Dominion Strategy Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - Tables

Filter to certain boards:

Pages: 1 [2] 3 4
26
Non-Mafia Game Threads / 7 Wonders VI - game thread
« on: September 04, 2013, 08:05:52 pm »
(You all know how bad I am at updating a title, so let's just leave it generic, methinks)

Information Dump


Wonders (Gonna leave this as a full list - wonders will be in every summary post anyway)

The Colossus of Rhodes (A) - Produce Ore
(1) 3 VPs. Cost: 2 Wood
(2) 2 Shields. Cost: 3 Brick
(3) 7 VPs. Cost: 4 Ore

The Colossus of Rhodes (B) - Produce Ore
(1) 1 Shield, 3 VPs, 3 Coins. Cost: 3 Stone
(2) 1 Shield, 4 VPs, 4 Coins. Cost: 4 Ore

The Lighthouse of Alexandria (A) - Produce Glass
(1) 3 VPs. Cost: 2 Stone
(2) Produce one raw material. Cost: 2 Ore
(3) 7 VPs. Cost: 2 Glass

The Lighthouse of Alexandria (B) - Produce Glass
(1) Produce one raw material. Cost: 2 Brick
(2) Produce one manufactured good. Cost: 2 Wood
(3) 7 VPs. Cost: 3 Stone

The Temple of Artemis at Ephesos (A) - Produce Papyrus
(1) 3 VPs. Cost: 2 Stone
(2) 9 Coins. Cost: 2 Wood
(3) 7 VPs. Cost: 2 Papyrus

The Temple of Artemis at Ephesos (B) - Produce Papyrus
(1) 2 VPs, 4 Coins. Cost: 2 Stone
(2) 3 VPs, 4 Coins. Cost: 2 Wood
(3) 5 VPs, 4 Coins. Cost: Papyrus, Cloth, Glass

The Hanging Gardens of Babylon (A) - Produce Brick
(1) 3 VPs. Cost: 2 Brick
(2) Tablet/Compasses/Gear. Cost: 3 Wood
(3) 7 VPs. Cost: 4 Brick

The Hanging Gardens of Babylon (B) - Produce Brick
(1) 3 VPs. Cost: Cloth, Brick
(2) Can use 7th age card instead of discarding. Cost: Glass, 2 Wood
(3) Tablet/Compasses/Gear. Cost: Papyrus, 3 Brick

The Statue of Zeus at Olympia (A) - Produce Wood
(1) 3 VPs. Cost: 2 Wood
(2) 1 free build per age. Cost: 2 Stone
(3) 7 VPs. Cost: 2 Ore

The Statue of Zeus at Olympia (B) - Produce Wood
(1) Raw materials cost 1 to buy from both sides. Cost: 2 Wood
(2) 5 VPs. Cost: 2 Stone
(3) Copy 1 guild left or right. Cost: Cloth, 2 Ore

The Mausoleum of Halikarnassos (A) - Produce Cloth
(1) 3 VPs. Cost: 2 Brick
(2) Look through the discard pile and build a card for free. Cost: 3 Ore
(3) 7 VPs. Cost: 2 Cloth

The Mausoleum of Halikarnassos (B) - Produce Cloth
(1) 2 VPs, look through the discard pile and build a card for free. Cost: 2 Ore
(2) 1 VP, look through the discard pile and build a card for free. Cost: 3 Brick
(3) Look through the discard pile and build a card for free. Cost: Glass, Papyrus, Cloth

The Pyramids of Gizah (A) - Produce Stone
(1) 3 VPs. Cost: 2 Stone
(2) 5 VPs. Cost: 3 Wood
(3) 7 VPs. Cost: 4 Stone

The Pyramids of Gizah (B) - Produce Stone
(1) 3 VPs. Cost: 2 Wood
(2) 5 VPs. Cost: 3 Stone
(3) 5 VPs. Cost: 3 Brick
(4) 7 VPs. Cost: Papyrus, 4 Stone

The Colloseum of Rome (A) - Free leaders
(1) 4 VPs. Cost: Brick, Wood, Stone
(2) 6 VPs. Cost: Cloth, 2 Stone, Brick

The Colloseum of Rome (B) - Leaders cost 2 less. Neighbours leaders cost 1 less.
(1) 5 coins, draw 4 new leaders. Cost: Brick, Wood
(2) 3 VPs, you may play a leader. Cost: Cloth, Stone, Brick
(3) 3 VPs, you may play a leader. Cost: Papyrus, 2 Stone

The Al-Khazneh of Petra (A) - Produce Brick
(1) 3 VPs. Cost: Wood, Stone
(2) 7 VPs. Cost: 7 Coins
(3) 7 VPs. Cost: Papyrus, Wood, 2 Stone

The Al-Khazneh of Petra (B) - Produce Brick
(1) 3 VPs, everyone elses loses 2 coins. Cost: 2 Brick, 2 Stone
(2) 14 VPs. Cost: 14 Coins

The Hagia Sophia of Byzantium (A) - Produce Stone
(1) 3 VPs. Cost: Ore, Brick
(2) 2 VPs, diplomacy. Cost: Papyrus, 2 Wood
(3) 7 VPs. Cost: Cloth, Glass, 2 Brick

The Hagia Sophia of Byzantium (B) - Produce Stone
(1) 3 VPs, diplomacy. Cost: Paper, Glass, Wood, Ore
(2) 4 VPs, diplomacy. Cost: Cloth, Brick, 2 Ore

The Great Wall of China (A) - Produce Cloth
(A) 8 coins. Cost: 2 Wood
(B) Tablet/Compasses/Gear. Cost: Papyrus, Glass, Brick
(C) 2 Shields. Cost: 3 Stone
(D) Look through the discard pile and build a card for free. Cost: 3 Ore
Reminder: Great Wall stages can be built in any order

The Great Wall of China (B) - Produce Cloth
(A) 8 Coins. Each neighbour gets 2 coins. Cost: Papyrus, Wood
(B) Mask (Copy a science symbol). Cost: Ore, 2 Brick
(C) Diplomacy, cause 2 debt. Cost: Papyrus, 2 Wood
(D) Produce one resource not shown on your brown or gray cards/wonder. Cost: 2 Stone
Reminder: Great Wall stages can be built in any order

Abu Simbel (A) - Produce Papyrus
(1) 3 VPs. Cost: Stone, Brick
(2) 5 VPs. Cost: Wood, Ore
(3) Bury 1 leader. VPs = 2x that leaders cost. Cost: Glass, Cloth, 2 Stone

Abu Simbel (B) - Produce Papyrus
(1) Bury 1 leader. VPs = 2x that leaders cost. Cost: Cloth, 2 Brick
(2) Bury 1 leader. VPs = 2x that leaders cost. Cost: Glass, 2 Wood

Stonehenge (A) - Produce Wood
(1) 3 VPs. Cost: Ore, Brick
(2) 5 VPs. Cost: Papyrus, 2 Brick
(3) 2 VPs per stone on your brown cards. Cost: Cloth, 3 Wood

Stonehenge (B) - Produce Wood
(1) 1 coin and 1 VP per stone on your brown cards. Cost: 3 Ore
(2) 1 VP per card of the colour of the card which built this wonder stage in each neighbour's city. Cost: Papyrus, 3 Brick

Mannekin Pis of Brussels (A) - 4 coins
(1) Left neighbour's first wonder stage
(2) Right neighbour's second wonder stage
(3) Left neighbour's last wonder stage

Mannekin Pis of Brussels (B) - 4 coins
(1) 7 coins, 7 VPs, 1 Shield, no beer. Cost: Wood, Stone, Ore, Brick, Papyrus, Glass, Cloth

Age I cards

Normal cards - all 21 of these will be used.
Lumber Yard: Produce Wood.
Stone Pit: Produce Stone.
Clay Pool: Produce Brick.
Ore Vein: Produce Ore.
Clay Pit: Produce Brick/Ore. Cost: 1 Coin.
Timber Yard: Produce Stone/Wood. Cost: 1 Coin.
Loom: Produce Cloth.
Glassworks: Produce Glass.
Press: Produce Payrus.
Baths: 3 VPs. Chain to: Aqueduct. Cost: Stone.
Altar: 2 VPs. Chain to: Temple.
Theater: 2 VPs. Chain to: Statue.
East Trading Post: Raw materials cost 1 to buy from the right. Chain to: Forum.
West Trading Post: Raw materials cost 1 to buy from the left. Chain to: Forum.
Marketplace: Manufactured Goods cost 1 to buy from both sides. Chain to: Caravansery.
Stockade: 1 Shield. Cost: Wood.
Barracks: 1 Shield. Cost: Ore.
Guard Tower: 1 Shield. Cost: Brick.
Apothecary: Compasses. Chain to: Stables & Dispensary. Cost: Cloth.
Workshop: Gear. Chain to: Archery Range & Laboratory. Cost: Glass.
Scriptorium: Tablet. Chain to: Courthouse & Library. Cost: Papyrus.

Cities - 3 of these cards will be randomly added to the deck.
Clandestine Dock West: Once per turn, pay one less coin to buy resources from your left. Cost: 1 Coin.
Clandestine Dock East: Once per turn, pay one less coin to buy resources from your right. Cost: 1 Coin.
Militia: 2 Shields. Cost: 3 Coins.
Hideout: 2 VPs, everyone elses loses 1 coin.
Pigeon Loft: Copy a science symbol on a green card on your left or right.. Cost: 1 Coin, Ore.
Gambling Den: 6 Coins. Each neighbour gets 1 coin..
Residence: 1 VP, diplomacy. Cost: Brick.
Secret Warehouse: Produce any one resource that you already produce.. Cost: 2 Coins.
Gates of the City: 4 VPs. Cost: 1 Coin, Wood.

Age II cards

Normal cards - all 21 of these will be used.
Sawmill: Produce two Wood. Cost: 1 Coin.
Quarry: Produce two Stone. Cost: 1 Coin.
Brickyard: Produce two Brick. Cost: 1 Coin.
Foundry: Produce two Ore. Cost: 1 Coin.
Loom: Produce Cloth.
Glassworks: Produce Glass.
Press: Produce Payrus.
Aqueduct: 5 VPs. Chain from: Baths. Cost: 3 Stone.
Temple: 3 VPs. Chain from: Altar. Chain to: Pantheon. Cost: Wood, Brick, Glass.
Statue: 4 VPs. Chain from: Theater. Chain to: Gardens. Cost: Wood, 2 Ore.
Courthouse: 4 VPs. Chain from: Scriptorium. Cost: 2 Brick, Cloth.
Forum: Produce Cloth/Glass/Paper. Chain from: West/East Trading Post. Chain to: Haven. Cost: 2 Brick.
Caravansery: Produce Brick/Stone/Ore/Wood. Chain from: Marketplace. Chain to: Lighthouse. Cost: 2 Wood.
Vineyard: 1 Coin per brown card in yours+neighbours cities.
Walls: 2 Shields. Chain to: Fortifications. Cost: 3 Stone.
Stables: 2 Shields. Chain from: Apothecary. Cost: Ore, Brick. Wood.
Archery Range: 2 Shields. Chain from: Workshop. Cost: 2 Wood, Ore.
Dispensary: Compasses. Chain from: Apothecary. Chain to: Arena & Lodge. Cost: 2 Ore, Glass.
Laboratory: Gear. Chain from: Workshop. Chain to: Siege Workshop & Observatory. Cost: 2 Brick, Papyrus.
Library: Tablet. Chain from: Scriptorium. Chain to: Senate & University. Cost: 2 Stone, Cloth.
School: Tablet. Chain to: Academy & Study. Cost: Wood, Papyrus.

Cities - 3 of these cards will be randomly added to the deck.
Mercenaries: 3 Shields. Cost: 4 Coins, Papyrus.
Lair: 3 VPs, everyone else loses 2 coins. Cost: Wood, Glass.
Black Market: Produce one resource you currently do not produce. Cost: Ore, Cloth.
Gambling House: 9 Coins. Each neighbour gets 2 coins.. Cost: 1 Coin.
Architect Cabinet: 2 VPs. Your wonder stages no longer cost resources (but may still cost money). Cost: 1 Coin, Papyrus.
Spy Ring: Copy a science symbol on a green card on your left or right.. Cost: 2 Coins, Stone, Brick.
Consulate: 2 VPs, diplomacy. Cost: Brick, Papyrus.
Sepulcher: 4 VPs, everyone else loses 1 coin per military victory. Cost: Stone, Glass, Cloth.
Tabularium: 6 VPs. Cost: 2 Coins, Ore, Wood, Cloth.

Age III cards

Normal cards - all 16 of these will be used.
Pantheon: 7 VPs. Chain from: Temple. Cost: 2 Brick, Ore, Papyrus, Cloth, Glass.
Gardens: 5 VPs. Chain from: Statue. Cost: Wood, 2 Brick.
Town Hall: 6 VPs. Cost: Glass, Ore, 2 Stone.
Palace: 8 VPs. Cost: Glass, Papyrus, Cloth, Brick, Wood, Ore, Stone.
Senate: 6 VPs. Chain from: Library. Cost: Ore, Stone, 2 Wood.
Haven: 1 Coin & 1 VP per brown card. Chain from: Forum. Cost: Cloth, Ore, Wood.
Lighthouse: 1 Coin & 1 VP per yellow card (including this). Chain from: Caravansery. Cost: Glass, Stone.
Arena: 3 Coins & 1 VP per wonder stage completed. Chain from: Dispensary. Cost: Ore, 2 Stone.
Fortifications: 3 Shields. Chain from: Walls. Cost: Stone, 3 Ore.
Arsenal: 3 Shields. Cost: Ore, 2 Wood, Cloth.
Siege Workshop: 3 Shields. Chain from: Laboratory. Cost: Wood, 3 Brick.
Lodge: Compasses. Chain from: Dispensary. Cost: 2 Brick, Cloth, Papyrus.
Observatory: Gear. Chain from: Laboratory. Cost: 2 Ore, Glass, Cloth.
University: Tablet. Chain from: Library. Cost: 2 Wood, Papyrus, Glass.
Academy: Compasses. Chain from: School. Cost: 3 Stone, Glass.
Study: Gear. Chain from: School. Cost: Wood, Papyrus, Cloth.

Guilds - 5 of these will be randomly added to the deck.
Workers Guild: 1 VP per brown card in each of your neighbours cities. Cost: 2 Ore, Brick, Stone, Wood.
Craftsmens Guild: 2 VPs per gray card in each of your neighbours cities. Cost: 2 Ore, 2 Stone.
Traders Guild: 1 VP per yellow card in each of your neighbours cities. Cost: Glass, Cloth, Papyrus.
Philosophers Guild: 1 VP per green card in each of your neighbours cities. Cost: 3 Brick, Cloth, Papyrus.
Spies Guild: 1 VP per red card in each of your neighbours cities. Cost: 3 Brick, Glass.
Strategists Guild: 1 VP per defeat token in each of your neighbours cities. Cost: 2 Ore, Stone, Cloth.
Shipowners Guild: 1 VP per brown, gray and purple card in your city. Cost: 3 Wood, Papyrus, Glass.
Scientists Guild: Compasses/Gear/Tablet. Cost: 2 Wood, 2 Ore, Papyrus.
Magistrates Guild: 1 VP per blue card in each of your neighbours cities. Cost: 3 Wood, Stone, Cloth.
Builders Guild: 1 VP per wonder stage constructed by you and each of your neighbours. Cost: 2 Stone, 2 Brick, Glass.
Gamer's Guild: 1 VP per three coins owned.. Cost: Stone, Brick, Wood, Ore.
Courtesan's Guild: Choose a leader in an adjacent city. You gain the effect of that leader. Cost: Wood, Brick, Glass, Cloth.
Diplomat's Guild: 1 VP per leader in each of your neighbours cities. Cost: Brick, Wood, Glass, Papyrus.
Architect's Guild: 3 VPs per purple card in each of your neighbours cities. Cost: 3 Ore, Brick, Papyrus, Cloth.
Counterfeiter's Guild: 5 VPs, Everyone else loses 3 coins.. Cost: 3 Ore, Glass, Cloth.
Guild of Shadows: 1 VP per black card in each of your neighbours cities. Cost: 2 Brick, Wood, Papyrus.
Mouner's Guild: 1 VP per victory token in each of your neighbours cities. Cost: 2 Brick, Wood, Glass, Cloth.

