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Old 10-28-2013, 10:37 PM   #12
Umbrella
High School Varsity
 
Join Date: Mar 2013
Location: Back in the desert
Card 10: Operations

The enemy is still preparing for the raid. In game play, they need 11 AP's. This is going to be ugly. Since they only have 4, they do nothing.

I use the break to Take Action. First, Family D attacks the mission. They are successful, which means the mission is eliminated, and our culture goes up 1. Their ferocity also increases which will make a nasty raid even worse, but I wasn't happy with the mission on our land.

Family A goes back to Canyon de Chelly. Family C harvests their corn, with an average harvest. Family B plants corn.

Finally, our major action gets us some firearms. This will be extremely useful. The minor action is a drought in Shiprock.

Card 11: Operations

The Spanish are still preparing for their raid. We take the chance to do some planning. Our elders are able to increase our military at the cost of culture, as well as getting a couple of AP's. We now sit at 4 AP's. We end up having to spend 3 AP's to get 3 trade goods. The down side of the planning is we have to reset the cubes. This means the raid WILL happen on the next operations card, barring something very unlikely.
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