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Author Topic: Terra Mystica I (America) - Kuildeous and hyramgraff win!  (Read 40337 times)

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Watno

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Terra Mystica I (America) - Kuildeous and hyramgraff win!
« on: February 15, 2013, 06:47:44 am »

Game State: https://docs.google.com/spreadsheet/ccc?key=0AuoXfjzSnYbsdEx5dHRHX1NLTTVHOEwzSGt3SEtwUnc#gid=1
Rules: http://www.feuerland-spiele.de/dateien/Terra_Mystica_EN_1.0_.pdf
Faction boards (also in spreadsheet): http://www.terra-mystica-spiel.de/en/voelker.php

Players (in player order):
hyramgraff
Dsell
theorel
Galzria
Kuildeous

I will update the game state spreadsheet whenever I get to, but feel free to do the next before the update if you feel you know what changes were caused by the previous moves.
Also, to speed up the game, I encourage players to leave COs on wether they will accept power when they get the possibility to gain some (e.g. "always accept up to 2 power, will consider what to do with 3 or more") and go on with the game even if there are unresolved power gain possibilities (which can then be resolved when the player in question gets to his turn).

If anything is unclear, or you find a mistake in the spreadsheet, please ask or point it out.

Have fun!
« Last Edit: April 10, 2013, 09:34:57 pm by Watno »
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Watno

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Re: Terra Mystica I (America) - Setting up
« Reply #1 on: February 15, 2013, 06:48:00 am »

Setup:
Randomize player order - Done
Select Bonus cards: Free spade removed, available cards listed in "Bonus cards" tab
Scoring Tiles: available in "Scoring Tiles" tab
« Last Edit: February 15, 2013, 09:20:59 am by Watno »
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Watno

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Re: Terra Mystica I (America) - Setting up - WIP
« Reply #2 on: February 15, 2013, 09:12:41 am »

Now all of you select a faction to play.
Note that only one faction can be choosen per terrain type, e.g there can't be Witches as well as Auren, since they both live in Forests.
Also be aware that the factions don't only differ in home terrain and special ability, but may also have different starting resources, cults, building costs, incomes from buildings or base income, starting power or shipping and spade tracks. All this information is visible on the faction board/spreadsheet. (with starting resources already added, cults listed, and the base worker income listed with the dwellings).

hyramgraff is first to pick a faction, then go on in player order.
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hyramgraff

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Re: Terra Mystica I (America) - Picking factions - hyramgraff's turn
« Reply #3 on: February 15, 2013, 10:37:50 am »

I'm not sure how I ended up as starting player, I've never even dug a flower bed.  :D

I pick the giants.

Dsell is next.
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Watno

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Re: Terra Mystica I (America) - Picking factions - hyramgraff's turn
« Reply #4 on: February 15, 2013, 11:10:18 am »

Dsell's turn,
Chaos Magicians are no longer available (as well as Giants of course).
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theorel

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Re: Terra Mystica I (America) - Picking factions - Dsell's turn
« Reply #5 on: February 15, 2013, 01:33:50 pm »

Minor Correction (or clarification if I'm wrong): Scoring Tile says "Fortress" but it should be Stronghold (I'm pretty sure).
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Galzria

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Re: Terra Mystica I (America) - Picking factions - Dsell's turn
« Reply #6 on: February 15, 2013, 01:58:55 pm »

I should read the rules!

Good thing I'm off work until Tuesday (not that I'll be waiting that long since we've launched!).

However, I AM headed out for a bit, so.... yeah, if it comes to me, I'll get in here ASAP!
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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

Dsell

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Re: Terra Mystica I (America) - Picking factions - Dsell's turn
« Reply #7 on: February 15, 2013, 04:57:43 pm »

I choose Cultists! Drink the kool-aid!

I admit I haven't *fully* read the rules yet but the cultists seem pretty cool.
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Dsell

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Re: Terra Mystica I (America) - Picking factions - Dsell's turn
« Reply #8 on: February 15, 2013, 05:03:05 pm »

(I believe that means Theorel is up for choosing next.)
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theorel

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Re: Terra Mystica I (America) - Picking factions - Dsell's turn
« Reply #9 on: February 15, 2013, 09:13:45 pm »

I'll take the Swarmlings. 
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Watno

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Re: Terra Mystica I (America) - Picking factions - Dsell's turn
« Reply #10 on: February 15, 2013, 11:45:56 pm »

Galzria to pick his faction next
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Watno

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Re: Terra Mystica I (America) - Picking factions - Dsell's turn
« Reply #11 on: February 16, 2013, 06:31:47 am »

Minor Correction (or clarification if I'm wrong): Scoring Tile says "Fortress" but it should be Stronghold (I'm pretty sure).

Fixed. I was convinced that I remembered the English names of all the buildings when making the sheet, but only got 2/5 right.
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Galzria

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Re: Terra Mystica I (America) - Picking factions - Galzria's turn
« Reply #12 on: February 16, 2013, 09:55:25 am »

I'm about 3/4 through the rules. Will pick soon. There's sooooo much. I'm going to be so completely lost.
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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: Terra Mystica I (America) - Picking factions - Galzria's turn
« Reply #13 on: February 16, 2013, 10:17:31 am »

So Red, Brown and Blue are down? Looking over each ability set 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

Watno

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Re: Terra Mystica I (America) - Picking factions - Galzria's turn
« Reply #14 on: February 16, 2013, 10:22:32 am »

Yeah, I also deleted the factions not available any more from the sheet.
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Galzria

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Re: Terra Mystica I (America) - Picking factions - Galzria's turn
« Reply #15 on: February 16, 2013, 10:24:41 am »

Yeah, I haven't looked over the spreadsheet yet. :P

I'll take the Engineer's.
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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: Terra Mystica I (America) - Picking factions - Galzria's turn
« Reply #16 on: February 16, 2013, 10:26:33 am »

They seem to be the equivalent to a Michalangelo engine in TtA. Set 'em up and let 'em go. Seems like a good choice for my first game. ;D
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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: Terra Mystica I (America) - Picking factions - Galzria's turn
« Reply #17 on: February 16, 2013, 10:28:24 am »

And that brings it to Kuildeous, making the final choice.
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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: Terra Mystica I (America) - Picking factions - Galzria's turn
« Reply #18 on: February 16, 2013, 10:33:40 am »

Indeed.
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Kuildeous

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Re: Terra Mystica I (America) - Picking factions - Kuildeous' turn
« Reply #19 on: February 16, 2013, 03:01:12 pm »

Choice? That's so beneath me. That's for people who actually know what they're doing.

I picked my race randomly. Let's see what these Witches are like.
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hyramgraff

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Re: Terra Mystica I (America) - Picking factions - Kuildeous' turn
« Reply #20 on: February 16, 2013, 05:45:09 pm »

I believe this means that I'm the first to place a dwelling.

I place my first dwelling at K13.

Dsell should be next.
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Dsell

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Re: Terra Mystica I (America) - Picking factions - Kuildeous' turn
« Reply #21 on: February 16, 2013, 06:15:48 pm »

I place at T-11.

(Theorel next)
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Watno

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Re: Terra Mystica I (America) - Picking factions - Kuildeous' turn
« Reply #22 on: February 16, 2013, 08:14:13 pm »

that's right, updated.

Note that the second set of dwellings will be placed in reverse order with Kuildeous (like in Settlers)
« Last Edit: February 16, 2013, 08:15:37 pm by Watno »
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theorel

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Re: Terra Mystica I (America) - Initial dwelling placement - theorel's turn
« Reply #23 on: February 16, 2013, 09:48:10 pm »

I'll take D-7
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Galzria

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Re: Terra Mystica I (America) - Initial dwelling placement - theorel's turn
« Reply #24 on: February 16, 2013, 10:09:08 pm »

I-5 please.
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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

Kuildeous

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Re: Terra Mystica I (America) - Initial dwelling placement - theorel's turn
« Reply #25 on: February 16, 2013, 10:27:34 pm »

I'll place on L-11.

And then on S-1.
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Galzria

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Re: Terra Mystica I (America) - Initial dwelling placement - theorel's turn
« Reply #26 on: February 16, 2013, 10:31:33 pm »

U-5 please.
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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: Terra Mystica I (America) - Initial dwelling placement - theorel's turn
« Reply #27 on: February 16, 2013, 10:31:55 pm »

Back to Theorel.
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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: Terra Mystica I (America) - Initial dwelling placement - theorel's turn
« Reply #28 on: February 17, 2013, 07:08:39 am »

There was a mistake in the map, J3 is black, not river. I hope that wouldn't have changed your plans.
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theorel

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Re: Terra Mystica I (America) - Initial dwelling placement - theorel's turn
« Reply #29 on: February 17, 2013, 09:13:25 am »

I'll build on N-7
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Dsell

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Re: Terra Mystica I (America) - Initial dwelling placement - Dsell's turn
« Reply #30 on: February 17, 2013, 10:20:39 am »

Gimme F-15.
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hyramgraff

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Re: Terra Mystica I (America) - Initial dwelling placement - hyramgraff's turn
« Reply #31 on: February 17, 2013, 08:47:25 pm »

I will take V7.

I believe that it is now time for selecting bonus cards, starting with Kuildeous and continuing in reverse order.
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Kuildeous

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Re: Terra Mystica I (America) - Initial dwelling placement - hyramgraff's turn
« Reply #32 on: February 18, 2013, 01:47:08 am »

I do what now?

Hmm, I think the 1-worker, 3-power bonus card sounds good.
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Watno

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Re: Terra Mystica I (America) - Initial dwelling placement - hyramgraff's turn
« Reply #33 on: February 18, 2013, 08:11:29 am »

I believe that it is now time for selecting bonus cards, starting with Kuildeous and continuing in reverse order.
Exactly that. Galzria up next.
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Galzria

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Re: Terra Mystica I (America) - Bonus card selection - Galzria's turn
« Reply #34 on: February 18, 2013, 12:30:50 pm »

I will take the 6 Coins Income Card please.
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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

theorel

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Re: Terra Mystica I (America) - Bonus card selection - Galzria's turn
« Reply #35 on: February 18, 2013, 01:24:25 pm »

I take the Priest income card.
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Dsell

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Re: Terra Mystica I (America) - Bonus card selection - Galzria's turn
« Reply #36 on: February 18, 2013, 06:12:34 pm »

I'll take the cult track card.
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Re: Terra Mystica I (America) - Bonus card selection - hyramgraff's turn
« Reply #37 on: February 18, 2013, 07:14:05 pm »

After hyramgraff has taken his bonus card you'll all receive your income and round 1 starts.
hyramgraff takes the first action, then continue in player order.
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hyramgraff

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Re: Terra Mystica I (America) - Bonus card selection - hyramgraff's turn
« Reply #38 on: February 18, 2013, 09:53:07 pm »

I'll take the shipping distance bonus and 3 power.

I'm surprised that it made it all the way to me.  It's the card I would have chosen if I got first pick.

First actual move will come in the morning, I need some time to think about it (and confirming my income wouldn't hurt.)
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Re: Terra Mystica I (America) - Bonus card selection - hyramgraff's turn
« Reply #39 on: February 19, 2013, 07:23:07 am »

1 coin is placed on the remaining bonus cards (points for dwellings / trade houses / stronghold and sanctuary).

Round 1 Income phase:
hyramgraff (Giants) gets 3 workers and 3 power.
Dsell (Cultists) gets 4 coins and 3 workers.
theorel (Swarmlings) gets 4 workers and 1 priest.
Galzria (Engineers) gets 6 coins and 2 workers.
Kuildeous (Witches) gets 4 workers and 3 power.

Scoring Tile:
2 VP when building a dwelling.
End of round: 4 power per 4 steps in the fire cult.

Game State Snapshot (for documentation purposes): https://docs.google.com/spreadsheet/ccc?key=0AuoXfjzSnYbsdGJYN3RveHhxMURSbXJhRVlNRlhSc0E#gid=1
Game State (running): https://docs.google.com/spreadsheet/ccc?key=0AuoXfjzSnYbsdEx5dHRHX1NLTTVHOEwzSGt3SEtwUnc#gid=1

hyramgraff's turn.
« Last Edit: February 19, 2013, 07:35:49 am by Watno »
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hyramgraff

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Re: Terra Mystica I (America) - Round 1 - hyramgraff's turn
« Reply #40 on: February 19, 2013, 10:19:45 am »

I will burn 4 power then take the power action to gain two workers.

Dsell's turn.
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Kuildeous

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Re: Terra Mystica I (America) - Round 1 - Dsell's turn
« Reply #41 on: February 19, 2013, 10:51:49 am »

Man, I read the rules once, and now that I'm here, I'm like, "What the hell am I doing?" I'll reread the rulebook, so I can see what strategy I will be adopting. Trying not to read too many strategy guides since I can make my own mistakes.
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Galzria

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Re: Terra Mystica I (America) - Round 1 - Dsell's turn
« Reply #42 on: February 19, 2013, 10:57:17 am »

Man, I read the rules once, and now that I'm here, I'm like, "What the hell am I doing?" I'll reread the rulebook, so I can see what strategy I will be adopting. Trying not to read too many strategy guides since I can make my own mistakes.

Bah humbug to rules! Just put things in randomly and see if Watno accepts it!

Actually, the longer I spend on the spreadsheet, the more comfortable I am with the feel of the game. Reading the rules didn't really do it for me. Of course, there's still sooo much to track. It's hard to wrap my mind around.
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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: Terra Mystica I (America) - Round 1 - Dsell's turn
« Reply #43 on: February 19, 2013, 10:59:06 am »

Instead of talking about rules, can Kuildeous take his move on BGO and Galz send me and eHalc our 7 wonders cards? :P
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hyramgraff

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Re: Terra Mystica I (America) - Round 1 - Dsell's turn
« Reply #44 on: February 19, 2013, 11:09:50 am »

Looking at the spreadsheet, I should have six tokens in power bowl 1, not two.
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Galzria

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Re: Terra Mystica I (America) - Round 1 - Dsell's turn
« Reply #45 on: February 19, 2013, 11:11:10 am »

Instead of talking about rules, can Kuildeous take his move on BGO and Galz send me and eHalc our 7 wonders cards? :P

Now I did that and I'm bored! I blame you!

Oh, wait, I have Leaders and Wonders to create!
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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: Terra Mystica I (America) - Round 1 - Dsell's turn
« Reply #46 on: February 19, 2013, 11:12:39 am »

Looking at the spreadsheet, I should have six tokens in power bowl 1, not two.

I see you having 6 in bowl I and 2 in bowl II, which is right.
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hyramgraff

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Re: Terra Mystica I (America) - Round 1 - Dsell's turn
« Reply #47 on: February 19, 2013, 11:20:55 am »

Looking at the spreadsheet, I should have six tokens in power bowl 1, not two.

I see you having 6 in bowl I and 2 in bowl II, which is right.

I refreshed the page and it now shows up correctly.
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Dsell

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Re: Terra Mystica I (America) - Round 1 - Dsell's turn
« Reply #48 on: February 19, 2013, 02:35:08 pm »

What have I gotten myself into?

Uhhh, I'll terraform U13, converting three workers into the required spade.
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Watno

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Re: Terra Mystica I (America) - Round 1 - Dsell's turn
« Reply #49 on: February 19, 2013, 02:41:40 pm »

Do you want to build a dwelling on it?
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Dsell

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Re: Terra Mystica I (America) - Round 1 - Dsell's turn
« Reply #50 on: February 19, 2013, 02:42:02 pm »

Oh I can do that immediately? Yes, I'd like to.
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Watno

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Re: Terra Mystica I (America) - Round 1 - Dsell's turn
« Reply #51 on: February 19, 2013, 03:02:16 pm »

Yes, pretty much every time you terraform you can also build a dwelling on the terraformed space. This includes the power action, the (removed) bonus card, and the Giant's special ability. The only exceptions are the scoring tiles that give you spades at the end of the round, and terraforming 2 spaces at once with the power action (then you can only build on one space).

theorel's turn.
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Kuildeous

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Re: Terra Mystica I (America) - Round 1 - theorel's turn
« Reply #52 on: February 19, 2013, 03:13:44 pm »

Yes, pretty much every time you terraform you can also build a dwelling on the terraformed space. This includes the power action, the (removed) bonus card, and the Giant's special ability. The only exceptions are the scoring tiles that give you spades at the end of the round, and terraforming 2 spaces at once with the power action (then you can only build on one space).

theorel's turn.

Also, cult spaces would also be an exception, if I read correctly?
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Watno

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Re: Terra Mystica I (America) - Round 1 - theorel's turn
« Reply #53 on: February 19, 2013, 03:20:24 pm »

I guess we're both refering to the scoring tiles that give you spades for cults?  Otherwise I don't think there's a possibility to get space via cults.
If you mean that, yeah, that's the exception I mentioned.
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Kuildeous

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Re: Terra Mystica I (America) - Round 1 - theorel's turn
« Reply #54 on: February 19, 2013, 03:30:46 pm »

I don't really know what I'm talking about. I've only read the rules twice. But in general, if it's not during an action, then you cannot build a dwelling, even after terraforming. I get that concept at least.  I think.
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theorel

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Re: Terra Mystica I (America) - Round 1 - theorel's turn
« Reply #55 on: February 19, 2013, 10:12:40 pm »

Okay, I burn 4 power to gain 4 in bowl 3.  Then spend the 4 power to take the spade power action.
I'll terraform and build on M-5.
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Galzria

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Re: Terra Mystica I (America) - Round 1 - theorel's turn
« Reply #56 on: February 19, 2013, 10:39:29 pm »

Can I build a bridge to an unoccupied territory and then terreform it on my following Action, or do I need a dwelling on both sides before constructing the bridge?

And once a bridge is built, is it possible to move it somehow (or destroy it and build another?)
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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

Dsell

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Re: Terra Mystica I (America) - Round 1 - theorel's turn
« Reply #57 on: February 19, 2013, 10:51:18 pm »

Ok, I apologize, I am pretty lost this game even after reading the rules, when you say "burn" 4 power do you mean use it one time and then remove it from the game? Or is it another action that I'm missing?
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Galzria

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Re: Terra Mystica I (America) - Round 1 - theorel's turn
« Reply #58 on: February 19, 2013, 10:56:14 pm »

Ok, I apologize, I am pretty lost this game even after reading the rules, when you say "burn" 4 power do you mean use it one time and then remove it from the game? Or is it another action that I'm missing?

That is indeed what they mean.

You may, at any time, remove 1 power token from bowl II from the game in order to move a second token from Bowl II to bowl III.

They are "burning" (removing from game) 4 tokens to move 4 more from bowl II to bowl III, then spending that 4 power on actions.
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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: Terra Mystica I (America) - Round 1 - theorel's turn
« Reply #59 on: February 19, 2013, 11:00:08 pm »

I would do likewise, but they took the two actions that interest me, and I don't quite have enough to do the 6 Power one.

Why would you want to?

