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Author Topic: Distant Colony v2 - Boardgame - Game Over!  (Read 19205 times)

Mephansteras

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Re: Distant Colony v2 - Boardgame - Round 1
« Reply #45 on: March 11, 2014, 03:53:16 pm »

Right. Fixed!


Oh, yeah, quick note on Reserving Colonists. When we get to the point where we start running out of Experts, I'm going to just assume that you want the Best Available (Expert>Skilled>Unskilled>Criminal). If for some reason you want something else (Say, Skilled>Criminal>Unskilled due to the buildings you have) let me know. Won't be relevant for a bit, but we will run into that situation eventually.
« Last Edit: March 11, 2014, 03:59:48 pm by Mephansteras »
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Kashyyk

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Re: Distant Colony v2 - Boardgame - Round 1
« Reply #46 on: March 11, 2014, 06:53:25 pm »

Survey +1 Wealth

Colonisation +1 Skilled Colonist

Build +1 Farm (-1 Basic Goods, -1 Machine) staffed with Skilled

Production
Farms: +2 Food
Colony Center: Free Activation, +1 Wealth

Net +2 Food, +2 Wealth, -1 Basic Goods, -1 Machine, +1 Skilled, +1 Farm
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xelada

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Re: Distant Colony v2 - Boardgame - Round 1
« Reply #47 on: March 11, 2014, 07:30:53 pm »

Survey: +1 W
Colonization:  +1 Skilled
Build:  Build Harvester, staff with skilled
Production:  Activate all:  +1 Basic Raw, +1 W, +-0 food

Net:  +2 W, +1 Basic Raw, +1 Skilled, Harvester Built, -1 Basic Goods, -1 Machine

End result:
xelada - First Player
VPs: 0
Temporary Housing:
Reserved Colonist:
Wealth: 8
Resources: 2 Food, 1 Basic Raw
Warehouse: 3/5
Contracts: None
Size: 3/15
Colonial Center - 1 Unskilled
Farm - 1 Unskilled
Harvester - 1 Skilled

notquitethere

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Re: Distant Colony v2 - Boardgame - Round 1
« Reply #48 on: March 11, 2014, 08:52:39 pm »

I hope this is legal:

Survey: +2 W (for having chosen Survey)
Colonization:  +1 Skilled
Build:  Barracks: -1 basic good, move unskilled colonist from colonial centre to barracks.
Production:  Activate Farm = +1 food; Activate barracks: -1 food, convert unskilled to soldier, move soldier to temporary housing

Net:  +2 W, -1 basic good, +1 skilled, -1 unskilled, +1 soldier, Barracks built

Spoiler: Colony up to date (click to show/hide)
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Toaster

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Re: Distant Colony v2 - Boardgame - Round 1
« Reply #49 on: March 11, 2014, 09:16:03 pm »

Build:  Barracks: -1 basic good, move unskilled colonist from colonial centre to barracks.
Production:  Activate Farm = +1 food; Activate barracks: -1 food, convert unskilled to soldier, move soldier to temporary housing

For the build, you can only staff from temp housing, not from another building.
You need a staffed Military HQ to move military like that.


EDIT- This begs the question though.  Meph:  Do you need to feed the staff in Military HQ to use that effect?
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Mephansteras

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Re: Distant Colony v2 - Boardgame - Round 1
« Reply #50 on: March 12, 2014, 12:07:28 am »

No, his move is legal.

Quote
Build
  Basic Effect: Each player may build one building, paying the appropriate costs to do so, and staff it immediately. If the building can hold more than one colonist, you may staff it to full capacity. Staff may come from Temporary Housing or other buildings, but colonists taken from buildings are not replaced.

What the Military HQ lets you do is Replace the colonist in the Barracks after you do the conversion. And, yes, you have to pay the Food cost if you want to use the HQ's ability that round.
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Toaster

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Re: Distant Colony v2 - Boardgame - Round 1
« Reply #51 on: March 12, 2014, 07:38:44 am »

Oh.  How about that.
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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 1
« Reply #52 on: March 12, 2014, 10:27:54 am »

Now we just have to wait for GWG to post moves for the forty other games he's in.
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notquitethere

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Re: Distant Colony v2 - Boardgame - Round 1
« Reply #53 on: March 12, 2014, 12:23:06 pm »

Does anyone fancy sharing what phase they're going to pick? We all benefit if we don't all pick the same things. I'm erring towards Colonisation, Production and Trade.
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Mephansteras

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Re: Distant Colony v2 - Boardgame - Round 1
« Reply #54 on: March 13, 2014, 12:05:12 pm »

I prodded GWG, so hopefully he'll get his turn in today.
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GreatWyrmGold

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Re: Distant Colony v2 - Boardgame - Round 1
« Reply #55 on: March 13, 2014, 02:20:15 pm »

Not my fault, I still don't have a charging cord.

Survey: +1 Wealth
Colonization: Skilled Colonist
Build: Farm (Staff with Skilled)
Production: Farm (+1 Food)

Just wait...things will pick up.
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xelada

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Re: Distant Colony v2 - Boardgame - Round 1
« Reply #56 on: March 13, 2014, 02:28:21 pm »

I'll go trade I guess so we can all buy a new machine so we can move closer to being vaguely self sufficient. Also, someone should go Organize so we can swap our skilled laborers and unskilled colonists around.

Mephansteras

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Re: Distant Colony v2 - Boardgame - Round 1
« Reply #57 on: March 13, 2014, 03:00:45 pm »

Not my fault, I still don't have a charging cord.

Survey: +1 Wealth
Colonization: Skilled Colonist
Build: Farm (Staff with Skilled)
Production: Farm (+1 Food)

Just wait...things will pick up.

I take it you are also activating your Colony Center for +1W?
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Come play Mafia with us!
"Let us maintain our chill composure." - Toady One

Toaster

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Re: Distant Colony v2 - Boardgame - Round 1
« Reply #58 on: March 13, 2014, 03:03:10 pm »

I'll go trade I guess so we can all buy a new machine so we can move closer to being vaguely self sufficient. Also, someone should go Organize so we can swap our skilled laborers and unskilled colonists around.


I will!  Not just because I'm last or anything.
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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 1
« Reply #59 on: March 13, 2014, 03:04:54 pm »

I'm willing to sell my machine. I'm open to offers.

Also, I'll grab Colonisation.

Meph, can we trade colonists?

GWG, you now have two farms, you could have activated both of them.
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