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.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?
Colonial Boardgame Thread: Turn 3 Action 4 Begins
Moderator: Zaxxon
- SpaceLord
- Posts: 7242
- Joined: Tue Dec 28, 2004 1:51 pm
- Location: Lost in Time and Space
- Contact:
Re: Colonial Boardgame thread - Game On! Turn 1 nearly compl
They're going to send you back to mother in a cardboard box...
- Qantaga
- Posts: 3566
- Joined: Tue Feb 08, 2005 3:30 pm
- Location: Atlanta
Re: Colonial Boardgame thread - Game On! Turn 1 nearly compl
Thanks.
Then, yes, England shall accept Italy's kind offer to ship our Resource to market.
Then, yes, England shall accept Italy's kind offer to ship our Resource to market.
If we shadows have offended, think but this and all is mended
That you have but slumber'd here while these visions did appear
That you have but slumber'd here while these visions did appear
- El Guapo
- Posts: 42355
- Joined: Sat Jul 09, 2005 4:01 pm
- Location: Boston
Re: Colonial Boardgame thread - Game On! Turn 1 nearly compl
Is that also true when you're shipping your own goods - you don't need to remove tokens from existing resource when shipping?SpaceLord wrote: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.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?
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?
Black Lives Matter.
- SpaceLord
- Posts: 7242
- Joined: Tue Dec 28, 2004 1:51 pm
- Location: Lost in Time and Space
- Contact:
Re: Colonial Boardgame thread - Game On! Turn 1 nearly compl
Ideally, you want to ship your own goods only, because shipping other people's goods gives them money, helping them win.El Guapo wrote:Is that also true when you're shipping your own goods - you don't need to remove tokens from existing resource when shipping?SpaceLord wrote: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.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?
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?
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.
They're going to send you back to mother in a cardboard box...
- El Guapo
- Posts: 42355
- Joined: Sat Jul 09, 2005 4:01 pm
- Location: Boston
Re: Colonial Boardgame thread - Game On! Turn 1 nearly compl
ok, thanks.SpaceLord wrote:Ideally, you want to ship your own goods only, because shipping other people's goods gives them money, helping them win.El Guapo wrote:Is that also true when you're shipping your own goods - you don't need to remove tokens from existing resource when shipping?SpaceLord wrote: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.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?
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?
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.
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?
Black Lives Matter.
- SpaceLord
- Posts: 7242
- Joined: Tue Dec 28, 2004 1:51 pm
- Location: Lost in Time and Space
- Contact:
Re: Colonial Boardgame thread - Game On! Turn 1 nearly compl
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.
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.
They're going to send you back to mother in a cardboard box...
- SpaceLord
- Posts: 7242
- Joined: Tue Dec 28, 2004 1:51 pm
- Location: Lost in Time and Space
- Contact:
Re: Colonial Boardgame thread - Game On! Turn 1 nearly compl
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.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 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.
They're going to send you back to mother in a cardboard box...
- SpaceLord
- Posts: 7242
- Joined: Tue Dec 28, 2004 1:51 pm
- Location: Lost in Time and Space
- Contact:
Re: Colonial Boardgame thread - Game On! Turn 1 nearly compl
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)
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)
They're going to send you back to mother in a cardboard box...
- SpaceLord
- Posts: 7242
- Joined: Tue Dec 28, 2004 1:51 pm
- Location: Lost in Time and Space
- Contact:
Re: Colonial Boardgame thread - Game On! Turn 1 nearly compl
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)
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)
They're going to send you back to mother in a cardboard box...
- Vorret
- Posts: 9613
- Joined: Mon Oct 15, 2007 7:37 pm
- Location: Drummondville, QC
Re: Colonial Boardgame thread - Game On! Turn 1 nearly compl
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?
I could then re-take the resource?
Isgrimnur wrote:
His name makes me think of a small, burrowing rodent anyway.
His name makes me think of a small, burrowing rodent anyway.
- El Guapo
- Posts: 42355
- Joined: Sat Jul 09, 2005 4:01 pm
- Location: Boston
Re: Colonial Boardgame thread - Game On! Turn 1 nearly compl
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.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?
Black Lives Matter.
- SpaceLord
- Posts: 7242
- Joined: Tue Dec 28, 2004 1:51 pm
- Location: Lost in Time and Space
- Contact:
Re: Colonial Boardgame thread - Game On! Turn 1 nearly compl
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.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?
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.
They're going to send you back to mother in a cardboard box...
- SpaceLord
- Posts: 7242
- Joined: Tue Dec 28, 2004 1:51 pm
- Location: Lost in Time and Space
- Contact:
Re: Colonial Boardgame thread - Game On! Turn 1 nearly compl
*REDACTED*El Guapo wrote: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.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?
Last edited by SpaceLord on Wed Apr 04, 2012 3:44 pm, edited 1 time in total.
They're going to send you back to mother in a cardboard box...