Because it causes faster power cycling. Remember, bowl II must fully charge before bowl III can begin charging. If you have to move 12 power around from I -> II, then II -> III, it will take significantly longer, thus leaving you powerless for blocks of time.
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

Dsell

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Re: Terra Mystica I (America) - Round 1 - theorel's turn
« Reply #60 on: February 19, 2013, 11:12:28 pm »

Hey I'm not as lost as I think I am! Ok awesome.
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Watno

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Re: Terra Mystica I (America) - Round 1 - theorel's turn
« Reply #61 on: February 20, 2013, 07:29:25 am »

Can I build a bridge to an unoccupied territory and then terreform it on my following Action, or do I need a dwelling on both sides before constructing the bridge?

And once a bridge is built, is it possible to move it somehow (or destroy it and build another?)

You only need a building on one side of the bridge. You can't (re)move the bridge after it's built.

And btw, burning power doesn't really speed up your cycling. You could leave some power in reserve in bowl III and it would have the same effect. It doesn't slow your cycling down either though.
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Watno

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Re: Terra Mystica I (America) - Round 1 - Galzria's turn
« Reply #62 on: February 20, 2013, 07:43:47 am »

Also, if the possible bridge places are unclear, an example:
From U5 Galz can build a bridge to: U1 (long vertical line), R3, X3 and R7 (short horizontal lines), but not to Q5 or X7.
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Galzria

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Re: Terra Mystica I (America) - Round 1 - Galzria's turn
« Reply #63 on: February 20, 2013, 08:16:07 am »

Also, if the possible bridge places are unclear, an example:
From U5 Galz can build a bridge to: U1 (long vertical line), R3, X3 and R7 (short horizontal lines), but not to Q5 or X7.

Oh... No, I thought I could bridge to Q5. :( That's a large impact on where I would've chosen to place.

Umm.... Well now I don't know.
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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: Terra Mystica I (America) - Round 1 - Galzria's turn
« Reply #64 on: February 20, 2013, 08:23:16 am »

Sry, I thought that might be a bit unclear, but forgot to put up an example earlier.
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Galzria

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Re: Terra Mystica I (America) - Round 1 - Galzria's turn
« Reply #65 on: February 20, 2013, 08:25:06 am »

In that case I guess I'll Pass and take the two Workers Bonus Card.
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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: Terra Mystica I (America) - Round 1 - Galzria's turn
« Reply #66 on: February 20, 2013, 08:28:48 am »

Are you sure? There are other spaces you can bridge to and then terraform with just one spade (for example L7) or you could upgrade something.
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Galzria

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Re: Terra Mystica I (America) - Round 1 - Galzria's turn
« Reply #67 on: February 20, 2013, 08:37:14 am »

Are you sure? There are other spaces you can bridge to and then terraform with just one spade (for example L7) or you could upgrade something.

Every other space I can bridge to that I can terreform this turn (L7/R7), can both be terraformed by someone else before I take my action there. If that happens, my bridge is burned and useless.

I could upgrade, but that would cost me a worker in my upkeep. Coins I don't need, so leaving myself on a Trading House doesn't really help. Temples I don't really need at the moment, and while having my Stronghold would be nice, without a Bridge it doesn't do an extraordinary amount for me - especially again, at the cost of a worker in upkeep.

I had been planning on bridging to Q5, which was safe to terraform this turn. But if I can't make it there then I don't want to risk burning my bridges, as I only have the two and they are what make the Engineers tick.
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

Watno

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Re: Terra Mystica I (America) - Round 1 - Galzria's turn
« Reply #68 on: February 20, 2013, 08:48:07 am »

Then so be it.

I also just noticed i forgot to give Dsell and theorel their VP for building dwellings. They both get 2 VP.
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Kuildeous

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Re: Terra Mystica I (America) - Round 1 - Kuildeous' turn
« Reply #69 on: February 20, 2013, 09:11:46 am »

Okay, let's try this.

Upgrade L11 dwelling to trading house. I believe cost will be 2 workers and 3 coins (since that dwelling is adjacent to another player's building).

Is that correct?
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Watno

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Re: Terra Mystica I (America) - Round 1 - Kuildeous' turn
« Reply #70 on: February 20, 2013, 09:16:16 am »

That's right. hyramgraff can now gain 1 power if he spends 0 VP. I'll assume 1 power for free will always be taken, except from Cultists. So hyramgraff gets 1 power.

hyramgraff's turn.
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hyramgraff

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Re: Terra Mystica I (America) - Round 1 - hyramgraff's turn
« Reply #71 on: February 20, 2013, 10:10:42 am »

I build a dwelling at R7 and gain 2 VP.

And yes, I will always take 1 power for 0 vp unless it's the cultists.
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Watno

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Re: Terra Mystica I (America) - Round 1 - hyramgraff's turn
« Reply #72 on: February 20, 2013, 10:12:58 am »

Dsell's turn.
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Dsell

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Re: Terra Mystica I (America) - Round 1 - Dsell's turn
« Reply #73 on: February 20, 2013, 03:51:14 pm »

Establish a dwelling at V15.
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Re: Terra Mystica I (America) - Round 1 - Dsell's turn
« Reply #74 on: February 20, 2013, 04:12:03 pm »

Dsell gets 2 VP for building a dwelling (btw if people don't want me to forget their points, they should tell me they get them)

theorel's turn.
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Kuildeous

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Re: Terra Mystica I (America) - Round 1 - theorel's turn
« Reply #75 on: February 20, 2013, 04:18:37 pm »

Quick question that probably isn't important:

What are those scoring tiles in rows 10 and 11?
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hyramgraff

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Re: Terra Mystica I (America) - Round 1 - theorel's turn
« Reply #76 on: February 20, 2013, 04:24:56 pm »

Quick question that probably isn't important:

What are those scoring tiles in rows 10 and 11?

They are the two extra scoring tiles that aren't in use this game.  Not sure why they're still in the spreadsheet though.
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Watno

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Re: Terra Mystica I (America) - Round 1 - theorel's turn
« Reply #77 on: February 20, 2013, 04:28:33 pm »

I figured it leave them in if someone wants to see what they're missing, but it's probably better if I just delete them.
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Kuildeous

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Re: Terra Mystica I (America) - Round 1 - theorel's turn
« Reply #78 on: February 20, 2013, 04:28:45 pm »

Well, that does perfectly explain why they have the label of "out." I just wanted to make sure it wasn't anything else. That's actually quite an obvious answer when I examine it more closely (so not obvious to oblivious me).
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theorel

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Re: Terra Mystica I (America) - Round 1 - theorel's turn
« Reply #79 on: February 20, 2013, 04:55:52 pm »

I will Upgrade Terraforming
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Re: Terra Mystica I (America) - Round 1 - theorel's turn
« Reply #80 on: February 20, 2013, 05:15:23 pm »

theorel gets 6 points.

Kuildeous' turn.
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Kuildeous

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Re: Terra Mystica I (America) - Round 1 - Kuildeous' turn
« Reply #81 on: February 20, 2013, 05:40:55 pm »

I shall upgrade Trading House to Stronghold for 4 workers and 6 coins.

This would give the Giants a free Power.
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Watno

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Re: Terra Mystica I (America) - Round 1 - Kuildeous' turn
« Reply #82 on: February 20, 2013, 06:02:10 pm »

Giants get their power.
hyramgraff's turn.
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hyramgraff

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Re: Terra Mystica I (America) - Round 1 - hyramgraff's turn
« Reply #83 on: February 20, 2013, 06:06:13 pm »

A stronghold already?  That was fast.

I build a dwelling at I17 and gain 2 VP.

Dsell's turn.
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Re: Terra Mystica I (America) - Round 1 - Dsell's turn
« Reply #84 on: February 20, 2013, 11:46:59 pm »

I'll advance one spot on the Fire Cult track.

Theorel.
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theorel

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Re: Terra Mystica I (America) - Round 1 - Dsell's turn
« Reply #85 on: February 21, 2013, 06:32:42 am »

Terraform/Dwelling on B7.
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Re: Terra Mystica I (America) - Round 1 - Dsell's turn
« Reply #86 on: February 21, 2013, 07:06:22 am »

theorel gets 2 VP for building the dwelling.

Kuildeous' turn.
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Kuildeous

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Re: Terra Mystica I (America) - Round 1 - Kuildeous' turn
« Reply #87 on: February 21, 2013, 08:39:53 am »

Use Stronghold action to build Dwelling (2 VP) on Q5. Give Giants 1 more Power.
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Re: Terra Mystica I (America) - Round 1 - hyramgraff's turn
« Reply #88 on: February 21, 2013, 10:09:18 am »

I will upgrade my dwelling at K13 to a trading post.  The witches (Kuildeous) may take three power.

Dsell's turn.
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Re: Terra Mystica I (America) - Round 1 - Dsell's turn
« Reply #89 on: February 21, 2013, 10:16:07 am »

Kuildeous may gain 3 power for 2 VP. Feel free to carry on if your decision doesn't depend on wether he does or not.
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Re: Terra Mystica I (America) - Round 1 - Dsell's turn
« Reply #90 on: February 21, 2013, 10:41:14 am »

Kuildeous may gain 3 power for 2 VP. Feel free to carry on if your decision doesn't depend on wether he does or not.

I will make that transaction, thank you very much.
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Re: Terra Mystica I (America) - Round 1 - Dsell's turn
« Reply #91 on: February 21, 2013, 12:24:33 pm »

Pass, gain 2VP/Trading House Bonus Card.
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Re: Terra Mystica I (America) - Round 1 - Dsell's turn
« Reply #92 on: February 21, 2013, 01:00:50 pm »

Dsell gets 1 coin from the new bonus card.
theorel's turn.
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Re: Terra Mystica I (America) - Round 1 - theorel's turn
« Reply #93 on: February 21, 2013, 09:01:33 pm »

Terraform/Build E5
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Re: Terra Mystica I (America) - Round 1 - theorel's turn
« Reply #94 on: February 22, 2013, 06:37:06 am »

2 points for you.

Kuildeous' turn.
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Re: Terra Mystica I (America) - Round 1 - Kuildeous' turn
« Reply #95 on: February 22, 2013, 07:03:17 am »

I'm like 90% sure I should have 0 workers.  Did you not make me pay for one of the terraforming or building?
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Re: Terra Mystica I (America) - Round 1 - Kuildeous' turn
« Reply #96 on: February 22, 2013, 07:07:40 am »

Now I think about it, I didn't make you pay for the terraforming, thx for pointing out.
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Re: Terra Mystica I (America) - Round 1 - Kuildeous' turn
« Reply #97 on: February 22, 2013, 10:21:12 am »

Burn two power. Spend three power to build a bridge connecting L11 and O13.
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Re: Terra Mystica I (America) - Round 1 - Kuildeous' turn
« Reply #98 on: February 22, 2013, 10:43:14 am »

Somehow I thought I could make that bridge a bit larger in the spreadsheet, but that doesn't seem to be possible.
I hope everyone can still recognize it.

hyramgraff's turn.
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Re: Terra Mystica I (America) - Round 1 - Kuildeous' turn
« Reply #99 on: February 22, 2013, 10:58:55 am »

I will upgrade my trading house to a stronghold.  The witches may gain three power for 2 VP.
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Re: Terra Mystica I (America) - Round 1 - Kuildeous' turn
« Reply #100 on: February 22, 2013, 11:01:51 am »

Pass and take the 6 coin Bonus Card.
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Re: Terra Mystica I (America) - Round 1 - Kuildeous' turn
« Reply #101 on: February 22, 2013, 11:36:31 am »

Maybe I'll regret this in the end, but the witches will take the 3 power.
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Re: Terra Mystica I (America) - Round 1 - Kuildeous' turn
« Reply #102 on: February 22, 2013, 11:37:08 am »

It's also your turn already.
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Re: Terra Mystica I (America) - Round 1 - Kuildeous' turn
« Reply #103 on: February 22, 2013, 02:42:11 pm »

Oh, yeah, I guess it is.

I build a Dwelling at O13, gaining 2 VP.
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hyramgraff

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Re: Terra Mystica I (America) - Round 1 - hyramgraff's turn
« Reply #104 on: February 22, 2013, 02:55:29 pm »

I will use my stronghold special action to terraform U9.  I'm out of workers so I can't build a dwelling there yet.
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Re: Terra Mystica I (America) - Round 1 - hyramgraff's turn
« Reply #105 on: February 22, 2013, 03:04:24 pm »

Back to Kuildeous.
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Kuildeous

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Re: Terra Mystica I (America) - Round 1 - Kuildeous' turn
« Reply #106 on: February 22, 2013, 04:48:22 pm »

Pass, taking the 4-coin bonus card.
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Watno

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Re: Terra Mystica I (America) - Round 1 - Kuildeous' turn
« Reply #107 on: February 22, 2013, 04:51:35 pm »

hyramgraff's turn. Note that you're the only one left, so you can do as many actions as you want in a row.
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Galzria

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Re: Terra Mystica I (America) - Round 1 - hyramgraff's turn
« Reply #108 on: February 22, 2013, 05:04:39 pm »

Holy Crap I might get to play soon!?!?!

Not knowing the bridge rules REALLY screwed me up. Oh well, live and learn.
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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: Terra Mystica I (America) - Round 1 - hyramgraff's turn
« Reply #109 on: February 22, 2013, 05:06:59 pm »

Soon.
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hyramgraff

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Re: Terra Mystica I (America) - Round 1 - hyramgraff's turn
« Reply #110 on: February 22, 2013, 05:09:25 pm »

Well what I want to do and what I can do are two different things.

I pass and take the 1 worker and 3 power bonus card.

Time for round two!
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hyramgraff

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Re: Terra Mystica I (America) - Round 1 - hyramgraff's turn
« Reply #111 on: February 22, 2013, 05:12:28 pm »

Holy Crap I might get to play soon!?!?!

Not knowing the bridge rules REALLY screwed me up. Oh well, live and learn.

My impression of this game is that it's similar to Settlers of Catan because a good setup is crucial.  I'm hoping that resource gains will follow the same pattern of an exponential growth.
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Watno

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Re: Terra Mystica I (America) - Round 1 - hyramgraff's turn
« Reply #112 on: February 22, 2013, 05:23:07 pm »

Round End:
Noone is at 4 in the Fire cult, so no bonus for anyone.
Remaining bonus cards get 1 coin each.
All special and power actions are available again.

Income:
hyramgraff gets 5 workers and 7 power.
Dsell gets 7 workers.
theorel gets 6 coins and 7 workers.
Galzria gets 4 workers.
Kuildeous gets 4 coins, 4 workers and 2 power.

This round's scoring tile:
Get 2 VP when building a dwelling.
End of round: Get 1 Priest per 4 in Water Cult.

Current game state snapshot: https://docs.google.com/spreadsheet/ccc?key=0AuoXfjzSnYbsdG9tclFQMm82b3NuWE9sV1JSRjEwZXc#gid=1
Game state (running): https://docs.google.com/spreadsheet/ccc?key=0AuoXfjzSnYbsdEx5dHRHX1NLTTVHOEwzSGt3SEtwUnc#gid=1

Galzria is the new starting player.
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Galzria

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Re: Terra Mystica I (America) - Round 2 - Galzria's turn
« Reply #113 on: February 22, 2013, 05:32:00 pm »

Bridge to L-7 for 2 Workers
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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: Terra Mystica I (America) - Round 2 - Galzria's turn
« Reply #114 on: February 22, 2013, 05:34:55 pm »

Sry to disappoint again, but you can't build a bridge with 2 coins.
You need to either take the power action for 3 power, or spend 2 workers with your factional ability.
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Galzria

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Re: Terra Mystica I (America) - Round 2 - Galzria's turn
« Reply #115 on: February 22, 2013, 05:37:24 pm »

I'm sure I have no idea what you're talking about.
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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: Terra Mystica I (America) - Round 2 - Galzria's turn
« Reply #116 on: February 22, 2013, 05:37:58 pm »

Also, I believe that it's Theorel's turn. :P
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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: Terra Mystica I (America) - Round 2 - Kuildeous' turn
« Reply #117 on: February 22, 2013, 05:45:10 pm »

Why would you think so?
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Galzria

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Re: Terra Mystica I (America) - Round 2 - Kuildeous' turn
« Reply #118 on: February 22, 2013, 05:49:45 pm »

Why would you think so?

Erm... because I thought he was after me? Which... he isn't... I guess I was just eye'ing the Swarmlings all over the map and had them in the back of my head. They MUST go next... don't they always? They're everywhere!
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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

theorel

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Re: Terra Mystica I (America) - Round 2 - Kuildeous' turn
« Reply #119 on: February 22, 2013, 09:09:40 pm »

I think that's a reasonable change to make.  Swarmlings get a turn after each other player.  :P
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theorel

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Re: Terra Mystica I (America) - Round 2 - Kuildeous' turn
« Reply #120 on: February 23, 2013, 05:11:26 pm »

To clarify, Kuildeous it's actually your turn.
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Kuildeous

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Re: Terra Mystica I (America) - Round 2 - Kuildeous' turn
« Reply #121 on: February 23, 2013, 05:32:48 pm »

Use Stronghold action to build free dwelling at E1.

Oh, and I believe that round 2 still has 2 VP per dwelling? I forgot to mention that.
« Last Edit: February 24, 2013, 06:37:26 pm by Kuildeous »
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Watno

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Re: Terra Mystica I (America) - Round 2 - hyramgraff's turn
« Reply #122 on: February 24, 2013, 06:26:34 pm »

There was a mistake in the spreadsheet I just fixed: At game end you get 1 VP per 3 coins left over, not 1 VP per 1 coin.

Still hyramgraff's turn.
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hyramgraff

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Re: Terra Mystica I (America) - Round 2 - hyramgraff's turn
« Reply #123 on: February 24, 2013, 09:57:39 pm »

Was that last dwelling at E1 or E11?

Either way I will take the power action for 7 coins.
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Dsell

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Re: Terra Mystica I (America) - Round 2 - hyramgraff's turn
« Reply #124 on: February 25, 2013, 03:51:09 am »

Man, now that I actually kinda know what's going on, I really screwed myself in the first round. XD :-\

Anyway, I am going to upgrade to a Trading House at V15.
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theorel

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Re: Terra Mystica I (America) - Round 2 - hyramgraff's turn
« Reply #125 on: February 25, 2013, 06:55:42 am »

Terraform/Build Dwelling at A-9
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Watno

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Re: Terra Mystica I (America) - Round 2 - hyramgraff's turn
« Reply #126 on: February 25, 2013, 08:51:03 am »

2 VP for Kuildeous and theorel were added, position of Kuildeous dwelling fixed.

Galzria's turn.
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Galzria

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Re: Terra Mystica I (America) - Round 2 - hyramgraff's turn
« Reply #127 on: February 25, 2013, 11:21:01 am »

Burn 4 power, spend 4 power, Terraform L-7, build Dwelling.
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

Watno

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Re: Terra Mystica I (America) - Round 2 - hyramgraff's turn
« Reply #128 on: February 25, 2013, 11:24:27 am »

2 VP for Galz. (It would increase the chance of me not forgetting this if you said you get them)

theorel may trade 1 VP for 2 power, and according to his CO, does so.

