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Author Topic: F.DS Canterbury ghostofmars wins!  (Read 14357 times)

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ghostofmars

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Re: F.DS Canterbury Round 2: ghostofmars
« Reply #100 on: May 11, 2014, 10:36:09 pm »

agree except for 12 which is 1 0 0 0, so I get 1 point less
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theorel

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Re: F.DS Canterbury Round 2: ghostofmars
« Reply #101 on: May 16, 2014, 12:48:41 pm »

bump
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AHoppy

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Re: F.DS Canterbury Round 2: ghostofmars
« Reply #102 on: May 19, 2014, 08:11:41 pm »

Sorry sorry sorry for dropping this game so suddenly.  Finals happened, then I had to move twice and I started a new job today... so it's been crazy.  I'm working on updating now

AHoppy

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Re: F.DS Canterbury Round 2: ghostofmars
« Reply #103 on: May 19, 2014, 09:18:30 pm »

Current Player: ghostofmars
Round: 4
Points to District Favor: -
Previous turn:
Player: AHoppy
Coin gained: -9
Points gained: 9
City point gained: -
Link to game: https://docs.google.com/spreadsheets/d/1-2ZDdJOoBVV4BqwMW2YQ7wktoR61rjlmgoDE82TB6eM/edit?usp=sharing

I built Troupe in district 20, Chapel in district 8

ghostofmars

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Re: F.DS Canterbury Round 2: ghostofmars
« Reply #104 on: May 19, 2014, 09:50:16 pm »

It's the final turn, isn't it? If that is correct,
tax & build water works in district 10
get 3pp for overbuilding and 20pp for building

place water in district 18, 17, 21, 22, and 23
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theorel

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Re: F.DS Canterbury Round 2: ghostofmars
« Reply #105 on: May 19, 2014, 10:16:06 pm »

Alright, I'll Tax and Build a Castle in District 18. (for +5 pp breaking ground bonus and 18pp for the building.)
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AHoppy

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Re: F.DS Canterbury Round 2: ghostofmars
« Reply #106 on: May 20, 2014, 06:38:39 am »

I Tax and build town square in district 16, placing culture in districts 9,7,11,8,18

Pre-District favor/kings favor scores:
ghostofmars: 189
theorel: 196
AHoppy: 193

AHoppy

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Re: F.DS Canterbury Round 2: ghostofmars
« Reply #107 on: May 20, 2014, 06:54:57 am »

Check my math, but I think this is good.
#  val   G   t   A
 1   5   0   5   0
 2   6   6   0   3
 3   6   3   0   3
 4   6   6   0   3
 5   6   0   3   6
 6   4   2   4   0
 7   5   0   2   2
 8   2   0   1   1
 9   6   0   6   3
10   4   4   0   0
11   5   5   0   2
12   1   0   0   0
13   2   2   0   1
16   2   3   0   6
18   2   0   2   0
20   6   0   3   3
25   1   0   1   0
-----------------------
sum      31  27  33

AHoppy

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Re: F.DS Canterbury Round 2: ghostofmars
« Reply #108 on: May 20, 2014, 06:55:52 am »

I have to go to work now, but I will do king's favor when I get home (or you'll have it scored for me...)

theorel

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Re: F.DS Canterbury Round 2: ghostofmars
« Reply #109 on: May 20, 2014, 08:28:05 am »

This looks right to me.  However, I'll note that Round 3 district favor isn't being added to our scores.
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AHoppy

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Re: F.DS Canterbury Round 2: ghostofmars
« Reply #110 on: May 20, 2014, 12:08:23 pm »

Whoops. I put the scores in the wrong column. I'll fix when I get home, can't while phone posting

AHoppy

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Re: F.DS Canterbury Round 2: ghostofmars
« Reply #111 on: May 20, 2014, 10:36:53 pm »

I put in king's favor and the two district Favors.  Final scores:

ghostofmars: 279
theorel: 269
AHoppy: 272

Congrats ghostofmars!

What did you guys think of the game?

theorel

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Re: F.DS Canterbury ghostofmars wins!
« Reply #112 on: May 21, 2014, 07:38:02 am »

It was interesting.  I enjoyed it.  I think it would take another play for me to really get how actions relate to end-game scoring.
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ghostofmars

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Re: F.DS Canterbury ghostofmars wins!
« Reply #113 on: May 21, 2014, 08:55:23 pm »

Thanks for modding.

Yeah, my game plan worked. I planned to focus on few resources and in the end I have only 7 cubes placed that didn't win a king's favor.

It's a nice game, but I'm missing the one thing that highlights it from the dozens of other nice games.

There are a few design decisions that I don't understand
1) Essentially all players get the same amount of money (more or less). In this game we got 139, 141, and 140 coins. So the game would play almost the same if you would just give out a income (increasing with time) to every player at the beginning of the round. The added complexity of selecting the actions doesn't do anything spectacular for the game.
2) The tie breaker rules are strange. Most games combine first and second place and give half of these points to both players. Here, you get only the bonus of the second place, i.e. adding a marker to a district to have a shared first place only harms the other player and doesn't help you. As a result, competing for a district is discouraged. Furthermore, you end up with dead districts (e.g. #12 in our game) in which no player wants to invest any more.

A few strategy considerations I noticed during the game
1) As all players get nearly the same amount of money and money is converted at a 1:1 ratio to points for most buildings, you can subtract the price of the building from its victory points. E.g., effectively the stall gives 1pp, the troupe 2pp, all other simple buildings no pp. This also reveals the importance of the district and king's favor ratings more clearly.
2) 2x Tax & build is almost always superior to levy+build. In particular late in the game, the income value increases with every action, so it is better to split it in parts. These are possible exceptions: At the beginning of the game, when the income value is odd. Close to a district favor, to tune your position such that you trigger the rating.
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