Dominion Strategy Forum

Please login or register.

Login with username, password and session length
Pages: 1 ... 8 9 [10] 11 12 ... 14  All

Author Topic: Colonists (Game End, Watno won)  (Read 41370 times)

0 Members and 2 Guests are viewing this topic.

Qvist

  • Mountebank
  • *****
  • Offline Offline
  • Posts: 2400
  • Shuffle iT Username: Qvist
    • View Profile
Re: Colonists (Era 3, Year 3, Summer, Turn 1, ghostofmars)
« Reply #225 on: May 08, 2018, 08:41:51 am »

I am blind.

Qvist

  • Mountebank
  • *****
  • Offline Offline
  • Posts: 2400
  • Shuffle iT Username: Qvist
    • View Profile
Re: Colonists (Era 3, Year 3, Summer, Turn 1, ghostofmars)
« Reply #226 on: May 08, 2018, 08:58:18 am »

ghostofmars, you have
2 Inactive Merchants, 2 Inactive Citizen, 0 Inactive Farmer
3 Tools & 16 Coins
3 Cards
2 Wood & 4 Food & 1 Ore & 2 Robe & 1 Coal & 2 Iron



Watno, you have
1 Inactive Merchant, 2 Inactive Citizen, 4 Inactive Farmer
5 Tools & 14 Coins
3 Cards
1 Wood & 9 Food & 2 Clay & 2 Ore & 5 Planks



Board:


ghostofmars

  • Moneylender
  • ****
  • Offline Offline
  • Posts: 162
    • View Profile
Re: Colonists (Era 3, Year 3, Summer, Turn 3, Jack Rudd)
« Reply #227 on: May 08, 2018, 12:36:47 pm »

The altruist is still on the clay and should be on the ore pit.
Logged

Jack Rudd

  • Saboteur
  • *****
  • Offline Offline
  • Posts: 1323
  • Shuffle iT Username: Jack Rudd
    • View Profile
Re: Colonists (Era 3, Year 3, Summer, Turn 3, Jack Rudd)
« Reply #228 on: May 10, 2018, 03:47:12 pm »

Move Altruist onto Grove
Move to Joiner, make 2 planks
Leap to bottom Market, take resources
Move 1 north, create an Estate
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 3, Year 3, Summer, Turn 3, Jack Rudd)
« Reply #229 on: May 11, 2018, 03:39:19 am »

Swap developer and joiner
Take 3 clay
developer build assembly hall
move altruist to grand baker
go to riverbank forest taking 1 iron
Logged

Qvist

  • Mountebank
  • *****
  • Offline Offline
  • Posts: 2400
  • Shuffle iT Username: Qvist
    • View Profile
Re: Colonists (Era 3, Year 3, Summer, Turn 3, Jack Rudd)
« Reply #230 on: May 12, 2018, 06:18:22 am »

Jack Rudd

Move Altruist onto Grove -> Okay
Move to Joiner, make 2 planks -> Because of the discount of Altruist, you basically exchange 2 Wood into 2 Planks, so okay as well
Leap to bottom Market, take resources -> Your storage is full, what should I discard?
Move 1 north, create an Estate -> You have to pay 3 Wood but no Wood is in your available storage, what should I discard?

Jack Rudd

  • Saboteur
  • *****
  • Offline Offline
  • Posts: 1323
  • Shuffle iT Username: Jack Rudd
    • View Profile
Re: Colonists (Era 3, Year 3, Summer, Turn 3, Jack Rudd)
« Reply #231 on: May 12, 2018, 06:26:19 am »

Discard Food
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 3, Year 3, Summer, Turn 3, Jack Rudd)
« Reply #232 on: May 12, 2018, 09:15:28 am »

Jack Rudd, you have
5 Inactive Farmer, 4 Inactive Citizens
14 Tools & 9 Coins
5 Cards
8 Wood & 2 Clay & 1 Food & 7 Planks & 1 Ore & 2 Coal



ghostofmars, you have
2 Inactive Merchants, 2 Inactive Citizen, 0 Inactive Farmer
5 Tools & 16 Coins
2 Cards
1 Wood & 4 Food & 2 Ore & 2 Robe & 1 Coal & 2 Iron



Board:


Watno

  • Margrave
  • *****
  • Offline Offline
  • Posts: 2745
  • Shuffle iT Username: Watno
    • View Profile
Re: Colonists (Era 3, Year 3, Winter, Turn 2, Watno)
« Reply #233 on: May 14, 2018, 12:11:35 pm »