Kuildeous' turn.
« Last Edit: February 25, 2013, 11:26:19 am by Watno »
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Kuildeous

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Re: Terra Mystica I (America) - Round 2 - Kuildeous' turn
« Reply #129 on: February 25, 2013, 01:04:38 pm »

Upgrade Q5 to Trading House. Keep on enabling the giants.
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hyramgraff

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Re: Terra Mystica I (America) - Round 2 - Kuildeous' turn
« Reply #130 on: February 25, 2013, 01:12:09 pm »

I will build a dwelling at U9 and gain 2VP.  The cultists may gain a free power.
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Dsell

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Re: Terra Mystica I (America) - Round 2 - Kuildeous' turn
« Reply #131 on: February 25, 2013, 01:15:11 pm »

I will gain that power and I will build a Trading House at T11 (for half cost, correct?).
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theorel

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Re: Terra Mystica I (America) - Round 2 - Kuildeous' turn
« Reply #132 on: February 25, 2013, 01:18:02 pm »

Half money cost...still 2 workers.
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Dsell

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Re: Terra Mystica I (America) - Round 2 - Kuildeous' turn
« Reply #133 on: February 25, 2013, 01:18:49 pm »

Half money cost...still 2 workers.

Right, yes, that's what I meant. Should have specified.
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theorel

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Re: Terra Mystica I (America) - Round 2 - Kuildeous' turn
« Reply #134 on: February 25, 2013, 01:19:51 pm »

hyramgraff also has the choice to gain a power from you for free VPs, giving you a cult advance.
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theorel

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Re: Terra Mystica I (America) - Round 2 - Kuildeous' turn
« Reply #135 on: February 25, 2013, 01:20:54 pm »

Anyways...I don't think my turn should impact that really...
Upgrade N-7 to a Trading House.

Galzria's turn
hyramgraff needs to decide if gaining power from Cultists.
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Galzria

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Re: Terra Mystica I (America) - Round 2 - Kuildeous' turn
« Reply #136 on: February 25, 2013, 01:22:54 pm »

I will build a Dwelling (2 VP) at M-9, which I believe also gives Kuildeous the opportunity for some Power.

P(ost)-Post Edit: I didn't see that Theorel also borders that spot, so of course he can change in for Power as well (Although he already did so below this. ;D)
« Last Edit: February 25, 2013, 01:26:50 pm by Galzria »
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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

theorel

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Re: Terra Mystica I (America) - Round 2 - Kuildeous' turn
« Reply #137 on: February 25, 2013, 01:24:11 pm »

Oh, @Galz you also get a free power from my upgrade.
And I'll take the 2 power for 1 VP for your build.
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Galzria

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Re: Terra Mystica I (America) - Round 2 - Kuildeous' turn
« Reply #138 on: February 25, 2013, 01:27:10 pm »

Oh, @Galz you also get a free power from my upgrade.
And I'll take the 2 power for 1 VP for your build.

And I'll take it!
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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: Terra Mystica I (America) - Round 2 - Kuildeous' turn
« Reply #139 on: February 25, 2013, 01:27:28 pm »

Kuildeous's turn
hyramgraff needs to decide if gaining power from Cultists.

I think this is currently accurate.
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

hyramgraff

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Re: Terra Mystica I (America) - Round 2 - Kuildeous' turn
« Reply #140 on: February 25, 2013, 01:32:49 pm »

hyramgraff also has the choice to gain a power from you for free VPs, giving you a cult advance.

I will gain the one power from the upgrade at T11.
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theorel

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Re: Terra Mystica I (America) - Round 2 - Kuildeous' turn
« Reply #141 on: February 25, 2013, 01:35:58 pm »

Kuildeous' turn.
Kuildeous needs to decide if he wants power from Galzria's build.  (3 power for -2VP)
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theorel

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Re: Terra Mystica I (America) - Round 2 - Kuildeous' turn
« Reply #142 on: February 25, 2013, 01:39:21 pm »

It's really weird to watch watno update the spreadsheet...I always feel compelled to stop looking at spreadsheets when someone else is updating them, like I'm not "supposed" to be watching or something. :P
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Watno

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Re: Terra Mystica I (America) - Round 2 - Kuildeous' turn
« Reply #143 on: February 25, 2013, 01:40:32 pm »

Kuildeous' turn.
Kuildeous needs to decide if he wants power from Galzria's build.  (3 power for -2VP)
+ Dsell has a free cult advance.

Did anyone see me mess up somewhere?
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Galzria

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Re: Terra Mystica I (America) - Round 2 - Kuildeous' turn
« Reply #144 on: February 25, 2013, 01:42:56 pm »

So... since Watno's last update:

Kuildeous upgrades Dwelling -> Trading House at Q5 (cost reduced due to proximity to R7)
- Does Hyrmagraff get the option to gain Power from this upgrade (from R7?)

Hyramgraff builds a Dwelling at U9 (gaining 2 VP)
- This borders Dsell at T11, Dsell gains a Power

Dsell upgrades Dwelling -> Trading House at T11 (cost reduced due to proximity to U9)
- Hyrmagraff gains a power for the Upgrade at T11
- Dsell gains a free Cult advance

Theorel upgrades Dwelling -> Trading House at N7
- Galzria gains a power for the Upgrade at L7

Galzria builds Dwelling at M9 (2 VP)
- Theorel gains a power for proximity at N7
- Kuildeous may gain a power for proximity at L11

Kuildeous's turn.

I think this is correct. Does Hyrmagraff have the opportunity for one more power from Kuildeous's last turn:

Quote
Kuildeous upgrades Dwelling -> Trading House at Q5 (cost reduced due to proximity to R7)
- Does Hyrmagraff get the option to gain Power from this upgrade (from R7?)

?





« Last Edit: February 25, 2013, 01:45:21 pm by Galzria »
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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: Terra Mystica I (America) - Round 2 - Kuildeous' turn
« Reply #145 on: February 25, 2013, 01:44:13 pm »

I see Watno updated while I was writing that up. I think everything matches with the possible question I have about the Kuildeous upgrade at Q5 powering up Hyrmagraff at R7.
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

theorel

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Re: Terra Mystica I (America) - Round 2 - Kuildeous' turn
« Reply #146 on: February 25, 2013, 01:45:35 pm »

He should get it automatically I think.  Since it's free.
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hyramgraff

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Re: Terra Mystica I (America) - Round 2 - Kuildeous' turn
« Reply #147 on: February 25, 2013, 01:46:26 pm »


I think this is correct. Does Hyrmagraff have the opportunity for one more power from Kuildeous's last turn:

Quote
Kuildeous upgrades Dwelling -> Trading House at Q5 (cost reduced due to proximity to R7)
- Does Hyrmagraff get the option to gain Power from this upgrade (from R7?)

?

My conditional order is that I will gain 1 power for 0 VP unless it comes from the cultists (Dsell).  So yes, I gained 1 power from that upgrade.
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Watno

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Re: Terra Mystica I (America) - Round 2 - Kuildeous' turn
« Reply #148 on: February 25, 2013, 01:47:22 pm »

I somehow had hyramgraff at 4/6/0 power, fixed it to 2/6/0 now.
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Galzria

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Re: Terra Mystica I (America) - Round 2 - Kuildeous' turn
« Reply #149 on: February 25, 2013, 01:47:41 pm »


I think this is correct. Does Hyrmagraff have the opportunity for one more power from Kuildeous's last turn:

Quote
Kuildeous upgrades Dwelling -> Trading House at Q5 (cost reduced due to proximity to R7)
- Does Hyrmagraff get the option to gain Power from this upgrade (from R7?)

?

My conditional order is that I will gain 1 power for 0 VP unless it comes from the cultists (Dsell).  So yes, I gained 1 power from that upgrade.

That works. I just knew you didn't mention it, and since Watno hadn't updated I didn't know if it was getting overlooked.

In that case I think Watno has everything caught up.
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

Watno

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Re: Terra Mystica I (America) - Round 2 - Kuildeous' turn
« Reply #150 on: February 25, 2013, 01:49:16 pm »

I will generally give you 1 power for 0 VP if possible and not coming from Cultists. (Go and give me the edge case where you wouldn't want that)
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Galzria

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Re: Terra Mystica I (America) - Round 2 - Kuildeous' turn
« Reply #151 on: February 25, 2013, 01:51:22 pm »

I will generally give you 1 power for 0 VP if possible and not coming from Cultists. (Go and give me the edge case where you wouldn't want that)

Hell if I know. I've never played before. I'm just making sure.
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

hyramgraff

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Re: Terra Mystica I (America) - Round 2 - Kuildeous' turn
« Reply #152 on: February 25, 2013, 01:53:11 pm »

I will generally give you 1 power for 0 VP if possible and not coming from Cultists. (Go and give me the edge case where you wouldn't want that)

Bowl one is empty and you want to burn a specific amount of power tokens.  I still haven't come up with a reason for why you need to burn n tokens and not n-1 tokens.
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Kuildeous

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Re: Terra Mystica I (America) - Round 2 - Kuildeous' turn
« Reply #153 on: February 25, 2013, 02:33:39 pm »

I will build a Dwelling (2 VP) at M-9, which I believe also gives Kuildeous the opportunity for some Power.

Yes! More power! More power!

Who cares about VPs? They just win games or some silly thing. I want more power!
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Dsell

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Re: Terra Mystica I (America) - Round 2 - Kuildeous' turn
« Reply #154 on: February 25, 2013, 02:55:40 pm »

I'll advance in fire, gaining one power.
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theorel

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Re: Terra Mystica I (America) - Round 2 - Kuildeous' turn
« Reply #155 on: February 25, 2013, 03:01:59 pm »

@Kuildeous: you still need to take your turn...
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Kuildeous

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Re: Terra Mystica I (America) - Round 2 - Kuildeous' turn
« Reply #156 on: February 25, 2013, 03:56:02 pm »

Upgrade Q5 to Temple. Kingmake the Giants.
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hyramgraff

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Re: Terra Mystica I (America) - Round 2 - Kuildeous' turn
« Reply #157 on: February 25, 2013, 04:08:21 pm »

I will use my stronghold's special action to terraform K17, build a dwelling and get 2VP.
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hyramgraff

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Re: Terra Mystica I (America) - Round 2 - Kuildeous' turn
« Reply #158 on: February 25, 2013, 04:16:44 pm »

Upgrade Q5 to Temple. Kingmake the Giants.

I just remembered that you're supposed to take a favor tile when you build a temple.  Your choice won't affect my move, but someone else might want to wait until you've made your choice.
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Watno

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Re: Terra Mystica I (America) - Round 2 - Kuildeous' turn
« Reply #159 on: February 25, 2013, 04:26:56 pm »

Indeed, Kuildeous gets a favour tile.
After that, Dsell's turn.
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Dsell

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Re: Terra Mystica I (America) - Round 2 - Kuildeous' turn
« Reply #160 on: February 25, 2013, 04:36:46 pm »

To speed things along, and since I doubt it'll affect Kuildeous' choice, on my turn I will build a trading house at U13.
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Kuildeous

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Re: Terra Mystica I (America) - Round 2 - Kuildeous' turn
« Reply #161 on: February 25, 2013, 05:34:26 pm »

Ooh, bonus. I'll take the 2 Water favor.
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Watno

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Re: Terra Mystica I (America) - Round 2 - Kuildeous' turn
« Reply #162 on: February 25, 2013, 06:20:17 pm »

theorel's turn now.
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theorel

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Re: Terra Mystica I (America) - Round 2 - theorel's turn
« Reply #163 on: February 25, 2013, 08:49:14 pm »

Pass taking the bonus dwelling VP card.
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Galzria

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Re: Terra Mystica I (America) - Round 2 - theorel's turn
« Reply #164 on: February 25, 2013, 08:52:26 pm »

Upgrade I5 to a Trading House
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

theorel

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Re: Terra Mystica I (America) - Round 2 - Kuildeous' turn
« Reply #165 on: February 26, 2013, 08:12:48 am »

@Galzria: you mistyped "L-7".  You know you wanted to upgrade L-7 to give me some power... :P
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Kuildeous

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Re: Terra Mystica I (America) - Round 2 - Kuildeous' turn
« Reply #166 on: February 26, 2013, 08:35:17 am »

Use Favor Tile action to gain 1 Water
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Watno

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Re: Terra Mystica I (America) - Round 2 - Kuildeous' turn
« Reply #167 on: February 26, 2013, 08:38:40 am »

1 power for you.

hyramgraff's turn.
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hyramgraff

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Re: Terra Mystica I (America) - Round 2 - hyramgraff's turn
« Reply #168 on: February 26, 2013, 09:57:32 am »

I will pass and take the six coin bonus card.
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Dsell

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Re: Terra Mystica I (America) - Round 2 - Dsell's turn
« Reply #169 on: February 26, 2013, 11:04:40 am »

I'll pass and take +1 worker, +3 power.
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Watno

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Re: Terra Mystica I (America) - Round 2 - Dsell's turn
« Reply #170 on: February 26, 2013, 11:09:34 am »

6 VP for Dsell. (that's another case of mentioning will help me not forget)
Galzria's turn.
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Galzria

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Re: Terra Mystica I (America) - Round 2 - Galzria's turn
« Reply #171 on: February 26, 2013, 11:10:50 am »

Upgrade I5 to Stronghold
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

Kuildeous

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Re: Terra Mystica I (America) - Round 2 - Kuildeous' turn
« Reply #172 on: February 26, 2013, 11:23:28 am »

Use bonus tile action to increase Water to 4.
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Watno

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Re: Terra Mystica I (America) - Round 2 - Kuildeous' turn
« Reply #173 on: February 26, 2013, 11:30:14 am »

Back to Galz
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Galzria

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Re: Terra Mystica I (America) - Round 2 - Kuildeous' turn
« Reply #174 on: February 26, 2013, 11:31:47 am »

Pass, take Shipping Rang/3 Power, score 3 VP for Bridge, 4 VP for Stronghold
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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: Terra Mystica I (America) - Round 2 - Galzria's turn
« Reply #175 on: February 26, 2013, 11:35:57 am »

And 1 coin for you.
Kuildeous is the only one remaining.
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Kuildeous

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Re: Terra Mystica I (America) - Round 2 - Kuildeous' turn
« Reply #176 on: February 26, 2013, 12:12:41 pm »

Pass, taking the 2-worker bonus card.
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Watno

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Re: Terra Mystica I (America) - Round 2 - Kuildeous' turn
« Reply #177 on: February 26, 2013, 01:48:41 pm »

Round End:
Kuildeous has 4 in the Water Cult and gets a priest.
Remaining bonus cards get 1 coin each.
All special and power actions are available again.

Income:
hyramgraff gets 6 coins, 6 workers and 4 power.
Dsell gets 6 coins, 3 workers and 7 power.
theorel gets 4 coins and 7 workers and 2 power.
Galzria gets 2 workers and 5 power.
Kuildeous gets 6 workers, 1 priest and 2 power.

This round's scoring tile:
Get 5 VP when building a Stronghold/Sanctuary.
End of round: Get 1 Worker per 2 in Air Cult.

Current game state snapshot: https://docs.google.com/spreadsheet/ccc?key=0AuoXfjzSnYbsdEVuMVBDWXU2dmxUVWtJc1pfNWpNekE#gid=1
Game state (running): https://docs.google.com/spreadsheet/ccc?key=0AuoXfjzSnYbsdEx5dHRHX1NLTTVHOEwzSGt3SEtwUnc#gid=1

theorel is the new starting player.
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hyramgraff

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Re: Terra Mystica I (America) - Round 3 - theorel's turn
« Reply #178 on: February 26, 2013, 02:10:11 pm »

I seem to be back up to 11 power tokens but I should only have 8.
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theorel

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Re: Terra Mystica I (America) - Round 3 - theorel's turn
« Reply #179 on: February 26, 2013, 02:12:11 pm »

Upgrade N-7 to a stronghold (and gain 5VP).
Galzria can gain 2 power for 1 VP.
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Galzria

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Re: Terra Mystica I (America) - Round 3 - theorel's turn
« Reply #180 on: February 26, 2013, 02:35:41 pm »

And I do.
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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: Terra Mystica I (America) - Round 3 - theorel's turn
« Reply #181 on: February 26, 2013, 02:38:33 pm »

I seem to be back up to 11 power tokens but I should only have 8.
Fixed, dunno how that happened.

Galzria's turn.
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Kuildeous

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Re: Terra Mystica I (America) - Round 3 - theorel's turn
« Reply #182 on: February 26, 2013, 02:40:35 pm »

I have 13 Power tokens.

I thought it strange when I saw I had 11, because I thought I burned more than that, but I didn't have time to go back and look. Now that I see I have 13, I think something is definitely wrong.
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Watno

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Re: Terra Mystica I (America) - Round 3 - Galzria's turn
« Reply #183 on: February 26, 2013, 02:42:42 pm »

You have 8 in bowl 2 and 2 in bowl 3 as far as I can see. That looks right to me.
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Kuildeous

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Re: Terra Mystica I (America) - Round 3 - Galzria's turn
« Reply #184 on: February 26, 2013, 02:45:36 pm »

Ah, refreshing fixed that.

Google docs fills me with a false sense of security. It updates so well most of the time, but it sometimes does not update all the cells. I was showing 5 in Bowl 2 and 8 in Bowl 3. It got fixed when I refreshed.
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Galzria

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Re: Terra Mystica I (America) - Round 3 - Galzria's turn
« Reply #185 on: February 26, 2013, 02:49:07 pm »

Blargh. This is tough. Who knew gaining Workers would be such a PITA.

Let me... Grah. Don't like this.

Upgrade M9 to a Trading House.

Theorel and Kuildeous both have Power Decisions to make.
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

Watno

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Re: Terra Mystica I (America) - Round 3 - Galzria's turn
« Reply #186 on: February 26, 2013, 02:51:05 pm »

Yeah, Kuildeous and theorel both can gain 3 power for 2 VP.

Kuildeous' turn.
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Kuildeous

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Re: Terra Mystica I (America) - Round 3 - Galzria's turn
« Reply #187 on: February 26, 2013, 02:51:35 pm »

I decline to gain power for once.
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Kuildeous

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Re: Terra Mystica I (America) - Round 3 - Kuildeous' turn
« Reply #188 on: February 26, 2013, 02:52:50 pm »

Use power action to gain 7 coins
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theorel

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Re: Terra Mystica I (America) - Round 3 - Kuildeous' turn
« Reply #189 on: February 26, 2013, 02:53:14 pm »

Taking it.
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hyramgraff

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Re: Terra Mystica I (America) - Round 3 - Kuildeous' turn
« Reply #190 on: February 26, 2013, 03:06:04 pm »

I will upgrade V7 to a trading house.  The engineers gain a free power.
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Galzria

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Re: Terra Mystica I (America) - Round 3 - Kuildeous' turn
« Reply #191 on: February 26, 2013, 03:06:36 pm »

Yay power.
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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: Terra Mystica I (America) - Round 3 - Kuildeous' turn
« Reply #192 on: February 26, 2013, 03:08:40 pm »

Dsell's turn.
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Dsell

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Re: Terra Mystica I (America) - Round 3 - Dsell's turn
« Reply #193 on: February 26, 2013, 03:13:28 pm »

Yay my plans have already been foiled! :P

Will examine things and post soon.
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Dsell

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Re: Terra Mystica I (America) - Round 3 - Dsell's turn
« Reply #194 on: February 26, 2013, 03:56:49 pm »

I am still working on things, but I think my power "income" should be four rather than seven, unless I am missing something. It was seven last time because of my bonus, but I'm gonna lose that when I pass.
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theorel

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Re: Terra Mystica I (America) - Round 3 - Dsell's turn
« Reply #195 on: February 26, 2013, 04:00:57 pm »

I think the way it works in the spreadsheet is that your income is adjusted by your bonus card.  You still have the 1 worker/3 power bonus card, so it's still factored in to your income even though you won't get that next time you collect income.
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Re: Terra Mystica I (America) - Round 3 - Dsell's turn
« Reply #196 on: February 26, 2013, 04:03:09 pm »

The income row indeed includes the bonus card. I use it to update the total at round end. I hope you can manage to figure in what your income will be after taking another bonus card, as changing this would require major reworking of the spreadsheet.
You can check your income from buildings by looking at the income column in the building table.
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Dsell

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Re: Terra Mystica I (America) - Round 3 - Dsell's turn
« Reply #197 on: February 26, 2013, 04:48:34 pm »

I understand and assumed that was the case, I wanted to be sure though.

