The new forums will be named Coin Return (based on the most recent vote)! You can check on the status and timeline of the transition to the new forums here.
The Guiding Principles and New Rules document is now in effect.
Roll to see which race and power gets selected, then remove them from these lists. Races:
Orcs (5) Collect 1 extra coin for each unoccupied region conquered this turn.
Ratmen (8) No Racial Power.
Trolls (5) Place a Troll's Lair in each region you occupy. These stay even in decline.
Special Powers:
Alchemist (4) Collect 2 exta coins at the end of each turn while active.
Berserk (4) You can use the reinforcement die for every conquest and roll before selecting the region.
Bivouacking (5) During redeploy, place or move the 5 Encampment tokens in your region(s) that count as one unit each for defense.
Commando (4) You may conquer any region at -1 units.
Diplomat (5) At the end of your turn, pick an opponent whose active race you did not attack. That player may not attack your active race before your next turn.
Flying (5) You may conquer any region except water even if they are not adjacent.
Fortified (3) Once per turn, place one Fortress in a region you control (max 1 per region, 6 total). Each fortress confers 1 extra coin while active and 1 defense. These remain even in decline.
Merchant (2) Collect 1 bonus coin for each region you control.
Seafaring (5) You may conquer water regions.
Discard Stacks:
Race: None
Special Powers: Stout
1. Gandalf_the_Crazed
Active Race: Dragon Master Giants [11] Decline Race: {None} SUMMARY: I abandoned the region of Northwoods, then took the regions of Secluded Swamp, Doveland, and White Crag.
Conquest!
With 11 total giants and 5 starting territories, I have 6 free giants to use for conquest. Abandoning Northwoods, I now have 7.
I use 2 of those to take Secluded Swamp, leaving 5.
Use 4 of those to take Doveland, leaving 1.
Use the last one, along with the dragon, to take White Crag.
Adventfalls loses a total of 2 units, with 3 retreating to Rivertown.
Redeployment
As seen on map.
Points Earned: 7
2. Valkun
Active Race: Pillaging Elves [11] Decline Race: {None} SUMMARY: Abandoned the Rolling Flats to liberate Iron Spike and the Secluded Swamp from the Giants.
Conquest!
Conquer:
7 Pillaging Elves return to Hand.
Abandon Rolling Flats to gain another Pillaging Elf.
Redeploy:
Shift 1 Pillaging Elf from Secluded Swamp to Rush Valley.
Shift 1 Pillaging Elf from Iron Spike to Golden Flats.
Shift 1 Pillaging Elf from Iron Spike to Leyland.
Shift 1 Pillaging Elf from Iron Spike to Secluded Swamp.
Active Race: Spirit Halflings [11] Decline Race: Ghouls [9] SUMMARY: Chose Spirit Halflings [11] as active race (gain 1 victory coin). Ghouls conquer Engorged Marsh. Spirit Halflings conquer Piercing Delta, Burning Steppes, and Gug. Holes-in-the-Ground are placed at Piercing Delta and Burning Steppes.
Conquest!
Conquer:
5 Ghouls return to hand.
3 Ghouls slaughter Lost Tribe to conquer Engorged Marsh.
3 Spirit Halflings slaughter Lost Tribe to conquer Piercing Delta, placing a Hole-in-the-Ground.
6 Spirit Halflings slaughter 4 Hill Wizards to conquer Burning Steppes, placing a Hole-in-the-Ground.
Final Conquest:
Ghouls attempt to move into Low Peaks with 2 Ghouls: Ghouls conquering Low Peaks (1d6=5) FAIL, 2 Ghouls are placed in Engorged Marsh
Spirit Halflings attempt to slaughter Lost Tribe to conquer Gug: Spirit Halflings conquer Gug (1d6=3) SUCCESS, 2 Halflings are placed in Gug
Redeploy:
2 Spirit Halflings shift from Piercing Delta to Gug.
5 Spirit Halflings shift from Burning Steppes to Gug.
Retreat: 3 Hill Wizards retreat to Rivertown.
4. El Skid
Active Race: Heroic Humans [11] Decline Race: None SUMMARY: Take 6 Humans back into hand. Take 1 Human out of Quicksilver forest, losing control of that area. 7 humans defeat the 5 ghouls in Engorged Marsh.
Conquest!
Conquer:
7 humans defeat the 5 ghouls in Engorged Marsh.
Final Conquest:
None
Points Earned: 4 + 2 (human) = 6
Redeploy:
3 humans move from Engorged Marsh to Tranquil Expanse
3 humans move from Engorged Marsh to Platinum Plateau
Hero Moves to Engorged Marsh from Tranquil Expanse
Retreat: None, Ghouls are in decline
Regions
Burning Steppes [1]: 1 Spirit Halfling, Hole-in-the-Ground
Corner Sea [0]:
Crackling Steppes [1]: Lost Tribe
Deathmaw [0]: 1 Heroic Human, Hero
Doveland [2]: 2 Giants
Drake Sea [0]:
Dragon Coast [1]: Mountain
Druid's Bay [0]:
Dryad's Retreat [1]: Lost Tribe
Engorged Marsh [H]: 1 Heroic Human, Hero
Ent's Harbor [0]:
Falling Leaves [1]: Lost Tribe
Ghitu Highlands [1]: Lost Tribe
Ghitu Lowlands [0]:
Golden Flats [2]: 2 Pillaging Elves
Gug [9]: 9 Spirit Halflings
Heartstone [1]: Mountain
High Peaks [1]: Mountain
Iron Spine [3]: Mountain, 2 Pillaging Elves
Leyland [2]: 2 Pillaging Elves
Lichhome [1]: 1 Ghouls
Lowlands [0]:
Low Peaks [1]: Mountain
Midland [1]: Lost Tribe
Mid Peaks [2]: Mountain, 1 Ghoul
Misty Vale [1]: 1 Ghoul
Mount Mithril [2]: Mountain, 1 Giant
Norfolk [1]: Lost Tribe
Northwoods [0]:
Piercing Delta [1]: 1 Spirit Halfing, Hole-in-the-Ground
Platinum Plateau [4]: 4 Heroic Humans
Quicksilver Forest [0]:
Rainbow Lake [0]:
Raptor's Nest [0]:
Rivertown [3]: 6 Hill Wizards
Rolling Flats [0]:
Rush Valley [2]: 2 Pillaging Elves
Saint's Pride [1]: 1 Ghoul
Secluded Swamp [3]: 3 Pillaging Elves
Silver Mist [1]: Lost Tribe
Swamps of Despair [1]: Lost Tribe
Tranquil Expanse [H]: 4 Heroic Humans
Warlock Falls [0]:
White Crag [D]: Mountain, 1 Giant, DRAGON
Windmillia [2]: 3 Giants
Witch Marsh [0]:
Wool Road [1]: Lost Tribe
World's End [2]: Mountain, 2 Giants
Current Player:
1. Gandalf_the_crazed
2. Valkun
3. IAmUnaware
4. El Skid 5. Adventfalls
What I do, I do for the good of the realm!
El Skid on
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El SkidThe frozen white northRegistered Userregular
edited October 2009
Current map- Please check for correctness. I won't be able to edit anymore today (heading to work), but it's better than the old one anyway :P
El Skid on
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adventfallsWhy would you wish to know?Registered Userregular
edited October 2009
Good God, I go to sleep and wake up almost wiped off the map!
Okay, this might be entirely due to my poor grasp of the rules, but I don't understand why being in decline stops my ghouls from retreating as normal and I can't find anything in the rule document about it. Can someone point me to the relevant bit?
Also, I posted while I was half asleep last night and I forgot to update the race stacks after I took the Spirit Halflings. I'm editing in the fix now. El Skid, you'll probably want to update your post once I fix it.
EDIT: Alright, fixed. Flying Trolls!
IAmUnaware on
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adventfallsWhy would you wish to know?Registered Userregular
Roll to see which race and power gets selected, then remove them from these lists. Races:
Orcs (5) Collect 1 extra coin for each unoccupied region conquered this turn.
Ratmen (8) No Racial Power.
Trolls (5) Place a Troll's Lair in each region you occupy. These stay even in decline.
Special Powers:
Alchemist (4) Collect 2 exta coins at the end of each turn while active.
Berserk (4) You can use the reinforcement die for every conquest and roll before selecting the region.
Bivouacking (5) During redeploy, place or move the 5 Encampment tokens in your region(s) that count as one unit each for defense.
Commando (4) You may conquer any region at -1 units.
Diplomat (5) At the end of your turn, pick an opponent whose active race you did not attack. That player may not attack your active race before your next turn.
Flying (5) You may conquer any region except water even if they are not adjacent.
Fortified (3) Once per turn, place one Fortress in a region you control (max 1 per region, 6 total). Each fortress confers 1 extra coin while active and 1 defense. These remain even in decline.
Merchant (2) Collect 1 bonus coin for each region you control.
Seafaring (5) You may conquer water regions.
Discard Stacks:
Race: None
Special Powers: Stout Hill
1. Gandalf_the_Crazed
Active Race: Dragon Master Giants [11] Decline Race: {None} SUMMARY: I abandoned the region of Northwoods, then took the regions of Secluded Swamp, Doveland, and White Crag.
Conquest!
With 11 total giants and 5 starting territories, I have 6 free giants to use for conquest. Abandoning Northwoods, I now have 7.
I use 2 of those to take Secluded Swamp, leaving 5.
Use 4 of those to take Doveland, leaving 1.
Use the last one, along with the dragon, to take White Crag.
Adventfalls loses a total of 2 units, with 3 retreating to Rivertown.
Redeployment
As seen on map.
Points Earned: 7
2. Valkun
Active Race: Pillaging Elves [11] Decline Race: {None} SUMMARY: Abandoned the Rolling Flats to liberate Iron Spike and the Secluded Swamp from the Giants.
Conquest!
Conquer:
7 Pillaging Elves return to Hand.
Abandon Rolling Flats to gain another Pillaging Elf.
Redeploy:
Shift 1 Pillaging Elf from Secluded Swamp to Rush Valley.
Shift 1 Pillaging Elf from Iron Spike to Golden Flats.
Shift 1 Pillaging Elf from Iron Spike to Leyland.
Shift 1 Pillaging Elf from Iron Spike to Secluded Swamp.
Active Race: Spirit Halflings [11] Decline Race: Ghouls [9] SUMMARY: Chose Spirit Halflings [11] as active race (gain 1 victory coin). Ghouls conquer Engorged Marsh. Spirit Halflings conquer Piercing Delta, Burning Steppes, and Gug. Holes-in-the-Ground are placed at Piercing Delta and Burning Steppes.
Conquest!
