Dominion Strategy Forum
Miscellaneous => Forum Games => Non-Mafia Game Threads => Topic started by: Watno on February 15, 2013, 06:47:44 am
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Game State: https://docs.google.com/spreadsheet/ccc?key=0AuoXfjzSnYbsdEx5dHRHX1NLTTVHOEwzSGt3SEtwUnc#gid=1
Rules: http://www.feuerland-spiele.de/dateien/Terra_Mystica_EN_1.0_.pdf
Faction boards (also in spreadsheet): http://www.terra-mystica-spiel.de/en/voelker.php
Players (in player order):
hyramgraff
Dsell
theorel
Galzria
Kuildeous
I will update the game state spreadsheet whenever I get to, but feel free to do the next before the update if you feel you know what changes were caused by the previous moves.
Also, to speed up the game, I encourage players to leave COs on wether they will accept power when they get the possibility to gain some (e.g. "always accept up to 2 power, will consider what to do with 3 or more") and go on with the game even if there are unresolved power gain possibilities (which can then be resolved when the player in question gets to his turn).
If anything is unclear, or you find a mistake in the spreadsheet, please ask or point it out.
Have fun!
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Setup:
Randomize player order - Done
Select Bonus cards: Free spade removed, available cards listed in "Bonus cards" tab
Scoring Tiles: available in "Scoring Tiles" tab
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Now all of you select a faction to play.
Note that only one faction can be choosen per terrain type, e.g there can't be Witches as well as Auren, since they both live in Forests.
Also be aware that the factions don't only differ in home terrain and special ability, but may also have different starting resources, cults, building costs, incomes from buildings or base income, starting power or shipping and spade tracks. All this information is visible on the faction board/spreadsheet. (with starting resources already added, cults listed, and the base worker income listed with the dwellings).
hyramgraff is first to pick a faction, then go on in player order.
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I'm not sure how I ended up as starting player, I've never even dug a flower bed. :D
I pick the giants.
Dsell is next.
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Dsell's turn,
Chaos Magicians are no longer available (as well as Giants of course).
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Minor Correction (or clarification if I'm wrong): Scoring Tile says "Fortress" but it should be Stronghold (I'm pretty sure).
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I should read the rules!
Good thing I'm off work until Tuesday (not that I'll be waiting that long since we've launched!).
However, I AM headed out for a bit, so.... yeah, if it comes to me, I'll get in here ASAP!
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I choose Cultists! Drink the kool-aid!
I admit I haven't *fully* read the rules yet but the cultists seem pretty cool.
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(I believe that means Theorel is up for choosing next.)
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I'll take the Swarmlings.
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Galzria to pick his faction next
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Minor Correction (or clarification if I'm wrong): Scoring Tile says "Fortress" but it should be Stronghold (I'm pretty sure).
Fixed. I was convinced that I remembered the English names of all the buildings when making the sheet, but only got 2/5 right.
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I'm about 3/4 through the rules. Will pick soon. There's sooooo much. I'm going to be so completely lost.
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So Red, Brown and Blue are down? Looking over each ability set now...
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Yeah, I also deleted the factions not available any more from the sheet.
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Yeah, I haven't looked over the spreadsheet yet. :P
I'll take the Engineer's.
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They seem to be the equivalent to a Michalangelo engine in TtA. Set 'em up and let 'em go. Seems like a good choice for my first game. ;D
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And that brings it to Kuildeous, making the final choice.
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Indeed.
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Choice? That's so beneath me. That's for people who actually know what they're doing.
I picked my race randomly. Let's see what these Witches are like.
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I believe this means that I'm the first to place a dwelling.
I place my first dwelling at K13.
Dsell should be next.
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I place at T-11.
(Theorel next)
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that's right, updated.
Note that the second set of dwellings will be placed in reverse order with Kuildeous (like in Settlers)
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I'll take D-7
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I-5 please.
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I'll place on L-11.
And then on S-1.
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U-5 please.
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Back to Theorel.
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There was a mistake in the map, J3 is black, not river. I hope that wouldn't have changed your plans.
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I'll build on N-7
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Gimme F-15.
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I will take V7.
I believe that it is now time for selecting bonus cards, starting with Kuildeous and continuing in reverse order.
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I do what now?
Hmm, I think the 1-worker, 3-power bonus card sounds good.
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I believe that it is now time for selecting bonus cards, starting with Kuildeous and continuing in reverse order.
Exactly that. Galzria up next.
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I will take the 6 Coins Income Card please.
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I take the Priest income card.
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I'll take the cult track card.
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After hyramgraff has taken his bonus card you'll all receive your income and round 1 starts.
hyramgraff takes the first action, then continue in player order.
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I'll take the shipping distance bonus and 3 power.
I'm surprised that it made it all the way to me. It's the card I would have chosen if I got first pick.
First actual move will come in the morning, I need some time to think about it (and confirming my income wouldn't hurt.)
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1 coin is placed on the remaining bonus cards (points for dwellings / trade houses / stronghold and sanctuary).
Round 1 Income phase:
hyramgraff (Giants) gets 3 workers and 3 power.
Dsell (Cultists) gets 4 coins and 3 workers.
theorel (Swarmlings) gets 4 workers and 1 priest.
Galzria (Engineers) gets 6 coins and 2 workers.
Kuildeous (Witches) gets 4 workers and 3 power.
Scoring Tile:
2 VP when building a dwelling.
End of round: 4 power per 4 steps in the fire cult.
Game State Snapshot (for documentation purposes): https://docs.google.com/spreadsheet/ccc?key=0AuoXfjzSnYbsdGJYN3RveHhxMURSbXJhRVlNRlhSc0E#gid=1
Game State (running): https://docs.google.com/spreadsheet/ccc?key=0AuoXfjzSnYbsdEx5dHRHX1NLTTVHOEwzSGt3SEtwUnc#gid=1
hyramgraff's turn.
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I will burn 4 power then take the power action to gain two workers.
Dsell's turn.
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Man, I read the rules once, and now that I'm here, I'm like, "What the hell am I doing?" I'll reread the rulebook, so I can see what strategy I will be adopting. Trying not to read too many strategy guides since I can make my own mistakes.
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Man, I read the rules once, and now that I'm here, I'm like, "What the hell am I doing?" I'll reread the rulebook, so I can see what strategy I will be adopting. Trying not to read too many strategy guides since I can make my own mistakes.
Bah humbug to rules! Just put things in randomly and see if Watno accepts it!
Actually, the longer I spend on the spreadsheet, the more comfortable I am with the feel of the game. Reading the rules didn't really do it for me. Of course, there's still sooo much to track. It's hard to wrap my mind around.
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Instead of talking about rules, can Kuildeous take his move on BGO and Galz send me and eHalc our 7 wonders cards? :P
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Looking at the spreadsheet, I should have six tokens in power bowl 1, not two.
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Instead of talking about rules, can Kuildeous take his move on BGO and Galz send me and eHalc our 7 wonders cards? :P
Now I did that and I'm bored! I blame you!
Oh, wait, I have Leaders and Wonders to create!
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Looking at the spreadsheet, I should have six tokens in power bowl 1, not two.
I see you having 6 in bowl I and 2 in bowl II, which is right.
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Looking at the spreadsheet, I should have six tokens in power bowl 1, not two.
I see you having 6 in bowl I and 2 in bowl II, which is right.
I refreshed the page and it now shows up correctly.
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What have I gotten myself into?
Uhhh, I'll terraform U13, converting three workers into the required spade.
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Do you want to build a dwelling on it?
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Oh I can do that immediately? Yes, I'd like to.
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Yes, pretty much every time you terraform you can also build a dwelling on the terraformed space. This includes the power action, the (removed) bonus card, and the Giant's special ability. The only exceptions are the scoring tiles that give you spades at the end of the round, and terraforming 2 spaces at once with the power action (then you can only build on one space).
theorel's turn.
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Yes, pretty much every time you terraform you can also build a dwelling on the terraformed space. This includes the power action, the (removed) bonus card, and the Giant's special ability. The only exceptions are the scoring tiles that give you spades at the end of the round, and terraforming 2 spaces at once with the power action (then you can only build on one space).
theorel's turn.
Also, cult spaces would also be an exception, if I read correctly?
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I guess we're both refering to the scoring tiles that give you spades for cults? Otherwise I don't think there's a possibility to get space via cults.
If you mean that, yeah, that's the exception I mentioned.
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I don't really know what I'm talking about. I've only read the rules twice. But in general, if it's not during an action, then you cannot build a dwelling, even after terraforming. I get that concept at least. I think.
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Okay, I burn 4 power to gain 4 in bowl 3. Then spend the 4 power to take the spade power action.
I'll terraform and build on M-5.
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Can I build a bridge to an unoccupied territory and then terreform it on my following Action, or do I need a dwelling on both sides before constructing the bridge?
And once a bridge is built, is it possible to move it somehow (or destroy it and build another?)
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Ok, I apologize, I am pretty lost this game even after reading the rules, when you say "burn" 4 power do you mean use it one time and then remove it from the game? Or is it another action that I'm missing?
