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Author Topic: Colonists (Game End, Watno won)  (Read 41919 times)

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Qvist

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Colonists (Game End, Watno won)
« on: January 26, 2018, 07:01:50 am »

The game is fairly simple at its core. You have a main meeple (Steward) that you move on a hex grid of tiles. To every tile you move to, you do what the tile says which is gathering resources or spending them for buildings on your tableau for the most part. You have 3 moves per turn, that is basically the core of it.

Rules in a nutshell:

- The game takes place over 4 eras, each 5 years long, each 2 half-years, each taking each player 3 moves on a hex grid of tiles, making this 120 moves per player.
- Each Hex Tile triggers an action. The actions are mostly
-- either gathering the resources
-- or refining the resources (wood into planks, clay into bricks, ore into bars)
-- or spending the resources for a building that you add to your tableau. Sometimes you also
-- sell resources for money (=VP)
-- get cards
-- play cards

3 more key rules:

1.) Moving: You can either move to an adjacent tile (you can only go to a tile if you can fulfill the action) or jump to a Market of your choice. You can't end after 3 moves on the same spot you started. If you enter a space of an opponent you have to pay him a fee (exception: Markets).
2.) Paying resources: You need to have the full cost in your storage available. Additional resources in warehouses or production building buffers (which can store one year worth of production) aren't available to you. But you can swap the content of storage and warehouse, move buffer resources to your storage or get rid of resources before any action.
3.) Workers: Almost every building needs to be run by a worker. There are 3 tiers: Farmer (green), Citizen (yellow), Merchant (red) and the icon of the building shows by which kind of worker and how many it needs to be run. Each year and when you man a building you have to pay food and/or clothes depending on the tier of the worker.

Other than that you just follow the order of events. Every year there is sustenance and production, additional tiles get added to the grid. Every era the card piles get swapped. Moves are fairly straightforward in my experience quite often (most of the 120 turns are quite obvious), difficulty comes mainly into play through the random 4 out of 8 colony buildings that are in the game which drastically change your game powers and deciding for the correct colonies is quite important. Not sure why Watno's group's experience was so long, I have only played Singleplayer though so far. Box basically says 4h for the full game. First game of course takes longer. Rules: http://mayfairgames.com/files/supportfiles/thecolonists_rules_en_v7.pdf



Signups:
- Jack Rudd
- ghostofmars
- Watno
« Last Edit: September 13, 2018, 06:15:55 am by Qvist »
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Jack Rudd

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Re: Colonists (Signups)
« Reply #1 on: January 26, 2018, 09:08:54 am »

/in
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Centuries later, archaeologists discover the remains of your ancient civilization.

Evidence of thriving towns, Pottery, roads, and a centralized government amaze the startled scientists.

Finally, they come upon a stone tablet, which contains but one mysterious phrase!

'ISOTROPIC WILL RETURN!'

ghostofmars

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Re: Colonists (Signups)
« Reply #2 on: January 26, 2018, 12:42:44 pm »

/in
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Watno

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Re: Colonists (Signups)
« Reply #3 on: January 27, 2018, 06:47:35 am »

/in
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Qvist

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Re: Colonists (Signups, 1 possible spot left)
« Reply #4 on: January 28, 2018, 10:30:40 am »

I doubt someone else will join.

Let's get this started. Please make your turn within a day to let this game not too long.
Please choose a color: Blue, White, Orange, Black.

These 4 Colonies will be available this game (Open in new tab for big picture):
Laborer Colony, Industrialist Colony, Storekeeper Colony, Lord Colony


Game Rules state to place the places one by each player in clockwise order. But that would make the game quite a bit longer without adding any benefit in my opinion. Let me know if you want to do that. If not, here is my randomized board:


Course of play:

Jack Rudd

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Re: Colonists (Game started)
« Reply #5 on: January 28, 2018, 11:17:56 am »

Blue
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Centuries later, archaeologists discover the remains of your ancient civilization.

