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Author Topic: Power Grid I (Game Over-liopoil wins!)  (Read 47091 times)

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liopoil

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Re: Power Grid I (Turn 8, Buying Resources-Tables)
« Reply #575 on: April 23, 2013, 07:14:37 pm »

Build: 6 cities for 120$ (20 each)

Connection costs: 0$ for savannah
4$ for Tampa
4$ for Miami
7$ for Atlanta
3$ for Birmingham
6$ for Memphis

Connection costs=24$


Savannah, Tampa, Miama, Atlanta, Birmingham, and Memphis for 144$
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theorel

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Re: Power Grid I (Turn 8, Buying Resources-Tables)
« Reply #576 on: April 23, 2013, 09:01:09 pm »

I build Portland, Kansas City and Oklahoma City for $56.  Update incoming...
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theorel

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Re: Power Grid I (Turn 9, Building Phase)
« Reply #577 on: April 23, 2013, 09:03:40 pm »

Last Turn, so I'm not updating resource market.

Current Game State: Turn 9, Building Phase.

Turn Order (# cities)
1. Galzria (14)
2. Tables (13)
3. QVist (12)
4. theorel (14)
5. liopoil (16)

Power Plant Market:
(finished presumably)

Player Information:
1. Galzria (14)
Plants(Resources):
1. 50:_->6 2. 31: 3C->6 (3) 3. 27: _->3
Money: $114
2. Tables (13)
Plants(Resources):
1. 26: 2O->5 (2) 2. 21: 2C/O->4 (2C) 3. 32: 3O->6 (3)
Money: $134 - 23 = $111
3. QVist (12)
Plants(Resources):
1. 29: 1C/O->4 (1O)  2. 34: 1U->5 (1) 3.  30: 3G->6 (3)
Money: $75 - 21 = $54
4. theorel (14)
Plants(Resources):
1. 39: 1U->6 (1) 2. 25: 2C->5 (2) 3. 15: 2C->3 (2)
Money: $63 - 56 = $7
5. liopoil (16)
Plants(Resources):
1. 28: 1U->4 (1) 2. 38: 3G->7 (3) 3. 35: 1O->5 (1)
Money: $152 - 144 = $8


Game Ends at end of this Phase

We are in Step 3.

Map:


Let me know if anything looks off...
« Last Edit: April 23, 2013, 09:06:27 pm by theorel »
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Qvist

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Re: Power Grid I (Turn 9, Building-QVist)
« Reply #578 on: April 24, 2013, 07:12:25 am »

Seattle and Portland for $42.

theorel

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Re: Power Grid I (Turn 9, Building-QVist)
« Reply #579 on: April 24, 2013, 07:24:36 am »

Tables builds Raleigh/Norfolk for $50.

Map:
« Last Edit: April 24, 2013, 07:28:11 am by theorel »
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Galzria

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Re: Power Grid I (Turn 9, Building-Galzria)
« Reply #580 on: April 24, 2013, 11:33:25 am »

Jacksonville for $20

Good game everybody. If only you people had bid Liopoil up, forcing a 15 city game winner!
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Quote from: Voltgloss
Derphammering is when quickhammers go derp.

Faust has also been incredibly stubborn this game. In other news, it's hot in the summer, and water falls from the sky when it rains.


Mafia Record:
TOWN Wins: M3, M5, M6, M11, M17, M28, M32, M105, M108, M114, M118, M120, M122, DM1, DoM1, OZ2, RM45, RM47, RM48, RM49, RM55
TOWN Losses: M4, M7, M8, M9, M13, M14, M18, M31, M110, M111, M113, M117, M125, RM3, RM4, RM54
SCUM Wins: M2, M19, M23, M100, DM3, RM1, RM2, RM48, RM50
SCUM Losses: M15 (SK), M102 (Tr), OZ1, RM55

Total Wins: 30
Total Losses: 20

theorel

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Re: Power Grid I (Turn 9, Building Phase)
« Reply #581 on: April 24, 2013, 02:22:13 pm »

