This game was played during game testing of version 0.3 of Iconoclasm.
In this version, the spirit tiles survived the external clashes and were only removed from
the board in the event of imbalances. The hexes have a color for the element
(red=fire, blue=water, white=air, green=earth, black=spirit, gray=imbalance) and a
number for the strength (or X for imbalances). If a hex has a temple, the number is underlined
and preceded by the first letter of the element (F, W, A, E).
Round 1
Fire
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Earth to F5
Water
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Water to D5
Air
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Earth to F6
Earth
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Water to D1
For test purpose, the players follow pre-defined strategies. Fire promotes earth temples,
hoping to overtake them after iconoclasms. Water aims at building strong early temples with
earth support. Air tries to lose earth tiles early while saving air tiles to last. Earth finally
attempts to pair earth tiles and split other element tiles.
Round 2
Fire
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Fire to G7
Water
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Earth to C5
Air
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Earth to C4
Earth
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Spirit to E2
Fire starts playing for an earth temple with fire presence in the center while
water connects her water tiles with earth. Air also adds earth, hoping that an early
iconoclasm will damage her main opponent. Earth ignores the center and builds on a weak
multi-colored temple in the lower left.
Round 3
Fire
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Air to G6
Water
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Water to D4
Air
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Earth to I7
Earth
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Fire to E3
Fire connects fire and earth tiles with a supporting air tile while water goes all in
to create a strong water temple. Air dumps an earth tile in desolated area and earth
keeps building on her weak temple with a fire.
Round 4
Fire
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Spirit to D3
Water
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Water to C3
Air
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Spirit to B3, W temple at C4
Earth
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Air to C2
Fire is concerned about the strong water temple and connects it with the other prospective
temple on the lower board so that they may weaken each other. Water plays her last water and
gets help by air, who wants to see the others in early iconoclasms, to complete a water temple.
Earth plays an air tile, hoping to see an air temple built and destroyed.
Round 5a
Fire
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Earth to C1, W temple at D2
Water
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Air
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Earth
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Fire plays earth and builds an air temple to weaken the water temple.
The game's first iconoclasm takes place and water wins easily with
10 water + 4 earth vs 4 air without support. The temple is removed
together with the air tiles at C2 and D2.
Round 5b
Fire
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Water
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Spirit to D6
Air
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Water to E4
Earth
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Fire to G5
Water plays a spirit tile to start blocking connections to the water temple
but air happily plays a connecting water tile. Earth also looks forward to another
iconoclasm with other elements and plays fire for a fire temple.
Round 6a
Fire
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Spirit to F4, E temple at F5
Water
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Air
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Earth
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Fire plays spirit and builds an earth temple to destroy the water temple.
The 4 water are no match for the 8 earth and 2 fire and both temple and tiles are removed.
Round 6b
Fire
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Water
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Air to F7
Air
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Fire to D2
Earth
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Earth to C2
Water and air plays passively, waiting for future opportunities.
However, this gives earth an opportunity to build a 2nd temple.
Fire also has 4 strength in the cult but is opposed by 2 water so the
temple goes to earth.
Round 7
Fire
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Water to B4
Water
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Fire to F9
Air
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Water to G8
Earth
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Earth to G9
Fire wants to see a water temple at the bottom to compete with the earth temples but
water keeps playing passively. Air plays water as support for a future air temple at the
top but earth plays another earth to claim the temple.
Round 8
Fire
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Water + Imbalance to G9
Water
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Fire to E9
Air
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Water to H7
Earth
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Spirit to A3
Fire is compelled to destroy an earth tile to prevent a 3rd earth temple.
Water takes little interest in the event and dumps her last fire while air,
knowing that water has no water tiles left, plays a 2nd water around her
future air temple. Earth tries to build a 3rd temple in the bottom instead with a spirit.
