{"items": [{"author": "GuySrinivasan", "source_link": "https://www.lesswrong.com/posts/9iev4F4d4eCNDZDbp#efP8yoYJGHFomZFTo", "anchor": "lw-efP8yoYJGHFomZFTo", "service": "lw", "text": "Open hands make trading almost irrelevant. Closed hands means trades could still happen but probably shouldn&apos;t often, so maybe it&apos;s not worth the complexity to allow trades. For me though almost all the fun of Settlers is in trading - trying to become one of the partners in as many of the inevitable trades as possible, even if the other player gets a little more than you every time, because you&apos;re still gaining on the non-trading players. The backdrop is the bits of tactics and strategy on the board, but other games are far richer in that department.<br><br>So how could we retain interesting trading dynamics? I&apos;m thinking somehow add fake players, supply, demand to the mix. How about this (completely untested):<br><br>After the board is laid out, before determining first player, jointly agree on a ranking of resources from 5 to 1, most important to least, probably similar to &quot;least pips available to most pips available&quot;. For example, maybe it&apos;s wheat &gt; ore &gt; brick &gt; sheep &gt; wood. I&apos;ll use that ranking for illustration.<br><br>Create a demand deck of 2x wheat, 2x ore, 1x brick, 1x sheep, facedown, shuffled, with a corresponding empty discard deck. Similarly create supply: 2x wood, 2x sheep, 1x brick, 1x ore. Deal 1 demand and 1 supply faceup. This is an available trade. Between turns anyone may discard cards matching the shown demand from their hand to gain cards matching the shown supply, once.<br><br>Details: Player who just took a turn has priority. If one of you is about to trade, the other may outbid them, repeat until a highest bid is reached, then that trade goes through; discard all the demand and supply cards to their respective discard piles. If no one makes a trade, deal an additional demand and two additional supply; the available trades are &quot;the first N demand for the first 2N-1 supply&quot;, higher N wins. If a turn ends and there is no available trade, deal one. Whenever an available trade has wlog a sheep in demand and in supply, discard that match. If either the available supply or demand has no showing cards, discard all showing cards. Whenever resources (non-7) are rolled, add a resource of each type among the most distributed to the supply discard pile and a resource of each type among the least distributed to the demand discard pile. Whenever a supply or demand pile is empty and you need to draw, shuffle the discard, deal 6 facedown to form the new deck, and return the others to the bank. If there still are not enough cards, discard the available trade. When you play a Monopoly you also gain any matching cards in showing supply. You may not steal from the Shadow Trader.<br><br>Outbidding: only a superset of the showing demand is a valid bid. Higher N wins. Values are 4, 3, 3, 3, 2 in order of resource rank; highest sum of values wins. If an extra supply card exists, you may decline it and add its value to your total.<br><br>Example of play: there&apos;s hardly any wheat or ore, lots of sheep and wood, so above ranking is used. Showing trade is demand: wheat, supply: wood. Surprisingly, lots of wheat has been placed on and rolled. Alice offers a wheat. Bob offers a wheat and a sheep. Alice folds, Bob trades. Bob takes his turn; 2 wood and 1 brick are distributed, so 1 wood is added to supply discard and 1 wheat, ore, and sheep to demand discard. A trade is dealt, demand: sheep, supply: ore. Both players are chagrined to not have sheep, and do not trade. Alice takes her turn, rolling a 7. Additional trade cards are dealt, demand: sheep / wheat, supply: ore / sheep, wood. Discard the sheep. Demand: wheat, supply: ore / wood. Alice offers a wheat. Bob offers a wheat, declining the wood. Alice offers two wheat. Bob folds, Alice trades.", "timestamp": 1587098165}]}