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Let's try this once more. Rules Condensed Rules What? One of the lightest Civ games I've ever seen, Clash of Cultures manages to combine a lot of stuff into a simple, easy package. It can take a while to play, especially the first time you play it while you learn the intricacies of the tech tree, but I'll take three-and-a-bit hours over the actual Civilization's 'about a weekend or so' any day. Fans of the Civ series will instantly feel at home - it really feels a lot like playing a CRPG, and while the game can feel a little dumbed down thanks to a lot of simplification, there's still a lot in there that will be familiar, be it slowly exploring the map, raising settlers, fending off roaming barbarians or the joys of a Golden Age. It's got allowances for people who want to go pure science and expansion, and it's got allowances for people who want to stamp the wussy nerds underfoot. Also, it has little dinky city pieces that all mean different things, and smiley-face tokens to show when your faceless minions are happy. What's not to like? It's also the only PBP I didn't bring to completion, and that's a stain on my record that needs rectifying. Fortunately, I've drastically improved my process since then, and updates should be a whole lot faster. House Rules
I'd like four players. PMs are required because I'm going to need to send you a link to your hand of cards, which are kept private, and to warn you if you need to respond to an attack. I'd like people who can check in daily, but since this is a turn-based game don't expect to need to do something every day. (Alternatively, my update pace is known to be pretty brisk, so perhaps do.) Signups will close in about 24 hours from now, whereupon players will be decided by random draw. Anyone who applied last thread and didn't get in will get a slight priority bump but are still not guaranteed.
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# ? Dec 1, 2014 23:30 |
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# ? Apr 19, 2024 04:27 |
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I will play again.
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# ? Dec 1, 2014 23:35 |
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Some quick notes, which are usually the most asked questions or corrections: - As per the rules there is nothing to stop you building cities right next to each other. Just bear in mind that each time you collect, you can only use each adjacent hex once, and not if it has another city on it. Build them too close together and you'll start choking yourself for resources a little, not to mention there are plenty of Objective cards that involve branching out a lot. - You start with Settlers. That blob next to your round city is a Settler. If needed I'll add a legend later. - The rules on fortresses are unclear: they protect your city from attackers, but a city with only enemy troops in it is considered immediately taken over. I've chosen to interpret this as the following: a fortress will defend your city against Barbarians, but cannot defend against players without an Army to support it. You can build Armies without Tactics, they'll just be confined to the city unable to move. - Whenever anything mentions a region, that's one of the tiles of four hexes. - Whenever you move onto a new region it gets revealed, and then you rotate it and fiddle with it a bit to ensure that you could actually have moved onto that space. In essence, the map will change based on which hex you enter, so enter the one you most want to be clear. - The game is prone to having everyone turtle up; it's the only real weakness of the mechanics, and can happen depending on starting Objective cards. It's a whole lot more fun if you have a couple of warmongers to match the nerds, so bear that in mind. - Remember you will get 5 more Objective cards over the course of the game; 6 if you include Writing for a total of 7. Build your kingdom so it's ready for anything, but don't chain yourself to your objectives - they're only 2 VP each, and you'll often earn more VP concentrating on preferred aspects of your Civ than trying to reach that last objective. - Don't forget your Action cards! They're very useful! - Correction to the Rules: base settlement pieces also count for VP.
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# ? Dec 1, 2014 23:37 |
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Please let me play. Never played before, but it looks like fun.
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# ? Dec 2, 2014 00:02 |
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I am interested.
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# ? Dec 2, 2014 00:40 |
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I've been interested since I saw Gabriel Pope's game, put me in the hat please.
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# ? Dec 2, 2014 01:28 |
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Sitting this one out, but I'll be watching with interest, see if I learn something.
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# ? Dec 2, 2014 08:32 |
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I'm interested!
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# ? Dec 2, 2014 08:46 |
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I'm interested.
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# ? Dec 2, 2014 15:10 |
I'm interested, though you appear to be full.
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# ? Dec 2, 2014 16:23 |
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I'm interested.
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# ? Dec 2, 2014 16:30 |
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Lager posted:I'm interested, though you appear to be full. That's fine - like the OP says, I prefer doing random draw, mostly to give people in any timezone a chance to get in.
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# ? Dec 2, 2014 17:07 |
Stelas posted:That's fine - like the OP says, I prefer doing random draw, mostly to give people in any timezone a chance to get in. Sweet, that's good to hear, though now I'm embarrassed for not catching that in the OP!
