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Author Topic: Through the Ages I - GAME OVER - Watno wins!  (Read 45246 times)

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Re: Through the Ages I - Turn 7: The Middle Ages draw to a close
« Reply #150 on: December 12, 2012, 06:51:30 pm »

You can't do that, I'm afraid. Declaring a revolution costs *All* of your civil actions for the turn - it must be the first and only CA you take (page 8, right hand side, if you're interested)

You can still take Military actions, including the extra one you'd get from it.
« Last Edit: December 12, 2012, 06:52:57 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.

Galzria

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Re: Through the Ages I - Turn 7: The Middle Ages draw to a close
« Reply #151 on: December 12, 2012, 06:53:12 pm »

Yes, but Monarchy grants me 1 more than I had, which IS usable this turn.
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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

Galzria

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Re: Through the Ages I - Turn 7: The Middle Ages draw to a close
« Reply #152 on: December 12, 2012, 06:54:31 pm »

Yes, but Monarchy grants me 1 more than I had, which IS usable this turn.

As in, it uses all CA's that I had, as my very first action. Then it replaces Despotism, and since it has 5 CA's to Despotism's 4, the new CA is available.
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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

Tables

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Re: Through the Ages I - Turn 7: The Middle Ages draw to a close
« Reply #153 on: December 12, 2012, 06:58:07 pm »

I'm afraid Revolution doesn't work like that. It is literally the only civil action you can take on the turn. Peaceful change can increase your CA for the turn, but Revolution always leaves you with 0 CA (except with Robespierre, who leaves you with 0 MA but that's an Age II leader).

Like I say, check page 8 of the rulebook.

"To declare a revolution:
...
Take red and White tokens from the box according to [your new totals].
[Then] place all your white tokens next to your Government card to show they have all been used this 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.

Galzria

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Re: Through the Ages I - Turn 7: The Middle Ages draw to a close
« Reply #154 on: December 12, 2012, 07:00:11 pm »

Well, ok then. I don't need the Lab desperately, so that's fine.

I keep Code of Laws, correct?
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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

Tables

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Re: Through the Ages I - Turn 7: The Middle Ages draw to a close
« Reply #155 on: December 12, 2012, 07:03:00 pm »

Indeed. I assume you're just declaring a revolution then? I should probably point out your corruption is going to be pretty high (4 resources).
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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 7: The Middle Ages draw to a close
« Reply #156 on: December 12, 2012, 07:12:04 pm »

Indeed. I assume you're just declaring a revolution then? I should probably point out your corruption is going to be pretty high (4 resources).

Corruption is just a loss of unspent resources anyway, correct? Yeah, spending them would be good, but I'm fine dropping them here. It is what it is.
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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

Tables

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Re: Through the Ages I - Turn 7: The Middle Ages draw to a close
« Reply #157 on: December 12, 2012, 07:18:14 pm »

Very well. Galzria's people rise up and declare someone king.

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

Ideal Building site is discarded, the card row is updated.

Current Player: Kuildeous
It is currently age I
Turn: 7

Watno
Culture: 9 (+0)
Science: 4 (+4)
Strength: 8
Resources: 6
Food: 5
Civil Cards: I: 2
Military Cards: I: 4

Qvist
Culture: 3 (+0)
Science: 2 (+2)
Strength: 7
Resources: 14
Food: 5
Civil Cards: I: 1
Military Cards: I: 1

Galzria
Culture: 5 (+1)
Science: 1 (+1)
Strength: 5
Resources: 6
Food: 12
Civil Cards: A: 1, I: 3
Military Cards: I: 4

Kuildeous
Culture: 3 (+1)
Science: 5 (+1)
Strength: 3
Resources: 6
Food: 1
Civil Cards: I: 5
Military Cards: I: 2

Card Row (Check spreadsheet for more details)
1 CA: Printing Press (removed at end of turn)
1 CA: Theocracy
1 CA: Alchemy
1 CA: Drama
1 CA: St. Peter's Basilica
2 CA: Great Wall
2 CA: Cartography
2 CA: Monarchy
2 CA: Iron
3 CA: Drama
3 CA: Michelangelo
3 CA: Taj Mahal
3 CA: Efficient Upgrade
Civil Cards remaining: 5

Current Events: 4
Next event: Age I
Military cards remaining: 16
Logged
...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 7: The Middle Ages draw to a close
« Reply #158 on: December 12, 2012, 07:25:49 pm »

No political action
Discard Military card
Play Engineering Genius
Finish Wonder (-3 res)
Research Knights (-4 sci)
Take St. Peter’s Basilica
Train Knight (-3 res)

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Re: Through the Ages I - Turn 7: The Middle Ages draw to a close
« Reply #159 on: December 12, 2012, 07:36:27 pm »

Kuildeous scores 2 culture, 3 science, and produces 2 (4-2 consumption) food and 4 resources (4-0 corruption). He then draws 0 military cards.

Printing Press is discarded, card row refreshed.