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Ok, I apologize, I am pretty lost this game even after reading the rules, when you say "burn" 4 power do you mean use it one time and then remove it from the game? Or is it another action that I'm missing?
That is indeed what they mean.
You may, at any time, remove 1 power token from bowl II from the game in order to move a second token from Bowl II to bowl III.
They are "burning" (removing from game) 4 tokens to move 4 more from bowl II to bowl III, then spending that 4 power on actions.
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I would do likewise, but they took the two actions that interest me, and I don't quite have enough to do the 6 Power one.
Why would you want to?
Because it causes faster power cycling. Remember, bowl II must fully charge before bowl III can begin charging. If you have to move 12 power around from I -> II, then II -> III, it will take significantly longer, thus leaving you powerless for blocks of time.
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Hey I'm not as lost as I think I am! Ok awesome.
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Can I build a bridge to an unoccupied territory and then terreform it on my following Action, or do I need a dwelling on both sides before constructing the bridge?
And once a bridge is built, is it possible to move it somehow (or destroy it and build another?)
You only need a building on one side of the bridge. You can't (re)move the bridge after it's built.
And btw, burning power doesn't really speed up your cycling. You could leave some power in reserve in bowl III and it would have the same effect. It doesn't slow your cycling down either though.
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Also, if the possible bridge places are unclear, an example:
From U5 Galz can build a bridge to: U1 (long vertical line), R3, X3 and R7 (short horizontal lines), but not to Q5 or X7.
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Also, if the possible bridge places are unclear, an example:
From U5 Galz can build a bridge to: U1 (long vertical line), R3, X3 and R7 (short horizontal lines), but not to Q5 or X7.
Oh... No, I thought I could bridge to Q5. :( That's a large impact on where I would've chosen to place.
Umm.... Well now I don't know.
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Sry, I thought that might be a bit unclear, but forgot to put up an example earlier.
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In that case I guess I'll Pass and take the two Workers Bonus Card.
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Are you sure? There are other spaces you can bridge to and then terraform with just one spade (for example L7) or you could upgrade something.
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Are you sure? There are other spaces you can bridge to and then terraform with just one spade (for example L7) or you could upgrade something.
Every other space I can bridge to that I can terreform this turn (L7/R7), can both be terraformed by someone else before I take my action there. If that happens, my bridge is burned and useless.
I could upgrade, but that would cost me a worker in my upkeep. Coins I don't need, so leaving myself on a Trading House doesn't really help. Temples I don't really need at the moment, and while having my Stronghold would be nice, without a Bridge it doesn't do an extraordinary amount for me - especially again, at the cost of a worker in upkeep.
I had been planning on bridging to Q5, which was safe to terraform this turn. But if I can't make it there then I don't want to risk burning my bridges, as I only have the two and they are what make the Engineers tick.
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Then so be it.
I also just noticed i forgot to give Dsell and theorel their VP for building dwellings. They both get 2 VP.
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Okay, let's try this.
Upgrade L11 dwelling to trading house. I believe cost will be 2 workers and 3 coins (since that dwelling is adjacent to another player's building).
Is that correct?
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That's right. hyramgraff can now gain 1 power if he spends 0 VP. I'll assume 1 power for free will always be taken, except from Cultists. So hyramgraff gets 1 power.
hyramgraff's turn.
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I build a dwelling at R7 and gain 2 VP.
And yes, I will always take 1 power for 0 vp unless it's the cultists.
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Dsell's turn.
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Establish a dwelling at V15.
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Dsell gets 2 VP for building a dwelling (btw if people don't want me to forget their points, they should tell me they get them)
theorel's turn.
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Quick question that probably isn't important:
What are those scoring tiles in rows 10 and 11?
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Quick question that probably isn't important:
What are those scoring tiles in rows 10 and 11?
They are the two extra scoring tiles that aren't in use this game. Not sure why they're still in the spreadsheet though.
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I figured it leave them in if someone wants to see what they're missing, but it's probably better if I just delete them.
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Well, that does perfectly explain why they have the label of "out." I just wanted to make sure it wasn't anything else. That's actually quite an obvious answer when I examine it more closely (so not obvious to oblivious me).
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I will Upgrade Terraforming
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theorel gets 6 points.
Kuildeous' turn.
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I shall upgrade Trading House to Stronghold for 4 workers and 6 coins.
This would give the Giants a free Power.
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Giants get their power.
hyramgraff's turn.
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A stronghold already? That was fast.
I build a dwelling at I17 and gain 2 VP.
Dsell's turn.
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I'll advance one spot on the Fire Cult track.
Theorel.
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Terraform/Dwelling on B7.
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theorel gets 2 VP for building the dwelling.
Kuildeous' turn.
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Use Stronghold action to build Dwelling (2 VP) on Q5. Give Giants 1 more Power.
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I will upgrade my dwelling at K13 to a trading post. The witches (Kuildeous) may take three power.
Dsell's turn.
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Kuildeous may gain 3 power for 2 VP. Feel free to carry on if your decision doesn't depend on wether he does or not.
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Kuildeous may gain 3 power for 2 VP. Feel free to carry on if your decision doesn't depend on wether he does or not.
I will make that transaction, thank you very much.
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Pass, gain 2VP/Trading House Bonus Card.
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Dsell gets 1 coin from the new bonus card.
theorel's turn.
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Terraform/Build E5
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2 points for you.
Kuildeous' turn.
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I'm like 90% sure I should have 0 workers. Did you not make me pay for one of the terraforming or building?
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Now I think about it, I didn't make you pay for the terraforming, thx for pointing out.
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Burn two power. Spend three power to build a bridge connecting L11 and O13.
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Somehow I thought I could make that bridge a bit larger in the spreadsheet, but that doesn't seem to be possible.
I hope everyone can still recognize it.
hyramgraff's turn.
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I will upgrade my trading house to a stronghold. The witches may gain three power for 2 VP.
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Pass and take the 6 coin Bonus Card.
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Maybe I'll regret this in the end, but the witches will take the 3 power.
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It's also your turn already.
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Oh, yeah, I guess it is.
I build a Dwelling at O13, gaining 2 VP.
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I will use my stronghold special action to terraform U9. I'm out of workers so I can't build a dwelling there yet.
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Back to Kuildeous.
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Pass, taking the 4-coin bonus card.
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hyramgraff's turn. Note that you're the only one left, so you can do as many actions as you want in a row.
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Holy Crap I might get to play soon!?!?!
Not knowing the bridge rules REALLY screwed me up. Oh well, live and learn.
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Soon.
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Well what I want to do and what I can do are two different things.
I pass and take the 1 worker and 3 power bonus card.
Time for round two!
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Holy Crap I might get to play soon!?!?!
Not knowing the bridge rules REALLY screwed me up. Oh well, live and learn.
My impression of this game is that it's similar to Settlers of Catan because a good setup is crucial. I'm hoping that resource gains will follow the same pattern of an exponential growth.
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Round End:
Noone is at 4 in the Fire cult, so no bonus for anyone.
Remaining bonus cards get 1 coin each.
All special and power actions are available again.
Income:
hyramgraff gets 5 workers and 7 power.
Dsell gets 7 workers.
theorel gets 6 coins and 7 workers.
Galzria gets 4 workers.
Kuildeous gets 4 coins, 4 workers and 2 power.
This round's scoring tile:
Get 2 VP when building a dwelling.
End of round: Get 1 Priest per 4 in Water Cult.
Current game state snapshot: https://docs.google.com/spreadsheet/ccc?key=0AuoXfjzSnYbsdG9tclFQMm82b3NuWE9sV1JSRjEwZXc#gid=1
Game state (running): https://docs.google.com/spreadsheet/ccc?key=0AuoXfjzSnYbsdEx5dHRHX1NLTTVHOEwzSGt3SEtwUnc#gid=1
Galzria is the new starting player.
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Bridge to L-7 for 2 Workers
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Sry to disappoint again, but you can't build a bridge with 2 coins.
You need to either take the power action for 3 power, or spend 2 workers with your factional ability.
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I'm sure I have no idea what you're talking about.
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Also, I believe that it's Theorel's turn. :P
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Why would you think so?
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Why would you think so?
Erm... because I thought he was after me? Which... he isn't... I guess I was just eye'ing the Swarmlings all over the map and had them in the back of my head. They MUST go next... don't they always? They're everywhere!
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I think that's a reasonable change to make. Swarmlings get a turn after each other player. :P
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To clarify, Kuildeous it's actually your turn.
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Use Stronghold action to build free dwelling at E1.
Oh, and I believe that round 2 still has 2 VP per dwelling? I forgot to mention that.
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There was a mistake in the spreadsheet I just fixed: At game end you get 1 VP per 3 coins left over, not 1 VP per 1 coin.
Still hyramgraff's turn.
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Was that last dwelling at E1 or E11?
Either way I will take the power action for 7 coins.
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Man, now that I actually kinda know what's going on, I really screwed myself in the first round. XD :-\
Anyway, I am going to upgrade to a Trading House at V15.
