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Messages - Qvist

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2376
Sorry, Crystal Mastery...I keep getting the name wrong.
And I meant to say that I used the Move 4 to move to my keep.  (I played it, just forgot to use it)

Ah yes, makes much more sense now.  :P

2377
Recruit Catapults.

But you can't recruit Catapults. They can only be recruited at a Keep or at a City.

Edit: The problem is, you can't recruit any unit there, unfortunately.

2378
Play Crystallization to duplicate my blue crystal.
I might be mistaken, but I don't think thats possible. You have to pay a mana.

I think he means:

Crystal Mastery Gain a crystal to your Inventory of the same color as a crystal you already own. /// Any crystal you spend this turn are returned to your Inventory at the end of the turn.

and not

Crystallize When you play this, also pay one mana of a basic color. Gain a crystal of that color to your Inventory. /// Gain a crystal of any color to your Inventory.

2380
Non-Mafia Game Threads / Re: Red November - Hamster has been rebooted
« on: April 15, 2013, 06:11:26 am »
Hey awesome.

I think you should unblock a door. Either to Room 4 or to Room 8.

2381
OK, Construction is taken care of.

Anyone want to fire an employee?

I can't talk for everyone, but I like to keep mine.

2382
Oh no, come on. Well, then I think I take the $12 spot.

2383
Other Games / Re: Stratego
« on: April 14, 2013, 05:07:46 pm »
I like this game also a lot, but I haven't played this since a long time.
On a side note: Has anyone tried out "Confusion - Espionage and Deception in the Cold War" ?

2384
Game state: https://docs.google.com/spreadsheet/ccc?key=0AjovnuYeeSkidG9MNFRlQW5VaTRleFQtT3dZV2k4S3c&usp=sharing

Fame: Goldyx: 29 / Norowas: 31 / Tovak: 49 / Arythea: 45
Influence: Goldyx: 1 / Norowas: -1 / Tovak: 5 / Arythea: -2

Advanced Actions:
Agility Move 2. During combat this turn, you may spend Move points left from Move phase as Attack points one for one. /// Move 4. During combat this turn, you may spend Move points left from Move phase as Attack points one for one, or 2 Move points for 1 point of Ranged Attack.
Magic Talent Discard a card from your hand. You may play one Spell card in the Spells offer this turn as if it were in your hand. That card remains in the Spells offer. /// When you play this, pay a mana of any color. Gain a Spell card of that color from the Spells offer and put it in your discard pile.
Swift Bolt Gain a white crystal to you Inventory. /// Ranged Attack 4

Spells:
Expose / Mass Expose Target enemy loses all fortifications and resistances this combat. Ranged Attack 2. /// Enemies lose all fortifications this combat, or enemies lose all resistances this combat. Ranged Attack 3.
Call to Arms / Call to Glory You may use an ability of one Unit in the Units offer this turn, as if it were one of your recruits. You cannot assign damage to this Unit. ///Recruit any one Unit from the Units offer for free. (If you are at your Command limit, you must disband one of your Units first.)
Mana Meltdown / Mana Radiance Each other player must randomly choose a crystal in their Inventory to be lost. You may gain one crystal lost this way to your Inventory. Any player that had no crystal in their Inventory when you played this, takes a Wound instead. /// When you play this, choose a basic mana color. Each player, including you, takes a Wound for each crystal of that color they own. Gain two crystal of the chosen color to your Inventory.

