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Subject: VASSAL Playtest
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Dale Martin
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05060708
To work out some final kinks (and to whet your appetite), a group of us is playing a VASSAL pbem of Through the Ages. The effort that Dave (Neumannium) has put into the module is incredible, as I am sure that Scott and Ray will confirm. Hopefully we'll have the module available for all to use very shortly. We want to showcase it to the designer and/or distributor to get the final seal of approval. Enough of the background, though. Follow below the story of our civilizations Through the Ages.

VASSAL Through the Ages (v1.32)
Player Order (determined randomly): Scott (qzhdad), Ray (valkray), Dave (Neumannium), Dale (Dmart)

Turn 1
* Aristotle, Moses, Ideal Building Site, Rich Land, Hanging Gardens
** Hammurabi, Revolutionary Idea, Frugality, Homer
*** Pyramids, Engineering Genius, Library of Alexandria, Frugality
Scott takes Aristotle (1).
Ray takes Ideal Building Site (1) and Rich Land (1).
Dave takes Hanging Gardens (1) and Homer (2).
Dale takes Moses (1) and Engineering Genius (3).

Turn 2 (Scott)
* Hammurabi, Revolutionary Idea, Frugality, Pyramids, Library of Alexandria
** Frugality, Patriotism, Work of Art, Alexander the Great
*** Ideal Building Site, Julius Caesar, Colossus, Rich Land
Political Action: None available.
Other Actions: Take Pyramids (1), build Mine- Bronze (1), increase population (1), take Frugality (1); draw two Military cards.
Comments:

Turn 2 (Ray)
* Revolutionary Idea, Library of Alexandria, Frugality, Patriotism, Work of Art
** Alexander the Great, Ideal Building Site, Julius Caesar, Colossus
*** Rich Land, Patriotism, Joan of Arc, Efficient Upgrade
Political Action: None available.
Other Actions: Take Library of Alexandria (1), play Rich Land (build Mine- Bronze; 1), increase population (1), construct stage of Library of Alexandria (1); draw two Military cards.
Comments:

Turn 2 (Dave)

* Frugality, Patriotism, Work of Art, Alexander the Great, Ideal Building Site
** Julius Caesar, Colossus, Rich Land, Patriotism
*** Joan of Arc, Efficient Upgrade, Christopher Columbus, Alchemy
Political Action: None available.
Other Actions: Play Homer (1), take Work of Art (1), build Mine- Bronze (1), increase population (1); draw two Military cards.
Comments:

Turn 2 (Dale)
* Patriotism, Alexander the Great, Ideal Building Site, Julius Caesar, Colossus
** Rich Land, Patriotism, Joan of Arc, Efficient Upgrade
*** Christopher Columbus, Alchemy, Masonry, Taj Mahal
Political Action: None available.
Other Actions: Play Moses (1), build Mine- Bronze (1), increase population (1), take Ideal Building Site (1); draw two Military cards.
Comments:


Turn 3 (Scott)
* Alexander the Great, Julius Caesar, Colossus, Rich Land, Patriotism
** Joan of Arc, Efficient Upgrade, Christopher Columbus, Alchemy
*** Masonry, Taj Mahal, Printing Press, Breakthrough
Political Action: Reveal Development of Agriculture.
Other Actions: Increase population (1), play Frugality (1), build Mine- Bronze (1), take Rich Land (1); draw two Military cards.
Comments: No need to play Aristotle yet. Needed to keep corruption down, so I increased population twice. Hopefully, I can use the Ideal Building Site to increase infrastructure and still work on Pyramid.

Turn 3 (Ray)
* Julius Caesar, Colossus, Patriotism, Joan of Arc, Efficient Upgrade
** Christopher Columbus, Alchemy, Masonry, Taj Mahal
*** Printing Press, Breakthrough, Drama, Theology
Political Action: None.
Other Actions: Build Mine- Bronze (1), take Alchemy (2), increase population (1); draw two Military cards.
Comments: Needed to increase population to avoid revolt. Where is that free population event? Sigh.

