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Author Topic: Distant Colony v2 - Boardgame - Game Over!  (Read 18797 times)

notquitethere

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Re: Distant Colony v2 - Boardgame - Round 16
« Reply #330 on: June 17, 2014, 06:55:04 am »

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

Colonisation: take 2 unskilled (one of them reserved), reserve an unskilled.
Build: A plaque celebrating the alumni of the NQT Military Academy.
Produce: Farms: Food +2. Colonial Centre: +1vp, -1 food.
Trade: Nothing

Spoiler: Colony (click to show/hide)
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Toaster

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Re: Distant Colony v2 - Boardgame - Round 16
« Reply #331 on: June 17, 2014, 07:40:34 am »

Again, can anyone loan me a Basic Goods for this turn only?  I'll pay back 1W interest.
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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.

Mephansteras

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Re: Distant Colony v2 - Boardgame - Round 16
« Reply #332 on: June 17, 2014, 11:10:48 am »

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

Bah. Knew I forgot something. Fixed.
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Mephansteras

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Re: Distant Colony v2 - Boardgame - Round 16
« Reply #333 on: June 18, 2014, 05:01:45 pm »

Sorry, Toaster, GWG's going to be using his during the Build phase (which is when you want it, I assume)

xelada, you going to post your turn?
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Civilization Forge Mod v2.80: Adding in new races, equipment, animals, plants, metals, etc. Now with Alchemy and Libraries! Variety to spice up DF! (For DF 0.34.10)
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xelada

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Re: Distant Colony v2 - Boardgame - Round 16
« Reply #334 on: June 18, 2014, 07:35:32 pm »

Colonisation: take my unskilled.
Build: Military HQ, staffed with officer
Produce: Farms: Food +3(+1). Use HQ to move an unskilled into barracks and turn him into a soldier. Also produce a basic good
Trade: Nothing

Toaster

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Re: Distant Colony v2 - Boardgame - Round 16
« Reply #335 on: June 18, 2014, 07:55:13 pm »

Sadface.


Col:  Whatever is left
Build:  Lab, staff expert
Produce:  Everything.  +2 VP, +1 Basic Goods, +1 Food.
Trade: Illicit trade for more vuvuzelas
Logged
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.

Mephansteras

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Re: Distant Colony v2 - Boardgame - Round 17
« Reply #336 on: June 19, 2014, 06:23:42 pm »

The Trade Phase was a Lie.




There are no more Colonists in the Colonist Pool - When the Available Colonists are gone the game ends

Space Station
Colonist Pool: 0
VP Pool: 9
Trade Environment: Expansion

Available Colonists:
    5 Unskilled

Available Resources:
ResourceAmountBuys AtSells At
Food1221
Basic Raw532
Rare Raw265
Basic Goods754
Rare Goods287
Basic Machines976
Soldier24VP3VP
Officer25VP4VP




Settlements

Kashyyk
VPs: 12
Temporary Housing: 6 Unskilled
Reserved Colonist:
Wealth: 4
Resources: 1 Rare Goods, 3 Food
Warehouse: 1/5
Contracts: 1 Machine, 1 Rare Goods
Size: 10/15
Colonial Center - Expert
Farm - 1 Unskilled
Farm - 1 Unskilled
Farm - 1 Unskilled
Farm Complex - 2 Unskilled
Laboratory - 1 Expert
Rare Harvester - 1 Skilled
Advanced Goods Factory - 1 Skilled
Market - 1 Unskilled


GreatWyrmGold
VPs: 0
Temporary Housing: 3 Unskilled, 1 Criminal
Reserved Colonist:
Wealth: 2
Resources: 1 Basic Goods
Warehouse: 1/5
Contracts: 2 Basic Goods, 3 Machines
Size: 9/15
Colonial Center - 1 Skilled
Farm - 1 Unskilled
Farm - 1 Unskilled
Farm - 1 Unskilled
Prison - 4 Criminals
Harvester - 1 Unskilled
Goods Factory - 1 Unskilled
Goods Factory - 1 Expert


