. MADNESS & MAYHEM (M&M's) has a Battle Comm Pod on their ship, which might be ominous. The boss of SOLAR SPICE & LIQUORS (SSL), Pevans van Rijn, has recruited Agent Crip to their team, which may prove advantageous. TREKBOER (TB) begins with a Flute hull rather than a Clarinet, streamlined and defensively useful as well. ROCKET TRADERS (RT) has influential friends!

Corporation table

Corporation letter and name Connections Bus/Crim/Pol Init'v Bid Turn Order Cash  Rep'n  Player
A Costa Nostra Coffee 7 0 0     500  20  Mark Cowper
B Madness & Mayhem 2 5 0     500  20  Anthony Gilbert
C Solar Spice & Liquors 1 3 3     500  20  Paul Evans
D TrekBoer 0 7 0     500  20  Mike Dyer
E Rocket Traders 0* 0 8*     500  20  Przemek Orwat
N under Initiative Bid means No move received, F indicates the Corp was floated
* Corrected 17/10/23

Map

Pre-start map (PDF, 25k)

News

There are three new News chits. The current list (new chits in bold) is:
Turn 2 C3
Turn 3 P5 B4

(Chits are identified by the Connection type and level required to see them and disappear/take effect in the News Phase of the turn listed.)

GM Notes

Questions, ask me, Clever ideas, run them past me first. I hope you enjoy the game.


Pre-start

We have five players for this game (and room for one more):
    Mark Cowper,
    Mike Dyer,
    Paul Evans,
    Anthony Gilbert and
    Przemek Orwat.

We'll be playing on the original map (six star systems), using the basic four commodities (and three illegal ones). (That is, ignore the "expanded" stuff in italics in the rules.) However, we will play the free deployment version, where each player gets a special ability for their Corporation from the list in section 24 in the rules. No player can have the same special ability, so clashes will be resolved by die roll, and the loser will take a lesser choice.

What I would like for the Game Start is:
    Corporation Name,
    Preference list of six special abilities,
    Allocation of your initial 7 Connection levels (which may be dependent on your special ability),
    Location of ship(s) (ditto) and
    Location of warehouses (and factories if appropriate).

[Pevans notes: the title is from a terrific Colin Kapp story that was serialised in (Worlds of) IF when I started my subscription to the UK edition 50-odd years ago.]

GM Notes

Questions, ask me. Clever ideas, run them past me first. I hope you enjoy the game.