Turn 3 (Dave)
* Colossus, Patriotism, Joan of Arc, Efficient Upgrade, Christopher Columbus
** Masonry, Taj Mahal, Printing Press, Breakthrough
*** Drama, Theology, Bountiful Harvest, Frederick Barbarossa
Political Action: Reveal Development of Settlement (Dave, Dale, Scott, Ray)
Other Actions: Play Work of Art (1), take Christopher Columbus (1), complete stage of Hanging Gardens (1), increase population (1), conscript Infantry- Warrior (M).
Comments:

Turn 3 (Dale)
* Patriotism, Joan of Arc, Efficient Upgrade, Masonry, Taj Mahal
** Printing Press, Breakthrough, Drama, Theology
*** Bountiful Harvest, Frederick Barbarossa, Monarchy, Alchemy
Political Action: Reveal Development of Markets.
Other Actions: Play Ideal Building Site (build temple- Religion; 1), build Lab- Philosophy (1), increase population (1), take Masonry; draw two Military cards.
Comments: Trying to take advantage of Moses’ benefits for as long as possible.


Turn 4 (Scott)
* Joan of Arc, Efficient Upgrade, Taj Mahal, Printing Press, Breakthrough
** Drama, Theology, Bountiful Harvest, Frederick Barbarossa
*** Monarchy, Alchemy, Irrigation, St. Peter’s Basilica
Political Action: Reveal Development of Crafts.
Other Actions: Construct stage of Pyramids (1), construct stage of Pyramids (1), complete Pyramids (1), play Rich Land (build Farm- Agriculture; 1), build Mine- Bronze (1).
Comments: Still holding Aristotle because I’ve not seen a Tech that I “needed” for the price. He may never hit the table.

Turn 4 (Ray)
* Efficient Upgrade, Taj Mahal, Printing Press, Breakthrough, Drama
** Theology, Bountiful Harvest, Frederick Barbarossa, Monarchy
*** Alchemy, Irrigation, St. Peter’s Basilica, Work of Art
Political Action: Reveal Development of Religion (Ray, Dave, Dale, Scott)
Other Actions: Construct stage of Library of Alexandria (1), construct stage of Library of Alexandria (1), complete Library of Alexandria (1), play Ideal Building Site (build lab- Philosophy; 1), conscript Infantry- Warrior (M); draw one Military card.
Comments: Resource heaven! Create a Warrior to expend some resources. Hope the extra card capacity will give a little flexibility.

Turn 4 (Dave)
* Taj Mahal, Printing Press, Breakthrough, Drama, Theology
** Bountiful Harvest, Frederick Barbarossa, Monarchy, Alchemy
*** Irrigation, St. Peter’s Basilica, Work of Art, Mineral Deposits
Political Action: None.
Other Actions: Construct stage of Hanging Gardens (1), complete Hanging Gardens (1), take Printing Press (1), build lab- Philosophy (1), play Fighting Band (M); draw one Military card.
Comments: I need to build a farm!

Turn 4 (Dale)
* Breakthrough, Drama, Theology, Bountiful Harvest, Frederick Barbarossa
** Monarchy, Alchemy, Irrigation, St. Peter’s Basilica
*** Work of Art, Mineral Deposits, Printing Press, Warfare
Political Action: Reveal No Event.
Other Actions: Increase population (1), conscript an Infantry- Warrior (M), take Theology (1), take Alchemy (2); draw one Military card.
Comments: Difficult decision between Monarchy and Alchemy, but I think the additional science will be more beneficial at this point.


Turn 5 (Scott)
* Drama, Bountiful Harvest, Frederick Barbarossa, Monarchy, Irrigation
** St. Peter’s Basilica, Work of Art, Mineral Deposits, Printing Press
*** Warfare, Alchemy, Irrigation, Monarchy
Political Action: Reveal Immigration (Dave benefits).
Other Actions: Play Aristotle (1), take Irrigation (1), increase population (1), play Irrigation (1), build lab- Philosophy (1); take two Military cards.
Comments: Aristotle made the board finally. I can’t believe that the first tech that I picked up didn’t happen until the fifth turn. I wouldn’t have predicted Irrigation to be the first one either. I’ll keep pumping out the pop to see how that works and Irrigation will help with that.

Turn 5 (Ray)
* Bountiful Harvest, Frederick Barbarossa, Monarchy, St. Peter’s Basilica, Work of Art
** Mineral Deposits, Printing Press, Warfare, Alchemy
*** Irrigation, Monarchy, Theocracy, Code of Laws
Political Action: Reveal Barbarians (no effect)
Other Actions: Increase population (1), take St. Peter’s Basilica (2), construct a stage of St. Peter’s Basilica (1); draw two Military cards.
Comments: No secondary production yet. Cycling blue tokens. Trying a second Wonder, not something I’ve done in the past.

