Discrider- Rusviet Union
mindflare77- Crimea Khanate
Preda- Saxon Empire
AustinP0027- Republic of Polania
Brody- Nordic Kingdoms
(bold for Saxon, italics for Polania)
Didn't do the player mats as nothing really changed on them (except that it now costs Rusviet 1 power to do the produce action). The last Crimea action was done as I was updating, will catch it in the next update (should be 2 more metal on Crimea mountain than shown).
Move action. Move Gunther to tundra and tundra worker to village. Than pay my 2 oil to do an upgrade. Gain 1 gold than upgarde Move action (extra move) and reduce cost of deploying mech.
Also, does the move upgrade mean an extra unit moving or an extra space?
On that note... Is movement "move two units one space each" or "move two spaces total, split among your units" (that is, moving one unit 2 spaces vs two units 1 space)? I'd assume the former, but like to be sure.
There isn't a mat without workers on, so I'll give a little pro tip . Production is efficient on odd numbers. Producing with 3 workers cost the same as producing with 2 (nothing). Producing with 5 cost the same as producing with 4 (1 power). Producing with 7 cost the same as producing with 6 (1power and 1 popularity). The 8th worker should only be taken for the star at end game (adds 1 gold to the cost). It's also smart to choose early at what level you intend to produce and build up your work force at that level as soon as possible.
The move action specifically state different pieces. The 4th mech ability let you move an extra space all your plastic pieces (hero and mech) every time you move them. The bottom action on the factory cards let you move a single piece 2 spaces (3 if it's mech or hero and you have the 4th mech ability).
Preda on
+1
Options
BrodyThe WatchThe First ShoreRegistered Userregular
If you leave a hex with resources and move everyone off of it, you can no longer access those resources, correct?
"I will write your name in the ruin of them. I will paint you across history in the color of their blood."
Correct. You own only the resources on the territories you control. If you leave resources unattended they become property of the first person to enter the territory they are in. If you attack a territory with someone else resources and conquer it, they become your resources.
0
Options
BrodyThe WatchThe First ShoreRegistered Userregular
Oh wait, but workers can carry a resource, yes?
"I will write your name in the ruin of them. I will paint you across history in the color of their blood."
If you leave a hex with resources and move everyone off of it, you can no longer access those resources, correct?
You can spend resources on any territory you control.
You control a space if you have units OR a structure there. I.e. you control a territory if you have a structure but no units (but not if enemy units are on a territory with your structure). The mill is the only exception and does not give you control by itself.
Any units can move any number of resources with them. If they carry resources into an attack, they drop all resources on that space if they lose the battle.
There isn't a mat without workers on, so I'll give a little pro tip . Production is efficient on odd numbers. Producing with 3 workers cost the same as producing with 2 (nothing). Producing with 5 cost the same as producing with 4 (1 power). Producing with 7 cost the same as producing with 6 (1power and 1 popularity). The 8th worker should only be taken for the star at end game (adds 1 gold to the cost). It's also smart to choose early at what level you intend to produce and build up your work force at that level as soon as possible.
The OP has a sample mat with no pieces on it under the "Turn" section. You start with 2 workers on the board, and 6 on the spaces at the top of the Produce section. You can see another cost come up every 2nd worker recruited from your mat and onto the board.
MrBody on
0
Options
BrodyThe WatchThe First ShoreRegistered Userregular
There isn't a mat without workers on, so I'll give a little pro tip . Production is efficient on odd numbers. Producing with 3 workers cost the same as producing with 2 (nothing). Producing with 5 cost the same as producing with 4 (1 power). Producing with 7 cost the same as producing with 6 (1power and 1 popularity). The 8th worker should only be taken for the star at end game (adds 1 gold to the cost). It's also smart to choose early at what level you intend to produce and build up your work force at that level as soon as possible.
The OP has a sample mat with no pieces on it under the "Turn" section. You start with 2 workers on the board, and 6 on the spaces at the top of the Produce section. You can see another cost come up every 2nd worker recruited from your mat and onto the board.
Yeah, I think Preda was just trying to articulate an efficiency concern for those of us who haven't played before.
"I will write your name in the ruin of them. I will paint you across history in the color of their blood."
If you leave a hex with resources and move everyone off of it, you can no longer access those resources, correct?
You can spend resources on any territory you control.
You control a space if you have units OR a structure there. I.e. you control a territory if you have a structure but no units (but not if enemy units are on a territory with your structure). The mill is the only exception and does not give you control by itself.
Any units can move any number of resources with them. If they carry resources into an attack, they drop all resources on that space if they lose the battle.
The mill isn't an exception with regards to control...
The mill is an exception in that you can't use it if you don't have control of it.
Sorry for the inactivity, but the week end was bad, and daylightsaving time change hit Europe and I arrived just late for closing sunday, Yestarday there was no more hope, so I dind't post.
I don't even HAVE metal in my starting area. It's a minimum of 3 turns to even have enough, so min 4 turns to build a mech.
Well, 3-4 actions is the average. It is possible with 2, but only Rusviet and Crimea can pull it off with the right mat.