Conquer:
5 Ghouls return to hand.
3 Ghouls slaughter Lost Tribe to conquer Engorged Marsh.
3 Spirit Halflings slaughter Lost Tribe to conquer Piercing Delta, placing a Hole-in-the-Ground.
6 Spirit Halflings slaughter 4 Hill Wizards to conquer Burning Steppes, placing a Hole-in-the-Ground.
Final Conquest:
Ghouls attempt to move into Low Peaks with 2 Ghouls: Ghouls conquering Low Peaks (1d6=5) FAIL, 2 Ghouls are placed in Engorged Marsh
Spirit Halflings attempt to slaughter Lost Tribe to conquer Gug: Spirit Halflings conquer Gug (1d6=3) SUCCESS, 2 Halflings are placed in Gug
Redeploy:
2 Spirit Halflings shift from Piercing Delta to Gug.
5 Spirit Halflings shift from Burning Steppes to Gug.
Retreat: 3 Hill Wizards retreat to Rivertown.
4. El Skid
Active Race: Heroic Humans [11] Decline Race: None SUMMARY: Take 6 Humans back into hand. Take 1 Human out of Quicksilver forest, losing control of that area. 7 humans defeat the 5 ghouls in Engorged Marsh.
Conquest!
Conquer:
7 humans defeat the 5 ghouls in Engorged Marsh.
Final Conquest:
None
Points Earned: 4 + 2 (human) = 6
Redeploy:
3 humans move from Engorged Marsh to Tranquil Expanse
3 humans move from Engorged Marsh to Platinum Plateau
Hero Moves to Engorged Marsh from Tranquil Expanse
Retreat: None, Ghouls are in decline
5. AdventFalls
Active Race: Hill Wizards Decline Race: None SUMMARY:
Wizards go into decline.
Getting Bent Over:
Point Earned = 1. You read that right. ONE.
Regions
Burning Steppes [1]: 1 Spirit Halfling, Hole-in-the-Ground
Corner Sea [0]:
Crackling Steppes [1]: Lost Tribe
Deathmaw [0]: 1 Heroic Human, Hero
Doveland [2]: 2 Giants
Drake Sea [0]:
Dragon Coast [1]: Mountain
Druid's Bay [0]:
Dryad's Retreat [1]: Lost Tribe
Engorged Marsh [H]: 1 Heroic Human, Hero
Ent's Harbor [0]:
Falling Leaves [1]: Lost Tribe
Ghitu Highlands [1]: Lost Tribe
Ghitu Lowlands [0]:
Golden Flats [2]: 2 Pillaging Elves
Gug [9]: 9 Spirit Halflings
Heartstone [1]: Mountain
High Peaks [1]: Mountain
Iron Spine [3]: Mountain, 2 Pillaging Elves
Leyland [2]: 2 Pillaging Elves
Lichhome [1]: 1 Ghouls
Lowlands [0]:
Low Peaks [1]: Mountain
Midland [1]: Lost Tribe
Mid Peaks [2]: Mountain, 1 Ghoul
Misty Vale [1]: 1 Ghoul
Mount Mithril [2]: Mountain, 1 Giant
Norfolk [1]: Lost Tribe
Northwoods [0]:
Piercing Delta [1]: 1 Spirit Halfing, Hole-in-the-Ground
Platinum Plateau [4]: 4 Heroic Humans
Quicksilver Forest [0]:
Rainbow Lake [0]:
Raptor's Nest [0]:
Rivertown [3]: 1 Wizard
Rolling Flats [0]:
Rush Valley [2]: 2 Pillaging Elves
Saint's Pride [1]: 1 Ghoul
Secluded Swamp [3]: 3 Pillaging Elves
Silver Mist [1]: Lost Tribe
Swamps of Despair [1]: Lost Tribe
Tranquil Expanse [H]: 4 Heroic Humans
Warlock Falls [0]:
White Crag [D]: Mountain, 1 Giant, DRAGON
Windmillia [2]: 3 Giants
Witch Marsh [0]:
Wool Road [1]: Lost Tribe
World's End [2]: Mountain, 2 Giants
Current Player: 1. Gandalf_the_crazed
2. Valkun
3. IAmUnaware
4. El Skid
5. Adventfalls
I never was good at strateragy. Stupid immune spaces.
Oh, adventfalls has also fallen victim to my tired posting. Make sure you update the race list in your post with the race list in my post, which is now 100% less wrong.
EDIT: Okay, the FAQ has clarified the situation for me. Ghouls in decline react to being conquered as though they were active, so 4 of my ghouls should have fled the human slaughter, 2 going to Saint's Pride and 2 going to Lich Home.
IAmUnaware on
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El SkidThe frozen white northRegistered Userregular
edited October 2009
For Serious?
Oh jeez, I would have played that differently if I had known. I had assumed since they were in decline they got to attack and also got to keep their numbers when going into decline, but would die like other in-decline races.
Roll to see which race and power gets selected, then remove them from these lists. Races:
Orcs (5) Collect 1 extra coin for each unoccupied region conquered this turn.
Ratmen (8) No Racial Power.
Trolls (5) Place a Troll's Lair in each region you occupy. These stay even in decline.
Special Powers:
Alchemist (4) Collect 2 exta coins at the end of each turn while active.
Berserk (4) You can use the reinforcement die for every conquest and roll before selecting the region.
Bivouacking (5) During redeploy, place or move the 5 Encampment tokens in your region(s) that count as one unit each for defense.
Commando (4) You may conquer any region at -1 units.
Diplomat (5) At the end of your turn, pick an opponent whose active race you did not attack. That player may not attack your active race before your next turn.
Flying (5) You may conquer any region except water even if they are not adjacent.
Fortified (3) Once per turn, place one Fortress in a region you control (max 1 per region, 6 total). Each fortress confers 1 extra coin while active and 1 defense. These remain even in decline.
Merchant (2) Collect 1 bonus coin for each region you control.
Seafaring (5) You may conquer water regions.
Discard Stacks:
Race: None
Special Powers:
Stout
Hill
Dragon Master
Pillaging
1. Gandalf_the_Crazed
Active Race: Decline Race: Giants [11] SUMMARY: Went into Decline.
Decline!
World's End, Mount Mithril, Windmillia, Doveland, and White Crag now only have a single giant on them. Points Earned: 5
2. Valkun
Active Race: Decline Race: Elves SUMMARY: Go into Decline.
Decline!
Rush Valley, Golden Flats, Leyland, Iron Spike, and Secluded Swamp now only have a single elf.
Points Earned: 5 Territories
Regions
Burning Steppes [1]: 1 Spirit Halfling, Hole-in-the-Ground
Corner Sea [0]:
Crackling Steppes [1]: Lost Tribe
Deathmaw [0]: 1 Heroic Human, Hero
Doveland [1]: 1 Giants
Drake Sea [0]:
Dragon Coast [1]: Mountain
Druid's Bay [0]:
Dryad's Retreat [1]: Lost Tribe
Engorged Marsh [H]: 1 Heroic Human, Hero
Ent's Harbor [0]:
Falling Leaves [1]: Lost Tribe
Ghitu Highlands [1]: Lost Tribe
Ghitu Lowlands [0]:
Golden Flats [1]: 1 Elf
Gug [9]: 9 Spirit Halflings
Heartstone [1]: Mountain
High Peaks [1]: Mountain
Iron Spine [2]: Mountain, 1 Elf
Leyland [1]: 1 Elf
Lichhome [1]: 1 Ghouls
Lowlands [0]:
Low Peaks [1]: Mountain
Midland [1]: Lost Tribe
Mid Peaks [2]: Mountain, 1 Ghoul
Misty Vale [1]: 1 Ghoul
Mount Mithril [2]: Mountain, 1 Giant
Norfolk [1]: Lost Tribe
Northwoods [0]:
Piercing Delta [1]: 1 Spirit Halfing, Hole-in-the-Ground
Platinum Plateau [4]: 4 Heroic Humans
Quicksilver Forest [0]:
Rainbow Lake [0]:
Raptor's Nest [0]:
Rivertown [3]: 1 Wizard
Rolling Flats [0]:
Rush Valley [1]: 1 Elf
Saint's Pride [1]: 1 Ghoul
Secluded Swamp [1]: 1 Elf
Silver Mist [1]: Lost Tribe
Swamps of Despair [1]: Lost Tribe
Tranquil Expanse [H]: 4 Heroic Humans
Warlock Falls [0]:
White Crag [2]: Mountain, 1 Giant
Windmillia [1]: 1 Giant
Witch Marsh [0]:
Wool Road [1]: Lost Tribe
World's End [2]: Mountain, 1 Giants
Current Player:
1. Gandalf_the_crazed
2. Valkun 3. IAmUnaware
4. El Skid
5. Adventfalls
Roll to see which race and power gets selected, then remove them from these lists. Races:
Orcs (5) Collect 1 extra coin for each unoccupied region conquered this turn.
Ratmen (8) No Racial Power.
Special Powers:
Alchemist (4) Collect 2 exta coins at the end of each turn while active.
Berserk (4) You can use the reinforcement die for every conquest and roll before selecting the region.
Bivouacking (5) During redeploy, place or move the 5 Encampment tokens in your region(s) that count as one unit each for defense.
Commando (4) You may conquer any region at -1 units.
Diplomat (5) At the end of your turn, pick an opponent whose active race you did not attack. That player may not attack your active race before your next turn.
Fortified (3) Once per turn, place one Fortress in a region you control (max 1 per region, 6 total). Each fortress confers 1 extra coin while active and 1 defense. These remain even in decline.
Merchant (2) Collect 1 bonus coin for each region you control.
Seafaring (5) You may conquer water regions.
Discard Stacks:
Race: None
Special Powers:
Stout
Hill
Dragon Master
Pillaging
1. Gandalf_the_Crazed
Active Race: Decline Race: Giants [11] SUMMARY: Went into Decline.
Decline!
World's End, Mount Mithril, Windmillia, Doveland, and White Crag now only have a single giant on them. Points Earned: 5
2. Valkun
Active Race: Decline Race: Elves SUMMARY: Go into Decline.
Decline!
Rush Valley, Golden Flats, Leyland, Iron Spike, and Secluded Swamp now only have a single elf.
Points Earned: 5 Territories
3. IAmUnaware
Active Race: Spirit Halflings [11] Decline Race: Ghouls [8] SUMMARY: 8 Spirit Halflings and 4 Ghouls return to hand. Ghouls conquer High Peaks and Low Peaks. Spirit Halflings conquer Druid's Bay and White Crag and fail to conquer Secluded Swamp.
Conquest!
3 Ghouls move into High Peaks.
2 Spirit Halflings move into Druid's Bay.
4 Spirit Halflings defeat 1 Giant to conquer White Crag.
Roll to see which race and power gets selected, then remove them from these lists. Races:
Orcs (5) Collect 1 extra coin for each unoccupied region conquered this turn.
Ratmen (8) No Racial Power.