Turn 5 (Dave)
* Frederick Barbarossa, Monarchy, Work of Art, Mineral Deposits, Printing Press
** Warfare, Alchemy, Irrigation, Monarchy
*** Theocracy, Code of Laws, Rich Land, Universitas Carolina
Political Action: None
Other Actions: Take Work of Art (1), take Monarchy (1), build Farm- Agriculture (1), increase population (1), conscript Infantry- Warrior (M); draw one Military card.
Comments: Not sure about my play this turn, but trying to capitalize and build my current Strength and Culture lead.

Turn 5 (Dale)
* Mineral Deposits, Printing Press, Warfare, Alchemy, Irrigation
** Monarchy, Theocracy, Code of Laws, Rich Land
*** Universitas Carolina, Genghis Khan, Code of Laws, Bread and Circuses
Political Action: Reveal Rebellion (no effect).
Other Actions: Play Alchemy (1), increase population (1), upgrade Lab- Philosophy to Alchemy (1), build Farm- Agriculture (1); draw two Military cards
Comments: My supply of resources forced me to build to avoid corruption, which precluded my ability to draw any cards from the Card Row (I also had to play a card to drop below the maximum hand limit).


Turn 6 (Scott)
* Printing Press, Warfare, Alchemy, Irrigation, Monarchy,
** Theocracy, Code of Laws, Rich Land, Universitas Carolina
*** Genghis Khan, Code of Laws, Bread and Circuses, Efficient Upgrade
Political Action: Reveal Wealthy Territory (Scott: 1; Ray, 2; Dave, 3; Dale, pass)
Other Actions: Take Warfare (1), take Alchemy (1), play Alchemy (1), upgrade Lab- Philosophy to Alchemy (1), upgrade lab- Philosophy to Alchemy (1); draw two Military cards.
Comments: I should have upgraded a farm, probably, but opted for two upgraded labs instead. Still had two corruption.

Turn 6 (Ray)
* Irrigation, Monarchy, Theocracy, Code of Laws, Rich Land
** Universitas Carolina, Genghis Khan, Code of Laws, Bread and Circuses
*** Efficient Upgrade, Great Wall, Knights, Cartography
Political Action: Reveal Scientific Breakthrough.
Other Actions: Take Code of Laws (1), play Code of Laws (1), take Irrigation (1), play Irrigation (1), complete St. Peter’s Basilica (1); draw two Military cards.
Comments: Will wait on a government change, opting for Code instead for the moment. Seems Iron was waiting in the wings forever, but finally makes an appearance.

Turn 6 (Dave)
* Monarchy, Theocracy, Rich Land, Universitas Carolina, Genghis Khan
** Code of Laws, Bread and Circuses, Efficient Upgrade, Great Wall
*** Knights, Cartography, Frugality, Iron
Political Action: None
Other Actions: Declare peaceful revolution to Monarchy (1), take Universitas Carolina (1), complete stage of Universitas Carolina (1), destroy Temple- Religion (1), conscript Infantry- Warrior (M); draw one Military card.
Comments: Need a science bonus, so I grabbed Universitas. Running into corruption issues, however, due to lack of unused workers. Need to do something about my farms!

Turn 6 (Dale)
* Theocracy, Rich Land, Genghis Khan, Code of Laws, Bread and Circuses
** Efficient Upgrade, Great Wall, Knights, Cartography
*** Frugality, Iron, Swordsmen, Michelangelo
Political Action: Propose Trade Routes Agreement with Dave (A: Dale; B: Dave; accepted)
Other Actions: Take Code of Laws (1), play Code of Laws (1), increase population (1), upgrade lab- Philosophy to Alchemy (1), take Rich Land (1); draw two Military cards.
Comments: I was hoping to snag Universitas, but Dave got it: looks like I won’t have any Wonders going into Age II.


Turn 7 (Scott)
* Genghis Khan, Bread and Circuses, Efficient Upgrade, Great Wall, Knights
** Cartography, Frugality, Iron, Swordsmen
*** Michelangelo, Swordsmen, Knights, Revolutionary Idea
Political Action: Cultural Influence (not as much fun as Scientific Breakthough)
Other Actions: Increase population (1), upgrade Farm- Agriculture to Irrigation (1), take Iron (2), play Warfare (1); draw two Military cards.
Comments: Due to corruption last time, I couldn’t afford a temple, so had to make a discontent worker. Fortunately, that event is gone already. Since I couldn’t upgrade a mine, I decided to play Warfare instead of Iron to grab an extra military card and use the military as some defense. I really would have liked to take Cartography, but decided the extra military card was worth passing on it. Maybe I can get Navigation instead.

