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Author Topic: Terra Mystica I (America) - Kuildeous and hyramgraff win!  (Read 40595 times)

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Galzria

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Re: Terra Mystica I (America) - Round 3 - Dsell's turn
« Reply #200 on: February 26, 2013, 05:37:49 pm »

Upgrade M9 to a Temple

Kuildeous and Theorel may change 2 VP - 3 Power once more.
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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

Watno

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Re: Terra Mystica I (America) - Round 3 - Dsell's turn
« Reply #201 on: February 26, 2013, 05:40:56 pm »

What favour tile do you take?

@Dsell: No need to apologize, I think we're going at pretty insane speed anyway. I hope everything is clear now.
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Galzria

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Re: Terra Mystica I (America) - Round 3 - Dsell's turn
« Reply #202 on: February 26, 2013, 05:45:46 pm »

The 2 Air (4 Power)
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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: Terra Mystica I (America) - Round 3 - Kuildeous' turn
« Reply #203 on: February 26, 2013, 06:35:24 pm »

I take the power again.
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Kuildeous

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Re: Terra Mystica I (America) - Round 3 - Kuildeous' turn
« Reply #204 on: February 26, 2013, 09:43:06 pm »

I'll take the power from Galzria's move.

And I place a Priest on the Air track.
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hyramgraff

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Re: Terra Mystica I (America) - Round 3 - Kuildeous' turn
« Reply #205 on: February 26, 2013, 10:12:07 pm »

I will use my stronghold action to terraform J11 and build a dwelling.  The witches may (yet again) take 3 power for 2 VP.
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Kuildeous

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Re: Terra Mystica I (America) - Round 3 - Kuildeous' turn
« Reply #206 on: February 26, 2013, 10:17:59 pm »

I suspect I should be concerned about being in last place, but MORE POWER!
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Dsell

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Re: Terra Mystica I (America) - Round 3 - Kuildeous' turn
« Reply #207 on: February 27, 2013, 01:26:11 am »

I build a temple at T11, meaning that hyramgraff can take a power. I'll take the 1 fire favor tile for future coin income.
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theorel

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Re: Terra Mystica I (America) - Round 3 - Kuildeous' turn
« Reply #208 on: February 27, 2013, 07:09:15 am »

Bah, plans all messed up...silly playing with other people.

Okay, I burn 1 power to have 6 available.
I turn 3 into a worker and the other 3 into coins.
Then I Upgrade D-7 to a Temple.
and take the 2 air (4 power tile).
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Watno

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Re: Terra Mystica I (America) - Round 3 - Kuildeous' turn
« Reply #209 on: February 27, 2013, 08:16:50 am »

I build a temple at T11, meaning that hyramgraff can take a power.
This should be the only unresolved power gain. Note that Dsell will get a cult advance if you take it.

Galzria's turn.

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Galzria

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Re: Terra Mystica I (America) - Round 3 - Galzria's turn
« Reply #210 on: February 27, 2013, 09:04:40 am »

Is my board correct right now?

It has my available Coins at 4 (thought it should be 0?), Workers at 1 (thought it should be 0?) and power in bowl III as 2 (should be 6 from Favor tile? Or is that an action to convert?)
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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

Watno

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Re: Terra Mystica I (America) - Round 3 - Galzria's turn
« Reply #211 on: February 27, 2013, 09:10:00 am »

I forgot to have you pay for your temple. The power is right though, the favour tile adds to your income. You will get 4 extra power at the start of every round from now on.
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Galzria

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Re: Terra Mystica I (America) - Round 3 - Galzria's turn
« Reply #212 on: February 27, 2013, 09:27:57 am »

Argh. Hmm...

Pass, take the 4 Coins, Cult advance card - gain 1 coin.
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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

Watno

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Re: Terra Mystica I (America) - Round 3 - Galzria's turn
« Reply #213 on: February 27, 2013, 09:31:44 am »

To clarify: All favor tiles and bonus cards add to your income (bonus cards only for one round though). Town tiles, however, give you a one-time instant bonus.

Kuildeous' turn.
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hyramgraff

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Re: Terra Mystica I (America) - Round 3 - Kuildeous' turn
« Reply #214 on: February 27, 2013, 10:05:26 am »

I build a temple at T11, meaning that hyramgraff can take a power.
This should be the only unresolved power gain. Note that Dsell will get a cult advance if you take it.

I will reject the power gain.
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Kuildeous

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Re: Terra Mystica I (America) - Round 3 - Galzria's turn
« Reply #215 on: February 27, 2013, 10:27:06 am »

Spend 4 power to terraform N15. Build dwelling there.
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hyramgraff

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Re: Terra Mystica I (America) - Round 3 - Galzria's turn
« Reply #216 on: February 27, 2013, 10:29:53 am »

I will upgrade V7 to a temple and take the 1 fire & 3 coin favor tile.  The engineers get a free power.

Dsell's turn.
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Watno

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Re: Terra Mystica I (America) - Round 3 - Galzria's turn
« Reply #217 on: February 27, 2013, 10:54:14 am »

Spend 4 power to terraform N15. Build dwelling there.

This is not possible. That power action has already been taken this Round.

Forget what I said, was looking at the wrong game^^
« Last Edit: February 27, 2013, 10:55:31 am by Watno »
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Galzria

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Re: Terra Mystica I (America) - Round 3 - Dsell's turn
« Reply #218 on: February 27, 2013, 11:50:09 am »

I reject the free power!

... Ok, I don't. But it doesn't matter anyway since my income will fill me up at the start of next round. :P
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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

Dsell

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Re: Terra Mystica I (America) - Round 3 - Dsell's turn
« Reply #219 on: February 27, 2013, 11:55:28 am »

I am going to burn 6 power, turning them into coins, to upgrade my temple into a sanctuary. I'll take the 2 air favor tile and the "advance 1 space on every cult track" town tile for my new town! This immediately gives me 3 power (for fire and air). I get 7 vp for the town and 5 vp for building a sanctuary. Hyramgraff can again take a power if he wishes.
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Watno

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Re: Terra Mystica I (America) - Round 3 - Dsell's turn
« Reply #220 on: February 27, 2013, 12:03:51 pm »

You can't burn 6 power, since you only have 8 in bowl II. You'd need 12 power to do that (6 to burn and 6 to move to bowl III)
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Dsell

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Re: Terra Mystica I (America) - Round 3 - Dsell's turn
« Reply #221 on: February 27, 2013, 12:26:01 pm »

Woooooooow I don't know how I'm misunderstanding this game so badly. Ummm I have no idea what I'm doing then. Losing. Failing. Crashing and burning. I won't be able to get on for a couple hours but then I'll sort out this mess. :-\
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Dsell

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Re: Terra Mystica I (America) - Round 3 - Dsell's turn
« Reply #222 on: February 27, 2013, 03:27:22 pm »

Man that suuuuucks. This game is making me feel really stupid, but I still love it. I'll burn 3 power then and build another temple at V15. I'll take the 2 air favor tile.
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theorel

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Re: Terra Mystica I (America) - Round 3 - Dsell's turn
« Reply #223 on: February 27, 2013, 03:30:11 pm »

Pass and take the 3 power/shipping bonus card
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Kuildeous

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Re: Terra Mystica I (America) - Round 3 - Dsell's turn
« Reply #224 on: February 27, 2013, 03:44:56 pm »

Use Stronghold ability to build free Dwelling at D11.
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