Current Player: Watno
It is currently age I
Turn: 8

Watno
Culture: 9 (+0)
Science: 4 (+4)
Strength: 8
Resources: 6
Food: 5
Civil Cards: I: 2
Military Cards: I: 4

Qvist
Culture: 3 (+0)
Science: 2 (+2)
Strength: 7
Resources: 14
Food: 5
Civil Cards: I: 1
Military Cards: I: 1

Galzria
Culture: 5 (+1)
Science: 1 (+1)
Strength: 5
Resources: 6
Food: 12
Civil Cards: A: 1, I: 3
Military Cards: I: 4

Kuildeous
Culture: 5 (+2)
Science: 4 (+3)
Strength: 7
Resources: 4
Food: 3
Civil Cards: I: 3
Military Cards: I: 1

Card Row (Check spreadsheet for more details)
1 CA: Theocracy (removed at end of turn)
1 CA: Alchemy
1 CA: Drama
1 CA: Great Wall
1 CA: Cartography
2 CA: Monarchy
2 CA: Iron
2 CA: Drama
2 CA: Michelangelo
3 CA: Taj Mahal
3 CA: Efficient Upgrade
3 CA: Warfare
3 CA: Mineral Deposits
Civil Cards remaining: 3

Current Events: 4
Next event: Age I
Military cards remaining: 16
Logged
...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.

Watno

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Re: Through the Ages I - Turn 8: Transition into the Age of Discovery
« Reply #160 on: December 12, 2012, 07:38:05 pm »

Play Age I event as per PM
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Re: Through the Ages I - Turn 8: Transition into the Age of Discovery
« Reply #161 on: December 12, 2012, 07:45:16 pm »

Oh boy this is where things get fun.

Territory: Developed Territory (Age I)
Permanent: +1 blue & +1 yellow. One time: 3 science

I'll recap the territory rules in the next post
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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 8: Transition into the Age of Discovery
« Reply #162 on: December 12, 2012, 07:51:16 pm »

Territory: Everyone, starting with the current player, may publicly bid an amount, or pass. The first person to bid bids at least one, everyone else must exceed the previous bid or pass. Bidding circles around until all but one player passes. The person who won must muster up the amount they bid in strength, which does not count their usual strength but only bonuses for colonization and sacrificed units (the winner MUST sacrifice at least one unit).

Right now nobody has any (public) colonization bonuses. Some people may have bonus cards - note they're only strength +1 for colonization, not +2 (as for defense).

You don't have to specify how you are paying for your bid, but you cannot bid an amount you don't have (and I'm here to call you out if you try).

Note that if you sacrifice the army on your tactics card, the tactics card bonus does apply.
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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.

Watno

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Re: Through the Ages I - Turn 8: Transition into the Age of Discovery
« Reply #163 on: December 12, 2012, 07:52:56 pm »

I bid 3

Don't forget to give my culture for playing an event in this spectacle.
« Last Edit: December 12, 2012, 07:54:01 pm by Watno »
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Watno

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Re: Through the Ages I - Turn 8: Transition into the Age of Discovery
« Reply #164 on: December 12, 2012, 07:54:32 pm »

Sry, was a bit confused. My bid is 3, not 4 as it said for a second.
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Re: Through the Ages I - Turn 8: Transition into the Age of Discovery
« Reply #165 on: December 12, 2012, 08:04:19 pm »

Qvist to bid at least 4 or pass

Also I've updated the overview sheet a little. If people think this is worse, let me know, but hopefully this adds useful information to the sheet.
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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 8: Transition into the Age of Discovery
« Reply #166 on: December 13, 2012, 04:20:00 am »

Ok, let me think loud, just to be sure that I understood that right.
Not taking any other bonuses like cards into account, I can only exceed that if I sacrifice all my units for 7 strength because if I let one Warrior live I only get to 3 strength. If this is right, I'll pass.

Watno

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Re: Through the Ages I - Turn 8: Transition into the Age of Discovery
« Reply #167 on: December 13, 2012, 05:24:21 am »

You're right
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Re: Through the Ages I - Turn 7: The Middle Ages draw to a close
« Reply #168 on: December 13, 2012, 06:54:58 am »

I'm afraid Revolution doesn't work like that. It is literally the only civil action you can take on the turn. Peaceful change can increase your CA for the turn, but Revolution always leaves you with 0 CA (except with Robespierre, who leaves you with 0 MA but that's an Age II leader).

There is one other exception to my knowledge, and this is Issaac Newton who gives you one CA back after Revolution.

See discussion on Boardgamegeek here.
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Re: Through the Ages I - Turn 8: Transition into the Age of Discovery
« Reply #169 on: December 13, 2012, 07:00:22 am »

(Screw it, I messed the quote up, gonna remove it  :-[)

Yeah, he's very carefully worded to work like that, essentially you do everything for the Revolution (putting your civil tokens aside etc.), then hey, Newton gives you one CA!

Galzria to bid at least 4 or pass
« Last Edit: December 13, 2012, 07:02:13 am 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.

Galzria

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Re: Through the Ages I - Turn 8: Transition into the Age of Discovery
« Reply #170 on: December 13, 2012, 12:01:11 pm »

Pass
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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 8: Transition into the Age of Discovery
« Reply #171 on: December 13, 2012, 12:27:13 pm »

I bid 5.
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Watno

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Re: Through the Ages I - Turn 8: Transition into the Age of Discovery
« Reply #172 on: December 13, 2012, 12:30:16 pm »

Pass
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Re: Through the Ages I - Turn 8: Transition into the Age of Discovery
« Reply #173 on: December 13, 2012, 12:41:46 pm »

Kuildeous: Please muster up 5 strength of sacrfices/bonuses
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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.

Watno

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Re: Through the Ages I - Turn 8: Transition into the Age of Discovery
« Reply #174 on: December 13, 2012, 01:35:45 pm »

As far as I can see, there's only one way for Kuildeous to get to five strength:
3 warriors wouldnt be enough, even with a bonus card, same for a single knight. 
So he needs to sacrifice a Knight and a Warrior, which will be 5 with MedArmy. I don't think he wants to overpay.
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