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03-09-2010, 07:06 PM
(This post was last modified: 03-09-2010, 07:08 PM by Ramond.)
Game 1 (5 players)
Round 1
Actions:
Someone Else chooses the Mayor Role!
He gets 2 colonists!
Simon gets 1 colonist!
Elias gets 1 colonist!
snorsorbet gets 1 colonist!
Bamboori gets 1 colonist!
Previous Actions:
Someone Else chose the Mayor Role.
Someone Else (Governor)
Doubloons: 4
Unused colonists: 1
Corn: 0
Indigo: 0
Sugar: 0
Tobacco: 0
Coffee: 0
Buildings: 12 slots free
Plantations: 11 slots free
Indigo (x)
Victory Points from shipping goods: 0
Simon
Doubloons: 4
Unused colonists: 0
Corn: 0
Indigo: 0
Sugar: 0
Tobacco: 0
Coffee: 0
Buildings: 12 slots free
Plantations: 11 slots free
Indigo (x)
Victory Points from shipping goods: 0
Elias
Doubloons: 4
Unused colonists: 0
Corn: 0
Indigo: 0
Sugar: 0
Tobacco: 0
Coffee: 0
Buildings: 12 slots free
Plantations: 11 slots free
Indigo (x)
Victory Points from shipping goods: 0
snorsorbet
Doubloons: 4
Unused colonists: 0
Corn: 0
Indigo: 0
Sugar: 0
Tobacco: 0
Coffee: 0
Buildings: 12 slots free
Plantations: 11 slots free
Corn (x)
Victory Points from shipping goods: 0
Bamboori
Doubloons: 4
Unused colonists: 0
Corn: 0
Indigo: 0
Sugar: 0
Tobacco: 0
Coffee: 0
Buildings: 12 slots free
Plantations: 11 slots free
Corn (x)
Victory Points from shipping goods: 0
Open Plantations: Indigo, Coffee, Corn, Corn, Indigo
8 quarries left
90 colonists left (5 on colonist ship)
120 victory points left
The level indicates how many quarries you can max use for these buildings - and how many victory points you get for this building (even if they are not manned, so if you buy a building you get those victory points in any case).
The number in brackets show the doubloon cost.
You can NOT have two identical buildings. However, it is possible to fe. have a small indigo plant and a normal size one (as they're actually different buildings).
Each non-production building has 1 free colonist space (aka only 1 colonist needed to man this building).
Level 1 Buildings:
4x Small Indigo Plant (1) - Needed to produce indigo. Can hold 1 colonist.
4x Small Sugar Mill (2) - Needed to produce sugar. Can hold 1 colonist.
2x Small Market (1) - You gain an extra doubloon when trading a good.
2x Hacienda (2) - Additionally to a plantation you can choose in the Settler Phase, you get a random plantation.
2x Constable Hut (2) - In the Settler Phase you are allowed to take a quarry instead of an open plantation.
2x Small Warehouse (3) - At the end of the Captain Phase you can store one TYPE of a good additionally to the one good.
Level 2 Buildings:
3x Indigo Plant (3) - Needed to produce indigo. Can hold 3 colonists.
3x Sugar Mill (4) - Needed to produce sugar. Can hold 3 colonists.
2x Hospice (4) - Whenever you get a plantation or quarry, you immediately get a colonist onto it.
2x Office (5) - You can sell goods of the same type already available in the trading house.
2x Large Market (5) - You gain 2 extra doubloons when trading a good (additionally to Small Market, and vice versa).
2x Large Warehouse (6) - At the end of the Captain Phase you can store TWO TYPES of a good (additionally to the Small Warehouse, and vice versa) additionally to the one good.
Level 3 Buildings:
3x Tobacco Storage (5) - Needed to produce tobacco. Can hold 3 colonists.
3x Coffee Roaster (6) - Needed to produce coffee. Can hold 2 colonists.
