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Author Topic: Colonists (Game End, Watno won)  (Read 42087 times)

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Jack Rudd

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Re: Colonists (Era 2, Year 1, Summer, Turn 1, Watno)
« Reply #100 on: March 02, 2018, 01:34:56 pm »

Leap to left market, sell 2 food
Move to Builder, build 3 farms
Move to NE Riverbank Grove, take 2 wood
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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 2, Year 1, Summer, Turn 1, Watno)
« Reply #101 on: March 02, 2018, 04:36:33 pm »

Diplomat pay 1 food,1 clay, 1 wood
Build Lord lvl 2, industrialist lvl 2
South take a brick
Developer take 2 tools and 3 clay
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Qvist

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Re: Colonists (Era 2, Year 1, Summer, Turn 1, Watno)
« Reply #102 on: March 04, 2018, 01:41:56 pm »

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



Jack Rudd, you have
3 Inactive Farmer
0 Tools & 3 Coins
2 Cards
8 Wood & 2 Clay & 1 Food



ghostofmars, you have
0 Inactive Farmer
2 Tools & 1 Coin
1 Card
8 Wood & 3 Clay & 1 Planks & 1 Bricks



Board:


Watno

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Re: Colonists (Era 2, Year 1, Winter, Turn 1, Watno)
« Reply #103 on: March 05, 2018, 01:24:03 pm »

I think my storage extension is missing from my board

Take 1 brick at Joiner with Lords
Take 1 brick at Hollow Builder with Lords
Take 1 brick at Estate buikder with Lords
Upgrade empty Storage Shed to Factory with Storekeepers paying no fee due to Lords.
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Qvist

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Re: Colonists (Era 2, Year 1, Winter, Turn 1, Watno)
« Reply #104 on: March 08, 2018, 06:44:47 am »

Sorry I shouldn't assume you all make a turn before I update.

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

I forgot to mention last time that I can't find the storage extension on TTS. So we just have to remember you have it.



Board:



Jack Rudd

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Re: Colonists (Era 2, Year 1, Winter, Turn 2, Jack Rudd)
« Reply #105 on: March 08, 2018, 07:06:35 am »

Teleport to left market, take clay
Move to Developer, play Axe
Move 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!'

ghostofmars

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Re: Colonists (Era 2, Year 1, Winter, Turn 2, Jack Rudd)
« Reply #106 on: March 08, 2018, 08:54:23 am »

South take a brick
South West build two estates (I think I need to discard a clay)
North take a brick
Activate all buildings and use industrialist colony to produce 1 brick and 2 planks
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Qvist

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Re: Colonists (Era 2, Year 1, Winter, Turn 2, Jack Rudd)
« Reply #107 on: March 08, 2018, 10:02:33 am »

Move to Developer, play Axe

What are you paing ghostofmars for the fee?

Jack Rudd

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Re: Colonists (Era 2, Year 1, Winter, Turn 2, Jack Rudd)
« Reply #108 on: March 08, 2018, 10:08:47 am »

Aargh, good point, I haven't got enough resources to pay the fee with, and have no good way of getting them.
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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!'

Jack Rudd

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Re: Colonists (Era 2, Year 1, Winter, Turn 2, Jack Rudd)
« Reply #109 on: March 08, 2018, 10:10:13 am »

OK, rethink turn.

Move NW, create 1 load of planks
Move NW again, create 1 load of bricks
Teleport to bottom market, take clay
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!'

Qvist

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Re: Colonists (Era 2, Year 1, Winter, Turn 2, Jack Rudd)
« Reply #110 on: March 09, 2018, 04:05:16 am »

Watno, you have
3 Inactive Citizens
3 Tools & 2 Coins
4 Cards
9 Wood & 3 Clay & 3 Bricks & 5 Food



Jack Rudd, you have
2 Inactive Farmer
3 Tools & 3 Coins
2 Cards
11 Wood & 3 Clay & 2 Food & 1 Plank & 1 Brick

You had to store 5 Wood and 1 Food, I discarded 2 Wood because it didn't fit. If I should discard 1 Wood and 1 Food instead, let me know.



ghostofmars, you have
3 Inactive Farmer
3 Tools & 1 Coin
1 Card
5 Wood & 2 Clay & 2 Planks & 2 Bricks & 2 Food

I had to discard 2 Clay for doing your one action (unless I am missing something).