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# ? Dec 3, 2014 01:42 |
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SETUP As determined by random draw: frankenfreak is Green! MildManeredManikin is Blue! Cynic Jester is Yellow! Abyssal Squid is Red! Sorry to all those who didn't get in! As to the players: I'll actually be away from my computer until relatively late tomorrow evening. However, I will be around if you need any questions on rules answering, so please do yell in the thread if you're not sure about something.
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# ? Dec 3, 2014 01:42 |
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ROUND 1 BEGINS Players receive 1 Objective and 1 Action card. Links to your hand have been PMmed to you. Turn 1.1 - Green Please post your three actions. Other players are free to CO their turns, be it privately or publicly. The science boards can be quite hard to see, but they're all written out in the rules post. Green Status (frankenfreak) Blue Status (MildManeredManikin) Yellow Status (Cynic Jester) Red Status (Abyssal Squid) Player Aid (Costs, etc.) | Rules | Available Wonders | Objectives
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# ? Dec 3, 2014 01:56 |
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So uh, what do we post in here ? Table talk and stuff? Also what does CO mean?
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# ? Dec 3, 2014 07:03 |
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Well I'm gonna post my actions in here, for what it's worth. Secrecy is for criminals and roll&move games! And yeah, strategy talk, poo poo talk, negotiation, pleading, all the fun table talk goes here for everybody to see, judging by the other games of this I saw played here.
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# ? Dec 3, 2014 07:32 |
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Hey squid guy how are you doing?
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# ? Dec 3, 2014 07:39 |
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Long story short I just tried Marmite (I'm American) and it's really good? And less repulsive in name and appearance than nutritional yeast, so I can't wait to gobble it all up. Spread it on the cardboard chits. Rub my face in it.
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# ? Dec 3, 2014 07:41 |
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Is your culture/nation/empire going to have a name or are you just going to be the red guys?
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# ? Dec 3, 2014 07:46 |
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It's cool that you like marmite though, does it just taste really yeasty or something?
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# ? Dec 3, 2014 07:48 |
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I dunno if I should be the evil Lamanites or the evil Jebusites, Random.org says Jebusites though. Also, Marmite's only slightly yeasty, it's all autolyzed! It tastes like sucking on a bullion cube, which if it isn't your thing then you won't like it.
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# ? Dec 3, 2014 07:54 |
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MildManeredManikin posted:So uh, what do we post in here ? Table talk and stuff? I'd like all table talk to remain in the thread, yeah, but also for you guys to post your actions when it's your turn. CO is 'Conditional Orders' - basically, if you know what you want to do on your next turn ahead of time, you can send me a PM going 'okay so if X happens then my turn's going to be Y and then Z, but if A happens then do B and C instead'. It can let updates go a bit faster, because I can knock out several turns in a row, but it's strictly optional. e: For reference, previous thread was here and it'll be done pretty much the same way, with the main difference being I'm not gonna be writing your actions all over again in my posts. That part took a surprisingly long time. Stelas fucked around with this message at 09:16 on Dec 3, 2014 |
# ? Dec 3, 2014 08:47 |
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MMM please name your nation 'The Mafia League', tia.
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# ? Dec 3, 2014 09:21 |
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If we're doing nation names and I'm green, I'll go full green treehugger and name my civ Gaia's Stepchildren. Turn 1.1 - Gaia's Stepchildren (Green) 1 - Research an Advance: Pay 2 Food to research Myths and gain 1 Mood token 2 - Move Units: Move Settler to D4 3 - Activate a City: Gaia's Navel collects 1 Food
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# ? Dec 3, 2014 09:45 |
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The Balseraphs are here to spread fun and joy to all citizens(that are yellow). Edit: A face you can trust Cynic Jester fucked around with this message at 10:05 on Dec 3, 2014 |
# ? Dec 3, 2014 10:02 |
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Turn 1.1 - Gaia's Stepchildren (Green) Green reveals a tile, and since it has no water on it, may opt to rotate it 180' if desired. Either A: or B: Things to bear in mind when placing tiles: without Husbandry/Roads, cities can only gather from spots 1 space away. Wood is a little less important than Stone unless you need lots of boats. Units that move onto a Mountain cannot move again the same turn, while units that move onto a Forest can move again, but cannot participate in a battle that same turn. While Green is deciding, we might as well keep going given you're all a mile apart. Turn 1.2 - Blue Gaia's Stepchildren (Green) (frankenfreak) Blue Status (MildManeredManikin) Balseraphs (Yellow) (Cynic Jester) Red Status (Abyssal Squid) Player Aid (Costs, etc.) | Rules | Available Wonders | Objectives Stelas fucked around with this message at 12:08 on Dec 3, 2014 |
# ? Dec 3, 2014 11:43 |
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Speaking as an english, Marmite's okay but Bovril is where it's at. Not so useful if you're a vegetarian, I guess.