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Terraform/Build Dwelling at A-9
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2 VP for Kuildeous and theorel were added, position of Kuildeous dwelling fixed.
Galzria's turn.
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Burn 4 power, spend 4 power, Terraform L-7, build Dwelling.
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2 VP for Galz. (It would increase the chance of me not forgetting this if you said you get them)
theorel may trade 1 VP for 2 power, and according to his CO, does so.
Kuildeous' turn.
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Upgrade Q5 to Trading House. Keep on enabling the giants.
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I will build a dwelling at U9 and gain 2VP. The cultists may gain a free power.
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I will gain that power and I will build a Trading House at T11 (for half cost, correct?).
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Half money cost...still 2 workers.
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Half money cost...still 2 workers.
Right, yes, that's what I meant. Should have specified.
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hyramgraff also has the choice to gain a power from you for free VPs, giving you a cult advance.
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Anyways...I don't think my turn should impact that really...
Upgrade N-7 to a Trading House.
Galzria's turn
hyramgraff needs to decide if gaining power from Cultists.
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I will build a Dwelling (2 VP) at M-9, which I believe also gives Kuildeous the opportunity for some Power.
P(ost)-Post Edit: I didn't see that Theorel also borders that spot, so of course he can change in for Power as well (Although he already did so below this. ;D)
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Oh, @Galz you also get a free power from my upgrade.
And I'll take the 2 power for 1 VP for your build.
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Oh, @Galz you also get a free power from my upgrade.
And I'll take the 2 power for 1 VP for your build.
And I'll take it!
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Kuildeous's turn
hyramgraff needs to decide if gaining power from Cultists.
I think this is currently accurate.
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hyramgraff also has the choice to gain a power from you for free VPs, giving you a cult advance.
I will gain the one power from the upgrade at T11.
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Kuildeous' turn.
Kuildeous needs to decide if he wants power from Galzria's build. (3 power for -2VP)
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It's really weird to watch watno update the spreadsheet...I always feel compelled to stop looking at spreadsheets when someone else is updating them, like I'm not "supposed" to be watching or something. :P
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Kuildeous' turn.
Kuildeous needs to decide if he wants power from Galzria's build. (3 power for -2VP)
+ Dsell has a free cult advance.
Did anyone see me mess up somewhere?
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So... since Watno's last update:
Kuildeous upgrades Dwelling -> Trading House at Q5 (cost reduced due to proximity to R7)
- Does Hyrmagraff get the option to gain Power from this upgrade (from R7?)
Hyramgraff builds a Dwelling at U9 (gaining 2 VP)
- This borders Dsell at T11, Dsell gains a Power
Dsell upgrades Dwelling -> Trading House at T11 (cost reduced due to proximity to U9)
- Hyrmagraff gains a power for the Upgrade at T11
- Dsell gains a free Cult advance
Theorel upgrades Dwelling -> Trading House at N7
- Galzria gains a power for the Upgrade at L7
Galzria builds Dwelling at M9 (2 VP)
- Theorel gains a power for proximity at N7
- Kuildeous may gain a power for proximity at L11
Kuildeous's turn.
I think this is correct. Does Hyrmagraff have the opportunity for one more power from Kuildeous's last turn:
Kuildeous upgrades Dwelling -> Trading House at Q5 (cost reduced due to proximity to R7)
- Does Hyrmagraff get the option to gain Power from this upgrade (from R7?)
?
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I see Watno updated while I was writing that up. I think everything matches with the possible question I have about the Kuildeous upgrade at Q5 powering up Hyrmagraff at R7.
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He should get it automatically I think. Since it's free.
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I think this is correct. Does Hyrmagraff have the opportunity for one more power from Kuildeous's last turn:
Kuildeous upgrades Dwelling -> Trading House at Q5 (cost reduced due to proximity to R7)
- Does Hyrmagraff get the option to gain Power from this upgrade (from R7?)
?
My conditional order is that I will gain 1 power for 0 VP unless it comes from the cultists (Dsell). So yes, I gained 1 power from that upgrade.
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I somehow had hyramgraff at 4/6/0 power, fixed it to 2/6/0 now.
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I think this is correct. Does Hyrmagraff have the opportunity for one more power from Kuildeous's last turn:
Kuildeous upgrades Dwelling -> Trading House at Q5 (cost reduced due to proximity to R7)
- Does Hyrmagraff get the option to gain Power from this upgrade (from R7?)
?
My conditional order is that I will gain 1 power for 0 VP unless it comes from the cultists (Dsell). So yes, I gained 1 power from that upgrade.
That works. I just knew you didn't mention it, and since Watno hadn't updated I didn't know if it was getting overlooked.
In that case I think Watno has everything caught up.
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I will generally give you 1 power for 0 VP if possible and not coming from Cultists. (Go and give me the edge case where you wouldn't want that)
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I will generally give you 1 power for 0 VP if possible and not coming from Cultists. (Go and give me the edge case where you wouldn't want that)
Hell if I know. I've never played before. I'm just making sure.
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I will generally give you 1 power for 0 VP if possible and not coming from Cultists. (Go and give me the edge case where you wouldn't want that)
Bowl one is empty and you want to burn a specific amount of power tokens. I still haven't come up with a reason for why you need to burn n tokens and not n-1 tokens.
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I will build a Dwelling (2 VP) at M-9, which I believe also gives Kuildeous the opportunity for some Power.
Yes! More power! More power!
Who cares about VPs? They just win games or some silly thing. I want more power!
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I'll advance in fire, gaining one power.
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@Kuildeous: you still need to take your turn...
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Upgrade Q5 to Temple. Kingmake the Giants.
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I will use my stronghold's special action to terraform K17, build a dwelling and get 2VP.
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Upgrade Q5 to Temple. Kingmake the Giants.
I just remembered that you're supposed to take a favor tile when you build a temple. Your choice won't affect my move, but someone else might want to wait until you've made your choice.
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Indeed, Kuildeous gets a favour tile.
After that, Dsell's turn.
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To speed things along, and since I doubt it'll affect Kuildeous' choice, on my turn I will build a trading house at U13.
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Ooh, bonus. I'll take the 2 Water favor.
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theorel's turn now.
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Pass taking the bonus dwelling VP card.
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Upgrade I5 to a Trading House
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@Galzria: you mistyped "L-7". You know you wanted to upgrade L-7 to give me some power... :P
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Use Favor Tile action to gain 1 Water
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1 power for you.
hyramgraff's turn.
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I will pass and take the six coin bonus card.
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I'll pass and take +1 worker, +3 power.
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6 VP for Dsell. (that's another case of mentioning will help me not forget)
Galzria's turn.
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Upgrade I5 to Stronghold
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Use bonus tile action to increase Water to 4.
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Back to Galz
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Pass, take Shipping Rang/3 Power, score 3 VP for Bridge, 4 VP for Stronghold
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And 1 coin for you.
Kuildeous is the only one remaining.
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Pass, taking the 2-worker bonus card.
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Round End:
Kuildeous has 4 in the Water Cult and gets a priest.
Remaining bonus cards get 1 coin each.
All special and power actions are available again.
Income:
hyramgraff gets 6 coins, 6 workers and 4 power.
Dsell gets 6 coins, 3 workers and 7 power.
theorel gets 4 coins and 7 workers and 2 power.
Galzria gets 2 workers and 5 power.
Kuildeous gets 6 workers, 1 priest and 2 power.
This round's scoring tile:
Get 5 VP when building a Stronghold/Sanctuary.
End of round: Get 1 Worker per 2 in Air Cult.
Current game state snapshot: https://docs.google.com/spreadsheet/ccc?key=0AuoXfjzSnYbsdEVuMVBDWXU2dmxUVWtJc1pfNWpNekE#gid=1
Game state (running): https://docs.google.com/spreadsheet/ccc?key=0AuoXfjzSnYbsdEx5dHRHX1NLTTVHOEwzSGt3SEtwUnc#gid=1
theorel is the new starting player.
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I seem to be back up to 11 power tokens but I should only have 8.
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Upgrade N-7 to a stronghold (and gain 5VP).
Galzria can gain 2 power for 1 VP.
-
And I do.
-
I seem to be back up to 11 power tokens but I should only have 8.
Fixed, dunno how that happened.
Galzria's turn.
-
I have 13 Power tokens.
I thought it strange when I saw I had 11, because I thought I burned more than that, but I didn't have time to go back and look. Now that I see I have 13, I think something is definitely wrong.
-
You have 8 in bowl 2 and 2 in bowl 3 as far as I can see. That looks right to me.
-
Ah, refreshing fixed that.
Google docs fills me with a false sense of security. It updates so well most of the time, but it sometimes does not update all the cells. I was showing 5 in Bowl 2 and 8 in Bowl 3. It got fixed when I refreshed.
-
Blargh. This is tough. Who knew gaining Workers would be such a PITA.
Let me... Grah. Don't like this.
Upgrade M9 to a Trading House.
Theorel and Kuildeous both have Power Decisions to make.
