Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Locked thread
the holy poopacy
May 16, 2009

hey! check this out
Fun Shoe
ROUND 1, TURN 2, PLAYER 1 (Mykkel)

Quick Rules | Rulebook | Player Aid

Action 1: Green's city is activated to gather resources. 1 food is collected.
Action 2: A settler moves from C5 -> B6. A new region is revealed. Barbarians spawn! Mykkel may choose the orientation of the newly drawn map tile, and must place a barbarian camp on either of the new region's fertile spaces (B6 or B8).
Action 3: A settler at E3 founds a new city.



or



Mykkel, choose which way to place the new tile and which of the fertile spaces to place the barbarian camp on.

A RICH WHITE MAN, it is now your turn.

Green status (Mykkel):


Blue status (A RICH WHITE MAN):


Yellow status (Jon Joe):


Red status (Impermanent):

Adbot
ADBOT LOVES YOU

Mykkel
Oct 8, 2012


we were somewhere around hesaim on the edge of the spinward marches when the drugs began to take hold.

Ill take the second map, and put the barbarian on B8, please.

the holy poopacy
May 16, 2009

hey! check this out
Fun Shoe
Oh hell, I put the settler on the wrong spot again. Doesn't change anything since you chose B8 for the barbarians anyhow. Will fix it on the next update.

A RICH WHITE MAN
Jul 30, 2010

See them other chickenheads? They don't never leave the coop.
  • Found City, G3
  • Found City, J6
  • Activate City at I3 to gather food.

the holy poopacy
May 16, 2009

hey! check this out
Fun Shoe
ROUND 1, TURN 2, PLAYER 1 (Mykkel) cont'd

Quick Rules | Rulebook | Player Aid

Barbarians spawn at B8!

ROUND 1, TURN 2, PLAYER 2 (A RICH WHITE MAN)

Action 1: A settler at G3 founds a new city.
Action 2: A settler at J6 founds another new city.
Action 3: Blue's city at I3 is activated to gather resources. 1 food is collected.



Jon Joe, it is now your turn.

Green status (Mykkel):


Blue status (A RICH WHITE MAN):


Yellow status (Jon Joe):


Red status (Impermanent):

Emmideer
Oct 20, 2011

Lovely night, no?
Grimey Drawer
Move settler to D14, other actions pending reveal.

the holy poopacy
May 16, 2009

hey! check this out
Fun Shoe
ROUND 1, TURN 2, PLAYER 3 (Jon Joe) cont'd

Quick Rules | Rulebook | Player Aid

Action 1: A settler moves C15 -> D14. A new region is revealed.



Jon Joe, you have two actions remaining (note that the settler cannot move again this turn as it has moved into mountains.)

Green status (Mykkel):


Blue status (A RICH WHITE MAN):


Yellow status (Jon Joe):


Red status (Impermanent):

the holy poopacy fucked around with this message at 15:15 on Oct 6, 2014

Emmideer
Oct 20, 2011

Lovely night, no?
Grimey Drawer
Technically, if it so pleased me, I could avoid that mountain by flipping that piece to land on the plains.

I'm not going to, though. I will, however, be taking Writing and gathering 1 food 1 wood as my last 2 actions.

Emmideer fucked around with this message at 17:22 on Oct 6, 2014

the holy poopacy
May 16, 2009

hey! check this out
Fun Shoe
Actually, no. There are specific placement rules for water hexes that prioritize connecting with other water hexes or with the map edge, so that's the only legal placement for that region.

Emmideer
Oct 20, 2011

Lovely night, no?
Grimey Drawer

Gabriel Pope posted:

Actually, no. There are specific placement rules for water hexes that prioritize connecting with other water hexes or with the map edge, so that's the only legal placement for that region.

I thought I could mirror tiles. That doesn't work though.

the holy poopacy
May 16, 2009

hey! check this out
Fun Shoe
ROUND 1, TURN 2, PLAYER 3 (Jon Joe) cont'd

Quick Rules | Rulebook | Player Aid

Action 2: Writing advance is researched. 2 food is spent, culture level increases by 1.
Action 3: City C15 is activated to gather resources. 1 food and 1 wood are collected.



Impermanent, it's now your turn.

Green status (Mykkel):


Blue status (A RICH WHITE MAN):


Yellow status (Jon Joe):


Red status (Impermanent):

Impermanent
Apr 1, 2010
Move westmost settler NW one space, then found both cities.

the holy poopacy
May 16, 2009

hey! check this out
Fun Shoe
ROUND 1, TURN 2, PLAYER 4 (Impermanent)

Quick Rules | Rulebook | Player Aid

Action 1: A settler moves G15 -> F14.
Action 2: A city is founded at F14.
Action 3: A city is founded at J12.



Mykkel, it's now back to your turn.

