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Subject: Full Game Walkthrough - 7 Ages - Turn 3 rss

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Christopher Scatliff
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Full Game Walkthroughs
by C. Scatliff

Intro: Welcome to chapter 4 in an ongoing project. As an owner and player of many CDG wargames, I always enjoyed it when the game included extended examples of play in full detail, showing each player's card play, move, and reasoning. It really gave me great insight into both the rules and strategies of the game. But I was always disappointed that it only showcased one or two turns. I wanted to see a whole game played out.

So after a few years of waiting for somebody else to do it, I realized nobody was going to and decided I would. So here we are.

Very new players are encouraged to set up their board and play along with the turns. My hope is that new players will be helped by me in learning the overall narrative of these games, and that we all will be helped by experts who can point out places where better strategic or tactical decisions could have been made.

This will be my first foray into a non-CDG game. I was inspired to do this one after the recent video series by calandale ended in disaster. I was really hoping to see the end of the game (I've never made it past Age 4 while playing). So I'll give it a shot. Maybe I'll run into the same problem as him, maybe not.

Enjoy. Feedback appreciated.


GeekList Link


Episode IV: 7 Ages

Pre-Game Notes
This one is a bit intimidating due to the many many card interactions. I'm going to be playing slowly to try to review eveybody's interrupts regularly, but I'm almost certain to miss some. That's fine, people sometimes miss them too. I had considered playing a 5-player game (listed here as the optimal number) but calandale's frustration with 7 players and my own love of science and its need to replicate results has inspired me to go down that path. Plus it will help me keep colors straight.

Also, I will be playing the historical scenario Age I start, but no other optional rules. I have the Nitpicker's Guide downloaded and will use it as a reference, but may still miss stuff. Just point out the errors where you spot them and I'll figure out a way to either retcon it or move on.


Legend:
bold text: phase headings
underline text: subphase headings
italic text: sidebar commentary by me

Player identifiers:
green text: Green/Light Green counters
orange text: Orange/Yellow counters
red text: Red/Pink counters
purple text: Purple/Light Purple counters
gray text: Dark Gray/Light Gray counters
brown text: Brown/Tan counters
blue text: Blue/Light Blue counters

Card Name Format:
6 - CARTHAGINIANS (Renaissance) (Vizier)
Full name printed only when first drawn. When played, will quote only the relevant section being played for.


Setup:

Since I'm starting in Age I, I'm not going to bother with bidding for start. I'm simply going to deal each color a random card to determine start position, then reshuffle and deal out a starting hand of 6 cards.

Starting draw:
1st - Blue player
2nd - Purple player
3rd - Gray player
4th - Orange player
5th - Green player
6th - Red player
7th - Brown player

Opening Hands:

Blue Player
6 - CARTHAGINIANS (Renaissance) (Vizier)
6 - LATIN AMERICANS (Great Wall) (Blowback)
5 - TOLTECS, AZTECS (Confucianism) (Failed Negotiation)
2 - MOORS (Forum) (Industrial Espionage)
0 - CHAVIN, MOCHICA (Satellites) (Karma)
0 - SHANG (Revolution) (Amphibious Training)

Okay, I can start with the Shang and possibly even get the Carthaginians in on turn 2 if somebody starts the Phoenicians. Forum is a decent artefact and the other events are useful, but nothing is so critical that I couldn't get rid of it during a destiny.

Purple Player
7 - FRENCH (Oracle) (Glory pour Moi!)
6 - KOREANS (Peace Treaty) (Counterspy)
6 - MING (Great Library) (Glorious Glory!)
5 - MODERN STATE (Jihad) (Alpine Training)
4 - ARMENIANS (Printing) (High Command)
4 - SRIVIJAYANS, JAVANESE (Internet) (Outflanked)

Bit of a disaster here with no age 1 empires. This is not a game breaker by any stretch and I can definitely come back from this. With my initial destiny I may keep the Oracle, but since I need to maximize my chances I may just dump the whole hand.