Special Powers:
Alchemist (4) Collect 2 exta coins at the end of each turn while active.
Berserk (4) You can use the reinforcement die for every conquest and roll before selecting the region.
Bivouacking (5) During redeploy, place or move the 5 Encampment tokens in your region(s) that count as one unit each for defense.
Commando (4) You may conquer any region at -1 units.
Diplomat (5) At the end of your turn, pick an opponent whose active race you did not attack. That player may not attack your active race before your next turn.
Fortified (3) Once per turn, place one Fortress in a region you control (max 1 per region, 6 total). Each fortress confers 1 extra coin while active and 1 defense. These remain even in decline.
Merchant (2) Collect 1 bonus coin for each region you control.
Seafaring (5) You may conquer water regions.
Discard Stacks:
Race: None
Special Powers:
Stout
Hill
Dragon Master
Pillaging
1. Gandalf_the_Crazed
Active Race: Decline Race: Giants [11] SUMMARY: Went into Decline.
Decline!
World's End, Mount Mithril, Windmillia, Doveland, and White Crag now only have a single giant on them. Points Earned: 5
2. Valkun
Active Race: Decline Race: Elves SUMMARY: Go into Decline.
Decline!
Rush Valley, Golden Flats, Leyland, Iron Spike, and Secluded Swamp now only have a single elf.
Points Earned: 5 Territories
3. IAmUnaware
Active Race: Spirit Halflings [11] Decline Race: Ghouls [8] SUMMARY: 8 Spirit Halflings and 4 Ghouls return to hand. Ghouls conquer High Peaks and Low Peaks. Spirit Halflings conquer Druid's Bay and White Crag and fail to conquer Secluded Swamp.
Conquest!
3 Ghouls move into High Peaks.
2 Spirit Halflings move into Druid's Bay.
4 Spirit Halflings defeat 1 Giant to conquer White Crag.
Redeploy:
Shift 1 Ghoul from High Peaks to Saint's Pride.
Shift 1 Ghoul from High Peaks to Misty Vale.
Shift 1 Spirit Halfling from White Crag to Gug.
4. El Skid
Active Race: Heroic Humans [10] Decline Race: None [8] SUMMARY: 6 Heroic Humans return to hand. 3 Humans take Midland, 3 try to take Saint's Pride, but fail.
Conquest!
3 Humans to Midland
Final Conquest:
3 Humans attempt to take Saint's Pride against the two ghouls stationed there. Reinforcement roll: 1d6=4 FAILS- Crap, I'm not used to rolling too high :P 3 Humans retreat to Engorged Marsh
Points Earned: 5+3 (Humans) = 8
Redeploy:
Redeploy 2 humans from Midland to Platinum Plateau
Redeploy 3 humans from Engorged Marsh to Tranquil Expanse
Move Hero in Midland
Leave Hero in Engorged Marsh
Regions
Burning Steppes [1]: 1 Spirit Halfling, Hole-in-the-Ground
Corner Sea [0]:
Crackling Steppes [1]: Lost Tribe
Deathmaw [1]: 1 Heroic Human
Doveland [1]: 1 Giants
Drake Sea [0]:
Dragon Coast [1]: Mountain
Druid's Bay [2]: 2 Spirit Halflings
Dryad's Retreat [1]: Lost Tribe
Engorged Marsh [H]: 1 Heroic Human, Hero
Ent's Harbor [0]:
Falling Leaves [1]: Lost Tribe
Ghitu Highlands [1]: Lost Tribe
Ghitu Lowlands [0]:
Golden Flats [1]: 1 Elf
Gug [4]: 4 Spirit Halflings
Heartstone [1]: Mountain
High Peaks [2]: Mountain, 1 Ghoul
Iron Spine [2]: Mountain, 1 Elf
Leyland [1]: 1 Elf
Lichhome [1]: 1 Ghoul
Lowlands [0]:
Low Peaks [2]: Mountain, 1 Ghoul
Midland [H]: 1 Heroic Human, Hero
Mid Peaks [2]: Mountain, 1 Ghoul
Misty Vale [2]: 2 Ghouls
Mount Mithril [2]: Mountain, 1 Giant
Norfolk [1]: Lost Tribe
Northwoods [0]:
Piercing Delta [1]: 1 Spirit Halfing, Hole-in-the-Ground
Platinum Plateau [3]: 3 Heroic Humans
Quicksilver Forest [0]:
Rainbow Lake [0]:
Raptor's Nest [0]:
Rivertown [3]: 1 Wizard
Rolling Flats [0]:
Rush Valley [1]: 1 Elf
Saint's Pride [2]: 2 Ghouls
Secluded Swamp [1]: 1 Elf
Silver Mist [1]: Lost Tribe
Swamps of Despair [1]: Lost Tribe
Tranquil Expanse [4]: 4 Heroic Humans
Warlock Falls [0]:
White Crag [4]: Mountain, 3 Spirit Halflings
Windmillia [1]: 1 Giant
Witch Marsh [0]:
Wool Road [1]: Lost Tribe
World's End [2]: Mountain, 1 Giants
Current Player:
1. Gandalf_the_crazed
2. Valkun
3. IAmUnaware
4. El Skid 5. Adventfalls
El Skid on
0
adventfallsWhy would you wish to know?Registered Userregular
Roll to see which race and power gets selected, then remove them from these lists. Races:
Orcs (5) Collect 1 extra coin for each unoccupied region conquered this turn.
Special Powers:
Alchemist (4) Collect 2 exta coins at the end of each turn while active.
Berserk (4) You can use the reinforcement die for every conquest and roll before selecting the region.
Bivouacking (5) During redeploy, place or move the 5 Encampment tokens in your region(s) that count as one unit each for defense.
Commando (4) You may conquer any region at -1 units.
Diplomat (5) At the end of your turn, pick an opponent whose active race you did not attack. That player may not attack your active race before your next turn.
Fortified (3) Once per turn, place one Fortress in a region you control (max 1 per region, 6 total). Each fortress confers 1 extra coin while active and 1 defense. These remain even in decline.
Merchant (2) Collect 1 bonus coin for each region you control.
Discard Stacks:
Race: None
Special Powers:
Stout
Hill
Dragon Master
Pillaging
1. Gandalf_the_Crazed
Active Race: Decline Race: Giants [11] SUMMARY: Went into Decline.
Decline!
World's End, Mount Mithril, Windmillia, Doveland, and White Crag now only have a single giant on them. Points Earned: 5
2. Valkun
Active Race: Decline Race: Elves SUMMARY: Go into Decline.
Decline!
Rush Valley, Golden Flats, Leyland, Iron Spike, and Secluded Swamp now only have a single elf.
Points Earned: 5 Territories
3. IAmUnaware
Active Race: Spirit Halflings [11] Decline Race: Ghouls [8] SUMMARY: 8 Spirit Halflings and 4 Ghouls return to hand. Ghouls conquer High Peaks and Low Peaks. Spirit Halflings conquer Druid's Bay and White Crag and fail to conquer Secluded Swamp.
Conquest!
3 Ghouls move into High Peaks.
2 Spirit Halflings move into Druid's Bay.
4 Spirit Halflings defeat 1 Giant to conquer White Crag.
Redeploy:
Shift 1 Ghoul from High Peaks to Saint's Pride.
Shift 1 Ghoul from High Peaks to Misty Vale.
Shift 1 Spirit Halfling from White Crag to Gug.
4. El Skid
Active Race: Heroic Humans [10] Decline Race: None [8] SUMMARY: 6 Heroic Humans return to hand. 3 Humans take Midland, 3 try to take Saint's Pride, but fail.
Conquest!
3 Humans to Midland
Final Conquest:
3 Humans attempt to take Saint's Pride against the two ghouls stationed there. Reinforcement roll: 1d6=4 FAILS- Crap, I'm not used to rolling too high :P 3 Humans retreat to Engorged Marsh
Points Earned: 5+3 (Humans) = 8
Redeploy:
Redeploy 2 humans from Midland to Platinum Plateau
Redeploy 3 humans from Engorged Marsh to Tranquil Expanse
Move Hero in Midland
Leave Hero in Engorged Marsh
5. Adventfalls
Active Race: Wealthy Skeletons (10)
Decline Race: Wizards
Summary:
Took Wealthy Skeletons as new active race. Generated new race: 1d2, 1d8 = 2,8. Seafaring Ratmen. Explains the Black Plague. Conquer Misty Vale, Mid-Peaks, and High Peaks.
CONQUEST!
4 Skeletons take the Misty Vale from the Ghouls.
3 Skeletons take the Mid-Peaks from the Ghouls.
3 Skeletons take the High Peaks from the Ghouls.
1 Ghoul retreats to Saint's Pride.
Points Earned: 4 Territories + 7 (Wealthy) = 11.
Regions
Burning Steppes [1]: 1 Spirit Halfling, Hole-in-the-Ground
Corner Sea [0]:
Crackling Steppes [1]: Lost Tribe
Deathmaw [1]: 1 Heroic Human
Doveland [1]: 1 Giants
Drake Sea [0]:
Dragon Coast [1]: Mountain
Druid's Bay [2]: 2 Spirit Halflings
Dryad's Retreat [1]: Lost Tribe
Engorged Marsh [H]: 1 Heroic Human, Hero
Ent's Harbor [0]:
Falling Leaves [1]: Lost Tribe
Ghitu Highlands [1]: Lost Tribe
Ghitu Lowlands [0]:
Golden Flats [1]: 1 Elf
Gug [4]: 4 Spirit Halflings
Heartstone [1]: Mountain
High Peaks [4]: Mountain, 3 Wealthy Skeletons
Iron Spine [2]: Mountain, 1 Elf
Leyland [1]: 1 Elf
Lichhome [1]: 1 Ghoul
Lowlands [0]:
Low Peaks [2]: Mountain, 1 Ghoul
Midland [H]: 1 Heroic Human, Hero
Mid Peaks [4]: Mountain, 3 Wealthy Skeletons
Misty Vale [4]: 4 Wealthy Skeletons
Mount Mithril [2]: Mountain, 1 Giant
Norfolk [1]: Lost Tribe
Northwoods [0]:
Piercing Delta [1]: 1 Spirit Halfing, Hole-in-the-Ground
Platinum Plateau [3]: 3 Heroic Humans
Quicksilver Forest [0]:
Rainbow Lake [0]:
Raptor's Nest [0]:
Rivertown [3]: 1 Wizard
Rolling Flats [0]:
Rush Valley [1]: 1 Elf
Saint's Pride [3]: 3 Ghouls
Secluded Swamp [1]: 1 Elf
Silver Mist [1]: Lost Tribe
Swamps of Despair [1]: Lost Tribe
Tranquil Expanse [4]: 4 Heroic Humans
Warlock Falls [0]:
White Crag [4]: Mountain, 3 Spirit Halflings
Windmillia [1]: 1 Giant
Witch Marsh [0]:
Wool Road [1]: Lost Tribe
World's End [2]: Mountain, 1 Giants
Current Player: 1. Gandalf_the_crazed
2. Valkun
3. IAmUnaware
4. El Skid
5. Adventfalls
Took me a while, I know. But revenge is FINALLY mine. Though I will likely get screwed by my next turn.
