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Author Topic: Colonists (Game End, Watno won)  (Read 41354 times)

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Qvist

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Re: Colonists (Era 2, Year 3, Summer, Turn 3, Jack Rudd)
« Reply #150 on: March 19, 2018, 07:44:35 pm »

Jack Rudd, you have
1 Inactive Farmer, 2 Inactive Citizens
2 Tools & 5 Coins
3 Cards
3 Wood & 1 Clay & 1 Food & 1 Plank



ghostofmars, you have
3 Inactive Citizens
7 Tools & 5 Coins
4 Cards
1 Wood & 5 Clay & 2 Planks & 2 Bricks & 4 Food



Watno, you have
2 Inactive Farmer & 3 Inactive Citizens
0 Tools & 6 Coins
4 Cards
1 Brick & 3 Clay & 1 Food



Board:



Jack Rudd

  • Saboteur
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Re: Colonists (Era 2, Year 3, Winter, Turn 3, Jack Rudd)
« Reply #151 on: March 20, 2018, 09:09:10 pm »

Move to Clay Delve, take Clay
Teleport to Market, take resources
Move to Developer, build Wood Storehouse
Activate everything
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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 2, Year 3, Winter, Turn 3, Jack Rudd)
« Reply #152 on: March 20, 2018, 09:38:12 pm »

ghostofmars, you have
3 Inactive Citizens
10 Tools & 5 Coins
4 Cards
4 Wood & 6 Clay & 4 Planks & 3 Bricks & 4 Food



Watno, you have
2 Inactive Farmer & 3 Inactive Citizens
3 Tools & 6 Coins
4 Cards
1 Brick & 7 Clay & 10 Wood & 5 Food



Jack Rudd, you have
1 Inactive Farmer, 2 Inactive Citizens
6 Tools & 5 Coins
2 Cards
8 Wood & 7 Clay & 2 Food & 1 Plank



Board:



ghostofmars, I think you overlooked your Storehouse card. I stored 1 extra Clay in there. If I should store 1 of the 2 Food I discarded in there, let me know.
Also you have to add the tiles to the board:

ghostofmars

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Re: Colonists (Era 2, End of Year 3, ghostofmars)
« Reply #153 on: March 21, 2018, 03:14:02 am »

Iron mine next to me and grove
Theater above librarian
Institute below Grand market
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Qvist

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Re: Colonists (Era 2, End of Year 3, ghostofmars)
« Reply #154 on: March 21, 2018, 04:08:14 am »

ghostofmars

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Qvist

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Re: Colonists (Era 2, End of Year 3, ghostofmars)
« Reply #156 on: March 22, 2018, 07:31:17 am »

Board:



New tiles:



New Market card:


ghostofmars

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Re: Colonists (Era 2, Year 4, Summer, Turn 1, ghostofmars)
« Reply #157 on: March 22, 2018, 09:26:40 am »

Build ironmine
Grove (taking a brick)
Librarian (taking a brick)
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Watno

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Re: Colonists (Era 2, Year 4, Summer, Turn 1, ghostofmars)
« Reply #158 on: March 22, 2018, 12:56:56 pm »

Build 3 Storage Sheds.
Sell 6 clay at right market.
Draw cards at Developer
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Jack Rudd

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Re: Colonists (Era 2, Year 4, Summer, Turn 1, ghostofmars)
« Reply #159 on: March 22, 2018, 02:56:34 pm »

Leap to bottom market, make bricks
Move to Builder, turn Farm into Estate
Move to Grand Baker, sell food
Activate everything
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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 2, Year 4, Summer, Turn 1, ghostofmars)
« Reply #160 on: March 22, 2018, 05:02:15 pm »

Build a theater
Jump to left market, make a brick
Developer +2 tools +2 planks

I activate the iron mine and the theater in the production phase and use all options of the industrialist colony.
I get 3w, 1c, 2p, 1b, 2i, 2$
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Qvist

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Re: Colonists (Era 2, Year 4, Summer, Turn 1, ghostofmars)
« Reply #161 on: March 24, 2018, 06:36:02 am »

ghostofmars, you have
3 Inactive Citizens
8 Tools & 5 Coins
3 Cards
4 Wood & 4 Clay & 2 Planks & 1 Brick & 4 Food



Watno, you have
2 Inactive Farmer & 3 Inactive Citizens
1 Tool & 10 Coins
6 Cards
1 Brick & 1 Clay & 4 Wood & 5 Food



Jack Rudd, you have
3 Inactive Farmer, 2 Inactive Citizens
5 Tools & 6 Coins
2 Cards
4 Wood & 4 Clay & 1 Plank



Board:



Watno, I assumed you meant Library not Developer, right? Also, sorry, I forgot to give you an additional tool in the last Production Phase because of your Workshop, fixed now.
Jack Rudd, to build your Estate you had to discard one good - one Clay, Food or Plank. You used all your Food later that turn, so I discarded a Clay for you. Let me know if you want to change that somehow.

