Colonial Boardgame Thread: Turn 3 Action 4 Begins

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

Post by SpaceLord »

Qantaga wrote:
SpaceLord wrote: Qantaga! Italy would like to ship your Resource to market. If you agree, you gain 1 Treasury from your stockpile, and Italy would gain 1 token in the Market, to be Trader-ed later.

Considering...

SpaceLord, does that mean it would be removing the marker my Viceroy just played into the East Indies or is it just a 1 Treasury gain because I have the Spices and I got the luck of the draw?
Your stockpile is just the out-of-play token pile. You lose nothing. You gain 1 Treasury from your stockpile, and Italy would gain 1 token on the Market, to be shipped via Trader later. The type of good shipped doesn't matter either.
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Re: Colonial Boardgame thread - Game On! Turn 1 nearly compl

Post by Qantaga »

Thanks.

Then, yes, England shall accept Italy's kind offer to ship our Resource to market.
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Re: Colonial Boardgame thread - Game On! Turn 1 nearly compl

Post by El Guapo »

SpaceLord wrote:
Qantaga wrote:
SpaceLord wrote: Qantaga! Italy would like to ship your Resource to market. If you agree, you gain 1 Treasury from your stockpile, and Italy would gain 1 token in the Market, to be Trader-ed later.

Considering...

SpaceLord, does that mean it would be removing the marker my Viceroy just played into the East Indies or is it just a 1 Treasury gain because I have the Spices and I got the luck of the draw?
Your stockpile is just the out-of-play token pile. You lose nothing. You gain 1 Treasury from your stockpile, and Italy would gain 1 token on the Market, to be shipped via Trader later. The type of good shipped doesn't matter either.
Is that also true when you're shipping your own goods - you don't need to remove tokens from existing resource when shipping?

So, what's the limiting factor beyond merchant ships for shipping goods?

Say, for someone with 2+ merchant ships, is it that they can ship one good per different resource that they have 1+ tokens on? So, say I have two tokens on the black resource in Mozambique, one on the Black resource in Angola, and one on the orange resource in South Africa. If I have four merchant ships, I could ship three of my own goods, right? Basically, ship the black resource in Angola, the black in Mozambique, and the Orange in South Africa?
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Re: Colonial Boardgame thread - Game On! Turn 1 nearly compl

Post by SpaceLord »

El Guapo wrote:
SpaceLord wrote:
Qantaga wrote:
SpaceLord wrote: Qantaga! Italy would like to ship your Resource to market. If you agree, you gain 1 Treasury from your stockpile, and Italy would gain 1 token in the Market, to be Trader-ed later.

Considering...

SpaceLord, does that mean it would be removing the marker my Viceroy just played into the East Indies or is it just a 1 Treasury gain because I have the Spices and I got the luck of the draw?
Your stockpile is just the out-of-play token pile. You lose nothing. You gain 1 Treasury from your stockpile, and Italy would gain 1 token on the Market, to be shipped via Trader later. The type of good shipped doesn't matter either.
Is that also true when you're shipping your own goods - you don't need to remove tokens from existing resource when shipping?

So, what's the limiting factor beyond merchant ships for shipping goods?

Say, for someone with 2+ merchant ships, is it that they can ship one good per different resource that they have 1+ tokens on? So, say I have two tokens on the black resource in Mozambique, one on the Black resource in Angola, and one on the orange resource in South Africa. If I have four merchant ships, I could ship three of my own goods, right? Basically, ship the black resource in Angola, the black in Mozambique, and the Orange in South Africa?
Ideally, you want to ship your own goods only, because shipping other people's goods gives them money, helping them win.

The number of Resources controlled is what matters for shipping, not the number of disks on a Resource. The number of disks piled on a Resource spot determines who controls it.
Last edited by SpaceLord on Wed Apr 04, 2012 1:44 pm, edited 1 time in total.
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Re: Colonial Boardgame thread - Game On! Turn 1 nearly compl

Post by El Guapo »

SpaceLord wrote:
El Guapo wrote:
SpaceLord wrote:
Qantaga wrote:
SpaceLord wrote: Qantaga! Italy would like to ship your Resource to market. If you agree, you gain 1 Treasury from your stockpile, and Italy would gain 1 token in the Market, to be Trader-ed later.