-
Yeah, Kuildeous and theorel both can gain 3 power for 2 VP.
Kuildeous' turn.
-
I decline to gain power for once.
-
Use power action to gain 7 coins
-
Taking it.
-
I will upgrade V7 to a trading house. The engineers gain a free power.
-
Yay power.
-
Dsell's turn.
-
Yay my plans have already been foiled! :P
Will examine things and post soon.
-
I am still working on things, but I think my power "income" should be four rather than seven, unless I am missing something. It was seven last time because of my bonus, but I'm gonna lose that when I pass.
-
I think the way it works in the spreadsheet is that your income is adjusted by your bonus card. You still have the 1 worker/3 power bonus card, so it's still factored in to your income even though you won't get that next time you collect income.
-
The income row indeed includes the bonus card. I use it to update the total at round end. I hope you can manage to figure in what your income will be after taking another bonus card, as changing this would require major reworking of the spreadsheet.
You can check your income from buildings by looking at the income column in the building table.
-
I understand and assumed that was the case, I wanted to be sure though.
I am going to take the power action to get 2 workers for 4 power.
And then I'm going to pray that my plan works out. ;D
-
I apologize for the delay. I realized that I was misunderstanding a small element of the spreadsheet and it was messing with my calculations, I am pretty sure I understand it now so I should be speedier from now on!
Edit: theorel's turn.
-
Use Stronghold ability to upgrade D-7 to trading house
-
Upgrade M9 to a Temple
Kuildeous and Theorel may change 2 VP - 3 Power once more.
-
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.
-
The 2 Air (4 Power)
-
I take the power again.
-
I'll take the power from Galzria's move.
And I place a Priest on the Air track.
-
I will use my stronghold action to terraform J11 and build a dwelling. The witches may (yet again) take 3 power for 2 VP.
-
I suspect I should be concerned about being in last place, but MORE POWER!
-
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.
-
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).
-
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.
-
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?)
-
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.
-
Argh. Hmm...
Pass, take the 4 Coins, Cult advance card - gain 1 coin.
-
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.
-
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.
-
Spend 4 power to terraform N15. Build dwelling there.
-
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.
-
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^^
-
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
-
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.
-
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)
-
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. :-\
-
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.
-
Pass and take the 3 power/shipping bonus card
-
Use Stronghold ability to build free Dwelling at D11.
-
Damn Witches moving in everywhere. It's like they think they own this place!
-
We are a free and capricious spirit. We're just channeling our inner goddess and celebrating femininity.
Also, those broomsticks are fun.
-
Also, those broomsticks are fun.
http://www.youtube.com/watch?v=3btVEGC00Ns
-
theorel gets 4 VP for his bonus card when passing. Again: Mentioning such things helps making sure I don't forget.
hyramgraff's turn.
-
I will pass and take the priest bonus card and the 2 coins that come with it.
Dsell's turn.
-
I shall pass and take the 6 coin bonus card.
-
Kuildeous 'till he passes.
-
Convert one worker to coin.
Upgrade Temple to Sanctuary at Q5. Gain 5 VP via scoring tile. This gives hyramgraff 1 power for free.
Play priest on Air track to ratchet Air to 7, gaining 2 power.
Use favor tile action to increase Air track to 8.
Pass, taking the 2-coin bonus tile. Gain 8 VP via current bonus tile.
Hope I took care of everything.
-
Round End:
1 worker per 2 in Air Cult: 1 for Galzria, Dsell, and theorel, 4 for Kuildeous
Remaining bonus cards get 1 coin each.
All special and power actions are available again.
Income:
hyramgraff gets 3 coins, 6 workers, 2 priests and 4 power.
Dsell gets 11 coins, 2 workers, 2 priests and 5 power.
theorel gets 6 workers, 1 priest and 11 power.
Galzria gets 4 coins, 2 workers, 1 priest and 5 power.
Kuildeous gets 2 coins, 6 workers, 1 priest and 2 power.
Next round's scoring tile:
Get 3 VP when building a Trading House.
End of round: Get 1 Spade per 4 in Air Cult. (these have to be spent instantly and cannot be combined with instant building)
Current game state snapshot: https://docs.google.com/spreadsheet/ccc?key=0AuoXfjzSnYbsdGxYeXpBVkpjbUZQcEVqek5HMmk0NHc#gid=1
Game state (running): https://docs.google.com/spreadsheet/ccc?key=0AuoXfjzSnYbsdEx5dHRHX1NLTTVHOEwzSGt3SEtwUnc#gid=1
Galzria is the new starting player.
-
I need 3 VP for my Bridge.
Also, do I currently have two or three workers? (Income is 2, thought I had 0, sheet says 3).
In any case, I'll take the 6 Power 2 Spade action, converting O9 and building a Dwelling.
If I'm correct, this creates a City (3 for Stronghold, 2 for Temple, 1 apiece for each Dwelling = 7 over 4 locations).
I'll take the 9 VP tile with the Priest attached.
-
You got one extra worker from the end of round cult bonus. Processing your move tomorrow
-
Burn 1 Power to then spend 6 Power on the terraform power action.
Terraform R3. Build a dwelling there.
-
You realize Galzria just used the 6 power for 2 spades power action? (i.e. you can't use it it isn't available)
-
Don't care. I'm cheating.
Okay, will figure out something else then.
-
Okay, spend 4 Power for one spade and terraform R3 to blue.
-
Also, Theorel, with my building a Dwelling on O9, you get some power if you want it.
-
Yeah, I think I get it for free...so I'll take it.
-
Okay, spend 4 Power for one spade and terraform R3 to blue.
You're aware you can supplement this and build it within the same action? (i.e. you don't need to wait until your next action to finish terraforming and building that space.)
•If the Spades gained via a Power action or Bonus card do not suffice to transform a Terrain space into your Home terrain, you may
exchange Workers* for the missing Spades (at the current Exchange rate of your Exchange track).
-
Oh, well, hell yeah.
Spend 4 Power to terraform R3 and then spend 3 workers to finish terraforming it to build a dwelling.
Thanks, Theorel. When I become supreme ruler of the land, I shall make the Swarmlings my personal guard.
-
theorel, your power wouldn't be free. You can pay 2 VP for 3 power.
hyramgraff's turn.
-
But I max out at 1 power gained. So, I just gain the 1.
-
Oh right.
Also added Galzria's VP for the bridge I had forgotten. (Again: mentioning helps)
-
I will spend 3 power to bridge R7 and U9.
-
I'll play a bishop on the fire cult track to advance 3 spaces and gain 4 power.
-
I take the 4 power->7 coins action.
-
Play Priest on 3 Earth Cult. Gain 1 Power.
-
Use stronghold action to build free dwelling on W17. DSell may buy 2 power for 1 VP.
-
Upgrade R7 to a trading post and gain 3VP. Kuildeous may buy 3 power for 2 VP.
Also, can we get the who has passed info and round number on the first page of the spreadsheet updated?
-
Upgrade R7 to a trading post and gain 3VP. Kuildeous may buy 3 power for 2 VP.
Accept.
-
I'll take two power from Kuildeous.
I'll upgrade V15 to a Sanctuary, giving Kuildeous a free power if he'd like it. I'll take the 3 earth cult favor tile, gaining one power. I'll take the +1 per cult town tile, gaining three power.
I think that covers everything.
-
Oh, I also get 7 vp for the town tile.
-
Oh, do we get a favor tile for sanctuaries too? I didn't take one.
-
Man, I knew that the choice would be difficult when I moved in over here.
I decline the power from DSell.
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Oh, do we get a favor tile for sanctuaries too? I didn't take one.
Blah, now you know what I want. :P
Although, I presume I'd be able to change what I do based on the favor tile you take (at least if you take the one I'd planned on taking).
-
I decline the power from DSell.
But FREEEEEEE power! ;D
-
I'm building a new dwelling on G-1. Kuildeous can take a free power.
-
I'm building a new dwelling on G-1. Kuildeous can take a free power.
Accept.
-
Oh, do we get a favor tile for sanctuaries too? I didn't take one.
Blah, now you know what I want. :P
Although, I presume I'd be able to change what I do based on the favor tile you take (at least if you take the one I'd planned on taking).
I don’t want your stinkin' Earth 3 favor anyway. You can keep it.
I would like the Fire 2 instead, though. That sounds tasty.
Just to refresh my memory, you get favor for each temple/sanctuary you build? I don't have rules handy.
-
Just to refresh my memory, you get favor for each temple/sanctuary you build? I don't have rules handy.
Yes that's correct.
-
Play Priest on 2 Earth Cult. Gain 2 Power.
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Sorry Kuildeous, I completely missed that. I added your 2 fire favor tile now.
One more thing that I'd like to remind you of because it's not clear from the spreadsheet: The 10 space of every Cult can only be occupied by one player. Whoever gets there first has it. Remember that you need a town for every 10 space you advance on.
Kuildeous' turn again.
-
Use special action on favor tile to gain 1 space on Fire. +2 Power to me.
-
The Earth Cult should show me with 2 Priest's played.
-
Fixed.
