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[Small World] - Game 7 - a call to arms

DarianDarian Registered User regular
edited January 2011 in Critical Failures
dowsmallworld.jpg
smallworldgranddames.png smallworldexpansioncurs.jpg sw_tl_cover.jpg

This game will be a normal game with the Grand Dames, Cursed!, and Tales and Legends expansions.

What the?
Small World is a game of territory domination with an emphasis of strategic thinking over random dice rolls. Each player will be able to select from a number of randomly generated races which combine the race's abilities with a special power to generate combinations ranging between ho-hum and outstandingly powerful. However, you have to decide when to abandon your current race in favor of a new one as the original lacks the power to expand or outlives its usefulness.

How do I join?
People can sign up until 11:59am EST on Saturday the 28th. After that, I will randomly choose five victims to play for everyone else's viewing entertainment. The game will begin after Thanksgiving and hopefully will be completed before Christmas. That may be wishful thinking, though.

Once a round ends, I will update the map, set the current event and reveal the upcoming event.

Guidelines for playing:
The initial race/special power stack will be randomized; I'll be keeping the board via a VASSAL module and will handle drawing new races and powers. If you are selecting a new race on your turn, you can either select from the known choices or wait for my next update to see the new combination.

Players can make their own rolls for final conquests/berserk (roll 1d6; 4,5,6 = 0) and are responsible for reposting the game summary with their additions/alterations. Post how many points you earned for your turn, but keep the total to yourself. At the end of the game, we'll reveal how many points we've earned. There is no way to stop it, but it is against the spirit (and rules) of the game to keep a running total of other players' points.

To keep the game flowing faster, each retreating unit from conquered regions will go to the region with the least defense that does not contain an immunity token like the dragon, hero, or halfling hole. Water regions are considered immune as well. Multiple retreating units will each check for whatever is lowest at the time they are placed.

Useful Links
Rules
FAQ


Race Summary:
Spoiler:

Special Power Summary:
Spoiler:

The Map:
swemptylittle.jpg

The Territories:

NORTHWEST
Spoiler:

NORTHEAST:
Spoiler:

SOUTHEAST
Spoiler:

SOUTHWEST
Spoiler:

OP was stolen from Valkun's pocket by Gandalf the Crazed, whom [strike]I[/strike] Rorus Raz drugged and stole it for himself.

Darian on
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Posts

  • 3clipse3clipse Registered User regular
    edited November 2010
    People should play this.

    It's a ton of fun.

    (not signing up just encouraging)

    C2hmw6F.png
  • TheLawinatorTheLawinator Registered User regular
    edited November 2010
    No Necromancer's island? For shame! I think I'll watch this one though.

    My SteamID Gamertag and PSN: TheLawinator
  • DarianDarian Registered User regular
    edited November 2010
    I don't have it yet; just ordered it today. Plus, I wanted to play around with the module as is, before trying to add in the new Be Not Afraid races/powers and Necromancer's Island.

  • Void SlayerVoid Slayer Very Suspicious Registered User regular
    edited November 2010
    Well I am game so sign up!

    From what I have seen on these boards the bids don't translate well into a PBP format though that may have just been due to inactivity. Either way if any of the events are going to include bids you should explain the process in the thread or something.

    He's a superhumanly strong soccer-playing romance novelist possessed of the uncanny powers of an insect. She's a beautiful African-American doctor with her own daytime radio talk show. They fight crime!
  • schussschuss Registered User regular
    edited November 2010
    Never played and no idea how to play, but
    SIGN UP!

  • ExtermatottExtermatott Registered User
    edited November 2010
    Same situation as schuss, but it looks interesting.
    !SIGN UP!

    If anyone is up to it can they post a beginners guide of sorts.

  • DarianDarian Registered User regular
    edited November 2010
    Rules summary from Headless Hollow is good, and might be worth printing out for new players.

    The game is very straightforward; at the start of your first turn, you pick one of the available races/power combinations (the first one is free, but it you want to skip that one and pick one of the others, you must pay one VP for each combo you skip; those VP stay on the skipped combo until it is chosen, thus making it more appealing).