Considering...

SpaceLord, does that mean it would be removing the marker my Viceroy just played into the East Indies or is it just a 1 Treasury gain because I have the Spices and I got the luck of the draw?
Your stockpile is just the out-of-play token pile. You lose nothing. You gain 1 Treasury from your stockpile, and Italy would gain 1 token on the Market, to be shipped via Trader later. The type of good shipped doesn't matter either.
Is that also true when you're shipping your own goods - you don't need to remove tokens from existing resource when shipping?

So, what's the limiting factor beyond merchant ships for shipping goods?

Say, for someone with 2+ merchant ships, is it that they can ship one good per different resource that they have 1+ tokens on? So, say I have two tokens on the black resource in Mozambique, one on the Black resource in Angola, and one on the orange resource in South Africa. If I have four merchant ships, I could ship three of my own goods, right? Basically, ship the black resource in Angola, the black in Mozambique, and the Orange in South Africa?
Ideally, you want to ship your own goods only, because shipping other people's goods gives them money, helping them win.

The number of Resources controlled is what matters for shipping, not the number of disks on a Resource. The number of disks piled on a Resource spot determines who controls it.
ok, thanks.

In terms of "number of resources", that's number of resource spots, not the color of resource, right? Like, if I controlled the black resource in Mozambique and the black resource in Angola, I could then (with enough merchants) ship two goods rather than one, right?
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Re: Colonial Boardgame thread - Game On! Turn 1 nearly compl

Post by SpaceLord »

Markets and You:

Every time you ship goods to Market via Merchant, you take that many tokens from your out-of-play stockpile, and place them in the Market. Every time you ship goods with Trader, you take goods located in the Market(yours first unless there is a Booming City), and place them in your Treasury.

Example:

Italy controls 7 Resources(with varying disk on each) and has 3 Merchant Fleets, and Colonies with Native Power totaling 8
They play Merchant, and thus can ship 11 goods(Fleets plus Native Power of Colonies)
They decide to ship their own Resources first.
They take 7 tokens from out of the game, and place them in the Market
They then ask other players for help shipping 4 more goods
If they get that help, then they place 4 more tokens from their stockpile onto the Market. Each of the other players receive 1 Treasury for each good that was shipped.
Last edited by SpaceLord on Wed Apr 04, 2012 2:03 pm, edited 1 time in total.
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Re: Colonial Boardgame thread - Game On! Turn 1 nearly compl

Post by SpaceLord »

El Guapo wrote: In terms of "number of resources", that's number of resource spots, not the color of resource, right? Like, if I controlled the black resource in Mozambique and the black resource in Angola, I could then (with enough merchants) ship two goods rather than one, right?
For shipping goods to Market via Merchant, you only count the total number of Resource slots controlled, not the color, and not the number of tokens on those Resource locations.

For shipping goods to your Treasury using the Trader, you look at the current tokens in the Market.

Two caveats here:
1. The Booming City forces all players to ship the goods produced by that territory first, before their own. This essentially gives the Booming City controller 1(or more) Treasury every time anyone uses Merchant.
2. When any player reaches Economic level 10, anytime anyone ships goods from a black Resource, that player drops one Diplomacy.
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Re: Colonial Boardgame thread - Game On! Turn 1 nearly compl

Post by SpaceLord »

End of Main Endeavor Phase, Turn 1!

