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Author Topic: Distant Colony v2 - Boardgame - Game Over!  (Read 19185 times)

Mephansteras

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Re: Distant Colony v2 - Boardgame - Round 15
« Reply #300 on: June 11, 2014, 11:10:27 am »

Phase choices are in:

PlayerPhase
KashyykProduction
GreatWyrmGoldProduction
ToasterTrade
xeladaOrganization
notquitethereOrganization

Phases this round are Production, Trade, and Organization. xelada will be taking First Player marker at the end of the turn.

notquitethere: You may choose either the Production or Trade bonuses for this round. Which do you want?

Current Turn Order
notquitethere
Kashyyk
GreatWyrmGold
Toaster
xelada


@notquitethere: Erm. Sort of. This reminds me that I forgot something yesterday. Reserves do come out of the pool before the next round's batch is taken, but you can only reserve things in the pool.

There was one Skilled colonist left, so NQT has it Reserved. Xelada, the only thing left when you get to take one is either Unskilled or Criminal. I assume you want a Reserved Unskilled?
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notquitethere

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Re: Distant Colony v2 - Boardgame - Round 14
« Reply #301 on: June 11, 2014, 11:25:20 am »

Hmm, might as well take Production (I definitely misunderstood how conflicts between Organisations were resolved, but this way is fine and makes more sense than what I thought happened) So:

Production Farms: +2 Food. Colonisation Centre: +1 VP
Trade: Sell 3 Food for 6W. Buy 1 Basic Good for 6W.
Organisation: Put a skilled worker in the Officer Schools and Barracks.

Net: -1 food, +1 basic good, +1 vp, skilled people in buildings.

Spoiler: Colony (click to show/hide)
« Last Edit: June 11, 2014, 12:24:40 pm by notquitethere »
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GreatWyrmGold

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Re: Distant Colony v2 - Boardgame - Round 14
« Reply #302 on: June 11, 2014, 12:19:00 pm »

Production: Farms, Prison (+8 Wealth)

Trade: Buy 1 Basic Goods

Organization: Um...organize a sandcastle contest?
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Kashyyk

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Re: Distant Colony v2 - Boardgame - Round 14
« Reply #303 on: June 11, 2014, 01:09:11 pm »

Production
Farms: +6 Food
CC: -1 Food, +2 Wealth
Rare Harvester: -1 Food, +1 Rare Raw

Trade -1 Rare Raw, -4 Food, -9 Wealth, +1 Basic Good, +2 Machine

Organisation Switch out the Skilled in the CC for the Spare Expert

Net -7 Wealth, +1 Basic Good, +2 Machine, (CC switched from Skilled to Expert)
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Toaster

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Re: Distant Colony v2 - Boardgame - Round 14
« Reply #304 on: June 11, 2014, 01:52:33 pm »

Production:  Everything.  +1 VP, +1 Basic Goods, +2 Food.
Trade:  Sell 2 Food and 1 Basic Good.  +9 W.
Organization:  DANCE PARTY WITH RAVE AND FOAM

Net:  +1 VP, +9 W
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HMR stands for Hazardous Materials Requisition, not Horrible Massive Ruination, though I can understand how one could get confused.
God help us if we have to agree on pizza toppings at some point. There will be no survivors.

xelada

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Re: Distant Colony v2 - Boardgame - Round 14
« Reply #305 on: June 11, 2014, 02:42:41 pm »

Production:  A basic good and save the food
Trade:  My dignity.
Organization:  Get an unskilled into the barracks, and swap the skilled working the farm with the other unskilled

And yeah, an unskilled next time.

Mephansteras

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Re: Distant Colony v2 - Boardgame - Round 15
« Reply #306 on: June 11, 2014, 06:14:19 pm »

xelada - Trade Dignity - [4] Moderate Success - You trade your dignity in for a sleazy sexual encounter. It was fun, but you feel a bit guilty afterwards.
GreatWyrmGold - Sandcastle Contest - [4] Moderate Success - The Annual Sandcastle Contest was a success this year. Nothing outstanding, but no major problems this year either.
Toaster - Rave - [4] Moderate Success - You have a smashing party! You wake up horribly hung over the next day, but everyone is calling it a success.




There are no more Experts or Skilled in the Colonist Pool

Space Station
Colonist Pool: 8
VP Pool: 20
Trade Environment: Standard

Available Colonists:
    2 Criminal
    3 Unskilled

Available Resources:
ResourceAmountBuys AtSells At
Food1021
Basic Raw532
Rare Raw354
Basic Goods554
Rare Goods376
Basic Machines776
Soldier33VP2VP
Officer24VP3VP




Settlements

Kashyyk
VPs: 8
Temporary Housing: 5 Unskilled, 1 Skilled
Reserved Colonist:
Wealth: 1
Resources: 1 Basic Goods, 2 Machines
Warehouse: 3/5
Contracts: 1 Machine, 1 Rare Goods
Size: 8/15
Colonial Center - Expert
Farm - 1 Unskilled
Farm - 1 Unskilled
Farm - 1 Unskilled
Farm Complex - 2 Unskilled
Laboratory - 1 Expert
Rare Harvester - 1 Skilled