Turn 7 (Ray)
* Bread and Circuses, Efficient Upgrade, Great Wall, Knights, Cartography
** Frugality, Swordsmen, Michelangelo, Swordsmen,
*** Knights, Revolutionary Idea, Mineral Deposits, Warfare
Political Action: None.
Other Actions: Take Cartography (1), take Cavalry- Knights (1), play Cavalry- Knights (1), conscript Cavalry- Knights (M), play Phalanx (M), take Infantry- Swordsmen (1).
Comments: Almost entirely a Military build-up turn. Gruelling to see Scott’s one card draw being Iron…

Turn 7 (Dave)
* Efficient Upgrade, Great Wall, Frugality, Michelangelo, Swordsmen
** Knights, Revolutionary Idea, Mineral Deposits, Warfare
*** Drama, Theology, Knights, Bread and Circuses
Political Action: Reveal Uncertain Borders: Scott loses a yellow token; Ray gains one.
Other Actions: Complete stage of Universitas Carolina (1), increase population (1), take Efficient Upgrade (1), take Infantry- Swordsmen (1), played Work of Art (1); draw three Military cards.
Comments: Gah….really need to grab some upgrades to buildings…particularly Alchemy, Iron, or Irrigation, but my luck on getting these while affordable hasn’t been good so far. Need to finish Wonder next turn so I can focus on getting my science up.

Turn 7 (Dale)
* Great Wall, Frugality, Michelangelo, Knights, Revolutionary Idea
** Mineral Deposits, Warfare, Drama, Theology
*** Knights, Bread and Circuses, Iron, Ideal Building Site
Political Action: Reveal Good Harvest.
Other Actions: Take Cavalry- Knights (1), play Cavalry- Knights (1), conscript a Cavalry- Knights (M), play Phalanx (M), take Great Wall (1), complete stage of Great Wall (1), increase population (1).
Comments: Moses will be gone by my next turn: I think he served me well. Had to get the military respectable.


Turn 8 (Scott)
* Frugality, Michelangelo, Revolutionary Idea, Mineral Deposits, Warfare
** Drama, Theology, Knights, Bread and Circuses
*** Iron, Ideal Building Site, Irrigation, Leonardo da Vinci
Political Action: Reveal Reign of Terror (Scott loses one population).
Other Actions: Play Mine- Iron (1), build Temple- Religion (1), upgrade Mine- Bronze to Iron (1), take Michelangelo (1), play Fighting Band (M); draw two Military cards.
Comments: BGG is really high on Michelangelo, but I took him because I had an action left. I am really not appreciating the extra action from the Pyramids like I usually do. It seems like I have often not had a burning need for that extra action. I had to build the temple to keep the happiness up, but I’d rather have had a soldier. Unfortunately, the two events that cost me pop and a token made both impractical.

Turn 8 (Ray)
* Revolutionary Idea, Mineral Deposits, Warfare, Drama, Theology
** Knights, Bread and Circuses, Iron, Ideal Building Site
*** Irrigation, Leonardo da Vinci, Iron, Swordsmen
Age I ends.
Political Actions: None.
Other Actions: Take Iron (2), take Leonardo daVinci (3)
Comments: Opted to grab Iron and Leonardo. Expensive in actions with no resources used. Resources low, but ok due to no consumption/corruption from Good Harvest

Turn 8 (Dave)
* Mineral Deposits, Warfare, Drama, Theology, Knights
** Bread and Circuses, Ideal Building Site, Irrigation, Iron
*** Swordsmen, Engineering Genius, Organized Religion, Navigation
Political Actions: Reveal Developed Territory (Dave, pass; Dale, 2; Scott, pass; Ray, pass)
Other Actions: Homer lost due to end of Age I; complete Universitas Carolinas (1), increase population (1), take Irrigation (2), play Infantry- Swordsmen (1), upgrade Infantry- Warrior to Swordsmen (M), upgrade Infantry- Warrior to Swordsmen (M); draw one Military card.
Comments: Do I take Iron or Irrigation??? Well, I’m thinking that if I get Irrigation and can just get enough food going, I can consistently increase my population. I should be able to pick up Coal soon now that Age II is here…of course, if I don’t get Coal, I may be screwed.

