Equilateratoria

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Equilateratoria

Postby MarbitChow » Sat May 04, 2013 5:24 pm

Equilateratoria (A Cute Little Game from an Obtuse GM)

PLOT! You've appeared in a strange realm. You're in a zone that appears to be perfectly triangular. You sense that you can exit this zone by heading 'south'. A fragile mystical stone rests in the center of the zone, and you know, somehow, that the stone has created and marked you. As long as it exists, it can recreate you when you die (although it cannot recreate items you may have been carrying when you die - it will just be you and the clothes you wear when you reappear). You're wounded/hungry (you understand that these two concepts mean the same thing, oddly), but you're happy to see a plot of nutritious mushrooms in the zone. You're also aware that you've got some unique skills, which you're sure will improve... somehow.

Players
WhirdCheese : "George" the Leatherworker / Farmer [Craft Leather, Gather Food]
    Offense 5 / Defense 5 / Hits 6 of 10
0beron : "Arthemy" the Mystic / Scout [Calm, Forage]
    Offense 5 / Defense 5 / Hits 6 of 10
LTDave : "Eric" the Hunter / Forester [+1 Off/+1 Def, Gather Wood]
    Offense 6 / Defense 6 / Hits 6 of 10
ETheBoyce : "Texas" the Warrior / Scout [+2 Off/+2 Def, Forage]
    Offense 7 / Defense 7 / Hits 6 of 10
Werebiscuit : "Hyde Goseek" the Scout/Miner [Forage, Gather Stone Block]
    Offense 5 / Defense 5 / Hits 6 of 10
Swodaems : "Dod" the Miner / Stonemason [Gather Stone Block, Fast Construction (simple)]
    Offense 5 / Defense 5 / Hits 6 of 10
Cnor: "Katara" the Mystic / Hunter [Calm, +1 Off/+1 Def]
    Offense 6 / Defense 6 / Hits 6 of 10
turbler: "Jordan" the Leatherworker/Forester [Craft Leather, Gather Wood]
    Offense 5 / Defense 5 / Hits 6 of 10
Basic Rules
Spoiler: show
Each turn, players declare their actions. All players start with 4 actions, and may gain more from structures and skills. All players automatically get a free Eat action at the end of each turn as well, if any food is available. Note that if the player is fully healed and has spent a regular action to eat this turn, this free eat action is lost (and players with Forage thus cannot try to find food). Note: The basic Food Resource decays at the end of the turn unless held in a container or placed into storage. Other items that count as food (such as meals and brews) may last longer.

Every item and resource that a player crafts or gathers is theirs. Other players may not use it until the player declares it to be communal. Placing an item in a storage-type structure automatically makes it communal as well. Storing items and resources in containers and structures, as well as declaring them to be communal, does not require any actions. Communal status is permanent. If a player wants to possess an item of that type, they must make it themselves. (Note that advanced items can only be made properly with certain skills.)

Players may normally carry 2 of any combination of items, food, and resources (sword/shield, mushroom/wood, 2 stone, etc.). Certain items may increase these limits.

Skill Trees
Spoiler: show
Martial Trees
Warrior : Melee type that gets bonuses to offense and defense, and can wear metal armor without penalty; unlocks Dervish (2-weapon style) or Soldier (shield / bodyguard style) trees
Mystic : Wizardly type that can calm, stun, and shoot bolts; unlocks Enlightened (healer) or Sorcerer (dark magic) trees
Hunter : Analyze enemy, avoid melee attacks; unlocks Archer (multiple ranged attacks) or Crossbowman (heavy ranged attacks) trees
Scout : Can forage, hide, gain additional action; unlocks Ninja (poison/backstab) or Farstrider (farseeing/teleport) trees