Jack Rudd

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Re: Colonists (Era 2, Year 4, Winter, Turn 2, Watno)
« Reply #162 on: March 24, 2018, 07:17:23 am »

Yeah, Clay is fine.
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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 2, Year 4, Winter, Turn 2, Watno)
« Reply #163 on: March 24, 2018, 03:10:55 pm »

Ore Pit.
Left market for wood.
Develop (for real this time):
Ruin (+1 Brick)
Cottage: Pay 1 Tool (which i don't neeed to pay), 4 Wood, 1 Brick: +2 Farmer (worth 2 coins)
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Qvist

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Re: Colonists (Era 2, Year 4, Winter, Turn 2, Watno)
« Reply #164 on: March 27, 2018, 03:55:33 am »

Watno, you have
4 Inactive Farmer & 3 Inactive Citizens
3 Tool & 10 Coins
4 Cards
1 Brick & 1 Clay & 2 Wood & 5 Food



Board:





Jack Rudd

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Re: Colonists (Era 2, Year 4, Winter, Turn 3, Jack Rudd)
« Reply #165 on: March 27, 2018, 08:46:31 am »

Teleport to Market, take resources
Move to Diplomat, establish relations with storekeeper colony
Move to Joiner, make planks
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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 2, Year 4, Winter, Turn 3, Jack Rudd)
« Reply #166 on: March 27, 2018, 12:47:45 pm »

place the clay pocket next to the diplomat, the apartment builder North of that and the storage builder next to the hunting lodge builder
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Qvist

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Re: Colonists (Era 2, Year 4, Winter, Turn 3, Jack Rudd)
« Reply #167 on: March 28, 2018, 04:06:21 am »

ghostofmars, you have
1 Inactive Citizen
11 Tools & 7 Coins
3 Cards
7 Wood & 5 Clay & 4 Planks & 2 Bricks & 4 Food



Watno, you have
4 Inactive Farmer & 3 Inactive Citizens
7 Tools & 10 Coins
4 Cards
1 Brick & 5 Clay & 12 Wood & 9 Food



Jack Rudd, you have
3 Inactive Farmer, 2 Inactive Citizens
7 Tools & 6 Coins
2 Cards
9 Wood & 4 Clay & 2 Planks



Board:



Market Card:


ghostofmars

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Re: Colonists (Era 2, Year 5, Summer, Turn 1, ghostofmars)
« Reply #168 on: March 28, 2018, 07:23:03 am »

I miscalculated how much storage I would have :-[.
Discard two food
walk to the clay pocket
take 2 clay there and a plank on every step along the way
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Watno

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Re: Colonists (Era 2, Year 5, Summer, Turn 1, ghostofmars)
« Reply #169 on: March 29, 2018, 08:43:31 am »

Left market for 2 food, 1 wood
Take 1 brick at farm builder.
Transform 10 wood to 5 planks.
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Qvist

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Re: Colonists (Era 2, Year 5, Summer, Turn 1, ghostofmars)
« Reply #170 on: April 01, 2018, 06:44:19 am »

Sorry for the wait.

ghostofmars, you have
1 Inactive Citizen
11 Tools & 7 Coins
3 Cards
7 Wood & 7 Clay & 6 Planks & 2 Bricks & 2 Food



Watno, I assume you activate your sheds doing that because otherwise this wouldn't have been possible. Then you have
1 Inactive Farmer & 3 Inactive Citizens
7 Tools & 10 Coins
4 Cards
2 Bricks & 5 Clay & 3 Wood & 11 Food & 5 Planks



Board:


Jack Rudd

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Re: Colonists (Era 2, Year 5, Summer, Turn 3, Jack Rudd)
« Reply #171 on: April 01, 2018, 07:00:32 am »

Leap to right market, sell clay
Move to librarian, draw cards
Move to riverbank forest, take lots of wood
Activate everything
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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 2, Year 5, Summer, Turn 3, Jack Rudd)
« Reply #172 on: April 01, 2018, 07:38:50 am »

Upgrade two flats to apartments
Upgrade two sheds to storage houses
Build a hunting lodge


If I counted correctly, I don't need to activate the storage houses yet. I need to think a bit what exactly I want to do in the production phase.
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Watno

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Re: Colonists (Era 2, Year 5, Summer, Turn 3, Jack Rudd)
« Reply #173 on: April 02, 2018, 11:54:30 am »

Right market sell 4 clay.
Take brick at grove
Build iron mine
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Qvist

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Re: Colonists (Era 2, Year 5, Summer, Turn 3, Jack Rudd)
« Reply #174 on: April 03, 2018, 06:58:24 am »

Jack Rudd, did you want to sell 2 or 4 clay? Next time please specify. I just sold 2 clay for 1$. You have
3 Inactive Farmer, 2 Inactive Citizens
7 Tools & 8 Coins
4 Cards
13 Wood & 2 Clay & 2 Planks



ghostofmars, you have
5 Inactive Citizen, 2 Inactive Farmer
2 Tools & 7 Coins
3 Cards
5 Wood & 2 Clay & 2 Food & 2 Ore



Watno, you have
1 Inactive Farmer & 3 Inactive Citizens
5 Tools & 12 Coins
4 Cards
1 Clay & 3 Wood & 11 Food & 3 Planks & 1 Ore



Board:


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