Gray Player
6 - HELLENIC GREEKS (Universal Suffrage) (Bad Augury)
5 - FREE STATE (World War) (Unique Conjunction)
5 - SUMERIANS (Confucianism) (Vital Heir)
4 - STEPPE NOMADS (Railways) (Mechanical Marvel)
3 - TAMILS (Renaissance) (Heavy Taxes)
0 - MITANNI (Buddhism) (Uprising)

Interesting. I'll definitely launch with the Sumerians, but I may wind up in a position of having to play the Mitanni as my second, which would be awkward. I'm not a fan of the generic civs like Free State, but I like the ability to convert units so I may go that way instead. No good artefacts, but it's always nice to hold Bad Augury.

Orange Player
4 - MUGHALS (Great Pyramid) (Exotic Artefact)
4 - VENETIANS (Socialism) (Earthquake)
3 - HAN (Concentrated Ownership) (Sappers)
3 - HARAPPANS (Unitd Nations) (Overslept)
2 - UKRAINIANS (Great Wall) (Miracle Cure)
0 - ETRUSCANS (Paved Roads) (Charge!)

Very nice, two starting civs in two nice areas. I'd like to milk these ones for a bit. A Great Pyramid would look pretty in either civ.

Green Player
5 - POLES (Temple of Diana) (Plague)
4 - MINOANS (Democracy) (Busted!)
3 - MAURYANS, GUPTAS (Moon Landing) (Schwerpunkt)
2 - CHAMS (Temple of Diana) (Maestro)
1 - VANDALS (Capitalism) (Ambitious Leaders)
1 - ZIMBABWEANS (Heresy) (Fires)

Hmm, only one starting civ. That's fine. We'll get the Minoans out, and I think the game wants me to build the Temple of Diana. Some of the other stuff is nice, but I'd rather dump it for a second civ.

Red Player
5 - POLYNESIANS (Universal Suffrage) (Chaos)
4 - SUNG (Industrial Revolution) (Favour of the Gods)
3 - ZULUS (Christianity) (Enlightenment)
2 - MAYANS (Christianity) (Mobilisation)
2 - SAXONS (Pharos) (Tsunami)
1 - PAPAL STATES (Great Library) (It was an accident officer, honest)

Yikes, not a single starting civ. This late in the turn order, I'd better do a full hand reboot during destiny.

Brown Player
4 - HAPSBURGS (Confucianism) (Blitzkrieg)
4 - INCAS (Buddhism) (Silver Mine)
4 - PLAINS AMERICANS (Great Pyramid) (Brilliant Financier)
3 - KANEM, BORNU (Feudalism) (Militia)
2 - PHOENICIANS (Capitalism) (I Spy!)
1 - NORMANS (United Nations) (Eureka!)

Hmm, only one civ, but it's a nice one once I get to boats. I can cash in the silver mine, but the rest will likely go to destiny.


TURN ONE


Set Action Markers

Unassigned: Start Empire

Unassigned: Destiny

Unassigned: Start Empire

Unassigned: Start Empire

Unassigned: Start Empire

Unassigned: Destiny

Unassigned: Start Empire


Start Empire

Blue Player plays SHANG, using Light Blue

I choose light blue because it's usually less crowded and I may have room to spread.

Place Progress marker on 1.
Place level-1 capital on Honan.
Set Money to 12.
Shang buy 3 x Spears and 2 x Archers. Money -12 (to 0).
Place starting troops in Honan.


Gray Player plays SUMERIANS, using Dark Gray

This is a valuable piece of real estate. I want it defended with elite troops.

Place Progress marker on 1.
Place level-1 capital on Mesopotamia.
Set Money to 15.
Sumerians buy 3 x Spears and 3 x Archers. Money -15 (to 0).
Place starting troops, fort marker, and Sargon in Mesopotamia.


Orange Player plays ETRUSCANS, using Orange

I think the Indian lands are ultimately more valuable, but there's not as much valuable real estate in Europe, so I went with the smaller counter mix. I also started the empire with the worse progress offset.

Place Progress marker on 1.
Place level-1 capital on Cisalpine.
Set Money to 15.
Etruscans buy 3 x Spears and 3 x Archers. Money -15 (to 0).
Place starting troops in Cisalpine.

I toyed with the idea of buying an initial fort, but I'm going to gamble that I'll be okay for now.


Green Player plays MINOANS, using Dark Green

This part of the board usually starts out crowded, so I want my best.