Turn 8 (Dale)
* Warfare, Drama, Theology, Knights, Bread and Circuses
** Ideal Building Site, Iron, Swordsmen, Engineering Genius
*** Organized Religion, Navigation, Cavalrymen, Napoleon Bonaparte
Political Action: None.
Other Actions: Moses lost due to end of Age I; conscript Cavalry- Knight (M), take Warfare (1), play Warfare (1), construct stage of Great Wall (1), take Iron (2); draw two Military cards.
Comments: Winning the colony with only a bid of two surprised me. I still need to upgrade my farms and mines, though. I also need to get some more Culture produced.


So ends a full round of turns and the end of Age I. What will Age II bring? Stay tuned for the next chapter...
Last edited on 2008-05-22 21:34:07 CST (Total Number of Edits: 3)
Raymond Glosser
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08
...and, yes, we did correct the consumption/corruption event issue in turn 8. :)
Mark
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0607
Neat. Good to see something like this.

Those icons are very small. Is the last one civ strength?
Raymond Glosser
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08
Correct.
The VASSAL interface itself will not appear that small and seems very nice so far. This was my first run at the module.
Last edited on 2008-05-15 19:24:49 CST (Total Number of Edits: 1)
Dale Martin
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05060708
The icons here are not related at all to the VASSAL module: I had to create them in order to illustrate the scores in a somewhat attractive fashion (and they look like junk compared to what Dave has put together).
Björn Nordlund
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When might this become available then? I've no idea about how to use vassal but I'd be happy to learn. Will there be a version with AI:s for solo play?
Dale Martin
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05060708
I'm guessing that we can have it out later this month, but, no, VASSAL does not support AI play (only pbem and online play).
Dale Martin
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05060708
Age II dawns upon our civilizations...

Turn 9 (Scott)
* Drama, Theology, Knights, Bread and Circuses, Ideal Building Site
** Swordsmen, Engineering Genius, Organized Religion, Navigation
*** Cavalrymen, Napoleon Bonaparte, Strategy, Efficient Upgrade
Political Action: Reveal Raiders (Scott and Dave affected).
Other Actions: Upgrade Farm- Agriculture to Irrigation (1), destroy Farm- Agriculture (1), take Theology (1), play Theology (1), upgrade Temple- Religion to Theology; draw three Military cards.
Comments: I didn’t want to let Dale have colony for 2. :) I had a contentedness shortage, so depop-ed a farm and upped the temple. I need to get some yellow tokens somehow.

Turn 9 (Ray)
* Knights, Bread and Circuses, Ideal Building Site, Swordsmen, Engineering Genius
** Organized Religion, Navigation, Cavalrymen, Napoleon Bonaparte
*** Strategy, Efficient Upgrade, Selective Breeding, Mineral Deposits
Political Action: None.
Other Actions: Play Leonardo da Vinci (1), play Iron (1), upgraded Mine- Bronze to Iron (1), increased population (1), play Infantry- Swordsmen (1), upgrade Infantry- Warrior to Swordsman (M), conscript Cavalry- Knight (M)
Comments: Needed to use a lot of resources to avoid corruption again. Had to bypass card draws this turn. We’ll see how that goes.

Turn 9 (Dave)
* Bread and Circuses, Ideal Building Site, Swordsmen, Engineering Genius, Organized Religion
** Navigation, Cavalrymen, Napoleon Bonaparte, Strategy
*** Efficient Upgrade, Selective Breeding, Mineral Deposits, Wave of Nationalism
Political Action: None.
Other Actions: Play Irrigation (1), play Efficient Upgrade (upgrade Farm- Agriculture to Irrigation; 1), take Navigation (2), upgrade Farm- Agriculture to Irrigation (1); draw three Military cards.
Comments: Nothing good in the card row this turn, and my hand was weak, so I’m focusing on fixing my food engine to hopefully last me until the end game.

Turn 9 (Dale)
* Ideal Building Site, Swordsmen, Engineering Genius, Organized Religion, Cavalrymen
** Napoleon Bonaparte, Strategy, Efficient Upgrade, Selective Breeding,
*** Mineral Deposits, Wave of Nationalism, Justice System, Riflemen
Political Action: Reveal Pestilence.
Other Actions: Play Masonry (1), complete Great Wall (two stages due to Masonry; 1), take Cavalry (1), take Selective Breeding (2); draw three Military cards.
Comments: My farms are hurting, so passing on Selective Breeding was not an option.