You also don't need a mech to get across the river. You can use wood to build a mine.
Also Polania's special of getting 2 bonuses from encounter tokens can be a pretty big deal. That can easily net you a mech from just the first token in your starting area. It is possible for them to get a mech in 3 actions that way.
Yeah, I'm kind of hinging my strategy based on what this first encounter gets me my next turn.
Based on what it does, that'll define how I move forward. I was expecting others to get mech's before me, but still surprised to see a turn 2 mech, I guess.
I'm putting combat cards right below each player's mat. You can just barely see the tops of them touching the bottom of the mat. For some reason they kept going crazy and glitching when I tried putting them on Polania's board, so I'm just going with MS Paint yellow rectangles on the bottom of that mat.
Discrider- Rusviet Union
mindflare77- Crimea Khanate
Preda- Saxon Empire
AustinP0027- Republic of Polania
Brody- Nordic Kingdoms
I actually get to take an exciting action on my turn instead of staring at my board trying to figure out how many more turns till I can actually do most of those bottom actions.
Posts
(should be 2 metal on Crimea mountain)
(full size)
https://i.imgur.com/YJvKl3n.png
Discrider- Rusviet Union
mindflare77- Crimea Khanate
Preda- Saxon Empire
AustinP0027- Republic of Polania
Brody- Nordic Kingdoms
(bold for Saxon, italics for Polania)
Didn't do the player mats as nothing really changed on them (except that it now costs Rusviet 1 power to do the produce action). The last Crimea action was done as I was updating, will catch it in the next update (should be 2 more metal on Crimea mountain than shown).
This had me in tears.
@AustinP0027
@Brody
That plus Preda already taking a bottom row action probably doesn’t bode well for me this game...
@discrider
The Monster Baru Cormorant - Seth Dickinson
Steam: Korvalain
On that note... Is movement "move two units one space each" or "move two spaces total, split among your units" (that is, moving one unit 2 spaces vs two units 1 space)? I'd assume the former, but like to be sure.
PSN/Steam: mindflare77
The Monster Baru Cormorant - Seth Dickinson
Steam: Korvalain
The Monster Baru Cormorant - Seth Dickinson
Steam: Korvalain
Anything can carry any number of resources.
Page 31 of rulebook:
"RESOURCES:All units—characters, mechs, & workers—can carry
around resources (any number)."
You can spend resources on any territory you control.
You control a space if you have units OR a structure there. I.e. you control a territory if you have a structure but no units (but not if enemy units are on a territory with your structure). The mill is the only exception and does not give you control by itself.
Any units can move any number of resources with them. If they carry resources into an attack, they drop all resources on that space if they lose the battle.
The OP has a sample mat with no pieces on it under the "Turn" section. You start with 2 workers on the board, and 6 on the spaces at the top of the Produce section. You can see another cost come up every 2nd worker recruited from your mat and onto the board.
Yeah, I think Preda was just trying to articulate an efficiency concern for those of us who haven't played before.
The Monster Baru Cormorant - Seth Dickinson
Steam: Korvalain
The mill isn't an exception with regards to control...
The mill is an exception in that you can't use it if you don't have control of it.
@mindflare77
Disregard Phalla: Play more Scythe
Damn, and I thought my objective cards were going to be hard to reach. Preda got the pro level ones.
Net change: -1 gold, -2 metal, +1 Riverwalking mech.
@Preda
PSN/Steam: mindflare77
I don't even HAVE metal in my starting area. It's a minimum of 3 turns to even have enough, so min 4 turns to build a mech.
I'm not actually upset; I think I've set myself up as well as I could.
But I also thought I'd be first out with my mech next turn.
Barring encounters.
With Crimea's actions I guess you could get a Mech out in two turns if you wanted to pay 2 for two trades.
Well, 3-4 actions is the average. It is possible with 2, but only Rusviet and Crimea can pull it off with the right mat.
You also don't need a mech to get across the river. You can use wood to build a mine.
Also Polania's special of getting 2 bonuses from encounter tokens can be a pretty big deal. That can easily net you a mech from just the first token in your starting area. It is possible for them to get a mech in 3 actions that way.
Based on what it does, that'll define how I move forward. I was expecting others to get mech's before me, but still surprised to see a turn 2 mech, I guess.
PSN/Steam: mindflare77
full size
Mats
I'm putting combat cards right below each player's mat. You can just barely see the tops of them touching the bottom of the mat. For some reason they kept going crazy and glitching when I tried putting them on Polania's board, so I'm just going with MS Paint yellow rectangles on the bottom of that mat.
Discrider- Rusviet Union
mindflare77- Crimea Khanate
Preda- Saxon Empire
AustinP0027- Republic of Polania
Brody- Nordic Kingdoms
@Preda
I feel like my games have usually ended before my 30th action. I'm not sure how accurate that is.
*Cough*
(Sorry, a little someone in my throat)
I actually get to take an exciting action on my turn instead of staring at my board trying to figure out how many more turns till I can actually do most of those bottom actions.
I've won with Polania without EVER building a Mech (but not with your mat, that would be suicide)... Polania problem is oil not metal.
@AustinP0027