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Author Topic: Colonists (Game End, Watno won)  (Read 41836 times)

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ghostofmars

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Re: Colonists (Era 1, Year 3, Winter, Turn 1, Jack Rudd)
« Reply #50 on: February 03, 2018, 08:34:41 am »

There are a few buildings that seem to be better versions. It would be good to know if e.g. a pub upgrades to a theater.
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Watno

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Re: Colonists (Era 1, Year 3, Winter, Turn 1, Jack Rudd)
« Reply #51 on: February 03, 2018, 09:17:14 am »

By the way, are we goin to add the optional small market later on?
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Qvist

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Re: Colonists (Era 1, Year 3, Winter, Turn 1, Jack Rudd)
« Reply #52 on: February 05, 2018, 06:07:34 am »

There are a few buildings that seem to be better versions. It would be good to know if e.g. a pub upgrades to a theater.

Doesn't look like it, maybe through a card.
But Tailor Shop upgrades to Textile Mill and Hunting Lodge upgrades to Hunting Grounds

By the way, are we goin to add the optional small market later on?

We can in Era 3, what do others say?

Jack Rudd

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Re: Colonists (Era 1, Year 3, Winter, Turn 1, Jack Rudd)
« Reply #53 on: February 05, 2018, 04:46:19 pm »

Go to Builder, Build Forester's House
Go to Developer, take the stuff
Go to Market, take Clay
Activate all the buildings
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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 3, Winter, Turn 1, Jack Rudd)
« Reply #54 on: February 06, 2018, 12:54:15 pm »

I think I should not have 2 wood, because I build a shed.

Grove 2 wood
Baker 2 food
Clay delve 2 clay


If I do have 2 wood, I'll
grove 2 wood
Left market 2 clay
Diplomat storekeeper


either way I'll activate my storage and the industrial colony and use 2 wood to produce a plank

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Watno

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Re: Colonists (Era 1, Year 3, Winter, Turn 1, Jack Rudd)
« Reply #55 on: February 06, 2018, 05:21:57 pm »

By the way, are we goin to add the optional small market later on?

We can in Era 3, what do others say?

I don't mind eitehr way, but we should decide before we get there.

I agree on ghostofmars not having wood.


I'm confused about Jack's last turn. You can't take stuff at the developer without playing card I think.
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Qvist

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Re: Colonists (Era 1, Year 3, Winter, Turn 1, Jack Rudd)
« Reply #56 on: February 07, 2018, 02:26:35 am »

Sorry for late checking.

Agreed on both. ghostofmars shouldn't have wood, I'm sorry. And Jack Rudd needs to play a card to get the tools. Will wait on Jack Rudd's new turn.

Jack Rudd

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Re: Colonists (Era 1, Year 3, Winter, Turn 1, Jack Rudd)
« Reply #57 on: February 08, 2018, 01:41:14 pm »

In that case, I shall go to the grove rather than the developer.
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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 3, Winter, Turn 1, Jack Rudd)
« Reply #58 on: February 08, 2018, 03:23:18 pm »

Grove 2 wood
Baker 2 food
Clay delve 2 clay

I'll activate my storage and the industrial colony and use 2 wood to produce a plank
Regarding the market, I'm fine either way.
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Watno

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Re: Colonists (Era 1, Year 3, Winter, Turn 1, Jack Rudd)
« Reply #59 on: February 08, 2018, 03:34:28 pm »

Librarian
Left market for 2 Clay
Build Forester House at Builder

Activate all Foresters in winter
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Qvist

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Re: Colonists (Era 1, Year 3, Winter, Turn 1, Jack Rudd)
« Reply #60 on: February 08, 2018, 08:19:15 pm »

Watno, you have only 1 Tool. You can't build Forester's House

Qvist

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Re: Colonists (Era 1, Year 3, Winter, Turn 1, Jack Rudd)
« Reply #61 on: February 08, 2018, 08:26:25 pm »

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



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



Board:

Watno

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Re: Colonists (Era 1, Year 3, Winter, Turn 1, Jack Rudd)
« Reply #62 on: February 09, 2018, 12:20:22 pm »

Watno, you have only 1 Tool. You can't build Forester's House

I wonder how many years it'll take us until we get one without illegal turn ;P

Librarian
2 Clay at right Market
Librarian

Activate alll Foresters in winter
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Qvist

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Re: Colonists (Era 1, Year 3, Winter, Turn 3, Watno)
« Reply #63 on: February 10, 2018, 01:33:10 pm »

In order of player order:

ghostofmars, you have
0 Inactive Farmers
5 Tools & 1 Coin
4 Cards
6 Wood & 1 Plank & 2 Food & 3 Clay