Good Docs spreadsheet has been updated

Last Chance Phase:

Each player has two cards remaining:

Grundbegriff: E, F
SpaceLord: E, F
Qantaga: E, F
Vorret: E, F
El Guapo: E, F
Isgrimnur: A, F

Those with E and F(everyone but the AI player), when it's your action, choose one of the following roles:

Merchant - Ship 1 or 2 goods, equal to your Merchant Fleet, to Market
Governor(since no one has a Colony yet, this one has no effect)
Sovereign - declare War - not currently advised
Conqueror - see the Colony options, next post

(The AI player will Explore)
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Re: Colonial Boardgame thread - Game On! Turn 1 nearly compl

Post by SpaceLord »

Colonizing Options:

Exclusive Options:
A: Company - Move one of the markers from the Colonized territory to the player's Merchant Fleet box, if this does not remove the last token.
B. Protectorate - Discard a Naval Forces marker. Gain Treasuries equal to the Colonized territories' Native Power.


Or:
Choose any of the below five options, in the listed order:
1. Purge: Discard 1 Unrest token from the territory. Move back 1 space on the Diplomacy track. Gain 1 Prestige
2. Pillage: Place 1 Unrest token on the territory to gain Treasury tokens equal to the Native Power of the territory. Gain twice the Native Power if the territory has a Gold resource.
3. Pariah Colonists: Move up to 2 Unrest tokens from the player's Nation board to the territory
4. Pro-Pirate Governor: Move back 1 space on the Diplomacy track. Any other player who has a Merchant face-up loses 1 Merchant Fleet
5. Plantation: If the territory has a tan resource, gain 3 Treasury tokens for each Black resource you control.

(For the most part, the first Colony a player founds, it is wise to choose A above, to get a Merchant Fleet)
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Re: Colonial Boardgame thread - Game On! Turn 1 nearly compl

Post by Vorret »

so if I understand right, if I was to colonize, I'd lose 1 resource but the territory would be colonized by me which would "protect" my resource unless someone was to declare war on me, right?
I could then re-take the resource?
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Re: Colonial Boardgame thread - Game On! Turn 1 nearly compl

Post by El Guapo »

Vorret wrote:so if I understand right, if I was to colonize, I'd lose 1 resource but the territory would be colonized by me which would "protect" my resource unless someone was to declare war on me, right?
I could then re-take the resource?
Only the "company" option removes a token from the territory, and if that would remove the last token from the territory then you cannot choose the company option.
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Re: Colonial Boardgame thread - Game On! Turn 1 nearly compl

Post by SpaceLord »

Vorret wrote:so if I understand right, if I was to colonize, I'd lose 1 resource but the territory would be colonized by me which would "protect" my resource unless someone was to declare war on me, right?
I could then re-take the resource?
No. You have two tokens there, one from your Explore action, and 1 from Viceroy. (I forgot to update the spreadsheet until just now.) As long as you have a token there, you control the red Resource. If you Colonize, then you remove 1 token for a Merchant Fleet, and leave one on the territory.

Every resource controlled provides 1 good/token to be shipped via Merchant, no matter how many tokens are there. You count the number of Resources controlled for Merchant, never the tokens on each.

As stated earlier, a Colony both prevents Viceroy from placing tokens, and gives a bonus equal to the Native Power when using Merchant. It's also worth 1 Prestige.

In your case, if you Conquer and Colonize the East Indies, you'll once again have 2 Merchant Fleets. During Phase 2 coming up, you'll be able to get a 3rd Fleet from the Merchant Fleet action, because you have a red Monopoly.

So, given the above, next turn, unless something else happens, you will be able to ship 3(from Merchant Fleets) + 2(from NP) tokens with Merchant, for a total of 5. You'll personally only control 1 Resource to be shipped, so you'll need help with the other 4.
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Re: Colonial Boardgame thread - Game On! Turn 1 nearly compl

Post by SpaceLord »

El Guapo wrote:
Vorret wrote:so if I understand right, if I was to colonize, I'd lose 1 resource but the territory would be colonized by me which would "protect" my resource unless someone was to declare war on me, right?
I could then re-take the resource?
Only the "company" option removes a token from the territory, and if that would remove the last token from the territory then you cannot choose the company option.
*REDACTED*
Last edited by SpaceLord on Wed Apr 04, 2012 3:44 pm, edited 1 time in total.
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Re: Colonial Boardgame thread - Game On! Turn 1 nearly compl

Post by Vorret »

Problem is I own West Africa which has 2 resources that I own, Slaves and Gold... nothing in India :)
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Re: Colonial Boardgame thread - Game On! Turn 1 nearly compl

Post by SpaceLord »

Vorret wrote:Problem is I own West Africa which has 2 resources that I own, Slaves and Gold.
Shit! I got your territory and Qantaga's confused. Hold on again.

