HF4A 45 - My First Colony (3)
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The primary goal for this game is to time set up and maybe cycle 1, and tear down. I didn't plan on playing it through this evening, but everything seemed to go really smooth through the first cycle and I had a cool hand, so I decided to go for another half cycle, which turned out to be so close that it made sense to just finish the game.
Note: I played this hand with a "5 or more" academia limit. It worked out really well. Of all the house ruling I've done, I think I like it the best.
4:05pm sat down ay messy table and started this article. - start the google sheet - clean off the table - get the game and accessories - set everything up
4:16pm Game is set up and ready to play. Let's see how long the first cycle takes. Small break first.
4:21pm Let's get it on.
5:05pm First cycle is done, going to take a short break. This was 1 hour from start of set up to end of first cycle.
5:10pm Let's play the next 6 turns, a half cycle. Things usually start to slow down here.
5:44pm Just wrapped it up in 21 turns, went for the hazard rolls to land on Venus Aerostat and passed both. It would have been a long, long game had I not passed them. I was in a vulnerable position for Solar Flares, and would have needed 2-3 more turns to acquire enough Aqua to move. Two hazard rolls at 1/6 is better better odds than one event roll at 2/3. Time for a short break before wrapping it up.
5:51pm I'm ready to put this up. Next is put everything back in the box.
5:57pm It's all put away. Next is writing it up. Take a short break.
6:04pm Start writing it all up. - update downloader - update bgg - update mastery - finish this blog post, build it and ship it
6:14pm is a wrap.
Turn 1
- Current hand: Empty
- Operation: Fund Raise: delegate and Active Law to Authority.
- Starting Aqua: 8
- Net Δ Aqua: 1
- Ending Aqua: 9
- Active Law: Authority
- Score: 0
- LEO: Crew
Notes: UN Cosmonaut, boring +2 Aqua to start. I'm also playing with academia limit 5 or more. This speeds up the game a little bit without nerfing the mechanics too much.
Event: Pad Explosion, no effect
Turn 2
- Current hand: Empty
- Operation: Fund Raise: delegate to Equality, Active Law to Equality
- Starting Aqua: 9
- Net Δ Aqua: 1
- Ending Aqua: 10
- Active Law: Equality
- Score: 0
- LEO: Crew
Turn 3
- Current hand: Empty
- Operation: Research: Cat Fusion Z-pinch, Mini-Mag RF Paul Trap, Bubble Membrane
- Starting Aqua: 10
- Net Δ Aqua: -3
- Ending Aqua: 7
- Active Law: Equality
- Score: 0
- LEO: Crew
Notes: These look pretty good! This is potentially a Venus colony.
Event: Inspiration
Turn 4
- Current hand: Cat Fusion Z-pinch, Mini-Mag RF Paul Trap, Bubble Membrane
- Operation: Research: Pulsed Inductive, H2O2 Fuel Cell
- Starting Aqua: 7
- Net Δ Aqua: -2
- Ending Aqua: 5
- Active Law: Equality
- Score: 0
- LEO: Crew
Notes: The inspiration roll did not turn up anything particularly interesting.
Turn 5
- Current hand: Cat Fusion Z-pinch, Mini-Mag RF Paul Trap, Bubble Membrane, Pulsed Inductive
- Operation: Free Market: H2O2 Fuel Cell
- Starting Aqua: 5
- Net Δ Aqua: 3
- Ending Aqua: 8
- Active Law: Equality
- Score: 0
- LEO: Crew
Event: Inspiration, canceled because I want the top patents.
Turn 6
- Current hand: Cat Fusion Z-pinch, Mini-Mag RF Paul Trap, Bubble Membrane, Pulsed Inductive
- Operation: Research: Pondermotive VASIMIR, Catalyzed Fission Scintillator
- Starting Aqua: 8
- Net Δ Aqua: -2
- Ending Aqua: 6
- Active Law: Equality
- Score: 0
- LEO: Crew
Notes: Now I just a refinery and some Aqua and I'm good to go.
Turn 7
- Current hand: Cat Fusion Z-pinch, Mini-Mag RF Paul Trap, Bubble Membrane, Pulsed Inductive, Ponderomotive VASIMIR, Catalyzed Fission Scintillator
- Operation: Free Market: Pulsed Inductive
- Starting Aqua: 6
- Net Δ Aqua: 3
- Ending Aqua: 9
- Active Law: Equality
- Score: 0
- LEO: Crew
Notes: Glad to be through Budget Cuts.