Yes, according to my records Swamp Sorcerers and Forest Dwarves should be worth 2 VP. It doesn't look like Advent listed the -2 VC for taking the Skeletons either. The ghoul should have retreated to Lich Home since there's only one ghoul there compared to Saint's Pride's 2.
Also, Advent should have 1 additional skeleton available to redeploy.
Roll to see which race and power gets selected, then remove them from these lists. Races:
Orcs (5) Collect 1 extra coin for each occupied region conquered this turn.
Special Powers:
Alchemist (4) Collect 2 exta coins at the end of each turn while active.
Berserk (4) You can use the reinforcement die for every conquest and roll before selecting the region.
Bivouacking (5) During redeploy, place or move the 5 Encampment tokens in your region(s) that count as one unit each for defense.
Commando (4) You may conquer any region at -1 units.
Diplomat (5) At the end of your turn, pick an opponent whose active race you did not attack. That player may not attack your active race before your next turn.
Fortified (3) Once per turn, place one Fortress in a region you control (max 1 per region, 6 total). Each fortress confers 1 extra coin while active and 1 defense. These remain even in decline.
Merchant (2) Collect 1 bonus coin for each region you control.
Discard Stacks:
Race: None
Special Powers:
Stout
Hill
Dragon Master
Pillaging
1. Gandalf_the_Crazed
Active Race: Decline Race: Giants [11] SUMMARY: Went into Decline.
Decline!
World's End, Mount Mithril, Windmillia, Doveland, and White Crag now only have a single giant on them. Points Earned: 5
2. Valkun
Active Race: Decline Race: Elves SUMMARY: Go into Decline.
Decline!
Rush Valley, Golden Flats, Leyland, Iron Spike, and Secluded Swamp now only have a single elf.
Points Earned: 5 Territories
3. IAmUnaware
Active Race: Spirit Halflings [11] Decline Race: Ghouls [8] SUMMARY: 8 Spirit Halflings and 4 Ghouls return to hand. Ghouls conquer High Peaks and Low Peaks. Spirit Halflings conquer Druid's Bay and White Crag and fail to conquer Secluded Swamp.
Conquest!
3 Ghouls move into High Peaks.
2 Spirit Halflings move into Druid's Bay.
4 Spirit Halflings defeat 1 Giant to conquer White Crag.
Redeploy:
Shift 1 Ghoul from High Peaks to Saint's Pride.
Shift 1 Ghoul from High Peaks to Misty Vale.
Shift 1 Spirit Halfling from White Crag to Gug.
4. El Skid
Active Race: Heroic Humans [10] Decline Race: None [8] SUMMARY: 6 Heroic Humans return to hand. 3 Humans take Midland, 3 try to take Saint's Pride, but fail.
Conquest!
3 Humans to Midland
Final Conquest:
3 Humans attempt to take Saint's Pride against the two ghouls stationed there. Reinforcement roll: 1d6=4 FAILS- Crap, I'm not used to rolling too high :P 3 Humans retreat to Engorged Marsh
Points Earned: 5+3 (Humans) = 8
Redeploy:
Redeploy 2 humans from Midland to Platinum Plateau
Redeploy 3 humans from Engorged Marsh to Tranquil Expanse
Move Hero in Midland
Leave Hero in Engorged Marsh
5. Adventfalls
Active Race: Wealthy Skeletons (10)
Decline Race: Wizards
Summary:
Took Wealthy Skeletons as new active race. Generated new race: 1d2, 1d8 = 2,8. Seafaring Ratmen. Explains the Black Plague. Conquer Misty Vale, Mid-Peaks, and High Peaks.
CONQUEST!
4 Skeletons take the Misty Vale from the Ghouls.
3 Skeletons take the Mid-Peaks from the Ghouls.
3 Skeletons take the High Peaks from the Ghouls.
I'm working on my turn right now. I won't be placing the extra skeleton, but only because its placement might actually matter before Advent's next turn.
EDIT: Here's what I think the board looks like before my turn...correct me if I'm wrong.
I highly doubt anyone is going to make an attack on a 4 defense area anyways.
Gandalf, keep in mind that whatever you do will determine my attitude towards our declining races. We can either ignore each other or go down together.
Roll to see which race and power gets selected, then remove them from these lists. Races:
Special Powers:
Berserk (4) You can use the reinforcement die for every conquest and roll before selecting the region.
Bivouacking (5) During redeploy, place or move the 5 Encampment tokens in your region(s) that count as one unit each for defense.
Commando (4) You may conquer any region at -1 units.
Diplomat (5) At the end of your turn, pick an opponent whose active race you did not attack. That player may not attack your active race before your next turn.
Fortified (3) Once per turn, place one Fortress in a region you control (max 1 per region, 6 total). Each fortress confers 1 extra coin while active and 1 defense. These remain even in decline.
Merchant (2) Collect 1 bonus coin for each region you control.
Discard Stacks:
Race: None
Special Powers:
Stout
Hill
Dragon Master
Pillaging
1. Gandalf_the_Crazed
Active Race: Underworld (5) Tritons (6)
Decline Race: Dragon Master Giants SUMMARY: I spend 2 victory coins to grab the Underworld Tritons, generating a new race of Alchemist Orcs. I then conquer the regions of Ghitu Highlands, Golden Flats, Heartstone, Rolling Flats, Warlock Falls, and Platinum Plateau.
Conquest!
11 Tritons in hand.
Ghitu Highlands: 2
Golden Flats: 1
Heartstone: 1
Rolling Flats: 1
Warlock Falls: 1
Platinum Plateau: 4
Redeployment
As shown on map.
Victory points earned: 6 (Tritons) + 4 (Giants) - 2 (Race selection) = 8
You will note, dearest Valkun, that I only took one of your in-decline territories; and that was primarily so I could grab the coastal regions west of it.
I hope this will not be misconstrued as a hostile maneuver.
You will note, dearest Valkun, that I only took one of your in-decline territories; and that was primarily so I could grab the coastal regions west of it.
I hope this will not be misconstrued as a hostile maneuver.
:...:
Do you hear that, Gandalf? The sound of beating drums. The crescendo of war is coming to the North. Let me just choose my instrument.
Edit: Shouldn't there be 1 more Triton deployed?
Edit 2: It's on the map, nevermind.
Roll to see which race and power gets selected, then remove them from these lists. Races:
Special Powers:
Berserk (4) You can use the reinforcement die for every conquest and roll before selecting the region.
Bivouacking (5) During redeploy, place or move the 5 Encampment tokens in your region(s) that count as one unit each for defense.
Commando (4) You may conquer any region at -1 units.
Diplomat (5) At the end of your turn, pick an opponent whose active race you did not attack. That player may not attack your active race before your next turn.
Fortified (3) Once per turn, place one Fortress in a region you control (max 1 per region, 6 total). Each fortress confers 1 extra coin while active and 1 defense. These remain even in decline.
Merchant (2) Collect 1 bonus coin for each region you control.
Discard Stacks:
Race: None
Special Powers:
Stout
Hill
Dragon Master
Pillaging
1. Gandalf_the_Crazed
Active Race: Underworld (5) Tritons (6)
Decline Race: Dragon Master Giants SUMMARY: I spend 2 victory coins to grab the Underworld Tritons, generating a new race of Alchemist Orcs. I then conquer the regions of Ghitu Highlands, Golden Flats, Heartstone, Rolling Flats, Warlock Falls, and Platinum Plateau.
Conquest!
11 Tritons in hand.
Ghitu Highlands: 2
Golden Flats: 1
Heartstone: 1
Rolling Flats: 1
Warlock Falls: 1
Platinum Plateau: 4
Redeployment
As shown on map.
Victory points earned: 6 (Tritons) + 4 (Giants) - 2 (Race selection) = 8
2. Valkun
Active Race: Swamp [4] Sorcerers [5]
Decline Race: Elves SUMMARY: Select Swamp Sorcerers as my new active race (+3 VC). There are no race markers left until people decline more, no race generated. Conquered Rolling Flats, Swamps of Despair, Heartstone, and Ent's Harbor.
Conquest!
9 Sorcerers in Hand.
Rolling Flats [2]: 4 Swamp Sorcerers land and remove the 2 Underworld Tritons. 1 Retreats.
Swamps of Despair [1]: 3 Swamp Sorcerers displace the lost tribe.
Heartstone [2]: Using their magicks, the sorcerers polymorph the single Underworld Triton into a Swamp Sorcerer.
Ent's Harbor [0]: 2 Swamp Sorcerers move in to this empty region.
Points: 4 (Elven Territories) + 4 Sorcerer Territories + 3 Race Selection + 1 Swamp = 12 VC.
Redeployment:
Shift 1 Sorcerer from Ent's Harbor to Rolling Flats.
Retreats:
1 Underworld Triton retreats to the Ghitu Highlands.
It's nothing personal, just business. I was planning to go Swamp Sorcerers before your turn. The Northwest is prime swamp territory. You just happened to be in the way is all.
Okay, I think I know the answer to this, but I want to make sure before I take my turn and get told that none of it at all is valid.
Can I choose to take all of my ghouls back to hand at the beginning of the turn, totally abandoning the territories they currently control, and then come in from any edge of the map again as though it was their first move? I know I will no longer control (score from) the territories I abandon, but the south is starting to feel a little restrictive.
Okay, I think I know the answer to this, but I want to make sure before I take my turn and get told that none of it at all is valid.
Can I choose to take all of my ghouls back to hand at the beginning of the turn, totally abandoning the territories they currently control, and then come in from any edge of the map again as though it was their first move? I know I will no longer control (score from) the territories I abandon, but the south is starting to feel a little restrictive.
Yes, you can do this with the ghouls because they are treated like an Active Race.
Posts
1. Gandalf_the_crazed (Decline)
2. Valkun (Decline)
3. Iamunaware (Decline)
4. El Skid (Decline)
5. Adventfalls (Decline)
Races for Sale:
Draw Tables:
Races:
Special Powers:
Discard Stacks:
None
Special Powers:
Stout
1. Gandalf_the_Crazed
Decline Race: {None}
SUMMARY: I abandoned the region of Northwoods, then took the regions of Secluded Swamp, Doveland, and White Crag.
Conquest!
I use 2 of those to take Secluded Swamp, leaving 5.
Use 4 of those to take Doveland, leaving 1.
Use the last one, along with the dragon, to take White Crag.
