Turn 8 through End of Game Statements
Turn 8
Governor Christopher selects the Craftsman,
gains 1 doubloon, and produces 2 corn, Dave produces 1 indigo and 1
coffee, Martin produces 1 indigo and 1 coffee, and Chris produces 2
corn and 1 tobacco.
Dave selects the Builder, gains 1 doubloon,
and builds an Office (1 doubloon discount from Builder, 1 doubloon
discount from Quarry, 3 doubloons spent), Martin builds an Indigo Plant
(2 doubloon discount from Quarries, 1 doubloon spent), Chris builds a
Large Market (2 doubloon discount from Quarries, 1 doubloon discount
discarding a corn with the Black Market, 2 doubloons spent), and
Christopher buys a Small Sugar Mill (2 doubloons spent).
Martin selects the Captain and ships 1 coffee
on Ship 1 for 2VP, Chris ships 1 corn on Ship 3 for 1VP (Ship 3 sails),
Dave ships 1 coffee on Ship 1 for 1VP, Martin ships 1 indigo on Ship 2
for 1 VP, and Dave ships 1 indigo on Ship 2 for 1VP. Christopher
discards 1 corn.
Chris selects the Trader, gains 1 doubloon, and trades tobacco for 4 doubloons (3 base +1 for Trader).
Turn 9
Governor Dave selects the Mayor, gains 1
doubloon, and places colonists on the Office, Coffee Roaster, and a
coffee plantation, Martin places colonists on the Coffee Roaster and a
Quarry, Chris places a colonist on the Large Market, and Christopher
places a colonist on the Small Sugar Mill. Seven colonists are placed
on the colonist ship.
Martin selects the Prospector, gaining 2
doubloons.
Chris selects the Settler, gains 1 doubloon,
and takes a tobacco plantation (with a colonist from the Hospice),
Christopher takes a corn plantation, Dave discards a sugar plantation
and takes a forest, and Martin uses the Construction Hut to take a
Quarry, and the Hacienda to receive an indigo plantation. New
plantations are corn, corn, sugar, sugar, tobacco.
Christopher selects the Captain and ships 1 corn on Ship 3 for 3VP. No other shipping is possible.
Turn 10
Governor Martin selects the Mayor and places
colonists on the Indigo Plant, an indigo plantation, and the Quarry,
Chris places colonists on the Small Indigo Plant and Tobacco Storage,
Christopher places colonists on the corn plantation and in San Juan,
and Dave places a colonist on the Small Market. Four colonists are
placed on the colonist ship.
Chris selects the Builder, collects 1
doubloon, and builds the Harbour (1 doubloon discount from the Builder,
2 doubloon discount from Quarries, 1 doubloon discount from discarding
a colonist with the Black Market, 4 doubloons spent), Christopher
passes, Dave builds a Church (1 doubloon discount for Quarry, 1
doubloon discount for forests, 3 doubloons spent), and Martin
builds a Small Warehouse (1 doubloon discount for Quarry, 2 doubloons
spent).
Christopher selects the Craftsman, gains 1
doubloon, and produces 3 corn and 1 sugar, Dave produces 2 indigo and 2
coffee, Martin produces 2 indigo and 2 coffee, and Chris produces 2
corn and 2 tobacco. Christopher produces 2 corn with the Craftsman
bonus doubled via the Library.
Dave selects the Trader, collects 1 doubloon, and trades coffee for 6 doubloons (4 base, +1 for Trader, +1 for Small Market). No further trading is possible.
Turn 11
Governor Chris selects the Trader and trades
tobacco for 6 doubloons (3 base, +1 for Trader, +2 for Large Market),
Christopher trades sugar for 2 doubloons, Dave trades coffee for 5
doubloons (4 base +1 for Small Market), and Martin trades indigo for 1
doubloon.
Christopher selects the Captain, gains 1
doubloon, and ships 5 corn on Ship 3 for 7VP, Dave ships 1 indigo on
ship 2 for 1VP (Ship 2 sails), Martin ships 2 coffee on Ship 1 for 2VP,
Chris ships 1 corn on Ship 3 for 1VP (Ship 3 sails). Dave discards 1
indigo and Chris discards 1 corn.
Dave selects the Mayor, placing colonists in
the Church and San Juan, Martin places a colonist on the Small
Warehouse, Chris places a colonist on the Harbour, and Christopher
places a colonist in San Juan. Four new colonists added to the colonist
ship.
Martin selects the Prospector and gains 2 doubloons.
Turn 12
Governor Christopher selects the Settler,
gains 2 doubloons, and takes the last Quarry, Dave discards a corn
plantation to gain a forest, Martin selects a sugar plantation and
gains another sugar plantation with the Hacienda, Chris selects a
tobacco plantation (with a colonist due to the Hospice), and
Christopher uses the Library to take a corn plantation. New plantations
are corn, corn, corn, tobacco, coffee.
Dave selects the Builder, gains 1 doubloon,
and build the City Hall (1 doubloon discount for Builder, 1 doubloon
discount for a Quarry, 1 doubloon discount for Forests, 7 doubloons
spent, 2VP gained for Church), Martin builds a Sugar Mill (2 doubloon
discount for Quarries, 2 doubloons spent), Chris builds the Fortress (2
doubloon discount from Quarries, 8 doubloons spent), Christopher passes.
Martin selects the Trader and trades indigo
for 2 doubloons (1 base +1 for Trader), Chris trades tobacco for 5
doubloons (3 base +2 for Large Market). No further trading is possible.