I am going to take the power action to get 2 workers for 4 power.

And then I'm going to pray that my plan works out. ;D
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Dsell

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Re: Terra Mystica I (America) - Round 3 - Dsell's turn
« Reply #198 on: February 26, 2013, 04:56:11 pm »

I apologize for the delay. I realized that I was misunderstanding a small element of the spreadsheet and it was messing with my calculations, I am pretty sure I understand it now so I should be speedier from now on!

Edit: theorel's turn.
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theorel

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Re: Terra Mystica I (America) - Round 3 - Dsell's turn
« Reply #199 on: February 26, 2013, 05:29:04 pm »

Use Stronghold ability to upgrade D-7 to trading house
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Galzria

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Re: Terra Mystica I (America) - Round 3 - Dsell's turn
« Reply #200 on: February 26, 2013, 05:37:49 pm »

Upgrade M9 to a Temple

Kuildeous and Theorel may change 2 VP - 3 Power once more.
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

Watno

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Re: Terra Mystica I (America) - Round 3 - Dsell's turn
« Reply #201 on: February 26, 2013, 05:40:56 pm »

What favour tile do you take?

@Dsell: No need to apologize, I think we're going at pretty insane speed anyway. I hope everything is clear now.
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Galzria

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Re: Terra Mystica I (America) - Round 3 - Dsell's turn
« Reply #202 on: February 26, 2013, 05:45:46 pm »

The 2 Air (4 Power)
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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

theorel

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Re: Terra Mystica I (America) - Round 3 - Kuildeous' turn
« Reply #203 on: February 26, 2013, 06:35:24 pm »

I take the power again.
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Kuildeous

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Re: Terra Mystica I (America) - Round 3 - Kuildeous' turn
« Reply #204 on: February 26, 2013, 09:43:06 pm »

I'll take the power from Galzria's move.

And I place a Priest on the Air track.
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hyramgraff

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Re: Terra Mystica I (America) - Round 3 - Kuildeous' turn
« Reply #205 on: February 26, 2013, 10:12:07 pm »

I will use my stronghold action to terraform J11 and build a dwelling.  The witches may (yet again) take 3 power for 2 VP.
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Kuildeous

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Re: Terra Mystica I (America) - Round 3 - Kuildeous' turn
« Reply #206 on: February 26, 2013, 10:17:59 pm »

I suspect I should be concerned about being in last place, but MORE POWER!
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Dsell

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Re: Terra Mystica I (America) - Round 3 - Kuildeous' turn
« Reply #207 on: February 27, 2013, 01:26:11 am »

I build a temple at T11, meaning that hyramgraff can take a power. I'll take the 1 fire favor tile for future coin income.
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theorel

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Re: Terra Mystica I (America) - Round 3 - Kuildeous' turn
« Reply #208 on: February 27, 2013, 07:09:15 am »

Bah, plans all messed up...silly playing with other people.

Okay, I burn 1 power to have 6 available.
I turn 3 into a worker and the other 3 into coins.
Then I Upgrade D-7 to a Temple.
and take the 2 air (4 power tile).
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Watno

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Re: Terra Mystica I (America) - Round 3 - Kuildeous' turn
« Reply #209 on: February 27, 2013, 08:16:50 am »

I build a temple at T11, meaning that hyramgraff can take a power.
This should be the only unresolved power gain. Note that Dsell will get a cult advance if you take it.

Galzria's turn.

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Galzria

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Re: Terra Mystica I (America) - Round 3 - Galzria's turn
« Reply #210 on: February 27, 2013, 09:04:40 am »

Is my board correct right now?

It has my available Coins at 4 (thought it should be 0?), Workers at 1 (thought it should be 0?) and power in bowl III as 2 (should be 6 from Favor tile? Or is that an action to convert?)
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

Watno

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Re: Terra Mystica I (America) - Round 3 - Galzria's turn
« Reply #211 on: February 27, 2013, 09:10:00 am »

I forgot to have you pay for your temple. The power is right though, the favour tile adds to your income. You will get 4 extra power at the start of every round from now on.
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Galzria

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Re: Terra Mystica I (America) - Round 3 - Galzria's turn
« Reply #212 on: February 27, 2013, 09:27:57 am »

Argh. Hmm...

Pass, take the 4 Coins, Cult advance card - gain 1 coin.
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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: Terra Mystica I (America) - Round 3 - Galzria's turn
« Reply #213 on: February 27, 2013, 09:31:44 am »

To clarify: All favor tiles and bonus cards add to your income (bonus cards only for one round though). Town tiles, however, give you a one-time instant bonus.

Kuildeous' turn.
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hyramgraff

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Re: Terra Mystica I (America) - Round 3 - Kuildeous' turn
« Reply #214 on: February 27, 2013, 10:05:26 am »

I build a temple at T11, meaning that hyramgraff can take a power.
This should be the only unresolved power gain. Note that Dsell will get a cult advance if you take it.

I will reject the power gain.
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Kuildeous

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Re: Terra Mystica I (America) - Round 3 - Galzria's turn
« Reply #215 on: February 27, 2013, 10:27:06 am »

Spend 4 power to terraform N15. Build dwelling there.
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hyramgraff

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Re: Terra Mystica I (America) - Round 3 - Galzria's turn
« Reply #216 on: February 27, 2013, 10:29:53 am »

I will upgrade V7 to a temple and take the 1 fire & 3 coin favor tile.  The engineers get a free power.

Dsell's turn.
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Watno

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Re: Terra Mystica I (America) - Round 3 - Galzria's turn
« Reply #217 on: February 27, 2013, 10:54:14 am »

Spend 4 power to terraform N15. Build dwelling there.

This is not possible. That power action has already been taken this Round.

Forget what I said, was looking at the wrong game^^
« Last Edit: February 27, 2013, 10:55:31 am by Watno »
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Galzria

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Re: Terra Mystica I (America) - Round 3 - Dsell's turn
« Reply #218 on: February 27, 2013, 11:50:09 am »

I reject the free power!

... Ok, I don't. But it doesn't matter anyway since my income will fill me up at the start of next round. :P
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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

Dsell

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Re: Terra Mystica I (America) - Round 3 - Dsell's turn
« Reply #219 on: February 27, 2013, 11:55:28 am »

I am going to burn 6 power, turning them into coins, to upgrade my temple into a sanctuary. I'll take the 2 air favor tile and the "advance 1 space on every cult track" town tile for my new town! This immediately gives me 3 power (for fire and air). I get 7 vp for the town and 5 vp for building a sanctuary. Hyramgraff can again take a power if he wishes.
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Re: Terra Mystica I (America) - Round 3 - Dsell's turn
« Reply #220 on: February 27, 2013, 12:03:51 pm »

You can't burn 6 power, since you only have 8 in bowl II. You'd need 12 power to do that (6 to burn and 6 to move to bowl III)
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Dsell

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Re: Terra Mystica I (America) - Round 3 - Dsell's turn
« Reply #221 on: February 27, 2013, 12:26:01 pm »

Woooooooow I don't know how I'm misunderstanding this game so badly. Ummm I have no idea what I'm doing then. Losing. Failing. Crashing and burning. I won't be able to get on for a couple hours but then I'll sort out this mess. :-\
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Re: Terra Mystica I (America) - Round 3 - Dsell's turn
« Reply #222 on: February 27, 2013, 03:27:22 pm »

Man that suuuuucks. This game is making me feel really stupid, but I still love it. I'll burn 3 power then and build another temple at V15. I'll take the 2 air favor tile.
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theorel

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Re: Terra Mystica I (America) - Round 3 - Dsell's turn
« Reply #223 on: February 27, 2013, 03:30:11 pm »

Pass and take the 3 power/shipping bonus card
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Kuildeous

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Re: Terra Mystica I (America) - Round 3 - Dsell's turn
« Reply #224 on: February 27, 2013, 03:44:56 pm »

Use Stronghold ability to build free Dwelling at D11.
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Galzria

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Re: Terra Mystica I (America) - Round 3 - Dsell's turn
« Reply #225 on: February 27, 2013, 03:48:46 pm »

Damn Witches moving in everywhere. It's like they think they own this place!
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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

Kuildeous

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Re: Terra Mystica I (America) - Round 3 - Dsell's turn
« Reply #226 on: February 27, 2013, 03:53:58 pm »

We are a free and capricious spirit. We're just channeling our inner goddess and celebrating femininity.

Also, those broomsticks are fun.
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Re: Terra Mystica I (America) - Round 3 - Dsell's turn
« Reply #227 on: February 27, 2013, 03:56:37 pm »

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Re: Terra Mystica I (America) - Round 3 - Dsell's turn
« Reply #228 on: February 27, 2013, 04:42:50 pm »

theorel gets 4 VP for his bonus card when passing. Again: Mentioning such things helps making sure I don't forget.

hyramgraff's turn.
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hyramgraff

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Re: Terra Mystica I (America) - Round 3 - hyramgraff's turn
« Reply #229 on: February 27, 2013, 04:51:31 pm »

I will pass and take the priest bonus card and the 2 coins that come with it.

Dsell's turn.
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Re: Terra Mystica I (America) - Round 3 - Dsell's turn
« Reply #230 on: February 27, 2013, 05:07:41 pm »

I shall pass and take the 6 coin bonus card.
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Re: Terra Mystica I (America) - Round 3 - Dsell's turn
« Reply #231 on: February 27, 2013, 05:08:40 pm »

Kuildeous 'till he passes.
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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

Kuildeous

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Re: Terra Mystica I (America) - Round 3 - Kuildeous' turn
« Reply #232 on: February 27, 2013, 07:59:00 pm »

Convert one worker to coin.

Upgrade Temple to Sanctuary at Q5. Gain 5 VP via scoring tile. This gives hyramgraff 1 power for free.

Play priest on Air track to ratchet Air to 7, gaining 2 power.

Use favor tile action to increase Air track to 8.

Pass, taking the 2-coin bonus tile. Gain 8 VP via current bonus tile.

Hope I took care of everything.
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Watno

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Re: Terra Mystica I (America) - Round 2 - Kuildeous' turn
« Reply #233 on: February 27, 2013, 08:59:55 pm »

Round End:
1 worker per 2 in Air Cult: 1 for Galzria, Dsell, and theorel, 4 for Kuildeous
Remaining bonus cards get 1 coin each.
All special and power actions are available again.

Income:
hyramgraff gets 3 coins, 6 workers, 2 priests and 4 power.
Dsell gets 11 coins, 2 workers, 2 priests and 5 power.
theorel gets 6 workers, 1 priest and 11 power.
Galzria gets 4 coins, 2 workers, 1 priest and 5 power.
Kuildeous gets 2 coins, 6 workers, 1 priest and 2 power.

Next round's scoring tile:
Get 3 VP when building a Trading House.
End of round: Get 1 Spade per 4 in Air Cult. (these have to be spent instantly and cannot be combined with instant building)

Current game state snapshot: https://docs.google.com/spreadsheet/ccc?key=0AuoXfjzSnYbsdGxYeXpBVkpjbUZQcEVqek5HMmk0NHc#gid=1
Game state (running): https://docs.google.com/spreadsheet/ccc?key=0AuoXfjzSnYbsdEx5dHRHX1NLTTVHOEwzSGt3SEtwUnc#gid=1

Galzria is the new starting player.
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Galzria

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Re: Terra Mystica I (America) - Round 4 - Galzria's turn
« Reply #234 on: February 27, 2013, 09:22:32 pm »

I need 3 VP for my Bridge.

Also, do I currently have two or three workers? (Income is 2, thought I had 0, sheet says 3).

In any case, I'll take the 6 Power 2 Spade action, converting O9 and building a Dwelling.

If I'm correct, this creates a City (3 for Stronghold, 2 for Temple, 1 apiece for each Dwelling = 7 over 4 locations).

I'll take the 9 VP tile with the Priest attached.
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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: Terra Mystica I (America) - Round 4 - Galzria's turn
« Reply #235 on: February 27, 2013, 09:33:19 pm »

You got one extra worker from the end of round cult bonus. Processing your move tomorrow
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Kuildeous

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Re: Terra Mystica I (America) - Round 4 - Galzria's turn
« Reply #236 on: February 27, 2013, 09:56:53 pm »

Burn 1 Power to then spend 6 Power on the terraform power action.

Terraform R3. Build a dwelling there.
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theorel

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Re: Terra Mystica I (America) - Round 4 - Galzria's turn
« Reply #237 on: February 27, 2013, 09:58:37 pm »

You realize Galzria just used the 6 power for 2 spades power action?  (i.e. you can't use it it isn't available)
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Kuildeous

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Re: Terra Mystica I (America) - Round 4 - Galzria's turn
« Reply #238 on: February 27, 2013, 10:08:24 pm »

Don't care. I'm cheating.

Okay, will figure out something else then.
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Kuildeous

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Re: Terra Mystica I (America) - Round 4 - Galzria's turn
« Reply #239 on: February 27, 2013, 10:17:20 pm »

Okay, spend 4 Power for one spade and terraform R3 to blue.
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Galzria

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Re: Terra Mystica I (America) - Round 4 - Galzria's turn
« Reply #240 on: February 27, 2013, 10:19:26 pm »

Also, Theorel, with my building a Dwelling on O9, you get some power if you want it.
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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

theorel

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Re: Terra Mystica I (America) - Round 4 - Galzria's turn
« Reply #241 on: February 27, 2013, 10:20:41 pm »

Yeah, I think I get it for free...so I'll take it.
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theorel

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Re: Terra Mystica I (America) - Round 4 - Galzria's turn
« Reply #242 on: February 27, 2013, 10:21:45 pm »

Okay, spend 4 Power for one spade and terraform R3 to blue.
You're aware you can supplement this and build it within the same action?  (i.e. you don't need to wait until your next action to finish terraforming and building that space.)

Quote from: Rules Page 10
•If the Spades gained via a Power action or Bonus card do not suffice to transform a Terrain space into your Home terrain, you may
exchange Workers* for the missing Spades (at the current Exchange rate of your Exchange track).
« Last Edit: February 27, 2013, 10:22:55 pm by theorel »
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Kuildeous

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Re: Terra Mystica I (America) - Round 4 - Galzria's turn
« Reply #243 on: February 27, 2013, 10:26:21 pm »

Oh, well, hell yeah.

Spend 4 Power to terraform R3 and then spend 3 workers to finish terraforming it to build a dwelling.

Thanks, Theorel. When I become supreme ruler of the land, I shall make the Swarmlings my personal guard.
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Watno

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Re: Terra Mystica I (America) - Round 4 - Galzria's turn
« Reply #244 on: February 28, 2013, 07:20:34 am »

theorel, your power wouldn't be free. You can pay 2 VP for 3 power.

hyramgraff's turn.
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theorel

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Re: Terra Mystica I (America) - Round 4 - Galzria's turn
« Reply #245 on: February 28, 2013, 07:20:57 am »

But I max out at 1 power gained.  So, I just gain the 1.
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Watno

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Re: Terra Mystica I (America) - Round 4 - hyramgraff's turn
« Reply #246 on: February 28, 2013, 07:22:19 am »

Oh right.

Also added Galzria's VP for the bridge I had forgotten. (Again: mentioning helps)
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hyramgraff

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Re: Terra Mystica I (America) - Round 4 - hyramgraff's turn
« Reply #247 on: February 28, 2013, 10:09:22 am »

I will spend 3 power to bridge R7 and U9.
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Dsell

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Re: Terra Mystica I (America) - Round 4 - Dsell's turn
« Reply #248 on: February 28, 2013, 10:52:40 am »

I'll play a bishop on the fire cult track to advance 3 spaces and gain 4 power.
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theorel

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Re: Terra Mystica I (America) - Round 4 - theorel's turn
« Reply #249 on: February 28, 2013, 12:14:13 pm »

I take the 4 power->7 coins action.
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Galzria

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Re: Terra Mystica I (America) - Round 4 - theorel's turn
« Reply #250 on: February 28, 2013, 12:16:37 pm »

Play Priest on 3 Earth Cult. Gain 1 Power.
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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

Kuildeous

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Re: Terra Mystica I (America) - Round 4 - Kuildeous' turn
« Reply #251 on: February 28, 2013, 02:46:45 pm »

Use stronghold action to build free dwelling on W17. DSell may buy 2 power for 1 VP.
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hyramgraff

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Re: Terra Mystica I (America) - Round 4 - Kuildeous' turn
« Reply #252 on: February 28, 2013, 02:52:26 pm »

Upgrade R7 to a trading post and gain 3VP. Kuildeous may buy 3 power for 2 VP.

Also, can we get the who has passed info and round number on the first page of the spreadsheet updated?
« Last Edit: February 28, 2013, 02:53:55 pm by hyramgraff »
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Kuildeous

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Re: Terra Mystica I (America) - Round 4 - Kuildeous' turn
« Reply #253 on: February 28, 2013, 03:02:45 pm »

Upgrade R7 to a trading post and gain 3VP. Kuildeous may buy 3 power for 2 VP.

Accept.
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Dsell

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Re: Terra Mystica I (America) - Round 4 - Kuildeous' turn
« Reply #254 on: February 28, 2013, 03:04:36 pm »

I'll take two power from Kuildeous.

I'll upgrade V15 to a Sanctuary, giving Kuildeous a free power if he'd like it. I'll take the 3 earth cult favor tile, gaining one power. I'll take the +1 per cult town tile, gaining three power.

I think that covers everything.
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Dsell

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Re: Terra Mystica I (America) - Round 4 - Kuildeous' turn
« Reply #255 on: February 28, 2013, 03:07:55 pm »

Oh, I also get 7 vp for the town tile.
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Kuildeous

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Re: Terra Mystica I (America) - Round 4 - Kuildeous' turn
« Reply #256 on: February 28, 2013, 03:08:55 pm »

Oh, do we get a favor tile for sanctuaries too? I didn't take one.
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Kuildeous

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Re: Terra Mystica I (America) - Round 4 - Kuildeous' turn
« Reply #257 on: February 28, 2013, 03:10:17 pm »

Man, I knew that the choice would be difficult when I moved in over here.

I decline the power from DSell.
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Dsell

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Re: Terra Mystica I (America) - Round 4 - Kuildeous' turn
« Reply #258 on: February 28, 2013, 03:10:28 pm »

Oh, do we get a favor tile for sanctuaries too? I didn't take one.

