Mish-Mash: Blue Moon City (Mod Topic)

For completed/abandoned Mish Mash Games.
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Mish-Mash: Blue Moon City (Mod Topic)

Post Post #0 (ISO) » Sat Apr 24, 2021 12:50 pm

Post by Farren »

STOP - this is obsolete!


Mod topic for Blue Moon City - needed for tracking player hands. (see post for current info)

No players have made any special sorting requests.
Default hand sort: by color alphabetically (ascending), then by value numerically (descending)
Default deck sort: by ID numerically (descending).
Default discard sort: in the order the cards are played (descending).

PlayerCrystals
Felissan
5
vincentw
1
Ninetales
7
Nancy Drew 39
3


Nancy Drew 39 has used two extensions.

Spoiler: Felissan's Hand
Felissan's Hand
IDCard
Special Power
17
Black 2
Move the Black Dragon a maximum of three spaces.
It must be in play to use this ability.
27
Blue 1
Bring the Bue Dragon into play, if it isn’t already.
Move the Blue Dragon to any sector; no restrictions.
18
Brown 2
Discard two Brown cards (1s or 2s only).
Gain a Wild 3, which must be used immediately.
46
Brown 1
Discard two Brown cards (1s or 2s only).
Gain a Wild 3, which must be used immediately.
38
Gray 1
Move your Pawn to any sector.


Spoiler: vincentw's Hand
vincentw's Hand
IDCard
Special Power
15
Black 1
Bring the Black Dragon into play, if it isn’t already.
Move the Black Dragon to any sector; no restrictions.
24
Gold 3
(none)
23
Gold 2
Rebuild an additional Zone at the Courtyard.
Pay its full price PLUS two extra Crystals.
51
Gold 2
Rebuild an additional Zone at the Courtyard.
Pay its full price PLUS two extra Crystals.
14
Gold 2
Rebuild an additional Zone at the Courtyard.
Pay its full price PLUS two extra Crystals.
55
Gold 1
Rebuild an additional Zone at the Courtyard.
Pay its full price PLUS one extra Crystal.
16
Gray 2
Move your Pawn a maximum of four spaces.
63
Green 1
Wild; matches any color when rebuilding.


Spoiler: Ninetales's hand
Ninetales's Hand
IDCard
Special Power
33
Black 1
Bring the Black Dragon into play, if it isn’t already.
Move the Black Dragon to any sector; no restrictions.
13
White 1
Choose up to four cards of the same color.
These cards become Wild.
They must be used immediately on the same Zone.
12
Green 1
Wild; matches any color when rebuilding.
11
Blue 1
Bring the Bue Dragon into play, if it isn’t already.
Move the Blue Dragon to any sector; no restrictions.


Spoiler: Nancy Drew 39's Hand
Nancy Drew 39's Hand
IDCard
Special Power
53
Black 2
Move the Black Dragon a maximum of three spaces.
It must be in play to use this ability.
30
Blue 1
Bring the Bue Dragon into play, if it isn’t already.
Move the Blue Dragon to any sector; no restrictions.
19
Brown 3
(none)
31
Brown 2
Discard two Brown cards (1s or 2s only).
Gain a Wild 3, which must be used immediately.
73
Gray 1
Move your Pawn to any sector.
20
Green 1
Wild; matches any color when rebuilding.
29
Red 2
Move the Red Dragon a maximum of three spaces.
It must be in play to use this ability.


Spoiler: The Deck
Remaining Deck of Cards:
The Deck - do not PM this to anyone ever!
IDCard
Special Power
10
Gold 1
Rebuild an additional Zone at the Courtyard.
Pay its full price PLUS one extra Crystal.
9
White 1
Choose up to four cards of the same color.
These cards become Wild.
They must be used immediately on the same Zone.
8
Blue 2
Move the Blue Dragon a maximum of three spaces.
It must be in play to use this ability.
7
Green 1
Wild; matches any color when rebuilding.
6
Green 1
Wild; matches any color when rebuilding.
5
Red 1
Bring the Red Dragon into play, if it isn’t already.
Move the Red Dragon to any sector; no restrictions.
4
Gray 2
Move your Pawn a maximum of four spaces.
3
Green 1
Wild; matches any color when rebuilding.
2
Red 1
Bring the Red Dragon into play, if it isn’t already.
Move the Red Dragon to any sector; no restrictions.
1
Brown 1
Discard two Brown cards (1s or 2s only).
Gain a Wild 3, which must be used immediately.