Turn 10 (Scott)
* Swordsmen, Engineering Genius, Organized Religion, Napoleon Bonaparte, Strategy
** Efficient Upgrade, Mineral Deposits, Wave of Nationalism, Justice System
*** Riflemen, Isaac Newton, Coal, William Shakespeare
Political Action: Reveal Crusades (Scott loses 4 Culture; Ray gains 4)
Other Actions: Play Michelangelo (1), take Infantry- Swordsman (1), play Infantry- Swordsman (1), conscript Infantry- Swordsman (M), take Strategy (1); draw two Military cards.
Comments: I have to do something about military, so this was a start. Michelangelo, obviously will help CP generation, too.

Turn 10 (Ray)
* Engineering Genius, Organized Religion, Napoleon Bonaparte, Efficient Upgrade, Mineral Deposits
** Wave of Nationalism, Justice System, Riflemen, Isaac Newton
*** Coal, William Shakespeare, Architecture, Constitutional Monarchy
Political Action: None.
Other Actions: Take Constitutional Monarchy (3), increased population (1), upgrade mine- Bronze to Iron (1); draw two Military cards.
Comments: Opting for possible government shift. Not sure of this due to the expense, but giving it a try. Resource usage to keep away from corruption, but missing several tasty cards. Pop increase to give a pre-use offset for earlier lost worker. Finally got new Military cards once more. Two turns without have been worrisome.

Turn 10 (Dave)
* Organized Religion, Napoleon Bonaparte, Efficient Upgrade, Mineral Deposits, Wave of Nationalism
** Justice System, Riflemen, Isaac Newton, Coal
*** William Shakespeare, Architecture, Transcontinental Railroad, Ocean Liner Service
Political Action: Reveal Border Conflict (Scott loses an urban building, mine or farm; Dale gets 3 resources).
Other Actions: Play Christopher Columbus (1), take Justice System (2), take Coal (2), conscript Infantry- Swordsmen (M); draw two Military cards.
Comments: Basically gave up a lot to get Coal, but I really need to get this thing running.

Turn 10 (Dale)
* Napoleon Bonaparte, Efficient Upgrade, Mineral Deposits, Wave of Nationalism, Riflemen
** Isaac Newton, William Shakespeare, Architecture, Transcontinental Railroad
*** Ocean Liner Service, Republic, Justice System, Cavalrymen
Political Action: None.
Other Actions: Play Iron (1), upgrade Mine- Bronze to Iron (1), upgrade Mine- Bronze to Iron (1), take Efficient Upgrade (1), play Theology (1); draw three Military cards.
Comments: I find it interesting that at this point in the game (halfway through Age II) that not a single library or theater has been built by any player.


Turn 11 (Scott)
* Mineral Deposits, Wave of Nationalism, Riflemen, Isaac Newton, William Shakespeare
** Architecture, Transcontinental Railroad, Ocean Liner Service, Republic
*** Justice System, Cavalrymen, Bountiful Harvest, Organized Religion
Political Action: Reveal Inhabited Territory (Scott bids 3; Ray, 4; Dave, pass; Dale, pass; Scott, 5; Ray pass).
Other Actions: Play Strategy (1), take Wave of Nationalism (1), take Transcontinental Railroad (2), upgrade Mine- Bronze to Iron (1), conscript Infantry- Swordsmen (M); draw two Military cards.
Comments: Moving forward on military, but still in last….. I needed the yellow markers from that territory.

Turn 11 (Ray)
* Riflemen, Isaac Newton, William Shakespeare, Architecture, Ocean Liner Service
** Republic, Justice System, Cavalrymen, Bountiful Harvest
*** Organized Religion, Coal, Opera, Constitutional Monarchy, Journalism
Political Action: None.
Other Actions: Take Isaac Newton (1), play Isaac Newton (1), play Alchemy (1, recover 1), upgrade Lab- Philosophy to Alchemy (1), take Architecture (1), upgrade Mine- Bronze to Iron (1), Conscript Infantry- Warrior (M); draw one Military card.
Comments: Infrastructure upgrades. Leader swap: same lab bonus, action recovery instead of resource gain.

Turn 11 (Dave)
* William Shakespeare, Ocean Liner Service, Republic, Justice System, Cavalrymen
** Bountiful Harvest, Organized Religion, Coal, Opera
*** Constitutional Monarchy, Journalism, Journalism, Rich Land, Patriotism
Political Action: Use Columbus’ to colonize Developed Territory.
Other Actions: Play Coal (1), increased population (1), take Cavalry- Cavalrymen (1), take Opera (2); draw three Military cards.
Comments: Need to upgrade/build some coal mines, but don’t have enough resources to do it…need to save for next round, so didn’t build anything.

