Tayrun, Tayrun, you know I have your best interests at heart, right? Picking off your last army was a benefit. Instead of getting 4 armies only to in tun be wiped out again by me next turn, now you get 4 armies anywhere you want. Right on top of an easily defensible 2 coin resource territory in an uncontested continent no less!
Those Balkanian fascists are promising that after me and you kamikaze each other for several turns, after the dust settles from him sweeping in, then kinda maybe sorta he won't attack you...after you've ground yourself down turn after turn while he's been getting 5 extra armies from Europe.
Thing is with the Greenland plan he still can't attack you (aside from retaking Iceland from your 1 army), not without suiciding. You get to catch up with 2 coins in one turn, defend, and get free reign in North America. I'm sure we've all learned by now that the Enclave is the worst possible faction to start next to. Much better to share a border with those wussy Balkanians with nothing but their resource scooping power.
Speaking of their power, if you do no take the resource card from Greenland then next turn they will in addition to controlling Europe. You still have an outside chance if we don't keep suiciding. The game is definitely over if you do Balkanias work for them as they occupy Europe and scoop up resources.
(the only noble reason for suicide is to be eliminated first so we can open that sweet sweet card packet)
Question: Once you have a territory resource card, no one can take it away from you by conquering that territory can they?
Maybe Australia and Asia can call a truce this turn to poach a Europe territory. Balkania is going to run away with the game if he's allowed to get those 5 armies (as in, he's going to win next round if he gets them).
You do realise i do not have all the europe territories, right? So i wont be getting the bonus anyway.
I believe he is insinuating that you will at the conclusion of this turn.
Yes. This turn he will take control of Europe. Unless The Republic and Mechs stop bashing each other long enough this turn for someone to snipe a Europe territory, neither me or Tayrun will be in a position to next turn. He will get the bonus 5 armies and win. Don't I only have 1 army in 13?
Alright, Republic and Mechs, if neither of you take a Europe territory this turn, Balkania swoops into 14 with 9 armies next turn to take the Africa and South America HQs and wins.
I highly suggest a truce between you two. Either go with a joint pounding of 24 or The Republic makes a grab at 24 on their own while Mechs can expand to 27 and attack the less defended 26 (grabbing the two coin card from 27 in the process). The two-pronged ploy would have a slightly better than 50% chance of succeeding at either end, while the joint pounding of 24 would be almost guaranteed and leaves less room for backstabbing (Republic eliminates a few and backs off before he loses all his armies, Mechs finish the job. Neither player is left defenseless against the other and Balkania does not auto win next turn).
That could happen except for one thing, I gave Khan Industries my word that I wouldn't attack them if they didn't attack me. They lived up to their end, so shall I.
You only lose resource cards if you are Knocked Out (the player that knocked you out gets them).
I don't think Tayrun had any resource cards when he was Knocked Out, but if he did then MrBody would get them.
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EvilBadmanDO NOT TRUST THIS MANRegistered Userregular
edited May 2012
Saharan Republic You're so fine they'll never see ya leavin' by the back door, man.
How could we resist such an open invitation to your home, Balkania? I'm going to use this rock by the door. There's no key under it, so i'll just chuck it throw the window.
I. Recruit 3 into Territory 34.
II. Manuever 2 from 30 to Territory 34.
III. Expand 6 to Territory 1.
IV. Expand 5 to Territory 2.
V. Expand 4 to Territory 5.
VI. Attack 20 from 5 with 3 Armies.
a. Attack Roll: [3, 2, 5]
b. Defense Roll: [ 2 ]Defender loses one army, and Territory 20.
VII. Attack 21 from 20 with 2 Armies, playing Ammo Shortage scar.
a. Attack Roll: [4,3]
b. Defense Roll: [1-1=0]Defender loses one army, HQ, and Territory 21.
Maneuver already utilized. Drawing Card 5 (Two coins).