Spoiler: Discard Pile
Discard Pile - only PM this if someone asks
Old IDCard
Special Power
New ID
80
White 3
(none)
---
68
Red 2
Move the Red Dragon a maximum of three spaces.
It must be in play to use this ability.
---
64
White 3
(none)
---
56
Black 1
Bring the Black Dragon into play, if it isn’t already.
Move the Black Dragon to any sector; no restrictions.
---
79
Gray 3
(none)
---
67
Gray 2
Move your Pawn a maximum of four spaces.
---
59
Gray 2
Move your Pawn a maximum of four spaces.
---
71
Gray 1
Move your Pawn to any sector.
---
50
Red 2
Move the Red Dragon a maximum of three spaces.
It must be in play to use this ability.
---
66
White 2
Choose one card. It becomes Wild.
It must be used immediately.
---
70
Blue 3
(none)
---
49
White 2
Choose one card. It becomes Wild.
It must be used immediately.
---
69
Green 1
Wild; matches any color when rebuilding.
---
65
Green 1
Wild; matches any color when rebuilding.
---
72
Black 3
(none)
---
76
Black 2
Move the Black Dragon a maximum of three spaces.
It must be in play to use this ability.
---
47
Blue 2
Move the Blue Dragon a maximum of three spaces.
It must be in play to use this ability.
---
44
Black 3
(none)
---
45
Blue 1
Bring the Blue Dragon into play, if it isn’t already.
Move the Blue Dragon to any sector; no restrictions.
---
62
Black 2
Move the Black Dragon a maximum of three spaces.
It must be in play to use this ability.
---
78
Brown 2
Discard two Brown cards (1s or 2s only).
Gain a Wild 3, which must be used immediately.
---
58
Brown 1
Discard two Brown cards (1s or 2s only).
Gain a Wild 3, which must be used immediately.
---
54
Brown 1
Discard two Brown cards (1s or 2s only).
Gain a Wild 3, which must be used immediately.
---
74
White 1
Choose up to four cards of the same color.
These cards become Wild.
They must be used immediately on the same Zone.
---
61
Blue 2
Move the Blue Dragon a maximum of three spaces.
It must be in play to use this ability.
---
40
Blue 2
Move the Blue Dragon a maximum of three spaces.
It must be in play to use this ability.
---
77
Gold 3
(none)
---
57
Green 1
Wild; matches any color when rebuilding.
---
41
Red 3
(none)
---
39
Blue 3
(none)
---
48
Brown 3
(none)
---
52
White 1
Choose up to four cards of the same color.
These cards become Wild.
They must be used immediately on the same Zone.
---
75
Red 3
(none)
---
36
Brown 2
Discard two Brown cards (1s or 2s only).
Gain a Wild 3, which must be used immediately.
---
34
Gold 1
Rebuild an additional Zone at the Courtyard.
Pay its full price PLUS one extra Crystal.
---
43
Green 1
Wild; matches any color when rebuilding.
---
32
Red 1
Bring the Red Dragon into play, if it isn’t already.
Move the Red Dragon to any sector; no restrictions.
---
60
Gray 1
Move your Pawn to any sector.
---
26
Gold 2
Rebuild an additional Zone at the Courtyard.
Pay its full price PLUS two extra Crystals.
---
37
Gold 1
Rebuild an additional Zone at the Courtyard.
Pay its full price PLUS one extra Crystal.
---
35
Red 2
Move the Red Dragon a maximum of three spaces.
It must be in play to use this ability.
---
25
Gray 3
(none)
---
28
Black 1
Bring the Black Dragon into play, if it isn’t already.
Move the Black Dragon to any sector; no restrictions.
---
22
Red 1
Bring the Red Dragon into play, if it isn’t already.
Move the Red Dragon to any sector; no restrictions.
---
21
White 2
Choose one card. It becomes Wild.
It must be used immediately.
---
42
White 2
Choose one card. It becomes Wild.
It must be used immediately.
---
Last edited by Farren on Fri Jun 11, 2021 7:00 pm, edited 27 times in total.
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Post Post #1 (ISO) » Sat Apr 24, 2021 8:48 pm

