Chugging, chugging...
Before I forget, Tiruin's prospect from last turn was...
A Small Tomatunk Claim (100 Tomatunk Capacity) and nothing else.
And GWG, separate teach actions.
ROUND 20 HAS ENDED
Your event cards for the day are...
Nothing of note.
Good Fortune and Times of Plenty! All players gain 10 happiness and, unless they are depressed, an extra two action points.
Two mystery cards have been added to the Event Deck!
Something has happened...
Domestication has been researched! - Now that this technology has been researched, everyone has the ability to go on a 'hunting trip' and attempt to discover, trap, and return with new species of animals to domesticate, in addition to gaining the ability to butcher animals. However, only those who understand this technology may then attempt to domesticate those animals.
Griffionday has acquired an animal! - 1 family of chuckducks. 100% chance to domesticate.
Griffionday has domesticated an animal! - Chuckducks are fairly tasty, but that's about all they have going for them. A family of chuckducks may be pastured in an empty plot or pasture, or butchered. If a chuckduck family is not pastured, it will die. Chuckducks will eat one one food resource from their pasture each turn, and every third turn they will produce an additional chuckduck. Chuckducks are fairly social creatures, and there is no limit to the amount of chuckducks that may be pastured in the same field.
New Action is available!
Hunting Trip (explore, cost: 4 time) - A rare collaborative effort, this allows a player to form or participate in a Hunting Party. To form a hunting party, declare your intent (you may only form one per turn). Others may then choose to join your hunting party (you may limit who joins). An initial, one person hunting party has a 5% chance to capture an animal. Every additional Hunting Trip action dedicated to this party, from any player, adds a 5% of success. Players with Keen Eyes add an additional 5% chance of success when they go on a Hunting Trip. If the hunting trip succeeds, a random animal will be pulled from the animal deck and granted to the player who lead the Hunting Party. Note that some animals are significantly rarer than others.
Butcher (labor, cost: 4+x time) - Turn a group of animals into food and other resources. The exact amount of time, and the amount of food or other resources produced, depends on the animal. Unless otherwise stated, a group of animals produces 1 food for the base time cost, by default.
Domesticate (care, cost: 10) - Raise a group of animals such that they have a chance of becoming domesticated at the beginning of the next turn. Requires 1 food. Rate of success depends on the animal.
New Research is available!
Primitive Traps (cost: 15 time, 1 delite, produces a prototype) - Create a trap object to aid in hunting trips. May be used any number of times. Each player may only use one trap.
Improved Hunting Techniques (cost: 25 time) - Gain a bonus to success when hunting.
Animal Training (cost: 20) - Slightly increase chance of domesticating animals. More importantly, allow the training of work animals.
Round 21 BEGINS
And God said, let their be Chuckducks, and there WERE Chuckducks, and it was good.