Watno, you have
4 Inactive Farmers
4 Tool & 2 Coins
5 Cards
7 Wood & 4 Clay & 1 Food



Jack Rudd, you have
0 Inactive Farmers
4 Tools & 1 Coin
1 Card
6 Wood & 2 Clay & 2 Food



Board:



PSA: Small market will now be added at the start of Era 3.

ghostofmars please place these tiles on the board:



ghostofmars

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Re: Colonists (Era 1, End of Year 3, ghostofmars)
« Reply #64 on: February 10, 2018, 04:57:33 pm »

Builder next to developer
Clay burner over hunting lodge builder
Grove next to market and librarian
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Qvist

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Re: Colonists (Era 1, End of Year 3, ghostofmars)
« Reply #65 on: February 10, 2018, 05:12:01 pm »

Board:



New Market Card:



New Tiles:



ghostofmars' turn

ghostofmars

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Re: Colonists (Era 1, Year 4, Summer, Turn 1, ghostofmars)
« Reply #66 on: February 10, 2018, 05:48:04 pm »

build a factory
Jump to left market for wood and clay
Developer 2 tools and wooden shovel for 3 clay
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Qvist

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Re: Colonists (Era 1, Year 4, Summer, Turn 1, ghostofmars)
« Reply #67 on: February 12, 2018, 11:20:07 am »

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



Board:



Watno

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Re: Colonists (Era 1, Year 4, Summer, Turn 2, Watno)
« Reply #68 on: February 14, 2018, 12:00:10 pm »

Sorry, forgot the turn order :(

Grove for +2 wood
Joiner 4 wood -> 2 planks
Clayburner 2 wood, 4 clay -> 2 bricks

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Jack Rudd

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Re: Colonists (Era 1, Year 4, Summer, Turn 2, Watno)
« Reply #69 on: February 14, 2018, 04:22:00 pm »

NE, build farm
SW, take resources
SE, build Forester's Hut
Activate at year end
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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 4, Summer, Turn 2, Watno)
« Reply #70 on: February 14, 2018, 05:52:56 pm »

NE, build farm
SW, take resources
SE, build Forester's Hut
Activate at year end
Just to make sure, you are aware that you could build multiple farms in one turn, aren't you?

SW build a hollow
NE back to developer, 2 tools and play the holiday cabin improvement
Go to left market, take resources

At the end of the year I send the new farmer to the hollow and one of my guys in a storage to the factory.


If my calculations are correct, I enter the production phase with 1 wood, 2 clay, 2 food, and 1 plank (1 free slot) + 3 wood in my buffers. I convert 2 wood into a plank and all my buildings produce. I lose 1 wood that is still in the buffer.

Question: in the rules (p11, buffers) it states that certain embassies that produce can act as buffer, too. Would the industrialist embassy be an example of this? If yes, keep the plank in the embassy and I don't lose the wood.
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Jack Rudd

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Re: Colonists (Era 1, Year 4, Summer, Turn 2, Watno)
« Reply #71 on: February 14, 2018, 06:40:22 pm »

I wasn't aware, but I don't think I'll change my turn on the strength of it. Maybe it'll change my future plays.
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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!'

Qvist

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Re: Colonists (Era 1, Year 4, Summer, Turn 2, Watno)
« Reply #72 on: February 15, 2018, 04:41:41 am »

SE, build Forester's Hut

To pay you have to move one wood from your Forester's House to your basic Storage or Shed, but your Basic Storage, Shed and Warehouse are full.
Do you want to lose 1 Food or 1 Clay in the process to build it?

Qvist

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Re: Colonists (Era 1, Year 4, Summer, Turn 2, Watno)
« Reply #73 on: February 15, 2018, 04:55:55 am »

Watno, you have
4 Inactive Farmers
4 Tool & 2 Coins
5 Cards
3 Wood & 2 Planks & 2 Bricks & 1 Food



Board (with Jack Rudd and ghostofmars' turn):



Jack Rudd, see question above
ghostofmars, the Embassy doesn't produce on its own, so you will lose 1 wood
Watno, if you don't care for Jack Rudd's decision, make your turn.

Jack Rudd

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Re: Colonists (Era 1, Year 4, Summer, Turn 2, Watno)
« Reply #74 on: February 15, 2018, 06:49:00 am »

SE, build Forester's Hut

To pay you have to move one wood from your Forester's House to your basic Storage or Shed, but your Basic Storage, Shed and Warehouse are full.
Do you want to lose 1 Food or 1 Clay in the process to build it?
1 Food.
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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!'
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