Green status (Mykkel):


Blue status (A RICH WHITE MAN):


Yellow status (Jon Joe):


Red status (Impermanent):

Mykkel
Oct 8, 2012


we were somewhere around hesaim on the edge of the spinward marches when the drugs began to take hold.

1. Activate City 2 for food
2. Research Myths
3. Move settler to C9.

Emmideer
Oct 20, 2011

Lovely night, no?
Grimey Drawer
How are you moving the settler to C9?

Mykkel
Oct 8, 2012


we were somewhere around hesaim on the edge of the spinward marches when the drugs began to take hold.

woops. misread the map. Move settler to C7.

the holy poopacy
May 16, 2009

hey! check this out
Fun Shoe
ROUND 1, TURN 3, PLAYER 1 (Mykkel)

Quick Rules | Rulebook | Player Aid

Action 1: City E3 is activated to gather resources. 1 food is gathered.
Action 2: Myths is researched. 2 food is consumed. Mood level increases by 1.
Action 3: A settler moves B6 -> C7.



A RICH WHITE MAN, it is now your turn.

Green status (Mykkel):


Blue status (A RICH WHITE MAN):


Yellow status (Jon Joe):


Red status (Impermanent):

A RICH WHITE MAN
Jul 30, 2010

See them other chickenheads? They don't never leave the coop.
Action 1: Activate City I3, Collect Food
Action 2: Research an Advance: Fishing, -2 food, +1 mood
Action 3: Civic Improvement, I3

the holy poopacy
May 16, 2009

hey! check this out
Fun Shoe
ROUND 1, TURN 3, PLAYER 2 (A RICH WHITE MAN)

Quick Rules | Rulebook | Player Aid

Action 1: City I3 is activated to gather resources. 1 food is gathered.
Action 2: Fishing is researched. 2 food is consumed. Mood level increases by 1.
Action 3: 1 Mood token is spent on Civic Improvement. City I3's mood improves to Happy.



Jon Joe, it is now your turn.

Green status (Mykkel):


Blue status (A RICH WHITE MAN):


Yellow status (Jon Joe):


Red status (Impermanent):

Emmideer
Oct 20, 2011

Lovely night, no?
Grimey Drawer
Settle city 2
Gather 1 ore from city 2
Put an academy at my original city

the holy poopacy
May 16, 2009

hey! check this out
Fun Shoe
ROUND 1, TURN 3, PLAYER 3 (Jon Joe)

Quick Rules | Rulebook | Player Aid

Action 1: A city is founded at D14.
Action 2: City D14 is activated to gather resources. 1 ore is collected.
Action 3: City C15 is activated to increase city size. An academy is built. 2 ideas are generated.



Impermanent, it's back to you again.

Green status (Mykkel):


Blue status (A RICH WHITE MAN):


Yellow status (Jon Joe):


Red status (Impermanent):

the holy poopacy fucked around with this message at 16:36 on Oct 7, 2014

Impermanent
Apr 1, 2010
Gather food from city I15.
Research Fishing.
Grow city at J12 with port.

the holy poopacy
May 16, 2009

hey! check this out
Fun Shoe
You can't build a port, as growing a city costs 1 Food/1 Ore/1 Wood.

Impermanent
Apr 1, 2010
Oh, ok. Then I just grow my city at F14, then.

the holy poopacy
May 16, 2009

hey! check this out
Fun Shoe
But... you still don't have the resources to grow a city :confused:

Also, I just looked at the board and you don't have enough food to research either.

You only have one city with access to food-bearing hexes so at this point there's not much you can do but gather resources for the future--on the plus side, this is the end of the first round so you'll be getting a free tech in the Status Phase.

the holy poopacy fucked around with this message at 15:09 on Oct 7, 2014

Impermanent
Apr 1, 2010
Oh, sorry. I thought I had one of each of the icons on my little player board.

In that case, I gather food from city I15, wood from city J12, and stone from city F14

the holy poopacy
May 16, 2009

hey! check this out
Fun Shoe
ROUND 1, TURN 3, PLAYER 4 (Impermanent)

Quick Rules | Rulebook | Player Aid

Impermanent posted:

Oh, sorry. I thought I had one of each of the icons on my little player board.

Sorry--if it's not clear, the resource markers are a positional track. There will always be 1 of each icon, the quantity is shown by which box they're in (mood and culture are the exceptions, because their position shows the maximum--they have little numbers to show how many tokens there are supposed to be.)

Action 1: City I15 is activated to gather resources. 1 food is collected.
Action 2: City J12 is activated to gather resources. 1 wood is collected.
Action 3: City F14 is activated to gather resources. 1 ore is collected.



Round 1 is ended! The first Status Phase begins.

Unsurprisingly, nobody has completed any objectives.