Units:
Fire Golems Cost 8 / Level 3 / Armour 4 (Physical and Fire Resistance) / Recruitable in Keep or Mage Tower / Attack or Block 3 /// Ranged Fire Attack 4
Peasants Cost 4 / Level 1 / Armour 3 / Recruitable in Village / Attack or Block 2 /// Influence 2 /// Move 2
Amotep Freezers Cost 8 / Level 3 / Armour 6 / Recruitable in Keep or City / Attack or Block 5 /// Target enemy does not attack this combat and it gets Armor -3 (to a minimum of 1).
Utem Guardsmen Cost 5 / Level 2 / Armour 5 / Recruitable in Village or Keep / Attack 2 /// Block 4. Any enemy blocked this way loses Swiftness.
Catapults Cost 9 / Level 3 / Armour 4 / Recruitable in Keep or City / Siege Attack 3 /// Siege Fire Attack 5 /// Siege Ice Attack 5
Utem Swordsmen Cost 6 / Level 2 / Armour 4 / Recruitable in Keep / Attack or Block 3 /// Attack or Block 6. This Unit becomes Wounded.

Monastery Advanced Actions                                                            
Refreshing Walk Move 2 and Heal 1 /// Move 4 and Heal 2
Song of Wind Move 2. The Move cost of plains, deserts and wastelands is reduced by 1, to a minimum of 0 this turn. /// Move 2. The Move cost of plains, deserts and wastelands is reduced by 2, to a minimum of 0. You may pay a blue mana to be able to travel through lakes for Move cost 0 this turn.

Common Skill Offer:
Motivation Once a round, on any players turn: Flip this to draw 2 cards. If you have the least fame (not tied), also gain a blue mana token. You cannot use another motivation skill until the end of your next turn.
Motivation Once a round, on any players turn: Flip this to draw 2 cards. If you have the least fame (not tied), also gain a red mana token. You cannot use another motivation skill until the end of your next turn.
Bright Negotiation Once a turn: Influence 3 (during the Day) or Influence 2 (at Night)
Healing Ritual Once a Round, except in combat: Flip this to throw away up to two Wounds from your hand. One of them goes to the hand of the closest hero (if tied, you choose) instead of to the Wound pile.
Prayer of Weather Once a Round: Put this Skill token in the center. Until start of your next turn, the Move cost of all terrain is reduced by 2 for you (to a minimum of 1), and is increased by 1 for all other players (to a maximum of 5). Then take this token back and flip it.                                                            
Dark Negotiation Once a turn: Influence 2 (during the Day), or Influence 3 (at Night).
Night Sharpshooting Once a turn: Ranged attack 1 (durng the Day), or Ranged attack 2 (during the Night)
Cold Swordsmanship Once a turn: Attack 2, or Ice attack 2
Source Freeze Once a Round: Put this skill token in the Source. While it is there other players cannot use their usual one die from the Source. On your next turn, gain one crystal of any basic color represented in the Source to your inventory (do not reroll that die) then take this token back and flip it.
Shield Mastery Once a turn: Block 3, or Fire block 2, or Ice block 2                           
                                                            
Mana Source:
White / Green / Green / Green / Blue / Black

Map:


Goldyx (Jorbles):
Level 5 / Armour 3 / Hand Limit 5 / Piles (Draw/Hand/Discard): 12/6/3 / Tactics: 2: Long Night One time this Night, if your Deed deck is empty, you may shuffle your discard pile and put 3 cards at random back into your Deed deck. Then flip this card face down.      
Crystals: Blue, Green, Blue
Skills: Universal Power Once a turn: You may add one mana to a card played sideways. If you do, the card gives +3 instead of +1. If it is an Action or Spell card of the same color as that mana, it gives +4.
         Flight Once a Round: Flip this to move to an adjacent space for free, or to move two spaces for 2 Move points. You must end this move in a safe space. This move does not provoke rampaging enemies.                                                         
Units (1/3): Guardian Golems Cost 7 / Level 2 / Armour 3 (Physical Resistance) / Recruitable in Keep or Mage Tower / Attack or Block 2 /// Fire Block 4 /// Ice Block 4

