Dominion Strategy Forum

Please login or register.

Login with username, password and session length
Pages: 1 ... 7 8 [9] 10 11  All

Author Topic: Small World (Game over, Davio wins)  (Read 22302 times)

0 Members and 2 Guests are viewing this topic.

Davio

  • 2012 Dutch Champion
  • *
  • Offline Offline
  • Posts: 4787
    • View Profile
Re: Small World (Round VI, Davio's turn)
« Reply #200 on: February 07, 2013, 04:01:38 am »

Finally, have been waiting on this for like forever, let's see....
Logged

BSG: Cagprezimal Adama
Mage Knight: Arythea

Davio

  • 2012 Dutch Champion
  • *
  • Offline Offline
  • Posts: 4787
    • View Profile
Re: Small World (Round VI, Davio's turn)
« Reply #201 on: February 07, 2013, 04:44:20 am »

Ghouls
Grab 3 from 47 (emptying the region), 1 from 41 (emptying the region) and 1 from 40, total: 5
Conquer 42 with 3
Conquer 31 with 2

Redeployment: 4 in 33, 1 in 31, 1 in 40, 1 in 42
Coins: 4

Amazons
Grab 1 from 26 (emptying the region), 1 from 36, 1 from 44, 1 from 39, 1 from 42 and 4 from the box, total: 9
Conquer 41 with 3
Conquer 47 with 2
Conquer 43 with 3
Return 4 Amazons to the box

Redeployment: 4 in 36, 1 in 44, 1 in 39, 1 in 32, 1 in 41 and 1 in 47
Retry: 3 in 36, 1 in 43, 1 in 44, 1 in 39, 1 in 32, 1 in 41 and 1 in 47
Coins: 7 + 5 = 12

Total coins: 4 + 12 = 16
« Last Edit: February 07, 2013, 05:17:09 am by Davio »
Logged

BSG: Cagprezimal Adama
Mage Knight: Arythea

Qvist

  • Mountebank
  • *****
  • Offline Offline
  • Posts: 2400
  • Shuffle iT Username: Qvist
    • View Profile
Re: Small World (Round VI, Davio's turn)
« Reply #202 on: February 07, 2013, 04:47:55 am »

I think you can't attack 42 as it isn't adjacent anymore right?
Edit: Forget it. I didn't notice the other Ghoul.

Qvist

  • Mountebank
  • *****
  • Offline Offline
  • Posts: 2400
  • Shuffle iT Username: Qvist
    • View Profile
Re: Small World (Round VI, Davio's turn)
« Reply #203 on: February 07, 2013, 04:54:14 am »

Based on the coin distribution I guess you mean 3 in 36, 1 in 44, 1 in 39, 1 in 32, 1 in 41 and 1 in 47 and 1 in 43

Davio

  • 2012 Dutch Champion
  • *
  • Offline Offline
  • Posts: 4787
    • View Profile
Re: Small World (Round VI, Davio's turn)
« Reply #204 on: February 07, 2013, 05:15:04 am »

Based on the coin distribution I guess you mean 3 in 36, 1 in 44, 1 in 39, 1 in 32, 1 in 41 and 1 in 47 and 1 in 43
You are correct.

Somehow I screw up the numbers going back and forth between pages. They're not printed in my head yet.
And to make it worse I edited that post like 3 times with different attack plans, that doesn't help much.
Logged

BSG: Cagprezimal Adama
Mage Knight: Arythea

Qvist

  • Mountebank
  • *****
  • Offline Offline
  • Posts: 2400
  • Shuffle iT Username: Qvist
    • View Profile
Re: Small World (Round VI, Tables' turn)
« Reply #205 on: February 07, 2013, 05:20:10 am »


Davio collects 16 coins.




Available Races:

8 Spirit Dwarves Gain $4
Spirit When sent into decline, your spirit tokens do not count toward the "only 1 race in decline" limit.
Dwarves Collect 1 bonus coin for each mine you occupy at turn's end, even when in decline.

12 Stout Ratmen Costs $0
Stout You may go into decline at the end of a regular turn of conquests, after scoring.
Ratmen No race benefit.

10 Wealthy Elves Costs $2
Wealthy Collect 7 bonus coins, once only, at the end of your first turn on the map.
Elves When conquered, you suffer no loss; withdraw all your tokens from the region.

10 Seafaring Trolls Costs $3
Seafaring You may conquer seas and lakes as if they were empty regions. You retain these even after going into decline.
Trolls Place a Troll's lair in each region you occupy to increase its defense by 1. Troll's lairs stay when trolls go into decline.

