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Author Topic: Through the Ages I - GAME OVER - Watno wins!  (Read 45785 times)

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Re: Through the Ages I - Turn 4: Well into the Middle Ages
« Reply #75 on: December 10, 2012, 02:55:31 pm »

Regarding speed, I think that it's because we have beginning civilizations. I haven't played beyond the simple game, but I imagine that when we get to Age II and Age III, people will be deliberating a lot more. Right now, it's almost like playing Dominion where we only affect each other by what cards we take—otherwise, it's kind of like solitaire. I'm sure that will change pretty soon.

Yeah, this might well be the case. In particular a lot of events are pretty straightforward; most don't give a choice, so they're really quick. When we get to some later ones, like Territories in particular, things could really slow down.
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...spin-offs are still better for all of the previously cited reasons.
But not strictly better, because the spinoff can have a different cost than the expansion.

Qvist

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Re: Through the Ages I - Turn 4: Well into the Middle Ages
« Reply #76 on: December 10, 2012, 03:08:36 pm »

Yeah, we're pretty fast. It's hard for me to keep up. Sorry if you're waiting for me.

Play Event/Territory card face down.

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Re: Through the Ages I - Turn 4: Well into the Middle Ages
« Reply #77 on: December 10, 2012, 03:11:36 pm »

Qvist scores a culture point.

Event: Development of Settlement (Age A)
Each civilization increases its population for free

That happens. Qvist, take your turn.
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...spin-offs are still better for all of the previously cited reasons.
But not strictly better, because the spinoff can have a different cost than the expansion.

Kuildeous

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Re: Through the Ages I - Turn 4: Well into the Middle Ages
« Reply #78 on: December 10, 2012, 03:12:56 pm »

No problems. It just shows that some of us don't have lives. *grin*

I do enjoy playing this one. I may have to pick it up, but I fear it won't see a lot of use in my crowd. Long games aren't really that popular around here anymore.
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Re: Through the Ages I - Turn 4: Well into the Middle Ages
« Reply #79 on: December 10, 2012, 03:16:13 pm »

No problems. It just shows that some of us don't have lives. *grin*

I do enjoy playing this one. I may have to pick it up, but I fear it won't see a lot of use in my crowd. Long games aren't really that popular around here anymore.


Well, remember that the Advanced game isn't just intended to be a simplified version of the full game. It's also designed to be a fun, shorter alternative. Me and a friend got through a full game in just under 3 hours, which was our second time playing and first time playing the full game, and that's including setup and pack away. So the game isn't QUITE as long as some people make out. But 3 player is longer.
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...spin-offs are still better for all of the previously cited reasons.
But not strictly better, because the spinoff can have a different cost than the expansion.

Qvist

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Re: Through the Ages I - Turn 4: Well into the Middle Ages
« Reply #80 on: December 10, 2012, 03:55:23 pm »

Take Iron
Increase Population
Build Lab

Play Swordsmen

Watno

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Re: Through the Ages I - Turn 4: Well into the Middle Ages
« Reply #81 on: December 10, 2012, 03:57:53 pm »

Playing a military tech is still a civil action, so I'm afraid that doesn't work.
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Re: Through the Ages I - Turn 4: Well into the Middle Ages
« Reply #82 on: December 10, 2012, 04:04:09 pm »

Yeah, that's an easy one to get wrong. All techs, including military techs, are civil actions to play.
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...spin-offs are still better for all of the previously cited reasons.
But not strictly better, because the spinoff can have a different cost than the expansion.

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Re: Through the Ages I - Turn 4: Well into the Middle Ages
« Reply #83 on: December 10, 2012, 04:07:57 pm »

Oh right. I confused that. Then without Military Action.

Take Iron
Increase Population
Build Lab


BTW, I read somewhere about hand limits of cards? Can anyone clarify this again.

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Re: Through the Ages I - Turn 4: Well into the Middle Ages
« Reply #84 on: December 10, 2012, 04:12:19 pm »

For military Cards: You have to discard down to the number of military actions you have aafter your political action.
For civil cards: You may not take any civil cards into your hand if that would cause you to have more civil cards in hand than you have civil actions (in total, not remaining for this turn).
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Re: Through the Ages I - Turn 4: Well into the Middle Ages
« Reply #85 on: December 10, 2012, 04:16:37 pm »

And as I recall, that means that you don't have to discard Civil cards if you have too many.

So those who have 5 CAs can hold up to 5 Civil cards and can draw up to that amount, but if whatever gives the bonus is gone, the player is not forced to discard down to 4 Civil cards. He just can't draw again until he falls below 4 (assuming no other changes).

