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Author Topic: Terra Mystica I (America) - Kuildeous and hyramgraff win!  (Read 40359 times)

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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.

?
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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 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...
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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 #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
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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 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!
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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 #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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