Adventfalls loses a total of 2 units, with 3 retreating to Rivertown.
Redeployment
As seen on map.
Points Earned: 7
2. Valkun
Decline Race: {None}
SUMMARY: Abandoned the Rolling Flats to liberate Iron Spike and the Secluded Swamp from the Giants.
Conquest!
7 Pillaging Elves return to Hand.
Abandon Rolling Flats to gain another Pillaging Elf.
Conquer Iron Spike [3]: 5 Pillaging Elves defeat 2 Dragon Master Giants. 1 Giant Retreats.
Conquer Secluded Swamp [1]: 3 Pillaging Elves defeat 1 Dragon Master Giant. No Retreat.
Final Conquest:
None
Points Earned: 7 (5 Territories + 2 Unoccupied Conquests)
Redeploy:
Shift 1 Pillaging Elf from Secluded Swamp to Rush Valley.
Shift 1 Pillaging Elf from Iron Spike to Golden Flats.
Shift 1 Pillaging Elf from Iron Spike to Leyland.
Shift 1 Pillaging Elf from Iron Spike to Secluded Swamp.
Retreat:
1 Dragon Master Giant reinforces Doveland.
3. IAmUnaware
Decline Race: Ghouls [9]
SUMMARY: Chose Spirit Halflings [11] as active race (gain 1 victory coin). Ghouls conquer Engorged Marsh. Spirit Halflings conquer Piercing Delta, Burning Steppes, and Gug. Holes-in-the-Ground are placed at Piercing Delta and Burning Steppes.
Conquest!
5 Ghouls return to hand.
3 Ghouls slaughter Lost Tribe to conquer Engorged Marsh.
3 Spirit Halflings slaughter Lost Tribe to conquer Piercing Delta, placing a Hole-in-the-Ground.
6 Spirit Halflings slaughter 4 Hill Wizards to conquer Burning Steppes, placing a Hole-in-the-Ground.
Final Conquest:
Ghouls attempt to move into Low Peaks with 2 Ghouls: Ghouls conquering Low Peaks (1d6=5) FAIL, 2 Ghouls are placed in Engorged Marsh
Spirit Halflings attempt to slaughter Lost Tribe to conquer Gug: Spirit Halflings conquer Gug (1d6=3) SUCCESS, 2 Halflings are placed in Gug
Points Earned: 9 (8 territories + 1 coin for selecting Spirit Halflings)
Redeploy:
2 Spirit Halflings shift from Piercing Delta to Gug.
5 Spirit Halflings shift from Burning Steppes to Gug.
Retreat: 3 Hill Wizards retreat to Rivertown.
4. El Skid
Decline Race: None
SUMMARY: Take 6 Humans back into hand. Take 1 Human out of Quicksilver forest, losing control of that area. 7 humans defeat the 5 ghouls in Engorged Marsh.
Conquest!
7 humans defeat the 5 ghouls in Engorged Marsh.
Final Conquest:
None
Points Earned: 4 + 2 (human) = 6
Redeploy:
3 humans move from Engorged Marsh to Tranquil Expanse
3 humans move from Engorged Marsh to Platinum Plateau
Hero Moves to Engorged Marsh from Tranquil Expanse
Retreat: None, Ghouls are in decline
Corner Sea [0]:
Crackling Steppes [1]: Lost Tribe
Deathmaw [0]: 1 Heroic Human, Hero
Doveland [2]: 2 Giants
Drake Sea [0]:
Dragon Coast [1]: Mountain
Druid's Bay [0]:
Dryad's Retreat [1]: Lost Tribe
Engorged Marsh [H]: 1 Heroic Human, Hero
Ent's Harbor [0]:
Falling Leaves [1]: Lost Tribe
Ghitu Highlands [1]: Lost Tribe
Ghitu Lowlands [0]:
Golden Flats [2]: 2 Pillaging Elves
Gug [9]: 9 Spirit Halflings
Heartstone [1]: Mountain
High Peaks [1]: Mountain
Iron Spine [3]: Mountain, 2 Pillaging Elves
Leyland [2]: 2 Pillaging Elves
Lichhome [1]: 1 Ghouls
Lowlands [0]:
Low Peaks [1]: Mountain
Midland [1]: Lost Tribe
Mid Peaks [2]: Mountain, 1 Ghoul
Misty Vale [1]: 1 Ghoul
Mount Mithril [2]: Mountain, 1 Giant
Norfolk [1]: Lost Tribe
Northwoods [0]:
Piercing Delta [1]: 1 Spirit Halfing, Hole-in-the-Ground
Platinum Plateau [4]: 4 Heroic Humans
Quicksilver Forest [0]:
Rainbow Lake [0]:
Raptor's Nest [0]:
Rivertown [3]: 6 Hill Wizards
Rolling Flats [0]:
Rush Valley [2]: 2 Pillaging Elves
Saint's Pride [1]: 1 Ghoul
Secluded Swamp [3]: 3 Pillaging Elves
Silver Mist [1]: Lost Tribe
Swamps of Despair [1]: Lost Tribe
Tranquil Expanse [H]: 4 Heroic Humans
Warlock Falls [0]:
White Crag [D]: Mountain, 1 Giant, DRAGON
Windmillia [2]: 3 Giants
Witch Marsh [0]:
Wool Road [1]: Lost Tribe
World's End [2]: Mountain, 2 Giants
Current Player:
1. Gandalf_the_crazed
2. Valkun
3. IAmUnaware
4. El Skid
5. Adventfalls
What I do, I do for the good of the realm!
Also, I posted while I was half asleep last night and I forgot to update the race stacks after I took the Spirit Halflings. I'm editing in the fix now. El Skid, you'll probably want to update your post once I fix it.
EDIT: Alright, fixed. Flying Trolls!
1. Gandalf_the_crazed (Decline)
2. Valkun (Decline)
3. Iamunaware (Decline)
4. El Skid (Decline)
5. Adventfalls (Decline)
Races for Sale:
Draw Tables:
Races:
Special Powers:
Discard Stacks:
None
Special Powers:
Stout
Hill
1. Gandalf_the_Crazed
Decline Race: {None}
SUMMARY: I abandoned the region of Northwoods, then took the regions of Secluded Swamp, Doveland, and White Crag.
Conquest!
I use 2 of those to take Secluded Swamp, leaving 5.
Use 4 of those to take Doveland, leaving 1.
Use the last one, along with the dragon, to take White Crag.
Adventfalls loses a total of 2 units, with 3 retreating to Rivertown.
Redeployment
As seen on map.
Points Earned: 7
2. Valkun
Decline Race: {None}
SUMMARY: Abandoned the Rolling Flats to liberate Iron Spike and the Secluded Swamp from the Giants.
Conquest!
7 Pillaging Elves return to Hand.
Abandon Rolling Flats to gain another Pillaging Elf.
Conquer Iron Spike [3]: 5 Pillaging Elves defeat 2 Dragon Master Giants. 1 Giant Retreats.
Conquer Secluded Swamp [1]: 3 Pillaging Elves defeat 1 Dragon Master Giant. No Retreat.
Final Conquest:
None
Points Earned: 7 (5 Territories + 2 Unoccupied Conquests)
Redeploy:
Shift 1 Pillaging Elf from Secluded Swamp to Rush Valley.
Shift 1 Pillaging Elf from Iron Spike to Golden Flats.
Shift 1 Pillaging Elf from Iron Spike to Leyland.
Shift 1 Pillaging Elf from Iron Spike to Secluded Swamp.
Retreat:
1 Dragon Master Giant reinforces Doveland.
3. IAmUnaware
Decline Race: Ghouls [9]
SUMMARY: Chose Spirit Halflings [11] as active race (gain 1 victory coin). Ghouls conquer Engorged Marsh. Spirit Halflings conquer Piercing Delta, Burning Steppes, and Gug. Holes-in-the-Ground are placed at Piercing Delta and Burning Steppes.
Conquest!
5 Ghouls return to hand.
3 Ghouls slaughter Lost Tribe to conquer Engorged Marsh.
3 Spirit Halflings slaughter Lost Tribe to conquer Piercing Delta, placing a Hole-in-the-Ground.
6 Spirit Halflings slaughter 4 Hill Wizards to conquer Burning Steppes, placing a Hole-in-the-Ground.
Final Conquest:
Ghouls attempt to move into Low Peaks with 2 Ghouls: Ghouls conquering Low Peaks (1d6=5) FAIL, 2 Ghouls are placed in Engorged Marsh
Spirit Halflings attempt to slaughter Lost Tribe to conquer Gug: Spirit Halflings conquer Gug (1d6=3) SUCCESS, 2 Halflings are placed in Gug
Points Earned: 9 (8 territories + 1 coin for selecting Spirit Halflings)
Redeploy:
2 Spirit Halflings shift from Piercing Delta to Gug.
5 Spirit Halflings shift from Burning Steppes to Gug.
Retreat: 3 Hill Wizards retreat to Rivertown.
4. El Skid
Decline Race: None
SUMMARY: Take 6 Humans back into hand. Take 1 Human out of Quicksilver forest, losing control of that area. 7 humans defeat the 5 ghouls in Engorged Marsh.
Conquest!
7 humans defeat the 5 ghouls in Engorged Marsh.
Final Conquest:
None
Points Earned: 4 + 2 (human) = 6
Redeploy:
3 humans move from Engorged Marsh to Tranquil Expanse
3 humans move from Engorged Marsh to Platinum Plateau
Hero Moves to Engorged Marsh from Tranquil Expanse
Retreat: None, Ghouls are in decline
5. AdventFalls
Decline Race: None
SUMMARY:
Getting Bent Over:
Corner Sea [0]:
Crackling Steppes [1]: Lost Tribe
Deathmaw [0]: 1 Heroic Human, Hero
Doveland [2]: 2 Giants
Drake Sea [0]:
Dragon Coast [1]: Mountain
Druid's Bay [0]:
Dryad's Retreat [1]: Lost Tribe
Engorged Marsh [H]: 1 Heroic Human, Hero
Ent's Harbor [0]:
Falling Leaves [1]: Lost Tribe
Ghitu Highlands [1]: Lost Tribe
Ghitu Lowlands [0]:
Golden Flats [2]: 2 Pillaging Elves
Gug [9]: 9 Spirit Halflings
Heartstone [1]: Mountain
High Peaks [1]: Mountain
Iron Spine [3]: Mountain, 2 Pillaging Elves
Leyland [2]: 2 Pillaging Elves
Lichhome [1]: 1 Ghouls
Lowlands [0]:
Low Peaks [1]: Mountain
Midland [1]: Lost Tribe
Mid Peaks [2]: Mountain, 1 Ghoul
Misty Vale [1]: 1 Ghoul
Mount Mithril [2]: Mountain, 1 Giant
Norfolk [1]: Lost Tribe
Northwoods [0]:
Piercing Delta [1]: 1 Spirit Halfing, Hole-in-the-Ground
Platinum Plateau [4]: 4 Heroic Humans
Quicksilver Forest [0]:
Rainbow Lake [0]:
Raptor's Nest [0]:
Rivertown [3]: 1 Wizard
Rolling Flats [0]:
Rush Valley [2]: 2 Pillaging Elves
Saint's Pride [1]: 1 Ghoul
Secluded Swamp [3]: 3 Pillaging Elves
Silver Mist [1]: Lost Tribe
Swamps of Despair [1]: Lost Tribe
Tranquil Expanse [H]: 4 Heroic Humans
Warlock Falls [0]:
White Crag [D]: Mountain, 1 Giant, DRAGON
Windmillia [2]: 3 Giants
Witch Marsh [0]:
Wool Road [1]: Lost Tribe
World's End [2]: Mountain, 2 Giants
Current Player:
1. Gandalf_the_crazed
2. Valkun
3. IAmUnaware
4. El Skid
5. Adventfalls
I never was good at strateragy. Stupid immune spaces.