Deck ⇨ A. 40- 1 Coin ⇨ B. 27- Two Coins ⇨ C. 28 - Two Coins ⇨ D. 37 - One Coin
@EvilBadman's move is illegal because he attacked with fewer troops than his die rolled.
He recruited three troops into 34 (now at four troops)
He maneuvered two troops into 34 (now at six troops)
Move 5 into Territory 1
Move 4 into 2
Move 3 into 5
This leaves you with only two troops to attack with. As I have already gone over, you must leave one troop behind when attacking (so your maximum attacking force is always X - 1)
EvilBadman must redo his attacks. @SeGaTai may opt to adjust his turn after this is done
Sterica on
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EvilBadmanDO NOT TRUST THIS MANRegistered Userregular
Yeah I fucked up the count from the beginning.
a. Attack 20 from 5 with two armies [4,4]
b. Defense of 20, one army [6]. Yay.
c. Attack 20 from 5 with one army, playing Ammunition Shortage, [5]
d. Defense of 20, one army [5]. Amazing.
Posts
Those Balkanian fascists are promising that after me and you kamikaze each other for several turns, after the dust settles from him sweeping in, then kinda maybe sorta he won't attack you...after you've ground yourself down turn after turn while he's been getting 5 extra armies from Europe.
Thing is with the Greenland plan he still can't attack you (aside from retaking Iceland from your 1 army), not without suiciding. You get to catch up with 2 coins in one turn, defend, and get free reign in North America. I'm sure we've all learned by now that the Enclave is the worst possible faction to start next to. Much better to share a border with those wussy Balkanians with nothing but their resource scooping power.
Speaking of their power, if you do no take the resource card from Greenland then next turn they will in addition to controlling Europe. You still have an outside chance if we don't keep suiciding. The game is definitely over if you do Balkanias work for them as they occupy Europe and scoop up resources.
(the only noble reason for suicide is to be eliminated first so we can open that sweet sweet card packet)
Question: Once you have a territory resource card, no one can take it away from you by conquering that territory can they?
Attack 17 -> 14.
Attack 4,3,2.
Defense 1(1).
Defender eliminated.
Three troops from 17 (now 1) to 14 (now 3).
No maneuver.
Card draw: 17 - One coin.
Though I guess it really doesn't matter who draws it, just as long as it's flipped before the next person goes.
28 - Two Coins
I believe he is insinuating that you will at the conclusion of this turn.
Khan reclaim their headquarters, while the other factions look towards the blue continent...
Red Stars
A parentheses indicates stars from HQs.
SeGaTai: (★)★
MrBody (★)★
Tayrun: (★)★
Hippie: (★)★
EvilBadman: (★)★
Resource Cards
Deck ⇨ A. 28 - Two Coins ⇨ B. 37 - One Coin ⇨ C. 5-Two Coins ⇨ D. 31- One Coin ⇨ Discard
Coin Cards Remaining: 7/10
Scars Cards
SeGaTai and EvilBadman have scar cards.
@Hippie is up.
Yes. This turn he will take control of Europe. Unless The Republic and Mechs stop bashing each other long enough this turn for someone to snipe a Europe territory, neither me or Tayrun will be in a position to next turn. He will get the bonus 5 armies and win.
Don't I only have 1 army in 13?
Or just the territories?
(Territories + Population)/3, round down. Cannot be lower then 3.
Recruit 3 into 26
Attack 25 from 26 with 3:6, 6, 5
Defend: 5
Both lose 1?
Attacker's highest roll: 6
Defender's highest roll: 6 (5 + 1 from bunker)
Defender wins tie
You took the bunker into consideration with the 5, so Defender loses 1.
The defenders 5 is inclusive of the bunker bonus.
Two troops move into 25, the rest remain at 26.
Ill move one troop from 25 to 24.
The Imperium is whole once more.
Three troops move into 25, and one can go to 24, if you wish.
Also, you gain a coin card, and card 31 is discarded.
Replaced with #27 - Two Coins
6/10 Coin Cards remaining.