Tovak (pops):
Level 7 / Armour 4 / Hand Limit 6 / Piles (Draw/Hand/Discard): 8/8/6 / Tactics: 3: Mana Search Once per turn, before you use mana from the Source, you may reroll up to two mana dice in the Source. When choosing dice to reroll, you must pick gold (depleted) dice first, if there are any.                                       
Crystals: White, White, White, Green, Green, Blue, Blue, Red, Red
Skills: Double Move Once a turn: Move 2 (during the Day), or Move 1 (during the Night)
         Red Crystal Craft Once a Round: Flip this to gain one blue crystal to your Inventory, and one red mana token.
         I Don't Give a Damn Once a turn: One card played sideways gives you +2 instead of +1. If it's an advanced action, spell or artifact, it gives +3 instead.
Units (2/4): Utem Crossbowmen Cost 6 / Level 2 / Armour 4 / Recruitable in Village or Keep / Attack or Block 3 /// Ranged Attack 2
                 Utem Guardsmen (wounded) Cost 5 / Level 2 / Armour 5 / Recruitable in Village or Keep / Attack 2 /// Block 4. Any enemy blocked this way loses Swiftness.

Norowas (theorel):
Level 5 / Armour 3 / Hand Limit 6 / Piles (Draw/Hand/Discard): 16/8/0 / Tactics: 5: Preparation When you take this Tactic, search your deck for any one card and put it into your hand, then shuffle your deck.
Crystals: Blue, White, Green, Green
Skills: Leaves in the Wind Once a Round: Flip this to gain one green crystal to your Inventory, and one white mana token.
         Leadership Once a turn: When activating a Unit, add +3 to its Block, or +2 to its Attack. or +1 to its Ranged (not Siege) Attack, regardless of its elements.
Units (2/3): Foresters (wounded) Cost 5 / Level 1 / Armour 4 / Recruitable in Village / Move 2. The move cost of forests, hills and swamps is reduced by 1 this turn, to a minimum of 0 /// Block 3
                 Red Cape Monks Cost 7 / Level 2 / Armour 4 / Recruitable in Monastery / Attack or Block 3 /// Fire Attack or Fire Block 4

Arythea (Watno):
Level 6 / Armour 3 / Hand Limit 6 / Piles (Draw/Hand/Discard): 20/7/0 / Tactics: 6: Sparing Power Once before the start of each of your turns, choose one: Put the top card of your Deed deck face down under this card, or flip this card face down and put all Deed cards under it into your hand.
Crystals: Red, White, White, Green, Blue
Skills: Power of Pain Once a turn: You can play one Wound sideways, as if it were a non-Wound card. It gives +2 instead of +1. At the end of your turn, put that Wound in your discard pile.
         Burning Power Once a turn: Siege Attack 1, or Fire Siege Attack 1.
         Hot Swordsmanship Once a turn: Attack 2, or Fire Attack 2.
Units (1/3): Peasants (double wounded) Cost 4 / Level 1 / Armour 3 / Attack or Block 2 /// Influence 2 /// Move 2

2385
Seems good.
Rolled 1d6 : 2, total 2

2386
zoomed in a little because I guess you don't need all the map now


2387
Just wanted to make sure as you didn't make it bold: Final choice?

edit: And I guess you use Double Move to accomplish that?

2388
Sir Palamedes Eevee draws "Despair" and adds it to the Holy Grail Quest.
Sir Palamedes Eevee discards a card to move Excalibur closer to victory.

Players (Turn Order)
King Arthur Jorbles       Life: 3 Cards: 7
Sir Gawain Kuildeous     Life: 2 Cards: 7
Sir Galahad mail-mi      Life: 3 Cards: 8
Sir Palamedes Eevee    Life: 2 Cards: 4
Sir Percival Tables        Life: 3 Cards: 7