Turn 11 (Dale)
* Ocean Liner Service, Republic, Justice System, Bountiful Harvest, Organized Religion
** Constitutional Monarchy, Journalism, Journalism, Rich Land
*** Patriotism, Work of Art, Cavalrymen, Ideal Building Site
Political Action: Reveal Historic Territory (Dale bids 1; Scott, 2; Ray, 3; Dave, pass; Dale, pass; Scott, ; Ray, )
Other Actions: Take Ocean Liner Service (2), construct two stages of Ocean Liner Service (1), take Journalism (2); draw three Military cards.
Comments: Hopefully the Ocean Liner will get me more people in play quicker.


Turn 12 (Scott)
* Republic, Justice System, Bountiful Harvest, Organized Religion, Constitutional Monarchy
** Journalism, Rich Land, Patriotism, Work of Art
*** Cavalrymen, Ideal Building Site, Opera, Cannon
Political Action: Reveal Fertile Territory (Scott bids 2; Ray, pass; Dave, 4; Dale, pass; Scott, pass; Dave wins)
Other Actions: Take Constitutional Monarchy (1), increase population (1), upgrade Mine- Bronze to Iron (1), destroy Mine- Bronze (1), play Wave of Patriotism (1), conscript Infantry- Swordsmen (M), conscript Infantry- Swordsmen (M); draw two Military cards.
Comments: Finally out of last for military, but Era II is almost over and I don’t have any Era II cards to play. My resource production is under control, but I’ll probably have to expand it more. Taking the mine away might not have been the best move, but I wanted to use all 6 resources from the Patriotism card.

Turn 12 (Ray)
* Republic, Justice System, Bountiful Harvest, Organized Religion, Journalism
** Rich Land, Patriotism, Work of Art, Cavalrymen
*** Ideal Building Site, Opera, Cannon, Revolutionary Idea, Eiffel Tower
Political Action: Reveal Emigration (no effect)
Other Actions: Take Journalism (1), take Justice System (1), upgrade Lab- Philosophy to Alchemy (1), played Cartography (1; recover 1), upgrade Farm- Agriculture to Irrigation (1), upgrade Farm- Agriculture to Irrigation (1), upgrade Infantry- Warrior to Swordsmen (M); draw one Military card.
Comments: Same boat with Age II cards not yet in play. Second coal to appear on my turn, destined to be gone…

Turn 12 (Dave)
* Bountiful Harvest, Organized Religion, Rich Land, Patriotism, Work of Art
** Cavalrymen, Ideal Building Site, Opera, Cannon
*** Revolutionary Idea, Eiffel Tower, Coal, Scientific Method
Political Action: Reveal Economic Progress.
Other Actions: Play Justice System (1), upgrade Mine- Bronze to Coal (1), take Rich Land (1), increase population (1), played Printing Press (1), take Work of Art (1); draw three Military cards.
Comments: The ignoring of my mines is starting to show, as I’m woefully short on resources.

Turn 12 (Dale)
* Organized Religion, Patriotism, Cavalrymen, Ideal Building Site, Opera
** Cannon, Revolutionary Idea, Eiffel Tower, Coal
*** Scientific Method, Cannon, Scientific Method, Selective Breeding
Political Action: Reveal Historic Territory (Dale bids 4; Scott, 5; Ray, pass; Dave, pass; Dale, pass; Scott wins).
Other Actions: Construct two stages of Ocean Liner Service (1); increase population (1), play Efficient Upgrade (upgrade Mine- Bronze to Iron; 1), conscript Cavalry- Knights (M), take Ideal Building Site (1), upgrade Temple- Religion to Theology (1); draw two Military cards.
Comments: Would have liked to get the Historic Territory, but I would have had to sacrifice everything to get it. I’ll have to find another way to get more Culture. Sadly, as Age II comes to a close, I said exactly the same thing at the end of Age I (and I’m still only kicking out 2 Culture per turn). Time flies!


