Posts: 1,121
Threads: 17
Joined: Mar 2008
Game 1 (4 players)
Round 4
Actions:
Someone Else chooses the Settler Role and gains 1 Doubloon!
He takes a quarry!
Bamboori's Hacienda gets him a Corn Plantation!
Simon takes a Tobacco Plantation and gets a colonist on it!
snorsorbet takes a Corn Plantation!
Bamboori takes a Coffee Plantation!
Simon chooses the Prospector Role!
He gains 1 doubloon!
Previous Actions:
snorsorbet chose the Mayor Role.
Bamboori chose the Builder Role.
Someone Else chose the Settler Role.
Simon chose the Prospector Role.
Round 5
Actions:
Previous Actions:
Someone Else
Doubloons: 1
Unused colonists: 0
Corn: 2
Indigo: 2
Sugar: 0
Tobacco: 0
Coffee: 0
Buildings: 10 slots free
{1} Small Indigo Plant (x)
{1} Small Warehouse (x)
Plantations: 8 slots free
Indigo (x)
Corn (x)
Corn (x)
Quarry ()
Victory Points from shipping goods: 3
Simon
Doubloons: 2
Unused colonists: 0
Corn: 0
Indigo: 0
Sugar: 0
Tobacco: 0
Coffee: 0
Buildings: 9 slots free
{1} Small Indigo Plant (x)
{2} Hospice (x)
{1} Hacienda ()
Plantations: 8 slots free
Indigo (x)
Quarry (x)
Corn (x)
Tobacco (x)
Victory Points from shipping goods: 1
snorsorbet
Doubloons: 0
Unused colonists: 1
Corn: 0
Indigo: 1
Sugar: 0
Tobacco: 0
Coffee: 0
Buildings: 9 slots free
{1} Small Indigo Plant (x)
{1} Small Market (x)
{3} University ()
Plantations: 8 slots free
Corn (x)
Indigo (x)
Quarry (x)
Corn ()
Victory Points from shipping goods: 2
Bamboori (Governor)
Doubloons: 3
Unused colonists: 0
Corn: 1
Indigo: 0
Sugar: 0
Tobacco: 0
Coffee: 0
Buildings: 9 slots free
{1} Hacienda (x)
{1} Small Market (x)
{2} Sugar Mill () () ()
Plantations: 6 slots free
Corn (x)
Corn ()
Sugar (x)
Sugar ()
Corn ()
Coffee ()
Victory Points from shipping goods: 3
Open Plantations: Indigo, Coffee, Tobacco, Indigo, Indigo
5 quarries left
76 colonists left (4 on colonist ship)
111 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:
1x 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.
0x Small Market (1) - You gain an extra doubloon when trading a good.
0x 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.
1x 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.
2x Sugar Mill (4) - Needed to produce sugar. Can hold 3 colonists.
1x 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.
1x 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: 1 slot free (4 Indigo)
Transport ship 2: 6 slots free
Transport ship 3: 3 slots free (4 Corn)
Trading House: 2 slots free (Corn, Indigo)
Available Roles:
Settler
Mayor
Builder
Craftsman (+1 Doubloon)
Trader (+1 Doubloon)
Captain (+1 Doubloon)
Prospector
---
Bamboori, choose a role.
03:28 [BluePhoenix] sleep is for weakling.
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Posts: 2,654
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Joined: Mar 2008
03-14-2010, 07:24 PM
(This post was last modified: 03-14-2010, 07:32 PM by Bamboori.)
mayor. colonist to sugar mill. colonist from hacienda to sugar.
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Posts: 1,121
Threads: 17
Joined: Mar 2008
Game 1 (4 players)
Round 5
Actions:
Bamboori chose the Mayor Role!
He gets 2 colonists!
Someone Else gets 1 colonist!
Simon gets 1 colonist!
snorsorbet gets 1 colonist!
Previous Actions:
Bamboori chose the Mayor role.