Post by Farren »

Turn 1:

Felissan discards: Black 1, White 3, White 3,
Red 2
. (56, 64, 68, 80).
Felissan draws three cards: Brown 3, Blue 2, Brown 1 (48,47,46).
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Post Post #2 (ISO) » Sun Apr 25, 2021 5:47 am

Post by Farren »

Turn 2:

vincentw discards: Gray 3, Gray 2, Gray 2, Gray 1 (79, 67, 59, 71)
vincentw draws: Blue 1, Black 3 (45, 44)

vincentw gains 1 Crystal.
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Post Post #3 (ISO) » Mon Apr 26, 2021 11:47 am

Post by Farren »

Turn 3:

Ninetales discards: White 2, Red 2, Blue 3 (66, 50, 70)
Ninetales draws: Green 1, White 2 (43, 42)

Ninetales gains 1 Crystal.
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Post Post #4 (ISO) » Wed Apr 28, 2021 6:59 am

Post by Farren »

If AutoPlay needs to act here:

Priority 1: Winning. Does not apply; as this is Turn 1, no one can win this turn.
Priority 2: Conserving. Does not apply; Nancy has >2 Building Markers.
Priority 3: Scoring. Does not apply; Nancy cannot afford to rebuild the Obelisk.
Priority 4: Completing. This one applies, I think. Let's take a look.

Sorted by Crystals:

C2 - 6 (H+L+S): no. Could rebuild but not complete (5: Black 2 + Green 1x3; 3: White 2 + Gold 3).
C4 - 5 (H+L): no. Like above but worse.
D3 - 5 (H+L): no. Same case as C2.
A4 - 4 (H+L): no. Can only get 8 points of Gold (Gold 3, Green 1x3, White 2 + another 2); needs 9.
B3 - 4 (H+L+S): no. Not enough raw card value.
E2 - 4 (H+L): no. 7 points of Gray power (gray 1, Green 1x3, White 2 + gold 3); needs 9 plus would have to spend the Gray 1 to get there.
E4 - 4 (H+L): no. 6 points of Brown power.
A2 - 2 (H+S): yes! 4: Gold 3 + Green 1; 2: Green 1x2; 2: White 2 + (Blue or Black 2). Needs Gray 1 to move.
A3 - 2 (H only; Felissan has L locked): yes! White 2 + Green 1x2.
B1 - 2 (H+S): no. Only 5 points of white power.
B5 - 2: no. Only 6 points of brown power.

The remaining sectors are only 1 crystal each. So choice is between completing A2 and A3.

AutoPlay is authorized to use Gray cards to move for this priority level.
A2 and A3 are equally attractive; first tiebreaker is proximity to the Courtyard. A3 is closer than A2.

AutoPlay needs 4 White. It prioritizes using correct colors over Wilds, so: White 2 + Green 1x2. (The White is used as its correct color, not as a wild.)

AutoPlay's move: Move to A3. Play White 2, Green 1x2 to rebuild Zone A. Discard nothing. Gain 1 Scale from the Dragon (it did not factor in the Dragon when making this decision, but it still collects Scales as appropriate).
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Post Post #5 (ISO) » Thu Apr 29, 2021 8:09 am

Post by Farren »

Nancy chose to use AutoPlay's move after being informed of what it was. She did so before deadline, so it will not be tagged as an AutoPlay move so as not to unnecessarily divulge information about her hand to the other players.

Turn 4:
Nancy Drew 39 discards White 2, Green 1, Green 1 (49,69,65).
Nancy Drew 39 draws: Red 3, Blue 2 (41,40).

Nancy Drew 39 gains 2 Crystals; Felissan gains 4 Crystals.
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Post Post #6 (ISO) » Thu Apr 29, 2021 9:10 am

Post by Farren »

Going to try and work through this for Felissan's turn just as practice? Trying to learn to do this faster?

