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[Chaos] CitOW game 37 - Franz Decrees "Khorne is our new Overlord!"

stever777stever777 AFK most SaturdaysRegistered User regular
edited May 2011 in Critical Failures
pic490400.jpg

Welcome to Chaos in the Old World, Fantasy Flight Games' boardgame take at Games Workshop's famous fantasy IP. In this game, players take the role of one of the four Ruinous Powers of the universe. Speaking of which, I believe this calls for some introductions.

38thDoe as Khorne
Khorne loves long walks on the battlefield and nights alone with the recently deceased. He enjoys handywork, and has even so constructed a throne for himself from nothing but the skulls of the living. He's always on the lookout for new blood - in the most literal sense possible - earning him the title of "The Blood God." If Khorne were a flavor of ice cream, he would be Berserk Banana.

FunkyWaltDogg as Nurgle
The other white meat! Or in this case, possibly white pus. Nurgle, now with 300% more pestilence! This is Great Unclean One with the new Nurgle Treatment, and you won't believe it! Have you ever been traveling around, and all of a sudden you wish you had brought your horrific ailments with you? But how are you going to fit it all in your bags? Well that's easy with the new Nurgle (or as we should say, the Old Nurgle)! Watch as it spreads the epidemic over the entire countryside as you pass. And if you order now, we'll throw in this free plaguebearer. Call now!

XiV as Tzeentch
asplannedrd3.jpg

GoodOmens as Slaanesh
"Working for Khorne? It's ok, I guess, but I worry about my future prospects. You know how I'm probably going to die? Not enough blood left in my neck. You know how those Slaanesh dudes over there are probably going to die? Too many orgasms.
You can see my consternation." - Khorne Thrall

As the Prince of Pain and Pleasure, some might say that Slaanesh 'goes both ways.' His followers don't quite have a 'lust for battle,' but enjoy the 'corruption' of the aristocracy. He finds subtle usurping 'invigorating,' and sometimes even so much that he just has to release his 'keeper of secrets.'

----

This will be a Play-By-Post game of Chaos in the Old World.

This standard game will take the three players from the normal signup list & one new player. Should any player not accept the position by Tuesday evening, I'll continue down the regular sign-up list until we have four players.


[RULES]
[FAQ]
[GREAT RULES SUMMARY]

OP stolen shamelessly from Rend; original board graphics courtesy of MrBlarney, new graphics courtesy of FunkyWaltDogg.

Previous games, aka recommended reading before playing, are linked from the CF Boardgame Index

General discussion thread for Chaos in the Old World is available here

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    stever777stever777 AFK most Saturdays Registered User regular
    edited April 2011
    From Rend: A QUICK TUTORIAL ON CHAOS IN THE OLD WORLD
    -The Turn Phases-

    The Old World Phase
    This phase is much like the crisis phase in BSG, the infection phase in Pandemic, or the "Bad Stuff" phase in any cooperative board game. Except this game isn't so much "cooperative" as it is "petty". Each turn, events will take place in the old world, and this is when they happen.

    Every turn one old world card will be drawn, and its effects will be resolved. If there are any choices to be made, the power with the least threat will make those choices. (Threat is determined by who has advanced their victory dial the farthest)

    Note: There are only 7 cards in the Old World deck. If the cards have been exhausted, the game ends at the end of the turn. If nobody has achieved a victory condition, the Old World has won- and all players lose.

    The Draw Phase
    During this phase, each power draws 2 cards, except Tzeentch. Tzeentch draws his hand up to 5. Also, this is when each player refreshes their Power Points to however many applicable.

    The Summoning Phase
    This phase always starts with Khorne, and goes:
    Khorne
    Nurgle
    Tzeentch
    Slaanesh

    Starting with Khorne, each player may either summon 1 figure or play 1 chaos card. In order to do so, you spend Power Points. The cost for figures is the circled value on your power's card. Then there are also attack and defend stats, which will be explained in further detail in The Battle Phase.

    Chaos Cards each have a cost directly following their name in your Google Doc. Additionally, if the cost of your card is followed by M, that means there is a magic symbol on it. If you play that card onto a region, that region gains 1 magic symbol.

    Chaos cards are played directly onto one of the nine regions. Each region only has room for 2 cards, but they are cleared at the end phase after all effects are resolved.

    If a player chooses neither to summon nor play a card, he passes and his power points go to 0. He may not play again this phase.
    Additionally, if a player reaches 0 power points for ANY REASON, they may not play again this phase, EVEN IF THAT PLAYER HAS 0-cost cards or effects. Once you reach 0 power points, you are out of the turn phase, and are skipped until the next turn.

