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Author Topic: Terra Mystica I (America) - Kuildeous and hyramgraff win!  (Read 40332 times)

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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.
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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 #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.
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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 #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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Watno

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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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