    Then, you take the tokens for your combo and conquer as many regions as you can. You start from the edge of the board, and to conquer a region it costs you 2 tokens + the number of tokens already in the region (at the start, this is either 0 or 1 (lost tribe token in the regions with a white square or mountains). Once you capture a region, you can continue to capture more regions until you run out of tokens, but each new region must be adjacent to a region you already hold. When you capture a region from an opponent, you kill one of their figures but set aside the rest; those will be redeployed at the end of your turn.
    For your final conquest, you can attempt to capture a region without having enough tokens - in this case, you declare what region you are trying for, then roll a six sided die; on a 1, 2, or 3, the die adds that much to your power in attacking the region, but 4-6 are blank.

    Then, you collect one VP for each region you hold, and you can freely redistribute your tokens across your regions (but cannot abandon any regions at this time).

    Once everyone has had a turn, the turn marker advances to the next round, and you do it all again.

    After the first turn, you get to decide whether to keep expanding with your current race, or to put them into decline. If you're keeping the active race, you pick up as many tokens as you want (usually people will leave one in each region they hold, but you don't have to) then conquer new regions just as before, then score VP.

    If you're instead going into decline, you discard all but one token from each region, and flip that last token over to its declined side. Then you score one VP for each region.

    You can only have one race in decline at a time, so if you go into decline with Amazons when you already had your Humans in decline, you would discard all of the Humans. Effectively, you can score VP for two races each turn, but only one is active and able to continue expanding.

    Now, each race has a racial ability associated with it, and each race also gets a special power -- those all break the rules in some way, granting extra VP for holding certain regions, or letting you conquer regions more cheaply, etc. Most of those abilities and powers are lost once the race is in decline, but a few remain active -- Spirit lets you keep an extra race in decline, Ghouls can continue to expand even after they go into decline, etc.

    The game is really a test of your ability to assess the relative strength of each player and of each available combo; because it is a multiplayer wargame, you need to keep your head down and not look like the leader while still collecting enough VP each round to compete for victory.

    In addition to the normal rules, we'll be using Tales and Legends, which adds a special event each round. The events will be revealed the round before they go into effect, so we can talk about how they work as they come up.

    Here are the starting combos for this game:
    swg7r0combos.jpg

    Hill Giants (10 tokens) (+1 VP for hills; conquer from a mountain for -1 token)
    Flying Gypsies (11) (all regions are considered adjacent; +1 VP for each region they abandon at the start of a turn, but they cannot recapture those regions)
    Fortified Wizards (8) (place a fort each turn, granting +1 defense and +1 VP for that region; +1 VP for magic regions)
    Were-Humans (9) (-2 tokens to conquer on even numbered turns; +1 VP for farmlands)
    Pillaging Trolls (10) (+1 VP for each occupied region conquered; place a lair in each region for +1 defense)
    Swamp Tritons (10) (+1 VP for swamps; -1 to conquer regions adjacent to water)

    Each of those powers and races has a number in the corner - add those together to see how many tokens you get. There also are some pictures on them; -# in a box means it costs # fewer tokens to conquer regions when the conditions are met (always a minimum of 1 token needed). +1 in a shield is increased defense, an extra token placed to make it harder for others to conquer a region. +1 in an octagon grants bonus VP when the criteria is met.

  • DarianDarian Registered User regular
    edited November 2010
    Bumping this; I'd like at least one more player, preferably two - with everything randomized through VASSAL, I can play as the fifth player if we only come up with 4, but I'd rather see us run the full 5p game rather than 4p.

  • SlickShughesSlickShughes Registered User
    edited November 2010
    Yeah, I'll !signup. I <3 me some Small World.

    Houn wrote: »
    This is Penny Motherfuckin' Arcade. It's a better class of forum, and you know it.
  • HippieHippie Registered User regular
    edited November 2010
    Hmmm, been wanting to try this out for awhile.

    Never played, but !signup.

    If ya want me.

  • DarianDarian Registered User regular
    edited November 2010
    Yay for five players! I'll get everything else set up later today, but you all can go ahead and roll for starting position - roll 1d100 on orokos or on Invisible Castle with Campaign "Small World game 7"

  • schussschuss Registered User regular
    edited November 2010
  • SlickShughesSlickShughes Registered User
    edited November 2010
    85!