For better reading: Black = red, white = green
Quests
Tournament vs the Black Knight Perpetual, Solo, Combat Quest (Outcome: 1 Sword, 3 Cards, 1 Life Point)   X|_|_|_    _|_ _|_
Dragon's Quest Combat Quest (Outcome: 2 Swords, 7 Cards, 2 Life Points)                                              X|_|_|_|_    4|_|_ _|_|_ _|_|_ 
Quest for Excalibur (Outcome: 2 Swords, 7 Cards, 1 Life Point, Excalibur)                                                 _|_|_|_|_|_|E|_|_|_|_ 
Quest for the Holy Grail (Outcome: 3 Swords, 7 Cards, 1 Life Point, Holy Grail)                                          X|X|X|X|X|X|X   
Pict Wars Quest (Outcome: 1 Sword, 4 Cards, 1 Life Point, if lost: 2 siege Engines to Camelot)                     X|_|_|_ 1|2|_|_|_ 
Saxon Wars Quest (Outcome: 1 Sword, 4 Cards, 1 Life Point, if lost: 2 siege Engines to Camelot)                 X|X|_|_ _|_|_|_|_   
Camelot                                                                                                                                         |||_|_|_|_|_|_|_|_|_

Sir Percival Tables please choose the Progression of Evil.

2389
If I understood this right, there are 1-3 costumers and only me and Galzria are selling. So there's a 2/3 chance that both of us can sell.

Then I'll sell for $16

2390
Game state: https://docs.google.com/spreadsheet/ccc?key=0AjovnuYeeSkidG9MNFRlQW5VaTRleFQtT3dZV2k4S3c&usp=sharing

Fame: Goldyx: 29 / Norowas: 31 / Tovak: 40 / Arythea: 45
Influence: Goldyx: 1 / Norowas: -1 / Tovak: 5 / Arythea: -2

Advanced Actions:
Agility Move 2. During combat this turn, you may spend Move points left from Move phase as Attack points one for one. /// Move 4. During combat this turn, you may spend Move points left from Move phase as Attack points one for one, or 2 Move points for 1 point of Ranged Attack.
Magic Talent Discard a card from your hand. You may play one Spell card in the Spells offer this turn as if it were in your hand. That card remains in the Spells offer. /// When you play this, pay a mana of any color. Gain a Spell card of that color from the Spells offer and put it in your discard pile.
Swift Bolt Gain a white crystal to you Inventory. /// Ranged Attack 4

Spells:
Call to Arms / Call to Glory You may use an ability of one Unit in the Units offer this turn, as if it were one of your recruits. You cannot assign damage to this Unit. ///Recruit any one Unit from the Units offer for free. (If you are at your Command limit, you must disband one of your Units first.)
Mana Meltdown / Mana Radiance Each other player must randomly choose a crystal in their Inventory to be lost. You may gain one crystal lost this way to your Inventory. Any player that had no crystal in their Inventory when you played this, takes a Wound instead. /// When you play this, choose a basic mana color. Each player, including you, takes a Wound for each crystal of that color they own. Gain two crystal of the chosen color to your Inventory.
Wings of Wind / Wings of Night When you play this, spend 1-5 Move points and move one revealed space on the map for each. You must end your move in a safe space. Moving this way does not provoke rampaging enemies. /// Play this during combat. If you entered combat with at least as many unspent Move points as the number of enemies you are facing, skip the Block and Assign Damage phases of this combat.

Units:
Fire Golems Cost 8 / Level 3 / Armour 4 (Physical and Fire Resistance) / Recruitable in Keep or Mage Tower / Attack or Block 3 /// Ranged Fire Attack 4
Peasants Cost 4 / Level 1 / Armour 3 / Recruitable in Village / Attack or Block 2 /// Influence 2 /// Move 2
Amotep Freezers Cost 8 / Level 3 / Armour 6 / Recruitable in Keep or City / Attack or Block 5 /// Target enemy does not attack this combat and it gets Armor -3 (to a minimum of 1).
Utem Guardsmen Cost 5 / Level 2 / Armour 5 / Recruitable in Village or Keep / Attack 2 /// Block 4. Any enemy blocked this way loses Swiftness.
Catapults Cost 9 / Level 3 / Armour 4 / Recruitable in Keep or City / Siege Attack 3 /// Siege Fire Attack 5 /// Siege Ice Attack 5
Utem Swordsmen Cost 6 / Level 2 / Armour 4 / Recruitable in Keep / Attack or Block 3 /// Attack or Block 6. This Unit becomes Wounded.

