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


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