Someone Else
Doubloons: 1
Unused colonists: 0
Corn: 2
Indigo: 2
Sugar: 0
Tobacco: 0
Coffee: 0
Buildings: 10 slots free
{1} Small Indigo Plant (x)
{1} Small Warehouse (x)
Plantations: 8 slots free
Indigo (x)
Corn (x)
Corn (x)
Quarry (x)
Victory Points from shipping goods: 3
Simon
Doubloons: 2
Unused colonists: 0
Corn: 0
Indigo: 0
Sugar: 0
Tobacco: 0
Coffee: 0
Buildings: 9 slots free
{1} Small Indigo Plant (x)
{2} Hospice (x)
{1} Hacienda (x)
Plantations: 8 slots free
Indigo (x)
Quarry (x)
Corn (x)
Tobacco (x)
Victory Points from shipping goods: 1
snorsorbet
Doubloons: 0
Unused colonists: 0
Corn: 0
Indigo: 1
Sugar: 0
Tobacco: 0
Coffee: 0
Buildings: 9 slots free
{1} Small Indigo Plant (x)
{1} Small Market (x)
{3} University (x)
Plantations: 8 slots free
Corn (x)
Indigo (x)
Quarry (x)
Corn (x)
Victory Points from shipping goods: 2
Bamboori (Governor)
Doubloons: 3
Unused colonists: 0
Corn: 1
Indigo: 0
Sugar: 0
Tobacco: 0
Coffee: 0
Buildings: 9 slots free
{1} Hacienda ()
{1} Small Market (x)
{2} Sugar Mill (x) (x) ()
Plantations: 6 slots free
Corn (x)
Corn ()
Sugar (x)
Sugar (x)
Corn ()
Coffee ()
Victory Points from shipping goods: 3
Open Plantations: Indigo, Coffee, Tobacco, Indigo, Indigo
5 quarries left
72 colonists left (4 on colonist ship)
111 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:
1x 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.
0x Small Market (1) - You gain an extra doubloon when trading a good.
0x 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.
1x 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.
2x Sugar Mill (4) - Needed to produce sugar. Can hold 3 colonists.
1x 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.
1x 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: 1 slot free (4 Indigo)
Transport ship 2: 6 slots free
Transport ship 3: 3 slots free (4 Corn)
Trading House: 2 slots free (Corn, Indigo)
Available Roles:
Settler
Mayor (Bamboori)
Builder
Craftsman (+1 Doubloon)
Trader (+1 Doubloon)
Captain (+1 Doubloon)
Prospector
---
Someone Else, choose a role.
03:28 [BluePhoenix] sleep is for weakling.
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Posts: 457
Threads: 19
Joined: Jun 2009
03-14-2010, 08:33 PM
(This post was last modified: 03-14-2010, 08:38 PM by Bamboori.)
I have a question, is this game really long like mafia.
I am back, not really.
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Posts: 1,121
Threads: 17
Joined: Mar 2008
^ Well, we're currently round 5, it takes about 20 rounds in average. It really depends on the players on how long it takes.
03:28 [BluePhoenix] sleep is for weakling.
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Posts: 736
Threads: 55
Joined: Apr 2008
03-14-2010, 08:46 PM
(This post was last modified: 03-15-2010, 03:11 PM by Som1Lse.)
Captain.
Corn First.
someone else uses corn fist on captain! it's super effective! ~ Bamboori
It is but dont tell others. ~Someone else
Age ratings for movies and games (and similar) have never been a good idea.
One can learn a lot from reinventing wheels.
An unsound argument is not the same as an invalid one.
volatile in C++ does not mean thread-safe.
Do not make APIs unnecessarily asynchronous.
Make C++ operator > again
Trump is an idiot.
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Posts: 1,121
Threads: 17
Joined: Mar 2008
Game 1 (4 players)
Round 5
Actions:
Someone Else chooses the Captain Role and gains 1 Doubloon!
He ships 2 Corn and gains 3 victory points!
Simon has no goods!
snorsorbet ships 1 Indigo and gains 1 victory point!
Bamboori ships 1 Corn and gains 1 victory point!
There is no more place for further goods.
Someone Else keeps his 2 Indigo due to the Small Warehouse!
Transport ship 1 is now empty again!
Transport ship 3 is now empty again!
Previous Actions:
Bamboori chose the Mayor Role.
Someone Else chose the Captain Role.
Someone Else
Doubloons: 2
Unused colonists: 0
Corn: 0
Indigo: 2
Sugar: 0
Tobacco: 0
Coffee: 0
Buildings: 10 slots free
{1} Small Indigo Plant (x)
{1} Small Warehouse (x)
Plantations: 8 slots free
Indigo (x)
Corn (x)
Corn (x)
Quarry (x)
Victory Points from shipping goods: 6
Simon
Doubloons: 2
Unused colonists: 0
Corn: 0
Indigo: 0
Sugar: 0
Tobacco: 0
Coffee: 0
Buildings: 9 slots free
{1} Small Indigo Plant (x)
{2} Hospice (x)
{1} Hacienda (x)
Plantations: 8 slots free
Indigo (x)
Quarry (x)
Corn (x)
Tobacco (x)
Victory Points from shipping goods: 1
snorsorbet
Doubloons: 0
Unused colonists: 0
Corn: 0
Indigo: 0
Sugar: 0
Tobacco: 0
Coffee: 0
Buildings: 9 slots free
{1} Small Indigo Plant (x)
{1} Small Market (x)
{3} University (x)
Plantations: 8 slots free
Corn (x)
Indigo (x)
Quarry (x)
Corn (x)
Victory Points from shipping goods: 3
Bamboori (Governor)
Doubloons: 3
Unused colonists: 0
Corn: 0
Indigo: 0
Sugar: 0
Tobacco: 0
Coffee: 0
Buildings: 9 slots free
{1} Hacienda ()
{1} Small Market (x)
{2} Sugar Mill (x) (x) ()
Plantations: 6 slots free
Corn (x)
Corn ()
Sugar (x)
Sugar (x)
Corn ()
Coffee ()
Victory Points from shipping goods: 4
Open Plantations: Indigo, Coffee, Tobacco, Indigo, Indigo
5 quarries left
72 colonists left (4 on colonist ship)
111 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:
1x 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.