Swap Head Official and Grove
Go to Head Official and take SP, taking 2 coal on the way with lords.
Also, replace another Storage with a Theater.
« Last Edit: May 14, 2018, 12:13:22 pm by Watno »
Logged

ghostofmars

  • Moneylender
  • ****
  • Offline Offline
  • Posts: 162
    • View Profile
Re: Colonists (Era 3, Year 3, Winter, Turn 2, Watno)
« Reply #234 on: May 14, 2018, 12:41:02 pm »

Go to Head Official and take SP
Well it was a good run. I didn't expect it to last that long.
Logged

ghostofmars

  • Moneylender
  • ****
  • Offline Offline
  • Posts: 162
    • View Profile
Re: Colonists (Era 3, Year 3, Winter, Turn 2, Watno)
« Reply #235 on: May 18, 2018, 01:09:32 pm »

Jack?
Logged

Jack Rudd

  • Saboteur
  • *****
  • Offline Offline
  • Posts: 1323
  • Shuffle iT Username: Jack Rudd
    • View Profile
Re: Colonists (Era 3, Year 3, Winter, Turn 2, Watno)
« Reply #236 on: May 18, 2018, 06:25:04 pm »

Leap to left market, take resources
Move NW, build storage shed
Move NW, upgrade flat to apartment

Still no idea what I'm doing, but I'm getting lots of workers to not do it with.
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 3, Year 3, Winter, Turn 2, Watno)
« Reply #237 on: May 21, 2018, 04:49:36 am »

This week I am in sort of holidays, having limited access to my computer. I will see what I can do to update.

Qvist

  • Mountebank
  • *****
  • Offline Offline
  • Posts: 2400
  • Shuffle iT Username: Qvist
    • View Profile
Re: Colonists (Era 3, Year 3, Winter, Turn 2, Watno)
« Reply #238 on: May 28, 2018, 04:18:17 am »

I apologize again for the break.

Watno, how would you like to distribute the new tiles? And would you like to activate your Theater?
ghostofmars, what do you like to do with Industrialist and Altruist?

Watno

  • Margrave
  • *****
  • Offline Offline
  • Posts: 2745
  • Shuffle iT Username: Watno
    • View Profile
Re: Colonists (Era 3, End of Year 3)
« Reply #239 on: May 28, 2018, 02:58:16 pm »

Riverbank Grove below Head Official,
Community Hall Builder between Ore Pit and Theater Builder.
Customs Office Builder between Iron Mine and Tailor Shop Builder,

i'm activating the Theater and also swapping two Factories to yellow.
Logged

ghostofmars

  • Moneylender
  • ****
  • Offline Offline
  • Posts: 162
    • View Profile
Re: Colonists (Era 3, Year 2, Winter, Turn 3, Jack Rudd)
« Reply #240 on: May 28, 2018, 06:32:02 pm »

For the production phase, could you please verify that if I keep all set as is and use all features of industrialist colony + food/robe/coal from altruist I get the following resources
-1 wood, +1 clay, +2 plank, +2 brick, +2 ore, +2 coal, +1 food, +1 robe, +2$
If that is correct then that is exactly what I will do.
Same production/altruist choices as last year, except that I produce 3 more food because of the altruist ambassador.
Logged

Qvist

  • Mountebank
  • *****
  • Offline Offline
  • Posts: 2400
  • Shuffle iT Username: Qvist
    • View Profile
Re: Colonists (Era 3, End of Year 3)
« Reply #241 on: May 29, 2018, 09:10:42 am »

Watno, the Riverbank Forest had only one valid spot as it has to replace a Riverbank Grove, so I did that instead.
ghostofmars, you have to remove one of your stewards. Which one do you like to keep?
Jack Rudd, I forgot to ask what you like for Altruist choice. I gave you a Brick. Let me know if you want 2 Wood, 1 Clay or 1 Plank instead.

