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Author Topic: Through the Ages I - GAME OVER - Watno wins!  (Read 45889 times)

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Kuildeous

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Re: Through the Ages I - Turn 8: Transition into the Age of Discovery
« Reply #175 on: December 13, 2012, 01:43:41 pm »

I will indeed pay with a Warrior and a Knight.

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Watno

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Re: Through the Ages I - Turn 8: Transition into the Age of Discovery
« Reply #176 on: December 13, 2012, 01:52:23 pm »

That colony would have been a perfect fit in this turn :(

Play Frugality to increase population
Increase population
Take Iron (2)
Build a Knight (MA)
Play Columbus (losing the military action token already spent)
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Galzria

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Re: Through the Ages I - Turn 8: Transition into the Age of Discovery
« Reply #177 on: December 13, 2012, 01:54:00 pm »

Damn. I haven't yet seen an Iron go through for less than 3, and I think that was the last. Blaaah.
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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

Watno

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Re: Through the Ages I - Turn 8: Transition into the Age of Discovery
« Reply #178 on: December 13, 2012, 01:56:05 pm »

It was indeed the last. However, Age II is just about to start, so Coal will be coming up.

BTW@Tables: are you aware it's your turn in hanabi?
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Galzria

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Re: Through the Ages I - Turn 8: Transition into the Age of Discovery
« Reply #179 on: December 13, 2012, 01:58:35 pm »

It was indeed the last. However, Age II is just about to start, so Coal will be coming up.

BTW@Tables: are you aware it's your turn in hanabi?

Yeah, but you can't upgrade Copper -> Coal, which means I need enough Copper to produce enough to build a Coal mine, and then I need to consider if I want to remove the workers from the Copper mine itself to go elsewhere, which is a double waste of resources and time.

:(

Oh well.
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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

Watno

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Re: Through the Ages I - Turn 8: Transition into the Age of Discovery
« Reply #180 on: December 13, 2012, 02:00:07 pm »

You can upgrade Copper->Coal.
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Galzria

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Re: Through the Ages I - Turn 8: Transition into the Age of Discovery
« Reply #181 on: December 13, 2012, 02:02:31 pm »

You can upgrade Copper->Coal.

I thought you couldn't skip a age? Eh, maybe I remember incorrectly.
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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 8: Transition into the Age of Discovery
« Reply #182 on: December 13, 2012, 02:13:54 pm »

You can indeed upgrade any amount.

I'll go look at Hanabi, and process Watno's turn in a second. Also, importantly, the unused workers formula was missing a few cells on people's sheets (notably those who've played military techs). I've updated all of these to be correct, but it does mean you might have a few less unused workers than everyone thought you did. Sorry for the inconvenience, I'll keep a closer eye on it from now on.
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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 #183 on: December 13, 2012, 02:17:19 pm »

...
Play Columbus (losing the military action token already spent)[/b]

Probably won't affect your decision, but I'm afraid this isn't allowed. When you adjust tokens, you always keep the same amount of spent tokens (unless you're losing more actions than you have remaining). Do you want to adjust anything?
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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 8: Transition into the Age of Discovery
« Reply #184 on: December 13, 2012, 02:19:02 pm »

You can upgrade Copper->Coal.

Whew, I was worried for a minute there. I thought my urban buildings were really going to suck there.

I'm happy with the Level Is anyway, since that provides a nice launching pad into the advanced buildings. As it is, I'll have to contend with the jump from A to II in temples and labs.
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Watno

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Re: Through the Ages I - Turn 8: Transition into the Age of Discovery
« Reply #185 on: December 13, 2012, 02:25:22 pm »

It most certainly is possible. See page 7 of the rules, at the end of the special effects of leaders and wonder paragraph:
"When you lose an action token, you can take away one of the tiokens that you have already used that turn."
« Last Edit: December 13, 2012, 02:28:10 pm by Watno »
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Re: Through the Ages I - Turn 8: Transition into the Age of Discovery
« Reply #186 on: December 13, 2012, 02:32:13 pm »

My mistake. Must have been confusing it with the rules for playing Government tech (which do explicitly state the tokens spent before and after should be the same)
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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.

