Dominion Strategy Forum

Please login or register.

Login with username, password and session length
Pages: 1 [2] 3 4 ... 14  All

Author Topic: Colonists (Game End, Watno won)  (Read 41364 times)

0 Members and 1 Guest are viewing this topic.

Qvist

  • Mountebank
  • *****
  • Offline Offline
  • Posts: 2400
  • Shuffle iT Username: Qvist
    • View Profile
Re: Colonists (Era 1, End of Year 1, Watno)
« Reply #25 on: January 30, 2018, 05:52:51 pm »

Do you mean horizontal? Because a tile needs two adjacent tiles.

Watno

  • Margrave
  • *****
  • Offline Offline
  • Posts: 2745
  • Shuffle iT Username: Watno
    • View Profile
Re: Colonists (Era 1, End of Year 1, Watno)
« Reply #26 on: January 30, 2018, 06:23:10 pm »

In that case, baker below foresters house, pub below developer, factory below baker
Logged

Qvist

  • Mountebank
  • *****
  • Offline Offline
  • Posts: 2400
  • Shuffle iT Username: Qvist
    • View Profile
Re: Colonists (Era 1, End of Year 1, Watno)
« Reply #27 on: January 30, 2018, 06:40:41 pm »

Board:



Market:



New tiles:



Watno's turn

Watno

  • Margrave
  • *****
  • Offline Offline
  • Posts: 2745
  • Shuffle iT Username: Watno
    • View Profile
Re: Colonists (Era 1, Year 2, Summer, Turn 1, Watno)
« Reply #28 on: January 31, 2018, 02:41:11 am »

Build a Foresters house
Take 2 wood at left marker
Take 2 more wood at Grove (throwing away the food)
Logged

ghostofmars

  • Moneylender
  • ****
  • Offline Offline
  • Posts: 162
    • View Profile
Re: Colonists (Era 1, Year 2, Summer, Turn 1, Watno)
« Reply #29 on: January 31, 2018, 03:45:18 am »

You're not allowed to end the turn in the same place where you started.
Logged

Watno

  • Margrave
  • *****
  • Offline Offline
  • Posts: 2745
  • Shuffle iT Username: Watno
    • View Profile
Re: Colonists (Era 1, Year 2, Summer, Turn 1, Watno)
« Reply #30 on: January 31, 2018, 06:06:57 am »

Oh, right. I'll go to the grove before the market then.
Logged

Qvist

  • Mountebank
  • *****
  • Offline Offline
  • Posts: 2400
  • Shuffle iT Username: Qvist
    • View Profile
Re: Colonists (Era 1, Year 2, Summer, Turn 1, Watno)
« Reply #31 on: January 31, 2018, 08:55:52 am »

Watno, you have
2 Inactive Farmers
5 Tools & 0 Coins
1 Card
2 Clay, 4 Wood



Board:



Jack Rudd's turn

Jack Rudd

  • Saboteur
  • *****
  • Offline Offline
  • Posts: 1323
  • Shuffle iT Username: Jack Rudd
    • View Profile
Re: Colonists (Era 1, Year 2, Summer, Turn 2, Jack Rudd)
« Reply #32 on: January 31, 2018, 09:07:18 am »

Leap to left Market, take 2 wood
Go to Builder, build Forester's House
Go to head official, take start player and clay
Logged
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!'

Qvist

  • Mountebank
  • *****
  • Offline Offline
  • Posts: 2400
  • Shuffle iT Username: Qvist
    • View Profile
Re: Colonists (Era 1, Year 2, Summer, Turn 2, Jack Rudd)
« Reply #33 on: January 31, 2018, 09:28:11 am »

Leap to left Market, take 2 wood

Discarding both wood as storage is full?

Jack Rudd

  • Saboteur
  • *****
  • Offline Offline
  • Posts: 1323
  • Shuffle iT Username: Jack Rudd
    • View Profile
Re: Colonists (Era 1, Year 2, Summer, Turn 2, Jack Rudd)
« Reply #34 on: January 31, 2018, 10:35:32 am »

Ah, so it is. In which case, my market action shall be turn food into coin instead. (Is this any good? Who knows?)
Logged
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!'

Qvist

  • Mountebank
  • *****
  • Offline Offline
  • Posts: 2400
  • Shuffle iT Username: Qvist
    • View Profile
Re: Colonists (Era 1, Year 2, Summer, Turn 2, Jack Rudd)
« Reply #35 on: January 31, 2018, 01:20:16 pm »

Jack Rudd, you have
3 Inactive Farmers
5 Tools & 1 Coin
1 Card
1 Clay



Board:



ghostofmars's turn

ghostofmars

  • Moneylender
  • ****
  • Offline Offline
  • Posts: 162
    • View Profile
Re: Colonists (Era 1, Year 2, Summer, Turn 3, ghostofmars)
« Reply #36 on: January 31, 2018, 07:19:50 pm »

market -> 2 wood
Builder -> Forester's house
Riverbank grove -> 2 wood
Logged

Watno

  • Margrave
  • *****
  • Offline Offline
  • Posts: 2745
  • Shuffle iT Username: Watno
    • View Profile
Re: Colonists (Era 1, Year 2, Summer, Turn 3, ghostofmars)
« Reply #37 on: February 01, 2018, 01:57:04 am »

build foresters house
Take 2 wood at market
Build level 1 storekeeper at diplomat.

Activate both foresters houses and deactivate storage Shed at year end.
Logged

Jack Rudd

  • Saboteur
  • *****
  • Offline Offline
  • Posts: 1323
  • Shuffle iT Username: Jack Rudd
    • View Profile
Re: Colonists (Era 1, Year 2, Summer, Turn 3, ghostofmars)
« Reply #38 on: February 01, 2018, 05:13:25 am »

I'll activate Forester's House at year end.
Logged
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!'