Place Progress marker on 2.
Place level-1 capital on Crete.
Set Money to 10.
Minoans buy 1 x Spears, 2 x Galleys. Money -10 (to 0).
Place starting troops in Crete.


Brown Player plays PHOENICIANS, using Brown

Very crowded, better use my elites. And I'd better cash in that money right away.

Place Progress marker on 2.
Place leve-1 capital on Syria.
Set Money to 12.
Phoenicians play SILVER MINE. Money +10 (to 22).

Gray just about played their Bad Augury here, but instead decided they really wanted to get out the Hellenic Greeks.

Phoenicians buy 2 x Spears, 2 x Archers, 1 x Fort. Money -15 (to 7).
Place starting troops in Syria.

Some money retained to use their bribe ability if anybody gets uppity.


Production

No Actions


Trade & Progress

No Actions


Manoeuvre

No Actions


Destiny

Purple Player discards all 6 cards. Draws 6. New hand:
7 - MODERN CHINESE (Islam) (Gold Mine)
6 - MANCHUS (Railways) (Time Ripple)
5 - SWEDES (Colossus) (Empire Fragments)
3 - CELTS, GAULS (Radio) (Deserter)
1 - CHOU (Religious Strife) (Blind Alley)
0 - KUSHANS (World War) (Copper Mine)

Okay, that's better. Two empires for sure, three if I use time ripple. Both will be walking into some conflict though.


Red Player discards all 6 cards. Draws 6. New hand:
7 - ARABS (Oracle) (Oy! it's MY go!)
7 - GERMANS (Colossus) (I am truly Glorious!)
4 - PIRATE STATE (Pope) (Something's Fishy!)
3 - SELJUKS (Revolution) (Corrupt Administration)
3 - SUDANESE (Pope) (Rebels Foiled)
1 - MEDES (Just Rule) (Local Guides)

Seriously? Okay, I guess I'll get the Pirate State out and then hope the Ancient Iranians show up.


Civilise

No Actions


Discard Empire

No Actions


Free Progress

2 -> 3: Minoans, Phoenicians
1 -> 2: Shang, Sumerians, Etruscans


Harvesting Glory

Shang: 1 for Home, 1 for China, 1 for World
Blue Player: +3 (to 3)

Sumerians: 1 for Home, 1 for Wheat
Gray Player: +2 (to 2)

Etruscans: 1 for Home, 1 for Italy, 1 for Europe
Orange Player: +3 (to 3)

Minoans: 1 for Home, 2 for Ships
Green Player: +3 (to 3)

Phoenicians: 1 for Home
Brown Player: +1 (to 1)


END OF TURN ONE
Turn marker passes to Purple.
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Nathaniel GOUSSET
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Re: Full Game Walkthroughs - 7 Ages - Turn 1
Thanks for the AAR

If you force the game to start in Age 1, you give each player 1 or 2 nation that can be started in Age 1. Help avoid someone getting stuck for 1 or even 2 turn at start.
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Ernie Blofeld
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Re: Full Game Walkthroughs - 7 Ages - Turn 1

As a new player to this game I'm glad you're doing this. A walkthrough of just the first couple turns is really helpful as I've learned it's very easy for the newbie to get things wrong.

Little things, like the destiny action action not having to be played on an empire (at least after the first empire is put down) are just implied, at best, in the rules.
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Christopher Scatliff
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Full Game Walkthroughs - 7 Ages - Turn 2
TURN TWO


Set Action Markers

Unassigned: Start Empire

Sumerians: Manoeuvre
Unassigned: Start Empire

With no fancy artefacts to play or really interesting events, I'll just grab some rich land this turn. The Phoenicians aren't a threat to invade.

Etruscans: Civilise
Unassigned: Start Empire

I'm still cautious that the Romans might be invading. I'll grab a leader and play Earthquake on somebody.

Minoans: Manoeuvre
Unassigned: Destiny

With two points waiting for me for occupied sea zones, I'd better go grab them. Sadly, no second empire means a destiny pull this turn.

Unassigned: Start Empire

A Pirate State before galleys are available seems silly, but I want to get somebody out. They can start progressing while I get another empire.

Phoenicians: Trade & Progress
Unassigned: Destiny

I need both boats and a tech lead. Nobody within range of me, so I'll trade with the deck. And I hope my fishing trip for a second civ works out.