Toaster
VPs: 8
Temporary Housing: 2 Criminals, 2 Experts, 4 Unskilled
Reserved Colonist:
Wealth: 7
Resources: 1 Rare Goods, 1 Machine, 1 Basic Goods, 1 Food
Warehouse: 4/5
Contracts: Officer
Size: 8/15
Colonial Center - 1 Expert
Farm - 1 Unskilled
Farm - 1 Unskilled
Farm Complex - 2 Unskilled
Harvester - Unskilled
Goods Factory - Skilled
Laboratory - Expert


xelada - First Player
VPs: 1
Temporary Housing: 2 Skilled, 2 Unskilled, 1 Soldier
Reserved Colonist:
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 -
Harvester - 1 Unskilled
Goods Factory - 1 Unskilled
Machine Factory - 1 Skilled
Boot Camp - 1 Criminal
Military HQ - 1 Officer

notquitethere
VPs: 44
Temporary Housing: 2 Skilled, 2 Unskilled
Reserved Colonist:
Wealth: 1
Resources: 3 Food
Warehouse: 3/5
Contracts: Basic Goods
Size: 8/15
Colonial Center - 1 Expert
Farm - 1 Unskilled
Farm - 1 Unskilled
Barracks -
Barracks -
Officer School - 1 Skilled
Officer School - 1 Skilled
Boot Camp -




Turn Order:       
xelada
notquitethere
Kashyyk
GreatWyrmGold
Toaster
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Come play Mafia with us!
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Kashyyk

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Re: Distant Colony v2 - Boardgame - Round 17
« Reply #337 on: June 20, 2014, 07:08:30 am »

Just so you know, I'm picking trade.
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notquitethere

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Re: Distant Colony v2 - Boardgame - Round 17
« Reply #338 on: June 22, 2014, 10:20:37 am »

Who're we waiting on?
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notquitethere

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Re: Distant Colony v2 - Boardgame - Round 17
« Reply #339 on: June 23, 2014, 03:40:04 pm »

Home stretch now guys...
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Mephansteras

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Re: Distant Colony v2 - Boardgame - Round 18
« Reply #340 on: June 23, 2014, 04:06:44 pm »

Sorry for the delay, I've been a bit busy and forgot that I hadn't posted the phase choices yet.

Phase choices are in:

PlayerPhase
KashyykTrade
GreatWyrmGoldBuild
ToasterBuild
xeladaProduction
notquitethereColonization

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

Current Turn Order
xelada
notquitethere
Kashyyk
GreatWyrmGold
Toaster
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Civilization Forge Mod v2.80: Adding in new races, equipment, animals, plants, metals, etc. Now with Alchemy and Libraries! Variety to spice up DF! (For DF 0.34.10)
Come play Mafia with us!
"Let us maintain our chill composure." - Toady One

xelada

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Re: Distant Colony v2 - Boardgame - Round 17
« Reply #341 on: June 23, 2014, 04:57:36 pm »

Colonization: take an unskilled
Build: a Barracks with my unskilled
Production: Work the barracks, fill both with unskilled thanks to my HQ, if possible work them again for another two soldiers, any extra food is used on my machine assembly line (extractor-goods factory-machine factory).
Trade: as this is the last turn my military peeps need to be carted off, all soldiers are sold and if possible the officer too

Kashyyk

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Re: Distant Colony v2 - Boardgame - Round 17
« Reply #342 on: June 23, 2014, 06:12:15 pm »

Colonisation Pick up another waste of space.

Build a Castell out of all those spare colonists

Production
Farms: +6 Food
Science: -2 Food, +2  VP
Harvester: -1 Food, +1 Rare Raw
Factory: -1 Food, -1 Rare Raw, +1 Rare Good

Trade -2 Rare Good, -5 Food, +19 Wealth
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notquitethere

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Re: Distant Colony v2 - Boardgame - Round 17
« Reply #343 on: June 24, 2014, 05:32:41 am »

Colonisation: Take Unskilled
Build: a barbershop quartet with all these idlers
Production: Farms x2: +2 Food. Colonial Centre: -1 Food, +1 VP.
Trade: Sell four food for 4W

Spoiler: Colony on Last Turn (click to show/hide)
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Toaster

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Re: Distant Colony v2 - Boardgame - Round 17
« Reply #344 on: June 24, 2014, 09:38:27 am »

Col:  Unskilled
Build:  A Laboratory which is instastaffed with expert, and also a altar to dark Vuvuzela gods to sacrifice all the other colonists, to appease them and ask for another giant Vuvuzela
Production:  Everything.  Everything.  +3 VP, +1 Basic Goods
Trade:  Sell the Goods for 4W


Net:  +1 Unskilled, +1 Lab, +3 VP, +4 W
Logged
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.
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