Qvist

  • Mountebank
  • *****
  • Offline Offline
  • Posts: 2400
  • Shuffle iT Username: Qvist
    • View Profile
Re: Colonists (Era 1, Year 2, Summer, Turn 3, ghostofmars)
« Reply #39 on: February 01, 2018, 05:44:37 am »

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



Watno, you have
1 Inactive Farmer
2 Tools & 0 Coins
1 Card
0 Resources



Board



Jack Rudd's turn

Jack Rudd

  • Saboteur
  • *****
  • Offline Offline
  • Posts: 1323
  • Shuffle iT Username: Jack Rudd
    • View Profile
Re: Colonists (Era 1, Year 2, Winter, Turn 2, Jack Rudd)
« Reply #40 on: February 01, 2018, 06:05:41 am »

Leap to left Market, take 2 Wood
Move North, build Hunting Lodge
Move South, take 2 Wood
Activate Hunting Lodge at year end
Logged
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

  • Moneylender
  • ****
  • Offline Offline
  • Posts: 162
    • View Profile
Re: Colonists (Era 1, Year 2, Winter, Turn 2, Jack Rudd)
« Reply #41 on: February 01, 2018, 12:36:28 pm »

market for 2 wood
Builder for 3 farms
Market 2 clay
Activate my Forester's house
Logged

Qvist

  • Mountebank
  • *****
  • Offline Offline
  • Posts: 2400
  • Shuffle iT Username: Qvist
    • View Profile
Re: Colonists (Era 1, Year 2, Winter, Turn 2, Jack Rudd)
« Reply #42 on: February 02, 2018, 03:26:18 am »

I did Production Phase already and ghostofmars, I activated your shed to do your turn.

Jack Rudd, you have
1 Inactive Farmer
5 Tools & 1 Coin
1 Card
4 Wood & 1 Food



ghostofmars, you have
2 Inactive Farmers
4 Tools & 1 Coin
4 Cards
6 Wood & 2 Clay & 1 Food



Watno, you have
1 Inactive Farmer
5 Tools & 0 Coins
1 Card
4 Wood



Board:



Jack Rudd place the 3 tiles:


Jack Rudd

  • Saboteur
  • *****
  • Offline Offline
  • Posts: 1323
  • Shuffle iT Username: Jack Rudd
    • View Profile
Re: Colonists (Era 1, End of Year 2, Jack Rudd)
« Reply #43 on: February 02, 2018, 06:13:00 am »

Grove under the head official, clay delve under it, joiner in the hole at the north.
Logged
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!'

Qvist

  • Mountebank
  • *****
  • Offline Offline
  • Posts: 2400
  • Shuffle iT Username: Qvist
    • View Profile
Re: Colonists (Era 1, End of Year 2, Jack Rudd)
« Reply #44 on: February 02, 2018, 07:26:00 am »

Like this?



New Market Card:



New tiles:



Jack Rudd's turn

Jack Rudd

  • Saboteur
  • *****
  • Offline Offline
  • Posts: 1323
  • Shuffle iT Username: Jack Rudd
    • View Profile
Re: Colonists (Era 1, Year 3, Summer, Turn 1, Jack Rudd)
« Reply #45 on: February 03, 2018, 02:56:45 am »

Move NE, build farm
Move SW, build storage shed
Move SE, take 2 wood
Logged
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!'

Qvist

  • Mountebank
  • *****
  • Offline Offline
  • Posts: 2400
  • Shuffle iT Username: Qvist
    • View Profile
Re: Colonists (Era 1, Year 3, Summer, Turn 1, Jack Rudd)
« Reply #46 on: February 03, 2018, 03:38:23 am »

Jack Rudd, you have
2 Inactive Farmers
3 Tools & 1 Coin
1 Card
3 Wood & 1 Food



Board:


ghostofmars

  • Moneylender
  • ****
  • Offline Offline
  • Posts: 162
    • View Profile
Re: Colonists (Era 1, Year 3, Summer, Turn 2, ghostofmars)
« Reply #47 on: February 03, 2018, 05:37:16 am »

I have a question regarding the upgrade buildings. Are the only buildings that upgrade the houses of farmer/citizen/merchant? If not which other upgrade pay exist?

diplomat paying wood and food
Establish contact to industrialist colony
Jump to right market build storage
Go to head official
Logged

Watno

  • Margrave
  • *****
  • Offline Offline
  • Posts: 2745
  • Shuffle iT Username: Watno
    • View Profile
Re: Colonists (Era 1, Year 3, Summer, Turn 2, ghostofmars)
« Reply #48 on: February 03, 2018, 06:07:25 am »

Take 2 clay at left Market
Build 4 farms at builder
Take 2 wood at Grove (the free one)


I think my Warehouse extension is missing from my board.
Logged

Qvist

  • Mountebank
  • *****
  • Offline Offline
  • Posts: 2400
  • Shuffle iT Username: Qvist
    • View Profile
Re: Colonists (Era 1, Year 3, Summer, Turn 2, ghostofmars)
« Reply #49 on: February 03, 2018, 07:07:10 am »

ghostofmars, you have
2 Inactive Farmers
2 Tools & 1 Coin
4 Cards
2 Wood & 1 Clay

I have a question regarding the upgrade buildings. Are the only buildings that upgrade the houses of farmer/citizen/merchant? If not which other upgrade pay exist?
You can also upgrade sheds for example. I would need to look what else you can.



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

(I had to activate the shed for you to be able to pay 4 resources at once for the farms)



Board:


Pages: 1 [2] 3 4 ... 14  All
 

Page created in 0.047 seconds with 20 queries.