- Vorret
- Posts: 9613
- Joined: Mon Oct 15, 2007 7:37 pm
- Location: Drummondville, QC
Re: Colonial Boardgame thread - Game On! Turn 1 nearly compl
Problem is I own West Africa which has 2 resources that I own, Slaves and Gold... nothing in India 

Isgrimnur wrote:
His name makes me think of a small, burrowing rodent anyway.
His name makes me think of a small, burrowing rodent anyway.
- SpaceLord
- Posts: 7242
- Joined: Tue Dec 28, 2004 1:51 pm
- Location: Lost in Time and Space
- Contact:
Re: Colonial Boardgame thread - Game On! Turn 1 nearly compl
Shit! I got your territory and Qantaga's confused. Hold on again.Vorret wrote:Problem is I own West Africa which has 2 resources that I own, Slaves and Gold.
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.
They're going to send you back to mother in a cardboard box...
- Vorret
- Posts: 9613
- Joined: Mon Oct 15, 2007 7:37 pm
- Location: Drummondville, QC
Re: Colonial Boardgame thread - Game On! Turn 1 nearly compl
Good, last question regarding that, could black become a monopoly again when I colonize ?
Isgrimnur wrote:
His name makes me think of a small, burrowing rodent anyway.
His name makes me think of a small, burrowing rodent anyway.
- El Guapo
- Posts: 42355
- Joined: Sat Jul 09, 2005 4:01 pm
- Location: Boston
Re: Colonial Boardgame thread - Game On! Turn 1 nearly compl
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.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.
Black Lives Matter.
- SpaceLord
- Posts: 7242
- Joined: Tue Dec 28, 2004 1:51 pm
- Location: Lost in Time and Space
- Contact:
Re: Colonial Boardgame thread - Game On! Turn 1 nearly compl
Guapo's right. I always get the two names confused. Edit is below:El Guapo wrote: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.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.
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.

Last edited by SpaceLord on Wed Apr 04, 2012 4:49 pm, edited 1 time in total.
They're going to send you back to mother in a cardboard box...
- SpaceLord
- Posts: 7242
- Joined: Tue Dec 28, 2004 1:51 pm
- Location: Lost in Time and Space
- Contact:
Re: Colonial Boardgame thread - Game On! Turn 1 nearly compl
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.
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.
They're going to send you back to mother in a cardboard box...
- SpaceLord
- Posts: 7242
- Joined: Tue Dec 28, 2004 1:51 pm
- Location: Lost in Time and Space
- Contact:
Re: Colonial Boardgame thread - Game On! Turn 1 nearly compl
Grund, pick one of your two remaining cards/four roles to play.
They're going to send you back to mother in a cardboard box...
- El Guapo
- Posts: 42355
- Joined: Sat Jul 09, 2005 4:01 pm
- Location: Boston
Re: Colonial Boardgame thread - Game On! Turn 1 nearly compl
AI player? Hasn't Isgrimnur taken over for Italy?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)
Black Lives Matter.
- SpaceLord
- Posts: 7242
- Joined: Tue Dec 28, 2004 1:51 pm
- Location: Lost in Time and Space
- Contact:
Re: Colonial Boardgame thread - Game On! Turn 1 nearly compl
He said he'd take over on Turn 2.El Guapo wrote:AI player? Hasn't Isgrimnur taken over for Italy?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)
They're going to send you back to mother in a cardboard box...
- Grundbegriff
- Posts: 22277
- Joined: Wed Oct 13, 2004 3:46 am
- Location: http://baroquepotion.com
- Contact:
Re: Colonial Boardgame thread - Game On! Turn 1 nearly compl
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.SpaceLord wrote:Grund, pick one of your two remaining cards/four roles to play.
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.

- Vorret
- Posts: 9613
- Joined: Mon Oct 15, 2007 7:37 pm
- Location: Drummondville, QC
Re: Colonial Boardgame thread - Game On! Turn 1 nearly compl
The Great Nation of Spain is willing to help
if I can....
if I can....
Isgrimnur wrote:
His name makes me think of a small, burrowing rodent anyway.
His name makes me think of a small, burrowing rodent anyway.
- El Guapo
- Posts: 42355
- Joined: Sat Jul 09, 2005 4:01 pm
- Location: Boston
Re: Colonial Boardgame thread - Game On! Turn 1 nearly compl
No you can't. Or at least, not without taking a merchant option of your own - Grund was (I believe) joking.Vorret wrote:The Great Nation of Spain is willing to help
if I can....
Black Lives Matter.
- Grundbegriff
- Posts: 22277
- Joined: Wed Oct 13, 2004 3:46 am
- Location: http://baroquepotion.com
- Contact:
Re: Colonial Boardgame thread - Game On! Turn 1 nearly compl
I wasn't joking, so perhaps I was misunderstanding.El Guapo wrote:No you can't. Or at least, not without taking a merchant option of your own - Grund was (I believe) joking.Vorret wrote:The Great Nation of Spain is willing to help
if I can....
Is there some reason that a person with extra merchant capacity wouldn't want to move my stuff?
