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[Chaos] CitOW Game 4 - Khorne Victory

DarianDarian Yellow WizardThe PitRegistered User regular
edited January 2010 in Critical Failures
pic490400.jpg

Current Board:
CitOW-g4-r0.gif

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

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

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

Astargoth, as Tzeentch
asplannedrd3.jpg

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


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

----

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

Sign ups were taken in the Game 3 thread.

[RULES]
[FAQ]

OP stolen shamelessly from Rend; board graphics courtesy of MrBlarney

Previous games:
Game 1, hosted by Rend
Game 2, Slaanesh win
Game 3, in progress

Darian on
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Posts

  • DarianDarian Yellow Wizard The PitRegistered User regular
    edited December 2009
    From Rend: A QUICK TUTORIAL ON CHAOS IN THE OLD WORLD

    -The Turn Phases-

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    How do I...
    Questions answered.

    Darian on
  • DarianDarian Yellow Wizard The PitRegistered User regular
    edited December 2009
    Useful information:

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

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

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

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

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

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

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

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

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

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

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

    ChaosInTheOldWorld_HitProbabilities.gif

    Darian on
  • 3cl1ps33cl1ps3 I will build a labyrinth to house the cheese Registered User regular
    edited December 2009
    One day I will play in one of these games.

    Maybe in the year 3017, through my neural jacks.

    Have fun everyone who got invited!

    3cl1ps3 on
  • RiusRius Globex CEO Nobody ever says ItalyRegistered User regular
    edited December 2009
    I'll be following along at home (and at work); good luck everyone!

    Rius on
  • DarianDarian Yellow Wizard The PitRegistered User regular
    edited December 2009
    Sorry to the 5 people who still didn't get in one of these; I just am not certain I can keep everything straight to try to run three at once. :(

    Darian on
  • 3cl1ps33cl1ps3 I will build a labyrinth to house the cheese Registered User regular
    edited December 2009
    Dear lord man, no, don't try that.

    Just start more after these conclude ;-)

    Dance for us monkey, dance, ah ha ha!

    3cl1ps3 on
  • Foolish ChaosFoolish Chaos Registered User regular
    edited December 2009
    My minions! Claim your axe and sword! I grow restless, and you grow weak! Polish your armor with the powdered bones of my enemies, and oil your war-machines with the blood of those who remain docile!

    KILL!
    MAIM!
    BURN!


    Anyway... re-reading the rules now. I read them before signing up for the first time, though this will be my first time playing. Be gentle. :P

    Foolish Chaos on
  • DarianDarian Yellow Wizard The PitRegistered User regular
    edited December 2009
    General comment to Khorne: don't do what I did in game and overcommit too early in your first round, letting everyone run away like girly men and ending up with no DIAL tick. You might want to read through the first couple turns of each of the earlier games to get a feel for the flow.

    Darian on
  • tofutofu Registered User regular
    edited December 2009
    It's my first time too, so I wouldn't worry about being crushed. :P

    Thanks a lot Darian!

    tofu on
  • DarianDarian Yellow Wizard The PitRegistered User regular
    edited December 2009
    For both of you, make sure you notice the page at the back of the rules that has general strategy tips for your god.

    Darian on
  • AstargothAstargoth regular
    edited December 2009
    People of the Old World
    I, Tzeentch, have heard your desires and dreams. I know that your tired of the old solutions that simply do not work. Give me a chance and I promise you that together we will bring change to the old world. Now I won't be saying that it will be easy but we will prevail one mutation at a time.
    Thank you

    Astargoth on
  • simonwolfsimonwolf i can feel a difference today, a differenceRegistered User regular
    edited December 2009
    Heyyyyyy guys

    Your estranged Grandfather Nurgle is here, and he's got some delightful presents for you all. A plague for Khorne, a virus for Tzeentch, a venereal disease for Slaanesh... but first, let me give you all a big ol', extra sloppy kiss!

