Pointer

The Players

Player

Order

Faction

Cash

Workers

Priests

Power: Bowl 1

Power: Bowl II
Power: Bowl III
Martin Burgdorf
1-2
Alchemists
1
1
0
0
5
7
Christopher Hunt
2-4
Auren
3
0
0
1
6
0
Chris Geggus
4-1
Swarmligs
1
1
0
0
7
0
Kevin Wilson
3-3
Nomads
7
0
0
3
7
0

Faction Selection

Martin selects the Alchemists.

Christopher selects the Auren.

Chris selects the Swarmlings.

Kevin selects the Nomads.

Initial Dwelling Placement

The Alchemists place a dwelling at N7.

The Auren place a dwelling at J3.

The Swarmlings place a dwelling at O5.

The Nomads place dwellings at E4 and H6.

The Swarmlings place a dwelling at F5.

The Auren place a dwelling at I6.

The Alchemists place dwellings at G5.

The Nomads place a dwelling at I2.

Bonus Tile Selection

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

The Swarmlings select the “4VP per Stronghold or Sactuary/Gain 2 workers” tile.

The Auren select the “Gain 3 power/+1 Shipping” tile.

The Alchemists select the “Gain 1 priest” tile.

Turn 1

Income Phase

The Alchemists gain 3 workers and 1 priest.

The Auren gain 3 workers and 3 power.

The Swarmlings gain 6 workers.

The Nomads gain 4 workers and 2 coins.

Action Phase

The Alchemists spend 3 workers for a shovel to convert H5 to swamp and then spend 1 worker and 2 coins to build a dwelling there, gaining 2VP. The Auren and the Nomads each gain 1 power.

The Auren spend 1 worker and 2 coins to place a dwelling in H3, gaining 2VP.

The Swarmlings burn 3 power and spend 3 power to gain a priest.

The Nomads use the shovel from the bonus tile to convert E5 to desert and spend 1 worker and 2 coins to build a dwelling there, gaining 2VP. The Swarmlings gain 1 power.

The Alchemists commit their priest to the fire cult, gaining 3 steps and 1 power.

The Auren spend 1 worker and 2 coins to build a dwelling in K7, gaining 2VP.

The Swarmlings commit their priest to the earth cult, gaining 3 steps and 1 power.

The Nomads spend 2 workers and 3 coins to upgrade the dwelling at D5 to a trading post. The Swarmlings gain 1 power.

The Alchemists pass, taking the bonus tile that provides 3 power and 1 worker as income and gaining 1 coin.

The Auren burn 4 power and spend 4 power to gain 1 shovel, which they use to convert I4 to forest.

The Swarmlings spend 3 workers and 4 coins to upgrade the dwelling in F5 to a trading post. The Alchemists gain 1 power and the Nomads spend 2VP to gain 3 power.

The Nomads spend 2 workers and 3 coins to upgrade the dwelling in E4 to a trading post. The Swarmlings spend 1VP to gain 2 power.

The Auren spend 1 worker and 2 coins to build a dwelling in I5. The Alchemists gain 1 power.

The Swarmlings spend 5 workers and 8 coins to upgrade the trading post at F5 to a stronghold. The Alchemists gain 1 power and the Nomads spend 3VP to gain 4 power.

The Nomads burn 1 power and spend 4 power to gain 2 workers.

The Auren pass, taking the bonus tile that provides 6 coins of income and gaining 1 coin.

The Swarmlings use their stronghold action to upgrade the dwelling at O5 to a trading post.

The Nomads spend 2 workers and 5 coins to upgrade the trading post in E4 to a temple, gaining the +1 power/+1 worker boon tile and advancing 2 spaces in the earth cult, gaining 1 power. The Swarmlings spend 2VP to gain 3 power.

The Swarmlings spend 3 workers to convert N5 into a lake, then spend 2 workers and 3 coins to build a dwelling there, gaining 2VP.

The Nomads pass, taking the bonus tile that provides 2VP per dwelling and 2 coins income, and gains 1 coin.

The Swarmlings burn 1 power and spend 3 power to build a bridge from F5 to G7.

The Swarmlings pass, gaining 4VP for the stronghold and taking the bonus tile that provides a 1 shovel action and 2 coins.

Cult Bonuses and Cleanup Phase

The Alchemists gain 4 power.

Turn 2

Income Phase

The Alchemists gain 5 workers and 3 power.

The Auren gain 6 workers and 6 coins.

The Nomads gain 4 workers, 4 coins, 2 power, and 1 priest.

The Swarmlings gain 3 workers, 4 coins, and 6 power.

Action Phase

The Alchemists spend 3 power to gain 1 priest.

The Auren spend 2 workers and 3 coins to upgrade the dwelling in I5 to a trading post. The Alchemists gain 1 power.

The Nomads commit a priest to the Earth cult, gaining 2 spaces and 2 power.

The Swarmlings burn 1 power and spend 4 power to gain 2 workers.

The Alchemists spend 2 workers and 3 coins to upgrade the dwelling in H5 to a trading post. The Nomads gain 1 power and the Auren spend 2VP to gain 3 power.

The Auren spend 4 workers and 6 coins to convert the trading post in I5 to a stronghold, gaining the boon tile that allows an action to gain 1 space in any cult and advance 2 spaces in the water cult, gaining 1 power. The Alchemists spend 1VP to gain 2 power.

The Nomads spend 4 workers and 8 coins to upgrade the trading post at E5 to a stronghold. The Swarmlings spend 2VP for 3 power.

The Swarmlings use their bonus action for a shovel to convert M5 to water and then spend 2 workers and 3 coins for a dwelling.

The Alchemists spend 2 workers and 5 coins to upgrade the trading post in H5 to a temple, collecting the boon that provides 3 coins income and advancing one space in the fire cult, gaining 2 power. The Nomads gain 1 power and the Auren spend 3VP to gain 4 power.

The Auren burn 1 power and spend 4 power for a shovel to convert I4 to forest, then spend 1 worker and 2 coins to build a dwelling there.

The Nomads burn 1 power and spend 4 power to gain 7 coins.

The Swarmlings spend 3 workers and 6 coins to convert the trading post in O5 to a temple, taking the boon that allows a city with 6 points and advancing 2 spaces in the fire cult, gaining 1 power.

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

The Auren spend 2 workers and 3 coins to convert the dwelling in I6 to a trading post, founding a town, gaining 14VP and a priest. The Alchemists spend 1VP to gain 2 power and the Nomads gain 1 power.

The Nomads use a Sandstorm to convert E6 to desert then spend 1 worker and 2 coins to place a dwelling there.

The Swarmlings pass, taking the bonus tile that provides 4VP per stronghold or sanctuary and 2 workers income, and gaining 1 coin.

The Alchemists pass, taking the bonus tile that provides 1 shovel action and 2 coins income.

The Auren commit a priest to the Earth cult, gaining 2 spaces.

The Nomads pass, gaining 3VP for dwellings from their old bonus tile, then select the bonus tile that provides 3 power and +1 shipping, gaining 1 coin.

The Auren use their stronghold action, gaining 2 spaces in the Earth cult and 1 power.

The Auren use their boon action, gaining 1 space in the Earth cult and 2 power.

The Auren pass, taking the bonus tile that gives 1 priest and gaining 1 coin.

Map

BoonsCult Board


Alchemists

Auren

Swarmlings

Nomads







Plott
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Pointer, Issue 248