EDIT: Okay, the FAQ has clarified the situation for me. Ghouls in decline react to being conquered as though they were active, so 4 of my ghouls should have fled the human slaughter, 2 going to Saint's Pride and 2 going to Lich Home.
Oh jeez, I would have played that differently if I had known. I had assumed since they were in decline they got to attack and also got to keep their numbers when going into decline, but would die like other in-decline races.
Sucks to be me, I guess
But I gave up extra points to exterminate half the ghouls- Not really worried about them coming my way as much as that loss of points :P
However, my turn is fairly simple:
TURN 3
1. Gandalf_the_Crazed
Points Earned: 5
Players:
1. Gandalf_the_crazed (Decline)
2. Valkun (Decline)
3. Iamunaware (Decline)
4. El Skid (Decline)
5. Adventfalls (Decline)
Races for Sale:
Draw Tables:
Races:
Special Powers:
Discard Stacks:
None
Special Powers:
Stout
Hill
Dragon Master
Pillaging
1. Gandalf_the_Crazed
Decline Race: Giants [11]
SUMMARY: Went into Decline.
Decline!
Points Earned: 5
2. Valkun
Decline Race: Elves
SUMMARY: Go into Decline.
Decline!
Points Earned: 5 Territories
Regions
Corner Sea [0]:
Crackling Steppes [1]: Lost Tribe
Deathmaw [0]: 1 Heroic Human, Hero
Doveland [1]: 1 Giants
Drake Sea [0]:
Dragon Coast [1]: Mountain
Druid's Bay [0]:
Dryad's Retreat [1]: Lost Tribe
Engorged Marsh [H]: 1 Heroic Human, Hero
Ent's Harbor [0]:
Falling Leaves [1]: Lost Tribe
Ghitu Highlands [1]: Lost Tribe
Ghitu Lowlands [0]:
Golden Flats [1]: 1 Elf
Gug [9]: 9 Spirit Halflings
Heartstone [1]: Mountain
High Peaks [1]: Mountain
Iron Spine [2]: Mountain, 1 Elf
Leyland [1]: 1 Elf
Lichhome [1]: 1 Ghouls
Lowlands [0]:
Low Peaks [1]: Mountain
Midland [1]: Lost Tribe
Mid Peaks [2]: Mountain, 1 Ghoul
Misty Vale [1]: 1 Ghoul
Mount Mithril [2]: Mountain, 1 Giant
Norfolk [1]: Lost Tribe
Northwoods [0]:
Piercing Delta [1]: 1 Spirit Halfing, Hole-in-the-Ground
Platinum Plateau [4]: 4 Heroic Humans
Quicksilver Forest [0]:
Rainbow Lake [0]:
Raptor's Nest [0]:
Rivertown [3]: 1 Wizard
Rolling Flats [0]:
Rush Valley [1]: 1 Elf
Saint's Pride [1]: 1 Ghoul
Secluded Swamp [1]: 1 Elf
Silver Mist [1]: Lost Tribe
Swamps of Despair [1]: Lost Tribe
Tranquil Expanse [H]: 4 Heroic Humans
Warlock Falls [0]:
White Crag [2]: Mountain, 1 Giant
Windmillia [1]: 1 Giant
Witch Marsh [0]:
Wool Road [1]: Lost Tribe
World's End [2]: Mountain, 1 Giants
Current Player:
1. Gandalf_the_crazed
2. Valkun
3. IAmUnaware
4. El Skid
5. Adventfalls
Edit: Is there a reason the back of the Elves is pink instead of grey? Is it just a joke?
EDIT: Also, I'm not sure how long this has been out there, but the descriptions for the expansions are up: http://www.daysofwonder.com/smallworld/en/expansions/
The actual piece in the game has a pink back. I had to actually look through the book to see if they had a decline power I didn't know about.
Players:
1. Gandalf_the_crazed (Decline)
2. Valkun (Decline)
3. Iamunaware (Decline)
4. El Skid (Decline)
5. Adventfalls (Decline)
Races for Sale:
Draw Tables:
Races:
Special Powers:
Discard Stacks:
None
Special Powers:
Stout
Hill
Dragon Master
Pillaging
1. Gandalf_the_Crazed
Decline Race: Giants [11]
SUMMARY: Went into Decline.
Decline!
Points Earned: 5
2. Valkun
Decline Race: Elves
SUMMARY: Go into Decline.
Decline!
Points Earned: 5 Territories
3. IAmUnaware
Decline Race: Ghouls [8]
SUMMARY: 8 Spirit Halflings and 4 Ghouls return to hand. Ghouls conquer High Peaks and Low Peaks. Spirit Halflings conquer Druid's Bay and White Crag and fail to conquer Secluded Swamp.
Conquest!
2 Spirit Halflings move into Druid's Bay.
4 Spirit Halflings defeat 1 Giant to conquer White Crag.
Final Conquest:
1 Ghoul attempts to move into Low Peaks: Ghoul conquers Low Peaks (1d6=3) SUCCESS, 1 Ghoul is placed in Low Peaks.
2 Spirit Halflings attempt to defeat 1 Elf to conquer Secluded Swamp: Halflings conquer Secluded Swamp (1d6=4) FAIL, 2 Spirit Halflings are placed in Gug.
Points Earned: 11 (11 territories)
Redeploy:
Shift 1 Ghoul from High Peaks to Saint's Pride.
Shift 1 Ghoul from High Peaks to Misty Vale.
Shift 1 Spirit Halfling from White Crag to Gug.
Regions
Corner Sea [0]:
Crackling Steppes [1]: Lost Tribe
Deathmaw [0]: 1 Heroic Human, Hero
Doveland [1]: 1 Giants
Drake Sea [0]:
Dragon Coast [1]: Mountain
Druid's Bay [2]: 2 Spirit Halflings
Dryad's Retreat [1]: Lost Tribe
Engorged Marsh [H]: 1 Heroic Human, Hero
Ent's Harbor [0]:
Falling Leaves [1]: Lost Tribe
Ghitu Highlands [1]: Lost Tribe
Ghitu Lowlands [0]:
Golden Flats [1]: 1 Elf
Gug [4]: 4 Spirit Halflings
Heartstone [1]: Mountain
High Peaks [2]: Mountain, 1 Ghoul
Iron Spine [2]: Mountain, 1 Elf
Leyland [1]: 1 Elf
Lichhome [1]: 1 Ghoul
Lowlands [0]:
Low Peaks [2]: Mountain, 1 Ghoul
Midland [1]: Lost Tribe
Mid Peaks [2]: Mountain, 1 Ghoul
Misty Vale [2]: 2 Ghouls
Mount Mithril [2]: Mountain, 1 Giant
Norfolk [1]: Lost Tribe
Northwoods [0]:
Piercing Delta [1]: 1 Spirit Halfing, Hole-in-the-Ground
Platinum Plateau [4]: 4 Heroic Humans
Quicksilver Forest [0]:
Rainbow Lake [0]:
Raptor's Nest [0]:
Rivertown [3]: 1 Wizard
Rolling Flats [0]:
Rush Valley [1]: 1 Elf
Saint's Pride [2]: 2 Ghouls
Secluded Swamp [1]: 1 Elf
Silver Mist [1]: Lost Tribe
Swamps of Despair [1]: Lost Tribe
Tranquil Expanse [H]: 4 Heroic Humans
Warlock Falls [0]:
White Crag [4]: Mountain, 3 Spirit Halflings
Windmillia [1]: 1 Giant
Witch Marsh [0]:
Wool Road [1]: Lost Tribe
World's End [2]: Mountain, 1 Giants
Current Player:
1. Gandalf_the_crazed
2. Valkun
3. IAmUnaware
4. El Skid
5. Adventfalls
Players:
1. Gandalf_the_crazed (Decline)
2. Valkun (Decline)
3. Iamunaware (Decline)
4. El Skid (Decline)
5. Adventfalls (Decline)
Races for Sale:
Draw Tables:
Races:
Special Powers:
Discard Stacks:
None
Special Powers:
Stout
Hill
Dragon Master
Pillaging
1. Gandalf_the_Crazed
Decline Race: Giants [11]
SUMMARY: Went into Decline.
Decline!
Points Earned: 5
2. Valkun
Decline Race: Elves
SUMMARY: Go into Decline.
Decline!
Points Earned: 5 Territories
3. IAmUnaware
Decline Race: Ghouls [8]
SUMMARY: 8 Spirit Halflings and 4 Ghouls return to hand. Ghouls conquer High Peaks and Low Peaks. Spirit Halflings conquer Druid's Bay and White Crag and fail to conquer Secluded Swamp.
Conquest!
2 Spirit Halflings move into Druid's Bay.
4 Spirit Halflings defeat 1 Giant to conquer White Crag.
Final Conquest:
1 Ghoul attempts to move into Low Peaks: Ghoul conquers Low Peaks (1d6=3) SUCCESS, 1 Ghoul is placed in Low Peaks.
2 Spirit Halflings attempt to defeat 1 Elf to conquer Secluded Swamp: Halflings conquer Secluded Swamp (1d6=4) FAIL, 2 Spirit Halflings are placed in Gug.
Points Earned: 11 (11 territories)
Redeploy:
Shift 1 Ghoul from High Peaks to Saint's Pride.
Shift 1 Ghoul from High Peaks to Misty Vale.
Shift 1 Spirit Halfling from White Crag to Gug.
4. El Skid
Decline Race: None [8]
SUMMARY: 6 Heroic Humans return to hand. 3 Humans take Midland, 3 try to take Saint's Pride, but fail.
Conquest!
