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.

[Small World] The Final Act.

1356

Posts

  • El SkidEl Skid The frozen white northRegistered User regular
    edited October 2009
    Players:
    1. Gandalf_the_crazed (Decline)
    2. Valkun (Decline)
    3. Iamunaware (Decline)
    4. El Skid (Decline)
    5. Adventfalls (Decline)

    smallworld-1.jpg

    Races for Sale:
    1. Spirit[5] Halflings[6] [1 Victory Coins]
    2. Swamp[4] Sorcerors[5] [1 Victory Coins]
    3. Forest (4) Dwarves (3) [1 Victory Coins]
    4. Wealthy (4) Skeletons (6) [0 Victory Coins]
    5. Underworld (5) Tritons (6) [0 Victory Coins]
    6. Mounted (5) Amazons (6) [0 Victory Coins]

    Draw Tables:
    Roll to see which race and power gets selected, then remove them from these lists.
    Races:
    1. Orcs (5) Collect 1 extra coin for each unoccupied region conquered this turn.
    2. Ratmen (8) No Racial Power.
    3. Trolls (5) Place a Troll's Lair in each region you occupy. These stay even in decline.

    Special Powers:
    1. Alchemist (4) Collect 2 exta coins at the end of each turn while active.
    2. Berserk (4) You can use the reinforcement die for every conquest and roll before selecting the region.
    3. Bivouacking (5) During redeploy, place or move the 5 Encampment tokens in your region(s) that count as one unit each for defense.
    4. Commando (4) You may conquer any region at -1 units.
    5. 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.
    6. Flying (5) You may conquer any region except water even if they are not adjacent.
    7. 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.
    8. Merchant (2) Collect 1 bonus coin for each region you control.
    9. 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.

    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
    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

    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
    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
  • El SkidEl Skid The frozen white northRegistered User regular
    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

    smallworldt10.jpg

    El Skid on
  • adventfallsadventfalls Why would you wish to know? Registered User regular
    edited October 2009
    Good God, I go to sleep and wake up almost wiped off the map!

    adventfalls on
    NintendoID: AdventFalls 3DS Code: 3454-0237-6080
  • IAmUnawareIAmUnaware Registered User regular
    edited October 2009
    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
  • adventfallsadventfalls Why would you wish to know? Registered User regular
    edited October 2009
    Players:
    1. Gandalf_the_crazed (Decline)
    2. Valkun (Decline)
    3. Iamunaware (Decline)
    4. El Skid (Decline)
    5. Adventfalls (Decline)

    smallworldt10.jpg

    Races for Sale:
    1. Swamp[4] Sorcerors[5] [1 Victory Coins]
    2. Forest (4) Dwarves (3) [1 Victory Coins]
    3. Wealthy (4) Skeletons (6) [0 Victory Coins]
    4. Underworld (5) Tritons (6) [0 Victory Coins]
    5. Mounted (5) Amazons (6) [0 Victory Coins]
    6. Flying (5) Trolls (5) [0 Victory Coins]

    Draw Tables:
    Roll to see which race and power gets selected, then remove them from these lists.
    Races:
    1. Orcs (5) Collect 1 extra coin for each unoccupied region conquered this turn.
    2. Ratmen (8) No Racial Power.
    3. Trolls (5) Place a Troll's Lair in each region you occupy. These stay even in decline.

    Special Powers:
    1. Alchemist (4) Collect 2 exta coins at the end of each turn while active.
    2. Berserk (4) You can use the reinforcement die for every conquest and roll before selecting the region.
    3. Bivouacking (5) During redeploy, place or move the 5 Encampment tokens in your region(s) that count as one unit each for defense.
    4. Commando (4) You may conquer any region at -1 units.
    5. 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.
    6. Flying (5) You may conquer any region except water even if they are not adjacent.
    7. 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.
    8. Merchant (2) Collect 1 bonus coin for each region you control.
    9. 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.

    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
    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

    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
    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.

    adventfalls on
    NintendoID: AdventFalls 3DS Code: 3454-0237-6080
  • IAmUnawareIAmUnaware Registered User regular
    edited October 2009
    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
  • El SkidEl Skid The frozen white northRegistered User regular
    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.

