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Author Topic: Through the Ages III: Rising new civilisations (Game over, Bozz+Kuildeous wins!)  (Read 24886 times)

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Tables

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Through the Ages is a civilization building game. The goal is to develop your civilization, not to destroy other ones. Military strength is just one aspect of your nation, as well as population, production or science. It is up to you which aspect you will concentrate on, more or less, but you should not underestimate any of them while building your civilization.

Victory is achieved by the player whose nation produces the most culture during the game. However, there are many ways to produce culture: through religion, literature or drama, by building wonders, by utilizing cultural persons etc. Considerable amount of culture can be gained even via wars or aggression.
Description from BGG

This is the thread for the third Play By Forum game of Vlaada Chvátil's Through The Ages. This is not a short, simple game; it is an epic civilisation building game. Depending on player (and moderator!) speed, the game could take months to complete, but this does give players a good chance to evaluate the board and their options.

A copy of the rules can be found on BGG here. The rules are great, they're mostly very clear, and so I will make no attempt to explain the rules myself, and instead advise players to read them (you will need a BGG account, which if you don't have, is hassle free to make). I will of course try and answer any questions players may have.

The game will be run primarily from this spreadsheet (which will be linked every time I make an update post).

Players may wish to bookmark this link, which shows all of the available actions (excluding extras given by wonders or leaders), as well as the turn structure summary. Sections 1 and 6 will of course be performed by me between turns.

Some notes for PBF:
  • Please do not contact other players about the game outside this thread. I'm not saying you can't mention the game in other threads, but don't go out of your way to conspire in a way that isn't public.
  • I will be respecting the standard rules for pacts. This means, you can't talk about a pact you might be proposing before you do, you have to play it, name the roles and the other player can respond. Breaking this rule results in forfeiting your political action for the turn.
  • Hopefully the spreadsheets will work, but if there are any issues that crop up, let me know! Also, if you feel that some details could be better displayed, or should be displayed somewhere else, let me know - the sheets are, after all, for your benefit.
  • For ease of spotting what your official actions are, please bold your final actions.
  • I'm usually pretty lenient about letting people take back actions they realize are not what they wanted to do. Primarily this is intended as a catch for if you have corruption, civil actions remaining, or an uprising, all of which can be easy to miss.
  • Try to check the game frequently, even when it isn't your turn, as political actions regularly affect everyone. If you sign up, I'd say at a minimum you should be able to check the thread at least once per day except weekends, ideally more times than that. That said if you check regularly you won't have to do anything a lot of the times you check, and when you do need to it's perfectly acceptable (and advised!) to mull over your options a bit.

Taking your turn:
Turn structure

1) Updating the card row: I will do this for you between turns along with step 7

2) Outcome of a war: You sacrifice units, then they sacrifice units, then one or both of you might need to make decisions based on what happened. I will update other things (usually culture) as I see them.

3) Political action: This is probably the most complex bit of your turn. If you want to play an:
  • Event: State that you are playing an event in the thread along with it's age. Then, I will reveal the next current event and resolve it (which may require decisions from various players)
  • Aggression: Play the aggression in the thread, name your target, and post what you're sacrificing (if you can calculate it yourself, please include your total strength for the aggression as well!). Your rival then posts what they're sacrificing (or bonus cards), and one or both of you might then have to make choices regarding the outcome.
  • Pact: Play the pact in the thread, specify which player is A and which is B (if relevant). Your target then either accepts or rejects. Once the proposal has been made, you can talk about it, but you cannot renege or change the proposal.
  • War: Announce it as though it were an aggression, but then simply carry on with your turn. Remember it's resolved next turn
  • No action: Announce you are skipping your political action (note: Please do announce it, otherwise I might ask people to wait as I check, did you really mean to skip your political action?)

4) Discard excess military cards: Check your military hand limit (normally =military actions), then PM me military cards until you are at your military hand limit. This is the most commonly missed part of people's turn, please try to remember to do this!

5) Civil and Military actions: Post all of your civil and military actions directly into the thread. For the first few turns, or whenever you aren't sure, it may be a good idea to PM them to me instead, just to double check everything you're trying to do is valid, or perhaps mess around on your provided spreadsheet and see if what you want to happen seems to be happening. It's easy to forget a few things and make a few mistakes, like, you used military actions on an aggression/war, or that Wonder cost 1 CA more than you thought because you've completed a Wonder already, or accidentally trying to play a military tech with a military action instead of a civil one, and that's just a few examples. Either way if your move is valid, it stands (and I'll post it if you PM'd me) and I'll update everything based on it. If you did something wrong, I'll let you know, and you can fix it.

