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R/C Laker Tonnage Game
Guidelines
By: Scott Tomlinson
Introduction;
The following is an explanation of
how to hold what I have dubbed “the tonnage game” with
your own R/C lakers. I was introduced to this concept by
others and have altered it slightly to what I personally
feel is the best method. You may find your own tweaks to
change the game to your own liking.
Step 1; Picking the port’s to be used
Before selecting ports you may want to consider the type
of laker your models represent. If you have Seaway Max
Canadian Lakers for example you may wish to include St.
Lawrence River ports. Another example is if you are
running cement carriers Alpena is a must. If a broad
range of vessels are to be involved the best idea might be
to include the major ports of each cargo type or trade
route.
As the Inland Seas Transportation vessels are all US
flagged self-unloaders I chose to have just about all the
ports on the US side of the lakes served in the modern age
of Great Lakes Shipping. Everything from Duluth to
Buffalo, even the smaller ports such as Brevort.
Once your ports are selected you’ll need to make port
markers. These are to be placed around the pond to mark
each port your ships will visit. I used to use Popsicle
sticks but found small plastic marker flags at Home Depot.
Write the name of each port on its own marker flag.
Step 2; Making Port and Cargo Cards
Port and Cargo cards form the heart of the game. You’ll
need to buy a stack of 3 x 5 cards. On each card you’ll
write the loading port(s), cargo and unloading port(s).
Example;
Loading Port; Superior, WI SMET dock
Cargo: Western Coal
Unloading Ports; St. Clair, MI & Monroe, MI DTE docks
(split load)
The number of cards you make depends on how long you want
your games to last and how many boats you will have
involved so be your own judge. Go on the excessive side,
it is better to have many cards to allow a greater variety
of trips.
Step 3; Game set up
Now you are at the local pond and are ready to go head to
head with your competitors. First you will need to place
your port markers. This can be tricky depending on the
pond. Place the ports in a manner where they are somewhat
resembling the proper distance relationship between the
respective ports. Depending on the pond layout you may
have to play around with this a bit.
Now you need to deal the trip cards. Decide how many trips
each vessel should have based on the time you have to work
with. For a fun game I feel that six is as low a number
you can go. Shuffle them up and deal away. Also pick the
starting ports for each ship. This MUST be done before the
players view their cards. The port picked should be a
realistic lay-up port. Example; Lakers don’t generally
lay-up at the
Drummond
Island stone dock.
Now you must select game types. You have two choices;
Individual ship or fleet actions. If you have 2 or 3
participants the choice is clear, by default you must go
for the individual ship. If you have an even number of
participants numbering 4 or more you can go for fleet
actions. The fleet format is very cool. The players divide
up into teams of equal numbers of ships.
Step 4; The Dispatcher’s office
If playing in Fleet Action format each team member will
combine their trip cards with those of his teammates.
Together the team will come up with the most efficient
method of completing the allotted trips. Do the same type
organization in single ship mode. Keep in mind that ships
don’t get paid to haul ballast. Try to arrange the trips
an order that keeps your time running in ballast to a
minimum. It is not advisable show your cards to players
who are not in your fleet.
Step 5; in the middle window
With organized trip cards in hand you are ready to take
the helm of your laker. As Captain of a Laker it is your
job to carry cargo as quickly as possible while keeping
your ship safe. To start your boat needs to be “docked” in
her starting port. This means she must be broadside to the
shore and as close in as her draft allows. All ships are
to depart their docks at the SAME time. Designate a person
to do a count down for start time to avoid confusion. .
Now underway proceed to your first port of call. Be
mindful of other vessel traffic while underway. Make your
intentions known via radio (speaking with) calls with
other Captains. Arrange for passing (1 or 2 whistles) and
other maneuvering situations.
When entering a port to load or unload you must also
“dock” your boat in that same way described above for the
starting port. Be sure to give a security call before
entering port. If another vessel is docking in the place
you need to be you must wait for your turn at the dock.
Once docked you must remain stopped for a few seconds.
Then you may depart for your next port of call. Docking
ability is a VERY important part of this game. You must be
able to properly dock your ship without taking too much
valuable time. Use wind and currents to your advantage in
docking. Consider these factors when making your approach
and you will save time, even if it requires you to steam
slightly past the port to make the easiest approach.
All you have to do is continue going to your designated
ports while honoring the above. It should be mentioned
that you can alter the order of your trips at anytime in
the game in an effort to avoid a delay. A situation may
arise that you are heading for
Duluth
but you can see that another boat will be beating you to
the needed dock, but another trip you have is to load in
Two Harbors, where there is no other boat in the way. Go
ahead and take that Two Harbors load then and delay the
Duluth trip. You may also trade trips with team members
during the game in that same type of effort.
Step 6; End of the Season
Now that you have reached your final unloading port check
with your fleet mates, if you have them, to see if there
are any cargos they could have you carry to help your
fleet finish quicker. If not, steam from your final
unloading dock back to the port you started your season at
for lay-up. The ship or fleet to finish hauling all of
their cargos first wins the game.
Additions to the game;
Over the various times I have played this game I have
tried various additional things in an effort to spice
things up. Some proved to work, others were not as good. I
am going to include these additional rules that worked
well here.
Addition #1) Shipyards;
If a player slams a dock rather hard or ships are involved
in a collision of some type would be required to steam to
a shipyard facility for repairs before proceeding on their
trip. This can cause you to loose time while heading to
the nearest port with a yard. Once at the yard the player
must wait 1 minute before departing.
Addition #2) Straight Decker VS. Self-unloader;
We all know that it takes much longer to unload a straight
decker than a self-unloader. A player with a straight
deck vessel is required to wait at the unloading dock for
30 seconds before departing, instead of the typical stop
and go docking.
Addition #3) Size restrictions;
In the real world of lake shipping the large vessels are
not able to make it into all ports due to size
restrictions. Usually in the game I choose to ignore this
fact to give a person running a “footer” model the fun of
having a verity of trips.
This addition is to be used in the Fleet Action mode only.
When fleet mates are organizing trip cards ports they
would have to consider what vessels of their fleet would
fit into the given ports.
Example;
I am running the 1,004 foot M/V Richard B. Lernoult, my
team mate is running the 649 foot S/S Sir Isaac Brock.
There is a trip going into the Saginaw River to the Wirt
Stone Docks. “Footers” such as the Lernoult would not be
able to reach that dock, thus the Brock must make the
trip.
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