Shang: Civilise
Unassigned: Start Empire

I'm hesitant to spread too much until I see who else is coming out, but I definitely want to do a land grab soon. Very happy to see that the Carthaginians are eligible to play.


Start Empire

Purple Player plays CHOU, using Light Purple

The Shang are also light colored, and this area benefits from a large counter mix.

Place Progress marker on 1.
Place level-1 capital on Shansi.
Set Money to 15.
Chou play GOLD MINE. Money +15 (to 30).

Blue wanted to play Vizier here, but it's on the Cathaginian card. Ack!

Chou buy 4 x Spears, 4 x Archers, 1 x Fort. Money -25 (to 5).
Place starting troops in Shansi.


Gray Player plays MITANNI, using Light Gray

Seeing that I should play first next turn, I'll save the Hellenic Greeks for the black counters.

Place Progress marker on 1.
Place level-1 capital on Alamut.
Set Money to 18.
Mitanni buy 3 x Spears and 3 x Archers. Money -15 (to 3).
Place starting troops in Alamut.


Orange Player plays HARAPPANS, using Yellow

I don't have a third empire for the blacks, sadly, in case gray can't play one.

Place Progress marker on 2.
Place level-1 capital on Sind.
Set Money to 10.
Etruscans buy 2 x Spears and 2 x Archers. Money -10 (to 0).
Place starting troops in Sind.


Red Player plays PIRATE STATE, using Pink

They may never even get rolling, may as well use the weaker counters.

Place Progress marker on 1.
Place level-1 capital on Hopeh.

The weakest traders on the board are the Chou, so I wanted to be next to them. I'm well aware I'm on a hotly desired piece of real estate. I'm fine with that.

Set Money to 19.
Pirate State buys 2 x Spears, 2 x Archers, 1 x Fort. Money -15 (to 4).
Place starting troops in Hopeh.


Blue Player plays CARTHAGINIANS, using Dark Blue

I'll need to trade early, but will happily start the Mediterranean naval wars.

Place Progress marker on 2.
Place level-1 capital on Carthage.
Set Money to 18.
Carthaginians buy 3 x Spears, 3 x Archers. Money -15 (to 3).
Place starting troops in Carthage.


Production

No Actions


Trade & Progress

Phoenicians announce trade with deck.

Phoenicians play 4 - HAPSBURGS, +1 for civ bonus = 5
Deck plays 1 - CHIMU, +0 for civ bonus = 1

Phoenicians Progress marker +2 (to 5).

There, now I have the progress lead for extra glory and I can work towards building a navy.

4 - HAPSBURGS discarded. Phoenicians take 1 - CHIMU (Religious Strife) (Barrage) into hand.


Manoeuvre

Sumerians:
Move 2 x Spears, 2 x Archers, Sargon from Mesopotamia -> Assyria

I'm not quite feeling strong enough to invade the Phoenician capital yet, but I'll grab some fertile land.


Minoans:
Move 1 x Galley from Crete -> Central Mediterranean
Move 1 x Galley from Crete -> Eastern Mediterranean

Excellent glory production, but I feel so weak. Need to build up some funds and troops next turn.


Destiny

Green Player discards 4 cards (keeps 2 - CHAMS). Draws 5. New cards:
5 - SIAMESE (Radio) (Bumper Harvest)
3 - ANCIENT IRANIANS (United Nations) (Equine Fever)
3 - KHMERS (Colossus) (New World)
2 - SYRACUSANS (Paved Roads) (Mesmeriser)
0 - ARYANS (Industrial Revolution) (Barracks revolt)

Okay, that's better. Lots of choices for a second empire, but there's no way a third gets to me now.


Brown Player discards all 4 cards. Draws 6. New cards:
6 - VIETNAMESE (Pope) (Breakthrough!)
5 - NORWEGIANS (Great Pyramid) (Time Wrinkle)
4 - T'ANG (Radio) (Reinforcements)
2 - ASSYRIANS (Jihad) (New Administration)
1 - FRANKS (Internet) (Flood)
1 - GOTHS (Hinduism) (Le Patrie en Danger)


Oh man. Only one playable empire and it's right next to my other one. Oh well, the Phoenicians can man the coast and the Assyrians can keep the Sumerians away.


