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Author Topic: Terra Mystica I (America) - Kuildeous and hyramgraff win!  (Read 40369 times)

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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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"Quiet you, you'll lynch Dsell when I'm good and ready" - Insomniac


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