Terra Mystica Playthrough - Alchemists on BGA with Auction

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  • Опубликовано: 6 фев 2025
  • Terra Mystica can be played on:
    boardgamearena.com
    terra.snellman.net
    DIGIDICED app
    This game was played on the BGA site

Комментарии • 19

  • @kimmiboy2
    @kimmiboy2 5 лет назад +2

    Great commentary and good insight. Appreciate the time you put into it for the few of us who enjoys watching :)

    • @onlytm981
      @onlytm981  5 лет назад

      Thanks! Glad you enjoy the videos

  • @kyleraney9985
    @kyleraney9985 5 лет назад +1

    Such a strange game but you made the best of an unideal start and came out on top. So entertaining and informative watching you pull off that win, well played!

    • @onlytm981
      @onlytm981  5 лет назад

      Thanks a lot! Glad you enjoyed it

  • @martinbutcher37
    @martinbutcher37 5 лет назад +1

    Another great video. You have definitely shown me (with this and highest score video) that one of the keys to playing Alchemists in worker production and spending vps for cash on a regular basis. Your play was very solid and it was probably easier seeing errors made by your opponents than amazing plays on behalf of yourself. Of course had you released this prior to the highest score video then I would not have seen the "connect across the top" Black strategy, I think I have mainly seen the "do stuff on the eastern mainland" approach.
    Denying everyone the coins on turn 6 to everyone else was excellent though!
    As far as I can see the CM SH was purely to complete the town on the town scoring round, the player had insufficient coins for the Sanctuary (or was already planning a size 3 town at the top).

    • @onlytm981
      @onlytm981  5 лет назад

      Great analysis as always. I really think this game should have been won by the CMs or the Mermaids. The Mermaids lost the game from a poor initial placement. They should have placed on the central continent.
      The CMs should have complete their town with a temple and the fire 2 favour tile rather than the stronghold. Although they held the SA/SH scoring bonus card, the CMs SH hurts their economy and should not really be built before R6. They would have been better to see that I had upgraded digs and was headed towards the East via the yellow hex (b4) which they dug (blocking me) with their R3 cult bonus forcing me to seek an alternative route via C4. The CM player was upset with me in the chat for digging the green hex (C4) which I'm not sure I mentioned in the video which shows they weren't aware of my plan, and that they were after a town on that peninsular. I think they should have used that cult bonus spade to terraform C4 to grey and look to form a town (C4-C5-D6-D7). CMs biggest mistake, however, was not building the SA and/or other temples much earlier.
      My big mistake was the auction really but when I'm recording, I really want to take risks with faction choices so as not to keep on putting out engineers videos so hey ho. Interestingly, I often take up to a couple of days to choose a faction in a slow-rolling game (I usually play Fire & Ice) and a day to mull over my initial placements before playing the rest of the game at a faster pace. This approach, more often than not, avoids a bad start and having to play through a game without a chance of victory.

    • @martinbutcher37
      @martinbutcher37 5 лет назад

      It is always easy with hindsight but I hope that if I had been playing I would have done the following:
      Mermaids - held off building my stronghold since it not only took aware my only source of coins it took 6 to build. And put my second settlement where you suggested to leach power from the CM.
      CM - I would have been very tempted to take the single dig on my second action. By this point I have already lost the race for the Earth 1 tiles so why not build an extra dwelling in E7. Then on turn 2 put the priest into the Air track to get a free dig to convert E8 to red at the end of the turn.
      Haven't mathed it out exactly but should have been able to build a second Temple on turn 2 in E7 probably taking Water 1 and Fire 1. Would have given 3 extra coins per turn plus scoring for trading posts.
      Any comments?

    • @martinbutcher37
      @martinbutcher37 5 лет назад

      Now adding comments to my own comments! A second TE for the CM would have cost the same as upgrading from a TE to the SA so perhaps taking single dig on turn one, then on turn two taking the 7 coin action and upgrading to the SA.
      I know I get too obsessed with the Cult scoring. I think if I had been playing the CM I would have tried to trigger all the end of round bonuses with the possible exception of turn 3.
      Interesting you commented that the CM should have upgraded their digs. I suppose you have to be disciplined enough to just use most of your power for coins otherwise I can see this ending in pain.

    • @onlytm981
      @onlytm981  5 лет назад

      @@martinbutcher37 I'm in favour of your R1 TE + D and R2 SA and p to air route for the CMs. The most economic CM development would be R1 SA with SA/SH bonus card, but the risk here is missing out on a R2 dig power action (digs are more valuable in this game) and thus having no development in R2. R2 SA also misses out on the R2 TP scoring but for the greater economy +1 worker income from the extra dwelling as opposed to 2TE. So R2 SA seems the safer play. Choice of favour tiles should aid the formation of the R3 town so, depending on the resources attained, it might be necessary to take the Fire 2 (town size) and Fire 1 favour tiles leaving Water 1 with a view to also beating the cultists to the valuable TW 6 (2 steps up each cult) town tile in R3. R4 obviously would concentrate on shipping and dwellings, and R5 TE with Water 1 favour tile as a priority followed by TPs. A weakness is not having E1 favour tile for the R6 dwelling scoring.

  • @RGMda
    @RGMda 3 года назад

    Miss this channel! I hope you've been well, maybe I'll see ya on BGA sometime soon (lots of great new features for Terra Mystica on BGA now!)

    • @onlytm981
      @onlytm981  3 года назад

      Appreciate the comment, Robert. I'm still playing on BGA (turn-based) and was just a few minutes ago considering posting a video on one of my recent games. I'm really looking forward to the expansion factions coming to BGA.

  • @MikeBrown-ht1ys
    @MikeBrown-ht1ys 5 лет назад +2

    Great way to start my Saturday!

  • @martinbutcher37
    @martinbutcher37 5 лет назад +1

    Looking forward to next highest score video, they are very informative.

  • @fistermantastic4934
    @fistermantastic4934 5 лет назад +1

    awesome game, love watching all the thought put into the moves

  • @VeteranVandal
    @VeteranVandal 5 лет назад +1

    Very high scoring game configuration, which is very good for alchemists. Being sandwiched is not as bad for them, as they dig, but that also means you need your early expansion to work. Without bon8 it is more challenging. Chaos Magicians was a good pick... It'd be better in seat 3, tho. I honestly don't like cultists as the third pick, here. I prefer engineers in its place, for instance. Even Dwarves seem playable here.

  • @avivmetz7544
    @avivmetz7544 5 лет назад +2

    I honestly still can't tell how you won lol.
    Either way, well done! great game.

  • @clayhobson6576
    @clayhobson6576 4 года назад

    I love you goldbug.

  • @mwright9110
    @mwright9110 5 лет назад +1

    Amazing game from a horrible position