Tables

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Re: Through the Ages I - Turn 8: Transition into the Age of Discovery
« Reply #187 on: December 13, 2012, 02:38:04 pm »

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

Theocracy is discarded, and the card row is refreshed.

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

Watno
Culture: 10 (+0)
Science: 8 (+4)
Strength: 11
Resources: 6
Food: 0
Civil Cards: I: 1
Military Cards: I: 5

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: 7 (+3)
Strength: 4
Resources: 4
Food: 3
Civil Cards: I: 3
Military Cards: I: 1

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

Current Events: 3
Next event: Age I
Military cards remaining: 14

This is most certainly the last turn of Age I (or more precisely, Age I will end at the start of Galz turn with updating the card row).
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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 #188 on: December 13, 2012, 02:45:34 pm »

Play Future Event

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Re: Through the Ages I - Turn 8: Transition into the Age of Discovery
« Reply #189 on: December 13, 2012, 03:02:03 pm »

Event: Cultural Influence (Age I)
Each civilization scores culture = to culture rating

Galzria scores 1 culture
Kuildeous scores 2 culture.
Qvist, you can continue 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.

Qvist

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Re: Through the Ages I - Turn 8: Transition into the Age of Discovery
« Reply #190 on: December 13, 2012, 03:46:25 pm »

Play Theology (2 Science)
Build Theology Temple (5 Ressources)
Take Alchemy
Take Monarchy

Upgrade Warrior to Swordsmen (1 Ressource)
Upgrade Warrior to Swordsmen (1 Ressource)

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Re: Through the Ages I - Turn 8: Transition into the Age of Discovery
« Reply #191 on: December 13, 2012, 04:01:34 pm »

Qvist scores 1 culture, 2 science, and produces 1 (3-2 consumption) food and 3 resources (6-3 corruption). He then draws 0 military cards.

Nothing is discarded, the card row is (for now partially) refreshed.

Age I ends

Watno:
Decreases his population by 2 (25>23)

Qvist:
Discards Moses from play
Decreases his population by 2 (25>23)

Galzria:
Discards Rich Land (A)
Discards Aristotle from play
Decreases his population by 2 (25>23)

Kuildeous:
Discards Hammurabi from play
Decreases his population by 2 (26>24)

The Age I Military deck is removed, and replaced by the Age II Military deck. The Age II Civil deck is shuffled and bought into play. An Age II Civil card is dealt into the remaining gap on the card row.

Current Player: Galzria
It is currently age II
Turn: 8

Watno
Culture: 10 (+0)
Science: 8 (+4)
Strength: 11
Resources: 6
Food: 0
Civil Cards: I: 1
Military Cards: I: 5

Qvist
Culture: 4 (+1)
Science: 2 (+2)
Strength: 9
Resources: 12
Food: 6
Civil Cards: I: 2
Military Cards: None

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

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

Card Row (Check spreadsheet for more details)
1 CA: Drama (removed at end of turn)
1 CA: Great Wall
1 CA: Cartography
1 CA: Drama
1 CA: Michelangelo
2 CA: Taj Mahal
2 CA: Efficient Upgrade
2 CA: Warfare
2 CA: Mineral Deposits
3 CA: Code of Laws
3 CA: Theology
3 CA: Bread and Circuses
3 CA: Scientific Method
Civil Cards remaining: 54

Current Events: 2
Next event: Age I
Military cards remaining: 50
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.

Galzria

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Re: Through the Ages I - Turn 8: Transition into the Age of Discovery
« Reply #192 on: December 13, 2012, 04:15:27 pm »

No Political Action

Take Michelangelo
Play Michelangelo
Take Great Wall
Build Philosophy
Increase Population
Build Copper Mine
Increase Population
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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 8: Transition into the Age of Discovery
« Reply #193 on: December 13, 2012, 04:17:55 pm »

That makes 7 Civil actions (remember, the Great Wall will cost 1 CA to take - it's 1 by default, +1 because you've got 1 Wonder, -1 because Michelangelo)
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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 #194 on: December 13, 2012, 04:19:30 pm »

That makes 7 Civil actions (remember, the Great Wall will cost 1 CA to take - it's 1 by default, +1 because you've got 1 Wonder, -1 because Michelangelo)

I had forgotten to add 1 for my current Wonder, that's all. Drop the last Pop increase.
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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 8: Transition into the Age of Discovery
« Reply #195 on: December 13, 2012, 04:34:47 pm »

It's an easy one to miss.

