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Author Topic: Terra Mystica IV - Game over - Watno wins!  (Read 26901 times)

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Watno

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Terra Mystica IV - Game over - Watno wins!
« on: March 19, 2013, 10:37:06 am »

Game State: https://docs.google.com/spreadsheet/ccc?key=0AuoXfjzSnYbsdE1qT2dQQkxkajhnbENxblBNMzcwUVE#gid=1
Rules: http://www.feuerland-spiele.de/dateien/Terra_Mystica_EN_1.0_.pdf
Faction boards (also in spreadsheet): http://www.terra-mystica-spiel.de/en/voelker.php

Players (in player order):
Dsell
Watno
Galzria
popsofctown

I will update the game state spreadsheet whenever I get to, but feel free to do the next before the update if you feel you know what changes were caused by the previous moves.
Also, to speed up the game, I encourage players to leave COs on wether they will accept power when they get the possibility to gain some (e.g. "always accept up to 2 power, will consider what to do with 3 or more") and go on with the game even if there are unresolved power gain possibilities (which can then be resolved when the player in question gets to his turn).

If anything is unclear, or you find a mistake in the spreadsheet, please ask or point it out.

Have fun!
« Last Edit: April 11, 2013, 04:11:23 pm by Watno »
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Watno

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Re: Terra Mystica IV - Setting up
« Reply #1 on: March 19, 2013, 10:37:52 am »

Since the bridge rules aren't quite clear in the spreadsheet, an example before we start:
From U5 you can build a bridge to: U1 (long vertical line), R3, X3 and R7 (short horizontal lines), but not to Q5 or X7.

Dsell is first to pick a faction.
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Galzria

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Re: Terra Mystica IV - Faction Selection - Dsell's turn
« Reply #2 on: March 20, 2013, 11:40:33 am »

Dsell, is your computer fixed???
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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 IV - Faction Selection - Dsell's turn
« Reply #3 on: March 20, 2013, 07:16:34 pm »

I am here!

It was really cool looking at all the factions knowing what it all meant. XD

I choose Nomads.
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Watno

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Re: Terra Mystica IV - Faction Selection - Dsell's turn
« Reply #4 on: March 20, 2013, 07:28:36 pm »

I pick Swarmlings
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popsofctown

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Re: Terra Mystica IV - Faction Selection - Galzria's turn
« Reply #5 on: March 20, 2013, 08:09:13 pm »

So, maybe I just don't understand this game at all, but no one has picked the civ that seems dominant to me on this board.
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Galzria

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Re: Terra Mystica IV - Faction Selection - Galzria's turn
« Reply #6 on: March 20, 2013, 09:54:14 pm »

Let's go with something completely different: Chaos Magicians
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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 IV - Faction Selection - Galzria's turn
« Reply #7 on: March 20, 2013, 10:07:27 pm »

So, maybe I just don't understand this game at all, but no one has picked the civ that seems dominant to me on this board.

I'm not sure what you mean by "this board." The board is always the same.
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popsofctown

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Re: Terra Mystica IV - Faction Selection - Galzria's turn
« Reply #8 on: March 20, 2013, 10:24:31 pm »

Lol


Then I guess I think one of the races is overpowered :P
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Galzria

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Re: Terra Mystica IV - Faction Selection - Galzria's turn
« Reply #9 on: March 20, 2013, 10:29:48 pm »

Well Pops, you're up.
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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 IV - Faction Selection - Galzria's turn
« Reply #10 on: March 20, 2013, 10:30:22 pm »

Well Pops, you're up.

Indeed, I'm eager to hear which one you think it is!
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popsofctown

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Re: Terra Mystica IV - Faction Selection - Galzria's turn
« Reply #11 on: March 20, 2013, 10:44:07 pm »

Well, I was working off the assumption that the board was configured randomly, actually, which kinda changes things.
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Dsell

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Re: Terra Mystica IV - Faction Selection - Galzria's turn
« Reply #12 on: March 20, 2013, 10:46:30 pm »

Well, I was working off the assumption that the board was configured randomly, actually, which kinda changes things.

