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Author Topic: Small World (Game over, Davio wins)  (Read 21496 times)

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TheMunch

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Re: Small World (Round VIII, TheMunch's turn)
« Reply #250 on: March 08, 2013, 09:52:01 am »

Right, this is the last turn?

Also the dwarfs look like they are doing the thriller.
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Davio

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Re: Small World (Round VIII, TheMunch's turn)
« Reply #251 on: March 08, 2013, 10:01:46 am »

Ghouls

Take 1 Ghoul from 33 and 44: 2 Ghouls total
Conquer 38 with 2 Ghouls
No redeployment necessary
Coins: 5

Amazons

Take 4 Amazons from the box & 1 from 41: 5 Amazons total
Conquer 32 with 5 Amazons
Return 4 Amazons to the box
No redeployment necessary
Coins: 6 + 5 = 11

Total Coins: 16

Grand Total: 87 + 16 = 103
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Qvist

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Re: Small World (Round VI, Tables' turn)
« Reply #252 on: March 08, 2013, 03:06:11 pm »


TheMunch collects 13 coins.
Davio collects 16 coins.




Available Races:

12 Stout Ratmen Collect $1
Stout You may go into decline at the end of a regular turn of conquests, after scoring.
Ratmen No race benefit.

10 Wealthy Elves Costs $1
Wealthy Collect 7 bonus coins, once only, at the end of your first turn on the map.
Elves When conquered, you suffer no loss; withdraw all your tokens from the region.

10 Seafaring Trolls Costs $2
Seafaring You may conquer seas and lakes as if they were empty regions. You retain these even after going into decline.
Trolls Place a Troll's lair in each region you occupy to increase its defense by 1. Troll's lairs stay when trolls go into decline.

10 Swamp Halflings Costs $3
Swamp Collect 1 bonus coin for each Swamp you occupy at turn's end.
Halflings Your first conquest may be anywhere. Also play a hole-in-the-ground in the first 2 regions you conquer to make them immune to opponents' conquests and racial and special powers.

10 Flying Humans Costs $4
Flying You may conquer any region, not just an adjacent one.
Humans Collect 1 bonus coin for each farmland region you occupy at turn's end.

7 Merchant Sorcerers Costs $5
Merchant Collect one bonus coin for any region you occupy at turn's end.
Sorcerers Once per opponent per turn, substitute a single opponent token with a new Sorcerer token from the tray, to conquer an adjacent region.

Players (Turn Order)
Tables: 8 Spirit Dwarves Decline: 2 Wizards / 81 Coins
TheMunch: 11 Fortified Skeletons / 65 Coins
Davio: 6 Forest Amazons & 7 Ghouls / 103 Coins
Jimmmmm: Decline: 7 Giants / 66 Coins
Archetype: Decline: 6 Hill Orcs / 67 Coins


TheMunch please redeploy 2 Skeletons.
Jimmmmm, it's your turn. Please choose a race and deploy them.

Qvist

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Re: Small World (Round VIII, Jimmmmm's turn)
« Reply #253 on: March 08, 2013, 03:06:56 pm »

And yeah, TheMunch, it's the last turn.

Jimmmmm

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Re: Small World (Round VIII, Jimmmmm's turn)
« Reply #254 on: March 08, 2013, 05:28:33 pm »

Take Wealthy Elves

Conquer 17, 18 and 12 with 3 each

Roll for 7, requiring 2 or 3


Rolled 1d6 : 3, total 3
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Jimmmmm

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Re: Small World (Round VIII, Jimmmmm's turn)
« Reply #255 on: March 08, 2013, 05:30:30 pm »

Woot!

Conquer 7 with 1 + 3

Regions: 4 + 7 = 11
Income: 4 + 7 + 7 - 1 = 17
Total: 66 + 17 = 83
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Qvist

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Re: Small World (Round VI, Tables' turn)
« Reply #256 on: March 08, 2013, 05:43:51 pm »


Jimmmmm pays 1 coin and collects 18 coins.




Available Races:

12 Stout Ratmen Collect $2
Stout You may go into decline at the end of a regular turn of conquests, after scoring.
Ratmen No race benefit.

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

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

10 Flying Humans Costs $3
Flying You may conquer any region, not just an adjacent one.
Humans Collect 1 bonus coin for each farmland region you occupy at turn's end.

7 Merchant Sorcerers Costs $4
Merchant Collect one bonus coin for any region you occupy at turn's end.
Sorcerers Once per opponent per turn, substitute a single opponent token with a new Sorcerer token from the tray, to conquer an adjacent region.

11 Dragon Master Tritons Costs $5
Dragon Master Use the Dragon to conquer a region using a single token.
Tritons Conquer all coastal regions bordering a sea or lake at 1 less triton token than usual. A min of 1 triton token is stil required.

Players (Turn Order)
Tables: 8 Spirit Dwarves Decline: 2 Wizards / 81 Coins
TheMunch: 10 Fortified Skeletons / 65 Coins
Davio: 6 Forest Amazons & 7 Ghouls / 103 Coins
Jimmmmm: 10 Wealthy Elves Decline: 7 Giants / 83 Coins
Archetype: Decline: 2 Hill Orcs / 67 Coins


Archetype, it's your turn. Please choose a race and deploy them and let me know if it affects your turn if TheMunch redeploys his remaining 2 Skeletons.