10 Swamp Halflings Costs $4
Swamp Collect 1 bonus coin for each Swamp you occupy at turn's end.
Halflings Your first conquest may be anywhere. Also play a hole-in-the-ground in the first 2 regions you conquer to make them immune to opponents' conquests and racial and special powers.

Players (Turn Order)
Tables: 8 Alchemist Wizards & Decline: 2 Humans / 67 Coins
TheMunch: 10 Fortified Skeletons / 41 Coins
Davio: 9 Forest Amazons & 7 Ghouls / 67 Coins
Jimmmmm: 10 Pillaging Giants & Decline: 1 Sorcerer / 49 Coins
Archetype: 9 Hill Orcs Decline: 2 Tritons / 48 Coins


Jimmmmm, it's your turn. Redeploy your troops or put a race into decline.

Qvist

  • Mountebank
  • *****
  • Offline Offline
  • Posts: 2400
  • Shuffle iT Username: Qvist
    • View Profile
Re: Small World (Round VI, Jimmmmm's turn)
« Reply #206 on: February 11, 2013, 04:17:55 am »

Bump!

Jimmmmm

  • Torturer
  • *****
  • Offline Offline
  • Posts: 1762
  • Shuffle iT Username: Jimmmmm
    • View Profile
Re: Small World (Round VI, Jimmmmm's turn)
« Reply #207 on: February 11, 2013, 05:37:42 am »

Sorry! I'll have a look in a minute.
Logged

Jimmmmm

  • Torturer
  • *****
  • Offline Offline
  • Posts: 1762
  • Shuffle iT Username: Jimmmmm
    • View Profile
Re: Small World (Round VI, Jimmmmm's turn)
« Reply #208 on: February 12, 2013, 05:08:34 am »

Ready troops, taking 5 in hand and leaving one in each Giant-occupied region

Conquer 19 with 2 units

Conquer 13 with 3 units

Redeployment
2 in 13, 19, 23
1 in 20, 24, 30, 29

Regions: 7+1=8
Income: 7+2+1=10
Total: 49+10=59
Logged

Qvist

  • Mountebank
  • *****
  • Offline Offline
  • Posts: 2400
  • Shuffle iT Username: Qvist
    • View Profile
Re: Small World (Round VI, Tables' turn)
« Reply #209 on: February 12, 2013, 05:19:15 pm »


Jimmmmm collects 10 coins.




Available Races:

8 Spirit Dwarves Gain $4
Spirit When sent into decline, your spirit tokens do not count toward the "only 1 race in decline" limit.
Dwarves Collect 1 bonus coin for each mine you occupy at turn's end, even when in decline.

12 Stout Ratmen Costs $0
Stout You may go into decline at the end of a regular turn of conquests, after scoring.
Ratmen No race benefit.

10 Wealthy Elves Costs $2
Wealthy Collect 7 bonus coins, once only, at the end of your first turn on the map.
Elves When conquered, you suffer no loss; withdraw all your tokens from the region.

10 Seafaring Trolls Costs $3
Seafaring You may conquer seas and lakes as if they were empty regions. You retain these even after going into decline.
Trolls Place a Troll's lair in each region you occupy to increase its defense by 1. Troll's lairs stay when trolls go into decline.

10 Swamp Halflings Costs $4
Swamp Collect 1 bonus coin for each Swamp you occupy at turn's end.
Halflings Your first conquest may be anywhere. Also play a hole-in-the-ground in the first 2 regions you conquer to make them immune to opponents' conquests and racial and special powers.

Players (Turn Order)
Tables: 8 Alchemist Wizards & Decline: 2 Humans / 67 Coins
TheMunch: 11 Fortified Skeletons / 41 Coins
Davio: 9 Forest Amazons & 7 Ghouls / 67 Coins
Jimmmmm: 10 Pillaging Giants & Decline: 1 Sorcerer / 59 Coins
Archetype: 8 Hill Orcs & Decline: 2 Tritons / 48 Coins


Archetype, it's your turn. Redeploy your troops or put a race into decline.

Jimmmmm

  • Torturer
  • *****
  • Offline Offline
  • Posts: 1762
  • Shuffle iT Username: Jimmmmm
    • View Profile
Re: Small World (Round VI, Archetype's turn)
« Reply #210 on: February 12, 2013, 06:42:21 pm »

I should have 2 Giants in 13 and 23.
Logged

Qvist

  • Mountebank
  • *****
  • Offline Offline
  • Posts: 2400
  • Shuffle iT Username: Qvist
    • View Profile
Re: Small World (Round VI, Archetype's turn)
« Reply #211 on: February 13, 2013, 04:11:12 am »

Sorry, I forgot the redeployment.
Somehow the gamestate was lost again and I was so concentrated to recreate it correctly that I forgot it.
I'll fix it.