Civilise

Etruscans:
Play CONCENTRATED OWNERSHIP on Carthaginians. Blue Glory -1 (to 2).

(EDIT: This, of course, is not allowed. All artefacts can only be played on somebody within range. Carthage is 2 spaces away from Cisalpine and we're only in Age I, and the Etruscans have no range modifiers. So, reset this, Blue still at 3 and has no negative artefact.)

Play GREAT WALL (with EXOTIC ARTEFACT) on Cisalpine. Orange glory +1 (to 4).

Play EARTHQUAKE on Honan. Blue player plays BLOWBACK to change target to Alamut.
Disorder placed on Alamut. Mitanni cannot reduce progress any further. Mitanni capital removed.

Promote unnamed leader: Strategist (on Cisalpine)


Shang:
Play FORUM on Honan. Blue Glory +1 (to 4).

Promote unnamed leader: Populist (on Honan)


Discard Empire

No Actions


Free Progress

5 -> 6: Phoenicians
3 -> 4: Minoans
2 -> 3: Shang, Sumerians, Etruscans, Harappans, Carthaginians
1 -> 2: Pirate State, Mitanni, Chou


Harvesting Glory

Chou: 1 for Home, 1 for China Land, 0 for Asia Land, 0 for World Land
Purple Player: +2 (to 2)

Sumerians: 1 for Home, 1 for Asia Mixed, 0 for Progress, 1 for Wheat
Mitanni: 0 for Home, 0 for World Mixed
Gray Player: +3 (to 5)

Etruscans: 1 for Home, 1 for Italy Mixed, 0 for World Mixed
Harappans: 1 for Home, 1 for India Mixed, 0 for Progress
Orange Player: +4 (to 8)

Minoans: 1 for Home, 2 for World Sea, 2 for Ships
Green Player: +5 (to 8)

Pirate State: 0 for World Sea
Red Player: +0 (to 0)

Phoenicians: 1 for Home, 0 for Europe Sea, 0 for World Sea, 1 for Progress
Brown Player: +2 (to 3)

Shang: 1 for Home, 0 for China Land, 0 for World Land
Carthaginians: 1 for Home, 0 for Europe Mixed, 0 for Boats, 0 for Elephants
Blue Player: +2 (to 6)

Standings:
8: Green, Orange
6: Blue
5: Gray
3: Brown
2: Purple
0: Red


END OF TURN TWO
Turn marker passes to Gray.
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Christopher Scatliff
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Re: Full Game Walkthroughs - 7 Ages - Turn 1
IKerensky wrote:
Thanks for the AAR

If you force the game to start in Age 1, you give each player 1 or 2 nation that can be started in Age 1. Help avoid someone getting stuck for 1 or even 2 turn at start.


That's a good plan in a competitive game. Since none of these players, being abstract colors, really care I thought it would be fun to showcase how it works without doing that. The current plight of the red player should be enough to convince people to agree with you.

(What does AAR mean?)
 
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Re: Full Game Walkthroughs - 7 Ages - Turn 2
Just to set expectations, these first two turns were short so I knocked them off quick, but once it gets going I'm aiming for about two turns per week.
 
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TURN THREE


Set Action Markers

Sumerians: Production
Mittani: Manoeuvre
Unassigned: Start Empire

With the Hellenic Greeks this turn, I aim to corner the market on the middle east. Sumeria will accept some short-term disorder for better troops while Mittani moves to either attack Phoenicia or pick up some income to buy its way out of disorder.


Etruscans: Manoeuvre
Harappans: Trade & Progress
Unassigned: Destiny

Okay, time for the Etruscans to expand. The Harappans need to move up the progress track. I'm out of cards, but we'll try a random draw.


Minoans: Civilise
Unassigned: Start Empire

I'd like to do some production to get more boats out, but I think a civilise first is in order to get a leader in play and drop some cards.


Pirate State: Trade & Progress
Unassigned: Wild Card

I guess it's possible that the Ancient Iranians may get played before my Start Empire, so I'll use the wild card just in case. Otherwise I have to Destiny again. And these pirates need boats badly.