Monastery Advanced Actions                                                            
Refreshing Walk Move 2 and Heal 1 /// Move 4 and Heal 2
Song of Wind Move 2. The Move cost of plains, deserts and wastelands is reduced by 1, to a minimum of 0 this turn. /// Move 2. The Move cost of plains, deserts and wastelands is reduced by 2, to a minimum of 0. You may pay a blue mana to be able to travel through lakes for Move cost 0 this turn.

Common Skill Offer:
Motivation Once a round, on any players turn: Flip this to draw 2 cards. If you have the least fame (not tied), also gain a blue mana token. You cannot use another motivation skill until the end of your next turn.
Motivation Once a round, on any players turn: Flip this to draw 2 cards. If you have the least fame (not tied), also gain a red mana token. You cannot use another motivation skill until the end of your next turn.
Bright Negotiation Once a turn: Influence 3 (during the Day) or Influence 2 (at Night)
Healing Ritual Once a Round, except in combat: Flip this to throw away up to two Wounds from your hand. One of them goes to the hand of the closest hero (if tied, you choose) instead of to the Wound pile.
Prayer of Weather Once a Round: Put this Skill token in the center. Until start of your next turn, the Move cost of all terrain is reduced by 2 for you (to a minimum of 1), and is increased by 1 for all other players (to a maximum of 5). Then take this token back and flip it.                                                            
Dark Negotiation Once a turn: Influence 2 (during the Day), or Influence 3 (at Night).
Night Sharpshooting Once a turn: Ranged attack 1 (durng the Day), or Ranged attack 2 (during the Night)
Cold Swordsmanship Once a turn: Attack 2, or Ice attack 2
Source Freeze Once a Round: Put this skill token in the Source. While it is there other players cannot use their usual one die from the Source. On your next turn, gain one crystal of any basic color represented in the Source to your inventory (do not reroll that die) then take this token back and flip it.
Shield Mastery Once a turn: Block 3, or Fire block 2, or Ice block 2                           
                                                            
Mana Source:
Red / Green / Green / Green / Blue / Black

Map:


Goldyx (Jorbles):
Level 5 / Armour 3 / Hand Limit 5 / Piles (Draw/Hand/Discard): 12/6/3 / Tactics: 2: Long Night One time this Night, if your Deed deck is empty, you may shuffle your discard pile and put 3 cards at random back into your Deed deck. Then flip this card face down.      
Crystals: Blue, Green, Blue
Skills: Universal Power Once a turn: You may add one mana to a card played sideways. If you do, the card gives +3 instead of +1. If it is an Action or Spell card of the same color as that mana, it gives +4.
         Flight Once a Round: Flip this to move to an adjacent space for free, or to move two spaces for 2 Move points. You must end this move in a safe space. This move does not provoke rampaging enemies.                                                         
Units (1/3): Guardian Golems Cost 7 / Level 2 / Armour 3 (Physical Resistance) / Recruitable in Keep or Mage Tower / Attack or Block 2 /// Fire Block 4 /// Ice Block 4

Tovak (pops):
Level 6 / Armour 3 / Hand Limit 6 / Piles (Draw/Hand/Discard): 15/6/0 / Tactics: 3: Mana Search Once per turn, before you use mana from the Source, you may reroll up to two mana dice in the Source. When choosing dice to reroll, you must pick gold (depleted) dice first, if there are any.                                       
Crystals: White, White, Blue, Red
Skills: Double Move Once a turn: Move 2 (during the Day), or Move 1 (during the Night)
         Red Crystal Craft Once a Round: Flip this to gain one blue crystal to your Inventory, and one red mana token.
         I Don't Give a Damn Once a turn: One card played sideways gives you +2 instead of +1. If it's an advanced action, spell or artifact, it gives +3 instead.
Units (2/3): Utem Crossbowmen Cost 6 / Level 2 / Armour 4 / Recruitable in Village or Keep / Attack or Block 3 /// Ranged Attack 2
                 Utem Guardsmen Cost 5 / Level 2 / Armour 5 / Recruitable in Village or Keep / Attack 2 /// Block 4. Any enemy blocked this way loses Swiftness.

