Pointer

The Players

Player

Order

Faction

Cash

Workers

Priests

Power: Bowl 1

Power: Bowl II
Power: Bowl III
Martin Burgdorf
2
Alchemists
14
8
2
6
6
0
Christopher Hunt
1
Auren
21
13
1
0
3
3
Chris Geggus
3
Swarmligs
6
10
2
5
1
0
Kevin Wilson
4
Nomads
3
4
2
3
3
4

Turn 4

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.

The Auren convert 3 power into coins, then spend 2 workers and 3 coins to upgrade the dwelling in J2 to a trading house. The Nomads gains 1 power.

The Alchemists pass, selecting the bonus tile that provides 2 workers income and 4VP for each stronghold and sanctuary along with 1 coin.

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

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

The Swarmlings spend 3 workers to convert F9 to water.

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

Cleanup Phase and Cult Bonuses

The Auren use 1 shovel to convert K1 to forest and 1 shovel to convert L1 to mountains.

Turn 5

Income Phase

The Nomads gain 6 workers, 4 coins, 1 priest, and 4 power.

The Alchemists gain 4 workers, 7 coins, 1 priest, and 2 power.

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

The Swarmlings gain 5 workers, 9 coins, 2 priests, and 5 power.

Action Phase

The Nomads spend 4 power to gain 7 coins.

The Alchemists commit a priest to the Fire cult, gaining 2 spaces and 3 power.

The Auren spend 3 power to gain a priest.

The Swarmlings spend 2 workers and 3 coins to build a dwelling in F9.

The Nomads spend 1 worker and 2 coins to build a dwelling in K9.

The Alchemists spend 4 power to gain 2 workers.

The Auren use their boon tile action to gain 1 step in the Air cult, gaining 3 power.

The Swarmlings spend 6 power for 2 shovels, converting D6 to lake and spending 2 workers and 3 coins to build a dwelling there. The Nomads gain 1 power.

The Nomads spend 3 power to build a bridge from I7 to J9.

The Alchemists spend 4 workers and 6 coins to convert the trading house in H4 to a stronghold, gaining 12 power.

The Auren use their stronghold action to advance 2 spaces in the Fire cult, gaining 2 power.

The Swarmlings use their stronghold action to upgrade the dwelling in F9 to a trading house, then establish a town, gaining 8VP, 3 workers, and 1 space in each cult, gaining 6 power.

The Nomads use a Sandstorm to convert J9 to desert, then spend 1 worker and 2 coins to build a dwelling there.

The Alchemists commit their priest to the Air cult, gaining 2 steps.

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

The Swarmlings use their bonus tile action to convert D3 to lake, then spend 2 workers and 3 coins to place a dwelling there. The Nomads spend 1VP to gain 2 power.

The Nomads spend 2 workers and 5 power to upgrade the trading house at I7 to a temple, taking the boon tile that give 4 power income and advancing 2 spaces in the Air cult.

The Alchemists spend 1 worker and 2 coins to place a dwelling in O8.

The Swarmlings commit a priest to the Air cult, gaining 2 spaces and 1 power.

The Nomads convert 3 workers to 3 coins, then spend 2 workers and 6 coins to convert the dwelling in J9 to a trading house, establishing a town and gaining the tile that gives 8VP and 1 space in each cult, gaining 1 power.

The Alchemists pass, gaining 8VP, and take the bonus tile that grants 1VP per dwelling and 2 coins income, and 1 coin.

The Swarmlings commit a priest to the Water cult, gaining 2 spaces and 2 power.

The Nomads convert 3 power into coins, then spend 2 workers and 3 coins to upgrade the dwelling in E6 to a trading house. The Swarmlings gain 1 power.

The Swarmlings convert 2 power into 2 coins, then spend 2 workers and 3 coins to place a dwelling in D4.

The Nomads assign a priest to support the Earth cult, gaining 1 space and 3 power.

The Swarmlings pass, taking the bonus tile that provides 2 workers income and 4VP for a stronghold or sanctuary.

The Nomads pass, taking the bonus tile that provides a free shovel action and 2 coins income.

Cleanup Phase and Cult Bonuses

The Nomads gain 1 worker.

The Alchemists gain 1 worker.

The Auren gain 5 workers.

The Swarmlings gain 2 workers.

Turn 6

Income Phase

The Auren gain 6 workers, 12 coins, and 1 power.

The Alchemists gain 3 workers, 13 coins, 1 priest, and 1 power.

The Swarmlings gain 10 workers, 9 coins, 2 priests, and 6 power.

The Nomads gain 6 workers, 9 coins, 2 priests, and 10 power.

Action Phase

The Auren spend 4 power to gain 7 coins.

The Alchemists spend 4 power to gain 2 workers.

The Swarmlings spend 6 power for 2 shovels, gaining 4VP, and use them to convert C4 and C5 into lake, spending 2 workers and 3 coins to build a dwelling in C4.

The Nomads spend 3 power to build a bridge from H6 to G7.

The Auren use their stronghold action to advance 2 spaces in the Water cult, gaining 2 power.

The Alchemists spend 3 power to gain 1 priest.

The Swarmlings spend 2 workers and 3 coins for a dwelling in C5.

The Nomads spend 1 worker and 2 coins to build a dwelling in D5.

The Auren spend 1 worker and 2 coins to build a dwelling in K1 establishing a town and gaining 9VP and a priest.

The Alchemists spend 1 worker for a shovel and convert M6 into swamp, gaining 2VP and 2 power.

The Swarmlings use their stronghold action to upgrade the dwelling at D3 to a trading house, establishing a town, gaining 5VP, 6 coins, and 3 workers.

The Nomads use the shovel action from their bonus tile to convert I9 to desert, gaining 2VP, and spend 1 worker and 2 coins to build a dwelling there. The Swarmlings gain 1 power.

The Auren spend 1 priest and 4 coins to improve his shipping, gaining 2VP.

The Alchemists spend 3 power to gain 1 worker, then spend 1 worker for a shovel, converting O7 to swamp and gaining 2VP and 2 power.

The Swarmlings spend 2 workers and 3 coins to build a dwelling in D1.

The Nomads use a Sandstorm to convert K8 to desert, then spend 1 worker and 2 coins to build a dwelling there. The Auren gain 1 power.

The Auren commit a priest to the Water cult, gaining 2 spaces and 2 power.

Map

BoonsCult Board


Alchemists

Auren

Swarmlings

Nomads





Pointer, Issue 248

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S.O.B. 249 Home Pudelpointer

Pointer, Issue 250