Evidence of thriving towns, Pottery, roads, and a centralized government amaze the startled scientists.

Finally, they come upon a stone tablet, which contains but one mysterious phrase!

'ISOTROPIC WILL RETURN!'

ghostofmars

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Re: Colonists (Game started)
« Reply #6 on: January 28, 2018, 03:48:06 pm »

I'm fine with random board.

White
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Watno

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Re: Colonists (Game started)
« Reply #7 on: January 28, 2018, 04:36:03 pm »

I'm prety sure not knowing how to decide where to place tiles mattered in my group's game taking so long :p

Orange

I haven't reread the rules yet, should get to it tomorrow though.
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Qvist

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Re: Colonists (Game started)
« Reply #8 on: January 28, 2018, 06:03:53 pm »

Player and Seating Order:
ghostofmars, Watno, Jack Rudd

Market Card:


New Tiles:


Era 1, Year 1, Summer, Turn 1, ghostofmars
Choose 3 starting resources (any combination of wood and clay)
and then make your 3 moves.
You have 2 Farmer, 6 Tools and 1 Food.

ghostofmars

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Re: Colonists (Era 1, Year 1, Summer, Turn 1, ghostofmars)
« Reply #9 on: January 29, 2018, 02:56:22 am »

Start on right market with 3 wood
Move North, draw 2 cards and gain 1$
Teleport to left market, draw 1 card
Move South East, build Forester's House


Could I suggest a small rules alternation which makes the game run faster as PbF: improvement cards are gained at the end of the half year?

Rules question: I assume the warehouse lots of industrialist and storekeeper are cumulative, aren't they?
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Qvist

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Re: Colonists (Era 1, Year 1, Summer, Turn 1, ghostofmars)
« Reply #10 on: January 29, 2018, 04:43:57 am »

Agreed with cards at the end of the full turn. Jack Rudd and Watno: Do you agree?

ghostofmars, you have
2 Farmer
4 Tools & 1 Coin
3 Cards (see PM in a bit)
1 Food



Board



Era 1, Year 1, Summer, Turn 2, Watno
Choose 3 starting resources (any combination of wood and clay)
and then make your 3 moves.
You have 2 Farmer, 6 Tools and 1 Food.

Qvist

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Re: Colonists (Era 1, Year 1, Summer, Turn 1, ghostofmars)
« Reply #11 on: January 29, 2018, 04:50:53 am »

Rules question: I assume the warehouse lots of industrialist and storekeeper are cumulative, aren't they?

Yes.

Jack Rudd

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Re: Colonists (Era 1, Year 1, Summer, Turn 2, Watno)
« Reply #12 on: January 29, 2018, 06:46:39 am »

Everything sounds good to me.
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Centuries later, archaeologists discover the remains of your ancient civilization.

Evidence of thriving towns, Pottery, roads, and a centralized government amaze the startled scientists.

Finally, they come upon a stone tablet, which contains but one mysterious phrase!

'ISOTROPIC WILL RETURN!'

Watno

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Re: Colonists (Era 1, Year 1, Summer, Turn 2, Watno)
« Reply #13 on: January 29, 2018, 01:33:19 pm »

I'm okay with drawing cards after your full turn.

I'll start with 2 wood, 1 clay
Start at left Market
1: Go to Builder, build 1 Shed
2: Go to right Market, drawing 1 card,
3: Go to Head Official, getting Starting Player + 1 Clay


In case some of you didn't know already, there's also an Appendix to the rules that seems quite useful: http://www.mayfairgames.com/files/supportfiles/thecolonists_appendix_v6.pdf
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Jack Rudd

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Re: Colonists (Era 1, Year 1, Summer, Turn 2, Watno)
« Reply #14 on: January 29, 2018, 04:13:37 pm »

Start on Left Market with 3 Wood
Move SW, use Joiner to turn 2 Wood to 1 Plank
Leap to right Market, drawing 1 card
Move NW to Builder, build a Library
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Centuries later, archaeologists discover the remains of your ancient civilization.