I interpret that correctly?
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Re: Through the Ages I - Turn 4: Well into the Middle Ages
« Reply #86 on: December 10, 2012, 04:18:01 pm »

And as I recall, that means that you don't have to discard Civil cards if you have too many.

So those who have 5 CAs can hold up to 5 Civil cards and can draw up to that amount, but if whatever gives the bonus is gone, the player is not forced to discard down to 4 Civil cards. He just can't draw again until he falls below 4 (assuming no other changes).

I interpret that correctly?


Yes, this is correct. I'll also point out you cannot discard civil cards; the only way to lose them is to play them or wait for them to become antiquated.

Updating for Qvists turn now
« Last Edit: December 10, 2012, 04:19:35 pm by Tables »
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...spin-offs are still better for all of the previously cited reasons.
But not strictly better, because the spinoff can have a different cost than the expansion.

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Re: Through the Ages I - Turn 4: Well into the Middle Ages
« Reply #87 on: December 10, 2012, 04:24:51 pm »

Qvist scores 0 culture, 2 science, and produces 2 (3-1 consumption) food and 3 resources (3-0 corruption). He then draws 2 military cards.

Swordsmen is discarded from the card row, card row updates.

Current Player: Galzria
It is currently age I
Turn: 4

Watno
Culture: 2 (+0)
Science: 6 (+1)
Strength: 3
Resources: 5
Food: 4
Civil Cards: A: 2, I: 2
Military Cards: I: 6

Qvist
Culture: 2 (+0)
Science: 7 (+2)
Strength: 2
Resources: 3
Food: 6
Civil Cards: A: 1, I: 2
Military Cards: I: 4

Galzria
Culture: 1 (+0)
Science: 2 (+1)
Strength: 2
Resources: 4
Food: 7
Civil Cards: A: 2
Military Cards: I: 3

Kuildeous
Culture: 0 (+0)
Science: 5 (+1)
Strength: 2
Resources: 7
Food: 4
Civil Cards: A: 1, I: 2
Military Cards: None

Card Row (Check spreadsheet for more details)
1 CA: Efficient Upgrade (removed at end of turn)
1 CA: Mineral Deposits
1 CA: Bountiful Harvest
1 CA: Warfare
1 CA: Joan of Arc
2 CA: Knights
2 CA: Irrigation
2 CA: Frugality
2 CA: Masonry
3 CA: Universitas Carolina
3 CA: Alchemy
3 CA: Leonardo Da Vinci
3 CA: Bread and Circuses
Civil Cards remaining: 31

Current Events: 1
Next event: Age A
Military cards remaining: 31
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...spin-offs are still better for all of the previously cited reasons.
But not strictly better, because the spinoff can have a different cost than the expansion.

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Re: Through the Ages I - Turn 4: Well into the Middle Ages
« Reply #88 on: December 10, 2012, 04:59:56 pm »

Galz plays a future event, and scores 1 culture.

Event: Development of Crafts (Age A)
Each civilization produces 2 resources

...Which happens.

The future event deck is shuffled, and becomes the current event deck.
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...spin-offs are still better for all of the previously cited reasons.
But not strictly better, because the spinoff can have a different cost than the expansion.

Galzria

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Re: Through the Ages I - Turn 4: Well into the Middle Ages
« Reply #89 on: December 10, 2012, 05:01:34 pm »

Sweet.

Increase Population
Build Wonder
Build Wonder
Build Wonder
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Quote from: Voltgloss
Derphammering is when quickhammers go derp.

Faust has also been incredibly stubborn this game. In other news, it's hot in the summer, and water falls from the sky when it rains.


Mafia Record:
TOWN Wins: M3, M5, M6, M11, M17, M28, M32, M105, M108, M114, M118, M120, M122, DM1, DoM1, OZ2, RM45, RM47, RM48, RM49, RM55
TOWN Losses: M4, M7, M8, M9, M13, M14, M18, M31, M110, M111, M113, M117, M125, RM3, RM4, RM54
SCUM Wins: M2, M19, M23, M100, DM3, RM1, RM2, RM48, RM50
SCUM Losses: M15 (SK), M102 (Tr), OZ1, RM55

Total Wins: 30
Total Losses: 20

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Re: Through the Ages I - Turn 4: Well into the Middle Ages
« Reply #90 on: December 10, 2012, 05:06:23 pm »

I don't think I mentioned this earlier, but unless one specifies otherwise, I'm always going to use your smallest resource units first. I'm pretty sure in virtually all cases, this is optimal. In this case in particular, I'm going to take the 3 food Galz has on Agriculture, instead of one from each (or both from Irrigation, and adding one to Agriculture).
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...spin-offs are still better for all of the previously cited reasons.
But not strictly better, because the spinoff can have a different cost than the expansion.