2x Factory (7) - In the Craftsman Phase you gain extra doubloons for producing different types of goods. 0 for 1 type, 1 for 2 types, 2 for 3 types, 3 for 4 types and 5 for 5 types.
2x University (8) - Whenever you buy a building, you immediately get a colonist onto it.
2x Harbour (8) - You gain an extra victory point for each load of goods you load onto a transport ship.
2x Wharf (9) - In the Captain Phase you can load one type of goods (no amount limit) onto a transport ship that belongs to you alone.
Level 4 Buildings (elite buildings): require two building spaces; only 1 instance of each
1x Guild Hall (10) - You gain an extra victory point for each small production house you possess and two extra victory points for each normal production house.
1x Residence (10) - You gain victory points depending on the amount of plantations you possess. <10: 4pts, 10: 5pts, 11: 6pts, 12: 7pts
1x Fortress (10) - You gain an extra victory point for every 3 colonists (rounded down).
1x Customs House (10) - You gain an extra victory point for every 4 victory points you've gained through shipping goods in the Captain Phase.
1x City Hall (10) - You gain an extra victory point for each non-production building you possess (includes the city hall itself).
Transport ship 1: 6 slots free
Transport ship 2: 7 slots free
Transport ship 3: 8 slots free
Trading House: 4 slots free
Available Roles:
Settler
Mayor (Someone Else)
Builder
Craftsman
Trader
Captain
Prospector
Prospector
---
Since the only thing you can do is man your plantations anyway, I'm gonna continue.
Simon, it's your turn. Choose a role (that is still available).
03:28 [BluePhoenix] sleep is for weakling.
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03-09-2010, 07:46 PM
(This post was last modified: 03-09-2010, 07:47 PM by Simoneon.)
Settler.
Building a quarry.
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03-09-2010, 07:50 PM
(This post was last modified: 03-09-2010, 07:51 PM by Ramond.)
One question:
What are colonists good for?
Oh, and I'd like to build a Small Sugar Mill.
sorry about that PM, I forgot you HAD to man your plantation. ~Ramond
I did this to you for obvious reasons. You have just wasted a lot of time. Congratulations.
Still with the same joke? ;D - Simoneon
TITLE: a idea
make cave for bear?
Thanks given by:
Posts: 1,122
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Joined: Mar 2008
03-09-2010, 07:56 PM
(This post was last modified: 03-09-2010, 07:57 PM by Ramond.)
Game 1 (5 players)
Round 1
Actions:
Simon chooses the Settler Role!
He takes a quarry!
Previous Actions:
Someone Else chose the Mayor Role.
Simon chose the Settler Role.
Someone Else (Governor)
Doubloons: 4
Unused colonists: 1
Corn: 0
Indigo: 0
Sugar: 0
Tobacco: 0
Coffee: 0
Buildings: 12 slots free
Plantations: 11 slots free
Indigo (x)
Victory Points from shipping goods: 0
Simon
Doubloons: 4
Unused colonists: 0
Corn: 0
Indigo: 0
Sugar: 0
Tobacco: 0
Coffee: 0
Buildings: 12 slots free
Plantations: 11 slots free
Indigo (x)
Quarry ()
Victory Points from shipping goods: 0
Elias
Doubloons: 4
Unused colonists: 0
Corn: 0
Indigo: 0
Sugar: 0
Tobacco: 0
Coffee: 0
Buildings: 12 slots free
Plantations: 11 slots free
Indigo (x)
Victory Points from shipping goods: 0
snorsorbet
Doubloons: 4
Unused colonists: 0
Corn: 0
Indigo: 0
Sugar: 0
Tobacco: 0
Coffee: 0
Buildings: 12 slots free
Plantations: 11 slots free
Corn (x)
Victory Points from shipping goods: 0
Bamboori
Doubloons: 4
Unused colonists: 0
Corn: 0
Indigo: 0
Sugar: 0
Tobacco: 0
Coffee: 0
Buildings: 12 slots free
Plantations: 11 slots free
Corn (x)
Victory Points from shipping goods: 0
Open Plantations: Indigo, Coffee, Corn, Corn, Indigo
8 quarries left
90 colonists left (5 on colonist ship)
120 victory points left
The level indicates how many quarries you can max use for these buildings - and how many victory points you get for this building (even if they are not manned, so if you buy a building you get those victory points in any case).