Cities - 3 of these will be randomly added to the deck
Contingent: 5 Shields. Cost: 5 Coins, Cloth.
Brotherhood: 4 VPs, everyone else loses 3 coins. Cost: 2 Wood, Ore, Cloth.
Secret Society: 1 Coin & 1 VP per black card. Cost: Stone, Papyrus.
Slave Market: 1 Coin & 1 VP per victory token. Cost: 2 Ore, 2 Wood.
Torture Chamber: Copy a science symbol on a green card on your left or right.. Cost: 3 Coins, 2 Ore, Glass.
Builder's Union: 4 VPs, everyone elses loses 1 coin per wonder stage built. Cost: Brick, Wood, Papyrus, Glass.
Embassy: 3 VPs, diplomacy. Cost: Stone, Cloth, Papyrus.
Capitol: 8 VPs. Cost: 2 Coins, 2 Brick, 2 Stone, Glass, Papyrus.
Cenotaph: 5 VPs, everyon else loses 1 coin per victory token. Cost: 2 Brick, Stone, Cloth, Glass.

Leaders - 5 of these will be dealt to every player, then they will be drafted in counter clockwise direction. The last leader will be discarded.
Amytis: 2 VPs per Wonder stage built.. Cost: 4 Coins.
Alexander: 1 VP per Victory token.. Cost: 3 Coins.
Aristotle: 3 VPs per science set.. Cost: 3 Coins.
Justinian: 3 VPs per set of green, red and blue cards.. Cost: 3 Coins.
Plato: 7 VPs per set of brown, gray, blue, red, green, yellow and purple cards.. Cost: 4 Coins.
Midas: 1 VP per three coins owned.. Cost: 3 Coins.
Bilkis: Once per turn, may pay 1 coin to the bank to generate any one resource. Cost: 4 Coins.
Macenas: All future leaders can be played for free. Cost: 1 Coin.
Ramses: All purple cards can be played for free. Cost: 3 Coins.
Tomyris: During conflict, defeat tokens you would earn are instead given to the city which beats you . Cost: 4 Coins.
Hannibal: 1 Shield. Cost: 2 Coins.
Ceaser: 2 Shields. Cost: 5 Coins.
Hatshepsut: Once per turn per neighbour, earn one coin after buying a resource from a neighbour.. Cost: 2 Coins.
Nero: Gain 2 coins for each victory token you earn.. Cost: 1 Coin.
Xenophon: Gain 2 coins for each yellow card you play.. Cost: 2 Coins.
Vitruvius: Gain 2 coins each time you build a card through chaining.. Cost: 1 Coin.
Solomon: Look through the discard pile and build a card for free.. Cost: 3 Coins.
Croseus: Take 6 coins. Cost: 1 Coin.
Hypatia: 1 VP per green card.. Cost: 4 Coins.
Nebuchadnezzar: 1 VP per blue card.. Cost: 4 Coins.
Phidias: 1 VP per brown card.. Cost: 3 Coins.
Varro: 1 VP per yellow card. Cost: 3 Coins.
Pericles: 2 VPs per red card. Cost: 6 Coins.
Praxiteles: 2 VPs per gray card. Cost: 3 Coins.
Hiram: 2 VPs per purple card. Cost: 3 Coins.
Sappo: 2 VPs. Cost: 1 Coin.
Zenobia: 3 VPs. Cost: 2 Coins.
Nefertiti: 4 VPs. Cost: 3 Coins.
Cleopatra: 5 VPs. Cost: 4 Coins.
Archimedes: Green cards cost 1 resource less. Cost: 4 Coins.
Leonidas: Red cards cost 1 resource less. Cost: 2 Coins.
Hammurabi: Blue cards cost 1 resource less. Cost: 2 Coins.
Imhotep: Wonder stages cost 1 resource less. Cost: 3 Coins.
Euclid: Compasses. Cost: 5 Coins.
Ptolemy: Tablet. Cost: 5 Coins.
Pythagoras: Gear. Cost: 5 Coins.
Berenice: Once per turn, earn 1 coin whenever you earn coins. Cost: 2 Coins.
Darius: 1 VP per black card.. Cost: 4 Coins.
Aspasia: 2 VPs, diplomacy. Cost: 3 Coins.
Caligua: Once per age, build a black card for free.. Cost: 3 Coins.
Semiramis: 1 Shiled per defeat token.. Cost: 2 Coins.
Diocletian: Gain 2 coins for each black card you play.. Cost: 2 Coins.


Players & seating order:
eHalcyon
Davio
Liopoil

Left is up, Right is down. The list loops.

27
Non-Mafia Game Threads / 7 Wonders V - game thread
« on: September 01, 2013, 08:29:03 pm »
(You all know how bad I am at updating a title, so let's just leave it generic, methinks)

Information Dump


Wonders (only wonders in this game)

The Hagia Sophia of Byzantium (B) - Produce Stone
(1) 3 VPs, diplomacy. Cost: Paper, Glass, Wood, Ore
(2) 4 VPs, diplomacy. Cost: Cloth, Brick, 2 Ore

Mannekin Pis of Brussels (B) - 4 coins
(1) 7 coins, 7 VPs, 1 Shield, no beer. Cost: Wood, Stone, Ore, Brick, Papyrus, Glass, Cloth

The Great Wall of China (B) - Produce Cloth
(A) 8 Coins. Each neighbour gets 2 coins. Cost: Papyrus, Wood
(B) Mask (Copy a science symbol). Cost: Ore, 2 Brick
(C) Diplomacy, cause 2 debt. Cost: Papyrus, 2 Wood
(D) Produce one resource not shown on your brown or gray cards/wonder. Cost: 2 Stone
Reminder: Great Wall stages can be built in any order

Age I cards

Normal cards - all 21 of these will be used.
Lumber Yard: Produce Wood.
Stone Pit: Produce Stone.
Clay Pool: Produce Brick.
Ore Vein: Produce Ore.
Clay Pit: Produce Brick/Ore. Cost: 1 Coin.
Timber Yard: Produce Stone/Wood. Cost: 1 Coin.
Loom: Produce Cloth.
Glassworks: Produce Glass.
Press: Produce Payrus.
Baths: 3 VPs. Chain to: Aqueduct. Cost: Stone.
Altar: 2 VPs. Chain to: Temple.
Theater: 2 VPs. Chain to: Statue.
East Trading Post: Raw materials cost 1 to buy from the right. Chain to: Forum.
West Trading Post: Raw materials cost 1 to buy from the left. Chain to: Forum.
Marketplace: Manufactured Goods cost 1 to buy from both sides. Chain to: Caravansery.
Stockade: 1 Shield. Cost: Wood.
Barracks: 1 Shield. Cost: Ore.
Guard Tower: 1 Shield. Cost: Brick.
Apothecary: Compasses. Chain to: Stables & Dispensary. Cost: Cloth.
Workshop: Gear. Chain to: Archery Range & Laboratory. Cost: Glass.
Scriptorium: Tablet. Chain to: Courthouse & Library. Cost: Papyrus.

Cities - 3 of these cards will be randomly added to the deck.
Clandestine Dock West: Once per turn, pay one less coin to buy resources from your left. Cost: 1 Coin.
Clandestine Dock East: Once per turn, pay one less coin to buy resources from your right. Cost: 1 Coin.
Militia: 2 Shields. Cost: 3 Coins.
Hideout: 2 VPs, everyone elses loses 1 coin.
Pigeon Loft: Copy a science symbol on a green card on your left or right.. Cost: 1 Coin, Ore.
Gambling Den: 6 Coins. Each neighbour gets 1 coin..
Residence: 1 VP, diplomacy. Cost: Brick.
Secret Warehouse: Produce any one resource that you already produce.. Cost: 2 Coins.
Gates of the City: 4 VPs. Cost: 1 Coin, Wood.

Age II cards

Normal cards - all 21 of these will be used.
Sawmill: Produce two Wood. Cost: 1 Coin.
Quarry: Produce two Stone. Cost: 1 Coin.
Brickyard: Produce two Brick. Cost: 1 Coin.
Foundry: Produce two Ore. Cost: 1 Coin.
Loom: Produce Cloth.
Glassworks: Produce Glass.
Press: Produce Payrus.
Aqueduct: 5 VPs. Chain from: Baths. Cost: 3 Stone.
Temple: 3 VPs. Chain from: Altar. Chain to: Pantheon. Cost: Wood, Brick, Glass.
Statue: 4 VPs. Chain from: Theater. Chain to: Gardens. Cost: Wood, 2 Ore.
Courthouse: 4 VPs. Chain from: Scriptorium. Cost: 2 Brick, Cloth.
Forum: Produce Cloth/Glass/Paper. Chain from: West/East Trading Post. Chain to: Haven. Cost: 2 Brick.
Caravansery: Produce Brick/Stone/Ore/Wood. Chain from: Marketplace. Chain to: Lighthouse. Cost: 2 Wood.
Vineyard: 1 Coin per brown card in yours+neighbours cities.
Walls: 2 Shields. Chain to: Fortifications. Cost: 3 Stone.
Stables: 2 Shields. Chain from: Apothecary. Cost: Ore, Brick. Wood.
Archery Range: 2 Shields. Chain from: Workshop. Cost: 2 Wood, Ore.
Dispensary: Compasses. Chain from: Apothecary. Chain to: Arena & Lodge. Cost: 2 Ore, Glass.
Laboratory: Gear. Chain from: Workshop. Chain to: Siege Workshop & Observatory. Cost: 2 Brick, Papyrus.
Library: Tablet. Chain from: Scriptorium. Chain to: Senate & University. Cost: 2 Stone, Cloth.
School: Tablet. Chain to: Academy & Study. Cost: Wood, Papyrus.

Cities - 3 of these cards will be randomly added to the deck.
Mercenaries: 3 Shields. Cost: 4 Coins, Papyrus.
Lair: 3 VPs, everyone else loses 2 coins. Cost: Wood, Glass.
Black Market: Produce one resource you currently do not produce. Cost: Ore, Cloth.
Gambling House: 9 Coins. Each neighbour gets 2 coins.. Cost: 1 Coin.
Architect Cabinet: 2 VPs. Your wonder stages no longer cost resources (but may still cost money). Cost: 1 Coin, Papyrus.
Spy Ring: Copy a science symbol on a green card on your left or right.. Cost: 2 Coins, Stone, Brick.
Consulate: 2 VPs, diplomacy. Cost: Brick, Papyrus.
Sepulcher: 4 VPs, everyone else loses 1 coin per military victory. Cost: Stone, Glass, Cloth.
Tabularium: 6 VPs. Cost: 2 Coins, Ore, Wood, Cloth.

Age III cards

Normal cards - all 16 of these will be used.
Pantheon: 7 VPs. Chain from: Temple. Cost: 2 Brick, Ore, Papyrus, Cloth, Glass.
Gardens: 5 VPs. Chain from: Statue. Cost: Wood, 2 Brick.
Town Hall: 6 VPs. Cost: Glass, Ore, 2 Stone.
Palace: 8 VPs. Cost: Glass, Papyrus, Cloth, Brick, Wood, Ore, Stone.
Senate: 6 VPs. Chain from: Library. Cost: Ore, Stone, 2 Wood.
Haven: 1 Coin & 1 VP per brown card. Chain from: Forum. Cost: Cloth, Ore, Wood.
Lighthouse: 1 Coin & 1 VP per yellow card (including this). Chain from: Caravansery. Cost: Glass, Stone.
Arena: 3 Coins & 1 VP per wonder stage completed. Chain from: Dispensary. Cost: Ore, 2 Stone.
Fortifications: 3 Shields. Chain from: Walls. Cost: Stone, 3 Ore.
Arsenal: 3 Shields. Cost: Ore, 2 Wood, Cloth.
Siege Workshop: 3 Shields. Chain from: Laboratory. Cost: Wood, 3 Brick.
Lodge: Compasses. Chain from: Dispensary. Cost: 2 Brick, Cloth, Papyrus.
Observatory: Gear. Chain from: Laboratory. Cost: 2 Ore, Glass, Cloth.
University: Tablet. Chain from: Library. Cost: 2 Wood, Papyrus, Glass.
Academy: Compasses. Chain from: School. Cost: 3 Stone, Glass.
Study: Gear. Chain from: School. Cost: Wood, Papyrus, Cloth.

Guilds - 5 of these will be randomly added to the deck.
Workers Guild: 1 VP per brown card in each of your neighbours cities. Cost: 2 Ore, Brick, Stone, Wood.
Craftsmens Guild: 2 VPs per gray card in each of your neighbours cities. Cost: 2 Ore, 2 Stone.
Traders Guild: 1 VP per yellow card in each of your neighbours cities. Cost: Glass, Cloth, Papyrus.
Philosophers Guild: 1 VP per green card in each of your neighbours cities. Cost: 3 Brick, Cloth, Papyrus.
Spies Guild: 1 VP per red card in each of your neighbours cities. Cost: 3 Brick, Glass.
Strategists Guild: 1 VP per defeat token in each of your neighbours cities. Cost: 2 Ore, Stone, Cloth.
Shipowners Guild: 1 VP per brown, gray and purple card in your city. Cost: 3 Wood, Papyrus, Glass.
Scientists Guild: Compasses/Gear/Tablet. Cost: 2 Wood, 2 Ore, Papyrus.
Magistrates Guild: 1 VP per blue card in each of your neighbours cities. Cost: 3 Wood, Stone, Cloth.
Builders Guild: 1 VP per wonder stage constructed by you and each of your neighbours. Cost: 2 Stone, 2 Brick, Glass.
Gamer's Guild: 1 VP per three coins owned.. Cost: Stone, Brick, Wood, Ore.
Courtesan's Guild: Choose a leader in an adjacent city. You gain the effect of that leader. Cost: Wood, Brick, Glass, Cloth.
Diplomat's Guild: 1 VP per leader in each of your neighbours cities. Cost: Brick, Wood, Glass, Papyrus.
Architect's Guild: 3 VPs per purple card in each of your neighbours cities. Cost: 3 Ore, Brick, Papyrus, Cloth.
Counterfeiter's Guild: 5 VPs, Everyone else loses 3 coins.. Cost: 3 Ore, Glass, Cloth.
Guild of Shadows: 1 VP per black card in each of your neighbours cities. Cost: 2 Brick, Wood, Papyrus.
Mouner's Guild: 1 VP per victory token in each of your neighbours cities. Cost: 2 Brick, Wood, Glass, Cloth.

Cities - 3 of these will be randomly added to the deck
Contingent: 5 Shields. Cost: 5 Coins, Cloth.
Brotherhood: 4 VPs, everyone else loses 3 coins. Cost: 2 Wood, Ore, Cloth.
Secret Society: 1 Coin & 1 VP per black card. Cost: Stone, Papyrus.
Slave Market: 1 Coin & 1 VP per victory token. Cost: 2 Ore, 2 Wood.
Torture Chamber: Copy a science symbol on a green card on your left or right.. Cost: 3 Coins, 2 Ore, Glass.
Builder's Union: 4 VPs, everyone elses loses 1 coin per wonder stage built. Cost: Brick, Wood, Papyrus, Glass.
Embassy: 3 VPs, diplomacy. Cost: Stone, Cloth, Papyrus.
Capitol: 8 VPs. Cost: 2 Coins, 2 Brick, 2 Stone, Glass, Papyrus.
Cenotaph: 5 VPs, everyon else loses 1 coin per victory token. Cost: 2 Brick, Stone, Cloth, Glass.