    Houn wrote: »
    This is Penny Motherfuckin' Arcade. It's a better class of forum, and you know it.
  • schussschuss Registered User regular
    edited November 2010

    But mine is blackjack.

  • DarianDarian Registered User regular
    edited November 2010
    Plus, I haven't mentioned whether high numbers are better, or low numbers.
    Spoiler:

  • schussschuss Registered User regular
    edited November 2010
    Blackjack?


    Blackjack.

  • ExtermatottExtermatott Registered User
    edited November 2010
    Hmm.

    Both of the die rollers don't seem to be working, I registered an account on orocos but when I try to sign in it just takes me back to the sign in page. The other one is not working because I need to check a confirmation e-mail and my e-mail is not working.

  • ExtermatottExtermatott Registered User
    edited November 2010
    65

    My e-mail is working now, still don't know what was wrong with the other one.

  • HippieHippie Registered User regular
    edited November 2010
    Rolled 25

    At least I aint last.

    EDIT- Link entered wrong

  • DarianDarian Registered User regular
    edited November 2010
    Just need a roll from Void Slayer, then: starting position: 1d100 44

    Which gives us:
    SlickSHughes
    Extermatott
    Void Slayer
    Hippie
    schuss

    And I need to go snap a picture of the opening board with tokens and pull a card for next round.
    Are you guys going to be active enough for an auction, or should I skip over those cards? For the first round, at least, if I draw an auction card I'll redraw.

  • DarianDarian Registered User regular
    edited November 2010
    The Map:
    Spoiler:

    The Territories:

    NORTHWEST
    Spoiler:

    NORTHEAST:
    Spoiler:

    SOUTHEAST
    Spoiler:

    SOUTHWEST
    Spoiler:


    Combinations in use and available:
    Spoiler:
    Hill Giants (10 tokens) (+1 VP for hills; conquer from a mountain for -1 token)
    Flying Gypsies (11) (all regions are considered adjacent; +1 VP for each region they abandon at the start of a turn, but they cannot recapture those regions)
    Fortified Wizards (8) (place a fort each turn, granting +1 defense and +1 VP for that region; +1 VP for magic regions)
    Were-Humans (9) (-2 tokens to conquer on even numbered turns; +1 VP for farmlands)
    Pillaging Trolls (10) (+1 VP for each occupied region conquered; place a lair in each region for +1 defense)
    Swamp Tritons (10) (+1 VP for swamps; -1 to conquer regions adjacent to water)


    Current event:
    none

    Upcoming event:
    Going Down
    During their turn, each player may use the in decline token(s) of their regions to attempt the conquest of 1 adjacent region. The player gets to roll the reinforcement die for this conquest attempt. If they suceed, the player moves these in decline token(s) into the newly conquered region, abandoning the other. If the conquest fails, nothing happens.


    Turn Order:
    SlickSHughes (decay)
    Extermatott (decay)
    Void Slayer (decay)
    Hippie (decay)
    schuss (decay)

    In summaries, active races will be bolded, and decline will be regular.

    SlickSHughes is active to select a race, enter the map, and conquer.

  • SlickShughesSlickShughes Registered User
    edited November 2010
    The Map:
    Spoiler:

    The Territories:

    NORTHWEST
    Spoiler:

    NORTHEAST:
    Spoiler:

    SOUTHEAST
    Spoiler:

    SOUTHWEST
    Spoiler:


    Combinations in use and available:
    Spoiler:
    Flying Gypsies (11) (all regions are considered adjacent; +1 VP for each region they abandon at the start of a turn, but they cannot recapture those regions)
    Fortified Wizards (8) (place a fort each turn, granting +1 defense and +1 VP for that region; +1 VP for magic regions)
    Were-Humans (9) (-2 tokens to conquer on even numbered turns; +1 VP for farmlands)
    Pillaging Trolls (10) (+1 VP for each occupied region conquered; place a lair in each region for +1 defense)
    Swamp Tritons (10) (+1 VP for swamps; -1 to conquer regions adjacent to water)


    Current event:
    none

    Upcoming event:
    Going Down
    During their turn, each player may use the in decline token(s) of their regions to attempt the conquest of 1 adjacent region. The player gets to roll the reinforcement die for this conquest attempt. If they suceed, the player moves these in decline token(s) into the newly conquered region, abandoning the other. If the conquest fails, nothing happens.


