Colonial Boardgame Thread: Turn 3 Action 4 Begins

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Re: Colonial Boardgame thread - Game On! Turn 1 nearly compl

Post by SpaceLord »

I'll start, since I am now first player.

I move 1 Treasury to Naval Forces. :horse:
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Re: Colonial Boardgame thread - Game On! Turn 1 nearly compl

Post by Qantaga »

England will move one Treasury to Naval Forces.
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Re: Colonial Boardgame thread - Game On! Turn 1 nearly compl

Post by Vorret »

We skipped phase 2 ?
Or you assume everyone will add one merchant fleet?

Just curious.

Also, I thought the Naval fleet was phase 4?
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Re: Colonial Boardgame thread - Game On! Turn 1 nearly compl

Post by SpaceLord »

Vorret wrote:We skipped phase 2 ?
Or you assume everyone will add one merchant fleet?

Just curious.

Also, I thought the Naval fleet was phase 4?
Phase 2: Merchant Fleet
Phase 3: First Player(see previous post, moved to me)
Phase 4: Naval Forces

I mentioned Merchant Fleet earlier. I doubt two players placing Merchants will affect everyone's decision on Navies.
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Re: Colonial Boardgame thread - Game On! Turn 1 nearly compl

Post by Vorret »

edit:

You know, I just read it again and I'm retarded, carry on
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Re: Colonial Boardgame thread - Game On! Turn 1 nearly compl

Post by SpaceLord »

Vorret, your action for two things:

Merchant Fleet phase
Naval Forces phase
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Re: Colonial Boardgame thread - Game On! Turn 1 nearly compl

Post by Vorret »

I'll add one of each.
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Re: Colonial Boardgame thread - Game On! Turn 1 nearly compl

Post by SpaceLord »

El Guapo:

Naval Forces phases is on you. Unfortunately, only 2 of the 6 of us get a Merchant Fleet this turn. :evil:
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Re: Colonial Boardgame thread - Game On! Turn 1 nearly compl

Post by El Guapo »

I'll move a token to naval forces.
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Re: Colonial Boardgame thread - Game On! Turn 1 nearly compl

Post by Vorret »

Question,

There's another gold in New Spain, if I was to colonize that one, would that give me 2 monopolies even though it's the same resource since they seem to be independant?
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Re: Colonial Boardgame thread - Game On! Turn 1 nearly compl

Post by SpaceLord »

Vorret wrote:Question,

There's another gold in New Spain, if I was to colonize that one, would that give me 2 monopolies even though it's the same resource since they seem to be independant?
Yes, each Gold resource spot on the board is its own Monopoly. Expect a fight, though, if you try to grab two. :ninja:
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Re: Colonial Boardgame thread - Game On! Turn 1 nearly compl

Post by SpaceLord »

The AI's last action before being taken over by Issy is to move 1 Treasury to Naval Forces as well.
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Re: Colonial Boardgame thread - Game On! Turn 1 nearly compl

Post by Qantaga »

SpaceLord wrote: Phase 2: Merchant Fleets

Two players currently have Monopolies:
Vorret: 1
Qantaga: 1

Gentlemen, if you'd like, you can move one Treasury to Naval Forces. It's highly recommended.

Phase 3: Start Player
Since no one has a majority, the start player passes to myself.

SpaceLord - Portugal (Yellow)
Qantaga - England (Blue)
Vorret - Spain(Red)
El Guapo - Dutch(Orange)
Isgrimnur - Italy(Black)
Grundbegriff - France(White)

I'm a tad confused.

I thought my moving one Treasury to Naval Forces (in my post up above) was part of Phase 2, only available to Vorret and I, due to our monopolies.

So, do I also get to move another Treasury to Naval Forces in Phase 3 (as SpaceLord, El Guapo, Issy/AI have done)?

I guess I just need help with the difference between Phase 2 and Phase 3 and if I should have an action in both.
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Re: Colonial Boardgame thread - Game On! Turn 1 nearly compl

Post by SpaceLord »

Qantaga wrote:
I'm a tad confused.

I thought my moving one Treasury to Naval Forces (in my post up above) was part of Phase 2, only available to Vorret and I, due to our monopolies.

So, do I also get to move another Treasury to Naval Forces in Phase 3 (as SpaceLord, El Guapo, Issy/AI have done)?

I guess I just need help with the difference between Phase 2 and Phase 3 and if I should have an action in both.
Phase 2: Everyone with a Monopoly gets to build 1 Merchant Fleet per Monopoly.
Phase 3: Starting Player moves
Phase 4: Naval Forces. Everyone gets to build Navies, limited by their Naval Forces track. Everyone is currently at 1.
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Re: Colonial Boardgame thread - Game On! Turn 1 nearly compl

Post by Qantaga »

SpaceLord wrote:
Phase 2: Everyone with a Monopoly gets to build 1 Merchant Fleet per Monopoly.
Phase 3: Starting Player moves
Phase 4: Naval Forces. Everyone gets to build Navies, limited by their Naval Forces track. Everyone is currently at 1.