    Sucks to be me, I guess :(

    El Skid on
  • DarianDarian Yellow Wizard The PitRegistered User regular
    edited October 2009
    You'll be fine; you're heroic. I'm really feeling sorry for those poor wizards stuck in Rivertown though. :(

    Darian on
  • El SkidEl Skid The frozen white northRegistered User regular
    edited October 2009
    Darian wrote: »
    You'll be fine; you're heroic. I'm really feeling sorry for those poor wizards stuck in Rivertown though. :(

    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

    El Skid on
  • Gandalf_the_CrazedGandalf_the_Crazed Vigilo ConfidoRegistered User regular
    edited October 2009
    Jeebus fuck you people move fast.

    Gandalf_the_Crazed on
    PEUsig_zps56da03ec.jpg
  • Gandalf_the_CrazedGandalf_the_Crazed Vigilo ConfidoRegistered User regular
    edited October 2009
    I can't edit the image right now; it's a 20-minute walk in the rain to get to my laptop.

    However, my turn is fairly simple:

    TURN 3

    1. Gandalf_the_Crazed
    Going into decline.

    Points Earned: 5

    Gandalf_the_Crazed on
    PEUsig_zps56da03ec.jpg
  • ValkunValkun Registered User regular
    edited October 2009
    Turn 3/8

    Players:
    1. Gandalf_the_crazed (Decline)
    2. Valkun (Decline)
    3. Iamunaware (Decline)
    4. El Skid (Decline)
    5. Adventfalls (Decline)

    smallworldt10.jpg

    Races for Sale:
    1. Swamp[4] Sorcerors[5] [1 Victory Coins]
    2. Forest (4) Dwarves (3) [1 Victory Coins]
    3. Wealthy (4) Skeletons (6) [0 Victory Coins]
    4. Underworld (5) Tritons (6) [0 Victory Coins]
    5. Mounted (5) Amazons (6) [0 Victory Coins]
    6. Flying (5) Trolls (5) [0 Victory Coins]

    Draw Tables:
    Roll to see which race and power gets selected, then remove them from these lists.
    Races:
    1. Orcs (5) Collect 1 extra coin for each unoccupied region conquered this turn.
    2. Ratmen (8) No Racial Power.
    3. Trolls (5) Place a Troll's Lair in each region you occupy. These stay even in decline.

    Special Powers:
    1. Alchemist (4) Collect 2 exta coins at the end of each turn while active.
    2. Berserk (4) You can use the reinforcement die for every conquest and roll before selecting the region.
    3. Bivouacking (5) During redeploy, place or move the 5 Encampment tokens in your region(s) that count as one unit each for defense.
    4. Commando (4) You may conquer any region at -1 units.
    5. 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.
    6. Flying (5) You may conquer any region except water even if they are not adjacent.
    7. 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.
    8. Merchant (2) Collect 1 bonus coin for each region you control.
    9. 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

    Valkun on
  • ValkunValkun Registered User regular
    edited October 2009
    Went ahead and editted for Gandalf since I was going into decline too.

    Edit: Is there a reason the back of the Elves is pink instead of grey? Is it just a joke?

    Valkun on
  • Gandalf_the_CrazedGandalf_the_Crazed Vigilo ConfidoRegistered User regular
    edited October 2009
    That was...unexpected. o_O

    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/

    Gandalf_the_Crazed on
    PEUsig_zps56da03ec.jpg
  • El SkidEl Skid The frozen white northRegistered User regular
    edited October 2009
    Pink? I see a grey-ish blue...Though pink for elves is VERY appropriate.

    El Skid on
  • ValkunValkun Registered User regular
    edited October 2009
    El Skid wrote: »
    Pink? I see a grey-ish blue...Though pink for elves is VERY appropriate.

    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.

    Valkun on
  • El SkidEl Skid The frozen white northRegistered User regular
    edited October 2009
    Let's all go into decline together! Oh what fun! :D

    El Skid on
  • Gandalf_the_CrazedGandalf_the_Crazed Vigilo ConfidoRegistered User regular
    edited October 2009
    I am really having a hard time deciding which race I want to pick up on my next turn.