Leaders - 5 of these will be dealt to every player, then they will be drafted in counter clockwise direction. The last leader will be discarded.
Amytis: 2 VPs per Wonder stage built.. Cost: 4 Coins.
Alexander: 1 VP per Victory token.. Cost: 3 Coins.
Aristotle: 3 VPs per science set.. Cost: 3 Coins.
Justinian: 3 VPs per set of green, red and blue cards.. Cost: 3 Coins.
Plato: 7 VPs per set of brown, gray, blue, red, green, yellow and purple cards.. Cost: 4 Coins.
Midas: 1 VP per three coins owned.. Cost: 3 Coins.
Bilkis: Once per turn, may pay 1 coin to the bank to generate any one resource. Cost: 4 Coins.
Macenas: All future leaders can be played for free. Cost: 1 Coin.
Ramses: All purple cards can be played for free. Cost: 3 Coins.
Tomyris: During conflict, defeat tokens you would earn are instead given to the city which beats you . Cost: 4 Coins.
Hannibal: 1 Shield. Cost: 2 Coins.
Ceaser: 2 Shields. Cost: 5 Coins.
Hatshepsut: Once per turn per neighbour, earn one coin after buying a resource from a neighbour.. Cost: 2 Coins.
Nero: Gain 2 coins for each victory token you earn.. Cost: 1 Coin.
Xenophon: Gain 2 coins for each yellow card you play.. Cost: 2 Coins.
Vitruvius: Gain 2 coins each time you build a card through chaining.. Cost: 1 Coin.
Solomon: Look through the discard pile and build a card for free.. Cost: 3 Coins.
Croseus: Take 6 coins. Cost: 1 Coin.
Hypatia: 1 VP per green card.. Cost: 4 Coins.
Nebuchadnezzar: 1 VP per blue card.. Cost: 4 Coins.
Phidias: 1 VP per brown card.. Cost: 3 Coins.
Varro: 1 VP per yellow card. Cost: 3 Coins.
Pericles: 2 VPs per red card. Cost: 6 Coins.
Praxiteles: 2 VPs per gray card. Cost: 3 Coins.
Hiram: 2 VPs per purple card. Cost: 3 Coins.
Sappo: 2 VPs. Cost: 1 Coin.
Zenobia: 3 VPs. Cost: 2 Coins.
Nefertiti: 4 VPs. Cost: 3 Coins.
Cleopatra: 5 VPs. Cost: 4 Coins.
Archimedes: Green cards cost 1 resource less. Cost: 4 Coins.
Leonidas: Red cards cost 1 resource less. Cost: 2 Coins.
Hammurabi: Blue cards cost 1 resource less. Cost: 2 Coins.
Imhotep: Wonder stages cost 1 resource less. Cost: 3 Coins.
Euclid: Compasses. Cost: 5 Coins.
Ptolemy: Tablet. Cost: 5 Coins.
Pythagoras: Gear. Cost: 5 Coins.
Berenice: Once per turn, earn 1 coin whenever you earn coins. Cost: 2 Coins.
Darius: 1 VP per black card.. Cost: 4 Coins.
Aspasia: 2 VPs, diplomacy. Cost: 3 Coins.
Caligua: Once per age, build a black card for free.. Cost: 3 Coins.
Semiramis: 1 Shiled per defeat token.. Cost: 2 Coins.
Diocletian: Gain 2 coins for each black card you play.. Cost: 2 Coins.


Players & seating order:
Archetype
Hyramgraff
Voltgloss

Left is up, Right is down. The list loops.

28
Forum Games / 7 Wonders V + VI signups (closed)
« on: August 26, 2013, 12:07:37 pm »
You all know the drill by now. 7 Wonders is a short civilisation building, card drafting game for 3-7 players. These games will be for 3-4 players only, however.

Quote from: BGG
You are the leader of one of the 7 great cities of the Ancient World. Gather resources, develop commercial routes and affirm your military supremacy. Build your city and erect an architectural wonder which will transcend future times.

7 Wonders lasts three ages. In each age, players receive seven cards from a particular deck, choose one of those cards, then pass the remainder to an adjacent player, as in Fairy Tale or a Magic: the Gathering booster draft. Players reveal their cards simultaneously, paying resources if needed or collecting resources or interacting with other players in various ways. (Players have individual boards with special powers on which to organize their cards, and the boards are double-sided as in Bauza's Ghost Stories.) Each player then chooses another card from the deck they were passed, and the process repeats until players have six cards in play from that age. After three ages, the game ends.

In essence 7 Wonders is a card development game along the lines of Race for the Galaxy or Dominion. Some cards have immediate effects, while others provide bonuses or upgrades later in the game. Some cards provide discounts on future purchases. Some provide military strength to overpower your neighbors and others give nothing but victory points. Unlike Magic or Fairy Tale, however, each card is played immediately after being drafted, so you'll know which cards your neighbor is receiving and how his choices might affect what you've already built up. Cards are passed left-right-left over the three ages, so you need to keep an eye on the neighbors in both directions.

The rules for the game can be found here. You can follow the links to find expansion rules as well.

This game is open to everyone, first time players or veterans alike. Signups will close when I feel like it, or when we reach 8 people (whichever comes sooner?).

Signups:
Voltgloss
Archetype
Hyramgraff
Davio
Liopoil
eHalcyon

29
Dominion General Discussion / Official Storage solution on it's way?
« on: June 18, 2013, 11:44:24 am »
Video with Jay Tummelson (RGG)

Spotted this video on BGG. He also mentions he thinks this won't be the end of Dominion, but it's likely the next thing is something new (around the 4:30-5:30 minute mark)

Edit: BGG topic.

30
Dominion Videos and Streams / Tables makes videos?
« on: June 12, 2013, 10:30:40 pm »
I've considered doing this for a bit, finally decided to record a test run. It looks like the first few seconds got cut off, but now I know that happens I can adjust so whatever.

I'm streaming this on Twitch - I can't quite see how to do local recordings with my current software but I might work it out. Or keep streaming, why not? It's not like anyone's gonna bother watching the (slightly) delayed stream to learn my hands (I guess).

http://www.twitch.tv/tables61/b/416226102

Mostly at this point I'm less interested in how I suck and more about how good/bad it seems. Am I interesting to watch? Too slow? Is the quality okay? If I make more videos, would people be interested in watching?

31
General Discussion / Americans and draws
« on: May 29, 2013, 08:17:19 pm »
This came up in the postgame of a PBF game on BGG, about ties. I won't quote everything that was said there but feel free to look.

In short: Americans seem to hate ties in games and sports, when the majority of other people seem okay with them, if a winner is not necessary (e.g. in a knockout contest). Why is this? What makes the idea of two people/teams being declared equal in a contest so unthinkable?

32
Other Games / Goko currently working on RftG?
« on: April 24, 2013, 10:31:18 pm »
We knew they had the rights already, but after accidentally hitting the Dominion private beta button I got sent to a page with the following text:

Quote
We apologize but you either entered an incorrect user name and or password or you are not authorized to play Race For The Galaxy online yet. Please click on one of the two links below:

Sign up for Beta Sign up!

Try to login again Log in here!

The sign up link sends you to http://beta.goko.com/prefinery/index.html if you're interested. I personally have a great distaste for RftG, but I know some people here like it so eh. If you're interested in signing up it's there...

(Also sorry if this was known, it's new to me...)

33
Non-Mafia Game Threads / Tzolk'in: The Mayan Calendar II
« on: April 20, 2013, 03:24:06 am »
Quote
Tzolkin: The Mayan Calendar presents a new game mechanism: dynamic worker placement. Players representing different Mayan tribes place their workers on giant connected gears, and as the gears rotate they take the workers to different action spots.

During a turn, players can either (a) place one or more workers on the lowest visible spot of the gears or (b) pick up one or more workers. When placing workers, they must pay corn, which is used as a currency in the game. When they pick up a worker, they perform certain actions depending on the position of the worker. Actions located "later" on the gears are more valuable, so it's wise to let the time work for you – but players cannot skip their turn; if they have all their workers on the gears, they have to pick some up.

The game ends after one full revolution of the central Tzolkin gear. There are many paths to victory. Pleasing the gods by placing crystal skulls in deep caves or building many temples are just two of those many paths...
BGG description

This is the thread for the 2nd PBF game of Tzolk'in. The game will be run almost entirely from this spreadsheet. The main difference between this sheet and the normal game is the lack of gears. When playing the game, turning the main gear (main track on the spreadsheet) will also advance every other gear (track) one space. So at the end of each full turn, every player's workers will be advanced one space along each track. Everything in the game can be done via the spreadsheet, except for starting wealth tiles (which Watno will send out via PM). After that, there's no hidden information, so it should be fairly easy to run.
If you have any other questions about how things on the sheet line up with the normal game, feel free to ask.

The rules can be found here.

Editing the spreadsheet:
How it works is as following: On main tracks, colour is mapped by name in the cell. Just enter your name into the space you want to place in (or delete it to remove a worker) and conditional formatting should deal with the colouring. You need to then adjust anything as needed on the main board page - excluding idle workers, which is automatic. For temples & tracks, everything should be automatic.

Buildings are a bit more complex, so maybe it'd be best if I continue to handle them for now. On the other hand if you're feeling confident, go ahead and do it yourself: Copy any building you build across to your buildings section (adding more rows on the main sheet as necessary). At the end of your turn, copy the whited out row by Age 1/Age 2 (as necessary - age 1 until the midpoint of the game), and paste values into the old building slot. Check what building that is, and put a zero in the cell to the left of it on the building list, and strikethrough that building (the zero makes it so it won't come out again, and the strikethrough lets everyone see it's not in the stack).

34
Non-Mafia Game Threads / Tzolk'in: The Mayan Calendar
« on: April 18, 2013, 02:15:26 pm »
Quote
Tzolkin: The Mayan Calendar presents a new game mechanism: dynamic worker placement. Players representing different Mayan tribes place their workers on giant connected gears, and as the gears rotate they take the workers to different action spots.

During a turn, players can either (a) place one or more workers on the lowest visible spot of the gears or (b) pick up one or more workers. When placing workers, they must pay corn, which is used as a currency in the game. When they pick up a worker, they perform certain actions depending on the position of the worker. Actions located "later" on the gears are more valuable, so it's wise to let the time work for you – but players cannot skip their turn; if they have all their workers on the gears, they have to pick some up.

The game ends after one full revolution of the central Tzolkin gear. There are many paths to victory. Pleasing the gods by placing crystal skulls in deep caves or building many temples are just two of those many paths...
BGG description

This is the thread for a PBF game of Tzolk'in. The game will be run almost entirely from this spreadsheet. The main difference between this sheet and the normal game is the lack of gears. When playing the game, turning the main gear (main track on the spreadsheet) will also advance every other gear (track) one space. So at the end of each full turn, every player's workers will be advanced one space along each track. Everything in the game can be done via the spreadsheet, except for starting wealth tiles (which will be done via PM). After that, there's no hidden information, so it should be fairly easy to run.
If you have any other questions about how things on the sheet line up with the normal game, feel free to ask.

The rules can be found here.

Players (in starting turn order):
Watno
TINAS
Galzria
Kuildeous

How it works is as following: On main tracks, colour is mapped by name in the cell. Just enter your name into the space you want to place in (or delete it to remove a worker) and conditional formatting should deal with the colouring. You need to then adjust anything as needed on the main board page - excluding idle workers, which is automatic. For temples & tracks, everything should be automatic.

Buildings are a bit more complex, so maybe it'd be best if I continue to handle them for now. On the other hand if you're feeling confident, go ahead and do it yourself: Copy any building you build across to your buildings section (adding more rows on the main sheet as necessary). At the end of your turn, copy the whited out row by Age 1/Age 2 (as necessary - age 1 until the midpoint of the game), and paste values into the old building slot. Check what building that is, and put a zero in the cell to the left of it on the building list, and strikethrough that building (the zero makes it so it won't come out again, and the strikethrough lets everyone see it's not in the stack).

35
Forum Games / Two Rooms and a Boom II (cancelled)
« on: April 15, 2013, 07:31:30 pm »
Rules & Roles: https://www.dropbox.com/s/i3tazx052osyx3t/2R1B%20-%20Rulebook%203.5.pdf

Quote
Two Rooms and a Boom is a party game for 6+ people of all ages. Lying encouraged.

In Two Rooms and a Boom, a social deduction, hidden roles game, there are two teams: the Red Team and the Blue Team. The Blue Team has a President. The Red Team has a Bomber. Players are equally distributed between two rooms (separate playing areas). The game consists of 5 timed rounds. At the end of each round, some players will be traded into opposing rooms. If the Red Team’s Bomber is in the same room as the President at the end of the game, then the Red Team wins. Otherwise the Blue Team wins.
BGG description

This will be the second PBF Two Rooms and a Boom (or, 2R1B for short) on F:DS. This game will try to be slightly more exciting and complex than the first, but still simple enough for new players to join. I suggest reading the rules link above to understand how the game works.

Important PBF changes

Bold Text: The use of bold text is reserved for game actions. If you feel you must emphasise a point, use underline, larger text or something else.

Voting: Because of the asymetrical nature of PBF, some changes are needed (or at least desired) to make the voting work more smoothly. This is how room leaders will be elected: Anyone may bold a vote for a person, including themselves e.g. Vote Tables. If a person ever gets a majority of votes, they become leader (if there was already a leader, they take leadership. If there was no leader, they become the first leader). You may remove your vote my bolding Unvote or anything similar, and may change your vote as many times as you like.

If no leader is elected in a room by the end of R1, then plurality rule decides the first leader (the person with the most votes). If this still doesn't give a unique winner, then the first among those tied to have received a vote from someone else becomes leader. If it is still tied at that point something has gone seriously wrong the first person to have voted for themselves becomes leader.

Whispering: In 2R1B you're allowed to quietly talk to other players. In PBF, this is done through whispering. As everyone can see you whispering to someone else, you must post in the thread Whisper X when you whisper to someone. After posting this message, send them a PM via the forums. Your Whispers may be any length, but you are limited to 5 whispers per day (this is to keep the time pressure up, and avoid penalising people heavily in different time zones who can't take part in a back-and-forth whisper conversation). You may whisper to multiple people at once, e.g. Whisper Tables, theory - if you do this, you must send them both the same PM, and it counts as only one of your whispers.

Revealing: You may publicly reveal either your colour, or your role, by putting them in bold, e.g. I am red or I am the Blue President. You must tell the truth if doing this. You may also privately reveal your role to someone - colour or full role. Like with Whispering, people see this happen - you should post Private full reveal to Tables or Private colour reveal to Tables when you want to do this, then send them a PM with your role (this is NOT a whisper in itself, but if you add any content to the PM, it would be, and you should also post that you're whispering that person). Finally, you can Co-reveal or co-colour reveal. If you wish to do this the other person must of course agree to it - you should bold the offer, e.g. Offer colour reveal to Tables. You can remove this offer later (but not after they accept it), by posting something like Revoke co-reveal offer with Tables. If someone makes an offer to you, accept it similarly, e.g. Accept co-colour reveal with theory.

Deadlines & Rooms: Each room will have a Quicktopic, which only the people in that room will have access to. Each round will last 24 hours. Ideally, the leader should have sent me a PM with the people he wants to send BEFORE the deadline. After this time, the room will be locked, and new rooms created. I'm thinking of setting the deadline time as around 10pm GMT (that's 2-5pm in the US, 11pm in Europe) - I think this is probably the best time for the majority of players. I can adjust a little either way though. I will also likely start on Sunday evening, meaning if we stick to schedule, the game will go through until Friday evening.

I think that's everything important.

Roles: Currently TBD. If there's anything important for these PBF wise, I'll add this here. It will depend on player count, but currently likely roles are:
President/Bomber (obviously)
Security
Nazi

Many others that seem easy enough for PBF are possibles, such as Agent, Informer, Mayor, Amnesiac, and the Moby/Ahab/Wife/Mistress block.

Current signups (5):
Liopoil
Grujah
mail-mi
EFHW
Archetype
Jimmmmm

36
Other Games / Terra Mystica or Ground Floor?
« on: April 07, 2013, 05:28:39 pm »
I'm thinking of buying one of these. Only issues are, 1) I don't know which and 2) I can't find either (easily) in the UK. Anyone know a good place to look for either, and also, which should I go for? I'm leaning towards TM because I think my group (which is primarily a Sci Fi & Fantasy group) will like it more, even though I prefer Ground Floor from what I've seen.

37
Game Reports / An interesting Catacombs situation
« on: April 07, 2013, 11:28:55 am »
http://dominionlogs.goko.com//20130407/log.505c7f4ca2e6c78ad2ed5ba1.1365348082423.txt

I had a fairly basic big money type deck - Remake meant I'd gotten a lot of silvers and trashed away many coppers. My deck consisted, action wise, of one Remake, one Catacombs and an Island

On turn 11, I had a nearly empty deck and drew a hand of $6 plus Catacombs. Upon playing the Catacombs, I drew two Silvers and a Gold... which I discarded. My deck had 8 cards in it after revealing the top three.