    Turn Order:
    SlickSHughes (decay)
    Extermatott (decay)
    Void Slayer (decay)
    Hippie (decay)
    schuss (decay)

    SlickSHughes
    Spoiler:

    Houn wrote: »
    This is Penny Motherfuckin' Arcade. It's a better class of forum, and you know it.
  • DarianDarian Registered User regular
    edited November 2010
    The newly available race is Mounted Orcs. Also, I just noticed that the player combinations screen has a colored backdrop, so I think I'll switch your colors around to match that in my next update.

    swg7r11.jpg

    Extermatott is active:
    Flying Gypsies (11) (all regions are considered adjacent; +1 VP for each region they abandon at the start of a turn, but they cannot recapture those regions)
    Fortified Wizards (8) (place a fort each turn, granting +1 defense and +1 VP for that region; +1 VP for magic regions)
    Were-Humans (9) (-2 tokens to conquer on even numbered turns; +1 VP for farmlands)
    Pillaging Trolls (10) (+1 VP for each occupied region conquered; place a lair in each region for +1 defense)
    Swamp Tritons (10) (+1 VP for swamps; -1 to conquer regions adjacent to water)
    Mounted Orcs (10) (-1 to conquer hills or farmlands, +1 VP for each occupied region captured)

  • ExtermatottExtermatott Registered User
    edited November 2010
    K! So what do I do!?

  • DarianDarian Registered User regular
    edited November 2010
    Step 1: Choose a race/power combination. You get that many tokens (the number in parenthesis) and must spend 1 VP for each combo you skip over (you start the game with 5 to spend)
    Step 2: enter the map from an edge - place 2 of your tokens + the number of tokens already present in a region. You can enter from the edge of the board or across water, but cannot actually conquer any water regions
    Step 3: Leaving those tokens in place, continue to conquer new regions adjacent to the first
    Step 4: If desired, you can attempt a final conquest even if you don't have enough tokens for the last region - if so, choose a region then roll 1d6; if you get a 1, 2, or 3, you add that many to the number of tokens you have, and see if it is enough to conquer the region
    Step 5: Redeploy - leaving at least one token in each region, you can move excess tokens around for defense
    Step 6: Score - count the number of regions held + any bonus VP

    Take SlickS' turn:
    Step 1: Take Hill Giants as Active Race. (receive 10 tokens)
    Step 2: Enter at 40 (3), (number in parentheses is how many he used to take the region)
    Step 3: take 41(2), 42(2), 33(1), 31(1), 39(1). (additional conquests are adjacent to at least one of his regions, and he spends -1 tokens to capture regions that are adjacent to a mountain he holds)
    Step 4: (no final conquest, since he used up his tokens exactly)
    Step 5: Reallocate as above (moved tokens from 40 and 41 to 33 and 42, and he updated the list of territories, removing the killed Lost Tribe and placing his Hill Giants).
    Step 6: Earn 6 (regions held) + 2 (hills) = 8.

  • ExtermatottExtermatott Registered User
    edited November 2010
    So are your tokens basically your troops? and you need 1 to go into a unoccupied region and 1 more than the number of opposing tokens to capture it?

  • SlickShughesSlickShughes Registered User
    edited November 2010
    2 for an unoccupied region, but otherwise yes. Also one more for mountain regions.

    Houn wrote: »
    This is Penny Motherfuckin' Arcade. It's a better class of forum, and you know it.
  • DarianDarian Registered User regular
    edited November 2010
    To conquer a region you must play 2 tokens + the number of tokens present (mountains, race, or other defense tokens, cumulatively).

    He was taking those unoccupied regions for just one because his giants are very adept when attacking from a mountain (-1 to regions attacked adjacent to a mountain controlled by the giants).