    Gandalf_the_Crazed on
    PEUsig_zps56da03ec.jpg
  • IAmUnawareIAmUnaware Registered User regular
    edited October 2009
    Turn 3/8

    Players:
    1. Gandalf_the_crazed (Decline)
    2. Valkun (Decline)
    3. Iamunaware (Decline)
    4. El Skid (Decline)
    5. Adventfalls (Decline)

    smallworldt10.jpg

    Races for Sale:
    1. Swamp[4] Sorcerors[5] [1 Victory Coins]
    2. Forest (4) Dwarves (3) [1 Victory Coins]
    3. Wealthy (4) Skeletons (6) [0 Victory Coins]
    4. Underworld (5) Tritons (6) [0 Victory Coins]
    5. Mounted (5) Amazons (6) [0 Victory Coins]
    6. Flying (5) Trolls (5) [0 Victory Coins]

    Draw Tables:
    Roll to see which race and power gets selected, then remove them from these lists.
    Races:
    1. Orcs (5) Collect 1 extra coin for each unoccupied region conquered this turn.
    2. Ratmen (8) No Racial Power.

    Special Powers:
    1. Alchemist (4) Collect 2 exta coins at the end of each turn while active.
    2. Berserk (4) You can use the reinforcement die for every conquest and roll before selecting the region.
    3. Bivouacking (5) During redeploy, place or move the 5 Encampment tokens in your region(s) that count as one unit each for defense.
    4. Commando (4) You may conquer any region at -1 units.
    5. 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.
    6. 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.
    7. Merchant (2) Collect 1 bonus coin for each region you control.
    8. 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.

    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
    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 [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

    IAmUnaware on
  • El SkidEl Skid The frozen white northRegistered User regular
    edited October 2009
    Turn 3/8

    Players:
    1. Gandalf_the_crazed (Decline)
    2. Valkun (Decline)
    3. Iamunaware (Decline)
    4. El Skid (Decline)
    5. Adventfalls (Decline)

    smallworldt10.jpg

    Races for Sale:
    1. Swamp[4] Sorcerors[5] [1 Victory Coins]
    2. Forest (4) Dwarves (3) [1 Victory Coins]
    3. Wealthy (4) Skeletons (6) [0 Victory Coins]
    4. Underworld (5) Tritons (6) [0 Victory Coins]
    5. Mounted (5) Amazons (6) [0 Victory Coins]
    6. Flying (5) Trolls (5) [0 Victory Coins]

    Draw Tables:
    Roll to see which race and power gets selected, then remove them from these lists.
    Races:
    1. Orcs (5) Collect 1 extra coin for each unoccupied region conquered this turn.
    2. Ratmen (8) No Racial Power.

    Special Powers:
    1. Alchemist (4) Collect 2 exta coins at the end of each turn while active.
    2. Berserk (4) You can use the reinforcement die for every conquest and roll before selecting the region.
    3. Bivouacking (5) During redeploy, place or move the 5 Encampment tokens in your region(s) that count as one unit each for defense.
    4. Commando (4) You may conquer any region at -1 units.
    5. 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.
    6. 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.
    7. Merchant (2) Collect 1 bonus coin for each region you control.
    8. 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.

    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
    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
  • adventfallsadventfalls Why would you wish to know? Registered User regular
    edited October 2009
    Turn 3/8

    Players:
    1. Gandalf_the_crazed (Decline)
    2. Valkun (Decline)
    3. Iamunaware (Decline)
    4. El Skid (Decline)
    5. Adventfalls (Decline)

    smallworldt10.jpg

    Races for Sale:
    1. Swamp[4] Sorcerors[5] [1 Victory Coins]
    2. Forest (4) Dwarves (3) [1 Victory Coins]
    3. Underworld (5) Tritons (6) [0 Victory Coins]
    4. Mounted (5) Amazons (6) [0 Victory Coins]
    5. Flying (5) Trolls (5) [0 Victory Coins]
    6. Seafaring (5) Ratmen (8) [0 Victory Coins]

    Draw Tables:
    Roll to see which race and power gets selected, then remove them from these lists.
    Races:
    1. Orcs (5) Collect 1 extra coin for each unoccupied region conquered this turn.