Final Conquest:
3 Humans attempt to take Saint's Pride against the two ghouls stationed there. Reinforcement roll: 1d6=4 FAILS- Crap, I'm not used to rolling too high :P 3 Humans retreat to Engorged Marsh
Points Earned: 5+3 (Humans) = 8
Redeploy:
Redeploy 2 humans from Midland to Platinum Plateau
Redeploy 3 humans from Engorged Marsh to Tranquil Expanse
Move Hero in Midland
Leave Hero in Engorged Marsh
Regions
Corner Sea [0]:
Crackling Steppes [1]: Lost Tribe
Deathmaw [1]: 1 Heroic Human
Doveland [1]: 1 Giants
Drake Sea [0]:
Dragon Coast [1]: Mountain
Druid's Bay [2]: 2 Spirit Halflings
Dryad's Retreat [1]: Lost Tribe
Engorged Marsh [H]: 1 Heroic Human, Hero
Ent's Harbor [0]:
Falling Leaves [1]: Lost Tribe
Ghitu Highlands [1]: Lost Tribe
Ghitu Lowlands [0]:
Golden Flats [1]: 1 Elf
Gug [4]: 4 Spirit Halflings
Heartstone [1]: Mountain
High Peaks [2]: Mountain, 1 Ghoul
Iron Spine [2]: Mountain, 1 Elf
Leyland [1]: 1 Elf
Lichhome [1]: 1 Ghoul
Lowlands [0]:
Low Peaks [2]: Mountain, 1 Ghoul
Midland [H]: 1 Heroic Human, Hero
Mid Peaks [2]: Mountain, 1 Ghoul
Misty Vale [2]: 2 Ghouls
Mount Mithril [2]: Mountain, 1 Giant
Norfolk [1]: Lost Tribe
Northwoods [0]:
Piercing Delta [1]: 1 Spirit Halfing, Hole-in-the-Ground
Platinum Plateau [3]: 3 Heroic Humans
Quicksilver Forest [0]:
Rainbow Lake [0]:
Raptor's Nest [0]:
Rivertown [3]: 1 Wizard
Rolling Flats [0]:
Rush Valley [1]: 1 Elf
Saint's Pride [2]: 2 Ghouls
Secluded Swamp [1]: 1 Elf
Silver Mist [1]: Lost Tribe
Swamps of Despair [1]: Lost Tribe
Tranquil Expanse [4]: 4 Heroic Humans
Warlock Falls [0]:
White Crag [4]: Mountain, 3 Spirit Halflings
Windmillia [1]: 1 Giant
Witch Marsh [0]:
Wool Road [1]: Lost Tribe
World's End [2]: Mountain, 1 Giants
Current Player:
1. Gandalf_the_crazed
2. Valkun
3. IAmUnaware
4. El Skid
5. Adventfalls
Players:
1. Gandalf_the_crazed (Decline)
2. Valkun (Decline)
3. Iamunaware (Decline)
4. El Skid (Decline)
5. Adventfalls (Decline)
Races for Sale:
Draw Tables:
Races:
Special Powers:
Discard Stacks:
None
Special Powers:
Stout
Hill
Dragon Master
Pillaging
1. Gandalf_the_Crazed
Decline Race: Giants [11]
SUMMARY: Went into Decline.
Decline!
Points Earned: 5
2. Valkun
Decline Race: Elves
SUMMARY: Go into Decline.
Decline!
Points Earned: 5 Territories
3. IAmUnaware
Decline Race: Ghouls [8]
SUMMARY: 8 Spirit Halflings and 4 Ghouls return to hand. Ghouls conquer High Peaks and Low Peaks. Spirit Halflings conquer Druid's Bay and White Crag and fail to conquer Secluded Swamp.
Conquest!
2 Spirit Halflings move into Druid's Bay.
4 Spirit Halflings defeat 1 Giant to conquer White Crag.
Final Conquest:
1 Ghoul attempts to move into Low Peaks: Ghoul conquers Low Peaks (1d6=3) SUCCESS, 1 Ghoul is placed in Low Peaks.
2 Spirit Halflings attempt to defeat 1 Elf to conquer Secluded Swamp: Halflings conquer Secluded Swamp (1d6=4) FAIL, 2 Spirit Halflings are placed in Gug.
Points Earned: 11 (11 territories)
Redeploy:
Shift 1 Ghoul from High Peaks to Saint's Pride.
Shift 1 Ghoul from High Peaks to Misty Vale.
Shift 1 Spirit Halfling from White Crag to Gug.
4. El Skid
Decline Race: None [8]
SUMMARY: 6 Heroic Humans return to hand. 3 Humans take Midland, 3 try to take Saint's Pride, but fail.
Conquest!
Final Conquest:
3 Humans attempt to take Saint's Pride against the two ghouls stationed there. Reinforcement roll: 1d6=4 FAILS- Crap, I'm not used to rolling too high :P 3 Humans retreat to Engorged Marsh
Points Earned: 5+3 (Humans) = 8
Redeploy:
Redeploy 2 humans from Midland to Platinum Plateau
Redeploy 3 humans from Engorged Marsh to Tranquil Expanse
Move Hero in Midland
Leave Hero in Engorged Marsh
5. Adventfalls
Decline Race: Wizards
Summary:
CONQUEST!
3 Skeletons take the Mid-Peaks from the Ghouls.
3 Skeletons take the High Peaks from the Ghouls.
1 Ghoul retreats to Saint's Pride.
Points Earned: 4 Territories + 7 (Wealthy) = 11.
Regions
Corner Sea [0]:
Crackling Steppes [1]: Lost Tribe
Deathmaw [1]: 1 Heroic Human
Doveland [1]: 1 Giants
Drake Sea [0]:
Dragon Coast [1]: Mountain
Druid's Bay [2]: 2 Spirit Halflings
Dryad's Retreat [1]: Lost Tribe
Engorged Marsh [H]: 1 Heroic Human, Hero
Ent's Harbor [0]:
Falling Leaves [1]: Lost Tribe
Ghitu Highlands [1]: Lost Tribe
Ghitu Lowlands [0]:
Golden Flats [1]: 1 Elf
Gug [4]: 4 Spirit Halflings
Heartstone [1]: Mountain
High Peaks [4]: Mountain, 3 Wealthy Skeletons
Iron Spine [2]: Mountain, 1 Elf
Leyland [1]: 1 Elf
Lichhome [1]: 1 Ghoul
Lowlands [0]:
Low Peaks [2]: Mountain, 1 Ghoul
Midland [H]: 1 Heroic Human, Hero
Mid Peaks [4]: Mountain, 3 Wealthy Skeletons
Misty Vale [4]: 4 Wealthy Skeletons
Mount Mithril [2]: Mountain, 1 Giant
Norfolk [1]: Lost Tribe
Northwoods [0]:
Piercing Delta [1]: 1 Spirit Halfing, Hole-in-the-Ground
Platinum Plateau [3]: 3 Heroic Humans
Quicksilver Forest [0]:
Rainbow Lake [0]:
Raptor's Nest [0]:
Rivertown [3]: 1 Wizard
Rolling Flats [0]:
Rush Valley [1]: 1 Elf
Saint's Pride [3]: 3 Ghouls
Secluded Swamp [1]: 1 Elf
Silver Mist [1]: Lost Tribe
Swamps of Despair [1]: Lost Tribe
Tranquil Expanse [4]: 4 Heroic Humans
Warlock Falls [0]:
White Crag [4]: Mountain, 3 Spirit Halflings
Windmillia [1]: 1 Giant
Witch Marsh [0]:
Wool Road [1]: Lost Tribe
World's End [2]: Mountain, 1 Giants
Current Player:
1. Gandalf_the_crazed
2. Valkun
3. IAmUnaware
4. El Skid
5. Adventfalls
Took me a while, I know. But revenge is FINALLY mine. Though I will likely get screwed by my next turn.
Also: Did you get your bonus skeleton for taking two occupied regions?
Also Also: Did you pay a victory point for each of the races you skipped over (and increase the number of VP on each of them)?
Also Also Also: You should put the Wizard in your decline color.
Also, Advent should have 1 additional skeleton available to redeploy.
Players:
1. Gandalf_the_crazed (Decline)
2. Valkun (Decline)
3. Iamunaware (Decline)
4. El Skid (Decline)
5. Adventfalls (Decline)
Races for Sale:
Draw Tables:
Races:
Special Powers:
Discard Stacks:
None
Special Powers:
Stout
Hill
Dragon Master
Pillaging
1. Gandalf_the_Crazed
Decline Race: Giants [11]
SUMMARY: Went into Decline.
Decline!
Points Earned: 5
2. Valkun
Decline Race: Elves
SUMMARY: Go into Decline.
Decline!
Points Earned: 5 Territories
3. IAmUnaware
Decline Race: Ghouls [8]
SUMMARY: 8 Spirit Halflings and 4 Ghouls return to hand. Ghouls conquer High Peaks and Low Peaks. Spirit Halflings conquer Druid's Bay and White Crag and fail to conquer Secluded Swamp.
Conquest!
2 Spirit Halflings move into Druid's Bay.
4 Spirit Halflings defeat 1 Giant to conquer White Crag.
Final Conquest:
1 Ghoul attempts to move into Low Peaks: Ghoul conquers Low Peaks (1d6=3) SUCCESS, 1 Ghoul is placed in Low Peaks.
2 Spirit Halflings attempt to defeat 1 Elf to conquer Secluded Swamp: Halflings conquer Secluded Swamp (1d6=4) FAIL, 2 Spirit Halflings are placed in Gug.
Points Earned: 11 (11 territories)
Redeploy:
Shift 1 Ghoul from High Peaks to Saint's Pride.
Shift 1 Ghoul from High Peaks to Misty Vale.
Shift 1 Spirit Halfling from White Crag to Gug.
4. El Skid
Decline Race: None [8]
SUMMARY: 6 Heroic Humans return to hand. 3 Humans take Midland, 3 try to take Saint's Pride, but fail.
Conquest!
Final Conquest:
3 Humans attempt to take Saint's Pride against the two ghouls stationed there. Reinforcement roll: 1d6=4 FAILS- Crap, I'm not used to rolling too high :P 3 Humans retreat to Engorged Marsh
Points Earned: 5+3 (Humans) = 8
Redeploy:
Redeploy 2 humans from Midland to Platinum Plateau
Redeploy 3 humans from Engorged Marsh to Tranquil Expanse
Move Hero in Midland
Leave Hero in Engorged Marsh
5. Adventfalls
Decline Race: Wizards
Summary:
CONQUEST!
3 Skeletons take the Mid-Peaks from the Ghouls.
3 Skeletons take the High Peaks from the Ghouls.
1 Ghoul retreats to Lich Home.
Points Earned: 4 Territories + 7 (Wealthy) - 2 (Race Selection) = 9.