Phoenicians: Production
Unassigned: Start Empire

I'll get a couple of cheap boats this turn but not much else. The Assyrian entry ought to be entertaining.


Shang: Production
Carthaginians: Manoeuvre
Unassigned: Destiny

The Shang production marker is just a dummy, they'll use Forum to pass since they want to manoeuvre as well. But I want to get Carthage into some income spaces as they'll get the free advance to boats at end of turn.


Chou: Manoeuvre
Unassigned: Start Empire

It's getting a little crowded over here. And since I have the largest force, I'll start cleaning up.


Start Empire

Gray Player plays HELLENIC GREEKS, using Black

Place Progress marker on 4.
Place level-1 capital on Greece.
Set Money to 12.
Hellenic Greeks buy 1 x Spears, 2 x Galleys. Money -10 (to 2).
Place starting troops in Greece.
Place Elite marker on Hellenic Greeks.

Now we'll bring some peace to the Mediterranean. And crush the Minoans while we're at it.


Green Player plays ARYANS, using Light Green

I certainly wasn't going to play the Syracusans, and there is more competition for Europe right now than for India.

Place Progress marker on 2.
Place level-1 capital on Oxiana.
Set Money to 15.
Aryans buy 3 x Spears and 3 x Archers. Money -15 (to 0).
Place starting troops in Alamut.


Brown Player plays ASSYRIANS, using Tan

Place Progress marker on 2.
*Empire present in start area. Conflict to occur.*
Set Money to 15.
Assyrians buy 2 x Archers, 3 x Chariots. Money -15 (to 0).
Place starting troops in Assyria.
Place elite marke ron Assyria.

// Conflict Resolution //

Round 1:

Assyria draws combat card: 2 - HITTITES
Sumeria draws combat card: 7 - ROMANS, does not re-draw

Assyria commits 2 x Chariot, 1 x Archer
Sumeria commits 1 x Spear, 1 x Archer

Assyria strength = 2 + 2 + 2 + 3 + 1 = 10
Sumeria strength = 7 + 2 + 4 = 13

(Note that combat results will always be listed like this. If you need to break down what the bonuses are for, I will always list them in the order that appears in the box beside the glory track, so card value first, then all front line units, then support units, then elite markers, etc.)

Assyrian troops discarded. Sumerian troops set aside.

Round 2:

Assyria draws combat card: 5 - MONGOLS
Sumeria draws combat card: 2 - JURCHENS, redrawn to 2 - PARTHIANS

Assyria commits 1 x Chariot, 1 x Archer
Sumeria commits 1 x Spear, 1 x Archer, Sargon

Assyria strength = 5 + 2 + 3 + 1 = 11
Sumeria strength = 2 + 2 + 4 = 8

Sumerian troops and leader discarded. Assyrian troops set aside.
Both sides receive 1 x disorder marker. All troops reset.

Round 3:

Assyria draws combat card: 6 - PORTUGUESE
Sumeria draws combat card: 3 - GHANA, MALI

Assyria commits 1 x Chariot, 1 x Archer
Sumeria commits 1 x Spear, 1 x Archer

Assyria strength: 6 + 2 + 3 + 1 + 2 + 3 = 17
Sumeria strength: 3 + 2 + 4 + 2 + 4 = 15

Sumerian troops discarded.
Assyria wins!

So Assyria gets on the board, but for how long? This may wind up just being a play to allow the Phoenicians to become self-sufficient.

// Conflict Resolved //

Place level-1 capital on Assyria.
Place remaining troops in Assyria.


Purple Player plays CELTS, GAULS, using Dark Purple

Place Progress marker on 5.
Set Money to 17.
Celts, Gauls buy 1 x Spear, 2 x Archers, 2 x Chariots. Money -16 (to 1).
Place starting troops in Austria.

This barbarian empire has the whole Ukraine to make their playground.


Production

Sumerians:
Income = 6 (5 for areas, 1 for cities). Maintenance = 2.
Money +4 (to 4).

Gray plays MECHANICAL MARVEL. Sumeria treated as progress level 7 for purchases.

Sumeria buys 1 x Light Horse. Money -4 (to 0).
Place new unit at Mesopotamia.

