Turn 6Player Actions
Lots of activity for the referee to track this turn. Halberstadt builds a factory. Perhaps lured by the free availability of Pfalzen Ailerons, the other three players do Design actions. Albatros grabs the Ailerons and plays a Better Engine, making more fodder for the other players' designs next turn. This gives a base of +5 (those two technologies plus the existing Streamlining), so Albatros needs a dieroll of '6' to increase his Effectiveness. Even with his Talented Engineer that ends up being too tall an order (dierolls of '5' and '4') and his Effectiveness remains pegged at 10. Fokker has the next design and unleashes a barrage of advancements: Ailerons, Thick Wings, Cantilevered Wings, plus the all-play Ailerons. This gives him an impressive +9 to begin with. His dieroll of '2' boosts his Effectiveness to 11. Halberstadt's new design includes Ailerons of course, and also a Better Engine, Dual Machine Guns, and a Triplane framework. With a base of +7 and a dieroll of '3', Halberstadt's Effectiveness leaps to 10. Since two players have played Better Engines, it's worth going over how they work. They are All-Play technologies, like Ailerons, but they have a twist in that they are the only technology that a player can have more than one of. This is obvious, I hope, from the technology displays when playing the board game, but is easy to overlook here online. The intent is that the engines work in "generations", with Albatros and Halberstadt now having got access to the first improvements over those engines Germany began the war with. So because the engines are All-Play, everyone can use them going forward. But until someone plays an additional Better Engine card (which introduces the next generation), no one can have more than one in play. So Fokker and Pfalz can get one new engine -- but can't acquire two by taking one from Albatros and one from Halberstadt. And of course Albatros and Halberstadt can't get to two by taking the other's engine, either. Fokker's Bank action rolls a '2' and so two points of Score are protected from inflation. Before rolling for contracts, Pfalz reveals that it has attracted Hermann Goering as an spokesman. Everyone's Preference numbers are close, with Pfalz and Fokker both at 12 (due to +1 influence for Aces). Fokker wins the tiebreaker dieroll, so it's Fokker, then Pfalz. Halberstadt is next with Preference 11 (base 10 + Ace) and Albatros last. Fokker rolls '2' for contracts, adjusted by the Ace to '3', and lands 7 points. Pfalz rolls '1', adjusted by the Ace to '2', getting 4 points. Halberstadt rolls '5', adjusted by his Aces to '6', landing 3 contracts. Albatros rolls '2' and scores 1 contract. Two contracts again go unfulfilled. The War Status card drops German morale by 3, and Allied morale by 1 -- it's neck and neck as to who will win the war. No additional contracts are added this turn. Inflation strikes. Everyone again loses 25% of their Score (the Bank points are immune, which is the point of that action), with all fractions rounded up per the Inflation Track. Albatros' 13 points drop to 9. To add insult to injury, a new marginally more capable Allied aircraft type is now prevalent at the front (dr '2' added to Allied Effectiveness). Game Stats
Player Stats
Dave Townsend (townsend@patriot.net) 27-Jan-2007 |