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Re: Through the Ages I - Turn 4: Well into the Middle Ages
« Reply #91 on: December 10, 2012, 05:06:46 pm »

The future event deck is shuffled, and becomes the current event deck.

So....Current events = 5 from A and 5 from I? I lost count.
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Re: Through the Ages I - Turn 4: Well into the Middle Ages
« Reply #92 on: December 10, 2012, 05:09:10 pm »

Current events should be 6 from Age I (2 from me, 2 from Qvist, 2 from Galz). The remaining Age A events don't get shuffled in.
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Re: Through the Ages I - Turn 4: Well into the Middle Ages
« Reply #93 on: December 10, 2012, 05:13:57 pm »

Galzria scores 1 culture, 1 science, and produces 2 (3-1 consumption) food and 3 resources (3-0 corruption). He then draws 2 military cards.                  

Efficient upgrade is discarded from the card row, card row is updated.

Current Player: Kuildeous
It is currently age I
Turn: 4

Watno
Culture: 2 (+0)
Science: 6 (+1)
Strength: 3
Resources: 7
Food: 4
Civil Cards: A: 2, I: 2
Military Cards: I: 6

Qvist
Culture: 2 (+0)
Science: 7 (+2)
Strength: 2
Resources: 5
Food: 6
Civil Cards: A: 1, I: 2
Military Cards: I: 4

Galzria
Culture: 3 (+1)
Science: 3 (+1)
Strength: 2
Resources: 3
Food: 6
Civil Cards: A: 2
Military Cards: I: 4

Kuildeous
Culture: 0 (+0)
Science: 5 (+1)
Strength: 2
Resources: 9
Food: 4
Civil Cards: A: 1, I: 2
Military Cards: None

Card Row (Check spreadsheet for more details)
1 CA: Mineral Deposits (removed at end of turn)
1 CA: Bountiful Harvest
1 CA: Warfare
1 CA: Joan of Arc
1 CA: Knights
2 CA: Irrigation
2 CA: Frugality
2 CA: Masonry
2 CA: Universitas Carolina
3 CA: Alchemy
3 CA: Leonardo Da Vinci
3 CA: Bread and Circuses
3 CA: Code of Laws
Civil Cards remaining: 30

Current Events: 6
Next event: Age I
Military cards remaining: 29

Current events should be 6 from Age I (2 from me, 2 from Qvist, 2 from Galz). The remaining Age A events don't get shuffled in.

Yeah, this is correct. Well I haven't kept that close track of who seeded which events, but yes, it's 6 Age I events. After the initial events, the ONLY events that will occur are ones players have placed, and there's always (2+no. players) events in total between current and future piles (if you want to be pedantic, then this is true only if you're excluding the trivial step between placing an extra future event and resolving a current event, of course)
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...spin-offs are still better for all of the previously cited reasons.
But not strictly better, because the spinoff can have a different cost than the expansion.

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Re: Through the Ages I - Turn 4: Well into the Middle Ages
« Reply #94 on: December 10, 2012, 05:59:48 pm »


No political action
Research Irrigation (-3 sci)
Build Irrigation (-4 res, -1 worker)
Take Masonry (2)
Play Ideal Building Site on Temple (-2 res, -1 worker)
Draw military card

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Re: Through the Ages I - Turn 4: Well into the Middle Ages
« Reply #95 on: December 10, 2012, 06:07:08 pm »

I'm not wholly sure, but I think I'm going to get hit with corruption no matter what. If I have the option of avoiding corruption by mining less, I'll do so, but I'm not so sure I can. Ah well.
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Re: Through the Ages I - Turn 4: Well into the Middle Ages
« Reply #96 on: December 10, 2012, 06:35:19 pm »

Kuildeous scores 1 culture, 1 science, and produces 3 (4-1 consumption) food and 1 resources (3-2 corruption). He then draws 1 military cards.

(You were going down to 6 blue tokens, so couldn't avoid corruption)

Mineral Deposits is discarded and the card row is refreshed.