All players get 1 free Advance. Everybody, please select an Advance from those you have access to.

Additionally, each player has the option of deleting one size 1 city for 1 gold, if for some reason you hate winning.

Green status (Mykkel):


Blue status (A RICH WHITE MAN):


Yellow status (Jon Joe):


Red status (Impermanent):

Mykkel
Oct 8, 2012


we were somewhere around hesaim on the edge of the spinward marches when the drugs began to take hold.

I'll take Fishing.

A RICH WHITE MAN
Jul 30, 2010

See them other chickenheads? They don't never leave the coop.
I select Irrigation.

Emmideer
Oct 20, 2011

Lovely night, no?
Grimey Drawer
Gimme Public Education, please.

Impermanent
Apr 1, 2010
I'll take fishing as well.

the holy poopacy
May 16, 2009

hey! check this out
Fun Shoe
STATUS PHASE 1

Quick Rules | Rulebook | Player Aid



Green (Mykkel) advances Fishing. Mood level increases.
Blue (A RICH WHITE MAN) advances Irrigation. Mood level increases.
Yellow (Jon Joe) advances Public Education. Mood level increases.
Red (Impermanent) advances Fishing. Mood level increases.

Everybody draws 1 more Objective and Action card! Please check to make sure you received your updated PM.

The first player for the next round is determined by total Mood and Culture levels. Jon Joe has the highest combined Mood and Culture (2 mood + 1 culture) and becomes the new first player for Round 2. (Play continues in the same order as before, so next will be Impermanent, then Mykkel, etc.)

It is now Jon Joe's turn.

Green status (Mykkel):


Blue status (A RICH WHITE MAN):


Yellow status (Jon Joe):


Red status (Impermanent):

Emmideer
Oct 20, 2011

Lovely night, no?
Grimey Drawer
Free action: use Advance, paying 1 culture token to get a free advance, philosophy, triggering an event at 3 mood.

the holy poopacy
May 16, 2009

hey! check this out
Fun Shoe
ROUND 2, TURN 1, PLAYER 1 (Jon Joe)

Quick Rules | Rulebook | Player Aid

Free action: "Advance" action card is played for 1 Culture token. Philosophy is researched for free. 1 Idea is gained. Mood level increases. An event occurs!

Migration event posted:

The event includes a Gold Mine symbol: Gain 2 Gold.

You then must both:
1. Select another player who gets a Settler in a city of his choice.
2. Reduce the mood of one of your cities (if possible).



Jon Joe, you must choose one other player to receive a free Settler. You must also choose one of your cities to reduce the Mood in. You then still have all 3 actions for your turn.

Green status (Mykkel):


Blue status (A RICH WHITE MAN):


Yellow status (Jon Joe):


Red status (Impermanent):

the holy poopacy fucked around with this message at 23:17 on Oct 7, 2014

Emmideer
Oct 20, 2011

Lovely night, no?
Grimey Drawer
Give free settler to green, reduce mood at D14

Thinking...

Emmideer
Oct 20, 2011

Lovely night, no?
Grimey Drawer
Buy Voting for 2 ideas, gaining 1 action card and 1 objective card.
Next action awaiting PM.

Emmideer
Oct 20, 2011

Lovely night, no?
Grimey Drawer
Buy Economic Freedom for 2 gold
Free action: Gather 2 food, 1 ore, 1 idea
Buy Storage for 2 ideas
Free action: use 3 mood to improve D4 from unhappy to happy using voting.

Mykkel
Oct 8, 2012


we were somewhere around hesaim on the edge of the spinward marches when the drugs began to take hold.

Ill take the settler in E3 please.

the holy poopacy
May 16, 2009

hey! check this out
Fun Shoe
ROUND 2, TURN 1, PLAYER 1 (Jon Joe) cont'd

Quick Rules | Rulebook | Player Aid

Migration: City D14 becomes unhappy. A green settler appears in E3. Yellow gains 2 gold.

Action 1: Voting is researched. 2 ideas are consumed.
Action 2: Economic Freedom is researched. 2 gold is consumed.
Free action (from Economic Freedom): City C15 is activated to gather resources. 2 food and 1 ore are gathered. 1 idea is gained from Public Education.
Action 3: Storage is researched. 2 ideas are consumed.
Free action (from Voting): 3 mood tokens are spent on Civic Improvement. City D14's mood increases twice, to Happy.



Impermanent, it is now your turn.

Green status (Mykkel):


Blue status (A RICH WHITE MAN):


Yellow status (Jon Joe):


Red status (Impermanent):

the holy poopacy fucked around with this message at 23:18 on Oct 7, 2014

Adbot
ADBOT LOVES YOU

Impermanent
Apr 1, 2010
I collect food from J15, research Irrigation, and collect food from F 14

  • Locked thread