Medieval Micromanager – Play Through – Turn #2 through #6

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ROUND 2

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My Turn

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

I got attacked by Ron last turn, but at this point, retaliation interferes with my master plan.  I’m having both Peasants work the Farm again, gaining 2 more Grain for a total of three. If I manage to keep them, I can do this again and build another Peasant next turn. Here’s hoping. My Farm did not deplete, so that’s good.

Ending Assets: 1 Farm, 1 Granary (3 Grain), 1 Warehouse, 1 House, 2 Peasants

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John’s Turn

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

John uses one Peasant to Farm, and gains 1 Grain. The Farm does not deplete. His other Peasant continues to build the Timber Camp. He considered switching the builder to  gather Timber, but the risk of depletion would have meant loss of the Timber Camp at the beginning of next turn.

Ending Assets: 1 Farm, 1 Granary (2 Grain), 1 Warehouse, 1 House, 1 Timber Camp (3 Damage), 2 Peasants

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Ron’s Turn

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

Ron decides to attack again. Since he is simply aggressive, the thought not to antagonize John does not enter his head, and merely the potential benefit of the raid is taken into account, meaning that either other player will do.  He randomly picks me again.

I decide again not to defend.

Fortunately for me, neither Peasant’s attack is successful, and so Ron does not gain anything.

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

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Round Summary:

I am currently poised to add a new Peasant next turn.

Ron’s situation has not improved in the slightest.

John is well on his way to producing Timber next turn.

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ROUND 3

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My Turn

Starting Assets: 1 Farm, 1 Granary (3 Grain), 1 Warehouse, 1 House, 2 Peasants

This turn, I have both Peasants work on the Farm, gaining 2 Grain. This brings my total to 5, which means I buy a new Peasant. I have the new Peasant work the Farm as well, so I end the turn with 1 Grain.

Ending Assets: 1 Farm, 1 Granary (1 Grain), 1 Warehouse, 1 House, 3 Peasants

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John’s Turn

Starting Assets: 1 Farm, 1 Granary (2 Grain), 1 Warehouse, 1 House, 1 Timber Camp (3 Damage), 2 Peasants

John continues to use one Peasant to Farm, adding 1 Grain. His other Peasant he uses to gather Timber. Neither Farm nor Timber Camp are depleted.

Ending Assets: 1 Farm, 1 Granary (3 Grain), 1 Warehouse(1 Timber), 1 House, 1 Timber Camp (3 Damage), 2 Peasants

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Ron’s Turn

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

Ron attacks again, but this time targets John, as he has more resources.

John decides not to defend.

Ron generates 1 successful attack point, and decides again to Loot. He randomly gains a Grain from John.

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

(John’s Revised Ending Assets: 1 Farm, 1 Granary (2 Grain), 1 Warehouse(1 Timber), 1 House, 1 Timber Camp (3 Damage), 2 Peasants)

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Round Summary:

I have just increased my workforce by 1, which will be of tremendous benefit in following turns.

John is producing Timber, and gaining Grain, even though he is down one due to Ron.

Ron ends turn three not as well off as I ended turn 2.  However, his success is rather dependent on chance rather than planning.

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ROUND 4

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My Turn

Starting Assets: 1 Farm, 1 Granary (1 Grain), 1 Warehouse, 1 House, 3 Peasants

I set all three Peasants to work the Farm, gaining 3 Grain.  No depletion takes place. Next turn I should be able to buy a fourth Peasant and be on my way to the fifth.

Ending Assets: 1 Farm, 1 Granary (4 Grain), 1 Warehouse, 1 House, 3 Peasants

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John’s Turn

Starting Assets: 1 Farm, 1 Granary (2 Grain), 1 Warehouse(1 Timber), 1 House, 1 Timber Camp (3 Damage), 2 Peasants

John leaves on Peasant on the Farm, and one Peasant on the Timber Camp. The Farm depletes, but the Timber Camp doesn’t.

Ending Assets: 1 Farm(1 Depletion), 1 Granary (3 Grain), 1 Warehouse(2 Timber), 1 House, 1 Timber Camp (3 Damage), 2 Peasants

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Ron’s Turn

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

Ron attacks. His target is me again, because if he Loots, he will only get Grain. At this point, he is not interested in Timber.

He hits me for 1, and Loots, taking a Grain.