But basically, you're correct. You'd lose 1 Resource(black), and gain 1 Merchant Fleet. Later, you could Viceroy to get that black back. It's still a good idea to do this turn, since it prevents those of us with a Logistics of 2 *cough* from swiping your gold Resource.
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Re: Colonial Boardgame thread - Game On! Turn 1 nearly compl

Post by Vorret »

Good, last question regarding that, could black become a monopoly again when I colonize ?
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Re: Colonial Boardgame thread - Game On! Turn 1 nearly compl

Post by El Guapo »

SpaceLord wrote:
So, given the above, next turn, unless something else happens, you will be able to ship 3(from Merchant Fleets) + 2(from NP) tokens with Merchant, for a total of 5. You'll personally only control 1 Resource to be shipped, so you'll need help with the other 4.
The rulebook says that native power allows you to move additional goods from market to treasury via Trader, but that it does not allow you to move additional goods from territories to market. So, I believe that Merchant is limited by your number of Merchant fleets, such that in the above example he'd only be able to ship 3 goods.
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Re: Colonial Boardgame thread - Game On! Turn 1 nearly compl

Post by SpaceLord »

El Guapo wrote:
SpaceLord wrote:
So, given the above, next turn, unless something else happens, you will be able to ship 3(from Merchant Fleets) + 2(from NP) tokens with Merchant, for a total of 5. You'll personally only control 1 Resource to be shipped, so you'll need help with the other 4.
The rulebook says that native power allows you to move additional goods from market to treasury via Trader, but that it does not allow you to move additional goods from territories to market. So, I believe that Merchant is limited by your number of Merchant fleets, such that in the above example he'd only be able to ship 3 goods.
Guapo's right. I always get the two names confused. Edit is below:

So, given the above, next turn, unless something else happens, you will be able to ship 3 tokens with Merchant. You'll personally only control 1 Resource to be shipped, so you'll need help with the other 2. With Trader, however, you'll be able to bring 2(Your economy) + 2(your Native Power bonus) tokens from the Market back to your Treasury.

Sorry, been trying to do this and juggle a bunch of stuff at work. :oops:
Last edited by SpaceLord on Wed Apr 04, 2012 4:49 pm, edited 1 time in total.
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Re: Colonial Boardgame thread - Game On! Turn 1 nearly compl

Post by SpaceLord »

The following territories are Colonize-ready:

Angola - Portugal - SpaceLord
Mozambique - Dutch - El Guapo
East Indies - England - Qantaga

West Africa has a population of 3, not 2 as I'd remembered. So Vorret, you'll need another token(via Viceroy on a later turn) somewhere on the territory before you can Colonize.
Same goes for Arabia, Grund.
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Re: Colonial Boardgame thread - Game On! Turn 1 nearly compl

Post by SpaceLord »

Grund, pick one of your two remaining cards/four roles to play.
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Re: Colonial Boardgame thread - Game On! Turn 1 nearly compl

Post by El Guapo »

SpaceLord wrote:End of Main Endeavor Phase, Turn 1!