Civilian Trees
Farmer : Better at gathering food & tending plants, and can plant crops; unlocks Chef (crafting meals) or Brewer (crafting brews)
Miner : Better at gathering stone, and can gather Ore and Gems; unlocks Stonecaller (create new stone nodes) or Gemweaver (craft jewelry and gemstaves)
Metallurgist : Create iron / steel bars needed for metal items; unlocks Weaponsmith (craft metal weapons) or Armorer (craft metal armor)
Stonemason : Create structures (workshops, furnaces, forges); unlocks Architect (advanced structures) or Demolitionist (grenades and siege weapons)
Forester: Better at gathering wood, crafts wood items and plants trees; unlocks Herbalist (build plant-based structures) or Shepherd (tend / train animals)
Leatherworker : Can gather and craft leather items; unlocks Skinrider (disguise and defense) or Bonecrafter (bone items/ armor/ golems)
Specialist : Must be paired with another Civilian Tree. When that tree levels, Specialist levels as well. Gains additional actions, and allows player to take both upgrade trees for that civilian tree. Example: Farmer/Specialist can take both Chef and Brewer when they become available.

Actions
Spoiler: show
Move - Head to another zone. Crossing into a new zone requires 3 actions, and you enter the zone at the end of the turn.
Gather - Attempt to harvest resources. Gathering resources may require multiple actions before a resource is gathered. These actions can be spread over multiple turns.
  • Move to New Zone: 3 actions
  • Food: 1 actions
  • Wood: 2 actions
  • Stone / Ore / Gems: 3 actions
  • Leather: 2 actions (skill required)
Craft - Create an item. Crafting may require multiple actions before the item is complete. These actions can be spread over multiple turns. Items also have resource requirements - all resources must be available when the final action completes; if not, the Craft attempt fails and must begin again from the start.
Build - Construct a Structure. Building require multiple actions before the structure is complete. These actions can be spread over multiple turns. Structures also have resource requirements and requirements. Like Crafting, all resources must be available. There must also be a sufficient number of empty squares in the zone to hold the structure. Some structures are only effective when build next to another structure or resource.
Eat - Consume food. Eating one food resource heals 2 Hits. If a player is unable to eat during a turn, they lose 3 Hits.

Known Skills
Spoiler: show
Calm - Spend 1 action and pacify a target. If target was hostile, it will not attack this turn (unless attacked). If target is an animal, it will allow itself to be captured and/or butchered.
Craft Leather - Converts 1 animal hide into a Leather Resource. Requires a Tannery Structure.
Fast Construction (simple) - Every action spent constructing counts as 2 actions for this player.
Forage - During the Free Eat Action at the end of the turn, player has a 2 in 3 chance of finding food, and can thus eat without consuming a Food Resource.
Gather Food - Every action spent gathering food counts as 2 actions for this player
Gather Stone Block - Every action spent gathering stone counts as 2 actions for this player
Gather Wood - Every action spent gathering wood counts as 2 actions for this player

Known Structures
Spoiler: show
Granary - Stops food decay; stores up to 16 food
    2x2, 6 Stone, 4 Wood, 0 Users
Lumber Mill - Grants 1 free Gather Wood action to user
    2x2, 6 Stone, 4 Wood, 2 Users; requires Adjacent Trees
Mason Workshop - Grants 2 free Build actions
    2x2, 5 Stone, 5 Wood, 1 User
Quarry - Grants 1 free Gather Stone action to user
    2x2, 1 Stone, 2 Wood, 3 Users; requires Adjacent Stones
Road - Allows Crossing between zones with a single action. Players must completely control both zones during the entire construction attempt; 20 of the Actions must be spent in each zone.
    n/a, 15 Stone, 10 Wood, Unlimited Users
Shrine - Allows user to use Train (Mystic) Actions
    2x2, 2 Stone, 2 Wood, 1 User
Tannery - Required for Gather Leather action
    2x2, 5 Stone, 3 Wood, 1 User
Target Range - Allows user to use Train (Hunter) Actions
    1x4, 1 Stone, 1 Wood, 1 User
Training Dummy - Allows user to use Train (Warrior) Actions
    1x2, 1 Stone, 2 Wood, 1 User
Watchtower - Allows user to use Lookout Action (which reveals contents of all adjacent zones)
    2x2, 2 Stone, 8 Wood, 1 User