Blah, now you know what I want. :P

Although, I presume I'd be able to change what I do based on the favor tile you take (at least if you take the one I'd planned on taking).
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Dsell

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Re: Terra Mystica I (America) - Round 4 - Kuildeous' turn
« Reply #259 on: February 28, 2013, 03:10:59 pm »

I decline the power from DSell.

But FREEEEEEE power! ;D
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theorel

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Re: Terra Mystica I (America) - Round 4 - Kuildeous' turn
« Reply #260 on: February 28, 2013, 04:43:40 pm »

I'm building a new dwelling on G-1.  Kuildeous can take a free power.
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Kuildeous

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Re: Terra Mystica I (America) - Round 4 - Kuildeous' turn
« Reply #261 on: February 28, 2013, 04:54:33 pm »

I'm building a new dwelling on G-1.  Kuildeous can take a free power.

Accept.
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Kuildeous

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Re: Terra Mystica I (America) - Round 4 - Kuildeous' turn
« Reply #262 on: February 28, 2013, 04:56:13 pm »

Oh, do we get a favor tile for sanctuaries too? I didn't take one.

Blah, now you know what I want. :P

Although, I presume I'd be able to change what I do based on the favor tile you take (at least if you take the one I'd planned on taking).

I don’t want your stinkin' Earth 3 favor anyway. You can keep it.

I would like the Fire 2 instead, though. That sounds tasty.

Just to refresh my memory, you get favor for each temple/sanctuary you build? I don't have rules handy.
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hyramgraff

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Re: Terra Mystica I (America) - Round 4 - Kuildeous' turn
« Reply #263 on: February 28, 2013, 05:44:04 pm »

Just to refresh my memory, you get favor for each temple/sanctuary you build? I don't have rules handy.

Yes that's correct.
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Galzria

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Re: Terra Mystica I (America) - Round 4 - Kuildeous' turn
« Reply #264 on: February 28, 2013, 06:19:01 pm »

Play Priest on 2 Earth Cult. Gain 2 Power.
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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: Terra Mystica I (America) - Round 4 - Kuildeous' turn
« Reply #265 on: February 28, 2013, 07:19:03 pm »

Sorry Kuildeous, I completely missed that. I added your 2 fire favor tile now.

One more thing that I'd like to remind you of because it's not clear from the spreadsheet: The 10 space of every Cult can only be occupied by one player. Whoever gets there first has it. Remember that you need a town for every 10 space you advance on.

Kuildeous' turn again.
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Kuildeous

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Re: Terra Mystica I (America) - Round 4 - Kuildeous' turn
« Reply #266 on: February 28, 2013, 07:55:17 pm »

Use special action on favor tile to gain 1 space on Fire. +2 Power to me.
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Galzria

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Re: Terra Mystica I (America) - Round 4 - hyramgraff's turn
« Reply #267 on: February 28, 2013, 08:06:40 pm »

The Earth Cult should show me with 2 Priest's played.
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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: Terra Mystica I (America) - Round 4 - hyramgraff's turn
« Reply #268 on: February 28, 2013, 08:08:46 pm »

Fixed.
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hyramgraff

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Re: Terra Mystica I (America) - Round 4 - hyramgraff's turn
« Reply #269 on: March 01, 2013, 10:09:38 am »

I use my stronghold action to terraform I9, but don't build on it.
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theorel

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Re: Terra Mystica I (America) - Round 4 - Dsell's turn
« Reply #270 on: March 01, 2013, 10:22:08 am »

Upgrade M-5 to a Trading House for 3 VP.
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Watno

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Re: Terra Mystica I (America) - Round 4 - Dsell's turn
« Reply #271 on: March 01, 2013, 10:27:18 am »

It's still Dsell's turn.
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theorel

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Re: Terra Mystica I (America) - Round 4 - Dsell's turn
« Reply #272 on: March 01, 2013, 10:30:08 am »

Oh, right...he has a turn too, oops
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Galzria

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Re: Terra Mystica I (America) - Round 4 - Dsell's turn
« Reply #273 on: March 01, 2013, 10:39:06 am »

No no no. See? They're the swarmlings. They may take their turn whenever they choose. And since I go after him, that now makes it MY 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

theorel

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Re: Terra Mystica I (America) - Round 4 - Dsell's turn
« Reply #274 on: March 01, 2013, 10:56:07 am »

Actually, since I can choose to go whenever I choose, I'm going to go again before you get a turn...
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Galzria

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Re: Terra Mystica I (America) - Round 4 - Dsell's turn
« Reply #275 on: March 01, 2013, 01:56:03 pm »

Dseeeeeell!
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

Dsell

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Re: Terra Mystica I (America) - Round 4 - Dsell's turn
« Reply #276 on: March 01, 2013, 01:57:17 pm »

I take the 1 priest for 3 power power action!
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theorel

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Re: Terra Mystica I (America) - Round 4 - Dsell's turn
« Reply #277 on: March 01, 2013, 05:19:11 pm »

I still do the same thing I said I was going to do. :)
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Galzria

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Re: Terra Mystica I (America) - Round 4 - Dsell's turn
« Reply #278 on: March 01, 2013, 05:35:50 pm »

Take the free power, upgrade O9 to Trading House. Swarmlings may trade 2 VP for 3 Power.
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

hyramgraff

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Re: Terra Mystica I (America) - Round 4 - Dsell's turn
« Reply #279 on: March 01, 2013, 05:38:50 pm »

Take the free power, upgrade O9 to Trading House. Swarmlings may trade 2 VP for 3 Power.

And you get 3VP.
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Galzria

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Re: Terra Mystica I (America) - Round 4 - Dsell's turn
« Reply #280 on: March 01, 2013, 05:44:46 pm »

Take the free power, upgrade O9 to Trading House. Swarmlings may trade 2 VP for 3 Power.

And you get 3VP.

Yep. Thought it was at end of turn per TH built, but it's as you build them.
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

Kuildeous

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Re: Terra Mystica I (America) - Round 4 - Dsell's turn
« Reply #281 on: March 01, 2013, 05:57:59 pm »

Spend 2 Power to gain 2 Coins.
Convert 4 Workers to 4 Coins.
Upgrade R3 to Trading House for 3 VP.
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theorel

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Re: Terra Mystica I (America) - Round 4 - hyramgraff's turn
« Reply #282 on: March 01, 2013, 08:56:45 pm »

I'll take the power from Galzria
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hyramgraff

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Re: Terra Mystica I (America) - Round 4 - hyramgraff's turn
« Reply #283 on: March 02, 2013, 11:44:24 am »

I upgrade U9 to a trading post and gain 3VP.  Dsell may take 2 power for 1 VP.
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Dsell

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Re: Terra Mystica I (America) - Round 4 - Dsell's turn
« Reply #284 on: March 02, 2013, 03:06:15 pm »

I'll take that power and I'll put a priest on the Air cult track, gaining 2 more power.
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"Quiet you, you'll lynch Dsell when I'm good and ready" - Insomniac


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Galzria

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Re: Terra Mystica I (America) - Round 4 - Dsell's turn
« Reply #285 on: March 02, 2013, 03:20:44 pm »

Turn 2 Power into 2 Coins, Upgrade O9 to Temple (Swarmlings exchange 2VP for 3 Power?), Take the 2 Earth Favor Tile (1 Worker, 1 Power), grab 2 Power from Cult Track.
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

Kuildeous

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Re: Terra Mystica I (America) - Round 4 - Dsell's turn
« Reply #286 on: March 02, 2013, 04:00:09 pm »

Place priest on water track and gain 4 Power.
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hyramgraff

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Re: Terra Mystica I (America) - Round 4 - Dsell's turn
« Reply #287 on: March 02, 2013, 04:02:48 pm »

Um, it looks like the swarmlings used their special powers to have their turn skipped.  ;)
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Galzria

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Re: Terra Mystica I (America) - Round 4 - Dsell's turn
« Reply #288 on: March 02, 2013, 04:05:06 pm »

Um, it looks like the swarmlings used their special powers to have their turn skipped.  ;)

Whoops. That was my fault. Scratch mine and Kuildeous' move (although I doubt I'll change my move).
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

Kuildeous

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Re: Terra Mystica I (America) - Round 4 - Dsell's turn
« Reply #289 on: March 02, 2013, 05:03:48 pm »

Galzria hax.
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Galzria

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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

theorel

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Re: Terra Mystica I (America) - Round 4 - theorel's turn
« Reply #291 on: March 02, 2013, 10:21:17 pm »

Before Galzria's turn my intention was to put my priest on the Air track for 2 power.
I'll take Galzria up on the power he's giving me also for -2VP...
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Watno

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Re: Terra Mystica I (America) - Round 4 - theorel's turn
« Reply #292 on: March 03, 2013, 07:21:53 am »

Galzria's turn didn't happen yet, as you go before him. Do you still want hip place the priest on the air track?
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theorel

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Re: Terra Mystica I (America) - Round 4 - theorel's turn
« Reply #293 on: March 03, 2013, 09:29:35 pm »

Oh yeah, sorry.  I meant that since my intention was to do that before I knew what Galzria was going to do, that I'm still doing it.
i.e. Place Priest on Air track, gaining 2 power
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Galzria

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Re: Terra Mystica I (America) - Round 4 - Dsell's turn
« Reply #294 on: March 03, 2013, 09:32:00 pm »

Turn 2 Power into 2 Coins, Upgrade O9 to Temple (Swarmlings exchange 2VP for 3 Power?), Take the 2 Earth Favor Tile (1 Worker, 1 Power), grab 2 Power from Cult Track.
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

Kuildeous

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Re: Terra Mystica I (America) - Round 4 - theorel's turn
« Reply #295 on: March 03, 2013, 09:38:27 pm »

Place priest on water track and gain 4 Power.

Still doing that.
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theorel

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Re: Terra Mystica I (America) - Round 4 - theorel's turn
« Reply #296 on: March 03, 2013, 09:40:05 pm »

Still taking the 3 power from Galzria's action also.
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hyramgraff

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Re: Terra Mystica I (America) - Round 4 - hyramgraff's turn
« Reply #297 on: March 04, 2013, 11:24:39 am »

I pass, take the two workers and 4VP per sanctuary / stronghold bonus card and gain a bonus coin.
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Dsell

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Re: Terra Mystica I (America) - Round 4 - Dsell's turn
« Reply #298 on: March 04, 2013, 03:54:42 pm »

I don't think Theorel's priest on the Air track is showing up. I put a priest on the Earth Track, gaining 2 power.
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Watno

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Re: Terra Mystica I (America) - Round 4 - Dsell's turn
« Reply #299 on: March 04, 2013, 03:59:57 pm »

Thx, fixed.
theorel's turn.
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hyramgraff

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Re: Terra Mystica I (America) - Round 4 - Dsell's turn
« Reply #300 on: March 04, 2013, 04:26:50 pm »

Spend 2 Power to gain 2 Coins.
Convert 4 Workers to 4 Coins.
Upgrade R3 to Trading House for 3 VP.

I just realized that this caused a town to be founded.  (Only three spaces needed because of the sanctuary and only six power needed because of the 2 fire favor tile.)
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Watno

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Re: Terra Mystica I (America) - Round 4 - theorel's turn
« Reply #301 on: March 04, 2013, 04:41:26 pm »

Oh damn, I keep missing those things. Thx for alerting me.

Kuildeous, please choose your town tile. 5 extra VP due to Witches' ability will be given along with that (this has not happened yet).

After that, thereol's turn.
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Kuildeous

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Re: Terra Mystica I (America) - Round 4 - Kuildeous' turn
« Reply #302 on: March 04, 2013, 05:01:07 pm »

Kuildeous, please choose your town tile. 5 extra VP due to Witches' ability will be given along with that (this has not happened yet).

I thought founding a town was an action. I do not wish to form a town at this time.

But if I'm forced to, then I guess I will. Too late to go back.
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Watno

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Re: Terra Mystica I (America) - Round 4 - Kuildeous' turn
« Reply #303 on: March 04, 2013, 05:05:37 pm »

Sry, founding a town happens immediately when the requirements are fulfilled (except for Mermaid's special ability).
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Kuildeous

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Re: Terra Mystica I (America) - Round 4 - Kuildeous' turn
« Reply #304 on: March 05, 2013, 12:56:07 am »

In that case, I'll take the town tile that grants 8 power.

Spend 3 power to get 3 coins.

Pass and take the bonus card that has 2 coins on it (2 VP per trading house).

Gain 6 VPs for passing.
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Galzria

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Re: Terra Mystica I (America) - Round 4 - theorel's turn
« Reply #305 on: March 05, 2013, 01:09:41 am »

Kuildeous, you do that instead of this:

Place priest on water track and gain 4 Power.

Still doing that.

?
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

Galzria

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Re: Terra Mystica I (America) - Round 4 - theorel's turn
« Reply #306 on: March 05, 2013, 01:13:48 am »

Kuildeous, you do that instead of this:

Place priest on water track and gain 4 Power.

Still doing that.

?

And if so...

Technically

I pass, take the two workers and 4VP per sanctuary / stronghold bonus card and gain a bonus coin.

Nor

I don't think Theorel's priest on the Air track is showing up. I put a priest on the Earth Track, gaining 2 power.

Has happened. So your choice of bonus tile card might be different...
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

Kuildeous

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Re: Terra Mystica I (America) - Round 4 - Kuildeous' turn
« Reply #307 on: March 05, 2013, 01:16:12 am »

Ack, thought we had gone another round.

Okay, so, when I formed that town, I would have taken the 8-power town tile. That would have put me at 0-0-10, I believe.

I will convert 5 power into 5 coins, putting me at 5-0-5.

Then my action is to play the priest on the water track to gain 4 power. That should put me at 1-4-5.

Does that sync up, Watno?
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theorel

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Re: Terra Mystica I (America) - Round 4 - Kuildeous' turn
« Reply #308 on: March 05, 2013, 08:49:51 am »

Okay, that all looks right to me...so, I'll go ahead with my turn.

I use my Stronghold special ability to Upgrade E-5 to a Trading House.
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Watno

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Re: Terra Mystica I (America) - Round 4 - Kuildeous' turn
« Reply #309 on: March 05, 2013, 08:52:15 am »

I'm afraid it doesn't sync up. I didn't revert the spreadsheet.

Since you're at 0/8/2 now, you were at 2/8/0 before placing your priest, when you founded the town. So if you take the 8 power tile at that point, you're at 0/4/6, then after placing the priest, you're at 0/0/10, without spending any power. Is that what you wish to do?

Sorry again for the confusion :(
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Kuildeous

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Re: Terra Mystica I (America) - Round 4 - Kuildeous' turn
« Reply #310 on: March 05, 2013, 09:36:53 am »

That's all right. I blame Galzria anyway. Always will. He's a shifty one.

Since the free power exchanges happen at any time, can they be done in response to gaining power?

For example, I'm sitting pretty on 0-0-10. If something is built near my Trading House, could I quickly convert 1 power to 1 coin and then take the 2 power from the Trading House to get back to 0-0-10? Is that legal?

If so, then I'm fine sitting on 0-0-10. If not, then I'd like to convert 2 power to 2 coins now.
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hyramgraff

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Re: Terra Mystica I (America) - Round 4 - Kuildeous' turn
« Reply #311 on: March 05, 2013, 10:04:51 am »

Since the free power exchanges happen at any time, can they be done in response to gaining power?

For example, I'm sitting pretty on 0-0-10. If something is built near my Trading House, could I quickly convert 1 power to 1 coin and then take the 2 power from the Trading House to get back to 0-0-10? Is that legal?

Actually the power exchanges can't happen at any time.  They can only happen at any time on your turn (see page 13 of the rules).

Your trading house example isn't legal because it's not your turn when you could gain the power.  Do note that you can exchange power before you pass, because passing is considered an action that you take on your turn.
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theorel

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Re: Terra Mystica I (America) - Round 4 - Kuildeous' turn
« Reply #312 on: March 05, 2013, 10:09:53 am »

Okay, so it seems like it's sorted now?

I use my Stronghold special ability to Upgrade E-5 to a Trading House.
I forgot to add: Gaining 3 VP
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Kuildeous

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Re: Terra Mystica I (America) - Round 4 - Kuildeous' turn
« Reply #313 on: March 05, 2013, 10:19:57 am »

Since the free power exchanges happen at any time, can they be done in response to gaining power?

For example, I'm sitting pretty on 0-0-10. If something is built near my Trading House, could I quickly convert 1 power to 1 coin and then take the 2 power from the Trading House to get back to 0-0-10? Is that legal?

Actually the power exchanges can't happen at any time.  They can only happen at any time on your turn (see page 13 of the rules).

Your trading house example isn't legal because it's not your turn when you could gain the power.  Do note that you can exchange power before you pass, because passing is considered an action that you take on your turn.

Okay, makes sense. Better use up 2 power just in case. Don't want to miss out on free power.
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Dsell

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Re: Terra Mystica I (America) - Round 4 - Kuildeous' turn
« Reply #314 on: March 05, 2013, 10:22:41 am »

Don't want to miss out on free power.

That's the spirit! ;D
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Kuildeous

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Re: Terra Mystica I (America) - Round 4 - Kuildeous' turn
« Reply #315 on: March 05, 2013, 10:50:37 am »

Unless it's from DSell. Gotta watch those Faustian deals.
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Galzria

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Re: Terra Mystica I (America) - Round 4 - Kuildeous' turn
« Reply #316 on: March 05, 2013, 10:53:18 am »

I will use my Bonus Card to advance 1 space in the Earth Cult
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

Galzria

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Re: Terra Mystica I (America) - Round 4 - Kuildeous' turn
« Reply #317 on: March 05, 2013, 10:56:46 am »

And yes, Kuildeous, you can blame me. Everybody does, even for games I'm NOT in... So being blamed in the ones I AM in only seems appropriate.

Although... If I recall I was busy trying to engineer a way to skip the Swarmling's turn, thus making you Witches magically take your turn sooner! So no complaining!
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

Watno

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Re: Terra Mystica I (America) - Round 4 - Kuildeous' turn
« Reply #318 on: March 05, 2013, 11:17:28 am »

Ok, everything should be back to normal now.
Kuildeous' turn.
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Kuildeous

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Re: Terra Mystica I (America) - Round 4 - Kuildeous' turn
« Reply #319 on: March 05, 2013, 11:49:02 am »

Hmm, changing my strategy.

Spend 4 Power to gain 2 Workers.
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hyramgraff

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Re: Terra Mystica I (America) - Round 4 - Kuildeous' turn
« Reply #320 on: March 05, 2013, 12:28:58 pm »

Ok, everything should be back to normal now.