Now seems a good time to announce we're about half way through age I (28/55 age I cards remain). Remember at the end of age I you'll: Lose 2 population from your population bank
Discard age A leaders
Discard age A cards (civil or military) from hand
Discard unbuilt age A wonders

Current Player: Watno
It is currently age I
Turn: 5

Watno
Culture: 2 (+0)
Science: 6 (+1)
Strength: 3
Resources: 7
Food: 4
Civil Cards: A: 2, I: 2
Military Cards: I: 6

Qvist
Culture: 2 (+0)
Science: 7 (+2)
Strength: 2
Resources: 5
Food: 6
Civil Cards: A: 1, I: 2
Military Cards: I: 4

Galzria
Culture: 3 (+1)
Science: 3 (+1)
Strength: 2
Resources: 3
Food: 6
Civil Cards: A: 2
Military Cards: I: 4

Kuildeous
Culture: 1 (+1)
Science: 3 (+1)
Strength: 2
Resources: 4
Food: 5
Civil Cards: I: 2
Military Cards: I: 1

Card Row (Check spreadsheet for more details)
1 CA: Bountiful Harvest (removed at end of turn)
1 CA: Warfare
1 CA: Joan of Arc
1 CA: Knights
1 CA: Irrigation
2 CA: Frugality
2 CA: Universitas Carolina
2 CA: Alchemy
2 CA: Leonardo Da Vinci
3 CA: Bread and Circuses
3 CA: Code of Laws
3 CA: Swordsmen
3 CA: Iron
Civil Cards remaining: 28

Current Events: 6
Next event: Age I
Military cards remaining: 28
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...spin-offs are still better for all of the previously cited reasons.
But not strictly better, because the spinoff can have a different cost than the expansion.

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Re: Through the Ages I - Turn 5: The middle of Age I
« Reply #97 on: December 10, 2012, 07:00:05 pm »

Watno plays an event, scoring one culture.

Event: Rebellion (Age I)
Each player loses 2 civil actions per discontent worker (on their next turn)

Watno: -2 CA
Qvist: -2 CA
Galzria: Everyone is too busy playing in the garden to rebel
Kuildeous: The priests keep everyone under control.

I'm just going to double check I'm resolving this card right...

Quote
97. Rebellion (Age I) – what exactly does “the player’s next turn” mean?

A. It means that it will apply during the current player’s turn, and each player’s turn after that one time each.  After that, it is no longer in effect.

Okay, yeah.

Watno, you have only 3 CA this turn
« Last Edit: December 10, 2012, 07:03:39 pm by Tables »
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...spin-offs are still better for all of the previously cited reasons.
But not strictly better, because the spinoff can have a different cost than the expansion.

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Re: Through the Ages I - Turn 5: The middle of Age I
« Reply #98 on: December 10, 2012, 07:14:15 pm »

The one thing I didn't want to happen :(

Take Knights
Play Breakthrough to play Knights.
Build a knight (1 MA)
Increase population.

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Re: Through the Ages I - Turn 5: The middle of Age I
« Reply #99 on: December 10, 2012, 07:26:09 pm »

Watno scores 0 culture, 1 science, and produces 1 (2-1 consumption) food and 3 resources (3-0 corruption). He then draws 2 military cards.

Bountiful Harvest is discarded and the card row is refreshed

Current Player: Qvist
It is currently age I
Turn: 5

Watno
Culture: 3 (+0)
Science: 5 (+1)
Strength: 5
Resources: 7
Food: 2
Civil Cards: A: 2, I: 1
Military Cards: I: 5

Qvist
Culture: 2 (+0)
Science: 7 (+2)
Strength: 2
Resources: 5
Food: 6
Civil Cards: A: 1, I: 2
Military Cards: I: 4

Galzria
Culture: 3 (+1)
Science: 3 (+1)
Strength: 2
Resources: 3
Food: 6
Civil Cards: A: 2
Military Cards: I: 4

Kuildeous
Culture: 1 (+1)
Science: 3 (+1)
Strength: 2
Resources: 4
Food: 5
Civil Cards: I: 2
Military Cards: I: 1

Card Row (Check spreadsheet for more details)
1 CA: Warfare (removed at end of turn)
1 CA: Joan of Arc
1 CA: Irrigation
1 CA: Frugality
1 CA: Universitas Carolina
2 CA: Alchemy
2 CA: Leonardo Da Vinci
2 CA: Bread and Circuses
2 CA: Code of Laws
3 CA: Swordsmen
3 CA: Iron
3 CA: Theology
3 CA: Printing Press
Civil Cards remaining: 26

Current Events: 5
Next event: Age I
Military cards remaining: 26
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...spin-offs are still better for all of the previously cited reasons.
But not strictly better, because the spinoff can have a different cost than the expansion.
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