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Author Topic: Distant Colony v3 - Boardgame  (Read 22453 times)

S34N1C

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Re: Distant Colony v3 - Boardgame
« Reply #90 on: January 06, 2017, 10:26:49 pm »

I just realized I forgot to include the things I bought last turn in my total last turn. Whoopsie


Build:
Farm
    Cost: 1 Basic Goods, 1 Machinery
    Staffing: 1 - Min. Unskilled
    Effect: Produce 1 Food during Production. Does not use Food to Produce.
    Size: 1
    End VP: 1

Produce:
Farms: + 2 food
Colonial Center: -1 food + 1 wealth
Harvester: + 1 basic raw, no food consumed due to played effect


Trade:
- 1 basic raw +2 wealth
-3 food +3 wealth
+1 machinery -7 wealth

Organize:
None

Net:
-1 wealth
-2 food
+1 machinery
+1 farm

Spoiler: Total (click to show/hide)
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Mephansteras

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Re: Distant Colony v3 - Boardgame
« Reply #91 on: January 08, 2017, 02:06:19 pm »

Still waiting on Felissan and Gwolfski. I'll ping them.
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Gwolfski

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Re: Distant Colony v3 - Boardgame
« Reply #92 on: January 09, 2017, 04:13:45 pm »

Build: none

produce: Farms: +2 food
trade: -2 food +2 wealth
          +1 machinery -7wealth
          +1 basic good -5 wealth
organize: none

end of turn: -10 wealth, +1 machinery, +1basic good.
         
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Felissan

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Re: Distant Colony v3 - Boardgame
« Reply #93 on: January 09, 2017, 05:25:16 pm »

Tomorrow, I swear.
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Tiruin

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Re: Distant Colony v3 - Boardgame
« Reply #94 on: January 10, 2017, 04:31:55 am »

Tomorrow, I swear.

Guessing nobody wants to trade food? :P
Or since it's my first game--maybe food wasn't a particularly GOOD idea to be my main trading good at the start given its ease of abundance/supply.
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Kashyyk

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Re: Distant Colony v3 - Boardgame
« Reply #95 on: January 10, 2017, 05:55:35 am »

Waiting for a famine/war then dumping it all on the market is potentially viable. Not sure how common they are though.

Meph, on that note: If the player affect of trade was to give the player some input into the next trade phase (by rearranging the next few trade cards, or by picking the next card out of the deck) it would make trade much more powerful to play. I'm not sure how you'd work it if multiple players picked trade though.
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Mephansteras

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Re: Distant Colony v3 - Boardgame
« Reply #96 on: January 10, 2017, 10:53:16 am »

Waiting for a famine/war then dumping it all on the market is potentially viable. Not sure how common they are though.

Meph, on that note: If the player affect of trade was to give the player some input into the next trade phase (by rearranging the next few trade cards, or by picking the next card out of the deck) it would make trade much more powerful to play. I'm not sure how you'd work it if multiple players picked trade though.

There are 2 of every trade card in the deck, except for Standard which has 4. And shuffle, which only has one.

Yeah, it's handling multiple people playing the trade phase that makes that idea tricky.
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Felissan

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Re: Distant Colony v3 - Boardgame
« Reply #97 on: January 10, 2017, 05:49:13 pm »

Build: N/A
Produce: +1 Food
  Farm: +1 Food
  Rare Harvester: +1 Rare Raw, -1 Food
Trade: -2 Rare Raw, +2 Basic Goods

Player Trade:  None

Net: +1 Food, -1 Rare Raw, +2 Basic Goods
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Mephansteras

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Re: Distant Colony v3 - Boardgame
« Reply #98 on: January 10, 2017, 06:05:12 pm »

The Trade Environments have been Shuffled


Space Station
Colonist Pool: 66
VP Pool: 89
(Dropped pools down to 6 player levels)

Trade Environment: Standard

  Food              Costs 2 and Buys for 1     
  Basic Raw         Costs 3 and Buys for 2     
  Rare Raw          Costs 5 and Buys for 4     
  Basic Goods       Costs 5 and Buys for 4     
  Rare Goods        Costs 7 and Buys for 6     
  Machinery          Costs 7 and Buys for 6     
  Soldier                               Buys for 2VP
  Officer           Costs 4VP and Buys for 3VP 



Send in your phase choices!
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Mephansteras

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Re: Distant Colony v3 - Boardgame
« Reply #99 on: January 12, 2017, 01:21:27 pm »

Player   Action
hector13   Produce
S34N1C   Survey
Kashyyk   Produce
Tiruin   Organize
Felissan   Build
Gwolfski   Build

Phases this round
Survey
Build
Produce
Organize
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Kashyyk

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Re: Distant Colony v3 - Boardgame
« Reply #100 on: January 12, 2017, 01:34:51 pm »

Survey
 +1 Wealth

Build
Market (-1 Basic Good, staff with unskilled from temp housing)

Produce
Farms: +2 Food
Colony Center: played effect, +1 Wealth
Rare Harvester: -1 Food, +1 Rare Raw
Market: -1 Food, +1 Wealth

Organisation: Diddly squat

Net: -1 Basic Good, +Market, +3 Wealth, +1 Rare Raw
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hector13

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Re: Distant Colony v3 - Boardgame
« Reply #101 on: January 12, 2017, 01:59:23 pm »

Spoiler: Pre-turn (click to show/hide)

Survey: +1w

Build: None

Produce (played effect): Colony Center: +1w (free activation of unskilled)
Farm: +1 food
Rare Harvester: -1 food, +1 rare raw

Organisation: None

Net: +2w, +1 rare raw

Spoiler: Post-turn (click to show/hide)
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S34N1C

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Re: Distant Colony v3 - Boardgame
« Reply #102 on: January 12, 2017, 10:19:53 pm »

Survey: Played effect- +2 wealth

Build: None

Produce:
Farms- +2 food
Harvester- +1 basic raw -1 food
Colony Center- +1 wealth -1 food

Organize: none

Net:
+3 wealth
+1 basic raw

Spoiler: Total (click to show/hide)
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Mephansteras

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Re: Distant Colony v3 - Boardgame
« Reply #103 on: January 15, 2017, 03:10:23 pm »

Still waiting on Tiruin, Felissan, and Gwolfski.
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Tiruin

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Re: Distant Colony v3 - Boardgame
« Reply #104 on: January 15, 2017, 11:10:44 pm »

Still waiting on Tiruin, Felissan, and Gwolfski.
In which Tiruin thought she had posted back at her laptop. Sorry once more! ._.;

Spoiler: Pre-turn (click to show/hide)
Survey: +1 Wealth
Build: N/A
Produce: +4 Food! +1 Wealth!
Organize: Shift 1 Skilled into the Colony Center!

Of note: I'm testing out 'when people have little to nothing to do and reason out that surveying may be too little for them at the moment, they go Organize for those yummy random cards' here :P

Edit: Keep forgetting that Produce affects the Colony Center! :I Well. That...was a waste of a few turns I played organize.
...And all the turns I didn't anyway, forgot to add the +1 wealth. Ahh ._.
Spoiler: Post-turn (click to show/hide)
Hope this is correct!
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