    If you have no figures on the board, figures may be summoned to any region. If you have at least one figure on the board, you must summon to that region or an adjacent region. Figures may be summoned either from your reinforcements, OR from the board itself. There is no discount for summoning figures from the board, it simply allows you to move figures instead of summoning new ones if you wish. You may summon a figure from a region in order to place him in an adjacent region even if none of your other figures are adjacent to that region (ie, a single figure can "walk" across the entire map alone).

    When making a play during the summoning phase, your entire post should be colored properly. All summoning phase plays should include the PP (power points) remaining, and you should fully quote the text of any Chaos cards played.

    The Battle Phase
    In this phase, dice are rolled. All combat is considered simultaneous, however, hits are chosen in the Order of Play (Khorne, Nurgle, Tzeentch, Slaanesh). Each figure with at least 1 attack power rolls a number of dice equal to that attack power. Any dice of 4 or better are hits. The player then designates those hits among any enemy figures in the region.

    You may not allocate more hits than necessary to kill an opponent.
    You must allocate all hits.

    Any figures which are killed will die at the end of the phase. However, unless the hits which killed it happened before normal dice are rolled, they may still return fire.

    The Corruption Phase
    The Corruption Phase takes place in 2 steps. Domination, and Corruption

    In the Domination step, each player's domination value is calculated for each region. This value is equal to the PP cost of any chaos cards that player has played on the region, plus the number of figures (number, not attack power) that player has in the region. If this number exceeds the region's resistance (which is the number by the region's name), and that player has the highest domination score, that player dominates the region and gains Victory Points equal to the region's number.
    If two players are tied for first, or if the top player is tied with the region's resistance, no VPs are awarded. Additionally, no VPs are awarded for ruined regions.

    In the Corruption step, each cultist a player has in a region adds one Corruption Counter to that region. If a region should reach 12 or more corruption counters, it then becomes ruined.
    When a region becomes ruined, it indicates that the Chaos has taken it over so completely that it is no longer even recognizable. It is now a hellish, daemonic wasteland. First, one of the 5 ruination cards is flipped (the cards go in order, so the values are the same from game to game). Each player who put a corruption counter on the region DURING THE STEP IT WAS RUINED gains a small amount of VPs instantaneously, decided by the card. Later this turn, the player with the most and the second most Corruption in the area gain a large lump sum of VPs as well. After the region is ruined, NO VPs will EVER come of the region again.
    If two players are tied for first, they add the first and second place values together and split them. If two players are tied for second, they split second place. If there is no second place, and only one player has counters, the second place VPs are wasted.

    If, at the end of the turn, all 5 Ruination cards have been flipped, the game ends and the player with the most VPs wins the game.

    The End Phase
    During the end phase:
    1. Remove Chaos Cards from the Board
    2. Hero Tokens are resolved - meaning that in any region with a hero token, the daemon with the highest threat in that region must sacrifice one figure, as the hero kills it.
    3. Resolve Old World cards - If a card on the Old World track asks for a resolution during the end phase, this is when it happens.
    4. Score Ruined Regions - this is the step when first/second place ruination is scored
    5. Advance Threat Dials - If you have fulfilled your victory dial condition at least once, you turn your dial one click. If you have fulfilled your condition more times this turn than any other player, you turn your dial two clicks. This dial gives various rewards, including Upgrades, VPs, and control of the tokens on the board.
    6. Check for Game end
    The game end conditions are checked one at a time, in this order:

    Dial Victory
    Victory Point Victory
    All 5 ruination cards drawn (most VPs wins)
    No cards in the Old World deck (All players lose)

    In the case of a dial victory tie, the player with most VPs wins. If they are tied, the victory is shared.
    In the case of a VP victory tie, the player with the highest threat wins.

    How do I gain victory points?
    Gain victory points in 4 ways:
    1. Dominating regions at the end of the battle phase
    2. Helping to ruin regions by placing corruption counters on them during the step in which ruination occurs
    3. Ruining regions and having most or second most counters on the region
    4. Sometimes, by advancing your victory dial

    The most reliable points come from Domination, while the quickest points come from ruining regions.

    How do I advance my dial?
    KHORNE: Gain 1 advancement token for each region in which you kill an opposing player's model this turn
    NURGLE: Gain 1 advancement token each time you place 2 or more corruption counters in a populous region in a single phase
    TZEENTCH: Gain 1 advancement token for each region with 2 or more magic and/or warpstone tokens in which you placed 2 corruption counters with cultists this turn.
    SLAANESH: Gain 1 advancement token for each region with at least 1 hero or noble in which you placed 2 corruption counters with cultists this turn.