Good Docs spreadsheet has been updated

Last Chance Phase:

Each player has two cards remaining:

Grundbegriff: E, F
SpaceLord: E, F
Qantaga: E, F
Vorret: E, F
El Guapo: E, F
Isgrimnur: A, F

Those with E and F(everyone but the AI player), when it's your action, choose one of the following roles:

Merchant - Ship 1 or 2 goods, equal to your Merchant Fleet, to Market
Governor(since no one has a Colony yet, this one has no effect)
Sovereign - declare War - not currently advised
Conqueror - see the Colony options, next post

(The AI player will Explore)
AI player? Hasn't Isgrimnur taken over for Italy?
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Re: Colonial Boardgame thread - Game On! Turn 1 nearly compl

Post by SpaceLord »

El Guapo wrote:
SpaceLord wrote:End of Main Endeavor Phase, Turn 1!

Good Docs spreadsheet has been updated

Last Chance Phase:

Each player has two cards remaining:

Grundbegriff: E, F
SpaceLord: E, F
Qantaga: E, F
Vorret: E, F
El Guapo: E, F
Isgrimnur: A, F

Those with E and F(everyone but the AI player), when it's your action, choose one of the following roles:

Merchant - Ship 1 or 2 goods, equal to your Merchant Fleet, to Market
Governor(since no one has a Colony yet, this one has no effect)
Sovereign - declare War - not currently advised
Conqueror - see the Colony options, next post

(The AI player will Explore)
AI player? Hasn't Isgrimnur taken over for Italy?
He said he'd take over on Turn 2.
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Re: Colonial Boardgame thread - Game On! Turn 1 nearly compl

Post by Grundbegriff »

SpaceLord wrote:Grund, pick one of your two remaining cards/four roles to play.
Conq: Well, I can't colonize, since I don't have two counters on Arabia and I don't have six counters on the Levant.
Sovr: I could wage war on Vorret, El Guapo, or Isgrimnur, but that seems a tad unfriendly at this juncture. I have no unrest in my territories.
Gov: I cannot found a Booming City, since I have no colonies.
That leaves Merchant. I only have 1 Merchant Fleet, but I control two resources.

I guess I'll play Merchant and move one commercial unit to Market.

If anyone wants to ship my other unit, I'm game. ;)
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Re: Colonial Boardgame thread - Game On! Turn 1 nearly compl

Post by Vorret »

The Great Nation of Spain is willing to help


if I can....
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Re: Colonial Boardgame thread - Game On! Turn 1 nearly compl

Post by El Guapo »

Vorret wrote:The Great Nation of Spain is willing to help


if I can....
No you can't. Or at least, not without taking a merchant option of your own - Grund was (I believe) joking.
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Re: Colonial Boardgame thread - Game On! Turn 1 nearly compl

Post by Grundbegriff »

El Guapo wrote:
Vorret wrote:The Great Nation of Spain is willing to help
if I can....
No you can't. Or at least, not without taking a merchant option of your own - Grund was (I believe) joking.
I wasn't joking, so perhaps I was misunderstanding.
Is there some reason that a person with extra merchant capacity wouldn't want to move my stuff?
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Re: Colonial Boardgame thread - Game On! Turn 1 nearly compl

Post by SpaceLord »

Grundbegriff wrote:
El Guapo wrote:
Vorret wrote:The Great Nation of Spain is willing to help
if I can....
No you can't. Or at least, not without taking a merchant option of your own - Grund was (I believe) joking.
I wasn't joking, so perhaps I was misunderstanding.
Is there some reason that a person with extra merchant capacity wouldn't want to move my stuff?
Not on turn 1, no. Vorret, as El Guapo said, you'd need to play your own Merchant role, and then offer to ship Grund's good.

As a clarification, your goods never run out. If you have just 1 resource, and the other five people offer to ship it, they all can. They'd each get 1 token in the Market, and you'd gain 5 Treasury.
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Re: Colonial Boardgame thread - Game On! Turn 1 nearly compl

Post by El Guapo »

Yeah, if you are playing the merchant option, then you're the one merchanting. If you have extra merchant capacity, you can use that with other people. However, if you have insufficient merchant capacity, you can't use other people's capacity since you're the one merchanting, not them.
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Re: Colonial Boardgame thread - Game On! Turn 1 nearly compl

Post by Grundbegriff »

El Guapo wrote:Yeah, if you are playing the merchant option, then you're the one merchanting. If you have extra merchant capacity, you can use that with other people. However, if you have insufficient merchant capacity, you can't use other people's capacity since you're the one merchanting, not them.
I see what your misunderstanding was: you thought I was soliciting help via my own Merchant card, when in fact I was dropping a big hint with an eye toward another player's future Merch action.