Well nobody is picking after you, so it doesn't hurt to tell us what you were thinking!

I have also wondered how well this game would work with a randomized setup. It doesn't seem it would be so, so breaking.
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popsofctown

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Re: Terra Mystica IV - Faction Selection - Galzria's turn
« Reply #13 on: March 20, 2013, 10:53:58 pm »

Engineers.

Can I have some time tomorrow to ponder which civ to play?  If I need to hurry up, just make me the Mermaids.
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Dsell

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Re: Terra Mystica IV - Faction Selection - Galzria's turn
« Reply #14 on: March 20, 2013, 10:58:41 pm »

Up to Watno, of course, but I have no problem with giving you some extra time. The early decisions are pretty important, I should have thought a whoooole lot more about mine last game. (Really, I should have known the rules fully before making ANY decisions.)

Edit: Also there is no specific time frame that things go in this game anyway, so really there is no hurry.
« Last Edit: March 20, 2013, 10:59:42 pm by Dsell »
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Re: Terra Mystica IV - Faction Selection - Galzria's turn
« Reply #15 on: March 20, 2013, 11:05:09 pm »

Dsell takes the first turn placing stuff right?
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popsofctown

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Re: Terra Mystica IV - Faction Selection - Galzria's turn
« Reply #16 on: March 20, 2013, 11:08:28 pm »

I've narrowed it down to witches, auren, darklings, or alchemists
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Watno

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Re: Terra Mystica IV - Faction Selection - Galzria's turn
« Reply #17 on: March 21, 2013, 04:05:21 am »

No problem. take your time. Though I wonder why you don't just pick the overpowered faction. Don't forget that the special abilities aren't the only difference between factions, but also things like building costs, staying resources, and possible income.

Btw, the board isn't random, but the scoring tiles and bonus cards are. Generating the board randomly would be incredibly broken I think, even I'd you'd limit the randomness to permutation of colours. Board layout its incredibly thought out to balance races.

Try to imagine Fakirs with another colour for example, where their spaces aren't always 3 apart from each other. Or the mermaids if their spaces aren't next to the water.

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popsofctown

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Re: Terra Mystica IV - Faction Selection - Galzria's turn
« Reply #18 on: March 21, 2013, 09:17:43 am »

I don't think that faction is overpowered anymore..
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popsofctown

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Re: Terra Mystica IV - Faction Selection - popsofctown's turn
« Reply #19 on: March 21, 2013, 09:54:36 am »

The Auren look more fun, but I think my best shot at victory is Witches
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Watno

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Re: Terra Mystica IV - Initial Dwelling placement - Dsell's turn
« Reply #20 on: March 21, 2013, 10:09:20 am »

Next: Initial dwelling placement.
Order is: Dsell-Watno-pops-pops-Watno-Dsell-Dsell-Galzria.
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popsofctown

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Re: Terra Mystica IV - Initial Dwelling placement - Dsell's turn
« Reply #21 on: March 21, 2013, 02:23:18 pm »

Dsell gets to go three times.  That's no fair.
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Watno

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Re: Terra Mystica IV - Initial Dwelling placement - Dsell's turn
« Reply #22 on: March 21, 2013, 02:29:17 pm »

Actually, it is. Be no mad, bro :P
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Galzria

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Re: Terra Mystica IV - Initial Dwelling placement - Dsell's turn
« Reply #23 on: March 21, 2013, 04:47:00 pm »

Dsell gets to go three times.  That's no fair.

Hey! I only get one! So no whining! Founding multiple Towns will be a royal pain...
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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

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Re: Terra Mystica IV - Initial Dwelling placement - Dsell's turn
« Reply #24 on: March 21, 2013, 05:07:49 pm »

do you have to found multiple towns to win?
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