Pointer

The Players

Player

Order

Faction

Cash

Workers

Priests

Power: Bowl 1

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

Turn 6

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.

The Alchemists spend 3 workers for 3 shovels and convert N6 to swamp, gaining 6VP and 6 power.

The Swarmlings commit a priest to the Water cult, gaining 2 steps.

The Nomads send a priest to support the Air cult, gaining 1 space.

The Auren spend 2 workers and 5 coins to upgrade the trading post in J2 to a temple, gaining the boon that advances him 3 steps in the Water cult and gaining 3 power. The Nomads gain 1 power.

The Alchemists spend 2 workers for 2 shovels and convert M7 to swamp, gaining 4 power and 4VP.

The Swarmlings spend 1 priest, 2 workers, and 5 coins to improve terraforming to 2 workers per shovel, gaining 6VP.

The Nomads send a priest to support the Air cult, gaining 1 space and 2 power.

The Auren convert 3 power into coins, then spend 2 workers and 5 coins to convert the trading house in J3 to a temple, taking the boon that advances 3 spaces in the Earth cult, gaining 2 power. The Nomads gain 1 power.

The Alchemists spend 3 power to gain 1 worker, then spend 1 worker for a shovel to convert O9 to swamp, gaining 2VP and 2 power.

The Swarmlings spend 2 workers for 1 shovel to convert N6 to water, gaining 2VP.

The Nomads spend 2 workers and 3 coins to upgrade the dwelling in K8 to a trading house. The Swarmlings gain 1 power.

The Auren spend 1 priest, 2 workers, and 5 coins to reduce the spade cost to 2 workers, gaining 6VP.

The Alchemists spend 1 worker for a shovel and convert N6 to swamp, gaining 2VP and 2 power.

The Swarmlings spend 2 workers for a shovel and convert M6 to lake, gaining 2VP.

The Nomads convert 1 worker to 1 coin and 1 power to 1 coin, then spend 4 power for a shovel, converting L9 to desert, gaining 2VP, and spending 1 worker and 2 coins to place a dwelling there.

The Auren spend 2 workers on a shovel and use it to convert F3 to forest, then spend 1 worker and 2 coins to place a dwelling there.

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

The Swarmlings spend 2 workers for a shovel and convert C1 to lake, gaining 2VP.

The Nomads pass.

The Auren spend 2 workers for a shovel, gaining 2VP, and use it to convert L1 to forest, then spend 1 worker and 2 coins for a dwelling.

The Alchemists spend 3 power to gain 1 worker then spend 2 workers for 2 shovels to convert P9 to swamp, gaining 4VP and 4 power.

The Swarmlings spend 2 workers for a shovel and use it to convert N6 to lake, gaining 2VP.

The Auren spend 2 workers and 5 coins to upgrade the trading post in I6 to a temple, gaining the boon that allows a town to be formed with 6 power points instead of 7 and provides 2 spaces in the Fire cult, gaining 2 power.

The Alchemists burn 1 power to gain 1 power, then convert 3 power to 1 worker, 1 worker to a shovel to convert N6 to swamp, gaining 2VP and 2 power.

The Swarmlings pass, gaining 8VP.

The Auren burn 1 power to gain 1 power, then convert 5 power to 5 coins and spend 2 workers and 3 coins to upgrade the dwelling in H3 to a trading post.

The Alchemists burn 3 power to gain 3 power, then convert 3 power to a worker and 2 priests to 2 workers, then 3 workers to 3 shovels and use those shovels to convert N8 to swamp, gaining 6VP and 6 power.

The Auren convert 1 worker to a coin and spend 2 workers and 3 coins to upgrade the dwelling in I1 to a trading post. The Nomads gain 1 power.

The Alchemists burn 1 power to gain 1 power, convert 3 power to a worker, use the worker to buy a shovel to convert P8 to forest, gaining 2VP and 2 power.

The Auren use the boon tile action to advance 1 space in the Fire cult.

The Alchemists burn 3 power to gain 3 power, convert 3 power into 1 worker, convert 1 worker into a shovel and use it to convert P8 to lake, gaining 2VP and 2 power.

The Auren pass.

The Alchemists spend 14 coins to gain 7VP, then pass, gaining 2VP.

End of Game and Final Scoring

Cults

In the Fire cult, the Alchemists gain 8VP, the Auren gain 4VP, and the Swarmlings gain 2VP.

In the Water cult, the Auren gain 8VP, the Swarmlings gain 4VP, and the Alchemists and Nomads each gain 1VP.

In the Earth cult, the Nomads gain 8VP, the Auren gain 4VP, and the Swarmlings gain 2VP.

In the Air cult, the Auren gain 8VP, the Nomads gain 4VP, and the Swarmlings gain 2VP.

Areas

The Nomads have a total of 21 points of buildings adjacent, the Auren have 18, the Swarmlings have 16, and the Alchemists have 8, so the Nomads gain 18VP, the Auren 12VP, and the Swarmlings 6VP.

Totals


Alchemists

Auren

Swarmlings

Nomads

Victory Points

103

47

77

46

Cults

9

24

10

13

Areas

0

12

6

18

Resources

0

0

0

0

Total

112

83

93

77

Congratulations to Martin Burgdorf on his victory!

End of Game Statements

Chris Geggus (Swarmlings): Well done Martin and thank you Chris. Still a game I can't seem to get a grip with, but I guess second place is not to be sniffed at. Little step by little step. Until the next time.

Kevin Wilson (Nomads): Well, you may feel you still need to get a grip on this one but you beat the stuffing out of me. I failed to build a good engine, ran out of money/resources early in the final round and didn’t maximize VP opportunities along the way. But, I still, for some reason, really, really like this game. I’ll keep playing, and probably losing, until I figure it out.

Congrats to Martin on a very nice win. Thanks to Chris for running the game, fixing my errors and answering questions. Thanks to the rest of you for putting up with me while I get better.

As Gegs says, until next time.

Christopher Hunt (Auren): Well done to Martin for a very nice win. Thanks to Chris as ever for correcting my errors and running the game despite my email problems. The first time I played I ignored the cults. I seem to have got that done now I need to get victory points. Looking forward to the next game.

Martin Burgdorf (Alchemists): Thank you all for your kind words and a great game - I think the Swarmlings could have won as well, they had bad luck on G7. Getting two victory points for a shovel in the last round made the Alchemists with their stronghold ability quite attractive.

Map

BoonsCult Board


Alchemists

Auren

Swarmlings

Nomads





Pointer, Issue 249

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