![]() Where things get interesting in Colony is in the non-basic market cards. You might guess that upgrading these gets you a different kind of die as well. It might be called a GMO farm, but to you it's a 2 value die generator. Basic buildings will all give you a certain unstable die each turn. Each building has its own benefits and costs. The market is set at the beginning of the game and doesn't change except that non-basic options have much fewer instances of them and can run out. The bulk of your turns in Colony will likely involve purchasing from the market and building. Of course, what's currently an unstable die doesn't have to remain so… What's an unstable die? Essentially, it's the ghost of a normal die that you don't get to store or keep into the next turn if you don't spend it. If you choose to do this and not purchase a card from the marketplace to build, you'll also get some credit chips that you can cash in later for some unstable dice you can roll. For example, the base upgrade cost is a 1 die, a 2 die, a 3 die, and a 4 die. These upgrades will cost you dice values in certain configurations. Upgraded cards always give more points and, in the case of some cards like fallout shelters, sometimes exponentially so. Cards you've purchased can also be upgraded for enhanced benefits of what their unupgraded version was. These include the ability to construct more in a turn, easier future upgrades, conversion of dice, and, vitally, storage. On your turn, you may upgrade any of your starting abilities. However you choose, these dice are then stored on your starting ability cards. There is strategy here as to whether you want to select the die you want or choose to deny your opponents what you figure they need. Depending on how large your group is, you may be guaranteed a die or you may be left out. They'll choose one and selection will go around the table. The former gives you more opportunities and the latter is simply how you win.Īt the start of each turn, one player rolls a number of dice determined by the number of players. They give you two things - short term dice generation and long term points. In Colony, you are attempting to make the buildings in a communal marketplace yours. Why dice? It makes about as much sense as a currency as bottle caps. Between it all, it's up to you to build your colony, and you'll be doing it with the one thing that apparently survived in abundance - dice. You've got your fallout shelters, generators, and roving bands of pirates. What remains is pretty much what we expected.
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