Zone A1 :
Image

(Edit(s): Added action cost to Action section; Added full starting skill trees; added player turbler; doubled the rate at which resources are collected, and halved the resource cost for all structures, so that the game may progress more quickly; Added Jordan and named Dod; updated carrying rules so that players can carry 2 resources)

New players are free to join in at any time!
Last edited by MarbitChow on Fri May 10, 2013 9:33 am, edited 11 times in total.
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Re: Equilateratoria

Postby 0beron » Sat May 04, 2013 5:48 pm

Is that red stuff on the right a food resource node?
Also, do we know if nodes run out? or are they infinite?
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Re: Equilateratoria

Postby ETheBoyce » Sat May 04, 2013 6:07 pm

"Weeeeeeeell now, what do we have here? Seems to me to be huntin' season, but there's no game! I'd go look for some....but I too hungry! Guess it's shrooms for me!"

Texas will spend an action gathering Mushrooms
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Re: Equilateratoria

Postby MarbitChow » Sat May 04, 2013 6:20 pm

0beron wrote:Is that red stuff on the right a food resource node? Also, do we know if nodes run out? or are they infinite?

To the right, you see mushrooms, which are indeed edible. To the left, you see stones, which can be Gathered. To the 'north', you see trees, from which wood can be Gathered. All basic nodes run out. Certain skill trees unlock the ability to create certain new nodes.

The red and green lines represent zone borders. Green borders can be crossed; red are impassible. There is only 1 way out of the current zone.

ETheBoyce wrote:Texas will spend an action gathering Mushrooms

Please note that you have 4 actions each turn. Please spend them all at once. Once each player declares how they spend their actions, the turn will be processed. For the first turn, I'll wait until each player submits their actions. After the first turn, we'll start setting turn deadlines, and players who have not submitted actions will simply continue what they were doing the previous turn, if possible.

I'm currently planning to have turn deadlines on Tuesday, Thursday, and Sunday.
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Re: Equilateratoria

Postby ETheBoyce » Sat May 04, 2013 6:46 pm

Well Texas shan't be known for meekness! Action to Gather Mushrooms then Move South!
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Re: Equilateratoria

Postby WhirdCheese » Sat May 04, 2013 10:11 pm

George spends all four actions harvesting Mushrooms. Or if he can gather one per action gather three then eat.

One mushroom becomes communal.
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Re: Equilateratoria

Postby turbler » Sat May 04, 2013 10:38 pm

Since it's still open, might I join in?
If so... Jordan:Leatherworker/Forester
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Re: Equilateratoria

Postby MarbitChow » Sat May 04, 2013 11:40 pm

I'm going to walk through the anticipated results for people as they post, in order to help clarify the rules. If you want to change your actions based on updated information; feel free. Only the last set of directions will be valid when I process the turn.

ETheBoyce wrote:Well Texas shan't be known for meekness! Action to Gather Mushrooms then Move South!

WhirdCheese wrote:George spends all four actions harvesting Mushrooms. Or if he can gather one per action gather three then eat. One mushroom becomes communal.


I've updated the Actions section to list the costs for common actions. Move takes 3, Gather Food takes 2 (so Farmers can Gather Food in 1 Action).
Since Texas isn't a farmer, he'll use up 5 actions this turn, and will start the turn in the next zone with 3 actions remaining (just enough to cross back if things look bad :D ).
George can gather 1 per turn as a Farmer, so he'll harvest 3, and eat 1 (plus 1 for free); 1 mushroom will be available for someone else's Eat action.

turbler wrote:Since it's still open, might I join in? If so... Jordan:Leatherworker/Forester

Welcome! I've updated the rules above to include the complete set of available skills; some have not yet been selected, so feel free to change your character build if you'd like. For example, you might want to consider a Warrior / Metallurgist, since Metallurgist hasn't been selected yet, and a martial skill will increase your ability to fight. If you still want to go the Leatherworker / Forester route after reading the rest of the skills, simply confirm that and list the actions you want to take this round. Your character will be included in this turn's actions, so once you decide your skills, list your actions as well.
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Re: Equilateratoria

Postby turbler » Sun May 05, 2013 12:39 am

Yeah, I think those skills are good.
I'll spend two actions to complete a Gather Wood, then the remaining two to Gather and Eat a mushroom. First Eat's free, right?
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Re: Equilateratoria

Postby MarbitChow » Sun May 05, 2013 12:51 am

turbler wrote:First Eat's free, right?
Yes, you get a free Eat action each turn.
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Re: Equilateratoria

Postby LTDave » Sun May 05, 2013 1:28 am

"Time to cut the wood, eh?"