The number in brackets show the doubloon cost.
You can NOT have two identical buildings. However, it is possible to fe. have a small indigo plant and a normal size one (as they're actually different buildings).
Each non-production building has 1 free colonist space (aka only 1 colonist needed to man this building).
Level 1 Buildings:
4x Small Indigo Plant (1) - Needed to produce indigo. Can hold 1 colonist.
4x Small Sugar Mill (2) - Needed to produce sugar. Can hold 1 colonist.
2x Small Market (1) - You gain an extra doubloon when trading a good.
2x Hacienda (2) - Additionally to a plantation you can choose in the Settler Phase, you get a random plantation.
2x Constable Hut (2) - In the Settler Phase you are allowed to take a quarry instead of an open plantation.
2x Small Warehouse (3) - At the end of the Captain Phase you can store one TYPE of a good additionally to the one good.
Level 2 Buildings:
3x Indigo Plant (3) - Needed to produce indigo. Can hold 3 colonists.
3x Sugar Mill (4) - Needed to produce sugar. Can hold 3 colonists.
2x Hospice (4) - Whenever you get a plantation or quarry, you immediately get a colonist onto it.
2x Office (5) - You can sell goods of the same type already available in the trading house.
2x Large Market (5) - You gain 2 extra doubloons when trading a good (additionally to Small Market, and vice versa).
2x Large Warehouse (6) - At the end of the Captain Phase you can store TWO TYPES of a good (additionally to the Small Warehouse, and vice versa) additionally to the one good.
Level 3 Buildings:
3x Tobacco Storage (5) - Needed to produce tobacco. Can hold 3 colonists.
3x Coffee Roaster (6) - Needed to produce coffee. Can hold 2 colonists.
2x Factory (7) - In the Craftsman Phase you gain extra doubloons for producing different types of goods. 0 for 1 type, 1 for 2 types, 2 for 3 types, 3 for 4 types and 5 for 5 types.
2x University (8) - Whenever you buy a building, you immediately get a colonist onto it.
2x Harbour (8) - You gain an extra victory point for each load of goods you load onto a transport ship.
2x Wharf (9) - In the Captain Phase you can load one type of goods (no amount limit) onto a transport ship that belongs to you alone.
Level 4 Buildings (elite buildings): require two building spaces; only 1 instance of each
1x Guild Hall (10) - You gain an extra victory point for each small production house you possess and two extra victory points for each normal production house.
1x Residence (10) - You gain victory points depending on the amount of plantations you possess. <10: 4pts, 10: 5pts, 11: 6pts, 12: 7pts
1x Fortress (10) - You gain an extra victory point for every 3 colonists (rounded down).
1x Customs House (10) - You gain an extra victory point for every 4 victory points you've gained through shipping goods in the Captain Phase.
1x City Hall (10) - You gain an extra victory point for each non-production building you possess (includes the city hall itself).
Transport ship 1: 6 slots free
Transport ship 2: 7 slots free
Transport ship 3: 8 slots free
Trading House: 4 slots free
Available Roles:
Settler (Simon)
Mayor (Someone Else)
Builder
Craftsman
Trader
Captain
Prospector
Prospector
---
Actions (in the following order! Means Elias goes first with choosing, then snor and so on)
Elias, pick a plantation from the "Open Plantations".
snorsorbet, pick a plantation from the "Open Plantations".
Bamboori, pick a plantation from the "Open Plantations".
Someone Else, pick a plantation from the "Open Plantations".
None of you can take a quarry!
03:28 [BluePhoenix] sleep is for weakling.
Thanks given by:
Posts: 891
Threads: 16
Joined: Mar 2008
03-09-2010, 07:57 PM
(This post was last modified: 03-09-2010, 08:11 PM by snorsorbet.)
wait
...