Now, my pondering was on whether this was a crazy idea, or actually pretty sensible. My reasoning was that I was still very likely to draw at least $2 (as it turns out my remaining deck was 4 Silvers, 2 Coppers, 2 dead cards, so almost certain), and this would cycle my good cards back around faster - it was a bad draw, but I could mitigate it's damage.

38
General Discussion / Ozle's remaining lives.
« on: March 27, 2013, 11:11:28 pm »
He had 9 at first, now he's down to 7. Anyone know what's killing him and suggestions for speeding it up and what's going on there?

I mean I guess I could ask Ozle... but I doubt he'd give a sincere answer.

39
Innovation General Discussion / Greatest Innovation moments 2013
« on: March 21, 2013, 08:52:58 am »
http://innovation.isotropic.org/gamelog/201303/21/game-20130321-053350-f756b05b.html

The last turn. I start by screwing up and misreading Miniaturisation, oops. Then I decide I still don't have anything that's going to win me the game, I'll use Computers. I mean, what can go wrong, really? I don't have any of those dangerous Robotics, AI or Software, so I definitely can't get all three...



Oh, huh. Well guess my killer robots worked for me this time.

(Note: I didn't see this thread anywhere, but if I messed up and it exists, could you merge this post in theory?)

40
This one's probably gonna be a long shot... while the game does work with fewer, we'd really want at least 10, and more like 16ish, as best I can tell. But whatever. If there's fewer people, but sufficiently interested people, then we could try that.

Quote
Two Rooms and a Boom is a party game for 6+ people of all ages. Lying encouraged.

In Two Rooms and a Boom, a social deduction, hidden roles game, there are two teams: the Red Team and the Blue Team. The Blue Team has a President. The Red Team has a Bomber. Players are equally distributed between two rooms (separate playing areas). The game consists of 5 timed rounds. At the end of each round, some players will be traded into opposing rooms. If the Red Team’s Bomber is in the same room as the President at the end of the game, then the Red Team wins. Otherwise the Blue Team wins.

One advantage is the game needs very little modding wise. We'd just need to pester someone to shuffle cards and deal them, everything else is done in threads and PMs. Player honesty is required however.
The game has some big differences from standard mafia fare. Rounds are intentionally short - 5 minutes or less when playing face to face (we'd probably go for 1 or 2 days real time). Players are allowed to reveal their roles, either privately to another player, or publicly, although it may not always be useful. On top of that, there's no real 'bad guy' team, there's two roughly equally sized teams competing, one aiming to get the bomber and president together, and the other aiming to get them apart. Other roles are possible (and may be used to make things a little more exiting, I dunno).

If you want to see the rules you can check the website: http://tworoomsandaboom.com/.

So, that's a rough description. So... are people interested?

Interest:
Tables
DSell
Galzria
Axxle
Twistedarcher
Jimm...m
Eevee
Robz
Ashersky
sudgy
liopoil

41
Introductions / Better late than never?
« on: March 05, 2013, 07:57:59 pm »
So I never actually made an introductions thread. I mean a lot of you know me already (kinda) but... whatever.

Let's start with two truths and a lie. To make it extra boring, if you stalk me on the forum hard enough the answers to these should all be available.

  • I know the somewhat famous Celestial Chameleon in real life (although not well)
  • My original online psuedonym was "I Eat Tables", and I still use it in a few places
  • I'm a third year Engineering student, studying at the University of Warwick

So, what are the things about me that are worth knowing? I guess I'll start with my discovery of Dominion.
I first played Dominion at a summer camp four or five years ago, pretty soon after it came out. Back then I wasn't hugely into board gaming, but I really enjoyed it. In the end I decided to buy one game... but choose Pandemic over Dominion. When I came to university two years ago (oops gave away part of my 2T1L) I found some people playing it with expansions (including the new Prosperity). I decided to join a game or two, and loved it. Very quickly I bought my own copy of the base game, and pretty soon after discovered Isotropic. Since then I've been addicted to the game, have expanded my collection to Seaside, Prosperity and Hinterlands, and have followed along with new cards as they've come. While I'm far from one of the great players (despite the claims in my sig), I've managed to reach reasonably high onto the leaderboard at Isotropic, peaking at about 34 before dropping back down from my lucky streak to a much more reasonable 30ish.

Since about 3 years ago I've been very into board games, mostly as a result of my best friend, who showed me some of his awesome German games (these were things like the 1991 Spiel Des Jahres winner Drunter und Drüber and the like!). That set me off on the path, along with my Pandemic purchase.

What about my other hobbies? Well... asides from Boardgaming and University, which take up most of my time, I'm also a videogamer. Not as much as I once was, mind. I've always been a Nintendo fan, mainly because I've always preferred single player or multiplayer with friends, and Nintendo tends to do that way better than the competition. That doesn't mean I don't play others, though, I also like (for example) Portal and Half Life, as well as the Jak series.
A particular gaming sub-hobby is speedrunning - essentially that's just gamer's jargon for a (usually) full game time trial. I'm not great at it (there's some crazy talented guys out there), but I've at least got a few games I've enjoyed doing it on. Most recent is the game You Have to Win the Game, which I've actually beaten the world record at (with all of it's two guys competing), although I did it in a way that kinda doesn't compare and they'd beat me back easily if they did the same thing. Most websites I'm active on are relating to basically everything I've said now (videogames, board games, university).

Now you know what I do, maybe I should tell you all a little about what I'm like as a person? I'm a generally friendly, but introverted geek, happy to talk with people as long as they talk first. I like to plan and do things, especially when other people can benefit from them - I'm pretty active in the forum games section on here (mostly non-mafia), and enjoy modding games for others, despite frequent mistakes.
I'm a Christian, was raised in a fairly apathetic house but at 12 or 13 years old, found faith had a real glow and attraction that the rest of the world didn't. Through the years I've questioned that, and tried to find anwers elsewhere, but after a lot of searching decided Christianity was the best fit to what I've seen and experienced in the world.
I'm notorious for always planning and optimising and playing games to win, and expecting others to behave the same way - which is often true, but has lead to awkward situations when people have made moves which are suboptimal for them that hurt me.
Also I appear to have not mentioned it yet... my name's Martin, and I live in the UK.
Oh, and to answer a common question, one horse sized duck. To quote CGP Grey "The cube square laws means the legs of a horse sized duck probably won't be structually sound. Easy win."

In terms of Dominion, I'm a lot more active on Goko than on Isotropic nowadays. I usually play bots, mind (again, it comes down partially to what I said about preferring solo play!), but if you do see me on there I'm happy to play (usually).

Thanks for reading, hope you know a little more about me now :).

42
Non-Mafia Game Threads / Battlestar Galactica (Round 7)
« on: February 25, 2013, 07:11:20 am »
Quote
After the Cylon attack on the Colonies, the battered remnants of the human race are on the run, constantly searching for the next signpost on the road to Earth. They face the threat of Cylon attack from without, and treachery and crisis from within. Humanity must work together if they are to have any hope of survival…but how can they, when any of them may, in fact, be a Cylon agent?

Battlestar Galactica: The Board Game is an exciting game of mistrust, intrigue, and the struggle for survival. Based on the epic and widely-acclaimed Sci Fi Channel series, Battlestar Galactica: The Board Game puts players in the role of one of ten of their favorite characters from the show. Each playable character has their own abilities and weaknesses, and must all work together in order for humanity to have any hope of survival. However, one or more players in every game secretly side with the Cylons. Players must attempt to expose the traitor while fuel shortages, food contaminations, and political unrest threatens to tear the fleet apart.
BGG description

This is the thread for the first Battlestar Galactica play by forum thread. This is currently open for signups.

The rules for the game are found here along with FAQs, errata and other such notes.

This game is for 6 players, and will use the official no sympathiser variant. We are using Exodus CFB and no other expansions.

https://docs.google.com/spreadsheet/ccc?key=0ApPT0N9WtHcKdFhZUFBtRGI2MUJIWU5uLXYzejcyT3c#gid=0 - this contains all information on cards, deck etc. and is what I'll be using to mod from. Characters are listed below.

Characters list

MILITARY LEADERS

William Adama (LEA/3, TAC/2) Setup: Admiral's Quarters
Inspirational Leader -- When you draw a Crisis Card, all 1 strength Skill Cards count positive for the skill check.
Command Authority -- Once per game, after resolving a skill check, instead of discarding the used Skill Cards, draw them into your hand.
Emotionally Attached -- You may not activate the Admiral's Quarters location.

Saul Tigh (TAC/3, LEA/2) Setup: Command
Cylon Hatred -- When a player activates the Admiral's Quarters location, you may choose to reduce the difficulty by 3.
Declare Martial Law -- Action: Once per game, give the President title to the Admiral.
Alcoholic -- At the start of any player's turn, if you have exactly 1 Skill Card in you hand, you must discard it.

Karl "Helo" Agathon (LEA/2, TAC/2, PIL/1) Setup: N/A
ECO Officer -- During your turn, you may reroll a die that was just rolled (once per turn). You must use the new result.
Moral Compass -- Once per game, after a player makes a choice on a Crisis Card, you may change it.
Stranded -- Your character is not placed on the board at the start of the game. While not on the game board, you may not move, be moved, or take actions. At the start of your 2nd turn, place your character on the Hangar Deck location.

Felix Gaeta (TAC/2, ENG/1, POL/LEA/2) Setup: FTL Control
FTL Operator -- Anytime "FTL Control" is activated, you may reroll the die. You must use the new result.
Coup -- Action: Once per game, you may take the Admiral title. If you are in the "Brig" when you take this action, move immediately to "Command" before taking the title.
Misguided -- You may NOT play more than 3 cards into any skill check.

POLITICAL LEADERS

Laura Roslin (POL/3, LEA/2) Setup: President's Office
Religious Visions -- When you draw Crisis Cards, draw 2 and choose 1 to resolve. Place the other on the bottom of the deck.
Skilled Politician -- Action: Once per game, draw 4 Quorum Cards. Choose 1 to resolve and place the rest on the bottom of the deck. You do not need to be President to use this ability.
Terminal Illness -- You must discard two skill cards to activate a location

Gaius Baltar (POL/2, LEA/1, ENG/1) Setup: Research Lab
Delusional Intuition -- After you draw a Crisis Card, draw 1 Skill Card of your choice (it may be from outside your skill set).
Cylon Detector -- Action: Once per game, you may look at all Loyalty Cards belonging to another player.
Coward -- You start the game with 2 Loyalty Cards instead of 1.

Tom Zarek (POL/2, LEA/2, TAC/1) Setup: Administration
Friends in Low Places -- When a player activates the Administration or Brig location, you may choose to reduce or increase the difficulty by 2.
Unconventional Tactics -- Action: Once per game, lose 1 population to gain 1 of any other resource type.
Convicted Criminal -- You may not activate locations occupied by other characters (except the Brig).

Tory Foster (POL/3, LEA/1, TAC/1) Setup: Press Room
Adaptable -- After any player uses the action on a Quorum Card, you may draw 1 Skill Card of your choice (this may be from outside your skill set).
Influential -- Action: Once per game, you may examine the top 5 cards of the Quorum Deck, and return them to the top of the deck in any order you choose (eve if you are not currently the President).
Amoral -- When you are the current player, you must choose the first option listed on any Crisis Cards that say "Current Player Chooses."

PILOTS

Lee "Apollo" Adama (PIL/2, LEA/POL/2, TAC/1) Setup: Launch and Pilot Viper
Alert Viper Pilot -- When a Viper is placed in a space area from the Reserves, you may choose to pilot it and take 1 action. You may only do this when you are on a Galactica location, excluding the Brig.
CAG -- Action: Once per game, you may activate up to 6 unmanned Vipers.
Headstrong -- When you are forced to discard Skill Cards, you must discard randomly.

Kara "Starbuck" Thrace (TAC/2, PIL/2, LEA/ENG/1) Setup: Hangar Deck
Expert Pilot -- When you start your turn piloting a Viper, you may take 2 Actions during your Action Step (instead of 1).
Secret Destiny -- Once per game, immediately after a Crisis Card is revealed, discard it and draw a new one.
Insubordinate -- When a player chooses you with the Admiral's Quarters location, reduce the difficulty by 3.

Sharon "Boomer" Valerii (TAC/2, PIL/2, ENG/1) Setup: Armory
Recon -- At the end of your turn, you may look at the top of the Crisis Deck and place it on the top or bottom.
Mysterious Intuition -- Once per game, before resolving a Skill Check on a Crisis Card, choose the result (Pass or Fail) instead of resolving it normally.
Sleeper Agent -- During the Sleeper Agent Phase, you are dealt 2 Loyalty Cards (instead of 1) and are moved to the Brig location.

Samuel T. Anders (LEA/2, TAC/2, TAC/PIL/1) Setup: Armory
Star Player -- Action: Discard any number of Skill Cards. Then draw that number of Skill Cards from any one type within your skill set.
Longshot -- Once per game on your turn, you may choose the result of a die roll on your turn instead of rolling it. This result cannot be modified or rerolled.
Starts on the Bench -- Skip the Receive Skills Step of your first turn.

SUPPORT

"Chief" Galen Tyrol (ENG/2, LEA/2, POL/1) Setup: Hangar Deck
Maintenance Engineer -- During your turn, after you use a Repair Skill Card, you may take another action (once per turn).
Blind Devotion -- Once per game, after cards have been added to a Skill Check (but before revealing them), you may choose a skill type. All cards of the chosen type are considered strength 0.
Reckless -- You hand limit is 8 (instead of 10).

Callandra "Cally" Tyrol (POL/1, LEA/1, TAC/1, ENG/2) Setup: Hangar Deck
Quick Fix -- On your turn, once all Skill Cards played into a skill check have been revealed, you may choose 1 card to discard before resolving skill check abilities and totaling the strength.
Discharge of a Firearm -- Action: Once per game, you may execute another character who is in your current location.
Impulsive -- You can NOT contribute only 1 Skill Card into a skill check. You must either contribute no Skill Cards or contribute 2 or more Skill Cards (disregard this while in the "Brig").

LOCATIONS

Note: A location with *asterix* around it is a hazardous location and may not be voluntarily moved into.
Note: To move between ships you must discard a skill card.

GALACTICA
Note: A character moving to Galactica from Colonial One or a piloted Viper must discard a skill card.

FTL Control
Action: Jump the fleet if the jump preparation track is not in the red zone. Roll a die; if the result is 1-6, lose a number of population indicated on the fleet’s space on the jump preparation track.

Weapons Control
Action: Attack one Cylon ships with Galactica. Roll 3-8 to hit a raider, 7-8 to hit a heavy raider, and 5-8 to hit a Basestar.

Command
Action: Activate up to two unmanned vipers. An activation can be used to a.) launch a viper from either of the two launch zones, b.) move an unmanned viper to an adjacent space area, or c.) fire an unmanned viper’s weapons (3-8 to hit a raider, 7-8 to hit a heavy raider, 8 to hit a Basestar).

Communications
Action: Look at the back of 2 civilian ships. You may then move them to adjacent area(s). Only the player taking the action may look at the back of the ships.
Note: Cannot be damaged (no damage token)

Admiral’s Quarters
Action: Choose a character; then pass a Tactics/Leadership Skill Check of 7 to send him to the “Brig.” Characters in the “Brig” can only add 1 skill card to skill checks, and being in the Brig prevents a Cylon from doing any damage if he reveals himself.

Research Lab
Action: Draw 1 engineering OR 1 tactics Skill card.
Note: Cannot be damaged (no damage token)

Hangar Deck
Action: Launch yourself in a viper. You may then take 1 more action. You must be in the Hangar Deck to use a “Repair” skill card action on damaged Vipers.

Armory
Action: Attack a centurion on the Boarding Party track (destroyed on roll of 7-8),

*Sickbay*
You may only draw 1 Skill Card during the Receive Skills step of your turn. A character can (and should) move out of sickbay during the Movement step of his turn.

*Brig*
You may not move, draw Crisis Cards in your crisis step, or add more than 1 card to skill checks.
Action: Start a POL/TAC 7 skill check. Pass: Move out of the Brig to any location. Fail: No effect.

COLONIAL ONE
Note: A character moving to Colonial One from Galactica or a piloted Viper must discard a skill card.

Press Room
Action: Draw 2 politics Skill Cards.

President’s Office
Action: If you are President, draw 1 Quorum Card. You may then draw 1 additional Quorum Card or play 1 from your hand.