Eric will use all four actions gathering wood (Forester means this is 8 actions).

If there is food gathered by others, Eric will eat one with his free action.

And he loves to sing as he works...

"Hurrah! Hurrah! For triangles hurrah!
Hurrah for a fragile mystical stone that glows like a star..."
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Re: Equilateratoria

Postby MarbitChow » Sun May 05, 2013 8:07 am

I'll be fine-tuning the rules as we go, and the first major fine-tuning is that I've doubled the resource collection rate and halved the resource costs for structures, so that they can be built in a reasonable amount of time. In order to build a structure, it takes 1 action per resource required.

So, for reference, the declared actions and expected results so far are as follows:

ETheBoyce (Texas) : Gather food (1 action), move South (3 actions), (free) Eat - may have 1 mushroom if forage succeeds
WhirdCheese (George) : Gather food (3 actions), eat, (free) eat - will gather 6 mushrooms; 1 mushroom so far is declared communal, and George will still own 3 after eating 2.
turbler (Jordan) : Gather wood (2 actions), Gather food (2 actions), (free) eat - will have 2 wood, 1 mushroom
LTDave (Eric) : gather wood (4 actions), (free) eat - will have 4 wood

As always, feel free to point out if I've made any mistakes.
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Re: Equilateratoria

Postby 0beron » Sun May 05, 2013 11:13 am

Arthemys will Gather Food (1 Action), and then Gather Stone (3 Actions). With his free Eat he will attempt to Forage, otherwise eat the 1 mushroom he has, Correct?
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Re: Equilateratoria

Postby MarbitChow » Sun May 05, 2013 11:49 am

0beron wrote:With his free Eat he will attempt to Forage, otherwise eat the 1 mushroom he has, Correct?
That's correct.
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Re: Equilateratoria

Postby Swodaems » Sun May 05, 2013 11:57 am

I've decided that I am going to call my character Dod.

MarbitChow wrote:All players automatically get a free Eat action at the end of each turn as well, if any food is available.
Craft - Create an item. Crafting may require multiple actions before the item is complete. These actions can be spread over multiple turns. Items also have resource requirements - all resources must be available when the final action completes; if not, the Craft attempt fails and must begin again from the start.
Build - Construct a Structure. Building require multiple actions before the structure is complete. These actions can be spread over multiple turns. Structures also have resource requirements and requirements. Like Crafting, all resources must be available. There must also be a sufficient number of empty squares in the zone to hold the structure. Some structures are only effective when build next to another structure or resource.

Does available just mean in the same zone? Or does it mean in the same zone and communal?

Can we get a definition of what a user is? In the list of structures, I see them listed right next to the resources needed. Does this mean that our buildings require us to permanently sacrifice living people as building components?(I'm guessing this isn't the case, but I wnt to say that I've played games like that before. I guess it's a good thing we respawn if we have to mash our bones into putty all the time.)
Or does users mean that our characters can 'use' the building on later turns? Does the number of users signify the minimum number of people 'using' the building required in a given turn for the building to give its effect, or is it a maximum on the number of characters that can benifit from a structure in a given turn? Will using a structure require actions? Is it possible for a single character to take up more than one user slot on a structure per turn? Will buildings that help gather resources apply the gathering bonuses of their users to any of the actions they provide?

Are there only 64 squares in the starting hex? Can that stone in the center be moved of to one side? In the other thread, you mentioned that structures could be upgraded to 4x4, but we'll have trouble doing that with our respawn stone in the way. (Can buildings straddle zone barriers?) Which squares count as adjacent to the tree, food, and stone nodes?


