Pointer
The Players
Player |
Order |
Faction |
Cash |
Workers |
Priests |
Power: Bowl 1 |
Power: Bowl
II |
Power: Bowl
III |
Martin Burgdorf |
1 |
Alchemists |
0 |
2 |
1 |
0 |
12 |
0 |
Christopher Hunt |
4 |
Auren |
0 |
5 |
0 |
0 |
0 |
6 |
Chris Geggus |
2 |
Swarmligs |
1 |
4 |
1 |
6 |
0 |
0 |
Kevin Wilson |
3-1 |
Nomads |
1 |
5 |
0 |
0 |
5 |
5 |
Turn 2
Cult Bonuses and Cleanup Phase
The Auren gain 1 shovel and use it to convert J2 to lake.
The Nomads gain 1 shovel and use it to convert D5 to desert.
The Swarmlings gain 1 shovel and use it to convert G7 to forest.
Turn 3
Income Phase
The Swarmlings gain 3 workers, 1 priest, and 4 power.
The Alchemists gain 3 workers, 5 coins, and 1 priest.
The Nomads gain 5 workers, 6 power, and 1 priest.
The Auren gain 5 workers, 2 coins, 3 power, and 1 priest.
Action Phase
The Swarmlings spend 4 power to gain 7 coins.
The Alchemists spend 4 power to gain 2 workers.
The Nomads use their stronghold action to convert G7 to desert, then spend 1 worker and 2 coins to build a dwelling there. The Swarmlings spend 2VP to gain 3 power.
The Auren burn 1 power and spend 3 power to gain a priest.
The Swarmlings spend 5 workers and 8 coins to upgrade the temple in O7 to a sanctuary, gaining 5VP and the boon tile that give 1 point in the fire cult and 3 coins income.
The Alchemists spend 4 workers and 6 coins to convert the temple in H5 to a sanctuary, gaining 5VP and the boon that gives 3 points in the Fire cult, gaining 2 power. The Nomads gain 1 power and the Auren spend 4VP to gain 5 power.
The Nomads commit their priest to the Earth cult, gaining 2 steps and 2 power.
The Auren spend 3 workers for a shovel to convert J2 to forest, then spend 1 worker and 2 coins to build a dwelling there. The Nomads gain 1 power.
The Swarmlings use their stronghold action to convert the dwelling in N5 to a trading post and create a city, gaining 6 coins, 5VP and 3 workers.
The Alchemists use the action from their bonus tile to gain a shovel and use it to convert O8 to swampland.
The Nomads spend 3 power to build a bridge from E6 to G7, then found a town, gaining 6VP and 8 power.
The Auren spend 1 worker and 2 coins to build a dwelling in J1.
The Swarmlings spend 1 priest and 4 coins to improve their shipping by 1, gaining 2VP.
The Alchemists pass, selecting the bonus tile that provides 3 power and 1 worker, and gaining 1 coin.
The Nomads spend 4 power to gain a shovel, use it to convert I7 to desert, then spend 1 worker and 2 coins to place a dwelling there. The Auren spend 1 VP to gain 2 power.
The Auren commit a priest to the Air cult, gaining 3 spaces and 1 power.
The Swarmlings pass, gaining 8VP from their current bonus tile, and selecting the bonus tile that provides 6 coins income, gaining 1 coin.
The Nomads pass, taking the bonus tile that grants 1VP per dwelling and 2 coins income, and gaining 1 coin.
The Auren commit a priest to the Air cult, gaining 2 spaces and 1 power.
The Auren spend 6 power for 2 shovels, converting I1 to forest.
The Auren use their bonus tile to move up 1 in the Fire cult.
The Auren use their stronghold action to move up 2 in the Fire cult, gaining 1 power.
The Auren pass, taking the bonus tile with an action gaining 1 shovel and 2 coins income.
Cult Bonuses and Cleanup Phase
The Auren gain 1 worker.
The Swarmlings gain 2 workers.
The Alchemists gain 4 workers.
Turn 4
Income Phase
The Alchemists gain 4 workers, 3 coins, 1 priest, and 3 power.
The Swarmlings gain 3 workers, 11 coins, 2 priests, and 6 power.
The Nomads gain 7 workers, 2 coins, 3 power, and 1 priest.
The Auren gain 7 workers, 2 coins, and 3 power.
Action Phase
The Alchemists spend 4 power to gain 7 coins.
The Swarmlings spend 1 priest and 4 coins to improve their shipping to 2, gaining 3VP.
The Nomads spend 2 workers and 3 coins to upgrade the dwelling in I7 to a trading post, gaining 3VP. The Auren spend 1VP to gain 2 power.
The Auren use their boon action to advance 1 space in the Air cult, gaining 2 power.
The Alchemists spend 1 priest, 2 workers, and 5 coins to improve terraforming to 1 worker per shovel, gaining 6VP.
The Swarmlings spend 2 workers and 3 coins to build a settlement in F8.
The Nomads use 1 priest to advance 1 space in the Earth cult.
The Auren use their stronghold action to advance 2 spaces in the Air cult.
The Alchemists spend 3 workers for 3 shovels to convert H4 to swamp, then spend 1 worker and 2 coins to place a dwelling there. The Auren spend 4VP for 4 power.
The Swarmlings burn 1 power and spend 6 power for 2 shovels to convert G9 to lake, then spend 2 workers and 3 coins to build a dwelling there.
The Nomads spend 2 workers and 3 coins to upgrade the dwelling in H6 to a trading house, gaining 3VP. The Alchemists spend 3VP to gain 4 power.
The Auren spend 1 worker and 2 coins to build a dwelling in I1. The Nomads gain 1 power.
The Alchemists spend 2 workers and 3 coins to upgrade the dwelling in H4 to a trading house, gaining 3VP.
The Swarmlings spend 2 workers and 3 coins to build a dwelling in H9.
The Nomads use a Sandstorm to convert G8 to desert, then convert 2 power into coins and spend 1 worker and 2 coins to build a dwelling there. The Swarmlings spend 2VP to gain 3 power.
The Auren spend 2 workers and 3 coins to upgrade the dwelling at J3 to a trading house. The Nomads gain 1 power.
The Alchemists convert 2VP to 2 coins, then spend 2 workers and 3 coins to convert the dwelling at G5 to a trading house, gaining 3VP and establishing a town, gaining 7VP and 2 workers. The Swarmlings spend 2VP to gain 3 power and the Nomads spend 1VP to gain 2 power.
The Swarmlings use their stronghold action to convert the dwelling at F8 into a trading house. The Nomads gain 1 power.
The Nomads pass, gaining 4VP from their current bonus tile, and select the bonus tile that provides 3 power income and +1 shipping along with 1 coin.
Pointer,
Issue 247 |
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