    Every player with at least 1 token gains 1 click on the victory dial. Each turn the player who gained the most tokens this turn gains an additional click on the victory dial. In the case of a tie, neither player gets 2 clicks.

    Useful information:
    STANDARD REGION ORDER
    1. Norsca
    2. Troll Country
    3. Kislev
    4. The Empire
    5. Bretonnia
    6. Estalia
    7. Tilea
    8. The Border Princes
    9. The Badlands

    PLAYER MATS:
    Khorne
    pic545594_md.jpg
    Nurgle
    pic545599_md.jpg
    Tzeentch
    pic545604_md.jpg
    Slaanesh
    pic545592_md.jpg
    Errata: Dial advancement for two corruption, not one.

    DIAL ADVANCEMENT BONUSES:
    pic544561_lg.jpg
    Khorne: 9 clicks
    Nurgle: 10 clicks
    Tzeentch: 8 clicks
    Slaanesh: 7 clicks

    AVAILABLE UPGRADES:
    Khorne Upgrades:
    Upgrades:
    Power of Blood - +1 PP per turn
    Deluge of Ferocity - Draw 3 cards instead of 2 each turn
    Bloodsworn - Stats: (1/1/1)
    Bloodletters - Bloodletters strike first and inflict casualties before opponents return fire
    Bloodthirster - Counts as 3 figures for domination value

    Nurgle Upgrades:
    Power of Pestilence - +1 PP per turn
    Provender of Ruin - Score 3 VP each time a region is ruined
    Lepers - A Leper's cost is 0 if placed in a region where you have no other figures. A given leper may only be summoned for free once per round.
    Plaguebearers - When an opponent kills one of your plaguebearers in battle, inflict one hit on any figure in the same region belonging to that opponent
    Great Unclean One - Immediately place two corruption tokens in a region when you summon a Great Unclean One there

    Tzeentch Upgrades:
    Power of Magic - +1 PP per turn
    Deluge of Magic - Draw to 6 cards per turn instead of 5
    Acolytes - When summoned from the board instead of your stockpile, an Acolyte may bring a Warpstone token if present from its origin to its destination
    Horrors - When you summon a horror, you may place it on an empty card slot in that region. Only you may play cards to that slot while the horror remains.
    Lord of Change - A Lord of Change has 2 magic symbols.

    Slaanesh Upgrades:
    Power of Pain - +1 PP per turn. If you have power of pain and power of pleasure, total +3
    Power of Pleasure - +1 PP per turn. If you have power of pain and power of pleasure, total +3
    Seductress - New stats (1/0/2)
    Daemonettes - In battle, Daemonettes can only be hit on a die result of 6
    Keeper of Secrets - At the beginning of the battle phase, choose any cultist or warrior in this region. Control it until the end of the round or until your keeper of secrets is killed, whichever comes first.

    HOW TO MAKE A BATTLE ROLL:
    Delmain wrote: Β»
    Hey guys, helpful IC tidbit here.
    Roll Xd6.hitsopen(4,6). It'll reroll 6s and then count all the dice 4 and above and give you a convenient number of hits.

    Alternatively, you can make battle rolls via orokos (thanks, Infidel!)
    Delmain wrote: Β»
    Use Xd6o6h4.

    o is for Open, it rolls them over and over until you get a not-6. e6 just rerolls 6s once, even if another 6 comes up.

    Battle dice probabilities:
    I made a table for expected results up to 6 battle dice. Cells without values have probabilities below 0.1%. There is some rounding, so the values won't be exact, but they'll be close enough for most purposes.

    ChaosInTheOldWorld_HitProbabilities.gif

    We'll be using both google-docs and admanb's handtracker for this game; you'll need to make an account for the handtracker and PM me an email address.

    stever777 on
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    stever777stever777 AFK most Saturdays Registered User regular
    edited April 2011
    BTW, I always give new players first choice of gods, if 38thDoe is playing.

    stever777 on
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    38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    edited April 2011
    I'm in for indiscriminate (incompetent) bloodletting.

    38thDoe on
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    FunkyWaltDoggFunkyWaltDogg Columbia, SCRegistered User regular
    edited April 2011
    I'm in; [strike]my preference would be Tzeentch > Nurgle.[/strike]

    Actually, just give me whoever's left.

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    XiVXiV Registered User regular
    edited April 2011
    Oh hey, sure been a lot of games lately! Wasn't expecting to be back on board this soon.

    Preference be, um, a god other than Slaanesh.

    XiV on
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    stever777stever777 AFK most Saturdays Registered User regular
    edited April 2011
    Aegis bailed. We're waiting on The Cow King to respond.