-
I use my stronghold action to terraform I9, but don't build on it.
-
Upgrade M-5 to a Trading House for 3 VP.
-
It's still Dsell's turn.
-
Oh, right...he has a turn too, oops
-
No no no. See? They're the swarmlings. They may take their turn whenever they choose. And since I go after him, that now makes it MY turn!
-
Actually, since I can choose to go whenever I choose, I'm going to go again before you get a turn...
-
Dseeeeeell!
-
I take the 1 priest for 3 power power action!
-
I still do the same thing I said I was going to do. :)
-
Take the free power, upgrade O9 to Trading House. Swarmlings may trade 2 VP for 3 Power.
-
Take the free power, upgrade O9 to Trading House. Swarmlings may trade 2 VP for 3 Power.
And you get 3VP.
-
Take the free power, upgrade O9 to Trading House. Swarmlings may trade 2 VP for 3 Power.
And you get 3VP.
Yep. Thought it was at end of turn per TH built, but it's as you build them.
-
Spend 2 Power to gain 2 Coins.
Convert 4 Workers to 4 Coins.
Upgrade R3 to Trading House for 3 VP.
-
I'll take the power from Galzria
-
I upgrade U9 to a trading post and gain 3VP. Dsell may take 2 power for 1 VP.
-
I'll take that power and I'll put a priest on the Air cult track, gaining 2 more power.
-
Turn 2 Power into 2 Coins, Upgrade O9 to Temple (Swarmlings exchange 2VP for 3 Power?), Take the 2 Earth Favor Tile (1 Worker, 1 Power), grab 2 Power from Cult Track.
-
Place priest on water track and gain 4 Power.
-
Um, it looks like the swarmlings used their special powers to have their turn skipped. ;)
-
Um, it looks like the swarmlings used their special powers to have their turn skipped. ;)
Whoops. That was my fault. Scratch mine and Kuildeous' move (although I doubt I'll change my move).
-
Galzria hax.
-
Galzria hax.
Shhh!
-
Before Galzria's turn my intention was to put my priest on the Air track for 2 power.
I'll take Galzria up on the power he's giving me also for -2VP...
-
Galzria's turn didn't happen yet, as you go before him. Do you still want hip place the priest on the air track?
-
Oh yeah, sorry. I meant that since my intention was to do that before I knew what Galzria was going to do, that I'm still doing it.
i.e. Place Priest on Air track, gaining 2 power
-
Turn 2 Power into 2 Coins, Upgrade O9 to Temple (Swarmlings exchange 2VP for 3 Power?), Take the 2 Earth Favor Tile (1 Worker, 1 Power), grab 2 Power from Cult Track.
-
Place priest on water track and gain 4 Power.
Still doing that.
-
Still taking the 3 power from Galzria's action also.
-
I pass, take the two workers and 4VP per sanctuary / stronghold bonus card and gain a bonus coin.
-
I don't think Theorel's priest on the Air track is showing up. I put a priest on the Earth Track, gaining 2 power.
-
Thx, fixed.
theorel's turn.
-
Spend 2 Power to gain 2 Coins.
Convert 4 Workers to 4 Coins.
Upgrade R3 to Trading House for 3 VP.
I just realized that this caused a town to be founded. (Only three spaces needed because of the sanctuary and only six power needed because of the 2 fire favor tile.)
-
Oh damn, I keep missing those things. Thx for alerting me.
Kuildeous, please choose your town tile. 5 extra VP due to Witches' ability will be given along with that (this has not happened yet).
After that, thereol's turn.
-
Kuildeous, please choose your town tile. 5 extra VP due to Witches' ability will be given along with that (this has not happened yet).
I thought founding a town was an action. I do not wish to form a town at this time.
But if I'm forced to, then I guess I will. Too late to go back.
-
Sry, founding a town happens immediately when the requirements are fulfilled (except for Mermaid's special ability).
-
In that case, I'll take the town tile that grants 8 power.
Spend 3 power to get 3 coins.
Pass and take the bonus card that has 2 coins on it (2 VP per trading house).
Gain 6 VPs for passing.
-
Kuildeous, you do that instead of this:
Place priest on water track and gain 4 Power.
Still doing that.
?
-
Kuildeous, you do that instead of this:
Place priest on water track and gain 4 Power.
Still doing that.
?
And if so...
Technically
I pass, take the two workers and 4VP per sanctuary / stronghold bonus card and gain a bonus coin.
Nor
I don't think Theorel's priest on the Air track is showing up. I put a priest on the Earth Track, gaining 2 power.
Has happened. So your choice of bonus tile card might be different...
-
Ack, thought we had gone another round.
Okay, so, when I formed that town, I would have taken the 8-power town tile. That would have put me at 0-0-10, I believe.
I will convert 5 power into 5 coins, putting me at 5-0-5.
Then my action is to play the priest on the water track to gain 4 power. That should put me at 1-4-5.
Does that sync up, Watno?
-
Okay, that all looks right to me...so, I'll go ahead with my turn.
I use my Stronghold special ability to Upgrade E-5 to a Trading House.
-
I'm afraid it doesn't sync up. I didn't revert the spreadsheet.
Since you're at 0/8/2 now, you were at 2/8/0 before placing your priest, when you founded the town. So if you take the 8 power tile at that point, you're at 0/4/6, then after placing the priest, you're at 0/0/10, without spending any power. Is that what you wish to do?
Sorry again for the confusion :(
-
That's all right. I blame Galzria anyway. Always will. He's a shifty one.
Since the free power exchanges happen at any time, can they be done in response to gaining power?
For example, I'm sitting pretty on 0-0-10. If something is built near my Trading House, could I quickly convert 1 power to 1 coin and then take the 2 power from the Trading House to get back to 0-0-10? Is that legal?
If so, then I'm fine sitting on 0-0-10. If not, then I'd like to convert 2 power to 2 coins now.
-
Since the free power exchanges happen at any time, can they be done in response to gaining power?
For example, I'm sitting pretty on 0-0-10. If something is built near my Trading House, could I quickly convert 1 power to 1 coin and then take the 2 power from the Trading House to get back to 0-0-10? Is that legal?
Actually the power exchanges can't happen at any time. They can only happen at any time on your turn (see page 13 of the rules).
Your trading house example isn't legal because it's not your turn when you could gain the power. Do note that you can exchange power before you pass, because passing is considered an action that you take on your turn.
-
Okay, so it seems like it's sorted now?
I use my Stronghold special ability to Upgrade E-5 to a Trading House.
I forgot to add: Gaining 3 VP
-
Since the free power exchanges happen at any time, can they be done in response to gaining power?
For example, I'm sitting pretty on 0-0-10. If something is built near my Trading House, could I quickly convert 1 power to 1 coin and then take the 2 power from the Trading House to get back to 0-0-10? Is that legal?
Actually the power exchanges can't happen at any time. They can only happen at any time on your turn (see page 13 of the rules).
Your trading house example isn't legal because it's not your turn when you could gain the power. Do note that you can exchange power before you pass, because passing is considered an action that you take on your turn.
Okay, makes sense. Better use up 2 power just in case. Don't want to miss out on free power.
-
Don't want to miss out on free power.
That's the spirit! ;D
-
Unless it's from DSell. Gotta watch those Faustian deals.
-
I will use my Bonus Card to advance 1 space in the Earth Cult
-
And yes, Kuildeous, you can blame me. Everybody does, even for games I'm NOT in... So being blamed in the ones I AM in only seems appropriate.
Although... If I recall I was busy trying to engineer a way to skip the Swarmling's turn, thus making you Witches magically take your turn sooner! So no complaining!
-
Ok, everything should be back to normal now.
Kuildeous' turn.
-
Hmm, changing my strategy.
Spend 4 Power to gain 2 Workers.
-
Ok, everything should be back to normal now.
Sorry, I just noticed one more correction needed in the spreadsheet. On my player tab, you have me with 4 dwellings and 1 trading house, but I'm really at 3 and 2. I was wondering why my coin income seemed low and this seems to be the reason.
-
No need for you to apologize for my mistakes. Fixed.
-
I'll convert 3 power into a worker and 2 power into 2 coins and then I'll pass, taking the one worker, 3 power bonus card, which comes with an additional coin.
-
7 power->1 worker/4 coins
upgrade Dwelling at G1 to Trading House for 3 VP.
-
1 free power for Kuildeous from theorel's build.
Galzria's turn.
-
Pass, take the 1 Worker, Trading House VP bonus card.
I get 2 additional coins, and 3 VP for my Bridge.
-
Galzria gets 3 VP from his bridge and 2 coins from his new bonus card.
Kuildeous' turn.
-
1 free power for Kuildeous from theorel's build.
Gladly
-
Pass
Collecting 6 VPs.
Taking the 6-coin bonus tile.
-
Pass
Take the 4-coin/cult bonus.
-
Oooh, new round!
-
Did I have the 2 vp/trading house when passing bonus this round? If so, I get 2 vp for that.
-
You didn't.