Administration
Action: Choose a character then start a Politics/Leadership-5 skill check. Pass: That character takes the President title. Fail: No effect.

CYLON LOCATIONS
Only Cylons may move to these locations, and Cylons may only use these locations. When a Cylon reveals, they move to the Resurrection Ship location.

Caprica
Action: Play your Super Crisis OR draw two crisis cards, choose one to resolve (No activate Cylon Ships step) and put the other on the bottom of the crisis deck

Cylon Fleet
Action: Activate all Cylon ships of one type OR launch 2 raiders and 1 heavy raider from each basestar
(Note: Activating heavy raiders will activate centurions)

Human Fleet
Action: Look at any player's hand, and steal 1 skill card (place it in your hand). Then roll a die, and if 5 or higher, damage Galactica.

Resurrection Ship
Action: You may discard your Super Crisis to draw another one. Then if distance is 7 or lower, give your unrevealed Loyalty card(s) to any other player.

Basestar Bridge
Action: Pick two of the following four options, then resolve them in either order.
  • The CAG must place a Civilian Ship, following placement rules.
  • Place 1 basestar or 3 raiders in any one area on the CBF
  • Roll a die: 1-3: Decrease the Jump Prep track by 1. 4-8: Increase the Pursuit Track by 1.
  • Roll a die. If the result is less than the number of raiders on the main game board, draw 2 Galactica damage tokens, and choose one to resolve.


SKILL CARDS

Note: Only 1 Reckless card may be played per skill check. Cylons may not use the text abilities on Skill Cards. All strength 0 Skill Cards have the icon that triggers the Consequence Result on certain Crisis Cards as well as having an effect when totalled if played into a skill check (they are NOT played before a skill check)

Note: The card break down is as follows:
0 strength: 3
1 strength: 8
2 strength: 6
3 strength: 4
4 strength: 3
5 strength: 1
6 strength: 1

Politics
( 0 ) Red Tape: Skill Check: Discard all 5 and 6 strength cards from this skill check (before totaling strength).
(1-2) Consolidate Power: Action: Draw 2 Skill Cards of any type, even outside skill set on Character Sheet.
(3-5) Investigative Committee: Play before cards are added to skill check. All are played face up, including Destiny.
( 6 ) Political Prowess: Play before making a skill check triggered by a location. Do not make the skill check; instead, it automatically passes or fails (your choice).

Leadership
( 0 ) Iron Will: Skill Check: If total strength in this skill check is within 4 of the difficulty, do not trigger the fail effect. If total strength in this skill check is 0 or less, lose 1 morale.
(1-2) Executive Order: Action: Choose another player who takes 2 actions, or moves and takes 1 action. Cannot use on a revealed Cylon or Sympathizer. Limit 1 XO or CS per turn.
(3-5) Declare Emergency: Use after skill check is totaled. Reduces difficulty by 2. Cannot reduce partial pass difficulty. Limit 1 per skill check.
( 6 ) State of Emergency: Action: Lose 1 food. Each player may then move or take 1 Action (starting with the player who played this card and proceeding clockwise).

Tactics
( 0 ) Trust Instincts: Skill Check: Add the top 2 cards from the Destiny Deck faceup into this skill check (before totaling strength). Resolve Skill Check Abilities on these cards.
(1-2) Launch Scout: Action: Can only use if there is an undamaged Raptor in the reserves. Roll die 3 or higher look at top Crisis or Destination Card and place on top or bottom of deck. Otherwise, destroy a Raptor and remove it from the game.
(3-5) Strategic Planning: Play before a die roll to add 2 to result. Limit 1 per die roll.
( 6 ) Scout for Fuel: Action: Risk 1 raptor to roll 1 die. If you roll 4+, gain 1 fuel. Otherwise, destroy the raptor.

Piloting
( 0 ) Protect the Fleet: Skill Check: If at least 3 strength in piloting Skill Cards are in this skill check, the current player may activate one unmanned viper.
(1-2) Evasive Maneuvers: Play after a Viper is attacked to reroll. If Viper is piloted subtract 2 from the new roll.
(3-5) Maximum Firepower: Action: Play while piloting a Viper to attack up to 4 times.
( 6 ) Best of the Best: Play before a piloted viper makes an attack. Instead of rolling the attack, roll a die and destroy that many raiders in the viper's space area.

Engineering
( 0 ) Establish Network: Skill Check: Each engineering Skill Card in this skill check counts as double strength (before totaling strength).
(1-2) Repair: Action: Repair your current location, or if in the Hangar Deck repair up to 2 damaged Vipers.
(3-5) Scientific Research: Play before any cards are added to a skill check. All Engineering cards count as positive strength.
( 6 ) Build Nuke: Action: The Admiral gains 1 nuke token.

TITLE CARDS

ADMIRAL
When the fleet jumps, you draw 2 Destination Cards and choose 1.
You control the nuke tokens.
Action: Launch 1 nuke at a space area (the nuke token is discarded).
1-2 = Damage a basestar twice
3-6 = Destroy a basestar
7 = Destroy a basestar and 3 raiders
8 = Destroy every ship (human and Cylon) in the space area

President
At the start of the game, draw 1 Quorum Card. You control the hand of Quorum cards.
Action: Draw a Quorum Card into your hand.
Quorum cards can be played as an action and specialize in increasing resources and dealing with unrevealed cylons.

CAG
When a civilian ship needs to be placed on the main game board, you must choose the space area. You must choose an area that does not already contain civilian ships (if able).
Action: Activate 1 unmanned viper and then give the CAG Title Card to any other human player.
Action: Once per turn, if you are piloting a viper, you may activate 1 unmanned viper and then take another action.

LINES OF SUCESSION
Characters in italics are ones from Pegasus. Characters in bold are ones in use.

ADMIRAL
1. Helena Cain
2. William Adama
3. Saul Tigh
4. Karl "Helo" Agathon
5. Felix Gaeta
6. Lee "Apollo" Adama
7. Anastasia "Dee" Dualla
8. Kara "Starbuck" Thrace
9. Louanne "Kat" Katraine
10. Sharon "Boomer" Valerii
11. Samuel T. Anders
12. "Chief" Galen Tyrol
13. Cally Henderson
14. Tom Zarek
15. Ellen Tigh
16. Gaius Baltar
17. Tory Foster
18. Laura Roslin

PRESIDENT
1. Laura Roslin
2. Gaius Baltar
3. Tom Zarek
4. Tory Foster
5. Ellen Tigh
6. Lee "Apollo" Adama
7. Felix Gaeta
8. William Adama
9. Karl "Helo" Agathon
10. "Chief" Galen Tyrol
11. Cally Henderson
12. Helena Cain
13. Anastasia "Dee" Dualla
14. Sharon "Boomer" Valerii
15. Saul Tigh
16. Samuel T. Anders
17. Kara "Starbuck" Thrace
18. Louanne "Kat" Katraine

CAG
1. Lee "Apollo" Adama
2. Kara "Starbuck" Thrace
3. Louanne "Kat" Katraine
4. Sharon "Boomer" Valerii
5. Samuel T. Anders
6. Karl "Helo" Agathon
7. William Adama
8. Helena Cain
9. Saul Tigh
10. Felix Gaeta
11. Anastasia "Dee" Dualla
12. "Chief" Galen Tyrol
13. Cally Henderson
14. Tom Zarek
15. Ellen Tigh
16. Gaius Baltar
17. Tory Foster
18. Laura Roslin

Houserules in use (and their reasons):
1) Tory Foster's Adaptable ability draws only one card instead of two (reason: The ability quickly and easily becomes broken if the president is using their title a lot, which is often. Drawing an extra card per turn would be strong, drawing an extra 6 is ludicrous. She's still considered a strong character in PBFs and in my group, even with this change)
2) The 'last cylon' rule - if using Exodus, one loyalty card is left in the deck. If this is a Cylon card, then at the end of the game the other Cylon (whether revealed or not) may lower all resources by 1, damage Galactica twice, or advance Centurions once. (reason: This makes the game more competitive in the case of an unfortunate loyalty deck).

Rules for PBF:

Be active - try to make decisions once every 48 hours at the latest (leaving slightly more leeway for weekends)

All game actions should be in bold, using a hash sign before them (e.g #Move to Armoury). This is to make it obvious what's a final choice and what isn't, and to quickly find official orders.

All face-down cards, including Quorum Cards and Skill Cards will be delivered to the players via PM. If your draw is straightforward (eg: Adama) your cards will be auto-drawn for you at the beginning of your turn. Players with multi-skills (eg: Apollo) or abilities allowing them to draw cards (eg: Baltar) need to post in the thread what type of card they are drawing (eg: #draw 1 Politics 1 Engineering). Discards are to be posted openly in the thread.

You may, and in fact should "pre-load" actions ahead of time (henceforth referred to as Conditional Orders or COs); eg: #If my Viper is attacked, I'll use my lowest "Evasive Maneuvers"). COs help the game to move forwards more quickly and smoothly when what you'd want to do is obvious to you.

In addition to the Secrecy Rules on p. 20 of the rulebook, these rules are specifically for online play:
Players may not quote anything from PMs. This includes cards, and messages from the mod. Also it should go without saying, but you may not PM other players about the game.

Player order:
Jorbles
Grujah
WinterSpartan
Davio
theorel
Qvist

43
Non-Mafia Game Threads / Through the Ages V - When creativity strikes
« on: February 15, 2013, 01:38:46 pm »
Quote
Through the Ages is a civilization building game. The goal is to develop your civilization, not to destroy other ones. Military strength is just one aspect of your nation, as well as population, production or science. It is up to you which aspect you will concentrate on, more or less, but you should not underestimate any of them while building your civilization.

Victory is achieved by the player whose nation produces the most culture during the game. However, there are many ways to produce culture: through religion, literature or drama, by building wonders, by utilizing cultural persons etc. Considerable amount of culture can be gained even via wars or aggression.
Description from BGG

This is the thread for the fifth Play By Forum game of Vlaada Chvátil's Through The Ages. This is not a short, simple game; it is an epic civilisation building game. Depending on player (and moderator!) speed, the game could take months to complete, but this does give players a good chance to evaluate the board and their options.

This time, things will be extra crazy as each player will be providing a leader and wonder for each age (with an extra wonder and leader created by myself and Watno (assuming he's still willing at least). I'll explain the creation process next post.

A copy of the rules can be found on BGG here. The rules are great, they're mostly very clear, and so I will make no attempt to explain the rules myself, and instead advise players to read them (you will need a BGG account, which if you don't have, is hassle free to make). I will of course try and answer any questions players may have.

The game will be run primarily from [SPREADSHEET WILL GO HERE] (which will be linked every time I make an update post).

Players may wish to bookmark this link, which shows all of the available actions (excluding extras given by wonders or leaders), as well as the turn structure summary. Sections 1 and 6 will of course be performed by me between turns.

Some notes for PBF:
  • Please do not contact other players about the game outside this thread. I'm not saying you can't mention the game in other threads, but don't go out of your way to conspire in a way that isn't public.
  • I will be respecting the standard rules for pacts. This means, you can't talk about a pact you might be proposing before you do, you have to play it, name the roles and the other player can respond. Breaking this rule results in forfeiting your political action for the turn.
  • Hopefully the spreadsheets will work, but if there are any issues that crop up, let me know! Also, if you feel that some details could be better displayed, or should be displayed somewhere else, let me know - the sheets are, after all, for your benefit.
  • For ease of spotting what your official actions are, please bold your final actions.
  • I'm usually pretty lenient about letting people take back actions they realize are not what they wanted to do. Primarily this is intended as a catch for if you have corruption, civil actions remaining, or an uprising, all of which can be easy to miss.
  • Try to check the game frequently, even when it isn't your turn, as political actions regularly affect everyone. If you sign up, I'd say at a minimum you should be able to check the thread at least once per day except weekends, ideally more times than that. That said if you check regularly you won't have to do anything a lot of the times you check, and when you do need to it's perfectly acceptable (and advised!) to mull over your options a bit.

Taking your turn:
Turn structure

1) Updating the card row: I will do this for you between turns along with step 7

2) Outcome of a war: You sacrifice units, then they sacrifice units, then one or both of you might need to make decisions based on what happened. I will update other things (usually culture) as I see them.

3) Political action: This is probably the most complex bit of your turn. If you want to play an:
  • Event: State that you are playing an event in the thread along with it's age. Then, I will reveal the next current event and resolve it (which may require decisions from various players)
  • Aggression: Play the aggression in the thread, name your target, and post what you're sacrificing (if you can calculate it yourself, please include your total strength for the aggression as well!). Your rival then posts what they're sacrificing (or bonus cards), and one or both of you might then have to make choices regarding the outcome.
  • Pact: Play the pact in the thread, specify which player is A and which is B (if relevant). Your target then either accepts or rejects. Once the proposal has been made, you can talk about it, but you cannot renege or change the proposal.
  • War: Announce it as though it were an aggression, but then simply carry on with your turn. Remember it's resolved next turn
  • No action: Announce you are skipping your political action (note: Please do announce it, otherwise I might ask people to wait as I check, did you really mean to skip your political action?)

4) Discard excess military cards: Check your military hand limit (normally =military actions), then PM me military cards until you are at your military hand limit. This is the most commonly missed part of people's turn, please try to remember to do this!

5) Civil and Military actions: Post all of your civil and military actions directly into the thread. For the first few turns, or whenever you aren't sure, it may be a good idea to PM them to me instead, just to double check everything you're trying to do is valid, or perhaps mess around on your provided spreadsheet and see if what you want to happen seems to be happening. It's easy to forget a few things and make a few mistakes, like, you used military actions on an aggression/war, or that Wonder cost 1 CA more than you thought because you've completed a Wonder already, or accidentally trying to play a military tech with a military action instead of a civil one, and that's just a few examples. Either way if your move is valid, it stands (and I'll post it if you PM'd me) and I'll update everything based on it. If you did something wrong, I'll let you know, and you can fix it.

6) Production and Maintenance: I'll do all of this for you. Once I post in the thread the updated card row, take that as a sign that your indicators are updated, food and resources are updated, and your military cards are available.

Rules in use
We will be playing the alternate corruption rule. This lets you choose to not produce one resource token in your production phase. In essence, this rule will reduce your corruption by 1 if you would have exactly 0, 4 or 8 blue tokens left and at least one Bronze mine.

This is a four player game. Signups are:
Galzria
Kuildeous
Qvist
Kirian

44
General Discussion / So, why that username?
« on: February 13, 2013, 07:28:05 pm »
In this thread, we explain the origin of our username. Any takers? theory? Donald X.?

Hey, anyone like wrestling? Like WWE. Also, Tables, why is your name Tables? From where was that inspired?

So long story short, on a holiday to Germany while 11, my and my siblings thought it was hilarious to say nonsensical german phrases to the natives. A particular favourite was "Ich esse Tisch," german for "I eat tables". A few months later, I was creating an account for a new website (Runescape IIRC) and didn't want to use my old username (because it was even more terrible), so decided I Eat Tables was amusing enough to start using. Fast forward to when I was about 18, and I shortened it to just Tables because it's generally nicer, it was what people who knew me from online were calling me anyway, and it was a bit less of an embarrassing 11 year olds screenname.

45
Quote
7 Wonders lasts three ages. In each age, players receive seven cards from a particular deck, choose one of those cards, then pass the remainder to an adjacent player, as in Fairy Tale or a Magic: the Gathering booster draft. Players reveal their cards simultaneously, paying resources if needed or collecting resources or interacting with other players in various ways. (Players have individual boards with special powers on which to organize their cards, and the boards are double-sided as in Bauza's Ghost Stories.) Each player then chooses another card from the deck they were passed, and the process repeats until players have six cards in play from that age. After three ages, the game ends.

In essence 7 Wonders is a card development game along the lines of Race for the Galaxy or Dominion. Some cards have immediate effects, while others provide bonuses or upgrades later in the game. Some cards provide discounts on future purchases. Some provide military strength to overpower your neighbors and others give nothing but victory points. Unlike Magic or Fairy Tale, however, each card is played immediately after being drafted, so you'll know which cards your neighbor is receiving and how his choices might affect what you've already built up. Cards are passed left-right-left over the three ages, so you need to keep an eye on the neighbors in both directions.
BGG description

This is the second PBF of 7 Wonders. This will be a game for 7 players using both expansions

The rules for the game (along with expansion rules) can be found here I will however explain how the game will be played via forum. At the start of the game I will randomise player seating order and wonder boards (each wonder is different as you might expect!). Then each player will PM me their choice of side for that board, and I will reveal all choices simultaneously. After that each age will work the same way. Each player will be sent a hand of cards, from which they will choose one to build/discard/use on their wonder. They will send their choice to me, along with any choices involved in that card (this includes who to pay for resources, what they are doing with the card (build/discard etc.), whether to use special abilities the player may have). Once everyone has chosen these, all of the card builds will be resolved, and each player's hand will be sent on to the next player, and I will post an update of each player's civilisation.