Archetype

  • Jester
  • *****
  • Offline Offline
  • Posts: 992
  • Suffers from Fancy Play Syndrom
    • View Profile
Re: Small World (Round VI, Archetype's turn)
« Reply #212 on: February 14, 2013, 10:22:15 pm »

4 Orcs

Conquest:

3 on 8
1 on 7 {Roll Reinforcement Die}


End Turn State:

If I conquer 7:

1 on 7
1 on 8
2 on 9
2 on 12
1 on 18
1 on 17

If I don't conquer 7:

1 on 8
2 on 9
2 on 12
1 on 18
2 on 17


9 or 11 Coins
Logged

Tables

  • Margrave
  • *****
  • Offline Offline
  • Posts: 2817
  • Build more Bridges in the King's Court!
    • View Profile
Re: Small World (Round VI, Archetype's turn)
« Reply #213 on: February 15, 2013, 08:01:13 am »

Decline

Not my favourite turn 9 move, but I reckon it'll work out better than collecting change with the Wizards for two more turns.
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.

Qvist

  • Mountebank
  • *****
  • Offline Offline
  • Posts: 2400
  • Shuffle iT Username: Qvist
    • View Profile
Re: Small World (Round VI, Tables' turn)
« Reply #214 on: February 15, 2013, 08:13:50 pm »


Archetype rolls a 3 and collects 13 coins.
Round 7 starts.
Tables goes into decline and collects 3 coins.




Available Races:

8 Spirit Dwarves Gain $4
Spirit When sent into decline, your spirit tokens do not count toward the "only 1 race in decline" limit.
Dwarves Collect 1 bonus coin for each mine you occupy at turn's end, even when in decline.

12 Stout Ratmen Costs $0
Stout You may go into decline at the end of a regular turn of conquests, after scoring.
Ratmen No race benefit.

10 Wealthy Elves Costs $2
Wealthy Collect 7 bonus coins, once only, at the end of your first turn on the map.
Elves When conquered, you suffer no loss; withdraw all your tokens from the region.

10 Seafaring Trolls Costs $3
Seafaring You may conquer seas and lakes as if they were empty regions. You retain these even after going into decline.
Trolls Place a Troll's lair in each region you occupy to increase its defense by 1. Troll's lairs stay when trolls go into decline.

10 Swamp Halflings Costs $4
Swamp Collect 1 bonus coin for each Swamp you occupy at turn's end.
Halflings Your first conquest may be anywhere. Also play a hole-in-the-ground in the first 2 regions you conquer to make them immune to opponents' conquests and racial and special powers.

10 Flying Humans Costs $5
Flying You may conquer any region, not just an adjacent one.
Humans Collect 1 bonus coin for each farmland region you occupy at turn's end.

Players (Turn Order)
Tables: Decline: 3 Wizards / 70 Coins
TheMunch: 11 Fortified Skeletons / 41 Coins
Davio: 9 Forest Amazons & 7 Ghouls / 67 Coins
Jimmmmm: 10 Pillaging Giants & Decline: 1 Sorcerer / 59 Coins
Archetype: 8 Hill Orcs & Decline: 2 Tritons / 61 Coins


TheMunch, it's your turn. Redeploy your troops or put a race into decline.

Qvist

  • Mountebank
  • *****
  • Offline Offline
  • Posts: 2400
  • Shuffle iT Username: Qvist
    • View Profile
Re: Small World (Round VI, Archetype's turn)
« Reply #215 on: February 15, 2013, 08:15:24 pm »

9 or 11 Coins
I counted 13. I guess you forgot your Tritons.

Not my favourite turn 9 move
There are only 8 turns and we're in turn 7.  :P

Archetype

  • Jester
  • *****
  • Offline Offline
  • Posts: 992
  • Suffers from Fancy Play Syndrom
    • View Profile
Re: Small World (Round VII, TheMunch's turn)
« Reply #216 on: February 15, 2013, 08:19:17 pm »

9 or 11 Coins
I counted 13. I guess you forgot your Tritons.
I did forget, thanks!
Logged

Jimmmmm

  • Torturer
  • *****
  • Offline Offline
  • Posts: 1762
  • Shuffle iT Username: Jimmmmm
    • View Profile
Re: Small World (Round VII, TheMunch's turn)
« Reply #217 on: February 15, 2013, 08:22:21 pm »

Qvist, can you please update the map to show the actual positions of my Giants please?

Thanks! :)
Logged

Qvist

  • Mountebank
  • *****
  • Offline Offline
  • Posts: 2400
  • Shuffle iT Username: Qvist
    • View Profile
Re: Small World (Round VII, TheMunch's turn)
« Reply #218 on: February 15, 2013, 08:35:53 pm »

Qvist, can you please update the map to show the actual positions of my Giants please?