Board:



Watno, please add these 3 tiles:

ghostofmars

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Re: Colonists (Era 2, End of Year 1, Watno)
« Reply #111 on: March 09, 2018, 05:24:45 am »

I have 9 storage and 2 warehouse spots. For my action I need 8 resources. Hence I should be able to store 3 goods (1 plank, 2 clay). Am I missing something?
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Qvist

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Re: Colonists (Era 2, End of Year 1, Watno)
« Reply #112 on: March 09, 2018, 05:34:45 am »

I have 9 storage and 2 warehouse spots. For my action I need 8 resources. Hence I should be able to store 3 goods (1 plank, 2 clay). Am I missing something?

No, I had a brainfart. You have one additional clay.

Watno

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Re: Colonists (Era 2, End of Year 1, Watno)
« Reply #113 on: March 09, 2018, 11:21:26 am »

Forest replaces top Grove
Joiner above other Joiner.
Blacksmith between right Market and Grove
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ghostofmars

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Re: Colonists (Era 2, End of Year 1, Watno)
« Reply #114 on: March 10, 2018, 03:15:20 am »

I noticed I'm missing a plank. I had 8w, 2c, 1p, 2b. After building two estates, I have 2w, 2c, 1p. Producing wood and clay 10w, 5c, 1p. Using the industrialist colony 5w, 3c, 3p, 2b.

Also if the others don't mind, I would like to deactivate the unused storage. I don't think there is any benefit to activating it before I need it.
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Qvist

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Re: Colonists (Era 2, End of Year 1, Watno)
« Reply #115 on: March 10, 2018, 03:36:17 am »

You have 3 planks in the picture, just mistyped.
Still waiting on Jack Rudd on what to do.

Jack Rudd

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Re: Colonists (Era 2, End of Year 1, Watno)
« Reply #116 on: March 10, 2018, 05:39:04 am »

Go with the wood discard
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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!'

Qvist

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Re: Colonists (Era 2, End of Year 1, Watno)
« Reply #117 on: March 11, 2018, 06:25:35 am »

Board:



New Market Card:



New tiles:



Watno's turn

Watno

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Re: Colonists (Era 2, Year 2, Summer, Turn 1, Watno)
« Reply #118 on: March 11, 2018, 06:38:38 am »

take 1 brick at pub builder.
Upgrade 3 farms to estates, throwing away 3 food
Jump to right market for 2 food, 1 clay
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Qvist

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Re: Colonists (Era 2, Year 2, Summer, Turn 1, Watno)
« Reply #119 on: March 12, 2018, 11:40:14 am »

Watno, you have
6 Inactive Farmer & 3 Inactive Citizens
0 Tools & 2 Coins
4 Cards
4 Clay & 1 Bricks & 4 Food



Board:


Jack Rudd

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Re: Colonists (Era 2, Year 2, Summer, Turn 2, Jack Rudd)
« Reply #120 on: March 12, 2018, 11:47:35 am »

Move one space north, upgrade 1 Farm to Estate
Teleport to left-centre market, sell Wood
Move to Developer, play Axe
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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 2, Year 2, Summer, Turn 2, Jack Rudd)
« Reply #121 on: March 12, 2018, 01:29:24 pm »

move to developer, build warehouse extension
To Joiner converting 4w to 2p
To Builder building 3 flats
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Watno

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Re: Colonists (Era 2, Year 2, Summer, Turn 2, Jack Rudd)
« Reply #122 on: March 12, 2018, 02:24:27 pm »

Turn Storage Shed into Library
1: Go to Librarian
2: Riverbank Grove for +3 wood.
3: (Upper) left market selling 3 wood and 1 brick.
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Qvist

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Re: Colonists (Era 2, Year 2, Summer, Turn 2, Jack Rudd)
« Reply #123 on: March 15, 2018, 06:38:07 am »

Jack Rudd, you have
4 Inactive Farmer
4 Tools & 4 Coins
1 Card
2 Wood & 3 Clay & 2 Food & 1 Plank



ghostofmars, you have
3 Inactive Farmer & 3 Inactive Citizens
1 Tool & 1 Coin
0 Cards
1 Wood & 3 Clay & 1 Plank & 2 Bricks & 2 Food



Watno, you have
7 Inactive Farmer & 3 Inactive Citizens
0 Tools & 6 Coins
6 Cards
4 Clay & 4 Food



Board:


Jack Rudd

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Re: Colonists (Era 2, Year 2, Winter, Turn 2, Jack Rudd)
« Reply #124 on: March 15, 2018, 07:29:51 am »

Move SW, build Hollow
Leap to Right Market, take resources
Move N, draw cards
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!'
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