  • ExtermatottExtermatott Registered User
    edited November 2010
    Also what do the circular symbols on some of the regions mean? (some look like hills, one looks like a pick and shovel)

  • HippieHippie Registered User regular
    edited November 2010
    Blue is Magic Sites, Red is Mines, Black/Brown is Subterranean Caverns (Adjacent to any other area with Caverns)

    I think.

  • DarianDarian Registered User regular
    edited November 2010
    Those don't matter unless you have a combination that uses them - Wizards get VP from magic (blue circle with white crystals), Dwarves get VP from mines (red circle with Pickaxe), and the Underworld power can capture the caverns for -1 token and use them (all caverns adjacent, but only for the Underworld race)

    So your flying gypsies (seriously, those are great) will just ignore them all.

  • ExtermatottExtermatott Registered User
    edited November 2010
    K Here goes nothing.
    Spoiler:

    DID I DO IT RIGHT!?

    The Territories:

    NORTHWEST
    Spoiler:

    NORTH EAST
    Spoiler:

    SOUTHEAST
    Spoiler:

    SOUTHWEST
    Spoiler:

  • Void SlayerVoid Slayer Very Suspicious Registered User regular
    edited December 2010
    Put a [Fortress] token on the land that has it in the territories section, otherwise that looks right. I am going to wait on confirmation it is correct though.

    I'll be posting in about 6-7 hours for my turn.

    He's a superhumanly strong soccer-playing romance novelist possessed of the uncanny powers of an insect. She's a beautiful African-American doctor with her own daytime radio talk show. They fight crime!
  • ExtermatottExtermatott Registered User
    edited December 2010
    Am I allowed to edit my turn?
    because I may need to change things like that.

  • ExtermatottExtermatott Registered User
    edited December 2010
    Darian wrote: »
    Those don't matter unless you have a combination that uses them - Wizards get VP from magic (blue circle with white crystals), Dwarves get VP from mines (red circle with Pickaxe), and the Underworld power can capture the caverns for -1 token and use them (all caverns adjacent, but only for the Underworld race)

    So your flying gypsies (seriously, those are great) will just ignore them all.

    So the Flying Gypsies are supposedly great?

    Damn I wish I had read this before I did my move.

  • DarianDarian Registered User regular
    edited December 2010
    Flying means all regions are adjacent, so you can spread out freely. Gypsies get bonus VP for each region they abandon at the start of their turn (but then cannot retake that round) - together, that means you pick up all your gypsies each turn and claim all the open areas on the board, or pick off some from opponents with only one token guarding. It's a nice combination. But taking the best looking combo is also potentially setting yourself up for trouble - this game has a diplomatic side to it, and looking like the strongest player is a good way to get ganged up on.

    Also, I thought I had updated the board earlier; not sure what happened to my post. :(

    Your new race will be Cursed Dwarfs! Which just might be the least powerful combination ever.

  • DarianDarian Registered User regular
    edited December 2010
    swg7r12.jpg

    The Territories:

    NORTHWEST
    Spoiler:

    NORTH EAST
    Spoiler:

    SOUTHEAST
    Spoiler:

    SOUTHWEST
    Spoiler:


    Void Slayer is active
    Flying Gypsies (11) (all regions are considered adjacent; +1 VP for each region they abandon at the start of a turn, but they cannot recapture those regions) (+1 VP)
    Were-Humans (9) (-2 tokens to conquer on even numbered turns; +1 VP for farmlands)
    Pillaging Trolls (10) (+1 VP for each occupied region conquered; place a lair in each region for +1 defense)
    Swamp Tritons (10) (+1 VP for swamps; -1 to conquer regions adjacent to water)
    Mounted Orcs (10) (-1 to conquer hills or farmlands, +1 VP for each occupied region captured)
    Cursed Dwarfs (3) (costs 3 VP to skip; +1 VP for each mine, even in decline)

  • ExtermatottExtermatott Registered User
    edited December 2010
    That was exactly why I didn't choose them, aren't I smart.

  • ExtermatottExtermatott Registered User
    edited December 2010
    You should have made all the Ability and Race combinations make no sense at all, like flying dwarves.

  • DarianDarian Registered User regular
    edited December 2010
    Nah, random combinations is all good.

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