...
...
Indigo
Oh yeah, sorry about that, I forgot it's in a circular order ;P
I did this to you for obvious reasons. You have just wasted a lot of time. Congratulations.
Still with the same joke? ;D - Simoneon
TITLE: a idea
make cave for bear?
Thanks given by:
Posts: 457
Threads: 19
Joined: Jun 2009
COFFEE!!!
Yeah I like coffee so I would like to chose that plantation.
I am back, not really.
Thanks given by:
Posts: 1,122
Threads: 17
Joined: Mar 2008
03-09-2010, 08:26 PM
(This post was last modified: 03-09-2010, 08:30 PM by Ramond.)
Game 1 (5 players)
Round 1
Actions:
Simon chooses the Settler Role!
He takes a quarry!
Elias takes Coffee!
snorsorbet takes Indigo!
Previous Actions:
Someone Else chose the Mayor Role.
Simon chose the Settler Role.
Someone Else (Governor)
Doubloons: 4
Unused colonists: 1
Corn: 0
Indigo: 0
Sugar: 0
Tobacco: 0
Coffee: 0
Buildings: 12 slots free
Plantations: 11 slots free
Indigo (x)
Victory Points from shipping goods: 0
Simon
Doubloons: 4
Unused colonists: 0
Corn: 0
Indigo: 0
Sugar: 0
Tobacco: 0
Coffee: 0
Buildings: 12 slots free
Plantations: 11 slots free
Indigo (x)
Quarry ()
Victory Points from shipping goods: 0
Elias
Doubloons: 4
Unused colonists: 0
Corn: 0
Indigo: 0
Sugar: 0
Tobacco: 0
Coffee: 0
Buildings: 12 slots free
Plantations: 11 slots free
Indigo (x)
Coffee ()
Victory Points from shipping goods: 0
snorsorbet
Doubloons: 4
Unused colonists: 0
Corn: 0
Indigo: 0
Sugar: 0
Tobacco: 0
Coffee: 0
Buildings: 12 slots free
Plantations: 11 slots free
Corn (x)
Indigo ()
Victory Points from shipping goods: 0
Bamboori
Doubloons: 4
Unused colonists: 0
Corn: 0
Indigo: 0
Sugar: 0
Tobacco: 0
Coffee: 0
Buildings: 12 slots free
Plantations: 11 slots free
Corn (x)
Victory Points from shipping goods: 0
Open Plantations: Corn, Corn, Indigo
8 quarries left
90 colonists left (5 on colonist ship)
120 victory points left
The level indicates how many quarries you can max use for these buildings - and how many victory points you get for this building (even if they are not manned, so if you buy a building you get those victory points in any case).
The number in brackets show the doubloon cost.
You can NOT have two identical buildings. However, it is possible to fe. have a small indigo plant and a normal size one (as they're actually different buildings).
Each non-production building has 1 free colonist space (aka only 1 colonist needed to man this building).
Level 1 Buildings:
4x Small Indigo Plant (1) - Needed to produce indigo. Can hold 1 colonist.
4x Small Sugar Mill (2) - Needed to produce sugar. Can hold 1 colonist.
2x Small Market (1) - You gain an extra doubloon when trading a good.
2x Hacienda (2) - Additionally to a plantation you can choose in the Settler Phase, you get a random plantation.
2x Constable Hut (2) - In the Settler Phase you are allowed to take a quarry instead of an open plantation.
2x Small Warehouse (3) - At the end of the Captain Phase you can store one TYPE of a good additionally to the one good.
Level 2 Buildings:
3x Indigo Plant (3) - Needed to produce indigo. Can hold 3 colonists.
3x Sugar Mill (4) - Needed to produce sugar. Can hold 3 colonists.
2x Hospice (4) - Whenever you get a plantation or quarry, you immediately get a colonist onto it.
2x Office (5) - You can sell goods of the same type already available in the trading house.