Sorry, I just noticed one more correction needed in the spreadsheet.  On my player tab, you have me with 4 dwellings and 1 trading house, but I'm really at 3 and 2.  I was wondering why my coin income seemed low and this seems to be the reason.
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Watno

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Re: Terra Mystica I (America) - Round 4 - Dsell's turn
« Reply #321 on: March 05, 2013, 12:38:59 pm »

No need for you to apologize for my mistakes. Fixed.
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Dsell

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Re: Terra Mystica I (America) - Round 4 - Dsell's turn
« Reply #322 on: March 05, 2013, 03:02:18 pm »

I'll convert 3 power into a worker and 2 power into 2 coins and then I'll pass, taking the one worker, 3 power bonus card, which comes with an additional coin.
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theorel

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Re: Terra Mystica I (America) - Round 4 - Dsell's turn
« Reply #323 on: March 05, 2013, 03:08:54 pm »

7 power->1 worker/4 coins
upgrade Dwelling at G1 to Trading House for 3 VP.
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Watno

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Re: Terra Mystica I (America) - Round 4 - Dsell's turn
« Reply #324 on: March 05, 2013, 03:14:09 pm »

1 free power for Kuildeous from theorel's build.

Galzria's turn.
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Galzria

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Re: Terra Mystica I (America) - Round 4 - Galzria's turn
« Reply #325 on: March 05, 2013, 03:18:50 pm »

Pass, take the 1 Worker, Trading House VP bonus card.

I get 2 additional coins, and 3 VP for my Bridge.
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

Watno

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Re: Terra Mystica I (America) - Round 4 - Galzria's turn
« Reply #326 on: March 05, 2013, 03:21:43 pm »

Galzria gets 3 VP from his bridge and 2 coins from his new bonus card.

Kuildeous' turn.
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Kuildeous

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Re: Terra Mystica I (America) - Round 4 - Kuildeous' turn
« Reply #327 on: March 05, 2013, 03:45:46 pm »

1 free power for Kuildeous from theorel's build.

Gladly
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Kuildeous

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Re: Terra Mystica I (America) - Round 4 - Kuildeous' turn
« Reply #328 on: March 05, 2013, 03:47:06 pm »

Pass

Collecting 6 VPs.

Taking the 6-coin bonus tile.
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theorel

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Re: Terra Mystica I (America) - Round 4 - Kuildeous' turn
« Reply #329 on: March 05, 2013, 03:51:01 pm »

Pass
Take the 4-coin/cult bonus.
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Galzria

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Re: Terra Mystica I (America) - Round 4 - Kuildeous' turn
« Reply #330 on: March 05, 2013, 03:52:23 pm »

Oooh, new round!
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

Dsell

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Re: Terra Mystica I (America) - Round 4 - Kuildeous' turn
« Reply #331 on: March 05, 2013, 03:57:30 pm »

Did I have the 2 vp/trading house when passing bonus this round? If so, I get 2 vp for that.
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Watno

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Re: Terra Mystica I (America) - Round 4 - Kuildeous' turn
« Reply #332 on: March 05, 2013, 04:02:06 pm »

You didn't.
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Dsell

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Re: Terra Mystica I (America) - Round 4 - Kuildeous' turn
« Reply #333 on: March 05, 2013, 04:04:43 pm »

Alrighty. I'm obviously keeping really good track of things. ;D
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Watno

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Re: Terra Mystica I (America) - Round 2 - Kuildeous' turn
« Reply #334 on: March 05, 2013, 04:22:41 pm »

Round End:
1 spade per 4 in Air Cult: 1 for Dsell and theorel, 2 for Kuildeous
Remaining bonus cards get 1 coin each.
All special and power actions are available again.

hyramgraff is the new starting player, so the order for spades is Dsell, then theorel, then Kuildeous. Note that you can't build a dwelling along with that.
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Watno

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Re: Terra Mystica I (America) - Round 4 - Dsell's turn
« Reply #335 on: March 05, 2013, 04:34:45 pm »

I will start giving your income already, please don't be confused by this.
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Watno

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Re: Terra Mystica I (America) - Round 2 - Kuildeous' turn
« Reply #336 on: March 05, 2013, 04:41:57 pm »

Income:
hyramgraff gets 7 coins, 6 workers, 1 priest and 4 power.
Dsell gets 5 coins, 3 workers, 2 priests and 8 power.
theorel gets 10 coins, 4 workers, 1 priest and 14 power.
Galzria gets 4 workers, 1 priest and 12 power (but caps after 10).
Kuildeous gets 8 coins, 7 workers, 1 priest and 3 power.

Next round's scoring tile:
Get 5 VP when founding a town.
End of round: Get 1 Spade per 4 in Earth Cult. (these have to be spent instantly and cannot be combined with instant building)

Game state (running): https://docs.google.com/spreadsheet/ccc?key=0AuoXfjzSnYbsdEx5dHRHX1NLTTVHOEwzSGt3SEtwUnc#gid=1
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Dsell

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Re: Terra Mystica I (America) - Round 4 - Dsell's turn
« Reply #337 on: March 05, 2013, 04:42:15 pm »

I'll terraform S-13. (This is how it works, right?)
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Watno

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Re: Terra Mystica I (America) - Round 4 - Dsell's turn
« Reply #338 on: March 05, 2013, 04:45:07 pm »

Yes, theorel is up next.
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theorel

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Re: Terra Mystica I (America) - Round 4 - theorel's turn
« Reply #339 on: March 05, 2013, 08:17:51 pm »

Terraform H-3
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Kuildeous

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Re: Terra Mystica I (America) - Round 4 - theorel's turn
« Reply #340 on: March 05, 2013, 08:54:41 pm »

Terraform U17 and X15.
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Watno

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Re: Terra Mystica I (America) - Round 4 - theorel's turn
« Reply #341 on: March 06, 2013, 08:53:48 am »

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theorel

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Re: Terra Mystica I (America) - Round 4 - hyramgraff's turn
« Reply #342 on: March 06, 2013, 09:05:01 am »

Thanks for the 14 power, but I should really only have 7. :)
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Watno

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Re: Terra Mystica I (America) - Round 4 - hyramgraff's turn
« Reply #343 on: March 06, 2013, 09:06:13 am »

makes sense.
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hyramgraff

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Re: Terra Mystica I (America) - Round 4 - hyramgraff's turn
« Reply #344 on: March 06, 2013, 10:29:02 am »

I convert 5 power to coins.

I upgrade V7 to a sanctuary.
  The engineers are unable to gain any power from this.

I take the two fire favor tile and gain a power.

I found a town, take the 8 power town tile and gain 8+5 = 13 VP.


I think that covers everything.
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Watno

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Re: Terra Mystica I (America) - Round 4 - hyramgraff's turn
« Reply #345 on: March 06, 2013, 10:49:58 am »

I hope I got that right.

Dsell's turn.
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hyramgraff

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Re: Terra Mystica I (America) - Round 4 - hyramgraff's turn
« Reply #346 on: March 06, 2013, 11:00:47 am »

I hope I got that right.

It looks good to me.
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Dsell

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Re: Terra Mystica I (America) - Round 4 - Dsell's turn
« Reply #347 on: March 06, 2013, 12:21:25 pm »

Build a Dwelling at S-13.
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Galzria

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Re: Terra Mystica I (America) - Round 4 - Dsell's turn
« Reply #348 on: March 06, 2013, 12:26:31 pm »

Post? What post?

Theorel's 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

Watno

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Re: Terra Mystica I (America) - Round 4 - Dsell's turn
« Reply #349 on: March 06, 2013, 12:28:57 pm »

Funnily enough, I just processed theorel's CO to build a bridge from M5 to J3.
I hope you saved your post Galz.
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Galzria

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Re: Terra Mystica I (America) - Round 5 - Galzria's turn
« Reply #350 on: March 06, 2013, 12:31:30 pm »

Oh man. I hate decisions. So many ways to go... And quickly running out of time.

Alright, let's Play Priest on Earth Cult, locking in #10.

Yes, I get nothing from the power gain.

----

This post? The "Back" button on browsers is a wonderful thing!
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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

Kuildeous

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Re: Terra Mystica I (America) - Round 5 - Kuildeous' turn
« Reply #351 on: March 06, 2013, 01:43:57 pm »

Play Power Action.

Spend 4 Power to gain 7 Coins.
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hyramgraff

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Re: Terra Mystica I (America) - Round 5 - hyramgraff's turn
« Reply #352 on: March 06, 2013, 02:00:29 pm »

Use the two free spades power action to terraform K9 and build a dwelling.

The engineers still get no power and the witches may trade 2 VP for 3 power.
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Kuildeous

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Re: Terra Mystica I (America) - Round 5 - Dsell's turn
« Reply #353 on: March 06, 2013, 02:07:41 pm »

Use the two free spades power action to terraform K9 and build a dwelling.

The engineers still get no power and the witches may trade 2 VP for 3 power.

Not sure if I'll regret this, but I will take that 3 Power.
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Dsell

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Re: Terra Mystica I (America) - Round 5 - Dsell's turn
« Reply #354 on: March 06, 2013, 04:27:25 pm »

Tough choices from here on out, I'm sure. I'm gonna take the spade power action and augment it with 3 workers to terraform W-13. I will not build a dwelling there yet, though.
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theorel

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Re: Terra Mystica I (America) - Round 5 - theorel's turn
« Reply #355 on: March 06, 2013, 09:50:12 pm »

Use my Stronghold to upgrade B-7 to a Trading House, creating a Town for 5 VP, 3 workers, and taking the 7 VP town tile advancing one space on each cult track.
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Galzria

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Re: Terra Mystica I (America) - Round 5 - Galzria's turn
« Reply #356 on: March 07, 2013, 09:32:02 am »

I'll take the 2 Worker Power action
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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

Kuildeous

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Re: Terra Mystica I (America) - Round 5 - Kuildeous' turn
« Reply #357 on: March 07, 2013, 09:45:34 am »

I don't believe the spreadsheet shows the 7 coins I gained from my last power action?
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Watno

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Re: Terra Mystica I (America) - Round 5 - Kuildeous' turn
« Reply #358 on: March 07, 2013, 09:48:31 am »

Fixed, sry.
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Kuildeous

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Re: Terra Mystica I (America) - Round 5 - Kuildeous' turn
« Reply #359 on: March 07, 2013, 09:54:09 am »

Upgrade N15 to Trading House.
Score 10 VP for founding a town.
Take Town tile for 9 VP + 1 Priest.
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Watno

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Re: Terra Mystica I (America) - Round 5 - Kuildeous' turn
« Reply #360 on: March 07, 2013, 09:55:44 am »

You need at least 4 buildings for a town (the Sanctuary only affects the town it is in).
You still want to do this?
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hyramgraff

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Re: Terra Mystica I (America) - Round 5 - Kuildeous' turn
« Reply #361 on: March 07, 2013, 09:58:14 am »

Upgrade N15 to Trading House.
Score 10 VP for founding a town.
Take Town tile for 9 VP + 1 Priest.

That won't get you a town, you need to have four tiles as well as 6 power worth of buildings.  Only the sanctuary will let you have a town with three tiles.
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Kuildeous

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Re: Terra Mystica I (America) - Round 5 - Kuildeous' turn
« Reply #362 on: March 07, 2013, 10:29:31 am »

Ah hell, I forgot about that. That changes my plans a lot. Hmm…

Stupid sanctuary making me used to 3-building towns.

Okay, re-evaluating.
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Kuildeous

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Re: Terra Mystica I (America) - Round 5 - Kuildeous' turn
« Reply #363 on: March 07, 2013, 10:34:40 am »

Okay, placing Priest on the track of fire for +2 Power.
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hyramgraff

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Re: Terra Mystica I (America) - Round 5 - Kuildeous' turn
« Reply #364 on: March 07, 2013, 10:52:31 am »

I will build a dwelling at I9.  This forms a town and I will take the priest and 9+5 = 14VP.

Dsell's turn.
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Dsell

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Re: Terra Mystica I (America) - Round 5 - Kuildeous' turn
« Reply #365 on: March 07, 2013, 10:56:29 am »

Place 1 priest on the fire track, gaining 3 power and locking in the "10" spot.
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theorel

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Re: Terra Mystica I (America) - Round 5 - Kuildeous' turn
« Reply #366 on: March 07, 2013, 11:18:45 am »

Upgrade Terraforming for 6 VP
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Galzria

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Re: Terra Mystica I (America) - Round 5 - Kuildeous' turn
« Reply #367 on: March 07, 2013, 11:21:09 am »

Build Bridge from I-5 to G-7
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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: Terra Mystica I (America) - Round 5 - Kuildeous' turn
« Reply #368 on: March 07, 2013, 11:34:51 am »

I assume you pay for the bridge with 2 workers since the power action is already taken Galz.

I hope I got everything right.
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Galzria

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Re: Terra Mystica I (America) - Round 5 - Kuildeous' turn
« Reply #369 on: March 07, 2013, 11:38:35 am »

Yes, of course.
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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

Kuildeous

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Re: Terra Mystica I (America) - Round 5 - Kuildeous' turn
« Reply #370 on: March 07, 2013, 11:56:21 am »

Use stronghold action (which was not reset at the beginning of this turn, so that's one less thing to do) to place free Dwelling on X15.

Dsell may buy 3 Power as a result of my action.
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hyramgraff

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Re: Terra Mystica I (America) - Round 5 - hyramgraff's turn
« Reply #371 on: March 07, 2013, 12:04:25 pm »

I will place a priest on the last space of the fire track.
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Dsell

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Re: Terra Mystica I (America) - Round 5 - Dsell's turn
« Reply #372 on: March 07, 2013, 03:08:26 pm »

I will take the power from Kuildeous and then I'll build a dwelling on W13, giving Kuildeous a free power if he chooses.
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Kuildeous

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Re: Terra Mystica I (America) - Round 5 - Dsell's turn
« Reply #373 on: March 07, 2013, 03:20:33 pm »

I will take the power from Kuildeous and then I'll build a dwelling on W13, giving Kuildeous a free power if he chooses.

I'll allow this. And if you don't use it to advance on the air track, I may even allow it again in the future.
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Dsell

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Re: Terra Mystica I (America) - Round 5 - theorel's turn
« Reply #374 on: March 07, 2013, 03:27:26 pm »

Earth track, please.
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Galzria

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Re: Terra Mystica I (America) - Round 5 - theorel's turn
« Reply #375 on: March 07, 2013, 03:31:16 pm »

Earth track, please.

Odd.

Why Earth and not Water?
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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

Dsell

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Re: Terra Mystica I (America) - Round 5 - theorel's turn
« Reply #376 on: March 07, 2013, 03:33:22 pm »

Double scoring bonus!
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Galzria

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Re: Terra Mystica I (America) - Round 5 - theorel's turn
« Reply #377 on: March 07, 2013, 03:35:07 pm »

Double scoring bonus!

I always forget those damn scoring tile bonuses.
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

Dsell

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Re: Terra Mystica I (America) - Round 5 - theorel's turn
« Reply #378 on: March 07, 2013, 03:36:50 pm »

Double scoring bonus!

I always forget those damn scoring tile bonuses.

Forget I said anything. :P
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Galzria

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Re: Terra Mystica I (America) - Round 5 - theorel's turn
« Reply #379 on: March 07, 2013, 03:39:25 pm »

Double scoring bonus!

I always forget those damn scoring tile bonuses.

Forget I said anything. :P

Will do!
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

theorel

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Re: Terra Mystica I (America) - Round 5 - theorel's turn
« Reply #380 on: March 07, 2013, 06:56:21 pm »

Terraform/Build J-3
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Galzria

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Re: Terra Mystica I (America) - Round 5 - theorel's turn
« Reply #381 on: March 07, 2013, 07:15:18 pm »

Noooo... I'm falling behind...

Well, ok, I never expected to win after passing as my first action of turn 1....

Convert 3 Power to Coins, Pass, Score 3 VP for my Bridge, Take the Shipping Track Bonus Card, picking up an extra coin.
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

Kuildeous

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Re: Terra Mystica I (America) - Round 5 - theorel's turn
« Reply #382 on: March 07, 2013, 07:25:36 pm »

Build Dwelling on U17. Dsell has the option of buying 3 Power.
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theorel

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Re: Terra Mystica I (America) - Round 5 - theorel's turn
« Reply #383 on: March 07, 2013, 09:09:12 pm »

Oh, @ Galzria: you had the option for 3 power from my build (which I forgot to mention).
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Galzria

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Re: Terra Mystica I (America) - Round 5 - theorel's turn
« Reply #384 on: March 07, 2013, 09:13:13 pm »

Oh, @ Galzria: you had the option for 3 power from my build (which I forgot to mention).

Umm... Essentially it's 2 VP for 1 coin...

So no, I suppose I'll pass. I dint think I'll be in desperate need of that coin.
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

hyramgraff

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Re: Terra Mystica I (America) - Round 5 - hyramgraff's turn
« Reply #385 on: March 08, 2013, 11:16:03 am »

I will use my stronghold action to terraform G17 and build a dwelling.

Dsell gets a free power and it's his turn.
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Dsell

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Re: Terra Mystica I (America) - Round 5 - Dsell's turn
« Reply #386 on: March 08, 2013, 05:53:01 pm »

Drat, I apologize for not saying whether I accepted Kuildeous' power, I should have done that sooner, particularly before hyramgraff gave me another opportunity. But I would NOT have accepted power from Kuildeous, I will of course accept it from hyramgraff though.

I'll convert 3 power into a worker and build a dwelling at X11.
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Watno

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Re: Terra Mystica I (America) - Round 5 - Dsell's turn
« Reply #387 on: March 08, 2013, 06:02:30 pm »

power from Kuildeous had already been given.

theorel's turn.
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theorel

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Re: Terra Mystica I (America) - Round 5 - Dsell's turn
« Reply #388 on: March 08, 2013, 06:04:46 pm »

Convert 4 power into a worker and coin.  Terraform/Build H-3, forming a Town.
Take Town Tile with 6 coins.  For a total change of:
6 coins, 10VP, 3 workers.
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Kuildeous

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Re: Terra Mystica I (America) - Round 5 - Kuildeous' turn
« Reply #389 on: March 09, 2013, 12:17:06 am »

Well, I'm going to be someone's best friend.

Use 3 Workers to terraform T15 to green. Build a Dwelling on T15.

DSell gets 1 Power for free.
DSell can buy 2 Power.
DSell can buy 3 Power.

I believe a player can choose to trigger each building individually. It's just that he couldn't split a Stronghold gain.

So, DSell, want to be drunk with power?
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theorel

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Re: Terra Mystica I (America) - Round 5 - Kuildeous' turn
« Reply #390 on: March 09, 2013, 06:36:59 am »

While the rules aren't necessarily 100% clear on the matter, the example is.
Quote from: rules, pg. 12
In order to determine the total number of Power an opponent may gain, add up the Power values of their Structures directly adjacent to your newly built Structure.
...
• You may not gain less Power in order to save Victory points. Either take it all or gain nothing.
...
(Example)
The Mermaid player (blue) needs to inform the Nomad player (yellow) that he may gain exactly 3 Power due to the newly built blue Dwelling: 1 Power for the yellow Dwelling plus 2 Power for the yellow Temple
I think the add up implies that you're not just doing each individually...but as noted, it's not necessarily clear.  The example shows that the player does not have a choice to gain less power.
So, Dsell can choose to gain 6 power for 5 VP, or nothing.
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Watno

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Re: Terra Mystica I (America) - Round 5 - Kuildeous' turn
« Reply #391 on: March 09, 2013, 08:53:12 am »

I think the rules are pretty clear and agree with theorel on what they say. Dsell may trade 5 VP for 6 power.
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Kuildeous

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Re: Terra Mystica I (America) - Round 5 - hyramgraff's turn
« Reply #392 on: March 09, 2013, 11:21:05 am »

Oh, then I have no regrets in what I just did.
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Dsell

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Re: Terra Mystica I (America) - Round 5 - hyramgraff's turn
« Reply #393 on: March 09, 2013, 12:11:38 pm »

Obviously not taking that. :P
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Watno

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Re: Terra Mystica I (America) - Round 5 - hyramgraff's turn
« Reply #394 on: March 09, 2013, 12:36:18 pm »

hyramgraff's move, processing now.
Burn a power token, then convert 2 power to 2 coins then upgrade G17 to a trading house.  Dsell will get a free power.