Sectors remaining:
A2 - 8 Gold
A4 - 9 Gold
B1 - 7 White
B3 - 16 Any
**B4 - 5 Black
**B5 - 8 Brown
C1 - 7 Red
C2 - 12 Black
C4 - 12 Red
**C5 - 7 Blue
**D1 - 7 Black
D3 - 12 Blue
D4 - 7 Gold
D5 - 8 Gray
E2 - 9 Gray
**E3 - 5 Red
**E4 - 9 Brown

Felissan's buying power:

Black: 9 (5 pure, 4 wild {White -> Brown})
Blue: 7 (2 pure, 5 wild {White -> Black})
Brown: 9 (4 pure, 5 wild)
Gray: 6 (1/5)
White, Gold, Red: 5 (using the White to convert means not using it as its value).

*'d sectors are at least theoretically completable.
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Post Post #7 (ISO) » Thu Apr 29, 2021 9:17 am

Post by Farren »

B4: 1 Crystal
B5: 2 Crystals
C5: 1 Crystal
D1: 1 Crystal
E3: 1 Crystal
E4: 2 Crystals

So we'd be looking at one of the Brown sectors. Card strength: 1, 2, 3, 3. They're both out of range, but she has a Gray 1, and AP would use it to complete a Sector.
5/3: 3+2, 3. 4/3/2: 3+1, 3, 2. Both completable. Wait, White 1 targets have to go to the same zone. Still OK for B5; not OK for E4, as the 2 is isolated and she just barely has the strength without restrictions. So B5 it is.

Gray 1: move to B5.
Discard Brown 3 to zone b; play a white 1 to turn black 3+black 2 into wild; play both to zone a. Discard nothing.

Still takes too long, but we can work on it.
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Post Post #8 (ISO) » Thu Apr 29, 2021 10:42 am

Post by Farren »

Turn 5:

Felissan discards Black 2, Black 3,
Blue 2
. (76,72,47)
Felissan draws Blue 3, Gray 1, Gold 1 (39,38,37).

She gains 1 Crystal.

Edit> forgot to bold. (Bold = discarded to draw extra cards)
Last edited by Farren on Thu Apr 29, 2021 12:19 pm, edited 1 time in total.
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Post Post #9 (ISO) » Thu Apr 29, 2021 11:32 am

Post by Farren »

Again, for practice purposes, checking AutoPlay for vincentw.

Obviously can't win. Plenty of markers. Doesn't have 7 Crystals.

And we can copy/paste from my last list, minus B4!

Sectors remaining:
A2 - 8 Gold

A4 - 9 Gold

B1 - 7 White

B3 - 16 Any

B5 - 8 Brown

C1 - 7 Red
C2 - 12 Black
C4 - 12 Red

C5 - 7 Blue

D1 - 7 Black
D3 - 12 Blue
D4 - 7 Gold
D5 - 8 Gray

E2 - 9 Gray

E3 - 5 Red

E4 - 9 Brown


vincentw's buying power:
Black: 4
Blue: 2
Gold: 4
Red: 4
All other colors: 1.

Completing any building is out, as they all require a buying power of 5+.
On to rebuilding w/o completion. Also note: AutoPlay won't use movement cards just to rebuild (and vincentw doesn't have any anyway!). So anything that isn't within two spaces of D2 is out. Striking out the sectors out-of-range.

C1: could rebuild Zone A; can't do any others. (3+1 != 2+2 in this game.)
C2: could rebuild Zone B OR C, not both. Neither locks in leader, and AutoPlay doesn't actually have a priority list for Zones directly, unless locking in Leader is a possibility (which it isn't here). So we have to look indirectly. AutoPlay prefers to pay in exact change (irrelevant; it could pay exact for either B or C).
It doesn't like to use Wilds (relevant; B requires use of a Wild). --> Zone C it is.
D1: 3/2/2 in Black. It could rebuild any single zone, but not two zones. (again, 3+1 does not equal 2+2.) It'd choose Zone A, as doing B or C would require overpaying.
D3: Zone C only. (Blue 2 + Green 1.)
D4: Zone B only with the Gold 2.
E2: is Gray; not enough strength. It's out.
E3: requires 5 buying power in Red; no can do. It's out.

First priority: most crystals for completing. It will ignore Leader Bonuses as it can't lock in any of them. (It would consider Leader if it could lock it in.)
C1: 1; C2: 4 (ignoring Leader as it can't lock it in); D1: 1; D3: 3; D4: 1.

