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Author Topic: Through the Ages I - GAME OVER - Watno wins!  (Read 45926 times)

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Kuildeous

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Re: Through the Ages I - Turn 11: Four growing civilisations
« Reply #250 on: December 15, 2012, 11:22:02 pm »

Pass
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Re: Through the Ages I - Turn 11: Four growing civilisations
« Reply #251 on: December 16, 2012, 07:00:07 am »

Kuildeous loses 5 science
Watno gains 5 science


Watno's turn:

Take Constitutional Monarchy (3)
Play Constitutional Monarchy (peaceful change)
Take James Cook
Take Selective Breeding
Build Iron


Watno scores 1 culture, 4 science, and produces 0 (2-2 consumption) food and 8 resources (8-0 corruption). He then draws 3 military cards.

Napoleon Bonapart is discarded, card row is refreshed.

Current Player: Qvist
It is currently age II
Turn: 11

Watno
Culture: 13 (+1)
Science: 12 (+4)
Strength: 11
Resources: 9
Food: 4
Civil Cards: II: 4
Military Cards: II: 4

Qvist
Culture: 8 (+1)
Science: 4 (+3)
Strength: 9
Resources: 18
Food: 0
Civil Cards: I: 1, II: 1
Military Cards: II: 1

Galzria
Culture: 16 (+4)
Science: 5 (+3)
Strength: 10
Resources: 6
Food: 3
Civil Cards: I: 3, II: 3
Military Cards: I: 3, II: 3

Kuildeous
Culture: 15 (+4)
Science: 2 (+3)
Strength: 3
Resources: 7
Food: 7
Civil Cards: I: 2, II: 1
Military Cards: I: 1, II: 5

Card Row (Check spreadsheet for more details)
1 CA: William Shakespeare (removed at end of turn)
1 CA: Ocean Liner Service
1 CA: Strategy
1 CA: Cannon
1 CA: Team Sports
2 CA: Journalism
2 CA: Organized Religion
2 CA: Justice System
2 CA: Riflemen
3 CA: Calvarymen
3 CA: Coal
3 CA: Republic
3 CA: Navigation
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 11: Four growing civilisations
« Reply #252 on: December 16, 2012, 07:11:18 am »

Oh an announcement: We're about halfway through the Age II deck (give or take), so about half way through Age II and about half way through the game.
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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 11: Four growing civilisations
« Reply #253 on: December 16, 2012, 09:39:39 am »


No Political Action

Build Theology Temple (Pay 5 Ressources)
Play Alchemy (Pay 4 Science)
Upgrade Lab (Pay 3 Ressources)
Upgrade Lab (Pay 3 Ressources)
Take Cannon

Build Knights (Pay 3 Ressources)

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Re: Through the Ages I - Turn 11: Four growing civilisations
« Reply #254 on: December 16, 2012, 11:29:14 am »

Qvist scores 2 culture, 5 science, and produces 0 (3-3 consumption) food and 7 resources (7-0 corruption). He then draws 3 military cards.

William Shakespear is discarded and the card row is refreshed.

Current Player: Galzria
It is currently age II
Turn: 11

Watno
Culture: 13 (+1)
Science: 12 (+4)
Strength: 11
Resources: 9
Food: 4
Civil Cards: II: 4
Military Cards: II: 4

Qvist
Culture: 10 (+2)
Science: 9 (+5)
Strength: 11
Resources: 11
Food: 0
Civil Cards: II: 2
Military Cards: II: 4

Galzria
Culture: 16 (+4)
Science: 5 (+3)
Strength: 10
Resources: 6
Food: 3
Civil Cards: I: 3, II: 3
Military Cards: I: 3, II: 3

Kuildeous
Culture: 15 (+4)
Science: 2 (+3)
Strength: 3
Resources: 7
Food: 7
Civil Cards: I: 2, II: 1
Military Cards: I: 1, II: 5

Card Row (Check spreadsheet for more details)
1 CA: Ocean Liner Service (removed at end of turn)
1 CA: Strategy
1 CA: Team Sports
1 CA: Journalism
1 CA: Organized Religion
2 CA: Justice System
2 CA: Riflemen
2 CA: Calvarymen
2 CA: Coal
3 CA: Republic
3 CA: Navigation
3 CA: Work of Art
3 CA: Kremlin
Civil Cards remaining: 26

Current Events: 6
Next event: Age I
Military cards remaining: 25
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 11: Four growing civilisations
« Reply #255 on: December 16, 2012, 12:17:46 pm »

Yikes that was fast.

Going to look over things now.
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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 11: Four growing civilisations
« Reply #256 on: December 16, 2012, 12:22:21 pm »

Play Age Two Future Event
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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 11: Four growing civilisations
« Reply #257 on: December 16, 2012, 12:33:27 pm »

Galzria scores two culture.