Turn 13 (Scott)
* Patriotism, Cavalrymen, Opera, Cannon, Revolutionary Idea
** Eiffel Tower, Coal, Scientific Method, Cannon
*** Scientific Method, Selective Breeding, Team Sports, Maximilien Robespierre)
Political Action: Reveal Fertile Territory (Scott bids 2, Ray bids 3, Dave bids 4, Dale bids 5, Scott passes, Ray bids 9, Dave passes, Dale passes; Ray wins).
Other Actions: Declare peaceful revolution- Constitutional Monarchy (1), construct stage of Transcontinental Railroad (1), construct stage of Transcontinental Railroad (1), complete Transcontinental Railroad (1), increase population (1), conscript an Infantry- Swordsmen (M), conscript an Infantry- Swordsmen (M), take Scientific Method (2); draw three Military cards.
Comments: The new king pushed through the railroad which convinced a small nearby country to join up, they proved to be good soldiers when equipped and the new king also heard about a new kind of alchemy that he wants to investigate. The king laments not grabbing the plans for the tallest building in the world, but it would have meant giving up his new swordsman and pursuing science as he dreams of.

Turn 13 (Ray)
* Work of Art, Cavalrymen, Opera, Cannon, Revolutionary Idea
** Eiffel Tower, Coal, Republic, Journalism
*** Team Sports, Maximilian Robespierre, Kremlin, Riflemen
Political Action: None.
Other Actions: Declare peaceful revolution- Constitutional Monarchy (1), increase population (1), increase population (1), increase population (1), take Cavalry- Cavalrymen (1), take Revolutionary Idea (1), take Coal (2), conscript- Infantry- Swordsmen (M), conscript Infantry- Swordsmen (M), conscript Cavalry- Knight (M); draw one 1 Military card.
Comments: Another Monarch ascends the throne from the dregs of Despotism in the Winter of the second age. Again, military corps required recruitment after the expansion of the empire, and preparation for advancements in unit and resource production are researched. Cursing the theft of scientific advisors by the opposing Monarch.

Turn 13 (Dave)
* Opera, Cannon, Eiffel Tower, Republic, Journalism
** Team Sports, Maximilian Robespierre, Kremlin, Riflemen
*** Breakthrough, Cannon, J.S.Bach, Cannon
Political Action: None.
Other Actions: Play Rich Land (build Mine- Coal; 1), increased population (1), take Journalism (1), play Navigation (1), take Republic (1), increase population (1).
Comments: Kind of a lost turn. I really need to increase my resource production, and the new Coal mine helps. Not sure if it will be enough though.

Turn 13 (Dale)
* Cannon, Eiffel Tower, Team Sports, Maximilien Robespierre, Kremlin
** Riflemen, Breakthrough, Cannon, J.S. Bach
*** Cannon, James Cook, Efficient Upgrade, Scientific Method
Political Action: None.
Other Actions: Complete Ocean Liner Service (1), increase population (0 to due Ocean Liner), play Modern Army (M), take Eiffel Tower (3), play Rich Land (build Mine- Iron; 1); draw two Military cards.
Comments: I probably needed to take some different cards rather than using three actions to take the Eiffel Tower, but I couldn’t afford to let anyone else build it and get the four Culture per turn as I diligently try to catch up.


Turn 14 (Scott)
* Team Sports, Maximilien Robespierre, Kremlin, Riflemen, Breakthrough
** Cannon, J.S. Bach, Cannon, James Cook
*** Efficient Upgrade, Scientific Method, Engineering Genius, Selective Breeding
Political Action: Play Aggression- Annex against Dave (successful defense with army sacrifice and two Defense cards). .
Other Actions: Take Breakthrough (1), construct stage of Kremlin (1), increase population (1), conscript Infantry- Swordsmen (M), construct stage of Kremlin (1), take James Cook (1); draw two Military cards.
Comments: I really hoped to pick up another colony to go with Cook, but two is still worth it, I guess.

Turn 14 (Ray)
* Maximilien Robespierre, Riflemen, Cannon, J.S. Bach, Cannon
** Efficient Upgrade, Scientific Method, Engineering Genius, Selective Breeding
*** Frugality, Mechanized Agriculture, Air Force, Patriotism
Age II ends
Political Action: None.
Other Actions: Take Rifleman (1), take Scientific Method (2), take Air Force (3), play Scientific Method (1, recover 1), upgrade Lab- Alchemy to Scientific Method (1); draw three Military cards.
Comments: Production preparations all around. Saddened to see Kremlin go. In need of culture production.

Turn 14 (Dave)
* Cannon, J.S. Bach, Cannon, Efficient Upgrade, Engineering Genius
** Selective Breeding, Frugalit