2x Large Market (5) - You gain 2 extra doubloons when trading a good (additionally to Small Market, and vice versa).
2x Large Warehouse (6) - At the end of the Captain Phase you can store TWO TYPES of a good (additionally to the Small Warehouse, and vice versa) additionally to the one good.
Level 3 Buildings:
3x Tobacco Storage (5) - Needed to produce tobacco. Can hold 3 colonists.
3x Coffee Roaster (6) - Needed to produce coffee. Can hold 2 colonists.
2x Factory (7) - In the Craftsman Phase you gain extra doubloons for producing different types of goods. 0 for 1 type, 1 for 2 types, 2 for 3 types, 3 for 4 types and 5 for 5 types.
2x University (8) - Whenever you buy a building, you immediately get a colonist onto it.
2x Harbour (8) - You gain an extra victory point for each load of goods you load onto a transport ship.
2x Wharf (9) - In the Captain Phase you can load one type of goods (no amount limit) onto a transport ship that belongs to you alone.
Level 4 Buildings (elite buildings): require two building spaces; only 1 instance of each
1x Guild Hall (10) - You gain an extra victory point for each small production house you possess and two extra victory points for each normal production house.
1x Residence (10) - You gain victory points depending on the amount of plantations you possess. <10: 4pts, 10: 5pts, 11: 6pts, 12: 7pts
1x Fortress (10) - You gain an extra victory point for every 3 colonists (rounded down).
1x Customs House (10) - You gain an extra victory point for every 4 victory points you've gained through shipping goods in the Captain Phase.
1x City Hall (10) - You gain an extra victory point for each non-production building you possess (includes the city hall itself).
Transport ship 1: 6 slots free
Transport ship 2: 7 slots free
Transport ship 3: 8 slots free
Trading House: 4 slots free
Available Roles:
Settler (Simon)
Mayor (Someone Else)
Builder
Craftsman
Trader
Captain
Prospector
Prospector
---
In the following order:
Bamboori, pick a plantation from the "Open Plantations".
Someone Else, pick a plantation from the "Open Plantations".
None of you can take a quarry!
03:28 [BluePhoenix] sleep is for weakling.
Thanks given by:
Posts: 2,657
Threads: 113
Joined: Mar 2008
03-09-2010, 08:27 PM
(This post was last modified: 03-09-2010, 08:32 PM by Bamboori.)
pcorn for me.
Thanks given by:
Posts: 1,122
Threads: 17
Joined: Mar 2008
03-09-2010, 08:38 PM
(This post was last modified: 03-09-2010, 08:39 PM by Ramond.)
Game 1 (5 players)
Round 1
Actions:
Simon chooses the Settler Role!
He takes a quarry!
Elias takes Coffee!
snorsorbet takes Indigo!
Bamboori takes Corn!
Previous Actions:
Someone Else chose the Mayor Role.
Simon chose the Settler Role.
Someone Else (Governor)
Doubloons: 4
Unused colonists: 1
Corn: 0
Indigo: 0
Sugar: 0
Tobacco: 0
Coffee: 0
Buildings: 12 slots free
Plantations: 11 slots free
Indigo (x)
Victory Points from shipping goods: 0
Simon
Doubloons: 4
Unused colonists: 0
Corn: 0
Indigo: 0
Sugar: 0
Tobacco: 0
Coffee: 0
Buildings: 12 slots free
Plantations: 11 slots free
Indigo (x)
Quarry ()
Victory Points from shipping goods: 0
Elias
Doubloons: 4
Unused colonists: 0
Corn: 0
Indigo: 0
Sugar: 0
Tobacco: 0
Coffee: 0
Buildings: 12 slots free
Plantations: 11 slots free
Indigo (x)
Coffee ()
Victory Points from shipping goods: 0
snorsorbet
Doubloons: 4
Unused colonists: 0
Corn: 0
Indigo: 0
Sugar: 0
Tobacco: 0
Coffee: 0
Buildings: 12 slots free
Plantations: 11 slots free
Corn (x)
Indigo ()
Victory Points from shipping goods: 0
Bamboori
Doubloons: 4
Unused colonists: 0
Corn: 0
Indigo: 0
Sugar: 0
Tobacco: 0
Coffee: 0
Buildings: 12 slots free
Plantations: 11 slots free
Corn (x)
Corn ()
Victory Points from shipping goods: 0
Open Plantations: Corn, Indigo
7 quarries left
90 colonists left (5 on colonist ship)
120 victory points left
The level indicates how many quarries you can max use for these buildings - and how many victory points you get for this building (even if they are not manned, so if you buy a building you get those victory points in any case).