6) Production and Maintenance: I'll do all of this for you. Once I post in the thread the updated card row, take that as a sign that your indicators are updated, food and resources are updated, and your military cards are available.

Rules in use
We will be playing the alternate corruption rule. This lets you choose to not produce one resource token in your production phase. In essence, this rule will reduce your corruption by 1 if you would have exactly 0, 4 or 8 blue tokens left and at least one Bronze mine.

This is the game for newer players. The turn order has been randomised and is:
Qvist
Jorbles
Bozzball

Current Player: Qvist
It is currently age A
Turn: 1

Qvist
Culture: 0 (+0)
Science: 0 (+1)
Strength: 1
Resources: 0
Food: 0
Civil Cards: None
Military Cards: None

Jorbles
Culture: 0 (+0)
Science: 0 (+1)
Strength: 1
Resources: 0
Food: 0
Civil Cards: None
Military Cards: None

Bozzball
Culture: 0 (+0)
Science: 0 (+1)
Strength: 1
Resources: 0
Food: 0
Civil Cards: None
Military Cards: None

Card Row (Check spreadsheet for more details)
1 CA: Rich Land (A) (removed at end of turn)
1 CA: Frugality (A) (removed at end of turn)
1 CA: Homer (A)
1 CA: Rich Land (A)
1 CA: Frugality (A)
2 CA: Hanging Gardens (A)
2 CA: Hammurabi (A)
2 CA: Ideal Building Site (A)
2 CA: Ideal Building Site (A)
3 CA: Julius Caesar (A)
3 CA: Library of Alexandria (A)
3 CA: Revolutionary Idea (A)
3 CA: Pyramids (A)
Civil Cards remaining: 7

Current Events: A: 5
Future Events: None
Next event: Age A
Military cards remaining: 0
Link to the spreadsheet

Turn 1 special rules reminder
Qvist, you have 1 CA for taking cards only. The card row will not be refreshed.
After that Jorbles will have 2 CA for taking cards only, and again the card row will not be refreshed.
Finally Bozzball will have 3 CA for taking cards only, after which the card row will be refreshed.
As this is a 3 player game, the cards in the top two positions will be discarded.
« Last Edit: March 11, 2013, 01:58:53 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 III: Rising new civilisations (Turn 1, Age A)
« Reply #1 on: January 07, 2013, 12:00:01 pm »

Good luck to you fella's! I'll be watching to see which of you is a threat in future games! ;)
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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

Jorbles

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Re: Through the Ages III: Rising new civilisations (Turn 1, Age A)
« Reply #2 on: January 07, 2013, 12:32:35 pm »

Ooo, three player. Does this mean I'll have better odds of getting things like Iron or Alchemy?
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Watno

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Re: Through the Ages III: Rising new civilisations (Turn 1, Age A)
« Reply #3 on: January 07, 2013, 12:44:14 pm »

No, they're worse
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Tables

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Re: Through the Ages III: Rising new civilisations (Turn 1, Age A)
« Reply #4 on: January 07, 2013, 12:44:36 pm »

Ooo, three player. Does this mean I'll have better odds of getting things like Iron or Alchemy?

Nope. 2/3 instead of 3/4 for both :P.
Although... there are plenty of ways to be successful without either.
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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.

Jorbles

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Re: Through the Ages III: Rising new civilisations (Turn 1, Age A)
« Reply #5 on: January 07, 2013, 01:05:01 pm »

Ooo, three player. Does this mean I'll have better odds of getting things like Iron or Alchemy?

Nope. 2/3 instead of 3/4 for both :P.
Although... there are plenty of ways to be successful without either.

Curses. Although I agree, but it changes my planning if I know I can rely (or not rely on getting something).
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bozzball

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Re: Through the Ages III: Rising new civilisations (Turn 1, Age A)
« Reply #6 on: January 07, 2013, 01:09:55 pm »

So Qv and Jo: how much experience of this game do you have.

I got it for christmas, and have played about 12-15 2-player advanced games with my wife. No experience of 3-player (so wars or pacts) and no experience of Act III (no air forces etc.)
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Tables

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Re: Through the Ages III: Rising new civilisations (Turn 1, Age A)
« Reply #7 on: January 07, 2013, 01:12:45 pm »

So Qv and Jo: how much experience of this game do you have.