Current Game State: Turn 9, Bureaucracy/End-Game

Turn Order (# cities)
1. Galzria (15)
2. Tables (15)
3. QVist (14)
4. theorel (14)
5. liopoil (16)

Player Information:
1. Galzria (15)
Plants(Resources):
1. 50:_->6 2. 31: 3C->6 (3-3) 3. 27: _->3
Money: $114 - 20 = $94
2. Tables (15)
Plants(Resources):
1. 26: 2O->5 (2-2) 2. 21: 2C/O->4 (2C-2) 3. 32: 3O->6 (3-3)
Money: $111 - 50 = $61
3. QVist (14)
Plants(Resources):
1. 29: 1C/O->4 (1O-1)  2. 34: 1U->5 (1-1) 3.  30: 3G->6 (3-3)
Money: $12
4. theorel (14)
Plants(Resources):
1. 39: 1U->6 (1-1) 2. 25: 2C->5 (2-2) 3. 15: 2C->3 (2-2)
Money: $7
5. liopoil (16)
Plants(Resources):
1. 28: 1U->4 (1-1) 2. 38: 3G->7 (3-3) 3. 35: 1O->5 (1-1)
Money: $8

Galzria powers 15 cities, ending with $94.
Tables powers 15 cities, ending with $61.
QVist powers 14 citites, ending with $12.
theorel powers 14 cities, ending with $7.
liopoil powers 16 cities, ending with $8 and wins.

Final Standing:
1. liopoil
2. Galzria
3. Tables
4. QVist
5. bozzball/theorel
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theorel

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Re: Power Grid I (Turn 9, Building-Galzria)
« Reply #582 on: April 24, 2013, 02:22:48 pm »

good game everyone.
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Galzria

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Re: Power Grid I (Turn 9, Building Phase)
« Reply #583 on: April 24, 2013, 02:26:14 pm »

Well GG, Bozz has won. Bottom right is going to be so expensive now that none of [liopoil, Galzria, Tables] have a chance.

Final Standing:
1. liopoil
2. Galzria
3. Tables
4. QVist
5. bozzball/theorel

;D
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Quote from: Voltgloss
Derphammering is when quickhammers go derp.

Faust has also been incredibly stubborn this game. In other news, it's hot in the summer, and water falls from the sky when it rains.


Mafia Record:
TOWN Wins: M3, M5, M6, M11, M17, M28, M32, M105, M108, M114, M118, M120, M122, DM1, DoM1, OZ2, RM45, RM47, RM48, RM49, RM55
TOWN Losses: M4, M7, M8, M9, M13, M14, M18, M31, M110, M111, M113, M117, M125, RM3, RM4, RM54
SCUM Wins: M2, M19, M23, M100, DM3, RM1, RM2, RM48, RM50
SCUM Losses: M15 (SK), M102 (Tr), OZ1, RM55

Total Wins: 30
Total Losses: 20

theorel

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Re: Power Grid I (Turn 9, Building-Galzria)
« Reply #584 on: April 24, 2013, 02:29:43 pm »

Here's the discussion thread...which is to say, mostly my analysis of the first few turns as prompted by eHalcyon :)
http://www.quicktopic.com/49/H/NxJUsrTr4wH

tl;dr
QVist/bozzball didn't expand enough.  It was anyone's game between the other three up to the point where bozzball dropped out.  I tried to analyze the positions among liopoil-Galzria-Tables, but it was based on a lot of speculation.
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Galzria

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Re: Power Grid I (Turn 9, Building-Galzria)
« Reply #585 on: April 24, 2013, 02:45:57 pm »

I made one big mid game mistake that cost me a full turn really. Bought a plant that I absolutely shouldn't have. And the ~$25 saved could've potentially ended the game a turn sooner.

Beyond that, I was happy with my choices. The only one I can really question is my last plant replacement, but I had to honestly hope that there would be some bidding on #38 against liopoil. I could've bid there instead of #50. Hmm. I'll think about this last turn some. Thing is, I knew Tables was playing to 15,  so I was playing to Theorel's decisions, which I couldn't really know ahead of time. Still, I thought #38 would be a bigger draw.
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Quote from: Voltgloss
Derphammering is when quickhammers go derp.