Chris selects the Craftsman, gains 1 doubloon, and gains 2 corn and 3 tobacco, Christopher gains 3 corn and 1 sugar, Dave gains 2 indigo and 2 coffee, and Marin gains 2 indigo and 2 coffee. Chris gains 1 more tobacco from the Craftsman bonus.
Turn 13
Governor Dave selects the Builder and builds
the Statue (1 doubloon discount for Builder, 1 doubloon discount for
Quarry, 1 doubloon discount for Forests, 7 doubloons spent, +2VP for
Church). Note that this build fills up Dave's city, meaning this is the
last turn. Martin builds a Factory (3 doubloon discount from Quarries,
4 doubloons spent), Chris builds a Wharf (2 doubloon discount for
Quarries, 7 doubloons spent), and Christopher passes.
Martin selects the Captain, gains 1 doubloon,
and ships 1 coffee in Ship 1 for 2VP, Chris ships 4 tobacco on Ship 2
for 5VP, Christopher ships 3 corn on Ship 3 for 3VP, Dave and Martin
can't ship, and Chris ships 2 corn on Ship 3 for 3VP.
Chris selects the Mayor, gains 1 doubloon, and
places colonists on the Wharf and the Fortress, Christopher places a
colonist on the Quarry and moves a colonist from San Juan to a corn
plantation, Dave places a colonist on the City Hall, and Martin places
a colonist on the Factory, moves colonists from the Quarries to the
indigo plantation, both sugar plantations, and the Small Sugar Mill,
then moves a colonist from the Hacienda to the Indigo Plant and from
the Construction Hut to the Sugar Mill. Six new colonists placed on the
colonist ship.
Christopher selects the Prospector, gaining 2 doubloons.
The Players
Player Name |
Role |
Plantations |
Buildings |
San Juan |
Doubloons |
Stored Production |
VP |
Dave Hooton | Builder | Indigo, Quarry, Coffee, Coffee, Forest, Forest Forest | Small Indigo Plant, Forest House, Aqueduct, Small Market, Coffee Roaster (x1), Storehouse, Office, Church, City Hall, Statue | 1 | 1 | 2 indigo, 2 coffee | 9 |
Martin Burgdorf | Captain | Indigo, Coffee, Quarry, Quarry, Coffee, Quarry, Indigo, Quarry, Indigo, Sugar, Sugar | Small Indigo Plant, Hacienda, Construction Hut, Small Sugar Mill, Coffee Roaster (x2), Indigo Plant (x2), Small Warehouse, Sugar Mill (x1), Factory | 2 | 2 indigo, 1 coffee | 8 | |
Chris Geggus | Mayor | Corn, Tobacco, Corn, Quarry, Quarry, Tobacco, Quarry, Tobacco | Hospice, Black Market, Small Indigo Plant, Tobacco Storage (x3), Large Market, Harbour, Fortress, Wharf | 1 | 16 | ||
Christopher Hunt | Prospector | Corn, Tobacco, Sugar, Corn, Indigo, Quarry, Corn | Library, Small Sugar Mill | 1 | 9 | 1 sugar | 24 |
Player in bold is the Governor. Plantations and buildings in bold are manned. Buildings that can be manned by more than one colonist will have the number manning them in parentheses after the building name.
Available Items
Colonists: Supply: 11 Colonist Ship: 6
Trading House: | Indigo | Tobacco |
Cargo Ships: | Ship 1 (capacity 5): | Empty | Ship 2 (capacity 6): | 4 tobacco | Ship 3 (capacity 7): | 5 corn |
Victory Points: 46
Commodities
Corn: 4
Indigo: 6
Sugar: 10
Tobacco: 4
Coffee: 6
Buildings
Column 1 |
Column 2 |
Column 3 |
Column 4 |
Small Indigo Plant (1d, 1vp) | Indigo Plant (x3, 3d, 2vp) | Tobacco Storage (x2, 5d, 3vp) | Guild Hall (10d, 4vp) |
Small Sugar Mill (x3, 2d, 1vp) | Sugar Mill (x3, 4d, 2vp) | Coffee Roaster (6d, 3vp) | Residence (10d, 4vp) |
Guesthouse (4d, 2vp) | Lighthouse (7d, 3vp) | Customs House(10d, 4vp) | |
University (8d, 3vp) | |||
Cloister (10d, 4vp) | |||
Trading Post (5d, 2vp) | |||
Specialty Factory (8d, 3vp) | |||
Small Wharf (6d, 2vp) | Union Hall (9d, 3vp) | ||
Large Warehouse (6d, 2vp) |
Roles
Builder, Captain,
Craftsman, Mayor, Prospector,
Settler, Trader
Plantations
Forest (x23), Corn, Corn, Corn, Tobacco, Coffee
Discard Pile: Indigo, Indigo, Sugar, Sugar, Sugar, Sugar, Tobacco, Indigo, Indigo, Tobacco, Indigo, Tobacco, Sugar
Victory Points
Dave |
Martin |
Chris |
Christopher |
|
Buildings | 24 | 15 | 19 | 4 |
VP Chips | 9 | 8 | 16 | 24 |
Bonus | 8 | 0 | 5 | 0 |
Total | 41 | 23 | 40 | 28 |
End of Game Statements
Chris Geggus: Ouch, that hurt. Entirely my
error for not spotting that Dave had filled his board. I could have
built a 10 value building on my last turn, rather than the Wharf and
after Mayor'ing I would have had enough to win. Face to face I would
have been looking at Dave's board and realised he was about to finish,
but by mail one can take one's eye off the ball. Same for everyone, so
totally my incompetence/laziness.
However, always enjoyable and congrats to Dave and thanks to Chris yet again.
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Beagle, Issue 224 | |
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