I got it for christmas, and have played about 12-15 2-player advanced games with my wife. No experience of 3-player (so wars or pacts) and no experience of Act III (no air forces etc.)

Just so you know, wars are reliant on playing the full game, not playing 3+ player.
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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.

bozzball

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Re: Through the Ages III: Rising new civilisations (Turn 1, Age A)
« Reply #8 on: January 07, 2013, 01:16:38 pm »

Just so you know, wars are reliant on playing the full game, not playing 3+ player.

Fair.
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Tables

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Re: Through the Ages III: Rising new civilisations (Turn 1, Age A)
« Reply #9 on: January 07, 2013, 01:38:58 pm »

Hm, that yellow is a little hard to read... I could make it orange, but then it'll be the same as governments. I'll change it if people think it's uncomfortable to read.
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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.

Jorbles

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Re: Through the Ages III: Rising new civilisations (Turn 1, Age A)
« Reply #10 on: January 07, 2013, 01:44:57 pm »

So Qv and Jo: how much experience of this game do you have.

I got it for christmas, and have played about 12-15 2-player advanced games with my wife. No experience of 3-player (so wars or pacts) and no experience of Act III (no air forces etc.)

You can see my total experience in the half played game of TTAII.
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Qvist

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Re: Through the Ages III: Rising new civilisations (Turn 1, Age A)
« Reply #11 on: January 07, 2013, 04:37:05 pm »

So Qv and Jo: how much experience of this game do you have.

I got it for christmas, and have played about 12-15 2-player advanced games with my wife. No experience of 3-player (so wars or pacts) and no experience of Act III (no air forces etc.)

You can see my total experience in the half played game of TTAII.

Exactly this. But exchange TTA II with TTA I.

I don't like my options here honestly.

I take Rich Land

Jorbles

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Re: Through the Ages III: Rising new civilisations (Turn 1, Age A)
« Reply #12 on: January 07, 2013, 04:39:18 pm »

I was going to say which one, but it doesn't matter:

Take Rich Land.
Take Frugality (the 2nd one).
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Re: Through the Ages III: Rising new civilisations (Turn 1, Age A)
« Reply #13 on: January 07, 2013, 04:41:56 pm »

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

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

Card Row (Check spreadsheet for more details)
1 CA:
1 CA: Frugality (A)
1 CA: Homer (A)
1 CA:
1 CA:
2 CA: Hanging Gardens (A)
2 CA: Hammurabi (A)
2 CA: Ideal Building Site (A)
2 CA: Ideal Building Site (A)
3 CA: Julius Caesar (A)
3 CA: Library of Alexandria (A)
3 CA: Revolutionary Idea (A)
3 CA: Pyramids (A)
Civil Cards remaining: 7
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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.

bozzball

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Re: Through the Ages III: Rising new civilisations (Turn 1, Age A)
« Reply #14 on: January 07, 2013, 04:43:56 pm »

Take pyramids
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Re: Through the Ages III: Rising new civilisations (Turn 1, Age A)
« Reply #15 on: January 07, 2013, 04:44:55 pm »

Interesting, that was the sole move of the third player in both games. Updating card row etc. in a second.
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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 III: Rising new civilisations (Turn 1, Age A)
« Reply #16 on: January 07, 2013, 04:48:42 pm »

Interesting, that was the sole move of the third player in both games. Updating card row etc. in a second.

Haha, that was my thought too.

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Re: Through the Ages III: Rising new civilisations (Turn 1, Age A)
« Reply #17 on: January 07, 2013, 04:59:42 pm »

Right, sorry about the delay. In short this is awesome and they're raising money for charity so, I don't feel to bad about the advertising.

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

Frugality is discarded, and the card row is refreshed - 5 cards.

Current Player: Qvist
It is currently age I
Turn: 2

Qvist
Culture: 0 (+0)
Science: 1 (+1)
Strength: 1
Resources: 2
Food: 2
Civil Cards: A: 1
Military Cards: None

Jorbles
Culture: 0 (+0)
Science: 1 (+1)
Strength: 1
Resources: 2
Food: 2
Civil Cards: A: 2
Military Cards: None

Bozzball
Culture: 0 (+0)
Science: 0 (+1)
Strength: 1
Resources: 0
Food: 0
Civil Cards: None
Military Cards: None

