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Author Topic: Colonists (Game End, Watno won)  (Read 42086 times)

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ghostofmars

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Re: Colonists (Era 1, Year 4, Winter, Turn 2, Watno/Jack Rudd)
« Reply #75 on: February 15, 2018, 09:18:48 am »

I changed my mind about the production phase: I will discard 1 food to keep the wood.
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Watno

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Re: Colonists (Era 1, Year 4, Winter, Turn 2, Watno/Jack Rudd)
« Reply #76 on: February 15, 2018, 11:01:16 am »

Left market for 1 wood, 1 clay
Builder build 2 storages
Left market for start player
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Qvist

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Re: Colonists (Era 1, Year 4, Winter, Turn 2, Watno/Jack Rudd)
« Reply #77 on: February 16, 2018, 01:19:01 pm »

Jack Rudd, you have
1 Inactive Farmer
1 Tools & 1 Coin
1 Card
3 Wood & 3 Clay & 1 Food



ghostofmars, you have
1 Inactive Farmer
3 Tools & 1 Coin
2 Cards
4 Wood & 1 Plank & 2 Food & 2 Clay



Watno, you have
4 Inactive Farmers
2 Tools & 2 Coins
5 Cards
2 Planks & 2 Bricks & 1 Clay & 1 Food



Board:




Jack Rudd

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Re: Colonists (Era 1, Year 4, Winter, Turn 3, Jack Rudd)
« Reply #78 on: February 16, 2018, 05:00:34 pm »

Go to Market, take Resources
Go to Developer, play Clay Oven
Go to Builder, build Hollow
Activate everything
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Centuries later, archaeologists discover the remains of your ancient civilization.

Evidence of thriving towns, Pottery, roads, and a centralized government amaze the startled scientists.

Finally, they come upon a stone tablet, which contains but one mysterious phrase!

'ISOTROPIC WILL RETURN!'

Watno

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Re: Colonists (Era 1, Year 4, Winter, Turn 3, Jack Rudd)
« Reply #79 on: February 16, 2018, 05:05:40 pm »

Place Estate Builder between hollow Builder and Pub Builder
Flat Builder between Joiner and Diplomat
Clay Delve between Joiner and Hollow builder
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Qvist

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Re: Colonists (Era 1, Year 4, Winter, Turn 3, Jack Rudd)
« Reply #80 on: February 18, 2018, 07:42:58 am »


Activate everything

You can't activate everything. You have 5 Workers, but 3 Forester's Houses, 1 Hollow, 1 Hunting Lodge and 1 Shed.

Qvist

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Re: Colonists (Era 1, Year 4, Winter, Turn 3, Jack Rudd)
« Reply #81 on: February 18, 2018, 08:06:01 am »

Watno, you have
4 Inactive Farmers
5 Tools & 2 Coins
5 Cards
4 Wood & 2 Planks & 2 Bricks & 1 Clay & 1 Food



Jack Rudd, you have
0 Inactive Farmer
4 Tools & 1 Coin
0 Cards
7 Wood & 1 Clay & 1 Brick & 2 Food



ghostofmars, you have
0 Inactive Farmer
6 Tools & 1 Coin
2 Cards
9 Wood & 2 Planks & 1 Food & 5 Clay



Board:



Jack Rudd, I activated your Hollow and left your Forester's House unmanned in a random choice to keep the game going. If you want to activate the Forester's House instead of the Hollow, Hunting Lodge or Shed, let me know. If you decide to deactivate the shed, let me know which item(s) you discard.
Watno, I will PM you the market card to keep the game going, your turn.

Last year of the era (no new tiles)

Jack Rudd

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Re: Colonists (Era 1, Year 5, Summer, Turn 1, Watno/Jack Rudd)
« Reply #82 on: February 18, 2018, 06:26:35 pm »

Happy with that decision. Sorry.
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Centuries later, archaeologists discover the remains of your ancient civilization.

Evidence of thriving towns, Pottery, roads, and a centralized government amaze the startled scientists.

Finally, they come upon a stone tablet, which contains but one mysterious phrase!

'ISOTROPIC WILL RETURN!'

Watno

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Re: Colonists (Era 1, Year 5, Summer, Turn 1, Watno/Jack Rudd)
« Reply #83 on: February 19, 2018, 12:57:38 pm »

Develop Stone Axe (+4 wood)
Join 6 wood -> 3 planks (activating a Storage)
Upgrade 3 Farms -> Flats
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Jack Rudd

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Re: Colonists (Era 1, Year 5, Summer, Turn 1, Watno/Jack Rudd)
« Reply #84 on: February 19, 2018, 05:28:01 pm »

Go to Builder, turning 1 farm into an Estate
Leap to left Market, taking resources
Go to NW builder, building another Storage Shed
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Centuries later, archaeologists discover the remains of your ancient civilization.

Evidence of thriving towns, Pottery, roads, and a centralized government amaze the startled scientists.

Finally, they come upon a stone tablet, which contains but one mysterious phrase!

'ISOTROPIC WILL RETURN!'

ghostofmars

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Re: Colonists (Era 1, Year 5, Summer, Turn 1, Watno/Jack Rudd)
« Reply #85 on: February 20, 2018, 01:54:05 am »

I would need to know the market action before I can move.
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Watno

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Re: Colonists (Era 1, Year 5, Summer, Turn 1, Watno/Jack Rudd)
« Reply #86 on: February 20, 2018, 02:15:23 am »

Here's the market card via PM to let the game going while Jack Rudd decides.