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# ? Dec 3, 2014 11:48 |
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Option B
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# ? Dec 3, 2014 11:51 |
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Seeing as I'll want to see what tile reveal I get before deciding on anything, might as well just throw up the first movement order so there'll be less wait. Turn 1.3 - Balseraphs (Yellow) 1 - Move Units: Move settler to D14 Cynic Jester fucked around with this message at 12:14 on Dec 3, 2014 |
# ? Dec 3, 2014 12:04 |
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Yeah, partial COs are fine, though you'll be Turn 1.3. Also, I forgot to mention - everyone should have received a link to their hand of cards. If you haven't, or if it isn't working, please let me know.
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# ? Dec 3, 2014 12:09 |
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Stelas posted:Yeah, partial COs are fine, though you'll be Turn 1.3. Durr, copy pasting.
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# ? Dec 3, 2014 12:14 |
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All you Marmite eaters make me physically sick. Having to live with one when I was at uni, the horror! Routing for whoever can wipe the yeast-gobbling scumbags off the face of the land.
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# ? Dec 3, 2014 13:50 |
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I spent a bit of last night reading the rules, let's see if I'm understanding this right. 1. I have 2 food so I can use that to advance irrigation which gives me a mood token 2. I can use that mood token make my first city happy 3. I collect food
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# ? Dec 3, 2014 14:52 |
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Almost:MildManeredManikin posted:3. I collect food Because your city is now happy, you can collect 2 Food from two of the hexes (one from the space the city is on, and one space from the desert which you can now Irrigate) or a Food and something else. The number of resources you collect is equal to your city size, but happy gives a +1 boost.
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# ? Dec 3, 2014 15:07 |
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Stelas posted:Because your city is now happy, you can collect 2 Food from two of the hexes (one from the space the city is on, and one space from the desert which you can now Irrigate) or a Food and something else. I collect 2 food then
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# ? Dec 3, 2014 15:15 |
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Mad Rancher posted:MMM please name your nation 'The Mafia League', tia. And this is too impersonal, I'll go with Mafia Murder Mpire My first city will be Mr. Cappital Jump King fucked around with this message at 05:35 on Dec 5, 2014 |
# ? Dec 3, 2014 15:17 |
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Turn 1.2 - Mafia Murder Mpire (Blue) Blue happies up. Turn 1.3 - Balseraphs (Yellow) The settlers move. Placing tiles follows pretty simple rules: connect up water if you can, otherwise place water on the edge if you can, otherwise it's your choice. Every rule is trumped, however, by the fact a Settler can't swim. Two actions remain. Gaia's Stepchildren (Green) (frankenfreak) Mafia Murder Mpire (Blue) (MildManeredManikin) Balseraphs (Yellow) (Cynic Jester) Red Status (Abyssal Squid) Player Aid (Costs, etc.) | Rules | Available Wonders | Objectives
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# ? Dec 3, 2014 15:25 |
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Yuck. Turn 1.3 - Balseraphs (Yellow) 2 - Move Units: Move settler to E15
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# ? Dec 3, 2014 15:33 |
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# ? Apr 19, 2024 04:27 |
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Water has some interesting features in this game. At the basic level, you can farm it with Fishing for Food or, with a Port, for Gold. More important is the way ships move: a ship can move from any water space to any connected water space. Even more impressive, if you get Navigation and some coastline then ships can move off the board, travelling around the 'outside' of the map to appear elsewhere. If you get a big river, this can be invaluable for getting around; add on the fact that ships can carry Armies, and this can be a potent tool - or a pretty hefty liability. The only way for ground troops to move two hexes in a single move action is via Roads, which means moving into or out of an allied city. This will cost resources per group moved, but can also allow movement penalties to be ignored for that move. It also means that mountains are actually pretty useful late-game - chances are you'll Roads right through them, but your enemies won't have that option. Turn 1.3 - Balseraphs (Yellow) One action remains. Gaia's Stepchildren (Green) (frankenfreak) Mafia Murder Mpire (Blue) (MildManeredManikin) Balseraphs (Yellow) (Cynic Jester) Red Status (Abyssal Squid) Player Aid (Costs, etc.) | Rules | Available Wonders | Objectives Stelas fucked around with this message at 16:45 on Dec 3, 2014 |
# ? Dec 3, 2014 16:36 |