Card Row (Check spreadsheet for more details)
1 CA: Homer (A) (removed at end of turn)
1 CA: Hanging Gardens (A) (removed at end of turn)
1 CA: Hammurabi (A)
1 CA: Ideal Building Site (A)
1 CA: Ideal Building Site (A)
2 CA: Julius Caesar (A)
2 CA: Library of Alexandria (A)
2 CA: Revolutionary Idea (A)
2 CA: Engineering Genius (A)
3 CA: Patriotism (A)
3 CA: Moses (A)
3 CA: Aristotle (A)
3 CA: Alexander the Great (A)
Civil Cards remaining: 50

Current Events: A: 5
Future Events: None
Next event: Age A
Military cards remaining: 50
Link to the spreadsheet
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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 III: Rising new civilisations (Turn 2, Age I)
« Reply #18 on: January 07, 2013, 05:22:53 pm »


Take Hammurabi
Play Hammurabi
Increase Population
Play Rich Land and build Bronze
Take Ideal Building Site

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Re: Through the Ages III: Rising new civilisations (Turn 2, Age I)
« Reply #19 on: January 07, 2013, 05:33:24 pm »

Is there somewhere where I can see that I have unbuilt pyramids?
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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 III: Rising new civilisations (Turn 2, Age I)
« Reply #21 on: January 07, 2013, 05:35:04 pm »

Is there somewhere where I can see that I have unbuilt pyramids?

It's in the spreadsheet. It's on your page and says "Under Construction."

PPE: ninja'd
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Re: Through the Ages III: Rising new civilisations (Turn 2, Age I)
« Reply #22 on: January 07, 2013, 05:45:25 pm »

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

Homer and Hanging Gardens are discarded, card row is refreshed with 4 new cards.

Current Player: Jorbles
It is currently age I
Turn: 2

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

Jorbles
Culture: 0 (+0)
Science: 1 (+1)
Strength: 1
Resources: 2
Food: 2
Civil Cards: A: 2
Military Cards: None

Bozzball
Culture: 0 (+0)
Science: 0 (+1)
Strength: 1
Resources: 0
Food: 0
Civil Cards: None
Military Cards: None

Card Row (Check spreadsheet for more details)
1 CA: Ideal Building Site (A) (removed at end of turn)
1 CA: Julius Caesar (A) (removed at end of turn)
1 CA: Library of Alexandria (A)
1 CA: Revolutionary Idea (A)
1 CA: Engineering Genius (A)
2 CA: Patriotism (A)
2 CA: Moses (A)
2 CA: Aristotle (A)
2 CA: Alexander the Great (A)
3 CA: Ideal Building Site (I)
3 CA: Alchemy (I)
3 CA: Swordsmen (I)
3 CA: Leonardo Da Vinci (I)
Civil Cards remaining: 46

Current Events: A: 5
Future Events: None
Next event: Age A
Military cards remaining: 49
Link to the spreadsheet
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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 III: Rising new civilisations (Turn 2, Age I)
« Reply #23 on: January 07, 2013, 05:51:10 pm »

Take Moses (2 actions)
Play Frugality to Increase Population
Play Rich Land to Build Bronze


Don't feel rushed Tables. I know you're running two games right now.
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Re: Through the Ages III: Rising new civilisations (Turn 2, Age I)
« Reply #24 on: January 07, 2013, 06:01:48 pm »

Nope three. And playing in about five. And trying to watch SDA. It's like a full time job, except I'm not getting paid, and it's fun :P.

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

Julius Ceaser and Ideal Building Site are discarded, card row refreshed (3 cards).

Current Player: Bozzball
It is currently age I
Turn: 2

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

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

Bozzball
Culture: 0 (+0)
Science: 0 (+1)
Strength: 1
Resources: 0
Food: 0
Civil Cards: None
Military Cards: None

Card Row (Check spreadsheet for more details)
1 CA: Library of Alexandria (A) (removed at end of turn)
1 CA: Revolutionary Idea (A) (removed at end of turn)
1 CA: Engineering Genius (A)
1 CA: Patriotism (A)
1 CA: Aristotle (A)
2 CA: Alexander the Great (A)
2 CA: Ideal Building Site (I)
2 CA: Alchemy (I)
2 CA: Swordsmen (I)
3 CA: Leonardo Da Vinci (I)
3 CA: Michelangelo (I)
3 CA: Breakthrough (I)
3 CA: Monarchy (I)
Civil Cards remaining: 43

Current Events: A: 5
Future Events: None
Next event: Age A
Military cards remaining: 47
Link to the spreadsheet
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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