Norowas (theorel):
Level 5 / Armour 3 / Hand Limit 6 / Piles (Draw/Hand/Discard): 16/8/0 / Tactics: 5: Preparation When you take this Tactic, search your deck for any one card and put it into your hand, then shuffle your deck.
Crystals: Blue, White, Green, Green
Skills: Leaves in the Wind Once a Round: Flip this to gain one green crystal to your Inventory, and one white mana token.
         Leadership Once a turn: When activating a Unit, add +3 to its Block, or +2 to its Attack. or +1 to its Ranged (not Siege) Attack, regardless of its elements.
Units (2/3): Foresters (wounded) Cost 5 / Level 1 / Armour 4 / Recruitable in Village / Move 2. The move cost of forests, hills and swamps is reduced by 1 this turn, to a minimum of 0 /// Block 3
                 Red Cape Monks Cost 7 / Level 2 / Armour 4 / Recruitable in Monastery / Attack or Block 3 /// Fire Attack or Fire Block 4

Arythea (Watno):
Level 6 / Armour 3 / Hand Limit 6 / Piles (Draw/Hand/Discard): 20/7/0 / Tactics: 6: Sparing Power Once before the start of each of your turns, choose one: Put the top card of your Deed deck face down under this card, or flip this card face down and put all Deed cards under it into your hand.
Crystals: Red, White, White, Green, Blue
Skills: Power of Pain Once a turn: You can play one Wound sideways, as if it were a non-Wound card. It gives +2 instead of +1. At the end of your turn, put that Wound in your discard pile.
         Burning Power Once a turn: Siege Attack 1, or Fire Siege Attack 1.
         Hot Swordsmanship Once a turn: Attack 2, or Fire Attack 2.
Units (1/3): Peasants (double wounded) Cost 4 / Level 1 / Armour 3 / Attack or Block 2 /// Influence 2 /// Move 2

2391
Sir Palamedes Eevee draws "Despair" and adds it to the Holy Grail Quest.

Players (Turn Order)
King Arthur Jorbles       Life: 3 Cards: 7
Sir Gawain Kuildeous     Life: 2 Cards: 7
Sir Galahad mail-mi      Life: 3 Cards: 9
Sir Palamedes Eevee    Life: 2 Cards: 5
Sir Percival Tables        Life: 3 Cards: 7

For better reading: Black = red, white = green
Quests
Tournament vs the Black Knight Perpetual, Solo, Combat Quest (Outcome: 1 Sword, 3 Cards, 1 Life Point)   X|_|_|_    _|_ _|_
Dragon's Quest Combat Quest (Outcome: 2 Swords, 7 Cards, 2 Life Points)                                              X|_|_|_|_    4|_|_ _|_|_ _|_|_ 
Quest for Excalibur (Outcome: 2 Swords, 7 Cards, 1 Life Point, Excalibur)                                                 _|_|_|_|_|E|_|_|_|_|_ 
Quest for the Holy Grail (Outcome: 3 Swords, 7 Cards, 1 Life Point, Holy Grail)                                          X|X|X|X|X|X|X   
Pict Wars Quest (Outcome: 1 Sword, 4 Cards, 1 Life Point, if lost: 2 siege Engines to Camelot)                     X|_|_|_ 1|2|_|_|_ 
Saxon Wars Quest (Outcome: 1 Sword, 4 Cards, 1 Life Point, if lost: 2 siege Engines to Camelot)                 X|X|_|_ _|_|_|_|_   
Camelot                                                                                                                                         |||_|_|_|_|_|_|_|_|_

Sir Palamedes Eevee please perform your Heroic action. You may use your Special Ability if possible and sacrifice one Life Point to perform a second Heroic Action.