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Qvist

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Re: Colonists (Era 1, Year 5, Summer, Turn 1, Watno/Jack Rudd)
« Reply #87 on: February 20, 2018, 02:19:49 am »

Watno, you have
3 Inactive Citizens
3 Tools & 2 Coins
4 Cards
2 Wood & 2 Planks & 2 Bricks & 1 Clay & 1 Food



Jack Rudd, you have
2 Inactive Farmer
2 Tools & 1 Coin
0 Cards
4 Wood & 1 Clay & 2 Food



Board:



Market Card:

ghostofmars

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Re: Colonists (Era 1, Year 5, Summer, Turn 3, ghostofmars)
« Reply #88 on: February 20, 2018, 07:50:38 am »

That was the least useful market card for me...

builder 2 farms
builder hunting lodge
clayburner 2w+4c -> 2 bricks (activating the storage)
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ghostofmars

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Re: Colonists (Era 1, Year 5, Summer, Turn 3, ghostofmars)
« Reply #89 on: February 20, 2018, 07:51:13 am »

PS: I have 10 woods (at least I have in the picture).
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Watno

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Re: Colonists (Era 1, Year 5, Summer, Turn 3, ghostofmars)
« Reply #90 on: February 20, 2018, 12:29:24 pm »

Clay delve
left market +2 wood
build 1 hunting lodge
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Qvist

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Re: Colonists (Era 1, Year 5, Summer, Turn 3, ghostofmars)
« Reply #91 on: February 21, 2018, 10:53:03 pm »

ghostofmars, you have
1 Inactive Farmer
1 Tool & 1 Coin
2 Cards
4 Wood & 2 Planks & 1 Food & 2 Bricks



Watno, you have
3 Inactive Citizens
1 Tools & 2 Coins
4 Cards
2 Wood & 2 Planks & 2 Bricks & 2 Clay & 1 Food



(I mistakenly said you had 3 Tools last turn, but you had 4, I hope that didn't mess things up)

Board:






Jack Rudd

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Re: Colonists (Era 1, Year 5, Winter, Turn 2, Jack Rudd)
« Reply #92 on: February 22, 2018, 05:28:11 pm »

Market, build Forester's House
Leap to other Market, take resources
Go to Librarian
Activate everything
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Centuries later, archaeologists discover the remains of your ancient civilization.

Evidence of thriving towns, Pottery, roads, and a centralized government amaze the startled scientists.

Finally, they come upon a stone tablet, which contains but one mysterious phrase!

'ISOTROPIC WILL RETURN!'

ghostofmars

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Re: Colonists (Era 1, Year 5, Winter, Turn 2, Jack Rudd)
« Reply #93 on: February 22, 2018, 06:09:57 pm »

Any market +2wood
left market +2wood
builder -> 1 shed

I activate the shed and use the industrialist colony to get another plank.


Note that there is a misprint on the industrialist colony level 2. The conversion ought to be 1w,2c (1x) -> 1 brick.
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Qvist

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Re: Colonists (Era 1, Year 5, Winter, Turn 2, Jack Rudd)
« Reply #94 on: February 27, 2018, 07:05:32 am »

Sorry, I totally forgot about this.

Jack Rudd, again I can't activate everything. I either can't activate the Forester's House or the Shed. If you don't activate the shed, you lose 1 resource in the Production Phase. Also I sent you the 4 cards, please discard 2.
Watno, place the 3rd Market. It needs to be at least 2 places away from the other Markets.

I will update the game boards after I get these answers.

Jack Rudd

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Re: Colonists (End of Era 1)
« Reply #95 on: February 27, 2018, 07:26:29 am »

Fail to activate the Forester's House.
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Centuries later, archaeologists discover the remains of your ancient civilization.

Evidence of thriving towns, Pottery, roads, and a centralized government amaze the startled scientists.

Finally, they come upon a stone tablet, which contains but one mysterious phrase!

'ISOTROPIC WILL RETURN!'

ghostofmars

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Re: Colonists (End of Era 1)
« Reply #96 on: March 01, 2018, 04:55:54 pm »

Watno?
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Watno

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Re: Colonists (End of Era 1)
« Reply #97 on: March 02, 2018, 02:41:51 am »

Sorry
I'll place the market below the estate builder, going.straight down. If that's not allowed, below the estate builder and going to the pub builder.

I'll deactivate a shed in favor of the hunting lodge
« Last Edit: March 02, 2018, 02:44:30 am by Watno »
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Qvist

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Re: Colonists (End of Era 1)
« Reply #98 on: March 02, 2018, 06:45:48 am »

Watno, you have
3 Inactive Citizens
4 Tools & 2 Coins
4 Cards
6 Wood & 2 Planks & 2 Bricks & 2 Clay & 2 Food



Jack Rudd, you have
0 Inactive Farmer
3 Tools & 2 Coins
2 Cards
9 Wood & 2 Clay & 3 Food



ghostofmars, you have
0 Inactive Farmer
3 Tools & 1 Coin
2 Cards
12 Wood & 3 Clay & 3 Planks & 1 Food & 2 Bricks



Board:



New Tiles:



Era II starts. New Market card:


Watno

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Re: Colonists (Era 2, Year 1, Summer, Turn 1, Watno)
« Reply #99 on: March 02, 2018, 11:56:09 am »

Build 1 farm (activate Storage Shed)
Left Market -> take 2 clay
Diplomat: Build Lvl 2 Lords, upgrade Storekeepers to Lvl 2
« Last Edit: March 02, 2018, 12:00:45 pm by Watno »
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