Evidence of thriving towns, Pottery, roads, and a centralized government amaze the startled scientists.

Finally, they come upon a stone tablet, which contains but one mysterious phrase!

'ISOTROPIC WILL RETURN!'

ghostofmars

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Re: Colonists (Era 1, Year 1, Summer, Turn 2, Watno)
« Reply #15 on: January 29, 2018, 04:53:22 pm »

move N +2 wood
move W, draw a card
move NW, build a storage
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Watno

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Re: Colonists (Era 1, Year 1, Summer, Turn 2, Watno)
« Reply #16 on: January 30, 2018, 02:02:37 am »

Riverbank, 2 wood (activating storage Shed)
Left Market, draw card
Diplomat, get lvl 1 Storekeeper
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Qvist

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Re: Colonists (Era 1, Year 1, Summer, Turn 2, Watno)
« Reply #17 on: January 30, 2018, 02:20:02 am »

Nice pace, let me catch up.

Qvist

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Re: Colonists (Era 1, Year 1, Summer, Turn 2, Watno)
« Reply #18 on: January 30, 2018, 02:26:59 am »

Diplomat, get lvl 1 Storekeeper

Unless I am missing something, you are one wood short. It costs 3 wood and you have 2.

Qvist

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Re: Colonists (Era 1, Year 1, Summer, Turn 2, Watno)
« Reply #19 on: January 30, 2018, 02:47:52 am »

Watno, you have
2 Inactive Farmers
5 Tools & 0 Coins
1 Card
2 Clay & 1 Food



Jack Rudd, you have
2 Inactive Farmers
5 Tools & 0 Coins
1 Card
1 Food



ghostofmars, you have
2 Inactive Farmers
3 Tools & 1 Coin
4 Cards
1 Food



Board:



Watno, feel free to redo your whole turn, unless I am missing something.


Watno

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Re: Colonists (Era 1, Year 1, Winter, Turn 2, Watno)
« Reply #20 on: January 30, 2018, 11:46:29 am »

Oops.
activate Shed
Take 2 wood.
Build 1 farm
Go back, take 2 more wood
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Jack Rudd

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Re: Colonists (Era 1, Year 1, Winter, Turn 2, Watno)
« Reply #21 on: January 30, 2018, 03:38:21 pm »

Riverbank Grove, take 2 Wood
Builder, build a farm
Riverbank Grove, take 2 Wood
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Centuries later, archaeologists discover the remains of your ancient civilization.

Evidence of thriving towns, Pottery, roads, and a centralized government amaze the startled scientists.

Finally, they come upon a stone tablet, which contains but one mysterious phrase!

'ISOTROPIC WILL RETURN!'

ghostofmars

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Re: Colonists (Era 1, Year 1, Winter, Turn 2, Watno)
« Reply #22 on: January 30, 2018, 04:26:12 pm »

I activate my Forester in winter.
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Qvist

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Re: Colonists (Era 1, Year 1, Winter, Turn 2, Watno)
« Reply #23 on: January 30, 2018, 05:13:29 pm »

I did the Production Phase already. I don't see a reason not to.

Watno, you have
2 Inactive Farmers
7 Tools & 0 Coins
1 Card
2 Clay, 3 Wood & 1 Food



Jack Rudd, you have
3 Inactive Farmers
7 Tools & 0 Coins
1 Card
3 Wood & 1 Food



ghostofmars, you have
1 Inactive Farmer
6 Tools & 1 Coin
4 Cards
1 Food



Board:



Watno,
place the 3 tiles:



and if you don't care about what Market comes up and what tiles come up you can make your 3 moves.

Watno

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Re: Colonists (Era 1, End of Year 1, Watno)
« Reply #24 on: January 30, 2018, 05:45:19 pm »

Place them in a vertical line below the foresters house builder in the order bakery,  pub, factory. I'm afraid I need to know the market card. (Maybe we should also rule that to be revealed before placing the tiles)
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