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Author Topic: Terra Mystica I (America) - Kuildeous and hyramgraff win!  (Read 40368 times)

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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.
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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 #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!
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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 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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