GreatWyrmGold
VPs: 0
Temporary Housing: 1 Expert, 3 Unskilled
Reserved Colonist:
Wealth: 5
Resources: 1 Machines, 1 Basic Goods
Warehouse: 2/5
Contracts: 2 Basic Goods, 3 Machines
Size: 7/15
Colonial Center - 1 Skilled
Farm - 1 Unskilled
Farm - 1 Unskilled
Farm - 1 Unskilled
Prison - 4 Criminals
Harvester - 1 Unskilled


Toaster
VPs: 5
Temporary Housing: 1 Criminal, 3 Experts, 3 Unskilled
Reserved Colonist:
Wealth: 19
Resources: 2 Rare Goods
Warehouse: 2/5
Contracts: Officer
Size: 7/15
Colonial Center - 1 Expert
Farm - 1 Unskilled
Farm - 1 Unskilled
Farm Complex - 2 Unskilled
Harvester - Unskilled
Goods Factory - Skilled


xelada
VPs: 3
Temporary Housing: 2 Skilled
Reserved Colonist: 1 Unskilled
Wealth: 6
Resources: 1 Machines, 1 Food, 1 Basic Goods
Warehouse: 3/5
Contracts: 1 Officer, 1 Machine
Size: 9/15
Colonial Center - 1 Skilled
Farm - 1 Unskilled
Farm - 1 Unskilled
Farm - 1 Unskilled
Barracks - 1 Unskilled
Harvester - 1 Unskilled
Goods Factory - 1 Unskilled
Machine Factory - 1 Skilled
Boot Camp - 1 Criminal

notquitethere - First Player
VPs: 38
Temporary Housing: 1 Skilled
Reserved Colonist: Skilled
Wealth: 1
Resources: 2 Food, 1 Basic Goods
Warehouse: 3/5
Contracts: Basic Goods
Size: 7/15
Colonial Center - 1 Expert
Farm - 1 Unskilled
Farm - 1 Unskilled
Barracks - 1 Skilled
Officer School - 1 Skilled
Officer School - 1 Skilled
Boot Camp -




Turn Order:       
xelada
notquitethere
Kashyyk
GreatWyrmGold
Toaster
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Toaster

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Re: Distant Colony v2 - Boardgame - Round 15
« Reply #307 on: June 11, 2014, 06:54:34 pm »

Is there any way NQT can lose, considering he can drain the colonist pool in two turns?
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HMR stands for Hazardous Materials Requisition, not Horrible Massive Ruination, though I can understand how one could get confused.
God help us if we have to agree on pizza toppings at some point. There will be no survivors.

notquitethere

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Re: Distant Colony v2 - Boardgame - Round 15
« Reply #308 on: June 11, 2014, 07:04:02 pm »

Even if I take all criminals and everyone else manages to find gainful employment for their colonists, my win seems... quite likely. But we've come this far, so we should see it through to the end!
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Kashyyk

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Re: Distant Colony v2 - Boardgame - Round 15
« Reply #309 on: June 11, 2014, 07:19:59 pm »

I suspect Meph'll nerf the military route. Either that or the rest of us suck.
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Mephansteras

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Re: Distant Colony v2 - Boardgame - Round 16
« Reply #310 on: June 12, 2014, 12:50:28 pm »

Phase choices are in:

PlayerPhase
KashyykBuild
GreatWyrmGoldProduction
ToasterTrade
xeladaProduction
notquitethereColonization

Phases this round are Colonization, Build, Production, and Trade.

Current Turn Order
xelada
notquitethere
Kashyyk
GreatWyrmGold
Toaster

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xelada

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Re: Distant Colony v2 - Boardgame - Round 15
« Reply #311 on: June 12, 2014, 01:21:02 pm »

Colonization: get my unskilled labour
Build: Self esteem
Production: a basic good and a soldier
Trade: a soldier for an officer +1VP

notquitethere

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Re: Distant Colony v2 - Boardgame - Round 15
« Reply #312 on: June 12, 2014, 01:35:05 pm »

I'm not sure I follow your trading maths there: you'd need to sell 2vp and a soldier to buy one Officer.

Also, don't you need to take 2 people: your reserved + 1 other.
« Last Edit: June 12, 2014, 01:38:41 pm by notquitethere »
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GreatWyrmGold

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Re: Distant Colony v2 - Boardgame - Round 15
« Reply #313 on: June 12, 2014, 02:07:55 pm »

Colonization: Another criminal? Rats. (Unless there's an Unskilled.)

Build: Goods Factory, staff it with an Unskilled.

Production: Farms, CC, Harvester, Factory (+2 Wealth, +1 Goods)

Trade: Buy Basic Machines
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[GreatWyrmGold] gets a little crown. May it forever be his mark of Cain; let no one argue pointless subjects with him lest they receive the same.

notquitethere

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Re: Distant Colony v2 - Boardgame - Round 15
« Reply #314 on: June 12, 2014, 02:09:10 pm »

Colonization: Get my reserved Skilled, Get Unskilled, Reserve Unskilled.
Build: +1 Barracks, staff with unskilled
Production: Farms: +2 Food, Colonial Centre: +1vp -1 food, Barracks x2: -1 unskilled, -1 skilled, -2 food, +2 soldiers.
Trade: Sell 2 soldiers for 4w.

Net: -1 food, -1 basic good, +5vp, +1 barracks

Spoiler: Colony (click to show/hide)
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