At the end of 3 ages, I'll do a check of the scores, and a winner will be declared.

Information Dump

Wonders (This will be culled down to the 7 Wonders in play after selection)

The Colossus of Rhodes (A) - Produce Ore
(1) 3 VPs. Cost: 2 Wood
(2) 2 Shields. Cost: 3 Brick
(3) 7 VPs. Cost: 4 Ore

The Colossus of Rhodes (B) - Produce Ore
(1) 1 Shield, 3 VPs, 3 Coins. Cost: 3 Stone
(2) 1 Shield, 4 VPs, 4 Coins. Cost: 4 Ore

The Lighthouse of Alexandria (A) - Produce Glass
(1) 3 VPs. Cost: 2 Stone
(2) Produce one raw material. Cost: 2 Ore
(3) 7 VPs. Cost: 2 Glass

The Lighthouse of Alexandria (B) - Produce Glass
(1) Produce one raw material. Cost: 2 Brick
(2) Produce one manufactured good. Cost: 2 Wood
(3) 7 VPs. Cost: 3 Stone

The Temple of Artemis at Ephesos (A) - Produce Papyrus
(1) 3 VPs. Cost: 2 Stone
(2) 9 Coins. Cost: 2 Wood
(3) 7 VPs. Cost: 2 Papyrus

The Temple of Artemis at Ephesos (B) - Produce Papyrus
(1) 2 VPs, 4 Coins. Cost: 2 Stone
(2) 3 VPs, 4 Coins. Cost: 2 Wood
(3) 5 VPs, 4 Coins. Cost: Papyrus, Cloth, Glass

The Hanging Gardens of Babylon (A) - Produce Brick
(1) 3 VPs. Cost: 2 Brick
(2) Tablet/Compasses/Gear. Cost: 3 Wood
(3) 7 VPs. Cost: 4 Brick

The Hanging Gardens of Babylon (B) - Produce Brick
(1) 3 VPs. Cost: Cloth, Brick
(2) Can use 7th age card instead of discarding. Cost: Glass, 2 Wood
(3) Tablet/Compasses/Gear. Cost: Papyrus, 3 Brick

The Statue of Zeus at Olympia (A) - Produce Wood
(1) 3 VPs. Cost: 2 Wood
(2) 1 free build per age. Cost: 2 Stone
(3) 7 VPs. Cost: 2 Ore

The Statue of Zeus at Olympia (B) - Produce Wood
(1) Raw materials cost 1 to buy from both sides. Cost: 2 Wood
(2) 5 VPs. Cost: 2 Stone
(3) Copy 1 guild left or right. Cost: Cloth, 2 Ore

The Mausoleum of Halikarnassos (A) - Produce Cloth
(1) 3 VPs. Cost: 2 Brick
(2) Look through the discard pile and build a card for free. Cost: 3 Ore
(3) 7 VPs. Cost: 2 Cloth

The Mausoleum of Halikarnassos (B) - Produce Cloth
(1) 2 VPs, look through the discard pile and build a card for free. Cost: 2 Ore
(2) 1 VP, look through the discard pile and build a card for free. Cost: 3 Brick
(3) Look through the discard pile and build a card for free. Cost: Glass, Papyrus, Cloth

The Pyramids of Gizah (A) - Produce Stone
(1) 3 VPs. Cost: 2 Stone
(2) 5 VPs. Cost: 3 Wood
(3) 7 VPs. Cost: 4 Stone

The Pyramids of Gizah (B) - Produce Stone
(1) 3 VPs. Cost: 2 Wood
(2) 5 VPs. Cost: 3 Stone
(3) 5 VPs. Cost: 3 Brick
(4) 7 VPs. Cost: Papyrus, 4 Stone

The Colloseum of Rome (A) - Free leaders
(1) 4 VPs. Cost: Brick, Wood, Stone
(2) 6 VPs. Cost: Cloth, 2 Stone, Brick

The Colloseum of Rome (B) - Leaders cost 2 less. Neighbours leaders cost 1 less.
(1) 5 coins, draw 4 new leaders. Cost: Brick, Wood
(2) 3 VPs, you may play a leader. Cost: Cloth, Stone, Brick
(3) 3 VPs, you may play a leader. Cost: Papyrus, 2 Stone

The Al-Khazneh of Petra (A) - Produce Brick
(1) 3 VPs. Cost: Wood, Stone
(2) 7 VPs. Cost: 7 Coins
(3) 7 VPs. Cost: Papyrus, Wood, 2 Stone

The Al-Khazneh of Petra (B) - Produce Brick
(1) 3 VPs, everyone elses loses 2 coins. Cost: 2 Brick, 2 Stone
(2) 14 VPs. Cost: 14 Coins

The Hagia Sophia of Byzantium (A) - Produce Stone
(1) 3 VPs. Cost: Ore, Brick
(2) 2 VPs, diplomacy. Cost: Papyrus, 2 Wood
(3) 7 VPs. Cost: Cloth, Glass, 2 Brick

The Hagia Sophia of Byzantium (B) - Produce Stone
(1) 3 VPs, diplomacy. Cost: Paper, Glass, Wood, Ore
(2) 4 VPs, diplomacy. Cost: Cloth, Brick, 2 Ore

Age I cards

Normal cards - all 49 of these will be used.
Lumber Yard: Produce Wood.
Lumber Yard: Produce Wood.
Stone Pit: Produce Stone.
Stone Pit: Produce Stone.
Clay Pool: Produce Brick.
Clay Pool: Produce Brick.
Ore Vein: Produce Ore.
Ore Vein: Produce Ore.
Tree Farm: Produce Wood/Brick. Cost: 1 Coin.
Excavation: Produce Stone/Brick. Cost: 1 Coin.
Clay Pit: Produce Brick/Ore. Cost: 1 Coin.
Timber Yard: Produce Stone/Wood. Cost: 1 Coin.
Forest Cave: Produce Wood/Ore. Cost: 1 Coin.
Mine: Produce Ore/Stone. Cost: 1 Coin.
Loom: Produce Cloth.
Loom: Produce Cloth.
Glassworks: Produce Glass.
Glassworks: Produce Glass.
Press: Produce Payrus.
Press: Produce Payrus.
Pawnshop: 3 VPs.
Pawnshop: 3 VPs.
Baths: 3 VPs. Chain to: Aqueduct. Cost: Stone.
Baths: 3 VPs. Chain to: Aqueduct. Cost: Stone.
Altar: 2 VPs. Chain to: Temple.
Altar: 2 VPs. Chain to: Temple.
Theater: 2 VPs. Chain to: Statue.
Theater: 2 VPs. Chain to: Statue.
Tavern: 5 Coins.
Tavern: 5 Coins.
Tavern: 5 Coins.
East Trading Post: Raw materials cost 1 to buy from the right. Chain to: Forum.
East Trading Post: Raw materials cost 1 to buy from the right. Chain to: Forum.
West Trading Post: Raw materials cost 1 to buy from the left. Chain to: Forum.
West Trading Post: Raw materials cost 1 to buy from the left. Chain to: Forum.
Marketplace: Manufactured Goods cost 1 to buy from both sides. Chain to: Caravansery.
Marketplace: Manufactured Goods cost 1 to buy from both sides. Chain to: Caravansery.
Stockade: 1 Shield. Cost: Wood.
Stockade: 1 Shield. Cost: Wood.
Barracks: 1 Shield. Cost: Ore.
Barracks: 1 Shield. Cost: Ore.
Guard Tower: 1 Shield. Cost: Brick.
Guard Tower: 1 Shield. Cost: Brick.
Apothecary: Compasses. Chain to: Stables & Dispensary. Cost: Cloth.
Apothecary: Compasses. Chain to: Stables & Dispensary. Cost: Cloth.
Workshop: Gear. Chain to: Archery Range & Laboratory. Cost: Glass.
Workshop: Gear. Chain to: Archery Range & Laboratory. Cost: Glass.
Scriptorium: Tablet. Chain to: Courthouse & Library. Cost: Papyrus.
Scriptorium: Tablet. Chain to: Courthouse & Library. Cost: Papyrus.

Cities - 7 of these cards will be randomly added to the deck.
Clandestine Dock West: Once per turn, pay one less coin to buy resources from your left. Cost: 1 Coin.
Clandestine Dock East: Once per turn, pay one less coin to buy resources from your right. Cost: 1 Coin.
Militia: 2 Shields. Cost: 3 Coins.
Hideout: 2 VPs, everyone elses loses 1 coin.
Pigeon Loft: Copy a science symbol on a green card on your left or right.. Cost: 1 Coin, Ore.
Gambling Den: 6 Coins. Each neighbour gets 1 coin..
Residence: 1 VP, diplomacy. Cost: Brick.
Secret Warehouse: Produce any one resource that you already produce.. Cost: 2 Coins.
Gates of the City: 4 VPs. Cost: 1 Coin, Wood.

Age II cards

Normal cards - all 49 of these will be used.
Sawmill: Produce two Wood. Cost: 1 Coin.
Sawmill: Produce two Wood. Cost: 1 Coin.
Quarry: Produce two Stone. Cost: 1 Coin.
Quarry: Produce two Stone. Cost: 1 Coin.
Brickyard: Produce two Brick. Cost: 1 Coin.
Brickyard: Produce two Brick. Cost: 1 Coin.
Foundry: Produce two Ore. Cost: 1 Coin.
Foundry: Produce two Ore. Cost: 1 Coin.
Loom: Produce Cloth.
Loom: Produce Cloth.
Glassworks: Produce Glass.
Glassworks: Produce Glass.
Press: Produce Payrus.
Press: Produce Payrus.
Aqueduct: 5 VPs. Chain from: Baths. Cost: 3 Stone.
Aqueduct: 5 VPs. Chain from: Baths. Cost: 3 Stone.
Temple: 3 VPs. Chain from: Altar. Chain to: Pantheon. Cost: Wood, Brick, Glass.
Temple: 3 VPs. Chain from: Altar. Chain to: Pantheon. Cost: Wood, Brick, Glass.
Statue: 4 VPs. Chain from: Theater. Chain to: Gardens. Cost: Wood, 2 Ore.
Statue: 4 VPs. Chain from: Theater. Chain to: Gardens. Cost: Wood, 2 Ore.
Courthouse: 4 VPs. Chain from: Scriptorium. Cost: 2 Brick, Cloth.
Courthouse: 4 VPs. Chain from: Scriptorium. Cost: 2 Brick, Cloth.
Forum: Produce Cloth/Glass/Paper. Chain from: West/East Trading Post. Chain to: Haven. Cost: 2 Brick.
Forum: Produce Cloth/Glass/Paper. Chain from: West/East Trading Post. Chain to: Haven. Cost: 2 Brick.
Forum: Produce Cloth/Glass/Paper. Chain from: West/East Trading Post. Chain to: Haven. Cost: 2 Brick.
Caravansery: Produce Brick/Stone/Ore/Wood. Chain from: Marketplace. Chain to: Lighthouse. Cost: 2 Wood.
Caravansery: Produce Brick/Stone/Ore/Wood. Chain from: Marketplace. Chain to: Lighthouse. Cost: 2 Wood.
Caravansery: Produce Brick/Stone/Ore/Wood. Chain from: Marketplace. Chain to: Lighthouse. Cost: 2 Wood.
Vineyard: 1 Coin per brown card in yours+neighbours cities.
Vineyard: 1 Coin per brown card in yours+neighbours cities.
Bazaar: 2 Coins per gray card in yours+neighbours cities.
Bazaar: 2 Coins per gray card in yours+neighbours cities.
Walls: 2 Shields. Chain to: Fortifications. Cost: 3 Stone.
Walls: 2 Shields. Chain to: Fortifications. Cost: 3 Stone.
Training Ground: 2 Shields. Chain to: Circus. Cost: Wood, 2 Ore.
Training Ground: 2 Shields. Chain to: Circus. Cost: Wood, 2 Ore.
Training Ground: 2 Shields. Chain to: Circus. Cost: Wood, 2 Ore.
Stables: 2 Shields. Chain from: Apothecary. Cost: Ore, Brick. Wood.
Stables: 2 Shields. Chain from: Apothecary. Cost: Ore, Brick. Wood.
Archery Range: 2 Shields. Chain from: Workshop. Cost: 2 Wood, Ore.
Archery Range: 2 Shields. Chain from: Workshop. Cost: 2 Wood, Ore.
Dispensary: Compasses. Chain from: Apothecary. Chain to: Arena & Lodge. Cost: 2 Ore, Glass.
Dispensary: Compasses. Chain from: Apothecary. Chain to: Arena & Lodge. Cost: 2 Ore, Glass.
Laboratory: Gear. Chain from: Workshop. Chain to: Siege Workshop & Observatory. Cost: 2 Brick, Papyrus.
Laboratory: Gear. Chain from: Workshop. Chain to: Siege Workshop & Observatory. Cost: 2 Brick, Papyrus.
Library: Tablet. Chain from: Scriptorium. Chain to: Senate & University. Cost: 2 Stone, Cloth.
Library: Tablet. Chain from: Scriptorium. Chain to: Senate & University. Cost: 2 Stone, Cloth.
School: Tablet. Chain to: Academy & Study. Cost: Wood, Papyrus.
School: Tablet. Chain to: Academy & Study. Cost: Wood, Papyrus.

Cities - 7 of these cards will be randomly added to the deck.
Mercenaries: 3 Shields. Cost: 4 Coins, Papyrus.
Lair: 3 VPs, everyone else loses 2 coins. Cost: Wood, Glass.
Black Market: Produce one resource you currently do not produce. Cost: Ore, Cloth.
Gambling House: 9 Coins. Each neighbour gets 2 coins.. Cost: 1 Coin.
Architect Cabinet: 2 VPs. Your wonder stages no longer cost resources (but may still cost money). Cost: 1 Coin, Papyrus.
Spy Ring: Copy a science symbol on a green card on your left or right.. Cost: 2 Coins, Stone, Brick.
Consulate: 2 VPs, diplomacy. Cost: Brick, Papyrus.
Sepulcher: 4 VPs, everyone else loses 1 coin per military victory. Cost: Stone, Glass, Cloth.
Tabularium: 6 VPs. Cost: 2 Coins, Ore, Wood, Cloth.

