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strategy:sofasession [2018/03/28 09:51] – Frank Nestel | strategy:sofasession [2018/03/29 23:29] (current) – Frank Nestel | ||
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* You wouldn' | * You wouldn' | ||
- | * By dropping "3rd party" badges, presumably all in one place, the dropping player loses nothing. The taking player loses a change for a blue quadrant. This loss is compensated by trading speed, i.e. transfering many badges within a shorter time than an actual ride from quadrant to quadrant would take. (cf. [[strategy:circle|Circles]]) | + | * By dropping "3rd party" badges, presumably all in one place, the dropping player loses nothing. The taking player loses a change for a blue quadrant. This loss is compensated by trading speed, i.e. transfering many badges within a shorter time than an actual ride from quadrant to quadrant would take. (cf. [[strategy:quadrants|Economy aka Circles]]) |
* If you are a player lacking blue quadrants (i.e. regularly players nearby), you better play this on a walk to maximize quadrant yield. | * If you are a player lacking blue quadrants (i.e. regularly players nearby), you better play this on a walk to maximize quadrant yield. | ||
* With more than 2 players be sure to agree on some order how to play this, to optimize negotiations. | * With more than 2 players be sure to agree on some order how to play this, to optimize negotiations. | ||
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Players interacting in a common place (i.e. crossing commutes) without ever meeting, can kind of play this in a ultra slow motion, by taking or dropping a badge a day or week in this common place. This has about the same advantages and disadvantages like the real thing. | Players interacting in a common place (i.e. crossing commutes) without ever meeting, can kind of play this in a ultra slow motion, by taking or dropping a badge a day or week in this common place. This has about the same advantages and disadvantages like the real thing. | ||
- | **Hint: | + | **Hint: |