-
Alrighty. I'm obviously keeping really good track of things. ;D
-
Round End:
1 spade per 4 in Air Cult: 1 for Dsell and theorel, 2 for Kuildeous
Remaining bonus cards get 1 coin each.
All special and power actions are available again.
hyramgraff is the new starting player, so the order for spades is Dsell, then theorel, then Kuildeous. Note that you can't build a dwelling along with that.
-
I will start giving your income already, please don't be confused by this.
-
Income:
hyramgraff gets 7 coins, 6 workers, 1 priest and 4 power.
Dsell gets 5 coins, 3 workers, 2 priests and 8 power.
theorel gets 10 coins, 4 workers, 1 priest and 14 power.
Galzria gets 4 workers, 1 priest and 12 power (but caps after 10).
Kuildeous gets 8 coins, 7 workers, 1 priest and 3 power.
Next round's scoring tile:
Get 5 VP when founding a town.
End of round: Get 1 Spade per 4 in Earth Cult. (these have to be spent instantly and cannot be combined with instant building)
Game state (running): https://docs.google.com/spreadsheet/ccc?key=0AuoXfjzSnYbsdEx5dHRHX1NLTTVHOEwzSGt3SEtwUnc#gid=1
-
I'll terraform S-13. (This is how it works, right?)
-
Yes, theorel is up next.
-
Terraform H-3
-
Terraform U17 and X15.
-
Gamestate Snapshot: https://docs.google.com/spreadsheet/ccc?key=0AuoXfjzSnYbsdDNEUFk1NW9vVkNmSGRsUExtYjJQNUE#gid=1
Round 5 starts. hyramgraff's turn.
-
Thanks for the 14 power, but I should really only have 7. :)
-
makes sense.
-
I convert 5 power to coins.
I upgrade V7 to a sanctuary. The engineers are unable to gain any power from this.
I take the two fire favor tile and gain a power.
I found a town, take the 8 power town tile and gain 8+5 = 13 VP.
I think that covers everything.
-
I hope I got that right.
Dsell's turn.
-
I hope I got that right.
It looks good to me.
-
Build a Dwelling at S-13.
-
Post? What post?
Theorel's turn.
-
Funnily enough, I just processed theorel's CO to build a bridge from M5 to J3.
I hope you saved your post Galz.
-
Oh man. I hate decisions. So many ways to go... And quickly running out of time.
Alright, let's Play Priest on Earth Cult, locking in #10.
Yes, I get nothing from the power gain.
----
This post? The "Back" button on browsers is a wonderful thing!
-
Play Power Action.
Spend 4 Power to gain 7 Coins.
-
Use the two free spades power action to terraform K9 and build a dwelling.
The engineers still get no power and the witches may trade 2 VP for 3 power.
-
Use the two free spades power action to terraform K9 and build a dwelling.
The engineers still get no power and the witches may trade 2 VP for 3 power.
Not sure if I'll regret this, but I will take that 3 Power.
-
Tough choices from here on out, I'm sure. I'm gonna take the spade power action and augment it with 3 workers to terraform W-13. I will not build a dwelling there yet, though.
-
Use my Stronghold to upgrade B-7 to a Trading House, creating a Town for 5 VP, 3 workers, and taking the 7 VP town tile advancing one space on each cult track.
-
I'll take the 2 Worker Power action
-
I don't believe the spreadsheet shows the 7 coins I gained from my last power action?
-
Fixed, sry.
-
Upgrade N15 to Trading House.
Score 10 VP for founding a town.
Take Town tile for 9 VP + 1 Priest.
-
You need at least 4 buildings for a town (the Sanctuary only affects the town it is in).
You still want to do this?
-
Upgrade N15 to Trading House.
Score 10 VP for founding a town.
Take Town tile for 9 VP + 1 Priest.
That won't get you a town, you need to have four tiles as well as 6 power worth of buildings. Only the sanctuary will let you have a town with three tiles.
-
Ah hell, I forgot about that. That changes my plans a lot. Hmm…
Stupid sanctuary making me used to 3-building towns.
Okay, re-evaluating.
-
Okay, placing Priest on the track of fire for +2 Power.
-
I will build a dwelling at I9. This forms a town and I will take the priest and 9+5 = 14VP.
Dsell's turn.
-
Place 1 priest on the fire track, gaining 3 power and locking in the "10" spot.
-
Upgrade Terraforming for 6 VP
-
Build Bridge from I-5 to G-7
-
I assume you pay for the bridge with 2 workers since the power action is already taken Galz.
I hope I got everything right.
-
Yes, of course.
-
Use stronghold action (which was not reset at the beginning of this turn, so that's one less thing to do) to place free Dwelling on X15.
Dsell may buy 3 Power as a result of my action.
-
I will place a priest on the last space of the fire track.
-
I will take the power from Kuildeous and then I'll build a dwelling on W13, giving Kuildeous a free power if he chooses.
-
I will take the power from Kuildeous and then I'll build a dwelling on W13, giving Kuildeous a free power if he chooses.
I'll allow this. And if you don't use it to advance on the air track, I may even allow it again in the future.
-
Earth track, please.
-
Earth track, please.
Odd.
Why Earth and not Water?
-
Double scoring bonus!
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Double scoring bonus!
I always forget those damn scoring tile bonuses.
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Double scoring bonus!
I always forget those damn scoring tile bonuses.
Forget I said anything. :P
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Double scoring bonus!
I always forget those damn scoring tile bonuses.
Forget I said anything. :P
Will do!
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Terraform/Build J-3
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Noooo... I'm falling behind...
Well, ok, I never expected to win after passing as my first action of turn 1....
Convert 3 Power to Coins, Pass, Score 3 VP for my Bridge, Take the Shipping Track Bonus Card, picking up an extra coin.
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Build Dwelling on U17. Dsell has the option of buying 3 Power.
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Oh, @ Galzria: you had the option for 3 power from my build (which I forgot to mention).
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Oh, @ Galzria: you had the option for 3 power from my build (which I forgot to mention).
Umm... Essentially it's 2 VP for 1 coin...
So no, I suppose I'll pass. I dint think I'll be in desperate need of that coin.
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I will use my stronghold action to terraform G17 and build a dwelling.
Dsell gets a free power and it's his turn.
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Drat, I apologize for not saying whether I accepted Kuildeous' power, I should have done that sooner, particularly before hyramgraff gave me another opportunity. But I would NOT have accepted power from Kuildeous, I will of course accept it from hyramgraff though.
I'll convert 3 power into a worker and build a dwelling at X11.
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power from Kuildeous had already been given.
theorel's turn.
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Convert 4 power into a worker and coin. Terraform/Build H-3, forming a Town.
Take Town Tile with 6 coins. For a total change of:
6 coins, 10VP, 3 workers.
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Well, I'm going to be someone's best friend.
Use 3 Workers to terraform T15 to green. Build a Dwelling on T15.
DSell gets 1 Power for free.
DSell can buy 2 Power.
DSell can buy 3 Power.
I believe a player can choose to trigger each building individually. It's just that he couldn't split a Stronghold gain.
So, DSell, want to be drunk with power?
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While the rules aren't necessarily 100% clear on the matter, the example is.
In order to determine the total number of Power an opponent may gain, add up the Power values of their Structures directly adjacent to your newly built Structure.
...
• You may not gain less Power in order to save Victory points. Either take it all or gain nothing.
...
(Example)
The Mermaid player (blue) needs to inform the Nomad player (yellow) that he may gain exactly 3 Power due to the newly built blue Dwelling: 1 Power for the yellow Dwelling plus 2 Power for the yellow Temple
I think the add up implies that you're not just doing each individually...but as noted, it's not necessarily clear. The example shows that the player does not have a choice to gain less power.
So, Dsell can choose to gain 6 power for 5 VP, or nothing.
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I think the rules are pretty clear and agree with theorel on what they say. Dsell may trade 5 VP for 6 power.
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Oh, then I have no regrets in what I just did.
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Obviously not taking that. :P
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hyramgraff's move, processing now.
Burn a power token, then convert 2 power to 2 coins then upgrade G17 to a trading house. Dsell will get a free power.
Dsell's turn.
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I'll pass and grab the 1 VP per dwelling bonus card, which comes with 2 coins and a bonus coin.
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Upgrade B-7 to a temple. Take the 3 air favor tile
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Let's tempt DSell again. Upgrade T15 to a Trading House. DSell may buy 6 Power.
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Lolnope.
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You didn't give me my 3 air cult progress...which also should have given me 2 power (that won't really matter)
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I will return a priest to my supply to advance a space on the fire track and gain 2 power.
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Also, I'm missing a dwelling: I have 3 on board, but only 2 built on my player board
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You're right, won't get to update the spreadsheet before tomorrow though.
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Use Bonus Card Special for 1 Air, locking in the 10 place for another useless 3 power
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Updated now, Kuildeous' turn.
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Upgrade X15 to a Trading House. This lets DSell buy only 4 Power this time.
That forms a town for me, giving me 10 VP.
Hmm, I could have sworn there weren't any 9-VP town tiles left, but I didn't even notice Theorel passing me on the Air track, so I'm clearly not paying enough attention anyway. I'll take that town tile.
