
First, some quick tips.
Play on as big of a screen as possible. A 46" projection makes finding the
wampus a lot easier.
Always play with as many humans as possible. I actually will only play with
three others at this point. With a computer in the game, an entire market,
Smithore, pretty much goes by the boards. And as you'll see, I can't let
Smithore go by the boards in order to win and have a ton of fun at the same
time.
I should preface this by saying I've been playing MULE on a regular basis
for 14 years, all on the same Atari 800, which during my college years was
filled up with beer(by accident) at a party, drained out, and came back for
more. I'm just glad MULE doesn't require a keyboard. I'm on my third MULE
disk, having worn out two others.
OK, now my main tip on playing the Tournament game with three other people:
the Smithore Gambit. Actually, my Smithore Gambit is a derivative of a
friend's, who created it after getting pummeled by Crystite one too many
games. At base, the SG is similar to most other market-based strategies:
try and control a single market and wring every last dime out of it you
can. It differs because of the sheer power you can wield with Smithore. The
people I play with are totally convinced that the end-all and be-all of the
game is to capitalize on an early Smithore run, and then flood the market
and produce Crystite until the game ends. So they go after high-density
Crystite plots early, which are usually on crappy Smithore plots. Instead I
try and grab two or more mountain plots that connect to each other, and
then start slowly producing Smithore. When everyone is producing Smithore
on the plains and selling their 21 units at 250 around round 5, sell right
along with them. The next round they might put in even more Smithore to
capitalize on high prices, but the guys I play with start reoutfitting for
Crystite immediately. So the next round, you start to have the only
Smithore on the board, but the price is dropping and the store is filling
up. Some may pray for a fire to renew the market, but I say screw that, you
can buy Smithore like crazy using the money you made last round. Sometimes
you can buy it all back for half of what you sold it for. Most players will
balk at spending $130 a unit on Smithore, but if you can buy the only 30
the store has, it's going to hit 250 the next round once again. And at that
point, you can sit back, relax, let the Smithore trickle out of your mines,
and don't sell a single unit. The price of Smithore stays at 250, you ride
the game to victory.
But wait, what about your buds? They're not going to be stupid enough to
let you get away with it, right? Well, keep in mind that I'm describing the
Crystite-centric people I play with. They've been assembling their Crystite
empires since round 4 or even before, and want nothing more than to sit
there with 9 plots, avoid the Pirate, and wait for the price to hit 148
before they have to dump over 50. Chances are they've focused on Crystite
exclusively while I've been snapping up all the mountains, so if one of
them tried to make a move to Smithore, they'd have to produce it on the
plains. Wahoo. One average unit. So they have to find their one- and
two-mountain plots(one and two holers, the one-holer is always referred to
as "a gorgeous one-holer", especially if it has no Crystite on it), often
disjointed, and employ a couple of those in an effort to derail the Gambit.
In the meantime, it's getting to be crunchtime on Food, so it's harder to
reoutfit three MULEs a round, and I might have enough cash in reserve to
buy them out anyway. And if one of them breaks down and tries to ruin the
ore market, they run the risk of not being able to maintain momentum in the
Crystite market. It often becomes a staring contest between the three other
guys, of who's going to take one for the team to try and stop me, as they
all know that whoever tries will end up in last place, me in third, and the
other two in first and second. If I can ever reach a point where they're
playing for second place, the game is over. Usually around round 9. Winning
isn't everything with the guys I play with, as we have season scoring where
first is worth 2 points, second 1 point, third zero and dead last minus one
point. So everyone is looking to get the point and avoid going in the hole
at the same time.