Age III cards

Normal cards - all 40 of these will be used.
Pantheon: 7 VPs. Chain from: Temple. Cost: 2 Brick, Ore, Papyrus, Cloth, Glass.
Pantheon: 7 VPs. Chain from: Temple. Cost: 2 Brick, Ore, Papyrus, Cloth, Glass.
Gardens: 5 VPs. Chain from: Statue. Cost: Wood, 2 Brick.
Gardens: 5 VPs. Chain from: Statue. Cost: Wood, 2 Brick.
Town Hall: 6 VPs. Cost: Glass, Ore, 2 Stone.
Town Hall: 6 VPs. Cost: Glass, Ore, 2 Stone.
Town Hall: 6 VPs. Cost: Glass, Ore, 2 Stone.
Palace: 8 VPs. Cost: Glass, Papyrus, Cloth, Brick, Wood, Ore, Stone.
Palace: 8 VPs. Cost: Glass, Papyrus, Cloth, Brick, Wood, Ore, Stone.
Senate: 6 VPs. Chain from: Library. Cost: Ore, Stone, 2 Wood.
Senate: 6 VPs. Chain from: Library. Cost: Ore, Stone, 2 Wood.
Haven: 1 Coin & 1 VP per brown card. Chain from: Forum. Cost: Cloth, Ore, Wood.
Haven: 1 Coin & 1 VP per brown card. Chain from: Forum. Cost: Cloth, Ore, Wood.
Lighthouse: 1 Coin & 1 VP per yellow card (including this). Chain from: Caravansery. Cost: Glass, Stone.
Lighthouse: 1 Coin & 1 VP per yellow card (including this). Chain from: Caravansery. Cost: Glass, Stone.
Chamber of Commerce: 2 Coins & 2 VPs per gray card. Cost: 2 Brick, Papyrus.
Chamber of Commerce: 2 Coins & 2 VPs per gray card. Cost: 2 Brick, Papyrus.
Arena: 3 Coins & 1 VP per wonder stage completed. Chain from: Dispensary. Cost: Ore, 2 Stone.
Arena: 3 Coins & 1 VP per wonder stage completed. Chain from: Dispensary. Cost: Ore, 2 Stone.
Arena: 3 Coins & 1 VP per wonder stage completed. Chain from: Dispensary. Cost: Ore, 2 Stone.
Fortifications: 3 Shields. Chain from: Walls. Cost: Stone, 3 Ore.
Fortifications: 3 Shields. Chain from: Walls. Cost: Stone, 3 Ore.
Circus: 3 Shields. Chain from: Training Ground. Cost: 3 Stone, Ore.
Circus: 3 Shields. Chain from: Training Ground. Cost: 3 Stone, Ore.
Circus: 3 Shields. Chain from: Training Ground. Cost: 3 Stone, Ore.
Arsenal: 3 Shields. Cost: Ore, 2 Wood, Cloth.
Arsenal: 3 Shields. Cost: Ore, 2 Wood, Cloth.
Arsenal: 3 Shields. Cost: Ore, 2 Wood, Cloth.
Siege Workshop: 3 Shields. Chain from: Laboratory. Cost: Wood, 3 Brick.
Siege Workshop: 3 Shields. Chain from: Laboratory. Cost: Wood, 3 Brick.
Lodge: Compasses. Chain from: Dispensary. Cost: 2 Brick, Cloth, Papyrus.
Lodge: Compasses. Chain from: Dispensary. Cost: 2 Brick, Cloth, Papyrus.
Observatory: Gear. Chain from: Laboratory. Cost: 2 Ore, Glass, Cloth.
Observatory: Gear. Chain from: Laboratory. Cost: 2 Ore, Glass, Cloth.
University: Tablet. Chain from: Library. Cost: 2 Wood, Papyrus, Glass.
University: Tablet. Chain from: Library. Cost: 2 Wood, Papyrus, Glass.
Academy: Compasses. Chain from: School. Cost: 3 Stone, Glass.
Academy: Compasses. Chain from: School. Cost: 3 Stone, Glass.
Study: Gear. Chain from: School. Cost: Wood, Papyrus, Cloth.
Study: Gear. Chain from: School. Cost: Wood, Papyrus, Cloth.

Guilds - 9 of these will be randomly added to the deck.
Workers Guild: 1 VP per brown card in each of your neighbours cities. Cost: 2 Ore, Brick, Stone, Wood.
Craftsmens Guild: 2 VPs per gray card in each of your neighbours cities. Cost: 2 Ore, 2 Stone.
Traders Guild: 1 VP per yellow card in each of your neighbours cities. Cost: Glass, Cloth, Papyrus.
Philosophers Guild: 1 VP per green card in each of your neighbours cities. Cost: 3 Brick, Cloth, Papyrus.
Spies Guild: 1 VP per red card in each of your neighbours cities. Cost: 3 Brick, Glass.
Strategists Guild: 1 VP per defeat token in each of your neighbours cities. Cost: 2 Ore, Stone, Cloth.
Shipowners Guild: 1 VP per brown, gray and purple card in your city. Cost: 3 Wood, Papyrus, Glass.
Scientists Guild: Compasses/Gear/Tablet. Cost: 2 Wood, 2 Ore, Papyrus.
Magistrates Guild: 1 VP per blue card in each of your neighbours cities. Cost: 3 Wood, Stone, Cloth.
Builders Guild: 1 VP per wonder stage constructed by you and each of your neighbours. Cost: 2 Stone, 2 Brick, Glass.
Gamer's Guild: 1 VP per three coins owned.. Cost: Stone, Brick, Wood, Ore.
Courtesan's Guild: Choose a leader in an adjacent city. You gain the effect of that leader. Cost: Wood, Brick, Glass, Cloth.
Diplomat's Guild: 1 VP per leader in each of your neighbours cities. Cost: Brick, Wood, Glass, Papyrus.
Architect's Guild: 3 VPs per purple card in each of your neighbours cities. Cost: 3 Ore, Brick, Papyrus, Cloth.
Counterfeiter's Guild: 5 VPs, Everyone else loses 3 coins.. Cost: 3 Ore, Glass, Cloth.
Guild of Shadows: 1 VP per black card in each of your neighbours cities. Cost: 2 Brick, Wood, Papyrus.
Mouner's Guild: 1 VP per victory token in each of your neighbours cities. Cost: 2 Brick, Wood, Glass, Cloth.

Cities - 7 of these will be randomly added to the deck
Contingent: 5 Shields. Cost: 5 Coins, Cloth.
Brotherhood: 4 VPs, everyone else loses 3 coins. Cost: 2 Wood, Ore, Cloth.
Secret Society: 1 Coin & 1 VP per black card. Cost: Stone, Papyrus.
Slave Market: 1 Coin & 1 VP per victory token. Cost: 2 Ore, 2 Wood.
Torture Chamber: Copy a science symbol on a green card on your left or right.. Cost: 3 Coins, 2 Ore, Glass.
Builder's Union: 4 VPs, everyone elses loses 1 coin per wonder stage built. Cost: Brick, Wood, Papyrus, Glass.
Embassy: 3 VPs, diplomacy. Cost: Stone, Cloth, Papyrus.
Capitol: 8 VPs. Cost: 2 Coins, 2 Brick, 2 Stone, Glass, Papyrus.
Cenotaph: 5 VPs, everyon else loses 1 coin per victory token. Cost: 2 Brick, Stone, Cloth, Glass.

Leaders - 4 of these will be dealt to every player, then they will be drafted.

Amytis: 2 VPs per Wonder stage built.. Cost: 4 Coins.
Alexander: 1 VP per Victory token.. Cost: 3 Coins.
Aristotle: 3 VPs per science set.. Cost: 3 Coins.
Justinian: 3 VPs per set of green, red and blue cards.. Cost: 3 Coins.
Plato: 7 VPs per set of brown, gray, blue, red, green, yellow and purple cards.. Cost: 4 Coins.
Midas: 1 VP per three coins owned.. Cost: 3 Coins.
Bilkis: Once per turn, may pay 1 coin to the bank to generate any one resource. Cost: 4 Coins.
Macenas: All future leaders can be played for free. Cost: 1 Coin.
Ramses: All purple cards can be played for free. Cost: 3 Coins.
Tomyris: During conflict, defeat tokens you would earn are instead given to the city which beats you . Cost: 4 Coins.
Hannibal: 1 Shield. Cost: 2 Coins.
Ceaser: 2 Shields. Cost: 5 Coins.
Hatshepsut: Once per turn per neighbour, earn one coin after buying a resource from a neighbour.. Cost: 2 Coins.
Nero: Gain 2 coins for each victory token you earn.. Cost: 1 Coin.
Xenophon: Gain 2 coins for each yellow card you play.. Cost: 2 Coins.
Vitruvius: Gain 2 coins each time you build a card through chaining.. Cost: 1 Coin.
Solomon: Look through the discard pile and build a card for free.. Cost: 3 Coins.
Croseus: Take 6 coins. Cost: 1 Coin.
Hypatia: 1 VP per green card.. Cost: 4 Coins.
Nebuchadnezzar: 1 VP per blue card.. Cost: 4 Coins.
Phidias: 1 VP per brown card.. Cost: 3 Coins.
Varro: 1 VP per yellow card. Cost: 3 Coins.
Pericles: 2 VPs per red card. Cost: 6 Coins.
Praxiteles: 2 VPs per gray card. Cost: 3 Coins.
Hiram: 2 VPs per purple card. Cost: 3 Coins.
Sappo: 2 VPs. Cost: 1 Coin.
Zenobia: 3 VPs. Cost: 2 Coins.
Nefertiti: 4 VPs. Cost: 3 Coins.
Cleopatra: 5 VPs. Cost: 4 Coins.
Archimedes: Green cards cost 1 resource less. Cost: 4 Coins.
Leonidas: Red cards cost 1 resource less. Cost: 2 Coins.
Hammurabi: Blue cards cost 1 resource less. Cost: 2 Coins.
Imhotep: Wonder stages cost 1 resource less. Cost: 3 Coins.
Euclid: Compasses. Cost: 5 Coins.
Ptolemy: Tablet. Cost: 5 Coins.
Pythagoras: Gear. Cost: 5 Coins.
Berenice: Once per turn, earn 1 coin whenever you earn coins. Cost: 2 Coins.
Darius: 1 VP per black card.. Cost: 4 Coins.
Aspasia: 2 VPs, diplomacy. Cost: 3 Coins.
Caligua: Once per age, build a black card for free.. Cost: 3 Coins.
Semiramis: 1 Shiled per defeat token.. Cost: 2 Coins.
Diocletian: Gain 2 coins for each black card you play.. Cost: 2 Coins.

Player order
This is the order the players are sitting around the table. The player above you is the one on your left, and below you is the one on your right (wrapping around at the top/bottom).

Kuildeous - Rhodes
eHalcyon - Gizah
Galzria - Babylon
mith - Petra
Qvist - Halikarnassos
Davio - Byzantium
Insomniac - Rome

46
Rules Questions / Armory on a Possession turn
« on: January 29, 2013, 08:57:34 am »
Nothing gets topdecked right? The possessed player plays armory, choose a card. The possessing player then gains it instead, and Armory has lost track, so cannot top-deck it.

If so, then fun fact, we have three cards which are functionally identical to Workshop when played while being possessed.

47
Dominion Articles / [WIP] The five engine components
« on: January 28, 2013, 08:32:45 pm »
This is my first attempt at writing an article on the site. It’s likely to be a little vague in some places, perhaps give advice that better players would disagree with and maybe over/underfocus on some areas. In fact, most of the concepts I kinda thought through myself, and in particular I might use some non-standard terminology. Any feedback will of course be appreciated.
Don’t expect anything ground-shattering from the article, but hopefully, it would be a useful read for someone in the level 10-25 skill range. That’s primarily where I’m aiming, I guess.
As of posting, I’ve completed 2 of 5 sections. I will complete the last three if/when I can, but I wanted to get some feedback now.


Your engine is finally picking up steam. You’ve played your Native Villages, your Rabbles are slowing the opponent down, and you’re drawing into your golds. You play them down, and count up your money. $12... $15... $17 to spend! That’s two Provinces, right there, you tell your opponent.
“Uh, wait.” he says, looking at you, “You don’t have any extra buys.” And he’s right. And there isn’t even any on the board. You die a little inside, as you realise your engine will never work the way you’d hoped it to.

If you’ve been playing Dominion long enough, then chances are you’ve been careless enough to walk into a situation like the one above at least once, building the perfect engine, but failing to notice a key component was missing. In this article, I’ll be going through what I think are the five key components to a perfect engine, and also talking about what you can do when one or multiple of those components are missing.

The five components

At it’s most simple, there are five key things an engine wants. These are:
  • Card draw - the ability to increase your handsize and draw more cards from your deck.
  • Extra actions - the ability to play more terminals, or play your terminals more times.
  • Extra buys/gains - the ability to buy/gain more than one card per turn.
  • Trashing/sifting - being able to see your good cards more and your bad cards less.
  • Payload - sort of a catch-all for cards producing money, as well as strong end effects and attacks.

Note: Payload is my own terminology here. I dunno if there’s a more standard name to it, but I’ve never really seen anything. I think I caught Stef calling it payload once (while halfway through this article actually, so that’ll do for me.

Some of these are more crucial than others and many cards cover (to some degree) multiple categories at once. The really exciting part of engine building though, is when at least one of these parts is missing, or weak. Sometimes in those cases, the correct choice is to not build the engine. Often though, the correct choice is to build it different...

Card draw

Card draw (which for the sake of this article, is referring primarily to cards giving +2 cards or more) is probably the most iconic feature of engines, drawing through masses of your deck every turn. Good drawing is so important to engines, as it’s the easiest way to play multiple strong cards in a turn, something that most engines want to do. Very often, it’s combined with extra actions in the ‘village/smithy’ combo of, get extra actions, use them to draw big, repeat. But there’s a few different kinds of extra drawing and how you play your engine can vary depending on what you have.

Terminal draw
This is the simplest kind of drawing, and the paragon example is Smithy, who gives +3 cards and no extra actions. In short, these will increase your handsize, but will not give you extra actions. To use these effectively in an engine, you will need extra actions, else you’ll be playing something more like Big Money. The basic plan is the ‘Village/Smithy’ combo mentioned above - play cards giving +actions, play your terminal +X cards to draw into bigger hand sizes, repeat.
Good examples of these cards are: Smithy, Rabble, Margrave (also +buy), Catacombs (also sifting), Torturer), Hunting Grounds, Embassy (also sifting) and others.

Non-terminal +X cards
This drawing has one key difference from terminal draw, and that’s the presence of +1 action (or more) on the card. Probably the simplest example is Laboratory, giving +2 cards and +1 action. These are much simpler to use in an engine - you play, them you draw more cards, you play some more. Unfortunately, there’s two big downsides to them. Firstly, they’re relatively expensive compared to their non-terminal counterparts - a Village and Smithy gives the same net effect as two Laboratories, but costs $7 compared to the Labs $10, for example. They’re more reliable, but you pay more for that reliability. Secondly, they often have conditions on activating. Wishing Well requires you to guess your next card correctly. Menagerie requries some careful hand management (or luck) to have no duplicates in hand. Crossroads requires victory cards in hand, and the list goes on. Using these as your source of draw will often be worse in the ‘perfect’ engine than non-terminal draw, but may be more important in kingdoms with no (or limited) +action, or when non-terminal draw isn’t available. Fortunately, they don’t conflict with a terminal drawing engine - just as long as you’re playing villages as well - so you can take both types without worrying.
Other notable non-terminal draws include Scrying Pool and Hunting Party.

’Draw up to’ X
The third kind of drawing, and probably the hardest to use effectively in an engine. The most famous example is probably Library from the base game. These cards, rather than letting you draw a huge hand and then play it out, draw you up to a reasonable hand, which you probably want to do something with before drawing up again. Festival/Library is probably the most notable draw up to X engine, where you play a bunch of Festivals, play a Library, then play more Festivals and repeat. As all (current) draw up to X cards are terminal, this engine needs some source of extra actions. Typically, these engines look to play their payload repeatedly throughout drawing, such as non-drawing terminals or disappearing non-terminals (cards with + action but no +card). One issue with draw up to X type cards is that they don’t work so well with other drawing. If you play two Labs, then Library will only draw you one card - hardly worth caring about.
Examples of draw up to X cards are: Library, Watchtower, Jack of all Trades (which also trashes, but is dubious to use as your drawing!).

When there isn’t drawing
Often, there are good engine components on a board, but just a lack of +cards to go with it. In that case, is the engine doomed? Sometimes, but not always.
Firstly, cantrips can be strung together to give often powerful effects. If there’s no +cards (or only weak +cards) then the viability of an engine will likely depend on the effectiveness of the boards cantrips - which probably means, look for good $5 cantrips such as Highway, Market and their kin, but also for cards like Conspirator and perhaps Mystic. Secondly, is there any potential way to use cards like King’s court to draw extra cards? You should usually not consider this a major source of extra cards when determining the viability of an engine, but it can draw you up to a large hand - a hand of two King’s Courts and three Highways will draw you up to 9 cards.
When drawing lacks but you want to build an engine, often you will desperately want good trashing, and get your payload from the engine itself. You want as few cards to get hung up on as possible, which makes greening difficult, so ideally you probably want to megaturn, if possible, or have good sifting, or score VP tokens, or generally have some plan for your greening phase. But this does mean, without good drawing, engines can be extremely hard to play correctly. Plan accordingly.

Extra actions

Fortunately, Extra actions are a little simpler than card draw, as there are very few kinds of them. In short, extra actions is any card which can increase the number of terminal actions you can play in a turn. ‘Village’ type cards are most common, but there’s also the special case of Throne Room and Golem type cards, which can also serve as psuedo-villages.