Event: Pad Explosion, no effect
Turn 8
- Current hand: Cat Fusion Z-pinch, Mini-Mag RF Paul Trap, Bubble Membrane, Ponderomotive VASIMIR, Catalyzed Fission Scintillator
- Operation: Fund Raise: delegate to Individuality, Active Law to Individuality.
- Free Actions:
- Boost: Cat Fusion Z-pinch, Bubble Membrane, Catalyzed Fission Scintillator
- Starting Aqua: 9
- Net Δ Aqua: 1
- Ending Aqua: 10
- Active Law: Individuality
- Score: 0
- LEO: Crew, Cat Fusion Z-pinch, Bubble Membrane, Catalyzed Fission Scintillator
Notes: 0 mass cards cost nothing to boost, don't care about pad explosions.
Turn 9
- Current hand: Mini-Mag RF Paul Trap, Ponderomotive VASIMIR
- Operation: Research: Magma Electrolysis
- Free Actions:
- Boost: Mini-Mag RF Paul Trap, Pondermotive VASIMIR, Magma Electrolysis
- Starting Aqua: 10
- Net Δ Aqua: -6
- Ending Aqua: 4
- Active Law: Individuality
- Score: 0
- LEO: Crew, Cat Fusion Z-pinch, Bubble Membrane, Catalyzed Fission Scintillator, Mini-Mag RF Paul Trap, PonderoMotive VASIMIR, Magma Electrolysis
Notes: Now it's all about the grind. If I get an Anarchy event, I'll be able to pass the 3 hazard rolls, or, in two turns, just land it with 1 hazard roll below LVO. But…I can't land it with so little thrust, will need two hazard rolls minimum.
Event: Glitch, no effect
Turn 10
- Current hand: Empty
- Operation: Fund Raise: delegate to Authority.
- Starting Aqua: 4
- Net Δ Aqua: 1
- Ending Aqua: 5
- Active Law: Individuality
- Score: 0
- LEO: Crew, Cat Fusion Z-pinch, Bubble Membrane, Catalyzed Fission Scintillator, Mini-Mag RF Paul Trap, PonderoMotive VASIMIR, Magma Electrolysis
Notes: Just seems smart for Pad Explosion protection.
Turn 11
- Current hand: Empty
- Operation: Research: Supercritical Water Fission
- Starting Aqua: 5
- Net Δ Aqua: -1
- Ending Aqua: 4
- Active Law: Individuality
- Score: 0
- LEO: Crew, Cat Fusion Z-pinch, Bubble Membrane, Catalyzed Fission Scintillator, Mini-Mag RF Paul Trap, PonderoMotive VASIMIR, Magma Electrolysis
Notes: I have outsmarted myself: the Mini-Mag RF Paul Trap is a -3 thrust, which renders this rocket 0 thrust. I need to make a different plan. All is not (yet) lost…
Event: Inspiration, which I'm going to cancel as I need the eXotic reactor at the top of the deck.
Turn 12
- Current hand: Supercritical Water FIssion
- Operation: Research: Penning Trap.
- Starting Aqua: 4
- Net Δ Aqua: -1
- Ending Aqua: 3
- Active Law: Individuality
- Score: 0
- LEO: Crew, Cat Fusion Z-pinch, Bubble Membrane, Catalyzed Fission Scintillator, Mini-Mag RF Paul Trap, PonderoMotive VASIMIR, Magma Electrolysis
Notes: I'll take both reactors. One for the thruster, the other for Prospecting.
Turn 13
- Current hand: Supercritical Water FIssion, Penning Trap
- Operation: Free Market: Supercritical Water Fission
- Free Actions:
- Boost: Penning Trap
- Starting Aqua: 3
- Net Δ Aqua: 1
- Ending Aqua: 4
- Active Law: Individuality
- Score: 0
- LEO: Crew, Cat Fusion Z-pinch, Bubble Membrane, Catalyzed Fission Scintillator, Mini-Mag RF Paul Trap, PonderoMotive VASIMIR, Magma Electrolysis, Penning Trap
Notes: Start the grind for real now. I can do this in 3 turns of movement, because I'm going to have to swap to Crew for Rad Belt.
Event: Inspiration
Turn 14
- Current hand: Empty
- Operation: Fund Raise: delegate to Centrist, Active Law to Centrist
- Starting Aqua: 4
- Net Δ Aqua: 1
- Ending Aqua: 5
- Active Law: Centrist
- Score: 0
- LEO: Crew, Cat Fusion Z-pinch, Bubble Membrane, Catalyzed Fission Scintillator, Mini-Mag RF Paul Trap, PonderoMotive VASIMIR, Magma Electrolysis, Penning Trap
Notes: Insurance. I could move right now if I were willing to take the risk of the Aerobrake and landing hazards. Probably could have gone last turn really.