I was going to play Heavy Taxes here, but now with only one territory (and therefore one allowable purchase) that need went away and I'd hate to disorder my only area. Hopefully the early but powerful light horse will allow me to maintain presence here.


Phoenicians:
Brown plays LA PATRIE EN DANGER.
Income = 4 (3 for areas, 1 for cities). Maintenance = 4.
Money +0 (to 7).
Sumeria buys 2 x Galleys. Money -6 (to 1).
Place new units in Syria.

Half price ships works for me. Now I just need to win the battle next round.


Shang:
Pass. Receive "+1 Go" marker from Forum.

They would have lost money with this action. I just did it to bank a marker.


Trade & Progress

Harappans announce trade with Aryans.

Blue plays FAILED NEGOTIATION.
Trade cancelled.

I'm doing Destiny anyway, may as well hurt one of the leaders.


Pirate State announces trade with Chou.

Pirate State plays 7 - GERMANS, -1 for civ bonus = 6
Chou plays 6 - MANCHUS, -1 for civ bonus = 5

Pirate State Progress marker +2 (to 4).

Sweet glorious boats!

Cards exchanged.


Manoeuvre

Mitanni:
Move 3 x Spears, 2 x Archers from Alamut -> Cappadocia

The Assyrians are weak enough right now that I can let Sumeria mop them up. I want to weaken the Phoenicians.


Etruscans:
Move 1 x Spear, 1 x Archer from Cisalpine -> Rome
Move 1 x Spear from Cisalpine -> Sicily
Move 1 x Archer from Cisalpine -> Gaul

Okay, massive income now. Provided nobody invades, I can start shoring up and taking over Europe.


Carthaginians:
Move 1 x Spear, 1 x Archer from Carthage -> Mauretania
Move 1 x Spear, 1 x Archer from Carthage -> Tripolitania
Move 1 x Spear from Tripolitania -> Cyrenaica

Not much of an income gain yet, but once I settle in Egypt and Senegal I can really exploit African riches.


Chou:
Move 3 x Spears, 3 x Archers from Shansi -> Honan

Very risky, and possibly dumb, but I want China for myself.

// Conflict Resolution //

Round 1:

Chou draw combat card: 5 - MARATHAS
Shang draw combat card: 3 - BABYLONIANS

Chou commit 2 x Spear, 2 x Archer
Shang commit 1 x Spear, 1 x Archer

Chou strength: 5 + 1 + 1 + 3 + 3 = 13
Shang strength: 3 + 1 + 3 + 3 + 1 = 11

Shang units discarded. Chou units set aside.

Round 2:

Chou draw combat card: 6 - PERSIANS
Shang draw combat card: 7 - JAPANESE

Chou commit 1 x Spear, 1 x Archer
Shang commit 1 x Spear

The Shang did some math here. They know the Chou are coming at them with 4 plus their

card. The Shang have 11 just with their card and defensive bonuses. It's a lock.


Chou strength: 6 + 1 + 3 = 10
Shang strength: 7 + 1 + 3 + 1 = 12

Chou units discarded. Shang unit set aside.
Chou receive disorder marker. Chou units reset.

Round 3:

Chou draw combat card: 2 - MAGYARS
Shang draw combat card: 1 - CUSHITES, NUBIANS

Chou commit 1 x Spear
Shang commit 1 x Spear, 1 x Archer

The Chou know if they throw everything they can only get 10. If Shang puts up their pair, that's already 12 with the attrition bonus. So it's time to throw in the towel.

Chou strength: 2 + 1 = 3
Shang strength: 1 + 1 + 3 + 1 + 3 + 3 + 1 = 13

Chou unit discarded. Shang unit set aside.
Shang receive disorder marker. Shang units reset.
Chou retreat to Shansi.

Ah, a better card draw on that 3rd round and things might have gone differently. Mountain cities are tough nuts to crack.

// Conflict Resolved //


Destiny

Orange Player discards 0 cards. Draws 6. New cards:
7 - UNITED STATES (Jihad) (Expanded Glory)
5 - MACEDONIANS (Computing) (Rare Conjunction)
5 - VIKINGS, DANES (Oracle) (Treachery)
3 - SLAVS (Feudalism) (Rebellion)
2 - CIMMERIANS (Hinduism) (Urban Riots)
1 - SANGA (Capitalism) (Loyal Mercenary)

A couple of decent events and an okay artefact. Nothing that really feeds into my current civs though.