Note: Watno has 1 food more than I reported. That's now fixed. This is getting harder and harder to update correctly, I will try and be more careful as we go on (which will of course mean longer delays between posts and updates even if I'm online)

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

Theater is discarded, card row is refreshed.

Current Player: Kuildeous
It is currently age II
Turn: 8

Watno
Culture: 10 (+0)
Science: 8 (+4)
Strength: 11
Resources: 6
Food: 1
Civil Cards: I: 1
Military Cards: I: 5

Qvist
Culture: 4 (+1)
Science: 2 (+2)
Strength: 9
Resources: 12
Food: 6
Civil Cards: I: 2
Military Cards: None

Galzria
Culture: 9 (+3)
Science: 3 (+2)
Strength: 5
Resources: 4
Food: 10
Civil Cards: I: 3
Military Cards: I: 3, II: 3

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

Card Row (Check spreadsheet for more details)
1 CA: Cartography (removed at end of turn)
1 CA: Drama
1 CA: Taj Mahal
1 CA: Efficient Upgrade
1 CA: Warfare
2 CA: Mineral Deposits
2 CA: Code of Laws
2 CA: Theology
2 CA: Bread and Circuses
3 CA: Scientific Method
3 CA: Journalism
3 CA: Revolutionary Idea
3 CA: Maximillien Robespierre
Civil Cards remaining: 51

Current Events: 2
Next event: Age I
Military cards remaining: 50
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 8: Transition into the Age of Discovery
« Reply #196 on: December 13, 2012, 04:51:52 pm »

BTW, I believe my Strength is currently 2.
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Re: Through the Ages I - Turn 8: Transition into the Age of Discovery
« Reply #197 on: December 13, 2012, 05:01:56 pm »

It is (I forgot to remove your tactics bonus. I'm going to automate them now)
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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 #198 on: December 13, 2012, 05:24:13 pm »

No political action
Play Iron (-5 sci)
Take Warfare
Take Efficient Upgrade
Upgrade to Irrigation (-2 res)
Draw 2 military card

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Re: Through the Ages I - Turn 8: Transition into the Age of Discovery
« Reply #199 on: December 13, 2012, 05:30:02 pm »

Kuildeous scores 2 culture, 3 science, and produces 4 (5-1 consumption) food and 4 resources (4-0 corruption). He then draws 2 military cards.

Colonisation is discarded from the card row, the card row refreshes

Current Player: Watno
It is currently age II
Turn: 9

Watno
Culture: 10 (+0)
Science: 8 (+4)
Strength: 9
Resources: 6
Food: 1
Civil Cards: I: 1
Military Cards: I: 5

Qvist
Culture: 4 (+1)
Science: 2 (+2)
Strength: 9
Resources: 12
Food: 6
Civil Cards: I: 2
Military Cards: None

Galzria
Culture: 9 (+3)
Science: 3 (+2)
Strength: 6
Resources: 4
Food: 10
Civil Cards: I: 3
Military Cards: I: 3, II: 3

Kuildeous
Culture: 9 (+2)
Science: 5 (+3)
Strength: 2
Resources: 6
Food: 7
Civil Cards: I: 4
Military Cards: I: 1, II: 2

Card Row (Check spreadsheet for more details)
1 CA: Drama (removed at end of turn)
1 CA: Taj Mahal
1 CA: Mineral Deposits
1 CA: Code of Laws
1 CA: Theology
2 CA: Bread and Circuses
2 CA: Scientific Method
2 CA: Journalism
2 CA: Revolutionary Idea
3 CA: Maximillien Robespierre
3 CA: Efficient Upgrade
3 CA: Patriotism
3 CA: Republic
Civil Cards remaining: 48

Current Events: 2
Next event: Age I
Military cards remaining: 45
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.
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