Qvist

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Re: Small World (Round VIII, Archetype's turn)
« Reply #257 on: March 15, 2013, 05:21:14 am »

Come on. This game is basically over. One last move.

Davio

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Re: Small World (Round VIII, Archetype's turn)
« Reply #258 on: March 15, 2013, 05:36:26 am »

Well, I doubt he'll get more than 10 points so the results are set I think.
If you think it takes too long you can just call it although I'd rather see Arch take an actual turn.
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Tables

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Re: Small World (Round VIII, Archetype's turn)
« Reply #259 on: March 15, 2013, 06:55:11 am »

Let's make this easy? He takes Ratmen and takes 4 or possiby 5 regions, scoring 8 or 9.
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...spin-offs are still better for all of the previously cited reasons.
But not strictly better, because the spinoff can have a different cost than the expansion.

Archetype

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Re: Small World (Round VIII, Archetype's turn)
« Reply #260 on: March 15, 2013, 11:33:55 pm »

Oh wow, completely forgot about this!

Take Ratmen.
Conquer 35, 36, 37, 28, roll for 30.


2+4+2= 8 coins. Should still leave me in 4th place.
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Jimmmmm

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Re: Small World (Round VIII, Archetype's turn)
« Reply #261 on: March 15, 2013, 11:51:19 pm »

Woot, good game everyone. Congrats Davio. Thanks Qvist for modding.
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Davio

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Re: Small World (Round VIII, Archetype's turn)
« Reply #262 on: March 16, 2013, 03:56:43 am »

Good game all!

Coming out of the opening I didn't think I had much chance to win. I made an early mistake with my Ghouls and was struggling for the first few turns.

The Amazons really turned things around for me. I was pretty conservative with them, often not even using the 4 from the box and somehow I could go about my business pretty much unopposed in the south. It was also helpful to have my Ghouls around to leave some easy regions for the Amazons and fight back against common enemies. Everybody knows Ghouls and Amazons are friends.

It just seemed a bit like you were all too busy in the north and centre of the map. Of course I tried to keep 2 Amazons per region for as long as I could as to not invite others to go there.

My last couple of turns more than made up for my early 7 & 6 scoring turns so all in all I'm very happy with my play. Just love this cute little game.

Thanks for hosting Qvist, you did a great job.
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Qvist

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Re: Small World (Round VIII, Archetype's turn)
« Reply #263 on: March 18, 2013, 04:07:06 pm »

Sorry for being away. So, we have an obvious winner.

5. TheMunch: 65 Coins
4. Archetype: 75 Coins
3. Tables: 81 Coins
2. Jimmmmm: 83 Coins
1. Davio: 103 Coins

Congrats, Davio.

TheMunch

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Re: Small World (Game over, Davio wins)
« Reply #264 on: March 21, 2013, 09:47:29 am »

I would like someone to explain to me what I did that ended up abysmal :(
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theorel

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Re: Small World (Game over, Davio wins)
« Reply #265 on: March 21, 2013, 10:26:03 am »

I think every time you spent 4 tokens to conquer in the first 3 turns (you did it each turn) that was a mistake.

(Note: 2 player game is different here)
in a 5 player game, if you spend 4 tokens taking a single region, you could have taken 2 unoccupied regions for the same # of tokens.
Taking something from someone else is +1 coin for you -1 coin for them.  (unchanged for other 3 players)
Taking 2 regions is +2 coins for you, unchanged for other 4 players.  This is effectively +1 coin towards each of the other 3 players.

All of that adds up over the course of the game...since each extra region is another coin that turn and each subsequent turn.  Also, conquering more regions leaves you less available tokens, which makes you decline earlier, which gets you a second race, and more money going sooner.

Also, you had bivouacking halflings as your first race.  Not great for gaining lots of area quickly.  Which compounded the problem of you taking "hard" regions (4+tokens) from other players.  So you ended up slow to expand initially, which meant you took longer to decline (you were the last one).  And so, it took longer to get the double income of a declined race + active race.

I think you could have managed okay with the halflings if you had concentrated on expanding rather than attacking.  The good expanding races would have cost more to get initially, and I'm not entirely sure if the trade-off would have been worth it.

Note: attacking other players is an important aspect to the game, but early-game should be more about expansion and sniping easy openings.  mid-late game is more about attacking the other players.
« Last Edit: March 21, 2013, 10:27:22 am by theorel »
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Davio

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Re: Small World (Game over, Davio wins)
« Reply #266 on: March 21, 2013, 11:02:31 am »

I think an early decline is generally always a good idea.

In the early game it's easier to conquer unopposed territories so you can reach your full potential after something like 2 turns. You run out of steam very quickly in Small World so early declines are key to reinvigorate your point total.

It's probably better to decline with 5 or 6 territories and make a comeback with a new race than to increase your point total by 1 per turn for a few more turns.
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