Watno, you have
1 Inactive Merchant, 0 Inactive Citizen, 6 Inactive Farmer
9 Tools & 18 Coins
3 Cards
7 Wood & 5 Food & 5 Clay & 6 Ore & 5 Planks & 2 Coal



Jack Rudd, you have
4 Inactive Farmer, 6 Inactive Citizens
15 Tools & 9 Coins
5 Cards
14 Wood & 2 Clay & 4 Food & 6 Planks & 1 Ore & 2 Coal & 1 Brick



ghostofmars, you have
2 Inactive Merchants, 2 Inactive Citizen, 0 Inactive Farmer
8 Tools & 18 Coins
2 Cards
8 Food & 4 Ore & 3 Robes & 3 Coal & 2 Iron & 1 Clay & 2 Bricks & 2 Planks



Board:



New tiles:



New market:


Watno

  • Margrave
  • *****
  • Offline Offline
  • Posts: 2745
  • Shuffle iT Username: Watno
    • View Profile
Re: Colonists (Era 3, Year 4, Summer, Turn 1, Watno)
« Reply #242 on: May 29, 2018, 05:29:51 pm »

Swap the lower Clayburner and Joiner.
Go to Librarian taking 2 ore on the way, thena activate Librarian
Logged

ghostofmars

  • Moneylender
  • ****
  • Offline Offline
  • Posts: 162
    • View Profile
Re: Colonists (Era 3, Year 4, Summer, Turn 1, Watno)
« Reply #243 on: May 29, 2018, 06:00:35 pm »

Remove the steward on the developer.
Logged

Qvist

  • Mountebank
  • *****
  • Offline Offline
  • Posts: 2400
  • Shuffle iT Username: Qvist
    • View Profile
Re: Colonists (Era 3, Year 4, Summer, Turn 1, Watno)
« Reply #244 on: June 05, 2018, 09:43:20 am »

Bump Jack Rudd

Jack Rudd

  • Saboteur
  • *****
  • Offline Offline
  • Posts: 1323
  • Shuffle iT Username: Jack Rudd
    • View Profile
Re: Colonists (Era 3, Year 4, Summer, Turn 1, Watno)
« Reply #245 on: June 05, 2018, 06:13:07 pm »

Move NE, build
Move NE, convert resources
Move to right-hand market, take resources
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 3, Year 4, Summer, Turn 1, Watno)
« Reply #246 on: June 06, 2018, 06:25:40 am »

Move NE, build
Move NE, convert resources
Move to right-hand market, take resources
If I tracked the actions correctly your second action is on the joiner (that Watno swapped). Then you need to specify how much wood you want to convert to planks.

Swap ore pit with grove
Altruist jumps to left market and moves to ore pit
My steward goes to librarian;
north converting 3 ore and 2 coal to 2 iron using the altruist;
north to the builder, building 1 boarding house.

If I can activate the building at any time to get the extra steward, I will wait until next turn after I saw my new cards. Otherwise, activate it paying 2 food and 1 robe and place the steward on the market next to the developer.
Logged

Jack Rudd

  • Saboteur
  • *****
  • Offline Offline
  • Posts: 1323
  • Shuffle iT Username: Jack Rudd
    • View Profile
Re: Colonists (Era 3, Year 4, Summer, Turn 1, Watno)
« Reply #247 on: June 06, 2018, 10:47:11 am »

Ah, it's on the joiner, is it? Make 3 planks
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 3, Year 4, Summer, Turn 1, Watno)
« Reply #248 on: June 07, 2018, 03:24:55 am »

Watno, you have
1 Inactive Merchant, 0 Inactive Citizen, 6 Inactive Farmer
9 Tools & 19 Coins
5 Cards
7 Wood & 5 Food & 5 Clay & 8 Ore & 5 Planks & 2 Coal



Jack Rudd, you have
5 Inactive Farmer, 5 Inactive Citizens
13 Tools & 9 Coins
5 Cards
8 Wood & 2 Clay & 6 Food & 8 Planks & 1 Ore & 2 Coal



ghostofmars, you have
2 Inactive Merchants, 2 Inactive Citizen, 0 Inactive Farmer
6 Tools & 19 Coins
4 Cards
8 Food & 1 Ore & 3 Robes & 1 Coal & 3 Iron & 1 Clay & 1 Brick & 1 Plank



Board:



Watno

  • Margrave
  • *****
  • Offline Offline
  • Posts: 2745
  • Shuffle iT Username: Watno
    • View Profile
Re: Colonists (Era 3, Year 4, Winter, Turn 1, Watno)
« Reply #249 on: June 10, 2018, 12:39:49 pm »

Swap Clay Burner and Riverbank
Make 2 bricks at Clay burner
Take 1 coal at Clay Pit
Make 3 iron (using coal for all)
Logged
Pages: 1 ... 8 9 [10] 11 12 ... 14  All
 

Page created in 0.064 seconds with 20 queries.