- SpaceLord
- Posts: 7242
- Joined: Tue Dec 28, 2004 1:51 pm
- Location: Lost in Time and Space
- Contact:
Re: Colonial Boardgame thread - Game On! Turn 1 nearly compl
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.Grundbegriff wrote:I wasn't joking, so perhaps I was misunderstanding.El Guapo wrote:No you can't. Or at least, not without taking a merchant option of your own - Grund was (I believe) joking.Vorret wrote:The Great Nation of Spain is willing to help
if I can....
Is there some reason that a person with extra merchant capacity wouldn't want to move my stuff?
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.
They're going to send you back to mother in a cardboard box...
- El Guapo
- Posts: 42355
- Joined: Sat Jul 09, 2005 4:01 pm
- Location: Boston
Re: Colonial Boardgame thread - Game On! Turn 1 nearly compl
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.
Black Lives Matter.
- Grundbegriff
- Posts: 22277
- Joined: Wed Oct 13, 2004 3:46 am
- Location: http://baroquepotion.com
- Contact:
Re: Colonial Boardgame thread - Game On! Turn 1 nearly compl
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.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.
J'ai l'impression que Vorret m'a compris.
- SpaceLord
- Posts: 7242
- Joined: Tue Dec 28, 2004 1:51 pm
- Location: Lost in Time and Space
- Contact:
Re: Colonial Boardgame thread - Game On! Turn 1 nearly compl
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
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
They're going to send you back to mother in a cardboard box...
- SpaceLord
- Posts: 7242
- Joined: Tue Dec 28, 2004 1:51 pm
- Location: Lost in Time and Space
- Contact:
Re: Colonial Boardgame thread - Game On! Turn 1 nearly compl
Qantaga, now it's your turn to play a role from cards E and F.
They're going to send you back to mother in a cardboard box...
- Qantaga
- Posts: 3566
- Joined: Tue Feb 08, 2005 3:30 pm
- Location: Atlanta
Re: Colonial Boardgame thread - Game On! Turn 1 nearly compl
England plays a Conqueror into the East Indies, placing a Colony token and forming a Company.
If we shadows have offended, think but this and all is mended
That you have but slumber'd here while these visions did appear
That you have but slumber'd here while these visions did appear
- SpaceLord
- Posts: 7242
- Joined: Tue Dec 28, 2004 1:51 pm
- Location: Lost in Time and Space
- Contact:
Re: Colonial Boardgame thread - Game On! Turn 1 nearly compl
Vorret, though art up.
They're going to send you back to mother in a cardboard box...
- Vorret
- Posts: 9613
- Joined: Mon Oct 15, 2007 7:37 pm
- Location: Drummondville, QC
Re: Colonial Boardgame thread - Game On! Turn 1 nearly compl
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.
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.
Isgrimnur wrote:
His name makes me think of a small, burrowing rodent anyway.
His name makes me think of a small, burrowing rodent anyway.
- El Guapo
- Posts: 42355
- Joined: Sat Jul 09, 2005 4:01 pm
- Location: Boston
Re: Colonial Boardgame thread - Game On! Turn 1 nearly compl
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.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.
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.
Black Lives Matter.
- SpaceLord
- Posts: 7242
- Joined: Tue Dec 28, 2004 1:51 pm
- Location: Lost in Time and Space
- Contact:
Re: Colonial Boardgame thread - Game On! Turn 1 nearly compl
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.
El Guapo, you're up.
They're going to send you back to mother in a cardboard box...
- El Guapo
- Posts: 42355
- Joined: Sat Jul 09, 2005 4:01 pm
- Location: Boston
Re: Colonial Boardgame thread - Game On! Turn 1 nearly compl
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.
Black Lives Matter.
- SpaceLord
- Posts: 7242
- Joined: Tue Dec 28, 2004 1:51 pm
- Location: Lost in Time and Space
- Contact:
Re: Colonial Boardgame thread - Game On! Turn 1 nearly compl
Italy chooses to Explore Barbary.
Difficulty 2- Sailing 0 = Target number of 2:

Whew!
Italy places 1 Merchant Fleet in Barbary, and now controls a 2nd orange Resource.
Difficulty 2- Sailing 0 = Target number of 2:
Whew!
Italy places 1 Merchant Fleet in Barbary, and now controls a 2nd orange Resource.
They're going to send you back to mother in a cardboard box...
- SpaceLord
- Posts: 7242
- Joined: Tue Dec 28, 2004 1:51 pm
- Location: Lost in Time and Space
- Contact:
Re: Colonial Boardgame thread - Game On! Turn 1 nearly compl
Turn 1 Endeavor Phase complete!
Status update coming soon.
Status update coming soon.
They're going to send you back to mother in a cardboard box...
- SpaceLord
- Posts: 7242
- Joined: Tue Dec 28, 2004 1:51 pm
- Location: Lost in Time and Space
- Contact:
Re: Colonial Boardgame thread - Game On! Turn 1 nearly compl
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)
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.
They're going to send you back to mother in a cardboard box...