Dsell's turn.
« Last Edit: March 09, 2013, 12:39:16 pm by Watno »
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Dsell

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Re: Terra Mystica I (America) - Round 5 - Dsell's turn
« Reply #395 on: March 09, 2013, 02:26:31 pm »

I'll pass and grab the 1 VP per dwelling bonus card, which comes with 2 coins and a bonus coin.
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theorel

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Re: Terra Mystica I (America) - Round 5 - theorel's turn
« Reply #396 on: March 09, 2013, 10:00:45 pm »

Upgrade B-7 to a temple.  Take the 3 air favor tile
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Kuildeous

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Re: Terra Mystica I (America) - Round 5 - Kuildeous' turn
« Reply #397 on: March 10, 2013, 09:18:56 pm »

Let's tempt DSell again. Upgrade T15 to a Trading House. DSell may buy 6 Power.
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Dsell

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Re: Terra Mystica I (America) - Round 5 - Kuildeous' turn
« Reply #398 on: March 10, 2013, 09:19:43 pm »

Lolnope.
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theorel

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Re: Terra Mystica I (America) - Round 5 - hyramgraff's turn
« Reply #399 on: March 10, 2013, 09:31:42 pm »

You didn't give me my 3 air cult progress...which also should have given me 2 power (that won't really matter)
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hyramgraff

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Re: Terra Mystica I (America) - Round 5 - hyramgraff's turn
« Reply #400 on: March 10, 2013, 09:35:14 pm »

I will return a priest to my supply to advance a space on the fire track and gain 2 power.
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theorel

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Re: Terra Mystica I (America) - Round 5 - hyramgraff's turn
« Reply #401 on: March 10, 2013, 09:42:24 pm »

Also, I'm missing a dwelling: I have 3 on board, but only 2 built on my player board
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Watno

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Re: Terra Mystica I (America) - Round 5 - hyramgraff's turn
« Reply #402 on: March 10, 2013, 09:47:16 pm »

You're right, won't get to update the spreadsheet before tomorrow though.
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theorel

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Re: Terra Mystica I (America) - Round 5 - hyramgraff's turn
« Reply #403 on: March 10, 2013, 09:47:44 pm »

Use Bonus Card Special for 1 Air, locking in the 10 place for another useless 3 power
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Watno

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Re: Terra Mystica I (America) - Round 5 - hyramgraff's turn
« Reply #404 on: March 11, 2013, 09:20:17 am »

Updated now, Kuildeous' turn.
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Kuildeous

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Re: Terra Mystica I (America) - Round 5 - Kuildeous' turn
« Reply #405 on: March 11, 2013, 09:48:42 am »

Upgrade X15 to a Trading House. This lets DSell buy only 4 Power this time.

That forms a town for me, giving me 10 VP.

Hmm, I could have sworn there weren't any 9-VP town tiles left, but I didn't even notice Theorel passing me on the Air track, so I'm clearly not paying enough attention anyway. I'll take that town tile.
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Watno

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Re: Terra Mystica I (America) - Round 5 - Kuildeous' turn
« Reply #406 on: March 11, 2013, 10:00:32 am »

That might have to do with me forgetting to move theorel 3 spaces before the last update, but you couldn't have stopped him from going to 10 anyway.

hyramgraff's turn.

Also, I just noticed that due to a mistake I made Kuildeous  had 9 dwellings on the board at some point during his turn. Since the same result could have been achieved if he had taken his actions in a different order, I don't think the other player's moves would have been different with that sequence, and backtracking to correct this would be a huge pain, we'll just forget about this. I hope this is ok with everyone and apologize for my mistake.
« Last Edit: March 11, 2013, 10:11:21 am by Watno »
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theorel

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Re: Terra Mystica I (America) - Round 5 - Kuildeous' turn
« Reply #407 on: March 11, 2013, 10:09:50 am »

Hmm, I could have sworn there weren't any 9-VP town tiles left, but I didn't even notice Theorel passing me on the Air track, so I'm clearly not paying enough attention anyway. I'll take that town tile.
You tried to take it back in reply #359...but needed 4 structures.  No one else has tried to take it since though.
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hyramgraff

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Re: Terra Mystica I (America) - Round 5 - hyramgraff's turn
« Reply #408 on: March 11, 2013, 10:21:44 am »

I will pass, gaining 8VP and take the 2VP per trading house bonus tile.

Also, I should have 5 dwelling on my player tab.
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Kuildeous

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Re: Terra Mystica I (America) - Round 5 - hyramgraff's turn
« Reply #409 on: March 11, 2013, 10:36:59 am »

Yeah, but for some reason I had thought someone else took it since then. But that may have been the 8-VP token. I remember when that was taken, because I was thinking that I did want that. I got it stuck in my head that all the high-power town tiles were gone at that point.

Quick question, since I don't have the rules handy: Is the power action the only way to build a bridge? I don't recall. Obviously, the Engineers can cheat the system. Tricksy Engineers.
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theorel

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Re: Terra Mystica I (America) - Round 5 - hyramgraff's turn
« Reply #410 on: March 11, 2013, 10:38:15 am »

Yes, power action is only way to build a bridge.
Pass taking the 4VP per Stronghold/Sanctuary bonus card.
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Watno

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Re: Terra Mystica I (America) - Round 5 - hyramgraff's turn
« Reply #411 on: March 11, 2013, 10:41:24 am »

theorel is right.
Kuildeous' turn now until he passes.
The following is still available:
This lets DSell buy only 4 Power this time.
« Last Edit: March 11, 2013, 10:45:21 am by Watno »
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Kuildeous

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Re: Terra Mystica I (America) - Round 5 - Kuildeous' turn
« Reply #412 on: March 11, 2013, 11:44:15 am »

I suspect my remaining actions wouldn't change DSell's decision on taking 4 Power, so here goes:


Use Favor Tile to advance Fire track +1 space.
Pass, taking the 1-Worker, 3-Power bonus tile.
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Watno

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Re: Terra Mystica I (America) - Round 5 - Kuildeous' turn
« Reply #413 on: March 11, 2013, 11:50:01 am »

End of Round:
1 Spade / 4 Earth: Dsell and Galzria get 2 each. Since Galzria is the new starting player, he uses his spades first.
Remember you can't instantly build on the terraformed spaces.
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Watno

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Re: Terra Mystica I (America) - Round 5 - Galzria's turn
« Reply #414 on: March 11, 2013, 11:51:36 am »

I'll start preparing the new round already, don't be confused by this.
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Galzria

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Re: Terra Mystica I (America) - Round 5 - Galzria's turn
« Reply #415 on: March 11, 2013, 11:51:42 am »

Is my Bonus Tile in effect?
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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: Terra Mystica I (America) - Round 5 - Galzria's turn
« Reply #416 on: March 11, 2013, 11:59:44 am »

Actually, it doesn't matter, let's Terreform F7 twice.
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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: Terra Mystica I (America) - Round 2 - Kuildeous' turn
« Reply #417 on: March 11, 2013, 12:03:03 pm »

Income:
hyramgraff gets 9 coins, 7 workers, 1 priest and 8 power.
Dsell gets 7 coins, 5 workers, 2 priests and 5 power.
theorel gets 6 coins, 7 workers, 2 priest and 14 power (but caps after 9).
Galzria gets 3 workers, 1 priest and 15 power (but caps after 14).
Kuildeous gets 6 coins, 9 workers, 1 priest and 9 power.

Next round's scoring tile:
Get 5 VP when building a Stronghold/Sanctuary.

Game state (running): https://docs.google.com/spreadsheet/ccc?key=0AuoXfjzSnYbsdEx5dHRHX1NLTTVHOEwzSGt3SEtwUnc#gid=1

Note that this will be the last Round. When passing, you won't get a new bonus tile. After the Round, extra VP are awarded:
18/12/6 VP for having the largest number of connected buildings (shipping counts here).
8/4/2 VP for position in each of the cult tracks.
1 VP per 3 coins you have left over.
« Last Edit: March 11, 2013, 01:41:15 pm by Watno »
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Watno

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Re: Terra Mystica I (America) - Round 5 - Galzria's turn
« Reply #418 on: March 11, 2013, 12:04:25 pm »

You're bonus tile is not in effect yet, Galz.
Dsell's turn. You also have your power gain still available.
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theorel

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Re: Terra Mystica I (America) - Round 5 - Dsell's turn
« Reply #419 on: March 11, 2013, 12:09:28 pm »

You did it correctly on the spreadsheet, but: I gained 2 priests.
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Kuildeous

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Re: Terra Mystica I (America) - Round 5 - Dsell's turn
« Reply #420 on: March 11, 2013, 12:14:33 pm »

18/12/6 VP for having the largest number of connected buildings (shipping counts here).

I had the impression that shipping did not count for connected.

Or at least it didn't for something, but I can't think of what that exception was.
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theorel

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Re: Terra Mystica I (America) - Round 5 - Dsell's turn
« Reply #421 on: March 11, 2013, 12:15:26 pm »

It doesn't count for town-founding...maybe that's what you're thinking of?
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Galzria

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Re: Terra Mystica I (America) - Round 5 - Dsell's turn
« Reply #422 on: March 11, 2013, 12:21:44 pm »

I also thought that Shipping did not. Only direct adjacency, not indirect. ???
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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: Terra Mystica I (America) - Round 5 - Dsell's turn
« Reply #423 on: March 11, 2013, 12:28:01 pm »

I also thought that Shipping did not. Only direct adjacency, not indirect. ???

Just reread though, and area scoring is indeed indirect as well as direct. Oh well. Now I know. ;D
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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

Kuildeous

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Re: Terra Mystica I (America) - Round 5 - Dsell's turn
« Reply #424 on: March 11, 2013, 12:30:53 pm »

It doesn't count for town-founding...maybe that's what you're thinking of?

Bingo. Thanks.
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hyramgraff

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Re: Terra Mystica I (America) - Round 2 - Kuildeous' turn
« Reply #425 on: March 11, 2013, 01:21:07 pm »

Income:
hyramgraff gets 9 coins, 7 workers, 1 priest and 4 power.

It's correct on the sheet, but I gained 8 power, not 4.
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Dsell

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Re: Terra Mystica I (America) - Round 5 - Dsell's turn
« Reply #426 on: March 11, 2013, 07:37:55 pm »

So, it is my turn to pick which tiles to terraform, right? For the cult scoring bonus?
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Dsell

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Re: Terra Mystica I (America) - Round 5 - Dsell's turn
« Reply #427 on: March 11, 2013, 07:39:35 pm »

Ok nevermind. I just hadn't read quite enough.

I'll terraform W-9 and Y-13.
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Watno

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Re: Terra Mystica I (America) - Round 5 - hyramgraff's turn
« Reply #428 on: March 11, 2013, 07:56:56 pm »

What about this?
This lets DSell buy only 4 Power this time.
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Dsell

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Re: Terra Mystica I (America) - Round 5 - hyramgraff's turn
« Reply #429 on: March 11, 2013, 07:59:42 pm »

What about this?
This lets DSell buy only 4 Power this time.

Oops, sorry for missing this. No thanks!
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Watno

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Re: Terra Mystica I (America) - Round 6 - Dsell's turn
« Reply #430 on: March 11, 2013, 08:04:05 pm »

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Galzria

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Re: Terra Mystica I (America) - Round 6 - Galzria's turn
« Reply #431 on: March 11, 2013, 09:44:38 pm »

Use the 6 Power Action to Terreform G9 twice and build a dwelling.
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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

Kuildeous

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Re: Terra Mystica I (America) - Round 6 - Galzria's turn
« Reply #432 on: March 12, 2013, 12:36:29 am »

I didn't expect that action to be used up already.

Okay, Use the 3 Power Action to gain a Priest.
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Watno

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Re: Terra Mystica I (America) - Round 6 - Galzria's turn
« Reply #433 on: March 12, 2013, 09:16:35 am »

Galz, you can't terraform G9, since you're not adjacent to it (you haven't built on F7 yet)
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theorel

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Re: Terra Mystica I (America) - Round 6 - Galzria's turn
« Reply #434 on: March 12, 2013, 09:27:30 am »

He's got the shipping bonus
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Watno

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Re: Terra Mystica I (America) - Round 6 - Galzria's turn
« Reply #435 on: March 12, 2013, 09:33:47 am »

Oh yeah. In that case, hyramgraff gets 1 power for free, and it's his turn. Sorry.
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hyramgraff

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Re: Terra Mystica I (America) - Round 6 - hyramgraff's turn
« Reply #436 on: March 12, 2013, 09:51:49 am »

I take the 7 coins power action.
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Dsell

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Re: Terra Mystica I (America) - Round 6 - Dsell's turn
« Reply #437 on: March 12, 2013, 10:46:54 am »

I'll take the two workers power action.
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theorel

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Re: Terra Mystica I (America) - Round 6 - Dsell's turn
« Reply #438 on: March 12, 2013, 11:13:59 am »

Change 1 power to coins, upgrade shipping. +2VP
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Galzria

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Re: Terra Mystica I (America) - Round 6 - Galzria's turn
« Reply #439 on: March 12, 2013, 12:01:19 pm »

Build Dwelling on F7
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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

theorel

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Re: Terra Mystica I (America) - Round 6 - Kuildeous' turn
« Reply #440 on: March 12, 2013, 12:35:19 pm »

I take the 4 power for that, except that I only get 2....so it only costs 1 VP.
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Kuildeous

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Re: Terra Mystica I (America) - Round 6 - Kuildeous' turn
« Reply #441 on: March 12, 2013, 12:42:26 pm »

Use Power Action to build bridge between Q17 and T15.
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hyramgraff

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Re: Terra Mystica I (America) - Round 6 - Kuildeous' turn
« Reply #442 on: March 12, 2013, 12:45:34 pm »

I use my stronghold action to terraform E17 and build a dwelling. Dsell gets a free power.
« Last Edit: March 12, 2013, 12:47:07 pm by hyramgraff »
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Dsell

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Re: Terra Mystica I (America) - Round 6 - Dsell's turn
« Reply #443 on: March 12, 2013, 02:55:30 pm »

I'll play a priest on the water cult track, getting one power.
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theorel

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Re: Terra Mystica I (America) - Round 6 - theorel's turn
« Reply #444 on: March 12, 2013, 04:23:57 pm »

Change 5 power into coins, upgrade B-7 to a Sanctuary for 5 VP.  Take the 1 Air Tile.
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Galzria

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Re: Terra Mystica I (America) - Round 6 - theorel's turn
« Reply #445 on: March 12, 2013, 04:28:40 pm »

Terraform E9, build Dwelling
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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: Terra Mystica I (America) - Round 6 - Galzria's turn
« Reply #446 on: March 12, 2013, 04:32:16 pm »

theorel declines 2 power per CO. Kuildeous' turn.
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Kuildeous

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Re: Terra Mystica I (America) - Round 6 - Kuildeous' turn
« Reply #447 on: March 12, 2013, 05:32:22 pm »

Upgrade Terraform track.

Twice, if allowed.
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Watno

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Re: Terra Mystica I (America) - Round 6 - hyramgraff's turn
« Reply #448 on: March 12, 2013, 05:45:42 pm »

It's not.
hyramgraff's turn.
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hyramgraff

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Re: Terra Mystica I (America) - Round 6 - Kuildeous' turn
« Reply #449 on: March 12, 2013, 05:46:34 pm »

Upgrade Terraform track.

Twice, if allowed.

The rules seem to be fairly clear that you can only advance one space when you take that action.

Upgrade E17 to a trading post.  Take the 5 VP and 6 coins town tile. Dsell gets another free power.
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Dsell

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Re: Terra Mystica I (America) - Round 6 - Dsell's turn
« Reply #450 on: March 12, 2013, 07:19:48 pm »

I'll place another priest on the water track, getting 2 more power.
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theorel

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Re: Terra Mystica I (America) - Round 6 - theorel's turn
« Reply #451 on: March 12, 2013, 08:05:00 pm »

Use Stronghold to upgrade A-9 to a Trading House
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Galzria

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Re: Terra Mystica I (America) - Round 6 - Galzria's turn
« Reply #452 on: March 12, 2013, 09:48:17 pm »

Dwelling on G-13
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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

Kuildeous

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Re: Terra Mystica I (America) - Round 6 - Galzria's turn
« Reply #453 on: March 13, 2013, 12:20:53 am »

Upgrade terraforming track.
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hyramgraff

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Re: Terra Mystica I (America) - Round 6 - Galzria's turn
« Reply #454 on: March 13, 2013, 10:02:15 am »

Upgrade terraforming track and gain 6 VP.
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Watno

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Re: Terra Mystica I (America) - Round 6 - Dsell's turn
« Reply #455 on: March 13, 2013, 11:25:32 am »

Since we're getting close to finishing, and I think at least some of you like this game, i opened Signups for another game:
http://forum.dominionstrategy.com/index.php?topic=7338.0
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Dsell

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Re: Terra Mystica I (America) - Round 6 - Dsell's turn
« Reply #456 on: March 13, 2013, 02:42:00 pm »

I'll place a dwelling on W-9, Hyramgraff can take 5 power! So much power! Many good power!
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theorel

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Re: Terra Mystica I (America) - Round 6 - Dsell's turn
« Reply #457 on: March 13, 2013, 03:40:41 pm »

Turn 2 power->coins, 2 workers->coins and upgrade my Shipping for 3 VP.
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hyramgraff

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Re: Terra Mystica I (America) - Round 6 - Dsell's turn
« Reply #458 on: March 13, 2013, 03:59:07 pm »

I'll place a dwelling on W-9, Hyramgraff can take 5 power! So much power! Many good power!

I'm probably crazy, but I will take the power. Dsell gets a cult track advancement.
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Dsell

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Re: Terra Mystica I (America) - Round 6 - Dsell's turn
« Reply #459 on: March 13, 2013, 04:34:14 pm »

I'll place a dwelling on W-9, Hyramgraff can take 5 power! So much power! Many good power!

I'm probably crazy, but I will take the power. Dsell gets a cult track advancement.

Woohoo! Kuildeous will be mad no matter what but I'll put it on water.
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Kuildeous

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Re: Terra Mystica I (America) - Round 6 - Galzria's turn
« Reply #460 on: March 13, 2013, 06:54:57 pm »

Deeeeee-Sell!

*shakes fist*
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Dsell

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Re: Terra Mystica I (America) - Round 6 - Galzria's turn
« Reply #461 on: March 13, 2013, 07:03:48 pm »

Deeeeee-Sell!