0x Small Market (1) - You gain an extra doubloon when trading a good.
0x 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.
1x 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.
2x Sugar Mill (4) - Needed to produce sugar. Can hold 3 colonists.
1x 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.
1x 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: 5 slots free
Transport ship 2: 6 slots free
Transport ship 3: 7 slots free
Trading House: 2 slots free (Corn, Indigo)
Available Roles:
Settler
Mayor (Bamboori)
Builder
Craftsman (+1 Doubloon)
Trader (+1 Doubloon)
Captain (Someone Else)
Prospector
---
Simon, choose a role.
03:28 [BluePhoenix] sleep is for weakling.
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Posts: 1,265
Threads: 49
Joined: Nov 2008
Craftsman. Another indigo.
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Posts: 1,121
Threads: 17
Joined: Mar 2008
03-14-2010, 09:13 PM
(This post was last modified: 03-15-2010, 07:06 PM by Ramond.)
Game 1 (4 players)
Round 5
Actions:
Simon chooses the Craftsman Role and gains 1 Doubloon!
He harvests 1 Corn and 2 Indigo!
snorsorbet harvests 2 Corn and 1 Indigo!
Bamboori harvests 1 Corn and 2 Sugar!
Someone Else harvests 2 Corn and 1 Indigo!
Previous Actions:
Bamboori chose the Mayor Role.
Someone Else chose the Captain Role.
Simon chose the Craftsman Role.
Someone Else
Doubloons: 2
Unused colonists: 0
Corn: 2
Indigo: 3
Sugar: 0
Tobacco: 0
Coffee: 0
Buildings: 10 slots free
{1} Small Indigo Plant (x)
{1} Small Warehouse (x)
Plantations: 8 slots free
Indigo (x)
Corn (x)
Corn (x)
Quarry (x)
Victory Points from shipping goods: 6
Simon
Doubloons: 3
Unused colonists: 0
Corn: 1
Indigo: 2
Sugar: 0
Tobacco: 0
Coffee: 0
Buildings: 9 slots free
{1} Small Indigo Plant (x)
{2} Hospice (x)
{1} Hacienda (x)
Plantations: 8 slots free
Indigo (x)
Quarry (x)
Corn (x)
Tobacco (x)
Victory Points from shipping goods: 1
snorsorbet
Doubloons: 0
Unused colonists: 0
Corn: 2
Indigo: 1
Sugar: 0
Tobacco: 0
Coffee: 0
Buildings: 9 slots free
{1} Small Indigo Plant (x)
{1} Small Market (x)
{3} University (x)
Plantations: 8 slots free
Corn (x)
Indigo (x)
Quarry (x)
Corn (x)
Victory Points from shipping goods: 3
Bamboori (Governor)
Doubloons: 3
Unused colonists: 0
Corn: 1
Indigo: 0
Sugar: 2
Tobacco: 0
Coffee: 0
Buildings: 9 slots free
{1} Hacienda ()
{1} Small Market (x)
{2} Sugar Mill (x) (x) ()
Plantations: 6 slots free
Corn (x)
Corn ()
Sugar (x)
Sugar (x)
Corn ()
Coffee ()
Victory Points from shipping goods: 4
Open Plantations: Indigo, Coffee, Tobacco, Indigo, Indigo
5 quarries left
72 colonists left (4 on colonist ship)
111 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:
1x 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.
0x Small Market (1) - You gain an extra doubloon when trading a good.
0x 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.
1x 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.
2x Sugar Mill (4) - Needed to produce sugar. Can hold 3 colonists.
1x 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.
1x 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: 5 slots free
Transport ship 2: 6 slots free
Transport ship 3: 7 slots free
Trading House: 2 slots free (Used: Corn, Indigo)
Available Roles:
Settler
Mayor (Bamboori)
Builder
Craftsman (Simon)
Trader (+1 Doubloon)
Captain (Someone Else)
Prospector
---
snorsorbet, choose a role.
03:28 [BluePhoenix] sleep is for weakling.
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Posts: 891
Threads: 16
Joined: Mar 2008
03-15-2010, 02:26 PM
(This post was last modified: 03-15-2010, 07:08 PM by snorsorbet.)
Trader.
Indigo
EDIT:
Blaaaargh, I can't trade indigo
Prospector then
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?
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