Drever

The Players

Player

Order

Faction

Cash

Workers

Priests

Power: Bowl 1

Power: Bowl II
Power: Bowl III
Martin Burgdorf
4
Nomads
8
6
0
1
9
2
Chris Geggus
1
Witches
2
1
0
0
3
2
Kevin Wilson
2
Giants
7
2
1
2
4
1
Christopher Hunt
3 Cultists 8
3
1
3
3
0

Faction Selection

Martin selects the Nomads.

Chris selects the Witches.

Kevin selects the Giants.

Christopher selects the Cultists

Initial Settlement Placement

The Nomads place a dwelling at E1.

The Witches place a dwelling at M5.

The Giants place a dwelling at H4.

The Cultists place dwellings at M6 and H5.

The Giants place a dwelling at E5.

The Witches place a dwelling at C1.

The Nomads place dwellings at H6 and I2.

Bonus Tile Selection

The Cultists select the "Gain 1 Priest" tile.

The Giants select the "Gain 6 coins" tile.

The Witches select the "Gain 3 power/Gain 1 worker" tile.

The Nomads select the "One Shovel/Gain 2 coins" tile.

Turn 1

Income Phase

The Nomads gain 4 workers and 2 coins.

The Witches gain 4 workers and 3 power.

The Giants gain 3 workers and 6 coins.

The Cultists gain 3 workers and 1 priest.

Action Phase

The Nomads use the bonus tile shovel to transform E2 to desert, then spend 1 worker and 2 coins to place a dwelling there.

The Witches burn 3 power and use 3 power to take the Gain a Priest action.

The Giants spends 2 workers and 3 coins to upgrade the dwelling at H4 to a Trading Post. The Cultists gain 1 power.

The Cultists commit their priest to the earth cult, gaining 3 spaces on the track and 1 power.

The Nomads spend 2 workers and 3 coins to upgrade the dwelling at H6 to a Trading Post. The Cultists gain 1 power.

The Witches commit their priest to the air cult, gaining 3 spaces on the track and 3 power.

The Giants spend 4 workers and 6 coins to upgrade the Trading Post at H4 to a Stronghold.  The Cultists gain 1 power.

The Cultists spend 2 workers and 3 coins to upgrade the settlement at M6 to a Trading House. The Witches gain 1 power. The Cultists gain 1 space on the Earth cult track, gaining 2 power.

The Nomads spend 2 workers and 5 coins to upgrade the Trading House at H6 to a Temple, gaining the boon that increases the standing in the Earth cult by 2, gaining 1 power.  The Cultists gain 1 power.

The Witches spend 2 workers and 3 coins to upgrade the dwelling in M5 to a Trading House. The Cultists spend 1 VP to gain 2 power.

The Giants burn 3 power to gain 1 worker, user their Stonghold ability to gain 2 shovels to convert I5 to wasteland, and use 1 worker and 2 coins to build a dwelling at I5.  The Cultists gain 1 power.

The Cultists spend 4 power to collect 7 coins.

The Nomads pass, taking the bonus tile “Gain 3 power/+1 Shipping” and gaining 1 coin.

The Witches burn 4 power, gaining 2 workers.

The Giants pass, taking the bonus tile “Gain 2VP per Trading House/Gain 1 worker” and gaining 1 coin.

The Cultists spend 2 workers and 5 coins to upgrade the Trading House at M6 to a Temple, gaining the boon that gives him 2 status in the Water cult and an action to gain 1 status in the cult of his choice. The Witches spend 1VP to gain 2 power.  The Cultists gain 1 standing in the Earth cult.

The Witches spend 4 workers and 6 coins to upgrade their Trading Post into a Stronghold. The Cultists spend 1 VP to gain 2 power.

The Cultists pass, taking the bonus tile “Gain 1 VP per dwelling/Gain 2 coins” and gaining 1 coin.

The Witches use Witches Ride to place a dwelling at I6. The Giants and Cultists each gain 1 power. The Nomads spend 1 VP for 2 power.

The Witches spend 2 workers and 3 coins to upgrade the dwelling at I6 to a Trading House. The Giants and Cultists each gain 1 power. The Nomads spend 1 VP for 2 power.

The Witches pass, taking the “Gain 6 coins” bonus tile.

Cult Bonus and Cleanup Phase

The Cultists gain a free shovel, which they use to convert M7 to farmland.

Turn 2

Income Phase

The Nomads gain 5 workers, 4 power, and 1 priest.

