Medieval Micromanager – Play Through – Turn #1

I don’t really have the time or people necessary to properly play test my board game, so I’ll be doing it virtually through my blog.

I will be playing three different players, each with their own playing style and strategy.

The first of these three players is myself, and my playing style is that of a careful builder. I don’t act rashly, and I’m looking for the long term well-being and success of my estate.

The second player is the opposite, Reckless Ron. His style is to play as aggressively as possible, and end the game as quickly as he can, even if he dies trying. He goes for short-term gain only, and is secretly trying to “break” the game by subverting the rules.

The third player is somewhere in between, Pragmatic John. His style is to balance long and short term goals, and change as needed.

Why no, these names have absolutely no bearing on anyone that I know… why do you ask?

Randomly deciding the order of play (thanks to random.org!), it will be Myself, then John, and finally Ron.

So, begin turn #1:

——————————–

My Turn

Starting Assets: 1 Farm, 1 Granary, 1 Warehouse, 1 House, 2 Peasants

Since I know that I’m going to need more Peasants, the most important thing for me initially is to beef up my workforce, so I have both Peasants work the Farm, gaining my 2 Grain. When I check for depletion, the Farm doesn’t gain any, so that’s good. I am able to quarter both Peasants in my House, so I’m good to go. Quick turn.

Ending Assets: 1 Farm, 1 Granary (2 Grain), 1 Warehouse, 1 House, 2 Peasants

——————————–

John’s Turn

Starting Assets: 1 Farm, 1 Granary, 1 Warehouse, 1 House, 2 Peasants

John, too, sees the value of more workforce, but also sees that it will be necessary to start new buildings, so decides to start building a Timber Camp(which starts with 5 Damage). One Peasant works on building the Timber Camp(removing one Damage from the Timber Camp), and one works on Farming, gaining 1 Grain. The Farm suffers no depletion.

Ending Assets: 1 Farm, 1 Granary (1 Grain), 1 Warehouse, 1 House, 1 Timber Camp (4 Damage), 2 Peasants

——————————–

Ron’s Turn

Starting Assets: 1 Farm, 1 Granary, 1 Warehouse, 1 House, 2 Peasants

Ron decides to mobilize both Peasants to attack. He decides to have both attack my estate, since he can potentially grab 2 of my assets from looting if he is successful, whereas he can only grab 1 from John. I decide not to defend, as I cannot afford to any Peasants at this point.

When the attack is resolved, the attack total is 1 for Ron, and 0 for me, meaning that he won. He decides to Loot, and takes one Grain.

Ending Assets: 1 Farm, 1 Granary (1 Grain), 1 Warehouse, 1 House, 2 Peasants

(My assets following the attack: 1 Farm, 1 Granary (1 Grain), 1 Warehouse, 1 House, 2 Peasants)

——————————–

Post round summary:

So far, John seems to have the most to show, since he actually invested in a Timber Camp.

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