So that's C2. It'd move to C2, spend the Black 3 to rebuild Zone C, and call that good.
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Post Post #10 (ISO) » Thu Apr 29, 2021 6:23 pm

Post by Farren »

Turn 6:

vincentw discards two cards: Blue 1, Black 3. (45,44)
vincentw draws two cards: Brown 2, Red 2. (36,35)
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Post Post #11 (ISO) » Sat May 01, 2021 5:17 pm

Post by Farren »

If Ninetales does not respond in time, then we have two rules coming into play.

First: resolution of a partial turn. Ninetales's movement is 100% legal; similarly, Ninetales can absolutely make a contribution to B3 with the cards she's played. So I think that doing an auto-extension is the wrong course of action here - we should process as best we can rather than apply an extension.

Obvious: she moves to B3. Equally obvious: she completes Zone B. What about Zone C?

Choice 1: Have her only contribute to Zone B. Use AutoPlay's priority list from the cards she specified to make the play. Brown 1, Brown 1, Brown 2, Black 2, White 1. Furthermore, she explicitly said she was using the Brown 1s as Wild, so we can overrule AutoPlay on that particular issue - treat this as Wild 3, Brown 2, Black 2, White 1. The Wild 3 has to be used, so we'd go Wild 3 + White 1 to make the play (the other two require overpay, which AutoPlay tries to avoid).
Choice 2: Have her complete Zones B and D instead of B and C. This comes closest to meeting the intent of what she wanted to do without using any resources she did not authorize using.
Choice 3: Have her complete Zones B and C by using one more card. (Either Green 1 or White 2 would work.) AutoPlay would pick the Green 1 between those two. This accomplishes exactly what she wanted to do, but uses cards she may not have wanted to authorize.

I dislike Choice 3. I think it sets a bad precedent.
I think if I were playing, I'd want to see choice 2 be made.
Choice 1 is closest to letter-of-the-rules, but still requires judgment to be made (with regards to how to pay for the card). So if judgment has to be made no matter what, I can invoke the best judgment clause and be done with it.

We will also set the official precedent of "trying as best as possible to meet the player's intent, but using no resources the player did not authorize the use of."
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Post Post #12 (ISO) » Sat May 01, 2021 6:32 pm

Post by Farren »

Moot point; she responded in time with a new, 100% valid play. :)

Turn 7:

Ninetales discards: Black 2, Brown 1, Brown 1, Brown 2,
White 1
(78,74,62,58,54).
Ninetales draws: Gold 1, Black 1, Red 1 (34,33,32).
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Post Post #13 (ISO) » Sat May 01, 2021 6:57 pm

Post by Farren »

More AutoPlay practice.

Nancy cannot win this turn. She has plenty of building markers. She does not have 7+ Crystals.

Completing sectors is up next, and I think AutoPlay's choice is pretty obvious here. It prioritizes Crystals, and Nancy's got the power to complete the Palace, thanks to Ninetales's contribution. The Palace is worth 6 (8 with Leader). The Market Hall is also worth 8 with Leader, but the tiebreaker is proximity to the Courtyard, and the Palace wins that tie. (Plus Nancy can't complete the Market Hall anyway - not enough Gold power.)

So. Zones of 4/4/3 left to complete. The two Blue 2s take care of Zone B. The Gold 3 + Green 1 take care of Zone C. The Red 3 takes care of Zone D. Done. That's something like 8 crystals (1 helper, 2 leader, 5 synergy), 2 scales (1 dragon, 1 helper), 1 card (helper).
Ninetales also picks up everything there except for the leader and dragon bonus - so 6 crystals 1 scale 1 card, but of course AutoPlay doesn't care about that.
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Post Post #14 (ISO) » Tue May 04, 2021 5:13 pm

Post by Farren »

Turn 8:

Nancy Drew 39 discards: Blue 2, Blue 2, Gold 3, Green 1, Red 3. (61, 40, 77, 57, 41)
Nancy Drew 39 draws: Brown 2, Blue 1,
Red 2
(31, 30, 29)
Ninetales draws:
Black 1
(28)