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    stever777stever777 AFK most Saturdays Registered User regular
    edited April 2011
    The Cow King didn't respond. Now waiting on GoodOmens to be our fourth.

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    GoodOmensGoodOmens Registered User regular
    edited April 2011
    YEAAAAAAAAAAAH! WHAT A RUSH!

    Meaning both that I'm celebrating the Road Warriors inclusion in the Wrestling Hall of Fame, and that I'm playing.

    GoodOmens on
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    The Cow KingThe Cow King a island Registered User regular
    edited April 2011
    Sorry I meant to come in a say you can give my spot away!

    Sorry!

    The Cow King on
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    stever777stever777 AFK most Saturdays Registered User regular
    edited April 2011
    Line-up - (Based on previously stated preferences in CitOW thread)
    38thDoe as Khorne
    FunkyWaltDogg as Nurgle
    XiV as Tzeentch
    GoodOmens as Slaanesh

    All may draw their 3 starting cards on Handtracker.
    CitOW game 37 should be listed when you log-in as a game you're playing. Click on that.
    Scroll down to your deck listed on the left and hit "show/hide deck".
    "Draw to Hand" should appear.
    Click on that to draw one card, which will then be shown to you.
    Back out and do that 2 more times.
    When you get that done you should have three cards "In Hand".

    stever777 on
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    GoodOmensGoodOmens Registered User regular
    edited April 2011
    Initial hand drawn. Let's dance, brothers.

    GoodOmens on
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    stever777stever777 AFK most Saturdays Registered User regular
    edited April 2011
    Round 1, Old World phase:
    Franz's Decree
    Discard this card to the box and draw another Old World card from the top of the Old World deck. -
    (This brings the game one turn closer to the "Exhausted Old World Deck" game end condition.)

    Norse Reavers
    Remove all Event tokens from the board and remove any Old World cards bearing the Twin-tailed Comet icon from the Old World track.
    Then, place one Event token in each of Bretonnia, Tilea and The Empire.
    Finally, place one peasant token in each region. -
    In the end phase when Old World cards are resolved, remove one Peasant token (if able) from every region where there is an Event token.
    game37state1.png
    Round 1, Draw phase
    Khorne: draw 2; 5 in hand, 19 remaining in deck
    Nurgle: draw 2; 5 in hand, 19 remaining in deck
    Tzeentch: may choose to discard before drawing to five; 18 or 19 cards remaining in deck
    Slaanesh: draw 2; 5 in hand, 19 remaining in deck

    Once cards are drawn, Khorne is active to place a figure or play a card in any region.
    Please post using this format -
    Action. Remaining power/total power.
    eg. - Cultist to The Badlands. 6/7 PP.

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    38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    edited April 2011
    These reavers seem like good people. Sending a cultist to investigate further.
    Cultist to Bretonnia.
    6/7 PP.

    38thDoe on
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    XiVXiV Registered User regular
    edited April 2011
    *Twiddles fingers* exxxxcellent.

    Not discarding; cards drawn.

    XiV on
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    FunkyWaltDoggFunkyWaltDogg Columbia, SCRegistered User regular
    edited April 2011
    So nice of you to commit your troops early, brother!

    Leper to Kislev.

    5/6 PP

    FunkyWaltDogg on
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    XiVXiV Registered User regular
    edited April 2011
    Isn't Kislev deathly boring at this time of year, brother?

    Temporal Stasis in Kislev

    5/6 PP

    XiV on
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    GoodOmensGoodOmens Registered User regular
    edited April 2011
    Summon Seductress to The Badlands. 5/6 PP left

    GoodOmens on
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    38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    edited April 2011
    So nice of you to commit your troops early, brother!
    You know me-always trying to make people happy. After all, you catch more skulls with honey than with vinegar as they say.
    Cultist to the Border Princes.
    5/7 PP.

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    FunkyWaltDoggFunkyWaltDogg Columbia, SCRegistered User regular
    edited April 2011
    XiV wrote: Β»
    Isn't Kislev deathly boring at this time of year, brother?
    You make a persuasive argument!

    Summon a Leper to The Empire.

    4/6 PP

    FunkyWaltDogg on
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    FunkyWaltDoggFunkyWaltDogg Columbia, SCRegistered User regular
    edited April 2011
    A board update, since stever couldn't make one earlier due to the board manager being broken (again!):

    game37state2.png

    FunkyWaltDogg on
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    XiVXiV Registered User regular
    edited April 2011
    Acolyte to Kislev

    4/6 PP

    XiV on
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    GoodOmensGoodOmens Registered User regular
    edited April 2011
    Summon Seductress to Badlands. 4/6 PP left.

