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'Acquire' by Sid Sackson (the late, great)
Kendall and Dicken are just concluding a Ragnar strategy chat, when Spiller arrives. Spiller is sporting a copy of Kendall's hairstyle, though without the unsightly gouges around the ears. 'How are you getting on?' asks Kendall. Spiller appears never to have heard this expression and thinks it refers to some activity he has inadvertently forgotten about. Kendall repeats the greeting and Dicken smiles encouragingly. The lights are still out.
The good news is that England are well on top in the test match. The bad news is that the famous Games shop of Old Kingston Town is no more, replaced (inevitably) by a mobile phone outlet. Usually known as 'The Games Castle' (although this wasn't its name) it had been run for a number of years by Andy/Kate and previously by Eamon. It had been an important part of our late youth and we mourn its passing. Still, Nasser did score a century.
'Acquire' has been set up in advance and Kendall now unwinds the rules. A fairly straight-forward game and one of the 'classic' range produced by Hasbro under the Avalon Hill name. As you'd expect the components are admirably produced, with a board that has a feel of the deluxe, turntable Scrabble board - plastic tiles fitting snugly onto a raised plastic grid. 7 spectacular New York buildings in bright colours can then sit on top of the tiles. Then there are lots of stock cards in 7 sets and in bright colours.
'Acquire' may well be the game that spawned a thousand others. Or, it could be that there is an even bigger 'spawner' in the works. Systems in stockbroker games will always bear some similarity, but when playing 'Acquire' for the first time (for some reason, we've never gotten round to it) there is a strange feeling of reverse deja vue. Games that spring to mind include 'Shark', 'Stevenson's Rocket', 'Tigris Euphrates'....
Spiller draws the tile nearest to A1 and goes first. Each player turn has three stages; lay a tile (completing any mergers if they occur), buy stock, re-draw a tile. Sounds simple, and is. But, it does require some thought and a fair degree of good fortune. Spiller can't put his first tile anywhere too important, nor can Dicken. Kendall, however is able to put one tile adjacent to another and thereby form the first corporation. He sticks the green building on top of one of the two tiles and Fusion is born! He forgets to get a free stock (not remembered until writing this review), but buys three anyway.
Soon Quantum (better and more pricey) comes into existence, and before you know it everyone is building and buying. As corporations grow, so they become more valuable and more expensive. Everyone makes money. In fact, it's extremely hard to lose money. The value of your shares does NOT fall (unless you hold onto them after a merger). Spiller takes some persuading of this unusual phenomena.
What is a problem is running out of cash. Dicken is the first to hit the buffers. He declares that he has learned a lot and that he is doomed to third place. Kendall assures him that all is not lost. All he needs is for a merger to take place and then he can cash in. A merger takes place. Fusion swallows Hydra. Kendall and Spiller cash in. Spiller has most shares in the defunct corporation so claims a Majority bonus of $5000. Kendall has second most shares so claims a Minority bonus of $2500. Spiller decides to hold onto his shares awaiting the re-birth of Hydra. Kendall sells his stock for a princely sum. Dicken had no shares in Hydra, so is still in the doldrums.
Peculiarly (Spiller finds this very odd), stock cannot be sold until a merger takes place - hence Dicken's cash flow problems. In this three player game, mergers don't happen too often. Perhaps they are more likely with more players (max. 6) as more tiles will be in play, allowing more of the 'choice' tiles to be available at anyone time. The fact that Phoenix was never born (never mind re-born) is indicative of the likelihood of less happening with less players. It's not a problem - except for Dicken.
What Dicken does have, is lots of stock in Fusion. And Fusion continues to grow. It soon reaches 11 tiles and is now 'Safe' - can't be swallowed by another corporation (if a bigger one existed). There is no more stock available, at least not until Kendall discovers a couple of shares hidden in other corporation trays. Spiller insists that he would have bought one (and that it was very cheap at the time). Kendall is not allowed to buy the other, providing him with good ammunition as to 'Why I lost the game.....'.
Dicken's money is now effectively frozen in Fusion until the end of the game. Wearily, he lays a tile and picks a tile up. A good job he remembered the spicy Pringles. Finally, his boat comes in. Zeta is swallowed by Fusion and the cash starts to flow.
More buying and merging and tile laying and grumbling. Fusion reaches 41 tiles and Dicken enquires about ending the game. This happens when all active Corporations are Safe or when a Corporation reaches 41 tiles. He doesn't have to, but does .... end the game.
Majority and Minority bonuses are worked out for the active Corporations and Stock is sold giving everyone a fat wad of money. Spiller wins (lots of Bonuses throughout the game and plenty of cash to play with), Dicken second (lots of Bonuses throughout the game but a long period with no cash), Kendall third (just missing out on Bonuses throughout the game).
'Acquire' is very strong and will no doubt be played a good deal. Not sure that it's for everyone as poor play could make a lot of people seriously annoyed. It's also essential that players like stock market type games - as that's exactly what you get and no more.
Time for a quick coffee and a frank discussion about sensory pleasure. Spiller is all for eating, Kendall waxes lyrical about music. Dicken leers gleefully. Robbie Williams, Fame Academy, One True Voice .... It's all getting a bit too much. Plans are made for a Bank Holiday cricket picnic and then it's home to bed.
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