Thanks! :)


*cough* Sorry, forgot it again. I'll edit it into the above post.

TheMunch

  • Swindler
  • ***
  • Offline Offline
  • Posts: 17
    • View Profile
Re: Small World (Round VII, TheMunch's turn)
« Reply #219 on: February 17, 2013, 02:34:39 am »

Take 6 in hand.

3 in 5, 2 in 26, 1 in 27 (need roll)
Logged

Qvist

  • Mountebank
  • *****
  • Offline Offline
  • Posts: 2400
  • Shuffle iT Username: Qvist
    • View Profile
Re: Small World (Round VI, Tables' turn)
« Reply #220 on: February 18, 2013, 06:20:02 am »


TheMunch rolls a 3.
I still need your redeployment and your Fortress placement.
I just assume you want to place a Fortress and give you 11 coins.




Available Races:

8 Spirit Dwarves Gain $4
Spirit When sent into decline, your spirit tokens do not count toward the "only 1 race in decline" limit.
Dwarves Collect 1 bonus coin for each mine you occupy at turn's end, even when in decline.

12 Stout Ratmen Costs $0
Stout You may go into decline at the end of a regular turn of conquests, after scoring.
Ratmen No race benefit.

10 Wealthy Elves Costs $2
Wealthy Collect 7 bonus coins, once only, at the end of your first turn on the map.
Elves When conquered, you suffer no loss; withdraw all your tokens from the region.

10 Seafaring Trolls Costs $3
Seafaring You may conquer seas and lakes as if they were empty regions. You retain these even after going into decline.
Trolls Place a Troll's lair in each region you occupy to increase its defense by 1. Troll's lairs stay when trolls go into decline.

10 Swamp Halflings Costs $4
Swamp Collect 1 bonus coin for each Swamp you occupy at turn's end.
Halflings Your first conquest may be anywhere. Also play a hole-in-the-ground in the first 2 regions you conquer to make them immune to opponents' conquests and racial and special powers.

10 Flying Humans Costs $5
Flying You may conquer any region, not just an adjacent one.
Humans Collect 1 bonus coin for each farmland region you occupy at turn's end.

Players (Turn Order)
Tables: Decline: 2 Wizards / 70 Coins
TheMunch: 11 Fortified Skeletons / 52 Coins
Davio: 9 Forest Amazons & 7 Ghouls / 67 Coins
Jimmmmm: 10 Pillaging Giants & Decline: 1 Sorcerer / 59 Coins
Archetype: 8 Hill Orcs & Decline: 2 Tritons / 61 Coins


Davio, it's your turn. Redeploy your troops or put a race into decline.

Davio

  • 2012 Dutch Champion
  • *
  • Offline Offline
  • Posts: 4787
    • View Profile
Re: Small World (Round VII, TheMunch's turn)
« Reply #221 on: February 18, 2013, 11:10:33 am »

Pick up 3 Ghouls from 33
Conquer 27 with 3 Ghouls

Redeploy: 2 in 33, 2 in 27, rest stays the same
Coins: 5

Grab 2 Amazons from 36 and 4 from the box
Conquer 35 with 3 Amazons
Conquer 28 with 3 Amazons
Redeploy: Return 4 Amazons to the box, 1 in 28 and 1 in 35
Coins: 9 + 6 = 15

Total coins: 5 + 15 = 20
Logged

BSG: Cagprezimal Adama
Mage Knight: Arythea

Tables

  • Margrave
  • *****
  • Offline Offline
  • Posts: 2817
  • Build more Bridges in the King's Court!
    • View Profile
Re: Small World (Round VII, TheMunch's turn)
« Reply #222 on: February 18, 2013, 12:33:23 pm »

Yup, Davio's won.
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.

Qvist

  • Mountebank
  • *****
  • Offline Offline
  • Posts: 2400
  • Shuffle iT Username: Qvist
    • View Profile
Re: Small World (Round VII, TheMunch's turn)
« Reply #223 on: February 18, 2013, 05:43:41 pm »

Uh, I think that was my error. I wasn't clear. Davio, you should have waited for TheMunch's redeployment and the placement of his Fortress. What should we do now?

Tables

  • Margrave
  • *****
  • Offline Offline
  • Posts: 2817
  • Build more Bridges in the King's Court!
    • View Profile
Re: Small World (Round VII, TheMunch's turn)
« Reply #224 on: February 18, 2013, 06:49:25 pm »

Well you did say we were waiting on Munch's redeployment. We should still wait on that.
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.
Pages: 1 ... 7 8 [9] 10 11  All
 

Page created in 0.254 seconds with 19 queries.