Faust has also been incredibly stubborn this game. In other news, it's hot in the summer, and water falls from the sky when it rains.


Mafia Record:
TOWN Wins: M3, M5, M6, M11, M17, M28, M32, M105, M108, M114, M118, M120, M122, DM1, DoM1, OZ2, RM45, RM47, RM48, RM49, RM55
TOWN Losses: M4, M7, M8, M9, M13, M14, M18, M31, M110, M111, M113, M117, M125, RM3, RM4, RM54
SCUM Wins: M2, M19, M23, M100, DM3, RM1, RM2, RM48, RM50
SCUM Losses: M15 (SK), M102 (Tr), OZ1, RM55

Total Wins: 30
Total Losses: 20

Qvist

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Re: Power Grid I (Turn 9, Building-Galzria)
« Reply #586 on: April 24, 2013, 02:48:37 pm »

I'm pretty pleased with the result of the first time playing this.
I was struggling the first few turns what I should do/prioritize and how all the mechanics work together, but got then a more and more better understanding.
Yeah, I didn't expand enough, I didn't understand how important that was (like you said in the QT).

I enjoyed this although I dislike how much actually is calculating through was. But I would definitely play another game.
Thanks for moderating this.

theorel

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Re: Power Grid I (Turn 9, Building-Galzria)
« Reply #587 on: April 24, 2013, 03:37:23 pm »

I made one big mid game mistake that cost me a full turn really. Bought a plant that I absolutely shouldn't have. And the ~$25 saved could've potentially ended the game a turn sooner.

Beyond that, I was happy with my choices. The only one I can really question is my last plant replacement, but I had to honestly hope that there would be some bidding on #38 against liopoil. I could've bid there instead of #50. Hmm. I'll think about this last turn some. Thing is, I knew Tables was playing to 15,  so I was playing to Theorel's decisions, which I couldn't really know ahead of time. Still, I thought #38 would be a bigger draw.

Yeah, I couldn't really figure what to do.  I mean I couldn't possibly power 15 cities, (I could barely power 14).  I couldn't realistically keep all 3 of you from doing so (certainly since you had the resources for it).  So, I just figured I'd go for 14 powered cities, and forget about anything else.
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theorel

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Re: Power Grid I (Turn 9, Building-Galzria)
« Reply #588 on: April 24, 2013, 03:38:46 pm »

Also, looking back over the QT thread...liopoil why did you buy the 24 over the 21?
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liopoil

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Re: Power Grid I (Turn 9, Building-Galzria)
« Reply #589 on: April 24, 2013, 03:40:08 pm »

I was very surprised at your replacement choice Galz. I thought you could power 17 this round.


I thought I was done for when I realized the yellow region was excluded...


Turn 8 not being the last round really helped me. It let me do nothing to stall, to become the last person in the turn order, which really helped.
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liopoil

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Re: Power Grid I (Turn 9, Building-Galzria)
« Reply #590 on: April 24, 2013, 03:49:11 pm »

I took the 24# because I planned to save two garbage to move to my plant #38 in the last round. okay, but really, I thought that the price of garbage would get cheaper than it did.


Actually, looking back, I said:
but I wanted the windmill! :(  ahh well; garbage monopoly time :D

I take 24 for 24
I wanted the windmill, which got pushed out by a cheaper plant. I'm not sure why I wanted the windmill, and bidding on 21 was probably the better move.
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Tables

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Re: Power Grid I (Turn 9, Building-Galzria)
« Reply #591 on: April 24, 2013, 07:48:52 pm »

Oh, third. I thought I had the money for second, oh well.

Somehow, despite the information being more readily available for analysis by forum, I found I had less grasp on what was going on than in a F2F game. I'm not really sure why... maybe it's just not quite the right game for a PBF.
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...spin-offs are still better for all of the previously cited reasons.
But not strictly better, because the spinoff can have a different cost than the expansion.
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