Event: Foray (Age I)
2 strongest civilizations each produce a total of 3 resources/food

The two strongest civilizations are Watno and Qvist.
Watno and Qvist, please make this choice
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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 11: Four growing civilisations
« Reply #258 on: December 16, 2012, 12:39:40 pm »

I take 3 resources (1 iron, 1 bronze).
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Qvist

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Re: Through the Ages I - Turn 11: Four growing civilisations
« Reply #259 on: December 16, 2012, 01:10:22 pm »

I take 3 ressources too

Galzria

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Re: Through the Ages I - Turn 11: Four growing civilisations
« Reply #260 on: December 16, 2012, 01:25:40 pm »

Tables already has these, but he's offline so I'll post 'em here anyway:


Build Wonder
Build Wonder
Play Engineering Genius
Take Coal (2)
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 11: Four growing civilisations
« Reply #261 on: December 16, 2012, 03:16:04 pm »

Galzria scores 6 culture, 3 science, and produces 1 (3-2 consumption) food and 4 resources (4-0 corruption). He then draws 3 military cards.

Ocean Liner Service is discarded, card row is refreshed.

Current Player: Kuildeous
It is currently age II
Turn: 11

Watno
Culture: 13 (+1)
Science: 12 (+4)
Strength: 11
Resources: 12
Food: 4
Civil Cards: II: 4
Military Cards: II: 4

Qvist
Culture: 10 (+2)
Science: 9 (+5)
Strength: 11
Resources: 14
Food: 0
Civil Cards: II: 2
Military Cards: II: 4

Galzria
Culture: 24 (+6)
Science: 8 (+3)
Strength: 13
Resources: 4
Food: 4
Civil Cards: I: 3, II: 3
Military Cards: I: 2, II: 4

Kuildeous
Culture: 15 (+4)
Science: 2 (+3)
Strength: 3
Resources: 7
Food: 7
Civil Cards: I: 2, II: 1
Military Cards: I: 1, II: 5

Card Row (Check spreadsheet for more details)
1 CA: Strategy (removed at end of turn)
1 CA: Team Sports
1 CA: Journalism
1 CA: Organized Religion
1 CA: Justice System
2 CA: Riflemen
2 CA: Calvarymen
2 CA: Republic
2 CA: Navigation
3 CA: Work of Art
3 CA: Kremlin
3 CA: J.S. Bach
3 CA: Eiffel Tower
Civil Cards remaining: 24

Current Events: 5
Next event: Age I
Military cards remaining: 22
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 11: Four growing civilisations
« Reply #262 on: December 16, 2012, 03:49:20 pm »

Political Action

Propose Scientific Cooperation with Qvist.

A & B: When either plays a tech, player pays -2 science and other pays +1 science
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Qvist

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Re: Through the Ages I - Turn 11: Four growing civilisations
« Reply #263 on: December 16, 2012, 03:58:14 pm »

Does that mean when he plays a tech I get +1 science and when I'm playing a tech it's 2 science cheaper.
If yes, that sounds great. Accept.

Galzria

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Re: Through the Ages I - Turn 11: Four growing civilisations
« Reply #264 on: December 16, 2012, 03:59:49 pm »

Does that mean when he plays a tech I get +1 science and when I'm playing a tech it's 2 science cheaper.
If yes, that sounds great. Accept.

No, it means when you play a Tech, you pay 2 less, and he pays 1. When he plays a Tech, he pays 2 less, and you pay 1.
Logged
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 11: Four growing civilisations
« Reply #265 on: December 16, 2012, 04:00:23 pm »

It makes it 2 cheaper for you, and the other person pays 1 science towards it.

So:
When Kuildeous plays a tech, Qvist pays 2 science less than it's cost, and Qvist loses 1 science.
When Qvist plays a tech, Qvist pays 2 science less than it's cost, and Kuildeous loses 1 science.

Anyway I'll let you reconsider with that explanation.
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 11: Four growing civilisations
« Reply #266 on: December 16, 2012, 04:06:42 pm »

The net result is that together we come out ahead in Science.

Of course, if either of us abuses the relationship, then the other person may be out some science. Naturally, I'll want to use as much as it possible, but I know you will too, so it hopefully should cancel out.

And I believe it's a political action to cancel the pact, right? So either one of us could say "screw this" and end it in the future.
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Qvist

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Re: Through the Ages I - Turn 11: Four growing civilisations
« Reply #267 on: December 16, 2012, 04:10:52 pm »

Ah, I get it. I already thought that it might be too good.
But anyway, it seems fine. Accept.

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Re: Through the Ages I - Turn 11: Four growing civilisations
« Reply #268 on: December 16, 2012, 04:18:04 pm »

The net result is that together we come out ahead in Science.

Of course, if either of us abuses the relationship, then the other person may be out some science. Naturally, I'll want to use as much as it possible, but I know you will too, so it hopefully should cancel out.