    GoodOmens on
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    38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    edited April 2011
    Bloodletter to Badlands.

    3/7 PP.

    38thDoe on
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    FunkyWaltDoggFunkyWaltDogg Columbia, SCRegistered User regular
    edited April 2011
    Leper to Bretonnia.

    3/6 PP

    FunkyWaltDogg on
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    stever777stever777 AFK most Saturdays Registered User regular
    edited April 2011
    Round 1, Summoning Phase
    game37state2.png
    OWC Effect: Remove one Peasant token from every region where there is an Event token.

    Spell Effects:
    Kislev: Temporal Stasis: +2 PP for others to place here
    Tzeentch is active.

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    XiVXiV Registered User regular
    edited April 2011
    Drain Power in Bretonnia

    5/6 PP


    2/7 PP

    2/6 PP

    Nothing personal!

    XiV on
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    GoodOmensGoodOmens Registered User regular
    edited April 2011
    Dark Influence in Brettonia, moving the Noble to The Border Princes.

    3/6 PP left.

    GoodOmens on
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    38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    edited April 2011
    XiV wrote: Β»
    Nothing personal!
    Of course not. I'm sure you weren't even responsible for that, must have been those crazy peasants. First they are draining power, what's next them flying into a bloodlust?
    Blood Frenzy to The Empire.
    2/7 PP.

    Oh.

    38thDoe on
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    FunkyWaltDoggFunkyWaltDogg Columbia, SCRegistered User regular
    edited April 2011
    Wow, it's almost as if I'm surrounded by people who wish me ill!

    Leper to Bretonnia

    1/6 PP

    FunkyWaltDogg on
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    XiVXiV Registered User regular
    edited April 2011
    I thought wishing people ill and nauseous was your domain, brother.

    Acolyte to Kislev

    4/6 PP

    XiV on
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    GoodOmensGoodOmens Registered User regular
    edited April 2011
    Summon Seductress to The Border Princes. 2/6 PP left.

    GoodOmens on
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    38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    edited April 2011

    Reavers challenge a Bloodsworn to a bloodletting contest.
    Bloodletter to Bretonnia.

    0/7 PP.
    Resting.

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    FunkyWaltDoggFunkyWaltDogg Columbia, SCRegistered User regular
    edited April 2011
    Put me down for "oozing".

    One more Leper to Bretonnia.

    0/7 PP, and rest.

    FunkyWaltDogg on
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    XiVXiV Registered User regular
    edited April 2011
    Acolyte to Kislev again

    3/6 PP

    XiV on
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    stever777stever777 AFK most Saturdays Registered User regular
    edited April 2011
    Round 1, Summoning Phase
    game37state2.png
    OWC Effect: Remove one Peasant token from every region where there is an Event token.

    Spell Effects:
    Kislev: Temporal Stasis: +2 PP for others to place here
    The Empire: Blood Frenzy: 2 early battle dice
    Slaanesh is active.
    Khorne & Nurgle have passed.

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    GoodOmensGoodOmens Registered User regular
    edited April 2011
    Summon Seductress to The Border Princes. 1/6 PP left.

    GoodOmens on
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    XiVXiV Registered User regular
    edited April 2011
    Acolyte to Troll Country

    2/6 PP

    XiV on
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    GoodOmensGoodOmens Registered User regular
    edited April 2011
    Summon Seductress to The Badlands. 0/6.

    GoodOmens on
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    XiVXiV Registered User regular
    edited April 2011
    Let it be known that I love all my brothers and it simply will not do to leave Slaanesh without a gift.

    Dazzle in the Border Princes

    0/6 PP
    , Bring on the hurting!

    XiV on
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    stever777stever777 AFK most Saturdays Registered User regular
    edited April 2011
    Round 1, Battle Phase
    game37state2.png
    OWC Effect: Remove one Peasant token from every region where there is an Event token.

    Spell Effects:
    Kislev: Temporal Stasis: +2 PP for others to place here
    The Empire: Blood Frenzy: 2 early battle dice
    The Border Princes: Dazzle: One of each enemy cultists does not place a corruption here
    The Empire: 2 dice
    Bretonnia: 2 dice
    The Badlands: 2 dice

    You can use either Invisible Castle (IC) or Orokos to make your battle rolls.
    Then, when you post the results, put a link in it to the die roll result, along with what region you are resolving & how you are applying the hits, if any.
    Peasants are viable targets at 1 defense, and can earn you VP's if the right OW card comes up later in the game, tho' most Khornes I've met kill figures for dial counters.

    stever777 on
    Hosting Android: Netrunner - Thread 2: The Revenge

    The Black Hole of Cygnus X-1
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