Ah. That helps a lot.

So, I don't get to add Naval Forces in Phase 4, since I already did so in Phase 2?

If I would have used a Scientist to advance my Naval Forces previously, would I then I have been able to add a second one in Phase 4?
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Re: Colonial Boardgame thread - Game On! Turn 1 nearly compl

Post by SpaceLord »

Phase 5: Privateers

Privateers: Starting with the first player, each player gets to move 1 token their Treasury onto any other player's Merchant Fleet spot.

Privateer effect: When a player ships goods using Merchant, any player with a Privateer token on that player's board can roll 1 die per token. For each success, remove Merchant Fleets from that player's board *before* goods are shipped, reducing the number of goods the Merchant can move to the Market.

Portugal passes on Privateer.

Qantaga, do you want to place 1 Privateer somewhere for 1 Treasury?
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Re: Colonial Boardgame thread - Game On! Turn 1 nearly compl

Post by SpaceLord »

Qantaga wrote:
SpaceLord wrote:
Phase 2: Everyone with a Monopoly gets to build 1 Merchant Fleet per Monopoly.
Phase 3: Starting Player moves
Phase 4: Naval Forces. Everyone gets to build Navies, limited by their Naval Forces track. Everyone is currently at 1.

Ah. That helps a lot.

So, I don't get to add Naval Forces in Phase 4, since I already did so in Phase 2?

If I would have used a Scientist to advance my Naval Forces previously, would I then I have been able to add a second one in Phase 4?
Naval Forces are not the same as Merchant Fleets.
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Re: Colonial Boardgame thread - Game On! Turn 1 nearly compl

Post by Qantaga »

England passes on Privateer.
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Re: Colonial Boardgame thread - Game On! Turn 1 nearly compl

Post by Qantaga »

SpaceLord wrote:
Qantaga wrote:
SpaceLord wrote:
Phase 2: Everyone with a Monopoly gets to build 1 Merchant Fleet per Monopoly.
Phase 3: Starting Player moves
Phase 4: Naval Forces. Everyone gets to build Navies, limited by their Naval Forces track. Everyone is currently at 1.

Ah. That helps a lot.

So, I don't get to add Naval Forces in Phase 4, since I already did so in Phase 2?

If I would have used a Scientist to advance my Naval Forces previously, would I then I have been able to add a second one in Phase 4?
Naval Forces are not the same as Merchant Fleets.

Ok. So, since I only gave you one order, do I need to give you a second order (like Vorret did, apparently)?
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Re: Colonial Boardgame thread - Game On! Turn 1 nearly compl

Post by Vorret »

So privateers are kind of a dick move?

Spain will pass.
for now... :ninja:
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Re: Colonial Boardgame thread - Game On! Turn 1 nearly compl

Post by Vorret »

Qantaga wrote:
SpaceLord wrote:
Qantaga wrote:
SpaceLord wrote:
Phase 2: Everyone with a Monopoly gets to build 1 Merchant Fleet per Monopoly.
Phase 3: Starting Player moves
Phase 4: Naval Forces. Everyone gets to build Navies, limited by their Naval Forces track. Everyone is currently at 1.

Ah. That helps a lot.

So, I don't get to add Naval Forces in Phase 4, since I already did so in Phase 2?

If I would have used a Scientist to advance my Naval Forces previously, would I then I have been able to add a second one in Phase 4?
Naval Forces are not the same as Merchant Fleets.

Ok. So, since I only gave you one order, do I need to give you a second order (like Vorret did, apparently)?
Yep.
But it's kind of a given we'll take the merchant fleet so I assume that's why he kept on going with the game.
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Re: Colonial Boardgame thread - Game On! Turn 1 nearly compl

Post by Qantaga »

Vorret wrote:Yep.
But it's kind of a given we'll take the merchant fleet so I assume that's why he kept on going with the game.

Thanks Vorret.

So, for my own clarity (I'm sure SpaceLord has it covered already):

England will take the Merchant Fleet in Phase 2 AND the Naval Forces in Phase 4.
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Re: Colonial Boardgame thread - Game On! Turn 1 nearly compl

Post by SpaceLord »

Vorret wrote:So privateers are kind of a dick move?

