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Avalon Hill HASC00960000 "Acquire" Game

£13.495£26.99Clearance
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Dispose of shares: press 1-7 for the corresponding button (left-to-right), K for Keep All, T for Trade ▲, Shift-T for Trade ▼, S for Sell ▲, Shift-S for Sell ▼, 8 or O to move to the OK button, enter to press it. Maybe they just allowed some college students, who had no clue about the game, to utilize it as a class project. Either way, it would be nice if someday in the future the game of ACQUIRE would receive the intellectual nurturing it deserves from Corporate America.

Dated 1976 plastic tiles, yellow hard plastic board, redesigned money, no inner box (This edition was also produced in 1977, 79, 81, 82, & 86) In the following paragraphs I will outline the good with the bad. There is a lot more bad than good. I will also include photos that are not professional but, at a minimum, they will give you a closer look at the game. While the two games play very differently, Acquire is often described as a superior successor to Monopoly in its themes of ruthless money-hoarding capitalism and competitive property management. Rest assured, the game’s strategic tile-laying rules and careful investment choices make it a far more tactical and deliberate experience than Monopoly’s random roll-and-move turns. In 1976, the 3M game division was sold to Avalon Hill and Acquire became part of their bookcase game series. Four years later, Avalon Hill published the computer game Computer Acquire for the PET, Apple II and TRS-80. [2] Example of Acquire game play, Wizards of the Coast edition

I’ll start with the easiest criticism: player scaling. Acquire technically works at the five or six player count, but a myriad of issues fester all over the experience. Downtime becomes far more significant and can lead to the game hitting the two-hour mark. I love Acquire, but this isn’t a two-hour experience. Mergers happen when someone places a tile that connects two or more companies together. The larger entity, indicated by having more connected tiles, will assume control of the smaller one. Shareholders of the smaller company can choose to either sell a portion of their shares or opt for a 2-for-1 share exchange with the larger company, or keep their shares in case the company gets founded again. Shelley, Bruce C. (2007). "Acquire". In Lowder, James (ed.). Hobby Games: The 100 Best. Green Ronin Publishing. pp.1–4. ISBN 978-1-932442-96-0. In a perfect world, Acquire would be sitting in everyone’s household with ten thousand variants and obnoxious intellectual properties, while Monopoly would’ve been left as an interesting footnote in board game history. Unfortunately, the reverse happened.

In the traditional game of ACQUIRE, a company is safe when it attains 11 tiles. Hasbro has decided to change that number to 10 in this edition. In the traditional game of ACQUIRE, one particular price point of a companies worth during game play is the range of 6-10 tiles. Then once the company became safe the price range was 11-20 tiles. The pattern continued until the size of the company went to 41 & Over. If you haven’t played it before, you may soon get a chance, as Acquire will see its first new edition since 2016 later this year. Dated 1995 Large box cardboard edition with chipboard board and tiles, Special Powers Variant Tiles inspired by German editionsDated 1968/66 plastic tiles, clear plastic board with paper underlay (Both 1966 inner box games have a lot of mixed parts) The tiles are a nice size, but the choice of font for the printing of the designations on the tiles makes them very cumbersome to use. It appears to be some type of italicized font and they chose to print the numbers smaller than the letters. The human brain can read two things together when they are the same size. When they are made as two different sizes, the human brain tends to have to process them separately. This causes a longer time to process what tile a player is looking at. Acquire is a board game published by 3M in 1964 that involves multi-player mergers and acquisitions. It was one of the most popular games in the 3M Bookshelf games series published in the 1960s, and the only one still published in the United States. The artwork design is similar to what Hasbro used in the 1999 edition, unimaginative. The artwork on these cards is actually non existent other than the simple names of the corporations which are also unimaginative.

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