Villages
So having said villages are the most simple type, let’s move straight onto them. A card is typically considered a village if it gives +2 actions. Unsurprisingly, the card Village itself is the typical example. There’s not a lot to be said about villages, they’re easy enough to use in your engine. Probably the only tricky question is, when and how many? If you’re drawing your deck, the answer to how many is likely, at least enough to play all your terminals, and perhaps one or two more. When is trickier - usually not on your first shuffle (but some villages you would), but soon rather than later.
One thing that can affect your engine is the choice of village. Each has a slightly different effect, different costs and these can cause small or big changes to your engine. For example, Worker’s Village at $4 isn’t prohibitively expensive, but is slightly more than a vanilla village. However it does provide you with +buy, which is a big advantage in terms of getting your engine set up. Or Bazzar, at $5, can conflict with buying other engine components, so you’d ideally want some cheaper components you could buy on the board so you don’t have to decide between Bazzar and a payload/drawing $5 constantly.
There are lots and lots of notable villages. Worker’s Village (+buy) and Hamlet (+buy but discarding) are good for engines, providing +buy. Native Village and Fishing Village can work very well with draw up to cards, due to not providing +card. In fact Fishing Village is extremely effective itself, giving +action on TWO turns, not just one. Border Village lets you grab a village and a $5 component together and makes for a ripe trash for benefit target as well. I could list more, but I’ll stop here.

Nonstandard Villages
This covers two categories. The first is the Throne Room, King’s Court, Procession and Golem line of extra actions. These are all radically different cards, but the basic principle is, you can get extra actions by playing more than one card with +action. With all but Golem, you can even just chain these cards themselves, then play loads of terminals at once multiple times each.
On their own, these are probably not viable as your source of village - it’s too slow to set up a lot of the time. However with other villages, or a non-terminal based deck, they can really shine, multiplying your actions and beginning to do crazy things.
The second category here is Crossroads. This little $2 provides you with +3 actions, but only once. It’s hard to build a good engine when you’re limited to 3 terminals - it will often (but not always) be worse than just playing more straight money. The key thing is that you should be very careful with your choices of terminals. Crossroads of course can also fit into a normal engine on it’s own along with other villages, and it works as a strong draw card as well if you have lots of green cards in your deck.

When there isn’t extra actions
Now we’re getting to the interesting part. Can you build an engine when you don’t have a source of +actions? I’ve already implied you can, so what should you be doing? The first thing is cantrips and non-terminal draw. If there’s trashing, Scrying Pool could be extremely potent, drawing most of your deck in a single play. Normally you’ll be looking at something like Laboratory, though. Without +actions, your drawing might well be weaker. That means that you’ll probably not cycle your entire deck every turn, which is worth noting.
Without extra actions, you can only play one terminal per turn. You’d want that to be a good one, of course - attacks and other strong single effects work best. Drawing is usually bad, as you’ll likely be drawing lots of actions dead.

48
Puzzles and Challenges / Mini missing vowels challenge
« on: January 07, 2013, 06:55:17 pm »
This one's pretty quick. It came up in a missing vowels round (sorry, a mssngvwlsrnd) at the university society I game at. People there are hit and miss on Dominion - most like it but won't play more than a few games, just to give you a context.

Anyway, the question was, what Dominion card is this?

DMMN

Yes, someone did buzz in an say Dominion. They were wrong.

49
Non-Mafia Game Threads / Through the Ages IV: Game Over, Watno wins!
« on: January 07, 2013, 01:16:43 pm »
Quote
Through the Ages is a civilization building game. The goal is to develop your civilization, not to destroy other ones. Military strength is just one aspect of your nation, as well as population, production or science. It is up to you which aspect you will concentrate on, more or less, but you should not underestimate any of them while building your civilization.

Victory is achieved by the player whose nation produces the most culture during the game. However, there are many ways to produce culture: through religion, literature or drama, by building wonders, by utilizing cultural persons etc. Considerable amount of culture can be gained even via wars or aggression.
Description from BGG

This is the thread for the fourth Play By Forum game of Vlaada Chvátil's Through The Ages. This is not a short, simple game; it is an epic civilisation building game. Depending on player (and moderator!) speed, the game could take months to complete, but this does give players a good chance to evaluate the board and their options.

A copy of the rules can be found on BGG here. The rules are great, they're mostly very clear, and so I will make no attempt to explain the rules myself, and instead advise players to read them (you will need a BGG account, which if you don't have, is hassle free to make). I will of course try and answer any questions players may have.

The game will be run primarily from this spreadsheet (which will be linked every time I make an update post).

Players may wish to bookmark this link, which shows all of the available actions (excluding extras given by wonders or leaders), as well as the turn structure summary. Sections 1 and 6 will of course be performed by me between turns.

Some notes for PBF:
  • Please do not contact other players about the game outside this thread. I'm not saying you can't mention the game in other threads, but don't go out of your way to conspire in a way that isn't public.
  • I will be respecting the standard rules for pacts. This means, you can't talk about a pact you might be proposing before you do, you have to play it, name the roles and the other player can respond. Breaking this rule results in forfeiting your political action for the turn.
  • Hopefully the spreadsheets will work, but if there are any issues that crop up, let me know! Also, if you feel that some details could be better displayed, or should be displayed somewhere else, let me know - the sheets are, after all, for your benefit.
  • For ease of spotting what your official actions are, please bold your final actions.
  • I'm usually pretty lenient about letting people take back actions they realize are not what they wanted to do. Primarily this is intended as a catch for if you have corruption, civil actions remaining, or an uprising, all of which can be easy to miss.
  • Try to check the game frequently, even when it isn't your turn, as political actions regularly affect everyone. If you sign up, I'd say at a minimum you should be able to check the thread at least once per day except weekends, ideally more times than that. That said if you check regularly you won't have to do anything a lot of the times you check, and when you do need to it's perfectly acceptable (and advised!) to mull over your options a bit.

Taking your turn:
Turn structure

1) Updating the card row: I will do this for you between turns along with step 7

2) Outcome of a war: You sacrifice units, then they sacrifice units, then one or both of you might need to make decisions based on what happened. I will update other things (usually culture) as I see them.

3) Political action: This is probably the most complex bit of your turn. If you want to play an:
  • Event: State that you are playing an event in the thread along with it's age. Then, I will reveal the next current event and resolve it (which may require decisions from various players)
  • Aggression: Play the aggression in the thread, name your target, and post what you're sacrificing (if you can calculate it yourself, please include your total strength for the aggression as well!). Your rival then posts what they're sacrificing (or bonus cards), and one or both of you might then have to make choices regarding the outcome.
  • Pact: Play the pact in the thread, specify which player is A and which is B (if relevant). Your target then either accepts or rejects. Once the proposal has been made, you can talk about it, but you cannot renege or change the proposal.
  • War: Announce it as though it were an aggression, but then simply carry on with your turn. Remember it's resolved next turn
  • No action: Announce you are skipping your political action (note: Please do announce it, otherwise I might ask people to wait as I check, did you really mean to skip your political action?)

4) Discard excess military cards: Check your military hand limit (normally =military actions), then PM me military cards until you are at your military hand limit. This is the most commonly missed part of people's turn, please try to remember to do this!

5) Civil and Military actions: Post all of your civil and military actions directly into the thread. For the first few turns, or whenever you aren't sure, it may be a good idea to PM them to me instead, just to double check everything you're trying to do is valid, or perhaps mess around on your provided spreadsheet and see if what you want to happen seems to be happening. It's easy to forget a few things and make a few mistakes, like, you used military actions on an aggression/war, or that Wonder cost 1 CA more than you thought because you've completed a Wonder already, or accidentally trying to play a military tech with a military action instead of a civil one, and that's just a few examples. Either way if your move is valid, it stands (and I'll post it if you PM'd me) and I'll update everything based on it. If you did something wrong, I'll let you know, and you can fix it.

6) Production and Maintenance: I'll do all of this for you. Once I post in the thread the updated card row, take that as a sign that your indicators are updated, food and resources are updated, and your military cards are available.

Rules in use
We will be playing the alternate corruption rule. This lets you choose to not produce one resource token in your production phase. In essence, this rule will reduce your corruption by 1 if you would have exactly 0, 4 or 8 blue tokens left and at least one Bronze mine.

This is the game for experienced players. The turn order has been randomised and is:
Galzria
Kuildeous
Watno

Current Player: Galzria
It is currently age A
Turn: 1

Galzria
Culture: 0 (+0)
Science: 0 (+1)
Strength: 1
Resources: 0
Food: 0
Civil Cards: None
Military Cards: None

Kuildeous
Culture: 0 (+0)
Science: 0 (+1)
Strength: 1
Resources: 0
Food: 0
Civil Cards: None
Military Cards: None

Watno
Culture: 0 (+0)
Science: 0 (+1)
Strength: 1
Resources: 0
Food: 0
Civil Cards: None
Military Cards: None

Card Row (Check spreadsheet for more details)
1 CA: Alexander the Great (A) (removed at end of turn)
1 CA: Library of Alexandria (A) (removed at end of turn)
1 CA: Revolutionary Idea (A)
1 CA: Moses (A)
1 CA: Frugality (A)
2 CA: Engineering Genius (A)
2 CA: Hanging Gardens (A)
2 CA: Rich Land (A)
2 CA: Rich Land (A)
3 CA: Work of Art (A)
3 CA: Pyramids (A)
3 CA: Homer (A)
3 CA: Julius Caesar (A)
Civil Cards remaining: 7

Current Events: A: 5
Future Events: None
Next event: Age A
Military cards remaining: 0
Link to the spreadsheet

Turn 1 special rules reminder
Galzria, you have 1 CA for taking cards only. The card row will not be refreshed.
After that Kuildeous will have 2 CA for taking cards only, and again the card row will not be refreshed.
Finally Watno will have 3 CA for taking cards only, after which the card row will be refreshed.
As this is a 3 player game, the cards in the top two positions will be discarded.

50
Quote
Through the Ages is a civilization building game. The goal is to develop your civilization, not to destroy other ones. Military strength is just one aspect of your nation, as well as population, production or science. It is up to you which aspect you will concentrate on, more or less, but you should not underestimate any of them while building your civilization.

Victory is achieved by the player whose nation produces the most culture during the game. However, there are many ways to produce culture: through religion, literature or drama, by building wonders, by utilizing cultural persons etc. Considerable amount of culture can be gained even via wars or aggression.
Description from BGG

This is the thread for the third Play By Forum game of Vlaada Chvátil's Through The Ages. This is not a short, simple game; it is an epic civilisation building game. Depending on player (and moderator!) speed, the game could take months to complete, but this does give players a good chance to evaluate the board and their options.

A copy of the rules can be found on BGG here. The rules are great, they're mostly very clear, and so I will make no attempt to explain the rules myself, and instead advise players to read them (you will need a BGG account, which if you don't have, is hassle free to make). I will of course try and answer any questions players may have.

The game will be run primarily from this spreadsheet (which will be linked every time I make an update post).

Players may wish to bookmark this link, which shows all of the available actions (excluding extras given by wonders or leaders), as well as the turn structure summary. Sections 1 and 6 will of course be performed by me between turns.

Some notes for PBF:
  • Please do not contact other players about the game outside this thread. I'm not saying you can't mention the game in other threads, but don't go out of your way to conspire in a way that isn't public.
  • I will be respecting the standard rules for pacts. This means, you can't talk about a pact you might be proposing before you do, you have to play it, name the roles and the other player can respond. Breaking this rule results in forfeiting your political action for the turn.
  • Hopefully the spreadsheets will work, but if there are any issues that crop up, let me know! Also, if you feel that some details could be better displayed, or should be displayed somewhere else, let me know - the sheets are, after all, for your benefit.
  • For ease of spotting what your official actions are, please bold your final actions.
  • I'm usually pretty lenient about letting people take back actions they realize are not what they wanted to do. Primarily this is intended as a catch for if you have corruption, civil actions remaining, or an uprising, all of which can be easy to miss.
  • Try to check the game frequently, even when it isn't your turn, as political actions regularly affect everyone. If you sign up, I'd say at a minimum you should be able to check the thread at least once per day except weekends, ideally more times than that. That said if you check regularly you won't have to do anything a lot of the times you check, and when you do need to it's perfectly acceptable (and advised!) to mull over your options a bit.

Taking your turn:
Turn structure

1) Updating the card row: I will do this for you between turns along with step 7

2) Outcome of a war: You sacrifice units, then they sacrifice units, then one or both of you might need to make decisions based on what happened. I will update other things (usually culture) as I see them.

3) Political action: This is probably the most complex bit of your turn. If you want to play an:
  • Event: State that you are playing an event in the thread along with it's age. Then, I will reveal the next current event and resolve it (which may require decisions from various players)
  • Aggression: Play the aggression in the thread, name your target, and post what you're sacrificing (if you can calculate it yourself, please include your total strength for the aggression as well!). Your rival then posts what they're sacrificing (or bonus cards), and one or both of you might then have to make choices regarding the outcome.
  • Pact: Play the pact in the thread, specify which player is A and which is B (if relevant). Your target then either accepts or rejects. Once the proposal has been made, you can talk about it, but you cannot renege or change the proposal.
  • War: Announce it as though it were an aggression, but then simply carry on with your turn. Remember it's resolved next turn
  • No action: Announce you are skipping your political action (note: Please do announce it, otherwise I might ask people to wait as I check, did you really mean to skip your political action?)

4) Discard excess military cards: Check your military hand limit (normally =military actions), then PM me military cards until you are at your military hand limit. This is the most commonly missed part of people's turn, please try to remember to do this!

5) Civil and Military actions: Post all of your civil and military actions directly into the thread. For the first few turns, or whenever you aren't sure, it may be a good idea to PM them to me instead, just to double check everything you're trying to do is valid, or perhaps mess around on your provided spreadsheet and see if what you want to happen seems to be happening. It's easy to forget a few things and make a few mistakes, like, you used military actions on an aggression/war, or that Wonder cost 1 CA more than you thought because you've completed a Wonder already, or accidentally trying to play a military tech with a military action instead of a civil one, and that's just a few examples. Either way if your move is valid, it stands (and I'll post it if you PM'd me) and I'll update everything based on it. If you did something wrong, I'll let you know, and you can fix it.

6) Production and Maintenance: I'll do all of this for you. Once I post in the thread the updated card row, take that as a sign that your indicators are updated, food and resources are updated, and your military cards are available.

Rules in use
We will be playing the alternate corruption rule. This lets you choose to not produce one resource token in your production phase. In essence, this rule will reduce your corruption by 1 if you would have exactly 0, 4 or 8 blue tokens left and at least one Bronze mine.

This is the game for newer players. The turn order has been randomised and is:
Qvist
Jorbles
Bozzball

Current Player: Qvist
It is currently age A
Turn: 1

Qvist
Culture: 0 (+0)
Science: 0 (+1)
Strength: 1
Resources: 0
Food: 0
Civil Cards: None
Military Cards: None

Jorbles
Culture: 0 (+0)
Science: 0 (+1)
Strength: 1
Resources: 0
Food: 0
Civil Cards: None
Military Cards: None

Bozzball
Culture: 0 (+0)
Science: 0 (+1)
Strength: 1
Resources: 0
Food: 0
Civil Cards: None
Military Cards: None

Card Row (Check spreadsheet for more details)
1 CA: Rich Land (A) (removed at end of turn)
1 CA: Frugality (A) (removed at end of turn)
1 CA: Homer (A)
1 CA: Rich Land (A)
1 CA: Frugality (A)
2 CA: Hanging Gardens (A)
2 CA: Hammurabi (A)
2 CA: Ideal Building Site (A)
2 CA: Ideal Building Site (A)
3 CA: Julius Caesar (A)
3 CA: Library of Alexandria (A)
3 CA: Revolutionary Idea (A)
3 CA: Pyramids (A)
Civil Cards remaining: 7

Current Events: A: 5
Future Events: None
Next event: Age A
Military cards remaining: 0
Link to the spreadsheet

Turn 1 special rules reminder
Qvist, you have 1 CA for taking cards only. The card row will not be refreshed.
After that Jorbles will have 2 CA for taking cards only, and again the card row will not be refreshed.
Finally Bozzball will have 3 CA for taking cards only, after which the card row will be refreshed.
As this is a 3 player game, the cards in the top two positions will be discarded.

Pages: 1 [2] 3 4

Page created in 0.185 seconds with 16 queries.