Spain will pass.
for now... :ninja:
Definitely. Of course, once Privateers get going, they kind of cascade...
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Re: Colonial Boardgame thread - Game On! Turn 1 nearly compl

Post by Grundbegriff »

SpaceLord wrote:
Qantaga wrote:
SpaceLord wrote:
Phase 2: Everyone with a Monopoly gets to build 1 Merchant Fleet per Monopoly.
Phase 3: Starting Player moves
Phase 4: Naval Forces. Everyone gets to build Navies, limited by their Naval Forces track. Everyone is currently at 1.

Ah. That helps a lot.

So, I don't get to add Naval Forces in Phase 4, since I already did so in Phase 2?

If I would have used a Scientist to advance my Naval Forces previously, would I then I have been able to add a second one in Phase 4?
Naval Forces are not the same as Merchant Fleets.
Also, moving a token from one's infinite token pool is not the same as moving a token from the Treasury or from a nation.
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Re: Colonial Boardgame thread - Game On! Turn 1 nearly compl

Post by Qantaga »

Grundbegriff wrote: Also, moving a token from one's infinite token pool is not the same as moving a token from the Treasury or from a nation.

Check. It's starting to come into focus for me.

I think what threw me off was this:
SpaceLord wrote: Phase 2: Merchant Fleets

Two players currently have Monopolies:
Vorret: 1
Qantaga: 1

Gentlemen, if you'd like, you can move one Treasury to Naval Forces. It's highly recommended.

Phase 3: Start Player

With the "Gentlemen, you can move one Treasury to Naval Forces..." advice statement falling right after our Monopolies and right before Phase 3, I mis-read it that Phase 2 was for Naval Forces, where it was actually SpaceLord giving advice to everyone for Phase 4.
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Re: Colonial Boardgame thread - Game On! Turn 1 nearly compl

Post by Grundbegriff »

I know. I read that two or fifteen times as well. I was going to comment until I saw Vorret's remark and Spacelord's rebuke.
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Re: Colonial Boardgame thread - Game On! Turn 1 Cleanup

Post by SpaceLord »

That sentence was misplaced, sorry.
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Re: Colonial Boardgame thread - Game On! Turn 1 Cleanup

Post by SpaceLord »

Turn 2 - Pre-Endeavor

Google spreadsheet is here and I've added a Turn tab, so that we can follow what everyone's doing. The "results" field is a running total of sort of Treasury, Merchant Fleets gained or lost, etc.

Everyone needs to PM me their next four cards.
Last edited by SpaceLord on Fri Apr 06, 2012 2:50 am, edited 1 time in total.
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Re: Colonial Boardgame thread - Game On! Turn 1 Cleanup

Post by SpaceLord »

Strategy Tips for Turn 2:

Since several players are at 1 Seafaring, any of them that plays Scientist for Seafaring would be able to Columbus-ize the New World(West Indies) on a 3+, gain a great Monopoly, and 2 Prestige. However, there's *lots* of good spots in the New World, and it's fairly easy for everyone to pick up a prized Resource spot once the Difficulty is reduced.

I'd also go over the Booming City rules mentioned earlier. Just sayin'. :ninja:
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Re: Colonial Boardgame thread - Game On! Turn 1 Cleanup

Post by SpaceLord »

Turn 2 - Summary before Endeavor Phase

SpaceLord - Portugal (Yellow)
Qantaga - England (Blue)
Vorret - Spain(Red)
El Guapo - Dutch(Orange)
Isgrimnur - Italy(Black)
Grundbegriff - France(White)


Portugal - SpaceLord
Treasury: 8
Prestige:2
Merchant Fleets: 2
Naval Forces: 2
Debt: 10

Spain - Vorret
Treasury: 10
Prestige:1
Merchant Fleets: 2
Naval Forces: 2
Debt: 10

England - Qantaga
Treasury: 11
Prestige:2
Merchant Fleets: 3
Naval Forces: 2
Debt: 10

Dutch - El Guapo
Treasury: 9
Prestige:2
Merchant Fleets: 2
Naval Forces: 2
Debt: 10

Italy - Isgrimnur
Treasury: 9
Prestige:1
Merchant Fleets: 1
Naval Forces: 2
Debt: 10

France - Grundbegriff
Treasury: 9
Prestige:1
Merchant Fleets: 1
Naval Forces: 2
Debt:10
Last edited by SpaceLord on Fri Apr 06, 2012 10:56 am, edited 1 time in total.
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Re: Colonial Boardgame thread - Game On! Turn 2 Commencing!

Post by SpaceLord »

Turn 2 - Resource Summary

Monopolies:
Qantaga: Red
Vorret: Gold

Resources owned:
2: Grundbegriff, Vorret, Isgrimnur
1: SpaceLord, Qantaga, El Guapo

Market Status:

Image
Last edited by SpaceLord on Fri Apr 06, 2012 4:15 pm, edited 1 time in total.
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Re: Colonial Boardgame thread - Game On! Turn 2 Commencing!

