This game was played during game testing of version 0.8 of Iconoclasm.
In this version, secondary support was added as a further tie-breaker (rather than opposition) and only used in case of ties.
The moves up to turn 12
are identical with the first 0.7 test.
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, A 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 vs 4 air. The temple is removed
together with the air tiles at C2 and D2 and the spirit tiles at
E2 and D3.
Round 5b
Fire
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Water
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Spirit to E4
Air
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Fire to G5
Earth
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Water to H7
Water plays a spirit tile to start blocking connections to the water temple.
Air has accomplished the opening objective to drop all earth tiles and now continue
to drop fire tiles. Earth builds a fire temple with the long-term objective of
building an earth temple with water support once the fire temple has been destroyed.
Round 6
Fire
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Spirit to E5
Water
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Spirit to D2
Air
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Fire to D3
Earth
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Earth to C2
Fire is too weak to defeat the water temple and plays a protective spirit.
Water plays spirit to make a potential new temple in the lower part weak.
Air drops another fire tile and also attempts to connect the temples.
Earth creates an earth pair in the lower part.
Round 7a
Fire
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Air to E2, E temple to D2
Water
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Air
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Earth
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Fire can play fire to build a fire temple but chooses to play air and build an earth temple.
(Fire and earth both have 4 strength but fire supports earth with 4 strength and air supports fire with only 2 strength.)
Why? Because a fire temple would lose the external clash to the water temple (after adding support from earth to water) while an
earth temple would win with 8 earth vs 6 water. In addition, the reduction
of the earth tiles allows fire to win the latent clash and take over the temple with 4 fire tiles vs 2 earth tiles.
Round 7b
Fire
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Water
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Earth to D5
Air
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Fire to D6
Earth
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Air + imbalance to E5
Water plays earth, aiming at an earth temple to destroy the fire temples.
Air happily contributes by dropping her last fire tile. Naturally, earth wants
to protect her earth cluster and plays an imbalance tile to prevent a too early earth temple.
Round 8a
Fire
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Fire to C6
Water
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Earth to D7
Air
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Spirit to E7, E temple to D6
Earth
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Fire starts building on a 3rd fire temple. Water adds fire to it with the
plan to destroy a fire temple. However, air ruins the plan by playing a spirit.
The earth temple loses against the fire temple with 10 earth vs 10 fire + 2 air.
Round 8b
Fire
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Water
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Air
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Earth
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Earth to F7
Earth ends the turn by grouping her earth tiles.
Round 9
Fire
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Fire to D7
Water
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Air to C3
Air
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Water to B3
Earth
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Earth to F7
Fire adds a fire to the group in the right, making it difficult for the other elements
to build another temple there. Instead, they start building a temple in the lower part.
Round 10
Fire
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Air to E7
Water
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Spirit to B2
Air
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Air to B4
Earth
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Spirit to G8
Fire plays an air as a support for a future air temple in the upper part.
Water plays a spirit in a small hope of taking over a future air temple but air
crushes that hope by adding a 3rd air tile to the group. Earth plays a strategic
spirit in the upper part to prepare for an earth temple after the fall of the fire temples.
Round 11a
Fire
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Water to E6
Water
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Fire to A2
Air
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Water to A3, A temple to B3
Earth
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Fire threatens to build a 3rd fire temple and win the game. Water and air respond by
building an air temple in the lower temple. It easily wins the external clash against
the fire temple with 6 air + 8 water vs 6 fire + 2 earth.
Round 11b
Fire
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Water
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Air
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Earth
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Water to D5
Earth completes the disastrous turn for fire by connecting the air temple to the 2nd fire temple.
Again, the air temple wins the external clash against the fire temple with 5 air + 6 water vs 5 fire + 4 earth.
Fire's attempt to protect the two fire temples has failed.
Round 11c
Fire
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Water
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Air
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Earth
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There is now only a weak air temple left so the game is still open.
Round 12a
Fire
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Water to E8, W temple to E7
Water
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Air
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Earth
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Fire builds a temple with the idea to be the secondary supporter. With 2 fire supporting 2 earth
which support 2 water, water will get the temple but lose it to earth after the first external clash.
With 8 water vs 5 air, the air temple is no more.
Round 12b
Fire
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Water
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Air to B4
Air
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Air to D2
Earth
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Earth to G7
Water, air and earth all hurry to build fairly isolated temples. Which element will manage to
both build and keep a temple?
Round 13
Fire
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Earth to D3
Water
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Air to C4
Air
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Air to C3
Earth
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Spirit to G5
Fire plays earth to air's prospective temple, preventing her from building an air temple their
since it would only draw against the earth temple with 8 air + 4 water vs 8 earth + 4 fire.
Water plays an air to her prospective temple but air hi-jacks it with an air, hoping to build an
air temple there instead. Meanwhile, earth continues to build on her earth temple.
The last turn will be decisive.
Round 14a
Fire
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Spirit to C5
Water
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Fire to E3
Air
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Spirit to B2
Earth
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Fire plays spirit to form a strong fire group just below the earth temple. If the earth temple
is destroyed, a fire temple can be built instead. Water has no hope of winning and blocks one of
the potential temple spots with fire. With that move earth and air both have 4 strength and 2
support (from fire and water) so that no temple is built. Air uses a spirit to build an air temple
since using a water would give water equal strength in the temple and allow her to take over it
if the air tiles would be reduced.
Round 14b
Fire
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Water
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Air
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Earth
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Air wins the external clash against earth with 8 air vs 4 earth
but the removed earth temple gives space for the fire temple and a new external clash takes place.
Weakened from the first external clash, the air temple cannot resist the fire temple and loses
with 5 air vs 8 air.
Round 14c
Fire
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Water
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Air
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Earth
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Fire to H6
Weakened from the first external clash, the air temple cannot resist the fire temple and loses
with 5 air vs 8 air. But earth has a move left and uses a fire to build an earth temple.
Round 14d
Fire
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Water
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Air
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Earth
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With 6 earth vs 5 fire, the earth temple wins the external clash and remains the last temple in the game!