Comrades, I think we need to start a building queue to manage our construction efforts. I'll manage it since I'm the character who builds structures better than anyone else. Since stone requires the most actions per resource gathered, the actions spent gathering it will be the biggest cost for building many of the buildings on the list. That's why I think the first thing we build should be a quarry.


Dod's actions for the first turn will be to spend 3 actions gathering 2 stone (declared communal), and to use his remaining action to gather one food to eat. (Should 2 pieces of wood and enough food for everybody be declared communal before the turn is processed, I'll change my orders for the turn to gather 1 stone (uses 2 actions) and build quarry (uses two actions).)
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Re: Equilateratoria

Postby MarbitChow » Sun May 05, 2013 12:52 pm

Swodaems wrote:Does available just mean in the same zone? Or does it mean in the same zone and communal?
Same zone and communal, unless you harvested the resource yourself.

Swodaems wrote:Can we get a definition of what a user is? In the list of structures, I see them listed right next to the resources needed.
Users are the maximum number of players that can benefit from the building's bonus during the same turn. If a structure supports 1 User, 4 players can't rotate through it on the same turn - the first person to win initiative claims it. If a structure grants free actions, that's total free actions for the turn. If a structure unlocks a new Action (such as Train), the user can spend as many actions as they want using that structure, but regardless whether they spend 1 action or 4, no one else can use that structure on the same turn (assuming the structure allows 1 user).

Swodaems wrote:Will using a structure require actions?
Structures grant bonuses to actions. You simply need to state that you're using the structure, and you'll get the bonus for that turn. Structures that grant bonus actions occur immediately after you perform the same regular action. So, to use Lumber Mill as an example, you must perform a regular Gather Wood action, and then you immediately gain another free Gather Wood action, and that "user slot" is consumed for the turn.

Swodaems wrote:Is it possible for a single character to take up more than one user slot on a structure per turn?
Yes, but it must be a different structure type. Each structure type can only grant their bonus once per turn. This means that a Forester cannot use the Lumber Mill twice in the same turn, even though no one else uses it, nor can you build 2 Lumber Mills and use each one once (even if the mill is in a different zone). You can, however, use a Quarry and a Mason Workshop in the same turn.

Swodaems wrote:Will buildings that help gather resources apply the gathering bonuses of their users to any of the actions they provide?
Yes. Miners who use a Quarry to gather a stone block can spend 1 Gather Stone action and effectively get 4 actions out of it. The 2nd Gather Stone action doesn't benefit from the quarry, so it only counts as 2 actions.

Swodaems wrote:Are there only 64 squares in the starting hex? Can that stone in the center be moved of to one side? ... (Can buildings straddle zone barriers?) Which squares count as adjacent to the tree, food, and stone nodes?
Your starting zone is made of 4 regions: a 2x2 Wood region, a 2x2 Mushroom region, a 2x2 Stone region, and a 60-square empty region. It's 8x8, but the center 2x2 section contains the Summoning Stone and cannot be used. The stone in the center is your Summoning Stone - it cannot be moved, and must be protected.

There are no places in this zone that you can build items that are adjacent to any resources currently, and the layout of the squares in the zone cannot be changed. Buildings cannot cross zone barriers (except for the Road structure).
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Re: Equilateratoria

Postby 0beron » Sun May 05, 2013 1:09 pm

MarbitChow wrote:There are no places in this zone that you can build items that are adjacent to any resources currently

Wait say whaaaaat? Well that absolutely sucks :( I didn't know "adjacent" meant literally touching...
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Re: Equilateratoria

Postby MarbitChow » Sun May 05, 2013 2:09 pm

Initial room image has been updated. For reference, the declared actions and expected results so far are as follows:

Submitted
ETheBoyce (Texas) : Gather food (1 action), move South (3 actions), (free) eat - may have 1 mushroom if forage succeeds
WhirdCheese (George) : Gather food (3 actions), eat, (free) eat - will gather 6 mushrooms; 1 mushroom so far is declared communal, and George will still own 3 after eating 2.
turbler (Jordan) : Gather wood (2 actions), Gather food (2 actions), (free) eat - will have 2 wood, 1 mushroom
LTDave (Eric) : Gather wood (4 actions), (free) eat - will have 4 wood
0beron (Arthemys) : Gather food (1 action), Gather stone (3 actions), (free) eat - will have 1 stone, may have 1 mushroom if forage succeeds
Swodaems (Dod) : Gather stone (3 actions), declare stone Communal, Gather food (1 action), (free) eat - will have 2 communal stone

Pending
Werebiscuit
Cnor

As always, feel free to point out if I've made any mistakes.
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Re: Equilateratoria

Postby Swodaems » Sun May 05, 2013 3:40 pm

MarbitChow wrote:There are no places in this zone that you can build items that are adjacent to any resources currently, and the layout of the squares in the zone cannot be changed. Buildings cannot cross zone barriers (except for the Road structure).

All right, time to prioritize what we should build in this triangle.

We can't build the lumber mill or quarry here. With only one exit, a watchtower seems mostly useless. A granary seems worth the effort considering the food resource in the hex. A tannery might also be a good idea to allow us to start making leather. The training structures (shrine, target range, and target dummy) would be inexpensive ways for our fighting characters to prep for battle. A road might be a good idea if we plan to travel in or out of this hex a fairly large amount. A mason workshop might be worth the effort, but only if we find a way to use it on 9 seperate turns with Dod as the user (maybe for upgrading structures later), but I think it more likely that we'll find better triangle to build in later (a triangle we can actually build a quarry in would be a good choice).

For reference, a list of the structures and their costs in terms of actions required to build them. (list does not take gathering/building bonuses into account.)
Spoiler: show
Granary 2x2, 18 gather Stone actions, 8 Gather Wood actions, 10 build actions = 36 actions
Lumber Mill 18 gather Stone actions, 8 Gather Wood actions, 10 build actions = 36 actions
Mason Workshop 15 gather Stone actions, 10 Gather Wood actions, 10 build actions = 35 actions
Quarry 3 gather Stone actions, 4 Gather Wood actions, 3 build actions = 10 actions
Road 45 gather Stone actions, 20 Gather Wood actions, 25 build actions = 90 actions
Shrine 6 gather Stone actions, 4 Gather Wood actions, 4 build actions = 14 actions
Tannery 15 gather Stone actions, 6 Gather Wood actions, 8 build actions = 29 actions
Target Range 3 gather Stone actions, 2 Gather Wood actions, 2 build actions = 7 actions
Training Dummy 3 gather Stone actions, 4 Gather Wood actions, 3 build actions = 10 actions
Watchtower 6 gather Stone actions, 16 Gather Wood actions, 10 build actions = 32 actions


I think we should start by building a granary. (LTDave's action have already provided enough wood for this. Oberon and I have gathered 3 stone between us. If Werebiscuit gathers 2 stone this turn and someone gathers 1 stone either this turn or the next, we could build a granary as early as the end of next turn. I would have to spend all 4 of my actions next turn building it and someone else would have to spend 2 of their's, but we could do it.) After the granary is done, we could build the 3 training structures in order of ascending action cost. I think we should leave things alone after that, unless, either of the leatherworkers wants us to build a tannery here or the group as a whole wants to build a road out of here.

Marbitchow, the road structure rules say that build actions must be spent in both zones, but nothing about where the resources have to be. Can they all be piled into one zone? Can we build a road if we have the rocks in one zone and the wood in the other?
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Re: Equilateratoria

Postby MarbitChow » Sun May 05, 2013 4:36 pm

Swodaems wrote:Marbitchow, the road structure rules say that build actions must be spent in both zones, but nothing about where the resources have to be. Can they all be piled into one zone? Can we build a road if we have the rocks in one zone and the wood in the other?
The Build action adds a resource to the structure, so a resource has to be available in the zone where the Build is taking place. Therefore, you can't pile all the resources into a single zone. However, you could have 13 stone in one zone, and 10 wood and 2 stone in the other zone when building a road.
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