    Pucker up, guys

    kiss kiss kiss

    simonwolf on
  • RiusRius Globex CEO Nobody ever says ItalyRegistered User regular
    edited December 2009
    Yay Simonwolf =) Good to see you made it in.

    Rius on
  • Foolish ChaosFoolish Chaos Registered User regular
    edited December 2009
    So I think I've got a rather good grasp on the rules now, but what are the green tokens on The Badlands, Tilia, and The Empire?

    Foolish Chaos on
  • DarianDarian Yellow Wizard The PitRegistered User regular
    edited December 2009
    Warpstones.

    Also, Slaanesh, we're waiting on your real introduction, then we can get this show on the road.

    Darian on
  • tofutofu Registered User regular
    edited December 2009
    Look, kids, just because my followers get to have all the fun doesn't mean you need to be jealous. Let's get it on.

    The game, not another orgy.

    Another orgy too.

    tofu on
  • DarianDarian Yellow Wizard The PitRegistered User regular
    edited December 2009
    The Old World braces for the chaos to come...

    Plunged into Chaos
    Each player immediately scores 1 VP for each Peasant token he has claimed. The player who has claimed the most Peasant tokens scores 3 additional VP.
    Discard this card instead of adding it to the Old World track.

    (No effect, with everyone tied at 0 peasants)

    CitOW-g4-r0.gif

    Tzeentch may discard a card if they wish (in the thread), then I'll update his hand and Khorne will be active for the first summoning phase.

    Darian on
  • Foolish ChaosFoolish Chaos Registered User regular
    edited December 2009
    Out of curiosity, what do peasant tokens give you normally? Anything? They don't seem to be tied to anyones advancement. I must have missed it in the rulebook.

    Foolish Chaos on
  • DarianDarian Yellow Wizard The PitRegistered User regular
    edited December 2009
    They are sometimes worth victory points for killing them (see the card I just drew). Also, as seen in game 2, they can cause it to be more difficult to Dominate a region. Otherwise, they are just extra/optional targets for when you don't have anyone else you want to kill in the region.

    Darian on
  • RiusRius Globex CEO Nobody ever says ItalyRegistered User regular
    edited December 2009
    What they are is, they're barely noticeable annoyances until they become potholes or speedbumps of extreme nuisance, usually due to Old World cards. Grrrr

    Rius on
  • AstargothAstargoth regular
    edited December 2009
    I won't be discarding anything.

    Astargoth on
  • DarianDarian Yellow Wizard The PitRegistered User regular
    edited December 2009
    All hands updated; Khorne is active.

    Darian on
  • Foolish ChaosFoolish Chaos Registered User regular
    edited December 2009
    Ahh yes. Its lovely to watch even the most unlikely of participants spreading violence.

    1 - Summon a Bloodsworn (cultist) in the Empire.

    6/7 PP

    BLOOD FOR THE BLOOD GOD

    Foolish Chaos on
  • tofutofu Registered User regular
    edited December 2009
    The other game is winning the race!

    tofu on
  • Foolish ChaosFoolish Chaos Registered User regular
    edited December 2009
    Nurgle is just intimidated by my obviously amazing opening move. :P

    Foolish Chaos on
  • simonwolfsimonwolf i can feel a difference today, a differenceRegistered User regular
    edited December 2009
    Sorry about the lateness, guys, work kicked my butt today.

    But, um, was I meant to get a hand of cards or anything? Or does the Draw Phase not happen on the first round of the game? I was waiting to see what happened with that before I made my move.

    simonwolf on
  • DarianDarian Yellow Wizard The PitRegistered User regular
    edited December 2009
    Cards are being kept on a googledoc; PM me your email address.

    Darian on
  • simonwolfsimonwolf i can feel a difference today, a differenceRegistered User regular
    edited December 2009
    Sorry, guys, my cart got stuck at the border by the Centre for Disease Control, something about being worried that I may be a dangerous vector for disease.

    "Vector," I said, "Damn near killed her!"

    quack quack quack

    That's a joke, son, lighten up. Ignore the ducks, they're my laugh track.