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

Post by SpaceLord »

Portugal plays Conqueror in Angola
A colony token is placed, and Portugal gains 1 Prestige(total is now 2)
Portugal founds a Company, moving 1 token from the Colony to their Merchant Fleet(total is now 2.) The black Resource in Angola now has two tokens
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Re: Colonial Boardgame thread - Game On! Turn 1 nearly compl

Post by SpaceLord »

Qantaga, now it's your turn to play a role from cards E and F.
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Re: Colonial Boardgame thread - Game On! Turn 1 nearly compl

Post by Qantaga »

England plays a Conqueror into the East Indies, placing a Colony token and forming a Company.
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Re: Colonial Boardgame thread - Game On! Turn 1 nearly compl

Post by SpaceLord »

Vorret, though art up.
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Re: Colonial Boardgame thread - Game On! Turn 1 nearly compl

Post by Vorret »

From what I gather, my only option here is Merchant, I'm too low on the Diplmacy scale to declare war.
I can't build a Colony this turn

So I guess I'll go with Merchant...
Though unless I'm mistaken, I'm short 1 Merchant Fleet to ship my 2 goods which means someone can help me, is this right again? If so, I'll extend the offer to my good friend of France.
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Re: Colonial Boardgame thread - Game On! Turn 1 nearly compl

Post by El Guapo »

Vorret wrote:From what I gather, my only option here is Merchant, I'm too low on the Diplmacy scale to declare war.
I can't build a Colony this turn

So I guess I'll go with Merchant...
Though unless I'm mistaken, I'm short 1 Merchant Fleet to ship my 2 goods which means someone can help me, is this right again? If so, I'll extend the offer to my good friend of France.
You have to be at the same diplomacy level or higher to wage war on someone. I can't recall if you moved back on the diplomacy scale this turn or not; if you did, then no you can't wage war (unless someone else also moved back). Otherwise you could.

But no, someone can't help you move your other good, at least not during your turn. You could use your merchant move to move 1 good to market. Then on someone else's turn they could use merchant if available to move your other good. But they can't help you right now.
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Re: Colonial Boardgame thread - Game On! Turn 1 nearly compl

Post by SpaceLord »

El Guapo is correct. You have 1 Fleet, and thus can ship only 1 good(from a Resource slot.) You're basically placing one of your tokens into the Market.

El Guapo, you're up.
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El Guapo
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Re: Colonial Boardgame thread - Game On! Turn 1 nearly compl

Post by El Guapo »

Holland plays Conqueror in Mozambique. I'll found a company, moving 1 token from the Colony to my Merchant Fleet(total is now 2.) The black Resource in Mozambique now has two tokens.
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SpaceLord
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Re: Colonial Boardgame thread - Game On! Turn 1 nearly compl

Post by SpaceLord »

Italy chooses to Explore Barbary.

Difficulty 2- Sailing 0 = Target number of 2:

Image

Whew!

Italy places 1 Merchant Fleet in Barbary, and now controls a 2nd orange Resource.
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Re: Colonial Boardgame thread - Game On! Turn 1 nearly compl

Post by SpaceLord »

Turn 1 Endeavor Phase complete!

Status update coming soon.
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Re: Colonial Boardgame thread - Game On! Turn 1 nearly compl

Post by SpaceLord »

While we are waiting on me to get time to update the spreadsheet, let's go ahead and do the remainder of Turn 1.


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)
Last edited by SpaceLord on Thu Apr 05, 2012 1:15 pm, edited 1 time in total.
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