Regions
Corner Sea [0]:
Crackling Steppes [1]: Lost Tribe
Deathmaw [1]: 1 Heroic Human
Doveland [1]: 1 Giants
Drake Sea [0]:
Dragon Coast [1]: Mountain
Druid's Bay [2]: 2 Spirit Halflings
Dryad's Retreat [1]: Lost Tribe
Engorged Marsh [H]: 1 Heroic Human, Hero
Ent's Harbor [0]:
Falling Leaves [1]: Lost Tribe
Ghitu Highlands [1]: Lost Tribe
Ghitu Lowlands [0]:
Golden Flats [1]: 1 Elf
Gug [4]: 4 Spirit Halflings
Heartstone [1]: Mountain
High Peaks [4]: Mountain, 3 Wealthy Skeletons
Iron Spine [2]: Mountain, 1 Elf
Leyland [1]: 1 Elf
Lichhome [1]: 1 Ghoul
Lowlands [0]:
Low Peaks [2]: Mountain, 1 Ghoul
Midland [H]: 1 Heroic Human, Hero
Mid Peaks [4]: Mountain, 3 Wealthy Skeletons
Misty Vale [4]: 4 Wealthy Skeletons
Mount Mithril [2]: Mountain, 1 Giant
Norfolk [1]: Lost Tribe
Northwoods [0]:
Piercing Delta [1]: 1 Spirit Halfing, Hole-in-the-Ground
Platinum Plateau [3]: 3 Heroic Humans
Quicksilver Forest [0]:
Rainbow Lake [0]:
Raptor's Nest [0]:
Rivertown [3]: 1 Wizard
Rolling Flats [0]:
Rush Valley [1]: 1 Elf
Saint's Pride [3]: 3 Ghouls
Secluded Swamp [1]: 1 Elf
Silver Mist [1]: Lost Tribe
Swamps of Despair [1]: Lost Tribe
Tranquil Expanse [4]: 4 Heroic Humans
Warlock Falls [0]:
White Crag [4]: Mountain, 3 Spirit Halflings
Windmillia [1]: 1 Giant
Witch Marsh [0]:
Wool Road [1]: Lost Tribe
World's End [2]: Mountain, 1 Giants
Current Player:
1. Gandalf_the_crazed
2. Valkun
3. IAmUnaware
4. El Skid
5. Adventfalls
EDIT: Here's what I think the board looks like before my turn...correct me if I'm wrong.
Gandalf, keep in mind that whatever you do will determine my attitude towards our declining races. We can either ignore each other or go down together.
Players:
1. Gandalf_the_crazed (Decline)
2. Valkun (Decline)
3. Iamunaware (Decline)
4. El Skid (Decline)
5. Adventfalls (Decline)
Races for Sale:
Draw Tables:
Races:
Special Powers:
Discard Stacks:
None
Special Powers:
Stout
Hill
Dragon Master
Pillaging
1. Gandalf_the_Crazed
Decline Race: Dragon Master Giants
SUMMARY: I spend 2 victory coins to grab the Underworld Tritons, generating a new race of Alchemist Orcs. I then conquer the regions of Ghitu Highlands, Golden Flats, Heartstone, Rolling Flats, Warlock Falls, and Platinum Plateau.
Conquest!
Ghitu Highlands: 2
Golden Flats: 1
Heartstone: 1
Rolling Flats: 1
Warlock Falls: 1
Platinum Plateau: 4
Redeployment
Victory points earned: 6 (Tritons) + 4 (Giants) - 2 (Race selection) = 8
Regions
Corner Sea [0]:
Crackling Steppes [1]: Lost Tribe
Deathmaw [1]: 3 Heroic Humans
Doveland [1]: 1 Giants
Drake Sea [0]:
Dragon Coast [1]: Mountain
Druid's Bay [2]: 2 Spirit Halflings
Dryad's Retreat [1]: Lost Tribe
Engorged Marsh [H]: 1 Heroic Human, Hero
Ent's Harbor [0]:
Falling Leaves [1]: Lost Tribe
Ghitu Highlands [1]: 2 Tritons
Ghitu Lowlands [0]:
Golden Flats [1]: 2 Tritons
Gug [4]: 4 Spirit Halflings
Heartstone [1]: Mountain, 1 Triton
High Peaks [4]: Mountain, 3 Wealthy Skeletons
Iron Spine [2]: Mountain, 1 Elf
Leyland [1]: 1 Elf
Lichhome [1]: 1 Ghoul
Lowlands [0]:
Low Peaks [2]: Mountain, 1 Ghoul
Midland [H]: 1 Heroic Human, Hero
Mid Peaks [4]: Mountain, 3 Wealthy Skeletons
Misty Vale [4]: 4 Wealthy Skeletons
Mount Mithril [2]: Mountain, 1 Giant
Norfolk [1]: Lost Tribe
Northwoods [0]:
Piercing Delta [1]: 1 Spirit Halfing, Hole-in-the-Ground
Platinum Plateau [3]: 2 Tritons
Quicksilver Forest [0]:
Rainbow Lake [0]:
Raptor's Nest [0]:
Rivertown [3]: 1 Wizard
Rolling Flats [0]: 2 Tritons
Rush Valley [1]: 1 Elf
Saint's Pride [3]: 3 Ghouls
Secluded Swamp [1]: 1 Elf
Silver Mist [1]: Lost Tribe
Swamps of Despair [1]: Lost Tribe
Tranquil Expanse [4]: 4 Heroic Humans
Warlock Falls [0]: 2 Tritons
White Crag [4]: Mountain, 3 Spirit Halflings
Windmillia [1]: 1 Giant
Witch Marsh [0]:
Wool Road [1]: Lost Tribe
World's End [2]: Mountain, 1 Giants
Current Player:
1. Gandalf_the_crazed
2. Valkun
3. IAmUnaware
4. El Skid
5. Adventfalls
I hope this will not be misconstrued as a hostile maneuver.
:...:
Do you hear that, Gandalf? The sound of beating drums. The crescendo of war is coming to the North. Let me just choose my instrument.
Edit: Shouldn't there be 1 more Triton deployed?
Edit 2: It's on the map, nevermind.
You know who really loves war? Those filthy, filthy Skeletons. Go give them some!
Players:
1. Gandalf_the_crazed (Decline)
2. Valkun (Decline)
3. Iamunaware (Decline)
4. El Skid (Decline)
5. Adventfalls (Decline)
Races for Sale:
Draw Tables:
Races:
Special Powers:
Discard Stacks:
None
Special Powers:
Stout
Hill
Dragon Master
Pillaging
1. Gandalf_the_Crazed
Decline Race: Dragon Master Giants
SUMMARY: I spend 2 victory coins to grab the Underworld Tritons, generating a new race of Alchemist Orcs. I then conquer the regions of Ghitu Highlands, Golden Flats, Heartstone, Rolling Flats, Warlock Falls, and Platinum Plateau.
Conquest!
Ghitu Highlands: 2
Golden Flats: 1
Heartstone: 1
Rolling Flats: 1
Warlock Falls: 1
Platinum Plateau: 4
Redeployment
Victory points earned: 6 (Tritons) + 4 (Giants) - 2 (Race selection) = 8
2. Valkun
Decline Race: Elves
SUMMARY: Select Swamp Sorcerers as my new active race (+3 VC). There are no race markers left until people decline more, no race generated. Conquered Rolling Flats, Swamps of Despair, Heartstone, and Ent's Harbor.
Conquest!
Rolling Flats [2]: 4 Swamp Sorcerers land and remove the 2 Underworld Tritons. 1 Retreats.
Swamps of Despair [1]: 3 Swamp Sorcerers displace the lost tribe.
Heartstone [2]: Using their magicks, the sorcerers polymorph the single Underworld Triton into a Swamp Sorcerer.
Ent's Harbor [0]: 2 Swamp Sorcerers move in to this empty region.
Points: 4 (Elven Territories) + 4 Sorcerer Territories + 3 Race Selection + 1 Swamp = 12 VC.
Redeployment:
Retreats:
Regions
Corner Sea [0]:
Crackling Steppes [1]: Lost Tribe
Deathmaw [1]: 3 Heroic Humans
Doveland [1]: 1 Giants
Drake Sea [0]:
Dragon Coast [1]: Mountain
Druid's Bay [2]: 2 Spirit Halflings
Dryad's Retreat [1]: Lost Tribe
Engorged Marsh [H]: 1 Heroic Human, Hero
Ent's Harbor [1]: 1 Swamp Sorcerer
Falling Leaves [1]: Lost Tribe
Ghitu Highlands [3]: 3 Tritons
Ghitu Lowlands [0]:
Golden Flats [1]: 2 Tritons
Gug [4]: 4 Spirit Halflings
Heartstone [2]: Mountain, 1 Swamp Sorcerer
High Peaks [4]: Mountain, 3 Wealthy Skeletons
Iron Spine [2]: Mountain, 1 Elf
Leyland [1]: 1 Elf
Lichhome [1]: 1 Ghoul
Lowlands [0]:
Low Peaks [2]: Mountain, 1 Ghoul
Midland [H]: 1 Heroic Human, Hero
Mid Peaks [4]: Mountain, 3 Wealthy Skeletons
Misty Vale [4]: 4 Wealthy Skeletons
Mount Mithril [2]: Mountain, 1 Giant
Norfolk [1]: Lost Tribe
Northwoods [0]:
Piercing Delta [1]: 1 Spirit Halfing, Hole-in-the-Ground
Platinum Plateau [3]: 2 Tritons
Quicksilver Forest [0]:
Rainbow Lake [0]:
Raptor's Nest [0]:
Rivertown [3]: 1 Wizard
Rolling Flats [5]: 5 Swamp Sorcerers
Rush Valley [1]: 1 Elf
Saint's Pride [3]: 3 Ghouls
Secluded Swamp [1]: 1 Elf
Silver Mist [1]: Lost Tribe
Swamps of Despair [3]: 3 Swamp Sorcerers
Tranquil Expanse [4]: 4 Heroic Humans
Warlock Falls [0]: 2 Tritons
White Crag [4]: Mountain, 3 Spirit Halflings
Windmillia [1]: 1 Giant
Witch Marsh [0]:
Wool Road [1]: Lost Tribe
World's End [2]: Mountain, 1 Giants
Current Player:
1. Gandalf_the_crazed
2. Valkun
3. IAmUnaware
4. El Skid
5. Adventfalls
It's nothing personal, just business. I was planning to go Swamp Sorcerers before your turn. The Northwest is prime swamp territory. You just happened to be in the way is all.
Can I choose to take all of my ghouls back to hand at the beginning of the turn, totally abandoning the territories they currently control, and then come in from any edge of the map again as though it was their first move? I know I will no longer control (score from) the territories I abandon, but the south is starting to feel a little restrictive.
Yes, you can do this with the ghouls because they are treated like an Active Race.