Uploaded November 2018 | Updated September 2026, 2 days ago
Germany gives the longest & most difficult games of any BSW map, and here's a 2er to show that!
The builds looked bad for me early on, and my plants not the greatest either, but 13 at cost + 09 were a big help for me. Being given 18 at cost followed by a bad drop put me in the driver's seat, and i never let up the rest of the way. I also wasn't too worried about the builds because i knew i'd be able to jump into red and grab 3-4 cities at once; even as expensive as the initial jump was, that play was profitable for me. Looking back, it may have been better to start in one of the blue "twin" cities instead of Fulda though.
The endgame was tricky, and i sorta blew it since i had missed 38 going under the deck earlier. Once 46 & 36 were bought i thought i had no chance of reaching 21 capacity with just one more plant, but teokop not storing 9 coal on 31 & 36 left an opening for me. Our old enemy the 20 actually does a lot of work here, allowing for a coal buyout that forces teokop to replace the 31 at the end!
FUN FACT: If you only need to run a 5-capacity plant on the final turn, 20 is guaranteed to be cheaper than 44. It's also often cheaper than 34 or 35 for that purpose as long as you buy resources first.
BTW, quite rare to see 20, 21, 25 & 26 all removed from the game or unavailable before Step 3...those tend to be the plants the game revolves around. Makes the 4-capacity & green plants even better than usual!
If you'd like to learn more about Power Grid, please check my blog for strategy articles on each power plant as well as a guide to 2-player games:
maninmotiongoingnowhere.wordpress.com/power-grid-strategy-individual-plant-articles
Germany gives the longest & most difficult games of any BSW map, and here's a 2er to show that!
The builds looked bad for me early on, and my plants not the greatest either, but 13 at cost + 09 were a big help for me. Being given 18 at cost followed by a bad drop put me in the driver's seat, and i never let up the rest of the way. I also wasn't too worried about the builds because i knew i'd be able to jump into red and grab 3-4 cities at once; even as expensive as the initial jump was, that play was profitable for me. Looking back, it may have been better to start in one of the blue "twin" cities instead of Fulda though.
The endgame was tricky, and i sorta blew it since i had missed 38 going under the deck earlier. Once 46 & 36 were bought i thought i had no chance of reaching 21 capacity with just one more plant, but teokop not storing 9 coal on 31 & 36 left an opening for me. Our old enemy the 20 actually does a lot of work here, allowing for a coal buyout that forces teokop to replace the 31 at the end!
FUN FACT: If you only need to run a 5-capacity plant on the final turn, 20 is guaranteed to be cheaper than 44. It's also often cheaper than 34 or 35 for that purpose as long as you buy resources first.
BTW, quite rare to see 20, 21, 25 & 26 all removed from the game or unavailable before Step 3...those tend to be the plants the game revolves around. Makes the 4-capacity & green plants even better than usual!
If you'd like to learn more about Power Grid, please check my blog for strategy articles on each power plant as well as a guide to 2-player games:
maninmotiongoingnowhere.wordpress.com/power-grid-strategy-individual-plant-articles










