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Stock #1903 |
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Suggested Retail
Price $14.99 |
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Gamewire Game Reviews
Patrick Korner
June 2004
USA
Introduction
In 1903, way, way back in the history of gaming in North
America, an entrepreneur named Harry E. Gavitt, from Topeka,
Kansas, released a new card game he called Stock Exchange.
In it, players traded stocks from a set of six railroad companies
back and forth, trying to ‘corner’ the market
in one set (i.e. accumulate all stock in that company). The
game was an immediate success, with (according to newspaper
clippings of the time) millions of copies being sold. A copycat
game called Pit (identical mechanically, but using grain types
instead of railroads) was released the subsequent year, at
which point the fortunes of the two games sharply diverged.
Pit became a mainstay of family games throughout the next
hundred years, and was released in various editions by Parker
Brothers. Stock Exchange languished and eventually disappeared
from the gaming landscape, not be heard from again until recently,
when an Australian rediscovered the game and put the wheels
in motion for its rebirth. Enter Out of the Box Publishing,
who in 2004 re-released Gavitt’s Stock Exchange as the
first in their new Heirloom Series of games, a series intended
to reintroduce classic pieces of American gaming history into
the modern world.
Components
Apart from the nice metal box that the game comes in, the
components are decidedly low-tech – but by design. One
principle of the Heirloom Series is that the re-released games
should be as graphically similar to their original editions
as possible. What that means in the case of Gavitt’s
Stock Exchange is that you get a simple printed cardboard
box containing a set of black and white square-cornered cards
and a replica of the original rules. Also included is an updated
rules insert that is better suited to learning and teaching
the game than the original – although there isn’t
much to learn for such a simple game.
The cards themselves are slightly thicker than normal and
have a glossy finish, making them reasonably easy to pick
up. The fact that they’re all black and white, and that
the patterns for the various types of railroad stocks are
all very similar, though, make them quite difficult to differentiate
at first. It is difficult to chastise OotB for this design
flaw, though, as their mandate was to avoid tinkering with
the Heirloom games if at all possible. The cards are workable,
but expect some confusion and cases of mistaken identity during
your first couple of games.
Gameplay
Anyone who’s played Pit is quite familiar with the
mechanics of Gavitt’s Stock Exchange. Players get a
hand of stock cards dealt out to them (using a deck consisting
of one set of stock for each player), and once the dealer
yells “Go” of some other suitable phrase, players
start trading their cards back and forth – simultaneously
and often chaotically. One major difference from Pit is that
in GSE, you’re only permitted to trade singles or pairs
of the same stock – not threes and fours as in Pit.
This change is likely due to the lesser quantity of cards
in the game – Pit has seven sets of nine cards, while
GSE has six sets of eight cards. You’re not allowed
to trade two cards from different stock sets, and you must
trade like for like (i.e. one for one or two for two).
There is also one different card – the Telegram –
included with the game. Playing with it is optional, but it
does add a little more chaos to the proceedings. After all
the cards have been dealt out, the dealer adds the Telegram
to his hand. Once the game has started, any player receiving
the Telegram as part of a trade (note that it can be traded
on its own or together with a regular stock card) must immediately
pass it on again, hot potato style, to another player. The
dealer must of course include the Telegram with his first
trade.
When a player has cornered the market in their chosen stock,
they yell Topeka to end the round. Why Topeka? Well, it’s
the city where Gavitt lived and worked, so it’s as good
a word as any, I suppose. The player who cornered the market
gets double the value of his stock added to his total, while
any other player who managed to at least get a majority in
a stock gets the single value of it added. Thus, a player
with all eight MoPac cards would get $300 ($150 x 2) while
a player with five of the Santa Fe cards would get $250. Play
continues until one player reaches $1000 (the original rules
played up to $2500, but this was changed in an effort to shorten
the game somewhat).
But what about the Telegram? Well, if the player who called
Topeka is stuck with it at the end of the game, they lose
$100 from their score. If it’s in anybody else’s
hand when the round ends, they add $100 to their score. It’s
a little random, but it can add some fun to the festivities.
Comments
I think the Heirloom Games concept has merit, and kudos
to OotB for giving it a whirl. That said, I wonder a little
about choosing GSE as the line’s debut entry. Yes, it
sold a ton when it was first released, but it’s similar
enough to Pit, a hugely popular game, to make many casual
players ask themselves whether or not they really need two
simultaneous trading games in their collection. It doesn’t
matter that GSE technically came first; there are enough copies
of Pit out there to almost guarantee that GSE will be compared
to Pit, not vice versa. I might have held GSE back and released
something more unique first, but then GSE wouldn’t have
been re-released exactly 100 years after its first appearance.
I suppose that the ‘Centennial’ marketing opportunity
was too good to pass up.
That said, I think that GSE is a pretty good game. I do
like its scoring system better than Pit’s (where only
the winner of a round scores any points, everyone else gets
nothing) and the Telegram card is a nice time bomb-type addition.
It’s very simple to learn, and a
very good after-dinner game for social get-togethers.
Where Pit has the advantage is in number of players –
you simply can’t play GSE with seven, no matter how
hard to try. Some have commented that the trading of threes
and fours in Pit makes the game more chaotic and fun, but
I feel that’s primarily a personal preference. My games
of GSE felt just fine chaos-wise to me, thank you very much.
Overall, I would say that GSE is well worth picking up if
you’re looking for a decent simultaneous-play game and
don’t already have a copy of Pit lying around. If you
do, then it’s up to you to decide whether the nostalgia
factor is enough to make GSE a worthwhile investment or not.
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