    Special Powers:
    1. Alchemist (4) Collect 2 exta coins at the end of each turn while active.
    2. Berserk (4) You can use the reinforcement die for every conquest and roll before selecting the region.
    3. Bivouacking (5) During redeploy, place or move the 5 Encampment tokens in your region(s) that count as one unit each for defense.
    4. Commando (4) You may conquer any region at -1 units.
    5. 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.
    6. 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.
    7. 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.

    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
    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.

    adventfalls on
    NintendoID: AdventFalls 3DS Code: 3454-0237-6080
  • DarianDarian Yellow Wizard The PitRegistered User regular
    edited October 2009
    Someone should fix the orc power description in the race list. Make it "occupied".

    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.

    Darian on
  • ValkunValkun Registered User regular
    edited October 2009
    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.

    Valkun on
  • ValkunValkun Registered User regular
    edited October 2009
    Turn 3/8 Summary + Corrections

    Players:
    1. Gandalf_the_crazed (Decline)
    2. Valkun (Decline)
    3. Iamunaware (Decline)
    4. El Skid (Decline)
    5. Adventfalls (Decline)

    smallworldt10.jpg

    Races for Sale:
    1. Swamp[4] Sorcerors[5] [2 Victory Coins]
    2. Forest (4) Dwarves (3) [2 Victory Coins]
    3. Underworld (5) Tritons (6) [0 Victory Coins]
    4. Mounted (5) Amazons (6) [0 Victory Coins]
    5. Flying (5) Trolls (5) [0 Victory Coins]
    6. Seafaring (5) Ratmen (8) [0 Victory Coins]

    Draw Tables:
    Roll to see which race and power gets selected, then remove them from these lists.
    Races:
    1. Orcs (5) Collect 1 extra coin for each occupied region conquered this turn.

    Special Powers:
    1. Alchemist (4) Collect 2 exta coins at the end of each turn while active.
    2. Berserk (4) You can use the reinforcement die for every conquest and roll before selecting the region.
    3. Bivouacking (5) During redeploy, place or move the 5 Encampment tokens in your region(s) that count as one unit each for defense.
    4. Commando (4) You may conquer any region at -1 units.
    5. 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.
    6. 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.
    7. 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.

    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
    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 Lich Home.

    Points Earned: 4 Territories + 7 (Wealthy) - 2 (Race Selection) = 9.


    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

    Valkun on
  • DarianDarian Yellow Wizard The PitRegistered User regular
    edited October 2009
    I say stick the extra skeleton in either of his regions with 3, then on with the game.

    Darian on
  • Gandalf_the_CrazedGandalf_the_Crazed Vigilo ConfidoRegistered User regular
    edited October 2009
    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.

    smallworld-2.jpg

    Gandalf_the_Crazed on
    PEUsig_zps56da03ec.jpg
  • ValkunValkun Registered User regular
    edited October 2009
    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.

    Valkun on
  • Gandalf_the_CrazedGandalf_the_Crazed Vigilo ConfidoRegistered User regular
    edited October 2009
    Believe me, I'm keeping that in mind. I don't know what I'm going to do just yet, but I'm keeping that in mind. :P

    Gandalf_the_Crazed on
    PEUsig_zps56da03ec.jpg
  • adventfallsadventfalls Why would you wish to know? Registered User regular
    edited October 2009
    Gah, this is what I get for taking my turn before really waking up. Place my spare Skeleton on the High Peaks.

    adventfalls on
    NintendoID: AdventFalls 3DS Code: 3454-0237-6080
  • Gandalf_the_CrazedGandalf_the_Crazed Vigilo ConfidoRegistered User regular
    edited October 2009
    Turn 4

