This game was played during game testing of version 1.0 of Iconoclasm.
In this version, the reduction of element strength at external clashes was abandoned
in favor of replacing elements with spirits.
The moves up to turn 5
are identical with the version 0.9 test.
The hexes have a color for the element
(red=fire, blue=water, white=air, green=earth, black=spirit) and if a hex has a temple,
it's marked with 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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○○○
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Water to D5
Air
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○○○
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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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Spirit 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 neutral spirit 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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○○
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Air 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
5 water vs 3 air. The temple is removed
together with the air tiles at C2 and D2 and the spirit tiles at
E2 and D3. 1 water is replaced by a spirit.
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, F temple to G6
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 E6
Water
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Spirit to D2
Air
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Spirit to C2
Earth
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Earth to B5
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 also plays spirit but her reason is to keep the color of the future temple open.
Earth connects tiles around the water temple, expecting it to be gone soon.
Round 7a
Fire
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Earth to E2
Water
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Air to F4
Air
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Fire to D3, E temple to D2
Earth
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Fire plays earth with the idea of building an earth temple. An earth temple would defeat the water temple
but 1 earth would be replaced by a spirit. Fire could then potentially take over the temple and win the game with 2 temples.
Water plays air to connect this future temple with the fire temple, hoping that whoever builds it
won't fight the water temple first. With all her competitors close to temples, air can play for devastating external
clashes but must play carefully to avoid letting any of them end up with 2 temples.
She chooses to build an earth temple and this starts a chain of events.
Round 7b
Fire
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Water
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Air
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Earth
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Air chooses to let the fire temple and the earth temple clash first.
Fire wins with 5 fire vs 4 earth BUT also replaces 1 fire with 1 spirit. This means that both
fire and earth have 2 elements each and with fire supporting earth, earth takes over the temple.
Now the two remaining temples clash.
Round 7c
Fire
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Water
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Air
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Earth
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Earth to B4
Earth and water both have 4 elements but earth has support from 2 fire and wins the external clash.
However, since 1 earth is replaced by 1 spirit, fire is once again stronger and takes back the temple.
Air succeeded in removing elements of all competitors this turn but earth ends with a 4th earth in
the group in the lower right and has a strong position for a future temple there.
Round 8a
Fire
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Spirit to D5
Water
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Fire to D4
Air
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Spirit to D6, E temple to D5
Earth
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Fire fears a strong earth temple and plays a spirit to build a weaker temple instead.
Water and air are more interested in breaking the strong earth presence first and play one spirit each
to build an earth temple.
The earth temple loses the external clash with 3 earth +vs 3 fire + 1 earth but is
taken over by water.
Round 8b
Fire
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Water
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Air
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Earth
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Air to D2
Earth sees no good opportunities for an earth temple right now and saves her last earth.
Round 9a
Fire
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Water to A4
Water
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Earth to E2
Air
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Water to F3, F temple to E3.
Earth
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Fire plays a water into the earth group to weaken it while water adds a supporting earth in another
group in a vain hope that it will help her water temple in the next clash.
This gives air an opportunity to build a "free" air
temple without spending any air (or, rather, build a fire temple and then take over it).
The fire temple defeats the water temple with 3 fire vs 2 water but after the replacement of
1 fire for 1 spirit, air gets stronger and takes over the temple.
Round 9b
Fire
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Water
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Air
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Earth
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Spirit to E5
Earth concludes the turn with a central spirit to isolate the future earth temple in the lower
right from temples in the other parts of the board.
Round 10
Fire
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Fire to C5
Water
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Air to E1
Air
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Water to F5
Earth
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Fire to A3
All players prepare temples; fire (by placing fire close to each other), water in the lower left
(an air temple to be taken over), air in the upper part (an air temple with water support)
and earth in the lower right (an earth temple with fire support).
Round 11
Fire
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Air to C4
Water
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Air to G6
Air
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Air to G7
Earth
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Water to F7
Fire plays air, partly to support the air temple against the future earth temple and partly to
support a fire temple afterwards. Water links her element with air, hoping to take over an air temple,
and air accepts the challenge by playing another air to the group. Earth plays a water to prevent a
second air temple and also link two of her earth.
Round 12a
Fire
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Water to E6, W temple to F6
Water
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Air
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Earth
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Fire builds a water temple to prevent a 2nd air temple from being completed.
The water temple defeats the air temple with 4 water + 2 earth vs 4 air but after 1 water is replaced
by a spirit, air takes over the victorious temple.
Round 12b
Fire
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Water
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Spirit to D2
Air
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Air to B3
Earth
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Water expects to take over the air temple soon and uses a spirit to prepare a 2nd water temple.
Air takes the opportunity to remove the threat from earth by completing the earth temple with a
"Trojan" air. The air temple wins with 4 air + 3 water vs 4 earth + 1 fire but turns back to a water
temple again.
Round 12c
Fire
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Water
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Air
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Earth
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Air to F2
Earth completes an air temple, partly to prevent a 2nd water temple and partly to
get rid of the water and/or air in the upper temple so that earth can build a temple there instead.
Round 13
Fire
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Water to H7
Water
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Fire to C2
Air
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Air to B4
Earth
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Spirit to D5
With water, fire keeps the option to build a fire temple in the upper part.
Water protects her temple through a connecting fire so that the new temple can clash with the air
temple first. Air adds another air to her group to build a strong air temple. Earth plays a spirit
to form a third temple. It's risky but the only chance to remove competing elements from the board.
Round 14a
Fire
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Fire to D3
Water
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Air
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Earth
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Fire is unwilling to build a fire temple, since this would be taken over by air after the first
external clash, and instead connects the two existing temples. This also lays the foundation to a
strong fire temple. With 4 water vs 3 air, the water temple wins the external clash but the
replacement of 1 water with 1 spirit leads to air taking over the temple.
Round 14b
Fire
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Water
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Fire to C3, F temple to C4
Air
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Earth
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Air threatens to build a 2nd air temple and win the game so water builds a fire temple instead.
This also has the benefit of weakening air, leading to water taking back the temple. Air
wins the external clash with 4 air vs 3 fire only to lose the temple to water.
Round 14c
Fire
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Water
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Air
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Water to C5
Earth
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Earth to D2
Air hurries to build an air temple in the lower right while earth enters the fight for a temple
in the lower left. The game is wide open as it enters the last round!
Round 15a
Fire
Air to C1, F temple to D2
Water
Earth to G5
Air
Fire to B5, A temple to B4
Earth
Fire to D4
Fire attempt to connect her elements in the lower left with an air isn't as hopeless as it may seem -
the air may help the air temple in the lower right to win a clash only to be taken over by fire.
Water sees that her temple will not survive a clash and plays an element that may be part of a new
water temple if things come to worse.
Air completes her temple in the lower right and will, if nothing changes, claim the victory thanks to the
tie-breaking rule of support from both the water unit and the earth unit. But earth must play the last
element of the game first and she connects all three temples. What happens now?
Round 15b
Fire
Water
Air
Earth
Earth chooses to let the water and the air temple clash first. Water wins with 3 fire+1 earth against 4 air
but is taken over by earth. One more clash remains to resolve...
Round 15c
Fire
Water
Air
Earth
The fire temple defeats the earth temple with 3 fire+1 air against 3 earth but is taken over by...
earth! This leaves earth as the only element left to take over and with the last
temple in the game, earth is the winner. An extraordinary turn of events where the very last element
played eliminated 3 opposing temples!