Nancy Drew 39 receives 8 Crystals.
Ninetales receives 6 Crystals.
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Post Post #15 (ISO) » Wed May 05, 2021 4:25 am

Post by Farren »

Turn 9:

Felissan discards: Blue 3, White 1, Brown 3. (39, 48, 52)
Felissan draws: Blue 1, Gold 2. (27, 26)
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Post Post #16 (ISO) » Wed May 05, 2021 6:20 am

Post by Farren »

Turn 10:

vincentw discards: Red 3,
Brown 2
. (75,36)
vincentw draws: Gray 3, Gold 3, Gold 2. (25,24,23)
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Post Post #17 (ISO) » Thu May 06, 2021 11:19 am

Post by Farren »

Turn 11:

Ninetales discards: Red 1, Gold 1, Green 1. (34, 43, 32)
Ninetales draws: Red 1, White 2. (22, 21)
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Post Post #18 (ISO) » Thu May 06, 2021 2:03 pm

Post by Farren »

If Autoplay needs to act here, its decision will be easy. Priority 3 applies; Nancy has enough Crystals to rebuild the Courtyard, and she's within two squares of it. AutoPlay will move to the Courtyard and rebuild one Zone for +1 VP.
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Post Post #19 (ISO) » Fri May 07, 2021 5:56 pm

Post by Farren »

Turn 12:

Nancy Drew 39 discards no cards.
Nancy Drew 39 draws: Green 1, Brown 3. (20, 19)

Nancy Drew 39 spends 7 Crystals.
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Post Post #20 (ISO) » Sat May 08, 2021 5:24 am

Post by Farren »

Turn 13:

Felissan discards three cards: Gray 1, Gold 2, Gold 1. (26,37,60)
Felissan draws two cards: Brown 2, Black 2. (18, 17)
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Post Post #21 (ISO) » Sat May 08, 2021 1:13 pm

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Turn 14:

vincentw discards two cards: Red 2,
Gray 3
.
vincentw draws three cards: Gray 2, Black 1, Gold 2.
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Post Post #22 (ISO) » Sun May 09, 2021 11:19 am

Post by Farren »

Note - I'm not 100% sure that Ninetales's submission was intended as a submission, so I'm putting this here for now until I can confirm it. If time runs out, I'll go with this as her move (sent via PM):

Ninetales has submitted her turn via PM.

Moving: Ninetales plays no cards and moves no dragons. She moves from A4 to C4.
Rebuilding: Ninetales first plays a pair of White 2s - using the first's Wild power to change the second into a Wild 2. She adds a Red 1 and uses those three cards to complete Zone C. She spends 1 Building Marker. Zones A and B remain incomplete.
Discard/Drawing: Ninetales discards a Black 1 and draws three cards.

To the discard pile: White 2, White 2, Red 1, Black 1. Now resolving!
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Post Post #23 (ISO) » Sun May 09, 2021 12:55 pm

Post by Farren »

Yup, it was a submission.
Turn 15:

Ninetales discards four cards: White 2, White 2, Red 1,
Black 1
.
Ninetales draws three cards: White 1, Green 1, Blue 1.
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Post Post #24 (ISO) » Tue May 11, 2021 12:11 pm

Post by Farren »

AutoPlay for Nancy's slot:

Still can't win.
Not low on markers.
No longer has enough Crystals to buy a VP. So it looks to complete sectors, and it has a Gray card, so it doesn't care about distance.

Buying power:

Black 2, Blue 1, Brown 5, Gray 1, Red 2, Wild 1. No brown-based or white-based wilds, which makes this easy to calculate.

Completable sectors:
C1 (red 2 completes), and is in range. Pays off only 1 crystal.
C5 (blue 1 + green 1 completes); is in range. Pays off only 1 Crystal.

And that's it. C1 and C5. Both paying off 1 Crystal.
The card lines are meant to illustrate how AutoPlay chooses to spend cards to rebuild; they don't influence which Sector it goes to in the first place.
So tied on # of crystals. Tied on distance from Courtyard. Tied on distance from row A. Final tiebreaker is column 1, which means it goes to C1 - plays a Red 2 to rebuild Zone C, giving Nancy 1 Crystal and vincent 1 Crystal / 2 cards.
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