Ending Assets: 1 Farm, 1 Granary (3 Grain), 1 Warehouse, 1 House, 2 Peasants

(Revised Ending Assets for Me: 1 Farm, 1 Granary (3 Grain), 1 Warehouse, 1 House, 3 Peasants)

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Round Summary:

I’m still poised (after a minor set back) for a fourth Peasant next turn.

John is in a position where he can get a new Peasant next turn, if he so desires.

Ron is positioned where I was at the end of round 2.

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ROUND 5

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My Turn

Starting Assets: 1 Farm, 1 Granary (3 Grain), 1 Warehouse, 1 House, 3 Peasants

I use all three Peasants to Farm, giving me 6 Grain. I spend 5 on a new Peasant, leaving my 1 Grain, and use that Peasant to Farm, for a net total of 2 Grain at the end of my turn. The Farm does not deplete.

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

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John’s Turn

Starting Assets: 1 Farm(1 Depletion), 1 Granary (3 Grain), 1 Warehouse(2 Timber), 1 House, 1 Timber Camp (3 Damage), 2 Peasants

John uses his two Peasants to Farm, giving him 5 Grain. He spends the 5 Grain on a new Peasant. He has the new Peasant work the Timber Camp, giving him an extra Timber. Neither Farm nor Timber Camp deplete.

Ending Assets: 1 Farm(1 Depletion), 1 Granary, 1 Warehouse(3 Timber), 1 House, 1 Timber Camp (3 Damage), 3 Peasants

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Ron’s Turn

Starting Assets: 1 Farm, 1 Granary (3 Grain), 1 Warehouse, 1 House, 2 Peasants

Ron is still looking for Grain, as that will give him a new Peasant to attack with. Timber he doesn’t care about. He attacks me as a result (making John’s move rather smart).

I do not defend, yet again.

Both Peasants are successful. Ron decides to Loot, and takes both of my Grain.

Ending Assets: 1 Farm, 1 Granary (5 Grain), 1 Warehouse, 1 House, 2 Peasants

(Revised Ending Assets for Me: 1 Farm, 1 Granary, 1 Warehouse, 1 House, 4 Peasants

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Round Summary:

Ron is ready for another Peasant with which to continue his raids.

After this setback, my plans for a fifth Peasant next turn have been thwarted, and will need to wait an extra turn.

John is in good shape. He has a new Peasant, and can potentially start building a sawmill next turn.

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ROUND 6

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My Turn

Starting Assets: 1 Farm, 1 Granary, 1 Warehouse, 1 House, 4 Peasants

Set all four Peasants to Farm. +4 Grain. Farm doesn’t deplete.

Ending Assets: 1 Farm, 1 Granary(4 Grain), 1 Warehouse, 1 House, 4 Peasants

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John’s Turn

Starting Assets: 1 Farm(1 Depletion), 1 Granary, 1 Warehouse(3 Timber), 1 House, 1 Timber Camp (3 Damage), 3 Peasants

Start building a Sawmill(5 Damage). Gather Timber with one Peasant, giving a total of 4 Timber. Timber Camp doesn’t deplete. With second Peasant, make Lumber at the Warehouse.  With final Peasant, remove one Damage from Sawmill, spending Lumber.

Ending Assets: 1 Farm(1 Depletion), 1 Granary, 1 Warehouse, 1 House, 1 Timber Camp (3 Damage), 1 Sawmill (4 Damage), 3 Peasants

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Ron’s Turn

Starting Assets: 1 Farm, 1 Granary (5 Grain), 1 Warehouse, 1 House, 2 Peasants

Spent 5 Grain to buy a new Peasant. Attacks with all 3 Peasants. John doesn’t have anything worth looting, so he attacks me.

I again do not defend.

Ron rolls two successes, Loots and takes two Grain.

Ending Assets: 1 Farm, 1 Granary(2 Grain), 1 Warehouse, 1 House, 3 Peasants

(Revised Ending Assets for Me: 1 Farm, 1 Granary(2 Grain), 1 Warehouse, 1 House, 4 Peasants)

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Round Summary:

Ron is now more of a menace with his third Peasant.

John is now technically able to produce 1 Lumber per turn, barring any depletion of his Timber Camp. This greatly aids his building capabilities.

I am nearly at my population capacity for the moment, which means I will need to start building other buildings in order to expand further.

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