This game was played during game testing of version 0.7 of Iconoclasm.
In this version, support was always added in external clashes.
This game is more aggressive compared to the first version 0.7 test
with several early external clashes.
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 G5
Water
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Water to A4
Air
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Earth to C4
Earth
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Air to C5
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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Spirit to G5
Water
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Water to B5
Air
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Earth to E4
Earth
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Fire to A3
Fire proceeds with an earth+fire temple while water proceeds with a strong water temple.
Air prepares a link between the two to have them destroy each other while earth weakens the
water temple with a fire tile.
Round 3
Fire
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Air to H5
Water
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Earth to B3, W temple to B4
Air
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Fire to D5
Earth
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Earth to D4
Fire plays an air as a support for a future fire temple while water completes the water temple.
Air continues to connect the two while earth creates a string of connected earth tiles for the long term.
Round 4a
Fire
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Fire to F5
Water
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Air to F4
Air
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Water to F6, E temple to F5
Earth
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Fire plays a strategic fire close to the earth tiles. Water, seeing the inevitable temple, tries
to make it into a weak air temple (which won't get water support against the water temple) but air
wants to keep her air tiles on the board and builds an earth temple instead. With no earth support,
the water temple has only 8 water vs 8 earth + 4 fire and loses the external clash.
Round 4b
Fire
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Water
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Air
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Earth
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Spirit to B4
Earth completes the turn with a spirit, threatening to build a second earth temple.
Round 5a
Fire
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Fire to B5
Water
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Water to E6
Air
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Water to A4, F temple to B4
Earth
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Fire plays a 2nd fire in the earth group to stand a chance in a future latent clash while water
plays a central water. Air builds a fire temple to create yet a devastating external clash.
This time, the earth temple is without support (since fire won't support against itself) and loses
with 6 earth vs 6 fire + 4 air.
Round 5b
Fire
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Water
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Air
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Earth
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Water to G5
Earth foresees another external clash soon and plays a water into the group in the upper
part to create yet a weak temple.
Round 6a
Fire
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Fire to E5
Water
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Earth to G6, A temple to G5
Air
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Earth
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Water to G5
With 3 air in the potential temple in the upper left, fire can't build a temple
and strengthens the center. Instead, water plays an earth tile, both to destroy the fire
temple and to connect the central water with earth. The air temple wins the external clash
with 8 air + 4 earth vs 6 fire.
Round 6b
Fire
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Water
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Air
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Spirit to D6, F temple to E5
Earth
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Air builds a fire temple, knowing that the air temple will win the external clash
with 5 air + 4 water vs 8 fire.
Round 6c
Fire
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Water
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Air
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Earth
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Water to C3
With a water, earth strengthens the connected earth for a future earth temple.
Round 7a
Fire
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Water to B4
Water
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Air to D5, E temple to C4
Air
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Earth
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With no fire left, fire tries to build another temple to have opposing elements removed.
Water happily complies since there are too many earth in the area for water to take over the temple.
The new earth temple lose the external clash with 8 earth + 4 fire vs 7 air + 6 water.
Round 7b
Fire
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Water
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Air
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Spirit to C4
Earth
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Fire to B3
Air sees an opportunity to build a 2nd air temple and plays a spirit. Earth tries to
weaken the temple by adding a fire to the group.
Round 8
Fire
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Earth to H7
Water
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Spirit to E5
Air
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Air to D4, A temple to C4
Earth
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Earth to F7
Both fire and earth plays for a future latent clash in the upper part, fire by
adding earth to an earth temple to be taken over by fire and earth by adding water to a
water temple to be taken over by water. Water plays a spirit to connect the central
water while air takes the opportunity to build a 2nd air temple.
Round 9
Fire
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Spirit to G7
Water
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Spirit to B2
Air
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Fire + imbalance to F6
Earth
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Spirit to E7
Fire takes one more step towards an earth temple supported by fire while water in the upper part
starts connecting water in the lower part. However, air plays an imbalance to destroy the potential
competitive temple. Earth starts preparing a temple further to the right instead.
Round 10
Fire
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Water to E4
Water
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Earth to A3
Air
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Spirit to E3
Earth
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Earth to B5
Fire wants both present and future temples to be destroyed and plays a connecting water.
Water prepares a temple in the lower part and air, increasingly worried about her temples, does
the same. Being weak in the lower part, earth plays an air there to discourage fire and water from
building a temple there.
Round 11a
Fire
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Water to D6
Water
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Air to D7
Air
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Earth to E8, E temple to E7
Earth
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Fire wants a water + earth temple to destroy the air temples and water adds an
air to oppose the earth and help water to win the internal clash. However, air thwarts
their plans by playing an earth and build an earth temple. Air determines that the air
temple in the lower part fights the external clash and it wins with 8 air + 8 water vs
6 earth + 2 fire.
Round 11b
Fire
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Water
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Air
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Earth
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Fire to E7
Earth has suffered a severe blow and can only play to build a non-earth temple on the
spot of the destroyed the earth temple against the air temples.
Round 12
Fire
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Earth to F7
Water
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Spirit to F8
Air
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Air to D3
Earth
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Earth to I7
With no fire left, fire's only hope is to play a supporting earth. Water's playing of fire
looks strange at first glance but is the only way to ensure a water temple there (thanks to earth's
support). Had water played spirit, air could have played fire to create a latent clash with a draw
(2 water + 1 earth vs 2 fire + 1 air) to prevent a temple. Instead, air continues to build on her
new air temple and earth continues on her new earth temple.
Round 13a
Fire
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Air to E8, W temple E7
Water
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Air
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Earth
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With only one turn left, the clashes erupt. Fire's only hope to build a temple from
the few remaining fire on the board is to destroy the air temples. With 2 each of fire, water and air,
the support from earth determines the element of the temple: water. The temple in the upper left is
handled first and lose with 7 air vs 6 water + 4 earth. The 2nd air temple also lose with 6 water
(after reduction) + 2 earth.
Round 13b
Fire
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Water
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Fire to A2
Air
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Air to C2
Earth
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Air to I6
Water, air and earth all prepare temples. Which one will succeed in building one?
Round 14a
Fire
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Air to H5
Water
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Fire to D4, A temple to D3
Air
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Earth
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Fire cannot build a temple of her own but by placing an air, she hopes to get support from it
in case someone else builds a fire temple to destroy the newly built earth temple. However, water is
not interested in helping fire to share the victory with her and builds an air temple. This easily wins the
external clash against the earth temple with 10 air + 6 water vs 6 earth + 4 water.
Round 14b
Fire
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Water
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Air
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Fire to D5
Earth
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Air must play in the last turn if she can cause a clash and unfortunately, this destroys her
own temple. With 6 water + 2 earth vs 7 air it wins the external clash.
Round 14c
Fire
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Water
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Air
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Earth
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Water to C4, W temple to B3
Earth must also play and in the choice of building a water temple (with water) or a
fire temple (with spirit, since fire would win the internal clash against water thanks to the
supporting earth), the choice falls on water, giving her a second place behind the victorious water.