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That might have to do with me forgetting to move theorel 3 spaces before the last update, but you couldn't have stopped him from going to 10 anyway.
hyramgraff's turn.
Also, I just noticed that due to a mistake I made Kuildeous had 9 dwellings on the board at some point during his turn. Since the same result could have been achieved if he had taken his actions in a different order, I don't think the other player's moves would have been different with that sequence, and backtracking to correct this would be a huge pain, we'll just forget about this. I hope this is ok with everyone and apologize for my mistake.
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Hmm, I could have sworn there weren't any 9-VP town tiles left, but I didn't even notice Theorel passing me on the Air track, so I'm clearly not paying enough attention anyway. I'll take that town tile.
You tried to take it back in reply #359...but needed 4 structures. No one else has tried to take it since though.
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I will pass, gaining 8VP and take the 2VP per trading house bonus tile.
Also, I should have 5 dwelling on my player tab.
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Yeah, but for some reason I had thought someone else took it since then. But that may have been the 8-VP token. I remember when that was taken, because I was thinking that I did want that. I got it stuck in my head that all the high-power town tiles were gone at that point.
Quick question, since I don't have the rules handy: Is the power action the only way to build a bridge? I don't recall. Obviously, the Engineers can cheat the system. Tricksy Engineers.
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Yes, power action is only way to build a bridge.
Pass taking the 4VP per Stronghold/Sanctuary bonus card.
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theorel is right.
Kuildeous' turn now until he passes.
The following is still available:
This lets DSell buy only 4 Power this time.
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I suspect my remaining actions wouldn't change DSell's decision on taking 4 Power, so here goes:
Use Favor Tile to advance Fire track +1 space.
Pass, taking the 1-Worker, 3-Power bonus tile.
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End of Round:
1 Spade / 4 Earth: Dsell and Galzria get 2 each. Since Galzria is the new starting player, he uses his spades first.
Remember you can't instantly build on the terraformed spaces.
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I'll start preparing the new round already, don't be confused by this.
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Is my Bonus Tile in effect?
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Actually, it doesn't matter, let's Terreform F7 twice.
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Income:
hyramgraff gets 9 coins, 7 workers, 1 priest and 8 power.
Dsell gets 7 coins, 5 workers, 2 priests and 5 power.
theorel gets 6 coins, 7 workers, 2 priest and 14 power (but caps after 9).
Galzria gets 3 workers, 1 priest and 15 power (but caps after 14).
Kuildeous gets 6 coins, 9 workers, 1 priest and 9 power.
Next round's scoring tile:
Get 5 VP when building a Stronghold/Sanctuary.
Game state (running): https://docs.google.com/spreadsheet/ccc?key=0AuoXfjzSnYbsdEx5dHRHX1NLTTVHOEwzSGt3SEtwUnc#gid=1
Note that this will be the last Round. When passing, you won't get a new bonus tile. After the Round, extra VP are awarded:
18/12/6 VP for having the largest number of connected buildings (shipping counts here).
8/4/2 VP for position in each of the cult tracks.
1 VP per 3 coins you have left over.
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You're bonus tile is not in effect yet, Galz.
Dsell's turn. You also have your power gain still available.
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You did it correctly on the spreadsheet, but: I gained 2 priests.
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18/12/6 VP for having the largest number of connected buildings (shipping counts here).
I had the impression that shipping did not count for connected.
Or at least it didn't for something, but I can't think of what that exception was.
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It doesn't count for town-founding...maybe that's what you're thinking of?
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I also thought that Shipping did not. Only direct adjacency, not indirect. ???
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I also thought that Shipping did not. Only direct adjacency, not indirect. ???
Just reread though, and area scoring is indeed indirect as well as direct. Oh well. Now I know. ;D
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It doesn't count for town-founding...maybe that's what you're thinking of?
Bingo. Thanks.
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Income:
hyramgraff gets 9 coins, 7 workers, 1 priest and 4 power.
It's correct on the sheet, but I gained 8 power, not 4.
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So, it is my turn to pick which tiles to terraform, right? For the cult scoring bonus?
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Ok nevermind. I just hadn't read quite enough.
I'll terraform W-9 and Y-13.
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What about this?
This lets DSell buy only 4 Power this time.
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What about this?
This lets DSell buy only 4 Power this time.
Oops, sorry for missing this. No thanks!
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Gamestate Snapshot: https://docs.google.com/spreadsheet/ccc?key=0AuoXfjzSnYbsdFowRXBKODE3WDdtVnNYUVBPbDk5VEE#gid=1
Galzria is the new starting player
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Use the 6 Power Action to Terreform G9 twice and build a dwelling.
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I didn't expect that action to be used up already.
Okay, Use the 3 Power Action to gain a Priest.
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Galz, you can't terraform G9, since you're not adjacent to it (you haven't built on F7 yet)
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He's got the shipping bonus
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Oh yeah. In that case, hyramgraff gets 1 power for free, and it's his turn. Sorry.
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I take the 7 coins power action.
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I'll take the two workers power action.
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Change 1 power to coins, upgrade shipping. +2VP
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Build Dwelling on F7
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I take the 4 power for that, except that I only get 2....so it only costs 1 VP.
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Use Power Action to build bridge between Q17 and T15.
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I use my stronghold action to terraform E17 and build a dwelling. Dsell gets a free power.
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I'll play a priest on the water cult track, getting one power.
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Change 5 power into coins, upgrade B-7 to a Sanctuary for 5 VP. Take the 1 Air Tile.
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Terraform E9, build Dwelling
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theorel declines 2 power per CO. Kuildeous' turn.
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Upgrade Terraform track.
Twice, if allowed.
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It's not.
hyramgraff's turn.
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Upgrade Terraform track.
Twice, if allowed.
The rules seem to be fairly clear that you can only advance one space when you take that action.
Upgrade E17 to a trading post. Take the 5 VP and 6 coins town tile. Dsell gets another free power.
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I'll place another priest on the water track, getting 2 more power.
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Use Stronghold to upgrade A-9 to a Trading House
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Dwelling on G-13
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Upgrade terraforming track.
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Upgrade terraforming track and gain 6 VP.
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Since we're getting close to finishing, and I think at least some of you like this game, i opened Signups for another game:
http://forum.dominionstrategy.com/index.php?topic=7338.0
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I'll place a dwelling on W-9, Hyramgraff can take 5 power! So much power! Many good power!
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Turn 2 power->coins, 2 workers->coins and upgrade my Shipping for 3 VP.
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I'll place a dwelling on W-9, Hyramgraff can take 5 power! So much power! Many good power!
I'm probably crazy, but I will take the power. Dsell gets a cult track advancement.
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I'll place a dwelling on W-9, Hyramgraff can take 5 power! So much power! Many good power!
I'm probably crazy, but I will take the power. Dsell gets a cult track advancement.
Woohoo! Kuildeous will be mad no matter what but I'll put it on water.
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Deeeeee-Sell!
*shakes fist*
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Deeeeee-Sell!
*shakes fist*
*sheepish grin*
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Turn 2 Power into Coins, upgrade Shipping Track for 2 VP
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Place Priest on Water track.
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Place Priest on Water track.
Hey now!
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Upgrade terraforming track and gain 6 VP.
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I never listed my VP increases for upgrading my terraforming, but I think Watno included those in my score. I'm pretty sure that my score is not at 90.
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I did add those, just double checked. I think for those reminding me doesn't even help much, since you always get them when increasing on a track. Those extra VP that aren't always there I'm more likely to forget.
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I'll build a dwelling on X7, giving hyramgraff the option to take 3 power!
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I'll build a dwelling on X7, giving hyramgraff the option to take 3 power!
Yay! More power!
Dsell get's a cult track advancement.
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I'll put it on water and get 2 power.
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In a move which is sure to surprise anyone who noticed I have no power, workers, priests, or coins...I'll pass.
I get 8VP for having a Sanctuary and Stronghold and 4 VP for having 4 trading houses. (so 12VP total)
I'll see you guys at end-game scoring.
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I to am zero'd out, so I'll pass. I gain 6 VP for my two bridges.
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Use 2 Workers to terraform P15 and build a Dwelling.
This forms a town. Take a worker town tile. I gain 5 VP.
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I spend two workers to terraform C17 and build a dwelling.
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hyramgraff founds a town for 6 VP and 2 workers.
Dsell gets a free power.
Dsell's turn.
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hyramgraff founds a town for 6 VP and 2 workers.
Dsell gets a free power.
Dsell's turn.
I already founded a town when I hit six power by building the second trading post, I took six coins then. Also, that space isn't next to Dsell, so he shouldn't get any power.
Edit: Now that I look at the map I see that you put the dwelling on the wrong space (D15 vs C17), hence the confusion about Dsell getting power.
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Umm yeah, you're absolutely right.
Fixed.
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Now I'm counting ten towns on the map but there is still an extra tile on the town tiles tab. I really don't know what happened there.
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I know I got all three of my town tokens. I remember taking 8 power, 1 priest, and 2 workers.