Sorry im still getting my head around this game, and playing it from my phone is a tad hard at times, haha
I highly suggest a truce between you two. Either go with a joint pounding of 24 or The Republic makes a grab at 24 on their own while Mechs can expand to 27 and attack the less defended 26 (grabbing the two coin card from 27 in the process). The two-pronged ploy would have a slightly better than 50% chance of succeeding at either end, while the joint pounding of 24 would be almost guaranteed and leaves less room for backstabbing (Republic eliminates a few and backs off before he loses all his armies, Mechs finish the job. Neither player is left defenseless against the other and Balkania does not auto win next turn).
The Imperials conquer the blue continent, giving themselves a seat of power from which to expand...
Red Stars
A parentheses indicates stars from HQs.
SeGaTai: (★)★
MrBody (★)★
Tayrun: (★)★
Hippie: (★)★
EvilBadman: (★)★
Resource Cards
Deck ⇨ A. 27- Two Coins ⇨ B. 28 - Two Coins ⇨ C. 37 - One Coin ⇨ D. 5-Two Coins ⇨ Discard
Coin Cards Remaining: 6/10
Scars Cards
SeGaTai and EvilBadman have scar cards.
@EvilBadman is up.
I don't think Tayrun had any resource cards when he was Knocked Out, but if he did then MrBody would get them.
You're so fine they'll never see ya leavin' by the back door, man.
How could we resist such an open invitation to your home, Balkania? I'm going to use this rock by the door. There's no key under it, so i'll just chuck it throw the window.
I. Recruit 3 into Territory 34.
II. Manuever 2 from 30 to Territory 34.
III. Expand 6 to Territory 1.
IV. Expand 5 to Territory 2.
V. Expand 4 to Territory 5.
VI. Attack 20 from 5 with 3 Armies.
a. Attack Roll: [3, 2, 5]
b. Defense Roll: [ 2 ] Defender loses one army, and Territory 20.
VII. Attack 21 from 20 with 2 Armies, playing Ammo Shortage scar.
a. Attack Roll: [4,3]
b. Defense Roll: [1-1=0] Defender loses one army, HQ, and Territory 21.
Maneuver already utilized. Drawing Card 5 (Two coins).
Deck ⇨ A. 40- 1 Coin ⇨ B. 27- Two Coins ⇨ C. 28 - Two Coins ⇨ D. 37 - One Coin
Yes, I did. all my moves Should be minus one troop. I support @Rorus Raz's decision regarding this lapse of basic counting ability on my end.
30. Sorry. I edited that into the original post, as it was an omission, not an addition.
This game looks like it's going to get a lot more interesting once cities and more valuable territories start going down.
Request: Can we display everyone's coin totals in the updates?
Question: Do we shuffle turn order every game?
Explore 36 to 28 w/ 1 army
Attack 33 from 36 w/ 4 armies
Attacker:4 armies Defender:1 army
Attack roll: 6, 3, 1
Defense roll:2
Defense loses 1=defeated
No maneuver, Taking Territory card 28-two coins
next card is Territory 4-1 coin
Deck ⇨ A. 4- 1 Coin ⇨ B. 40- 1 Coin ⇨ C. 27- Two Coins ⇨ D. 37 - One Coin
He recruited three troops into 34 (now at four troops)
He maneuvered two troops into 34 (now at six troops)
Move 5 into Territory 1
Move 4 into 2
Move 3 into 5
This leaves you with only two troops to attack with. As I have already gone over, you must leave one troop behind when attacking (so your maximum attacking force is always X - 1)
EvilBadman must redo his attacks. @SeGaTai may opt to adjust his turn after this is done
a. Attack 20 from 5 with two armies [4,4]
b. Defense of 20, one army [6]. Yay.
c. Attack 20 from 5 with one army, playing Ammunition Shortage, [5]
d. Defense of 20, one army [5]. Amazing.
It's now up to Segatai to defeat the evil Balkanians!
For the children!
(and those sweet 27+28 resource cards)