The Giants gain 4 workers and 4 power.

The Cultists gain 2 workers, 2 coins, and 1 priest.

The Witches gains 2 workers, 8 coins, and 3 power.

Action Phase

The Nomads spend 1 worker and 2 coins to build a dwelling in E4. The Giants gain 1 power.

The Giants spend 2 workers and 3 coins to upgrade the dwelling at E5 to a Trading House. The Nomads gain 1 power.

The Cultists spend 1 power and burn 5 more to gain 2 shovels, gaining 4VP, which they use to convert G5 and M7 to farmland, then they spend 1 worker and 2 coins to build a dwelling at G6. The Nomads spend 1VP to gain 2 power. The Cultists gain 1 space in the Earth cult, gaining 2 power.

The Witches use Witches Ride to place a dwelling in K7.

The Nomads commit their priest to the Fire cult, gaining 3 spaces and 1 power.

The Giants spend 2 workers and 5 coins to upgrade the Trading House at D5 to a Temple, gaining the 2 Air Cult/Gain 4 Power Boon. The Nomads gain 1 power. The Giants gain 2 spaces in the Air cult, gaining 1 power.

The Cultists spend 1 worker and 2 coins to build a dwelling at N7.

The Witches spend 2 workers and 5 coins to upgrade the Trading House in I6 to a Temple, gaining the 2 Fire Cult/City Needs 6 Points Boon. The Giants and Cultists each gain 1 power.

The Nomads spend 4 power to gain 1 shovel, gaining 2VP, then use it to convert F1 to desert.

The Giants spend 1 power and burn 2 power to gain 1 worker, then use their Stronghold power to gain 2 shovels to transform F5 to wasteland, gaining 4VP, and spend 1 worker and 2 coins for a dwelling. The Nomads and Cultists each gain 1 power.

The Cultists spend 1 worker and 2 coins to place a dwelling at M7.

The Witches pass, taking the “Gain 1 shovel/Gain 2 coins” bonus tile, along with 1 coin.

The Nomads spend 3 power to gain a priest.

The Giants pass, taking the “Gain 1 Priest” bonus tile along with 1 coin.

The Cultists spend 1 worker and 2 coins on a dwelling at O8.

The Nomads spend 1 priest, 2 workers, and 5 coins to reduce the cost of shovels, gaining 6VP.

The Cultists use their Boon token action to advance one space in the Earth cult.

The Nomads convert 2 workers to 1 shovel and conveert G1 to desert, gaining 2VP.

The Cultists pass, taking the “Gain 3 power/Gain 1 worker” bonus tile and 1 coin.

The Nomads pass, taking the “Gain 6 coins” bonus tile.

Cult Bonuses and Cleanup Phase

The Cultists gain 8 coins and the Nomads gain 3 coins.

Turn 3

Income Phase

The Witches gain 3 workers, 2 coins, 2 power, and 1 priest.

The Giants gain 3 workers, 8 power, and 2 priests.

The Cultists gain 7 workers, 3 power, and 1 priest.

The Nomads gain 6 workers, 6 coins, 1 power, and 1 priest.

Action Phase

The Witches use Witches' Flight to place a dwelling in P9, gaining 2VP. The Cultists gain 1 power.

The Giants spend 4 power to gain 7 coins.

The Cultists spend 1 priest, 2 workers, and 5 coins to reduce the cost of shovels, gaining 6VP.

The Nomads spend 1 worker and 2 coins for a dwelling in F1, gaining 2VP.

The Witches use the shovel from the bonus tile to transform D1 into forest, then spend 1 worker and 2 coins for a dwelling there, gaining 2VP. The Nomads spend 1VP for 2 power.

The Giants use their Stronghold ability to gain 2 shovels, converting D4 to wasteland and spending 1 worker and 2 coins for a dwelling, gaining 2VP. The Nomads gain 1 power.

The Cultists spend 2 power and burn 1 power to gain a priest using the power action on the board.

The Nomads commit their priest to the Water cult, gaining 3 spaces and 1 power.

The Witches spend 1 priest, 2 workers, and 5 coins to reduce the cost of shovels, gaining 6VP.

The Giants commit a priest to the Air cult, gaining 2 spaces and 2 power.

The Cultists spend 1 priest, 2 workers, and 5 coins to reduce the cost of shovels, gaining 6VP.

Map

BoonsCult Board


Nomads



Witches


Giants

Cultists




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Drever, Issue 243