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The priest tile has been taken three times. I forgot lowering the number available once. I'm afraid it's too late to fix, sorry about that as well.
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Ah yes, I see that. Galzria got the first priest town tile in #234.
I then tried to take the priest town tile in #359 before I realized I couldn't make a town yet.
Hyramgraff took the priest town tile in #364.
In #405 is when I apparently was not as crazy as I thought, since I questioned the priest count. Then I cheated like a mofo and took the third nonexistent priest.
I agree that we have gone too far, but I am willing to lose 3 VP to make things slightly closer to normal.
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Build dwelling at Y13, Kuildeous can take 2 power if he so chooses.
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Decline power purchase.
Convert 1 Power to 1 Coin.
Spend 1 Worker to terraform Q17.
Build Dwelling on Q17.
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Ah yes, I see that. Galzria got the first priest town tile in #234.
I then tried to take the priest town tile in #359 before I realized I couldn't make a town yet.
Hyramgraff took the priest town tile in #364.
In #405 is when I apparently was not as crazy as I thought, since I questioned the priest count. Then I cheated like a mofo and took the third nonexistent priest.
I agree that we have gone too far, but I am willing to lose 3 VP to make things slightly closer to normal.
I remember looking for the first priest tile, when that came up, but I think I stopped digging through the history before I made it back as far as the Engineer's town.
Also, the game state link in the first post seems to point to before my last build, at least as the map is concerned. It's also possible that my browser is caching stale pages again.
Upgrade shipping track and gain 2 VP. Dsell's turn.
Edit: Wating on Kuildeous to make a valid move.
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Kuildeous, you don't have any dwellings available. Your move isn't possible.
Will look into the spreadsheet issue later.
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Spreadsheet should be right now.
Kuildeous' turn, you have no more dwellings available to build.
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Well, that's unfortunate. The downside to playing a virtual game without physical reminders of these things.
I suppose you'll tell me that Duchies aren't unlimited either.
Okay, new plan: Convert 2 Power to 2 Gold. Upgrade U17 to Trading House. DSell may buy 3 Power.
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Upgrade shipping track for 2 VP. Dsell's turn.
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Reject power gain. Convert 1 power into a coin and upgrade U13 into a Stronghold, gaining 7+5 vp.
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Would you guys stop scoring VP! You're making me feel bad!
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Use 1 worker to terraform Q17.
Admire the new trees.
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Kuildeous, you can gain 2 power for 1 VP from Dsell's build.
hyramgraff's turn.
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Spend 3 power for a worker and 1 power for a coin and build a dwelling on A17.
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Kuildeous, you can gain 2 power for 1 VP from Dsell's build.
I will decline.
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I'll convert 3 power into coins and burn a power for a 4th coin and upgrade shipping.
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Use Stronghold action to build free Dwelling on Q17.
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Bah, my turn to misread a rule. I kept saying to myself "I should check that the endgame area scoring is points of structures" but never did. It's number of structures...that leaves me tied with Kuildeous and Dsell unless I'm mistaken.
I think I could have tied hyramgraff for first if I had built a dwelling instead of upgrading shipping. (would have cost me 1-2 extra VP for the necessary power gains)
Unless there's something ELSE I'm missing I think I'll tie with Kuildeous for first though. Stupid laziness and not checking a rule I wasn't sure on.
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I burn a power, then convert two power to coins (because I can). I pass and gain 8 VP from four trading posts.
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Pretty sure there is nothing left for me to do (other than burn a power uselessly) so I'll pass, gaining 7 vp for having 7 dwellings on the board.
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I guess it's time to end this.
The spreadsheet hasn't been updated since I declared my free build, but I think I am able to follow along just fine.
Use Favor Tile to advance Fire track. This gains me 2 Power, and I am tied with hyramgraff. I don't recall if this means we each get 4 points or 3 points or 2 points, but it does mean that we're tied for second, so I'm good with that. As I recall, I'm still first in the water track, so I will not bother advancing that one.
I can burn 1 power from Bowl II to convert a Bowl II to Bowl III, giving me a grand total of 2 power to burn (if I can burn more power, let me know, but I get the impression I cannot).
I'll then convert 2 power to 2 coins. I'll also convert 2 workers to 2 coins. Coins are the only resource at the end that contribute to VPs, right? Not that 4 coins gets me more than 3, but bragging rights or something.
Then I'm ready to pass. I don't suppose I could pick up that bonus tile with the coin on it, not that it'd help me, but I can at least shake my fist feebly at having only 5 coins.
I think I interpret everything correctly. Feel free to point out any errors.
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Oh, right you didn't need to build a trading house for any reason (still stuck on the power instead of number for area thing).
So, I think you win by 2 points.
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Really? Woot! Cheaty witches!
I read a BGG post where someone lamented on using his Stronghold power too often and spreading himself thin. Considering you only get 8 Dwellings at a time, I can see why. So, let that be a lesson to future Witches. When I play in III or IV, I'll choose a different race, but Witches are definitely a fairly solid choice, especially if you can get three towns founded. And that's actually fairly easy to do with Witches.
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Endgame Scoring:
Largest Area:
hyramgraff: 10
Dsell: 9
theorel: 9
Galzria: 8
Kuildeous: 9
=> 18 VP for hyramgraff, 6 VP each for Dsell, theorel and Kuildeous
Cults:
Fire: 8 VP for Dsell, 3 VP each for Kuildeous and hyramgraff
Water: 8 VP for Kuildeous, 4 VP for Dsell, 2 VP for theorel
Earth: 8 VP for Galzria, 4 VP for Dsell, 2 VP for theorel
Air: 8 VP for theorel, 4 VP for Kuildeous, 2 VP for Dsell
Remaining coins:1 VP for Kuildeous
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Final standings:
1st: Kuildeous (Witches) & hyramgraff (Giants) with 111 VP
3rd: theorel (Swarmlings) with 109 VP
4th: Dsell (Cultists) with 78 VP
5th: Galzria (Engineers) with 67 VP
Full gamestate: https://docs.google.com/spreadsheet/ccc?key=0AuoXfjzSnYbsdEx5dHRHX1NLTTVHOEwzSGt3SEtwUnc#gid=1
Congratulations to Kuildeous and hyramgraff. That was a really close finish.
I hope you all enyjoyed the game despite the mistakes I made during the game, but since nearly all of you signed up for the next game, I'll assume you did.
Thx everyone for playing.
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Seems like a close finish. Nice.
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Thank you for hosting, Watno.
I am pretty tempted to pick this game up for myself. I need to see if it is the type of game that my friends will play as well. This game is "simple" but has some pretty in-depth strategy, which I love. Those types of games don't necessarily see a lot of table time in my group, sadly.
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I'm not sure the final scores are correct. (end-game scoring looks right though)
At the least I'm 100% certain my score is incorrect. It'd be nice to have a pre-final score snapshot (for future reference)...I think hyramgraff and Dsell should have tied.
My score should be 109.
I had 91 points (of this I am certain, because I passed well before game end and so it didn't change for a good long while), I got 6 from area scoring and 12 from cults=>109
As of the last update that I had seen before final scoring hyramgraff had 82 points. He got 8 for passing taking him to 90.
+18+3=>111(that's right)
At the same time Kuildeous had 89 points (because I know he had 2 less than me). he gained 6 for area + 15 for cults + 1 for coins for 22 total which should be 111 as well.
Was the score incorrect before that point, or did I miss something somewhere? I really had nothing better to do after passing than stare at scores...so I'm certain those are the numbers that were there. I'm guessing maybe 2 of my cult points got switched to Kuildeous?
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Also a note from my previous comment: I just knew Kuildeous had beaten me by 2 points, I didn't realize at that time that he was tying hyramgraff. I had never refigured hyramgraff's score after realizing my error on the area scoring...somehow I didn't think it would make such a huge difference, though in hindsight it's obvious.
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I'm not sure the final scores are correct. (end-game scoring looks right though)
At the least I'm 100% certain my score is incorrect. It'd be nice to have a pre-final score snapshot (for future reference)...I think hyramgraff and Dsell should have tied.
Kuildeous, I'm guessing? I mean, I wish. ;D
This was a lot of fun! I look forward to the next game, especially knowing what I'm doing the whole time.
Congrats Kuildeous (and possibly hyramgraff too)!
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Yeah, I seem to indeed have given 2 of theorel's points to Kuildeous. Lucky someone questions what I do.
Scores before final Scoring where:
hyramgraff 90
Dsell 54
theorel 91
galzria 59
Kuildeous 89
Sorry Kuildeous, you'll have to share your win. Congratulations to hyramgraff.
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only because I thought I was going to win for a bit there... :P
congrats to the winners!
thanks to watno for hosting!
looking forward to the next one.
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Sorry Kuildeous, you'll have to share your win. Congratulations to hyramgraff.
Never! I demand we break the tie with Thunderdome!
Wait, that's a bad plan against giants. Okay, shared win it is.
I could have had you if only we were playing by Australian rules and I had unlimited Dwellings in my supply.