2392
Sir Galahad mail-mi draws "Mists Of Avalon" (Special Card): From now on, each lost Quest adds 1 additional Black Sword to the Round Table.
King Arthur Jorbles plays 2 Merlins and Sir Percival Tables plays 1 Merlin to cancel the effect..
Sir Galahad mail-mi plays a Fight 2 card to the Pict Wars Quest.

Players (Turn Order)
King Arthur Jorbles       Life: 3 Cards: 7
Sir Gawain Kuildeous     Life: 2 Cards: 7
Sir Galahad mail-mi      Life: 3 Cards: 9
Sir Palamedes Eevee    Life: 2 Cards: 5
Sir Percival Tables        Life: 3 Cards: 7

For better reading: Black = red, white = green
Quests
Tournament vs the Black Knight Perpetual, Solo, Combat Quest (Outcome: 1 Sword, 3 Cards, 1 Life Point)   X|_|_|_    _|_ _|_
Dragon's Quest Combat Quest (Outcome: 2 Swords, 7 Cards, 2 Life Points)                                              X|_|_|_|_    4|_|_ _|_|_ _|_|_ 
Quest for Excalibur (Outcome: 2 Swords, 7 Cards, 1 Life Point, Excalibur)                                                 _|_|_|_|_|E|_|_|_|_|_ 
Quest for the Holy Grail (Outcome: 3 Swords, 7 Cards, 1 Life Point, Holy Grail)                                          X|X|X|X|X|X|_   
Pict Wars Quest (Outcome: 1 Sword, 4 Cards, 1 Life Point, if lost: 2 siege Engines to Camelot)                     X|_|_|_ 1|2|_|_|_ 
Saxon Wars Quest (Outcome: 1 Sword, 4 Cards, 1 Life Point, if lost: 2 siege Engines to Camelot)                 X|X|_|_ _|_|_|_|_   
Camelot                                                                                                                                         |||_|_|_|_|_|_|_|_|_

Sir Palamedes Eevee please choose the Progression of Evil.

2393
There's only 1 unburnt monastery...

Sorry, I missed that again. But now there's new one. So I can leave it how it is.

Tomb, Spawning Grounds and Monastery:


2394
Non-Mafia Game Threads / Re: Power Grid I (Turn 8, City building)
« on: April 13, 2013, 06:20:23 pm »
47 should we put max bids into spoiler tags?

You have $122?

So this leaves you at $75, and capable of powering 15? But you own no resources at the moment, which means a minimum cost of $22 (3 Trash, 1 Oil, 1 Uranium), leaving $53 - which isn't enough to build 3 more houses.

So...

Pass

Damn, I miscalculated. Oh well...
I didn't expect to win this anymore anyway.

2395
Non-Mafia Game Threads / Re: Power Grid I (Turn 8, City building)
« on: April 13, 2013, 06:12:32 pm »
47 should we put max bids into spoiler tags?

2396
I think Counterfeit is pretty mediocre

I disagree, I think it's amazing.

2397
Non-Mafia Game Threads / Re: Power Grid I (Turn 8, City building)
« on: April 13, 2013, 06:03:01 pm »
45

2398
Non-Mafia Game Threads / Re: Power Grid I (Turn 8, City building)
« on: April 13, 2013, 05:58:59 pm »
43 we can do this for a while

2399
Non-Mafia Game Threads / Re: Power Grid I (Turn 8, City building)
« on: April 13, 2013, 05:53:29 pm »
41 come on, just pick up that 33 tile, that's enough for you  :P

2400
Non-Mafia Game Threads / Re: Power Grid I (Turn 8, City building)
« on: April 13, 2013, 04:21:42 pm »
39

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