Beagle

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.


Beagle, Issue 224

Azawakh

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