Round 9
Fire
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Air to E8
Water
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Earth to D8
Air
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Air to D6
Earth
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Spirit to E7
The tactical game is intensified in the upper right corner. Fire plays air
for future support to a fire temple. Water complicates matters with an earth
with the intention to draw as many other elements as possible into future clashes.
Air also expects clashes and prepare a temple closer to the center afterwards.
Finally earth enters the competition by once more threatening to build a 3rd temple.
Round 10a
Fire
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Fire to D7, F temple at E8
Water
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Air
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Earth
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Fire throws down the gauntlet and builds a fire temple. Her first
target is the earth temple at D2 (if attacking the other temple first,
the connection tile at F5 would have been removed) and wins comfortably
with 10 fire + 2 air vs 8 earth. The fire tiles are reduced but still
strong enough to beat the 2nd earth temple as well with 5 fire + 2 air
vs 6 earth.
Round 10b
Fire
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Water
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Earth to H8
Air
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Air to F6, A temple to G7
Earth
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When the smoke has cleared, water jumps back into the game with an attempt
to build a temple in the upper part but air is faster and builds an air temple.
With 8 air and 4 water, the 3 reduced fire tiles stand no chance.
Round 10c
Fire
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Water
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Air
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Earth
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Fire to B5
Earth ends the turn with a fire to support a future earth
temple at the lower right.
Round 11a
Fire
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Fire to A4, E temple at B4
Water
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Air
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Earth
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Fire plays a fire to build an earth temple, knowing that she will take over it
after the iconoclasm. Earth wins with 6 earth + 6 fire against 3 air + 6 water
but is reduced and loses the temple to the now twice as strong fire.
Round 11b
Fire
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Water
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Spirit to G6
Air
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Spirit to C6
Earth
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Earth to I8, E temple at H7
Water and air tries to use spirits to group their scarce elements while
earth decides to build a strong earth temple with fire support. Both earth and
fire has 8 strength but the 4 water opposes fire and gives the victory to earth.
Round 12a
Fire
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Air to F3, F temple at E3
Water
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Air
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Earth
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Fire builds a temple, hoping that the iconoclasm will isolate it to the end.
In spite of 4 water and support from 3 earth, the water temple is destroyed by the 8 fire and 2 air.
Round 12b
Fire
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Water
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Spirit to F7
Air
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Air to C7, A temple at D7
Earth
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Without water left, water can only rely on spirit for a final temple. Air on the other
hand has saved her elements and now use them for an air temple. Without support from air,
the 4 fire are no match for the 8 air and 2 water.
Round 12c
Fire
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Water
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Air
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Earth
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Air to A4
Earth ends the turn with a vain hope of having a water temple built for a last
turn iconoclasm and take-over.
Round 13
Fire
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Spirit to F5
Water
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Air + imbalance to H6
Air
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Fire + imbalance to F8
Earth
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Air to D2
Fire prepares yet another temple but water, knowing that a fire temple will place her last,
sabotages it with an imbalance. Air also places an imbalance to isolate her temple.
Earth makes yet another attempt to have a water temple built.
Round 14a
Fire
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Earth to F5, E temple at F5
Water
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Air
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Earth
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Water's sabotage doesn't prevent fire from building a temple. It's an earth temple
but after the iconoclasm against the air temple (a comfortable victory with 4 earth + 4 fire
against 3 air), the earth is reduced and the temple taken over by fire.
Round 14b
Fire
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Water
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Air to B5, A temple at B4
Air
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Earth
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Water has an interesting trick up her sleeve. By building an air temple,
she destroys the fire temple (4 air + 2 water against 2 fire + 3 air) and gives
room for a new temple at F5. Since earth supports water against fire, this new
temple becomes a water temple.
Round 14c
Fire
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Water
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W temple at F5
Air
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Earth
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The new water temple at F5 destroys the air temple with
4 water + 3 earth against 2 air + 2 fire. A most unexpected turn of events.
Neither earth, nor air, are able to build any more temples so the victory goes
to water!