Red Player discards all 5 cards. Draws 6. New cards:
7 - RUSSIANS (Great Wall) (Empire Collapses)
6 - DUTCH (Heresy) (Glory?)
6 - ITALIANS (Pharos) (Storms)
2 - PICTS, SCOTS (Democracy) (Tribute)
0 - EARLY FINNS (Peace Treaty) (Copper Mine)
0 - TEOTIHUACAN, OLMEC (Satellites) (Land Reforms)

Okay, so I guess my second empire is the early Finns. That's fine. I'll make do.


Civilise

Minoans:
Play TEMPLE OF DIANA on Crete. Green glory +1 (to 9).

Play EQUINE FEVER on Austria. 2 x Chariot units destroyed.

Promote unnamed leader: Explorer (in Crete)


Discard Empire

No Actions


Free Progress

6 -> 7: Phoenicians
5 -> 6: Celts, Gauls[/color
4 -> 5: [color=green]Minoans
, Pirate State, Hellenic Greeks
3 -> 4: Shang, Sumerians, Etruscans, Harappans, Carthaginians
2 -> 3: Mitanni, Chou, Aryans, Assyrians


Harvesting Glory

Orange plays EXPANDED GLORY on Etruscans.
Red plays GLORY?.
Purple plays I AM TRULY GLORIOUS! on Chou.

Sumerians: 1 for Home, 0/1 for Asia Mixed, 0/2 for Progress, 1 for Wheat
Mitanni: 0 for Home, 0/3 for World Mixed
Hellenic Greeks: 1 for Home, 0/2 for World Sea, 0/3 for Artefacts
Gray Player: +2 (to 7)

Etruscans: 1 for Home, 2/1 for Italy Mixed, 2/1 for World Mixed
Harappans: 1 for Home, 1/1 for India Mixed, 0/2 for Progress
Orange Player: +4 (to 12)

Minoans: 1 for Home, 2/2 for World Sea, 1/2 for Ships
Aryans: 0/2 for India Mixed
Green Player: +2 (to 11)

Pirate State: 0/2 for World Sea
Red Player: +0 (to 0)

Phoenicians: 1 for Home, 0/1 for Europe Sea, 0/1 for World Sea, 1/1 for Progress
Assyrians: 1 for Home, 0/1 for Asia Land, 0/2 for Land Units
Brown Player: +2 (to 5)

Shang: 1 for Home, 0/1 for China Land, 0/1 for World Land
Carthaginians: 1 for Home, 0/2 for Europe Mixed, 0/2 for Boats, 0 for Elephants
Blue Player: +2 (to 8)

Chou: 1 for Home, 0/1 for China Land, 0/1 for Asia Land, 0/1 for World Land
Celts, Gauls: 1/3 for Europe Land
Purple Player: +2 (to 4)

Standings:
12: Orange
11: Green
8: Blue
7: Gray
5: Brown
4: Purple
0: Red


END OF TURN THREE
Turn marker passes to Orange.
2 
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Byron Henderson
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AAR - "After Action Report"

This is very interesting. The thing that keeps me from solitairing 7 Ages is that I know the cards in each hand and it affects my play. For example, if I know that the Incans have a Blowback or Bad Augury then I won't try to play a Volcano on them (whereas in a "real" game, I would drop that doom on them without thinking).

Also, how will you handle combat? So much of that system is based on/around fooling your opponent with how many pieces you put out I would think it would be very difficult to solitaire.

Any thoughts?
 
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Ryan Powers
United States
Marble
Minnesota
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Somehow I missed this one starting. Time to get reading as this game is sitting on my shelf unplayed.
 
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O. Paleoxhri
France
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Smoo wrote:

Harappans: 1 for Home, 1 for India Mixed, 0 for Progress



Hi,

Is this correct to allocate 1 glory for India on starting Harrapians, since you have to control at least 1 area to score in a category and Sind is a desert and therefore doesn't count in the total Indian area count for Harrapians ?

In my playgroup we agreed on a single glory for Harrapians on their starting turn, which is very compelling for a manoeuver next turn...

Regards.

P.
 
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