And I believe it's a political action to cancel the pact, right? So either one of us could say "screw this" and end it in the future.

This is correct. Either of you can spend your political action to cancel the pack. Further Kuildeous, as the owner of the pact, if you play a new pact (and it is accepted) then this pact is automatically cancelled.

Anyway updating the pact on the sheet now, Kuildeous you can take your actions.
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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 11: Four growing civilisations
« Reply #269 on: December 16, 2012, 04:18:41 pm »

And remember your military discards :)!
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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 11: Four growing civilisations
« Reply #270 on: December 16, 2012, 04:23:42 pm »

And remember your military discards :)!

But I don't wanna.
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Kuildeous

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Re: Through the Ages I - Turn 11: Four growing civilisations
« Reply #271 on: December 16, 2012, 04:40:55 pm »

Propose pact
Discard 2 Military cards
Take Republic (2)
Play Patriotism
Build temple (-3 res)


Build knight (-0 res)
Build knight (-3 res)
Draw 2 military cards


Final count: 10 food, 6 resources, 0 unused workers, 10 strength. Look right?
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Re: Through the Ages I - Turn 11: Four growing civilisations
« Reply #272 on: December 16, 2012, 05:26:22 pm »

11 strength, otherwise yes.

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

Strategy is discarded, and the card row is refreshed.

Current Player: Watno
It is currently age II
Turn: 12

Watno
Culture: 13 (+1)
Science: 12 (+4)
Strength: 11
Resources: 12
Food: 4
Civil Cards: II: 4
Military Cards: II: 4

Qvist
Culture: 10 (+2)
Science: 9 (+5)
Strength: 11
Resources: 14
Food: 0
Civil Cards: II: 2
Military Cards: II: 4

Galzria
Culture: 24 (+6)
Science: 8 (+3)
Strength: 13
Resources: 4
Food: 4
Civil Cards: I: 3, II: 3
Military Cards: I: 2, II: 4

Kuildeous
Culture: 20 (+5)
Science: 5 (+3)
Strength: 11
Resources: 6
Food: 10
Civil Cards: I: 2, II: 1
Military Cards: I: 1, II: 4

Card Row (Check spreadsheet for more details)
1 CA: Team Sports (removed at end of turn)
1 CA: Journalism
1 CA: Organized Religion
1 CA: Justice System
1 CA: Riflemen
2 CA: Calvarymen
2 CA: Navigation
2 CA: Work of Art
2 CA: Kremlin
3 CA: J.S. Bach
3 CA: Eiffel Tower
3 CA: Wave of Nationalism
3 CA: Journalism
Civil Cards remaining: 22

Current Events: 5
Next event: Age I
Military cards remaining: 20
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 11: Four growing civilisations
« Reply #273 on: December 16, 2012, 05:52:28 pm »

No political action, discard PM coming was told i wasn't over hand limit

Take Navigation (2)
Play Navigation
Take Riflemen
Play Riflemen
Increase Population
Build Alchemy
Upgrade Warrior to Rifleman (1 MA)
« Last Edit: December 16, 2012, 05:59:48 pm by Watno »
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Re: Through the Ages I - Turn 11: Four growing civilisations
« Reply #274 on: December 16, 2012, 06:04:33 pm »

Watno scores 1 culture, 6 science, and produces 0 (2-2 consumption) food and 8 resources (8-0 corruption). He then draws 3 military cards.

Team Sports is discarded, card row is refreshed.

Current Player: Qvist
It is currently age II
Turn: 12

Watno
Culture: 14 (+1)
Science: 7 (+6)
Strength: 15
Resources: 11
Food: 0
Civil Cards: II: 4
Military Cards: II: 7

Qvist
Culture: 10 (+2)
Science: 9 (+5)
Strength: 11
Resources: 14
Food: 0
Civil Cards: II: 2
Military Cards: II: 4

Galzria
Culture: 24 (+6)
Science: 8 (+3)
Strength: 13
Resources: 4
Food: 4
Civil Cards: I: 3, II: 3
Military Cards: I: 2, II: 4

Kuildeous
Culture: 20 (+5)
Science: 5 (+3)
Strength: 11
Resources: 6
Food: 10
Civil Cards: I: 2, II: 1
Military Cards: I: 1, II: 4

Card Row (Check spreadsheet for more details)
1 CA: Journalism (removed at end of turn)
1 CA: Organized Religion
1 CA: Justice System
1 CA: Calvarymen
1 CA: Work of Art
2 CA: Kremlin
2 CA: J.S. Bach
2 CA: Eiffel Tower
2 CA: Wave of Nationalism
3 CA: Journalism
3 CA: Coal
3 CA: Cannon
3 CA: Constitutional Monarchy
Civil Cards remaining: 19

Current Events: 5
Next event: Age I
Military cards remaining: 17
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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