![]() ![]() However, if other players are also ignoring shipyards then they can suddenly become a good investment, as you will have no competition for the available build spaces. You can decide to ignore them and still have a good chance of winning the game. Shipyards offer the promise of lots of victory points but are costly to build in terms of money and development actions. Such a mine will act as a centre for you to expand your rail network from in the Rail Period. Try to end the Canal Period with at least one coal mine with coal already on it, (and one that is not going to disappear at the end of the period). However, once the Rail Period starts it becomes crucial. This means that you can usually get some of the costs of the building back immediately, and you will also be closer to being able to flip your iron works to its other side.Ĭoal is not in great demand in the Canal Period. A good time to build an iron works is when a few cubes have already been taken from the Iron Demand track. Once you have a few cotton mills and ports up and running you may consider going into iron. They should be part of your portfolio of industries but I do not think they are the most important. The advantage of ports is that they are cheap to build and never require coal or iron. It helps to get your income up fairly soon as this gives you the opportunity to take a loan without having to go into negative income.Ĭotton mills are certainly more profitable than ports. However, if you delay selling too long you may find there is no market for your cotton. ![]() The more cotton you can sell in a single action the better, as this is a more efficient use of your limited number of actions. Being connected to your own port counters is the best situation, as when you sell your cotton you can sell it to your own ports. With cotton mills you are looking to be connected to a port of some kind. Being close to a port or external location is always good as this gives you the opportunity to buy coal from the Coal Demand track. Ideally this would be your own, but it's not essential. You need to plan carefully to make sure you are connected to a source of coal. Once you are used to building industries that do not require coal then you can start to build ones that do need coal. They can also earn you a reasonable amount of victory points. Canals allow you greater flexibility in the use of your Industry cards. Once you have a counter on the map it's a good idea to build a canal from it. If you use an Industry card then you can build in any location with a cotton mill symbol, as you do not have any other counters on the map yet. To build that cotton mill you are either going to play a Location card, in which case you simply build in that location, or an Industry card. If you build a port then Liverpool or Preston are good places to start. If you build a cotton mill then try to build it as close to Manchester as possible. Your first action should be to build either a cotton mill or a port. When you start the game do not try to be too ambitious, keep things simple. Don't worry about needing iron to build as this commodity does not require canals or rails to be moved to its final destination. It probably makes sense to start by building industries that do not require coal, just to get used to the basic mechanics. Coal has to be shipped along canals/rails, which means you need to plan carefully. What then makes things doubly confusing is the fact that you may or may not need coal to build. Industry cards are more complicated to use than Location cards, as you need to trace a connection to one of your other counters via your own canal/rail links. This means making sure the symbols on the card, the counter, and the space are all the same. You need to make sure the card you play will allow you to build in your intended location. The big problem is that you have to keep a number of factors in mind when building. I wish there was a quick way to make the rules easier to understand, but I've not come up with one yet. ![]() Once you have mastered this part of the game the rest is relatively simple. The part of the game that you will find hardest to understand is that concerned with what industries you can build and where you can build them. ![]()
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