Post by SpaceLord »

Image

That was fun! :mrgreen:

Now that I've got everyone's tokens made, at the end of each turn, I'll add them to this handy visual aid map. I'll keep the Market map separate because it's going to change so often.

The gray flags are Colonies.
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Re: Colonial Boardgame thread - Game On! Turn 2 Commencing!

Post by Qantaga »

Grundbegriff wrote:That is extremely helpful. Thanks!

Yes, that is awesome. Thanks SpaceLord!
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Re: Colonial Boardgame thread - Game On! Turn 2 Commencing!

Post by Vorret »

Wow that's awesome, must have took a while :)
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Re: Colonial Boardgame thread - Game On! Turn 1 Cleanup

Post by Qantaga »

SpaceLord wrote:I'd also go over the Booming City rules mentioned earlier. Just sayin'. :ninja:

Speaking of which, I need a little help understanding the Booming City mechanic, specifically in regards to the "Effects of the Booming City" portion. Since only one Booming City can exist on the map at a time, I'm curious what happens to this statement in the rules: "All of the Colony’s Resources produce up to two Goods instead of one".

1. Does that Colony's resources permanently move to two?
-or-
2. Does that Colony's resources revert back to one when a new Booming City is formed?

If the resources do revert back to one, is it then:

A. Does the resource revert immediately upon the founding of a new Booming City?
-or-
B. Does the resource revert at the end of the current Turn?

I'm trying to iigure out the logistics of the Booming City, especially given that the Governor card mutually excludes the Merchant card on any given turn.

Let's try a hypothetical.

Player A establishes a Booming City.
Later in the Turn, Player B establishes a Booming City, removing it from Player A's control.

-Would Player A ever realize any benefit from the Booming City, or did they miss out, due to the timing of Player B's Booming city?
-Then, of course, Player B would need to play a Merchant card on the following Turn before any other player formed a new Booming City?j

I think I understand how it works (some risky juggling involved with when to play it), but I want to make sure. Thanks.
Last edited by Qantaga on Fri Apr 06, 2012 10:56 am, edited 2 times in total.
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Re: Colonial Boardgame thread - Game On! Turn 1 Cleanup

Post by SpaceLord »

Qantaga wrote:
SpaceLord wrote:I'd also go over the Booming City rules mentioned earlier. Just sayin'. :ninja:

Speaking of which, I need a little help understanding the Booming City mechanic, specifically in regards to the "Effects of the Booming City" portion.
You're reading the v. 1 rulebook. I posted the newer rulebook in the original thread.

From my post from that thread regarding the Booming City:

Booming City:If any player has a Booming City, and any player ships goods using Merchant, the first good shipped to the Market must be shipped using the Booming City's resource. In effect, every Merchant card played gives the BC player one Treasury.

As to the Economic limit: You must pay 1 more than the current Booming City's cost to place a new one. This cost is limited by your Economy progress. So for now, the biggest Booming City is limited to 2. Someone would have to improve Economy before they could pay 3 or more.
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Re: Colonial Boardgame thread - Game On! Turn 1 Cleanup

Post by Qantaga »

SpaceLord wrote: You're reading the v. 1 rulebook. I posted the newer rulebook in the original thread.

The only rulebook I have is named "Colonial_Redesigned_Rulebook_v0.1"

That's the one linked in boardgamegeek.com at the start of this thread and the original thread. Did I miss a link to a different, newer rulebook?
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Re: Colonial Boardgame thread - Game On! Turn 1 Cleanup

Post by Qantaga »

SpaceLord wrote: From my post from that thread regarding the Booming City:

Booming City:If any player has a Booming City, and any player ships goods using Merchant, the first good shipped to the Market must be shipped using the Booming City's resource. In effect, every Merchant card played gives the BC player one Treasury.

Thanks. I think I got it.
SpaceLord wrote:As to the Economic limit: You must pay 1 more than the current Booming City's cost to place a new one. This cost is limited by your Economy progress. So for now, the biggest Booming City is limited to 2. Someone would have to improve Economy before they could pay 3 or more.

Ah. Makes perfect sense. Thanks.
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Re: Colonial Boardgame thread - Game On! Turn 1 Cleanup

Post by SpaceLord »

Qantaga wrote:
SpaceLord wrote: You're reading the v. 1 rulebook. I posted the newer rulebook in the original thread.

The only rulebook I have is named "Colonial_Redesigned_Rulebook_v0.1"

That's the one linked in boardgamegeek.com at the start of this thread and the original thread. Did I miss a link to a different, newer rulebook?
Sorry, even the updated fan-made rulebook doesn't have this new BC rule.

It's actually here: New rules posted by the designer.
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