    Players:
    1. Gandalf_the_crazed (Decline)
    2. Valkun (Decline)
    3. Iamunaware (Decline)
    4. El Skid (Decline)
    5. Adventfalls (Decline)

    smallworld-3.jpg

    Races for Sale:
    1. Swamp[4] Sorcerors[5] [3 Victory Coins]
    2. Forest (4) Dwarves (3) [3 Victory Coins]
    3. Mounted (5) Amazons (6) [0 Victory Coins]
    4. Flying (5) Trolls (5) [0 Victory Coins]
    5. Seafaring (5) Ratmen (8) [0 Victory Coins]
    6. Alchemist (4) Orcs (5) [0 Victory Coins]

    Draw Tables:
    Roll to see which race and power gets selected, then remove them from these lists.
    Races:

      Special Powers:
      1. Berserk (4) You can use the reinforcement die for every conquest and roll before selecting the region.
      2. Bivouacking (5) During redeploy, place or move the 5 Encampment tokens in your region(s) that count as one unit each for defense.
      3. Commando (4) You may conquer any region at -1 units.
      4. 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.
      5. 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.
      6. 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



      Regions
      Burning Steppes [1]: 1 Spirit Halfling, Hole-in-the-Ground
      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

      Gandalf_the_Crazed on
      PEUsig_zps56da03ec.jpg
    1. Gandalf_the_CrazedGandalf_the_Crazed Vigilo ConfidoRegistered User regular
      edited October 2009
      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. :)

      Gandalf_the_Crazed on
      PEUsig_zps56da03ec.jpg
    2. IAmUnawareIAmUnaware Registered User regular
      edited October 2009
      Man, Underworld Tritons seem pretty great.

      IAmUnaware on
    3. Gandalf_the_CrazedGandalf_the_Crazed Vigilo ConfidoRegistered User regular
      edited October 2009
      They really are. :P

      Gandalf_the_Crazed on
      PEUsig_zps56da03ec.jpg
    4. ValkunValkun Registered User regular
      edited October 2009
      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.

      Valkun on
    5. Gandalf_the_CrazedGandalf_the_Crazed Vigilo ConfidoRegistered User regular
      edited October 2009
      I really was trying to be friends. :(

      Gandalf_the_Crazed on
      PEUsig_zps56da03ec.jpg
    6. IAmUnawareIAmUnaware Registered User regular
      edited October 2009
      Friends are for the weak! Let's see some war!

      You know who really loves war? Those filthy, filthy Skeletons. Go give them some!

      IAmUnaware on
    7. ValkunValkun Registered User regular
      edited October 2009
      Turn 4

      Players:
      1. Gandalf_the_crazed (Decline)
      2. Valkun (Decline)
      3. Iamunaware (Decline)
      4. El Skid (Decline)
      5. Adventfalls (Decline)

      smallworld-3.jpg

      Races for Sale:
      1. Forest (4) Dwarves (3) [3 Victory Coins]
      2. Mounted (5) Amazons (6) [0 Victory Coins]
      3. Flying (5) Trolls (5) [0 Victory Coins]
      4. Seafaring (5) Ratmen (8) [0 Victory Coins]
      5. Alchemist (4) Orcs (5) [0 Victory Coins]

      Draw Tables:
      Roll to see which race and power gets selected, then remove them from these lists.
      Races:

        Special Powers:
        1. Berserk (4) You can use the reinforcement die for every conquest and roll before selecting the region.
        2. Bivouacking (5) During redeploy, place or move the 5 Encampment tokens in your region(s) that count as one unit each for defense.
        3. Commando (4) You may conquer any region at -1 units.
        4. 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.
        5. 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.
        6. 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.

        Regions
        Burning Steppes [1]: 1 Spirit Halfling, Hole-in-the-Ground
        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

        Valkun on
      1. ValkunValkun Registered User regular
        edited October 2009
        I really was trying to be friends. :(

        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.

        Valkun on
      2. IAmUnawareIAmUnaware Registered User regular
        edited October 2009
        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.

        IAmUnaware on
      3. ValkunValkun Registered User regular
        edited October 2009
        IAmUnaware wrote: »
        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.

        Valkun on
      Sign In or Register to comment.