The number in brackets show the doubloon cost.
You can NOT have two identical buildings. However, it is possible to fe. have a small indigo plant and a normal size one (as they're actually different buildings).
Each non-production building has 1 free colonist space (aka only 1 colonist needed to man this building).
Level 1 Buildings:
4x Small Indigo Plant (1) - Needed to produce indigo. Can hold 1 colonist.
4x Small Sugar Mill (2) - Needed to produce sugar. Can hold 1 colonist.
2x Small Market (1) - You gain an extra doubloon when trading a good.
2x Hacienda (2) - Additionally to a plantation you can choose in the Settler Phase, you get a random plantation.
2x Constable Hut (2) - In the Settler Phase you are allowed to take a quarry instead of an open plantation.
2x Small Warehouse (3) - At the end of the Captain Phase you can store one TYPE of a good additionally to the one good.
Level 2 Buildings:
3x Indigo Plant (3) - Needed to produce indigo. Can hold 3 colonists.
3x Sugar Mill (4) - Needed to produce sugar. Can hold 3 colonists.
2x Hospice (4) - Whenever you get a plantation or quarry, you immediately get a colonist onto it.
2x Office (5) - You can sell goods of the same type already available in the trading house.
2x Large Market (5) - You gain 2 extra doubloons when trading a good (additionally to Small Market, and vice versa).
2x Large Warehouse (6) - At the end of the Captain Phase you can store TWO TYPES of a good (additionally to the Small Warehouse, and vice versa) additionally to the one good.
Level 3 Buildings:
3x Tobacco Storage (5) - Needed to produce tobacco. Can hold 3 colonists.
3x Coffee Roaster (6) - Needed to produce coffee. Can hold 2 colonists.
2x Factory (7) - In the Craftsman Phase you gain extra doubloons for producing different types of goods. 0 for 1 type, 1 for 2 types, 2 for 3 types, 3 for 4 types and 5 for 5 types.
2x University (8) - Whenever you buy a building, you immediately get a colonist onto it.
2x Harbour (8) - You gain an extra victory point for each load of goods you load onto a transport ship.
2x Wharf (9) - In the Captain Phase you can load one type of goods (no amount limit) onto a transport ship that belongs to you alone.
Level 4 Buildings (elite buildings): require two building spaces; only 1 instance of each
1x Guild Hall (10) - You gain an extra victory point for each small production house you possess and two extra victory points for each normal production house.
1x Residence (10) - You gain victory points depending on the amount of plantations you possess. <10: 4pts, 10: 5pts, 11: 6pts, 12: 7pts
1x Fortress (10) - You gain an extra victory point for every 3 colonists (rounded down).
1x Customs House (10) - You gain an extra victory point for every 4 victory points you've gained through shipping goods in the Captain Phase.
1x City Hall (10) - You gain an extra victory point for each non-production building you possess (includes the city hall itself).
Transport ship 1: 6 slots free
Transport ship 2: 7 slots free
Transport ship 3: 8 slots free
Trading House: 4 slots free
Available Roles:
Settler (Simon)
Mayor (Someone Else)
Builder
Craftsman
Trader
Captain
Prospector
Prospector
---
Someone Else is now left to choose between Corn and Indigo!
In the meantime, Elias, choose a role (from the available ones)!
03:28 [BluePhoenix] sleep is for weakling.
Thanks given by:
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