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Chainstore box art

Chainstore

Game ID: GID0064106
Game Info
Year
1987
Collection
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Description

"The Highstreet Battle of Takeovers and Mergers"

One of the Monopoly-inspired family of games. Players purchase chains of high street shops and London department stores, furnish them with stock and charge their opponents as customers.

Later in the game, players may pair up and pool their assets to become mergers. Players drop out as they become bankrupt until only one player or merger remains.

Description

"The Highstreet Battle of Takeovers and Mergers"

One of the Monopoly-inspired family of games. Players purchase chains of high street shops and London department stores, furnish them with stock and charge their opponents as customers.

Later in the game, players may pair up and pool their assets to become mergers. Players drop out as they become bankrupt until only one player or merger remains.

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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 1
This page: 1
Sentiment: pos 0 · mix 1 · neu 0 · neg 0
Mentions per page
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Video XH_hisC0b2Y The Command Zone Analysis at 0:00 sentiment: mixed
video_pk 42559 · mention_pk 297981
The Command Zone - Chainstore video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Immediate card draw (draw three cards).
  • Can set up favorable draws when used with draw triggers.
  • Potential synergy with fetch lands to optimize top-of-library control.
Cons
  • Risk of putting two undesired cards on top, creating a lock.
  • Requires careful sequencing and deck-building; not always optimal in non-draw-trigger decks.
  • Mismatched with decks that don't rely on top-of-library manipulation.
Thematic elements
  • Information advantage through card selection and top-of-library control.
  • A Magic: The Gathering match focusing on library manipulation and draw sequencing.
  • Analytical, instructional, explanatory
Comparison games
none
Mechanics (from transcript analysis)
  • Deck Manipulation — Player places two cards from hand on top of their library, influencing future draws.
  • draw — Player draws three cards.
  • Drawing — Player draws three cards.
  • Risk of lock — Poor choices can lead to a 'brainstorm lock' where valuable cards are forced to be drawn soon.
  • top-of-library manipulation — Player places two cards from hand on top of their library, influencing future draws.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Brainstorm is so famous for getting played wrong that there's even a term for what happens when your brainstorm goes wrong.
  • Your brainstorm locked.
  • Brainstorm does have good homes.
  • If you are playing a deck that cares about draw triggers, this is three of them.
  • That's great.
  • If you have a lot of fetch lands and you can use it properly to clear the top of your library.
  • and then get rid of those two cards you didn't want.
  • Get them off the top of your library, shuffle them into your deck, some some way to dispose of the cards you don't want.
  • >> Otherwise, a lot of cards would have been better than rins that that are similar, right?
  • the ones that let you scry or something like at least you can move stuff around a little bit of things.
References (from this video)
No references stored for this video.
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