From: "Marychurch, Mark MS" Subject: Shanghai Trader Tournament rules (was RE: Jagdpanther/Battleplan games) David, Here is the Shanghai Trader Tournament rules (circa 1990). Copyright is Panther Games (AFAIK). Any questions on these rules I cannot answer as they were typed verbatim. ************************************************** Shanghai Trader Tournament rules The normal basic rules apply to the tournament. Only the advanced game provisions relating to the marine detachments and the White Russian minder are used, albeit with modifications. National characteristics are ignored. Number of players: 6 Player holdings: Each player begins with $200,000 and one racket district, a warehouse and a factory in the manner below. Contractor/Racket Setup: Ignore the Nazi Spy and one of the Marine Detachments and remove them from play. The remainder Marine Detachment is attached to the Transport Company and the White Russian Minder is attached to the Frenchtown Casino. These contractors may be used or hired out by the owner of the racket for the same benefits as in the normal game. The other contractors are placed as usual, eg the Lido Courtesan on the Nightclub and so on. Price of rackets: All rackets cost $40,000. Initiative: All players roll for initiative. Highest goes first of course. Racket Allocation: All racket cards except the Shanghai Club and the Soochow Creek Emporium are shuffled and placed face down in a stack. The player with the highest initiative chooses one card from the face down stack, the next highest player follows. Players then place one of their racketeer and two of their coolie counters in the district they have drawn. The remaining six rackets (including the Shanghai Club and Soochow Creek Emporium) are left vacant but may be purchased in the usual manner. Warehouse and Factory Selection: The highest player selects one warehouse and one factory from anywhere on the board, and places one of his overseer and manager counters on them respectively. The second highest player follows likewise, and so on until all players have selected a warehouse and factory. Commencement of play: After set-up, begin play with the Collusion phase. Tournament Length: Five years. Shipping: Ships do operate in the first year. Brides and Diplomacy: Bribes may be given at any time. Diplomacy must be open. There can be no "secret deals". Muggers: Still cost $30,000 but if successful the hiring player receives half the take (rounding up) and the remainder goes to the owner of the Temple of the Jade Buddha. Nothing is gained if unsuccessful. Passport Cost: $20,000 per player. A player may choose to roll for a free passport at the International Consulates, and run the risk of ending up in Old Chinatown. Winner: of each game is still the escaped player who has the largest international bank account. A player may win with no money, provided he or she alone has escaped. In case of ties, the winner between those sharing the highest money score is the one who escaped first. Cash in hand is useless for the purposes of determining winners. Once escaped a player cannot participate in the remaining action in any way - including bribes. In particular, remaining cash in hand cannot be used for assassins or lent to other players - do so before you get out. Each round of the tournament will consist of a number of preliminary sessions and one final session. The top 12 or 18 players from the preliminary sessions will play off in the final. The top 12 or 18 players will be determined by ranking the bank accounts of all escaped players. So a good second or third place may still get you into the finals. The tournament organisers may seed winners of previous rounds into the finals.