    Drop one of my cultists down in Brettonia. I hear jousting makes for some mighty receptive puncture wounds.

    simonwolf on
  • DarianDarian Yellow Wizard The PitRegistered User regular
    edited December 2009
    Nurgle has 5/6 PP remaining; please update your PP with each action.

    Darian on
  • AstargothAstargoth regular
    edited December 2009
    That can't be dear brother.
    Leaving all those northern people without your caring touch. Why I can't belive you would do such a thing. Not to worry though, I'm on it.

    Teleport - 1 - When you play this card, move any Cultist or Warrior from this region to any other region.

    Target it on Brettonia. Move Nurgle's cultist to Troll Country

    (5/6 PP left)

    Astargoth on
  • tofutofu Registered User regular
    edited December 2009
    The Border Princes sure look lonely, I think I'll send them some good company.

    1 cultist to The Border Princes

    5/6

    tofu on
  • DarianDarian Yellow Wizard The PitRegistered User regular
    edited December 2009
    Round One Summoning Phase


    CitOW-g4-r1.gif

    Khorne (6/7) calls a bloodsworn into the Empire
    Nurgle (5/6) sends a leper to Bretonnia
    Tzeentch (5/6) Teleports the leper from Bretonnia out to Troll Country (instant effect)
    Slaanesh (5/6) brings a seductress into the Border Princes

    Darian on
  • Foolish ChaosFoolish Chaos Registered User regular
    edited December 2009
    Summon a Bloodletter (Warrior) to Kislev

    BLOOD FOR THE BLOOD GOD


    4/7 PP

    Foolish Chaos on
  • simonwolfsimonwolf i can feel a difference today, a differenceRegistered User regular
    edited December 2009
    Tzeentch, I'm going to eat your bones and shit out your ghost

    how's that work for your plans

    Another leper to Brettonia! I got a fever to spread.

    (4/6PP left)

    simonwolf on
  • Foolish ChaosFoolish Chaos Registered User regular
    edited December 2009
    I'm pretty sure you can only summon new models to adjacent areas now. :P The first one you place goes wherever you want, though others have to be adjacent to, or on, another model you have on the board.

    Unless nurgle has some special rule?

    Edit: I'm pretty sure you can also just move that first model you placed anywhere you want on the board, though moving models also costs PP, just like summoning. Someone should probably clarify though

    Foolish Chaos on
  • AstargothAstargoth regular
    edited December 2009
    It saddens me to see that you haven't fully grasped the beauty and magnitude of my humble plan Nurgle. I think you need to rethink that order

    If you have a figure on the board you can only place it on the region it's adjacent to. So Norsca, Troll Country or Kislev. Have fun choosing :mrgreen:

    Page 12 of the rule book seems to imply to me that even moving your only figure on board is restricted

    Astargoth on
  • tofutofu Registered User regular
    edited December 2009
    I'm pretty sure you can only summon and move figures into adjacent areas.

    tofu on
  • simonwolfsimonwolf i can feel a difference today, a differenceRegistered User regular
    edited December 2009
    Pretty sure you're all a bunch of dickweasels

    Now there's an idea for a disease.

    I guess I'll put that leper into Kislev, instead.

    simonwolf on
  • Foolish ChaosFoolish Chaos Registered User regular
    edited December 2009
    Ahh, yeah you guys are right.

    Man, teleport is a nasty move turn one. :P

    Foolish Chaos on
  • RiusRius Globex CEO Nobody ever says ItalyRegistered User regular
    edited December 2009
    Keep in mind your dial conditions, fellas. Nurgle only gets dials for corrupting Populous regions, Tzeentch only for regions with 2 or more warpstones (or warpstones and magic symbols in combination), Slaanesh only for regions with nobles or heroes, and Khorne for killing other player's figures.

    It's generally a good idea to go for at least one dial token each round even if you're not planning on a dial victory, so you can get upgrades.

    Also, only Cultist figures place corruption.

    Rius on
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