*shakes fist*

*sheepish grin*
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Galzria

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Re: Terra Mystica I (America) - Round 6 - Galzria's turn
« Reply #462 on: March 13, 2013, 07:21:18 pm »

Turn 2 Power into Coins, upgrade Shipping Track for 2 VP
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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

Kuildeous

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Re: Terra Mystica I (America) - Round 6 - Kuildeous' turn
« Reply #463 on: March 13, 2013, 07:40:09 pm »

Place Priest on Water track.
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Dsell

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Re: Terra Mystica I (America) - Round 6 - Kuildeous' turn
« Reply #464 on: March 13, 2013, 08:18:58 pm »

Place Priest on Water track.

Hey now!
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hyramgraff

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Re: Terra Mystica I (America) - Round 6 - Galzria's turn
« Reply #465 on: March 14, 2013, 09:55:52 am »

Upgrade terraforming track and gain 6 VP.
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Kuildeous

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Re: Terra Mystica I (America) - Round 6 - hyramgraff's turn
« Reply #466 on: March 14, 2013, 10:00:03 am »

I never listed my VP increases for upgrading my terraforming, but I think Watno included those in my score. I'm pretty sure that my score is not at 90.
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Watno

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Re: Terra Mystica I (America) - Round 6 - Dsell's turn
« Reply #467 on: March 14, 2013, 10:13:43 am »

I did add those, just double checked. I think for those reminding me doesn't even help much, since you always get them when increasing on a track. Those extra VP that aren't always there I'm more likely to forget.
« Last Edit: March 14, 2013, 10:15:05 am by Watno »
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Dsell

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Re: Terra Mystica I (America) - Round 6 - Dsell's turn
« Reply #468 on: March 14, 2013, 02:52:52 pm »

I'll build a dwelling on X7, giving hyramgraff the option to take 3 power!
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hyramgraff

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Re: Terra Mystica I (America) - Round 6 - Dsell's turn
« Reply #469 on: March 14, 2013, 03:12:08 pm »

I'll build a dwelling on X7, giving hyramgraff the option to take 3 power!
Yay! More power!

Dsell get's a cult track advancement.
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Dsell

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Re: Terra Mystica I (America) - Round 6 - Dsell's turn
« Reply #470 on: March 14, 2013, 03:26:50 pm »

I'll put it on water and get 2 power.
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theorel

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Re: Terra Mystica I (America) - Round 6 - Dsell's turn
« Reply #471 on: March 14, 2013, 04:32:09 pm »

In a move which is sure to surprise anyone who noticed I have no power, workers, priests, or coins...I'll pass.
I get 8VP for having a Sanctuary and Stronghold and 4 VP for having 4 trading houses. (so 12VP total)
I'll see you guys at end-game scoring.
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Galzria

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Re: Terra Mystica I (America) - Round 6 - Dsell's turn
« Reply #472 on: March 14, 2013, 06:44:51 pm »

I to am zero'd out, so I'll pass. I gain 6 VP for my two bridges.
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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

Kuildeous

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Re: Terra Mystica I (America) - Round 6 - Dsell's turn
« Reply #473 on: March 14, 2013, 06:58:51 pm »

Use 2 Workers to terraform P15 and build a Dwelling.

This forms a town. Take a worker town tile. I gain 5 VP.
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hyramgraff

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Re: Terra Mystica I (America) - Round 6 - hyramgraff's turn
« Reply #474 on: March 15, 2013, 10:03:32 am »

I spend two workers to terraform C17 and build a dwelling.
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Watno

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Re: Terra Mystica I (America) - Round 6 - hyramgraff's turn
« Reply #475 on: March 15, 2013, 10:06:54 am »

hyramgraff founds a town for 6 VP and 2 workers.
Dsell gets a free power.
Dsell's turn.
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hyramgraff

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Re: Terra Mystica I (America) - Round 6 - hyramgraff's turn
« Reply #476 on: March 15, 2013, 10:38:36 am »

hyramgraff founds a town for 6 VP and 2 workers.
Dsell gets a free power.
Dsell's turn.

I already founded a town when I hit six power by building the second trading post, I took six coins then.  Also, that space isn't next to Dsell, so he shouldn't get any power.

Edit: Now that I look at the map I see that you put the dwelling on the wrong space (D15 vs C17), hence the confusion about Dsell getting power.
« Last Edit: March 15, 2013, 10:40:31 am by hyramgraff »
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Watno

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Re: Terra Mystica I (America) - Round 6 - hyramgraff's turn
« Reply #477 on: March 15, 2013, 11:14:07 am »

Umm yeah, you're absolutely right.
Fixed.
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hyramgraff

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Re: Terra Mystica I (America) - Round 6 - hyramgraff's turn
« Reply #478 on: March 15, 2013, 11:31:07 am »

Now I'm counting ten towns on the map but there is still an extra tile on the town tiles tab.  I really don't know what happened there.
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Kuildeous

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Re: Terra Mystica I (America) - Round 6 - hyramgraff's turn
« Reply #479 on: March 15, 2013, 11:40:29 am »

I know I got all three of my town tokens. I remember taking 8 power, 1 priest, and 2 workers.
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Watno

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Re: Terra Mystica I (America) - Round 6 - hyramgraff's turn
« Reply #480 on: March 15, 2013, 11:51:54 am »

The priest tile has been taken three times. I forgot lowering the number available once. I'm afraid it's too late to fix, sorry about that as well.
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Kuildeous

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Re: Terra Mystica I (America) - Round 6 - hyramgraff's turn
« Reply #481 on: March 15, 2013, 12:31:04 pm »

Ah yes, I see that. Galzria got the first priest town tile in #234.

I then tried to take the priest town tile in #359 before I realized I couldn't make a town yet.

Hyramgraff took the priest town tile in #364.

In #405 is when I apparently was not as crazy as I thought, since I questioned the priest count. Then I cheated like a mofo and took the third nonexistent priest.

I agree that we have gone too far, but I am willing to lose 3 VP to make things slightly closer to normal.
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Dsell

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Re: Terra Mystica I (America) - Round 6 - hyramgraff's turn
« Reply #482 on: March 15, 2013, 03:14:42 pm »

Build dwelling at Y13, Kuildeous can take 2 power if he so chooses.
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Kuildeous

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Re: Terra Mystica I (America) - Round 6 - hyramgraff's turn
« Reply #483 on: March 15, 2013, 03:40:49 pm »

Decline power purchase.

Convert 1 Power to 1 Coin.
Spend 1 Worker to terraform Q17.
Build Dwelling on Q17.
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hyramgraff

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Re: Terra Mystica I (America) - Round 6 - hyramgraff's turn
« Reply #484 on: March 15, 2013, 04:03:43 pm »

Ah yes, I see that. Galzria got the first priest town tile in #234.

I then tried to take the priest town tile in #359 before I realized I couldn't make a town yet.

Hyramgraff took the priest town tile in #364.

In #405 is when I apparently was not as crazy as I thought, since I questioned the priest count. Then I cheated like a mofo and took the third nonexistent priest.

I agree that we have gone too far, but I am willing to lose 3 VP to make things slightly closer to normal.

I remember looking for the first priest tile, when that came up, but I think I stopped digging through the history before I made it back as far as the Engineer's town.

Also, the game state link in the first post seems to point to before my last build, at least as the map is concerned.  It's also possible that my browser is caching stale pages again.

Upgrade shipping track and gain 2 VP. Dsell's turn.

Edit: Wating on Kuildeous to make a valid move.
« Last Edit: March 15, 2013, 05:57:25 pm by hyramgraff »
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Watno

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Re: Terra Mystica I (America) - Round 6 - hyramgraff's turn
« Reply #485 on: March 15, 2013, 04:15:09 pm »

Kuildeous, you don't have any dwellings available. Your move isn't possible.
Will look into the spreadsheet issue later.
« Last Edit: March 15, 2013, 04:16:13 pm by Watno »
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Watno

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Re: Terra Mystica I (America) - Round 6 - hyramgraff's turn
« Reply #486 on: March 15, 2013, 05:52:05 pm »

Spreadsheet should be right now.
Kuildeous' turn, you have no more dwellings available to build.
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Kuildeous

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Re: Terra Mystica I (America) - Round 6 - Kuildeous' turn
« Reply #487 on: March 16, 2013, 12:10:56 am »

Well, that's unfortunate. The downside to playing a virtual game without physical reminders of these things.

I suppose you'll tell me that Duchies aren't unlimited either.

Okay, new plan: Convert 2 Power to 2 Gold. Upgrade U17 to Trading House. DSell may buy 3 Power.
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hyramgraff

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Re: Terra Mystica I (America) - Round 6 - hyramgraff's turn
« Reply #488 on: March 16, 2013, 12:09:03 pm »

Upgrade shipping track for 2 VP. Dsell's turn.
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Dsell

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Re: Terra Mystica I (America) - Round 6 - hyramgraff's turn
« Reply #489 on: March 16, 2013, 12:55:00 pm »

Reject power gain. Convert 1 power into a coin and upgrade U13 into a Stronghold, gaining 7+5 vp.
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Galzria

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Re: Terra Mystica I (America) - Round 6 - hyramgraff's turn
« Reply #490 on: March 16, 2013, 01:04:38 pm »

Would you guys stop scoring VP! You're making me feel bad!
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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

Kuildeous

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Re: Terra Mystica I (America) - Round 6 - hyramgraff's turn
« Reply #491 on: March 16, 2013, 01:09:10 pm »

Use 1 worker to terraform Q17.

Admire the new trees.
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Watno

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Re: Terra Mystica I (America) - Round 6 - hyramgraff's turn
« Reply #492 on: March 16, 2013, 05:39:59 pm »

Kuildeous, you can gain 2 power for 1 VP from Dsell's build.
hyramgraff's turn.
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hyramgraff

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Re: Terra Mystica I (America) - Round 6 - hyramgraff's turn
« Reply #493 on: March 16, 2013, 05:43:30 pm »

Spend 3 power for a worker and 1 power for a coin and build a dwelling on A17.
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Kuildeous

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Re: Terra Mystica I (America) - Round 6 - Dsell's turn
« Reply #494 on: March 17, 2013, 02:33:00 am »

Kuildeous, you can gain 2 power for 1 VP from Dsell's build.

I will decline.
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Dsell

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Re: Terra Mystica I (America) - Round 6 - Dsell's turn
« Reply #495 on: March 17, 2013, 04:16:32 pm »

I'll convert 3 power into coins and burn a power for a 4th coin and upgrade shipping.
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Kuildeous

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Re: Terra Mystica I (America) - Round 6 - Dsell's turn
« Reply #496 on: March 17, 2013, 05:44:25 pm »

Use Stronghold action to build free Dwelling on Q17.
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theorel

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Re: Terra Mystica I (America) - Round 6 - Dsell's turn
« Reply #497 on: March 17, 2013, 09:13:01 pm »

Bah, my turn to misread a rule.  I kept saying to myself "I should check that the endgame area scoring is points of structures" but never did.  It's number of structures...that leaves me tied with Kuildeous and Dsell unless I'm mistaken.

I think I could have tied hyramgraff for first if I had built a dwelling instead of upgrading shipping.  (would have cost me 1-2 extra VP for the necessary power gains)

Unless there's something ELSE I'm missing I think I'll tie with Kuildeous for first though.  Stupid laziness and not checking a rule I wasn't sure on.
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hyramgraff

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Re: Terra Mystica I (America) - Round 6 - Dsell's turn
« Reply #498 on: March 17, 2013, 10:27:00 pm »

I burn a power, then convert two power to coins (because I can).  I pass and gain 8 VP from four trading posts.
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Dsell

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Re: Terra Mystica I (America) - Round 6 - Dsell's turn
« Reply #499 on: March 18, 2013, 12:23:02 pm »

Pretty sure there is nothing left for me to do (other than burn a power uselessly) so I'll pass, gaining 7 vp for having 7 dwellings on the board.
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Kuildeous

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Re: Terra Mystica I (America) - Round 6 - Dsell's turn
« Reply #500 on: March 18, 2013, 12:38:03 pm »

I guess it's time to end this.

The spreadsheet hasn't been updated since I declared my free build, but I think I am able to follow along just fine.

Use Favor Tile to advance Fire track. This gains me 2 Power, and I am tied with hyramgraff. I don't recall if this means we each get 4 points or 3 points or 2 points, but it does mean that we're tied for second, so I'm good with that. As I recall, I'm still first in the water track, so I will not bother advancing that one.

I can burn 1 power from Bowl II to convert a Bowl II to Bowl III, giving me a grand total of 2 power to burn (if I can burn more power, let me know, but I get the impression I cannot).

I'll then convert 2 power to 2 coins. I'll also convert 2 workers to 2 coins. Coins are the only resource at the end that contribute to VPs, right? Not that 4 coins gets me more than 3, but bragging rights or something.

Then I'm ready to pass. I don't suppose I could pick up that bonus tile with the coin on it, not that it'd help me, but I can at least shake my fist feebly at having only 5 coins.

I think I interpret everything correctly. Feel free to point out any errors.
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theorel

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Re: Terra Mystica I (America) - Round 6 - Dsell's turn
« Reply #501 on: March 18, 2013, 12:43:43 pm »

Oh, right you didn't need to build a trading house for any reason (still stuck on the power instead of number for area thing).
So, I think you win by 2 points.
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Kuildeous

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Re: Terra Mystica I (America) - Round 6 - Dsell's turn
« Reply #502 on: March 18, 2013, 01:26:27 pm »

Really? Woot! Cheaty witches!

I read a BGG post where someone lamented on using his Stronghold power too often and spreading himself thin. Considering you only get 8 Dwellings at a time, I can see why. So, let that be a lesson to future Witches. When I play in III or IV, I'll choose a different race, but Witches are definitely a fairly solid choice, especially if you can get three towns founded. And that's actually fairly easy to do with Witches.
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Watno

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Re: Terra Mystica I (America) - Round 6 - Dsell's turn
« Reply #503 on: March 18, 2013, 04:22:09 pm »

Endgame Scoring:
Largest Area:
hyramgraff: 10
Dsell: 9
theorel: 9
Galzria: 8
Kuildeous: 9
=> 18 VP for hyramgraff, 6 VP each for Dsell, theorel and Kuildeous

Cults:
Fire: 8 VP for Dsell, 3 VP each for Kuildeous and hyramgraff
Water: 8 VP for Kuildeous, 4 VP for Dsell, 2 VP for theorel
Earth: 8 VP for Galzria, 4 VP for Dsell, 2 VP for theorel
Air: 8 VP for theorel, 4 VP for Kuildeous, 2 VP for Dsell

Remaining coins:
1 VP for Kuildeous
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Watno

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Re: Terra Mystica I (America) - Round 6 - Dsell's turn
« Reply #504 on: March 18, 2013, 04:27:05 pm »

Final standings:
1st: Kuildeous (Witches)  & hyramgraff (Giants) with 111 VP
3rd: theorel (Swarmlings) with 109 VP
4th: Dsell (Cultists) with 78 VP
5th: Galzria (Engineers) with 67 VP

Full gamestate: https://docs.google.com/spreadsheet/ccc?key=0AuoXfjzSnYbsdEx5dHRHX1NLTTVHOEwzSGt3SEtwUnc#gid=1

Congratulations to Kuildeous and hyramgraff. That was a really close finish.
I hope you all enyjoyed the game despite the mistakes I made during the game, but since nearly all of you signed up for the next game, I'll assume you did.
Thx everyone for playing.
« Last Edit: March 18, 2013, 06:10:27 pm by Watno »
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Qvist

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Re: Terra Mystica I (America) - Kuildeous wins!
« Reply #505 on: March 18, 2013, 04:28:29 pm »

Seems like a close finish. Nice.

Kuildeous

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Re: Terra Mystica I (America) - Kuildeous wins!
« Reply #506 on: March 18, 2013, 04:51:28 pm »

Thank you for hosting, Watno.

I am pretty tempted to pick this game up for myself. I need to see if it is the type of game that my friends will play as well. This game is "simple" but has some pretty in-depth strategy, which I love. Those types of games don't necessarily see a lot of table time in my group, sadly.
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theorel

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Re: Terra Mystica I (America) - Kuildeous wins!
« Reply #507 on: March 18, 2013, 05:07:02 pm »

I'm not sure the final scores are correct.  (end-game scoring looks right though)
At the least I'm 100% certain my score is incorrect.  It'd be nice to have a pre-final score snapshot (for future reference)...I think hyramgraff and Dsell should have tied.

My score should be 109.
I had 91 points (of this I am certain, because I passed well before game end and so it didn't change for a good long while), I got 6 from area scoring and 12 from cults=>109

As of the last update that I had seen before final scoring hyramgraff had 82 points.  He got 8 for passing taking him to 90.
+18+3=>111(that's right)

At the same time Kuildeous had 89 points (because I know he had 2 less than me).  he gained 6 for area + 15 for cults + 1 for coins for 22 total which should be 111 as well.

Was the score incorrect before that point, or did I miss something somewhere?  I really had nothing better to do after passing than stare at scores...so I'm certain those are the numbers that were there.  I'm guessing maybe 2 of my cult points got switched to Kuildeous?

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theorel

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Re: Terra Mystica I (America) - Kuildeous wins!
« Reply #508 on: March 18, 2013, 05:09:55 pm »

Also a note from my previous comment: I just knew Kuildeous had beaten me by 2 points, I didn't realize at that time that he was tying hyramgraff.  I had never refigured hyramgraff's score after realizing my error on the area scoring...somehow I didn't think it would make such a huge difference, though in hindsight it's obvious.
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Dsell

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Re: Terra Mystica I (America) - Kuildeous wins!
« Reply #509 on: March 18, 2013, 05:49:18 pm »

I'm not sure the final scores are correct.  (end-game scoring looks right though)
At the least I'm 100% certain my score is incorrect.  It'd be nice to have a pre-final score snapshot (for future reference)...I think hyramgraff and Dsell should have tied.

Kuildeous, I'm guessing? I mean, I wish. ;D

This was a lot of fun! I look forward to the next game, especially knowing what I'm doing the whole time.

Congrats Kuildeous (and possibly hyramgraff too)!
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Watno

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Re: Terra Mystica I (America) - Kuildeous wins!
« Reply #510 on: March 18, 2013, 06:09:42 pm »

Yeah, I seem to indeed have given 2 of theorel's points to Kuildeous. Lucky someone questions what I do.

Scores before final Scoring where:
hyramgraff 90
Dsell 54
theorel 91
galzria 59
Kuildeous 89

Sorry Kuildeous, you'll have to share your win. Congratulations to hyramgraff.
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theorel

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Re: Terra Mystica I (America) - Kuildeous and hyramgraff win!
« Reply #511 on: March 18, 2013, 06:22:07 pm »

only because I thought I was going to win for a bit there... :P
congrats to the winners!
thanks to watno for hosting!
looking forward to the next one.
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Kuildeous

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Re: Terra Mystica I (America) - Kuildeous and hyramgraff win!
« Reply #512 on: March 19, 2013, 08:01:50 am »

Sorry Kuildeous, you'll have to share your win. Congratulations to hyramgraff.

Never! I demand we break the tie with Thunderdome!

Wait, that's a bad plan against giants. Okay, shared win it is.

I could have had you if only we were playing by Australian rules and I had unlimited Dwellings in my supply.
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