The Smithore Gambit develops through a shrewd use of your MULEs to produce
just the right amount of Smithore. Crystite is a
make-as-much-as-you-can-all-the-time market, but if you do that with
Smithore, you'll soon find yourself with too much on your hands. With all
the mountains you're collecting, you can surely produce a ton of Smithore
by just introducing three more ore mules into the mix. There's no point in
producing over 50 in the middle-to-late portion of the game, as it'll just
spoil. So focus on shoring up the rest of your empire, such as putting in a
second Food, making sure you have two Energy plots next to each other or
three apart, and maybe even dabbling in some Crystite if you have some. If
you're running the Gambit correctly you'll be holding steady with a ton of
points by round 8 or so, the Smithore price will be at 250 every round, and
your enormous lead over the person in second place will start to wither as
Crystite comes into its own. Here's where being in ore rather than Crystite
is better news: the Pirate doesn't care about you, planetquakes won't
affect you as much because you're not dependent upon production as much as
volume, and because you don't have to focus every one of your MULEs on
Smithore, you can devote them to other pursuits. Late in the game I'll
start to ramp up Food and Energy production only so I'll have an extra
couple units of each. This makes me pretty much impervious to pest attacks
or acid rain, and if some other poor sap is short on either or both, I can
sell to them at prices over 200. By round 10 I'll have three Smithore plots
working and 50 in storage, let it spoil, put in three more the next round,
sell one, let the rest spoil, and then in round 12 unleash the pure fury of
nine Smithore MULEs cranking out that precious ore. If everything goes to
plan, you buy the one unit you sold to the store in round 11, and the value
of every unit of Smithore you own(often at this point over 110 units) goes
up accordingly(we agreed that buying from the Store in the last round was
valid, but buying from a buddy at 450 a unit wasn't). Then the Crystite
price stays in the dumper, the Food price shoots up because some bonehead
bought one unit from you so he could employ one last Crystite plot to try
and salvage third place, and the few Energy plots I have left on the board
are worth big bucks when that price is over 200 a unit as well.
Note that the Gambit sometimes needs help from others before it can get
rolling. Since there are no computers playing, you have to rely on humans
to do assays. Often people will prefer to just clump plots together, often
around mountains, and hope and pray that late in the game they'll find some
Crystite on their plots that they just happened to be there. As we all now
know, the SG relies on all other players focusing on getting rich through
the Crystite market. If they start collecting mountains, you're through. I
know that there are a limited amount of boards in the MULE universe, at
least on the Atari, and if I know the pattern of Crystite to mountain
plots, I'll ask to start over. But once we find one that I don't know, I'll
play the role of Wild Assay Man(another Craigism) and assay all over the
place in an effort to find as many highs as possible, preferably on the
plains, so as to make everyone gun for Crystite in the second round. That
leaves me to mop up the mountains and eventually run away with the game.
Another thing that's important is to bust up any attempt that another
player is making to get mountain plots connected. If you see someone grab a
3-holer right next to another 3-holer early in the game, you better either
get that second plot before they do, or you run the risk of getting run
over by your own Gambit. Late in the game the price of Smithore might start
to sag; at that point, you have to focus on the 50 units you have in
storage and ensure that they retain value. We assume that the CPU
calculates demand for MULEs by looking at how many are in the corral and
then how many plots are empty. Well, if there's no plots empty, it doesn't
matter that there's none in the corral. I rarely run into this problem, as
usually the corral empties out by round 10 or so, and demand stays up. If I
have to, though, I'll let some/all of _my_ MULEs loose towards the end of
the game to get the price back up. And not just my Food or Energy MULEs,
either. I've noticed that if I reoutfit or dump my Smithore MULEs, the
price of Smithore will bump up a bit. Use discretion.
Let me tell you, I've absolutely crushed people with this strategy. We used to treat Smithore like a redhead stepchild until the CFG Posse stepped up and showed us how it was really done. With a little tweaking and personal touch, you too can have a Smithore Gambit to call your own. Even if you don't run it correctly for a win, no other strategy I've tried elicits the soul of the game better. I actually started to get a little jaded by MULE at one point in time, as all I did was grab all the Crystite I could, sit back, and produce. Now you have to be crafty the whole time, and knowing the game and markets really starts to pay off. The game becomes completely fresh again-- and isn't that what the timelessness of MULE is all about? Other time-savers we utilize are going into the top and bottom of the Store to get to the Pub, of course, and hitting the Land office as time is running out in order to stop the clock at one or no clicks and get into the Pub. Definitely handy if you're pulling the left-side thing and can't quite get back to the Pub after that third Crystite is swapped out. I just assumed that people did that all the time, but I can't imagine having to use a dry-erase marker to mark the Crystite locations, either. Another trick we used to try on each other, especially in the early Smithore auctions, is the OK Corral Big Screw Shootout. Two or more players can't decide if they want to trust their fellow colonists not to sell, so as to keep the price going up, and so they all stand as close to the Store Sell line as possible. It's a staring contest until the very last second, when the fastest stick to the line gets to sell whatever they have left, and everyone else is Screwed. Doesn't happen that often anymore because I don't sell my Smithore all that often, and people generally realize that getting Screwed early means you don't get any land, if any's for sale, next round.