Turn 15
- Current hand: Empty
- Operation: Research: Re Solar Moth
- Starting Aqua: 5
- Net Δ Aqua: -1
- Ending Aqua: 4
- Active Law: Centrist
- Score: 0
- LEO: Crew, Cat Fusion Z-pinch, Bubble Membrane, Catalyzed Fission Scintillator, Mini-Mag RF Paul Trap, PonderoMotive VASIMIR, Magma Electrolysis, Penning Trap
Event: Inspiration
Turn 16
- Current hand: Re Solar Moth
- Operation: Free Market: Re Solar Moth
- Free Actions:
- Cargo Transfer: build rocket
- Internal Tankage: 3 FT
- Movement: Move to Cycler.
- Starting Aqua: 4
- Net Δ Aqua: 0
- Ending Aqua: 4
- Active Law: Centrist
- Score: 0
- Rocket: Crew, Cat Fusion Z-pinch, Bubble Membrane, Catalyzed Fission Scintillator, Mini-Mag RF Paul Trap, PonderoMotive VASIMIR, Magma Electrolysis, Penning Trap
Notes: 4 more turns of grind to get the FINAO paid for.
Turn 17
- Current hand: Empty
- Operation: Research; Mass Driver
- Free Actions:
- Cargo Transfer: Crew thruster
- Movement: Move to Rad Belt.
- Starting Aqua: 4
- Net Δ Aqua: -1
- Ending Aqua: 3
- Active Law: Centrist
- Score: 0
- Rocket: Crew, Cat Fusion Z-pinch, Bubble Membrane, Catalyzed Fission Scintillator, Mini-Mag RF Paul Trap, PonderoMotive VASIMIR, Magma Electrolysis, Penning Trap
Notes: Bummer. That really hurts.
Event: Budget Cuts, discard Mass Driver.
Turn 18
- Current hand: Empty
- Operation: Research: MET Steamer
- Free Actions:
- Cargo Transfer: Ponderomotive thruster
- Movement: Move to LVO
- Starting Aqua: 3
- Net Δ Aqua: -1
- Ending Aqua: 2
- Active Law: Centrist
- Score: 0
- Rocket: Crew, Cat Fusion Z-pinch, Bubble Membrane, Catalyzed Fission Scintillator, Mini-Mag RF Paul Trap, PonderoMotive VASIMIR, Magma Electrolysis, Penning Trap
Notes: I need 8 Aqua to pay FINAO. That's another many turns. In the meantime, I'm running up against Season Red. Dang
Turn 19
- Current hand: Empty
- Operation: Free Market: MET Steamer
- Movement: Move to LVO lander burn hazard roll 6, Aerobrake hazard roll 3, landed on Venus Aerostat.
- Starting Aqua: 2
- Net Δ Aqua: 3
- Ending Aqua: 5
- Active Law: Centrist
- Score: 0
- Rocket: Crew, Cat Fusion Z-pinch, Bubble Membrane, Catalyzed Fission Scintillator, Mini-Mag RF Paul Trap, PonderoMotive VASIMIR, Magma Electrolysis, Penning Trap
Notes: I could have paid for one one of those.
Event: Glitch, no effect.
Turn 20
- Current hand: Empty
- Operation: Prospect: claim Venus Aerostat.
- Starting Aqua: 5
- Net Δ Aqua: 0
- Ending Aqua: 5
- Active Law: Centrist
- Score: 1
- Rocket: Crew, Cat Fusion Z-pinch, Bubble Membrane, Catalyzed Fission Scintillator, Mini-Mag RF Paul Trap, PonderoMotive VASIMIR, Magma Electrolysis, Penning Trap
Turn 21
- Current hand: Cat Fusion Z-pinch, Bubble Membrane, Catalyzed Fission Scintillator, Mini-Mag RF Paul Trap, PonderoMotive VASIMIR, Magma Electrolysis, Penning Trap
- Operation: Industrialize: Venus Aerostat. Decommission to build factory.
- Free Actions:
- Colonize: decommission Crew, delegate to Authority.
- Starting Aqua: 5
- Net Δ Aqua: 0
- Ending Aqua: 5
- Active Law: Centrist
- Score: 11
- LEO: Crew
Notes: This would be 12 points if I had a Glory chit on the map.
Event: Solar Flares, no effect