The sorcerer contingent cowers in fear as the two groups of beastmen charge. One beastman, larger than the rest, appears to be directing the melee with grunts and howls. Under his command the beastmen cause some damage (1 point) but the other attacks are fruitless (card, card).
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admanbunionize your workplaceSeattle, WARegistered Userregular
edited May 2010
The warriors absorb the charge of the beastmen, then strike back and crush the beastmen ranks.
A warrior takes 1 damage, then the warriors deal 4 back and destroy everything in the field. That ends my turn.
Delve into the library of Boneland, seeking tomes that will aid our tactical superiority in future battles. Also, put up a few flyers around town to let local heroes know that we are hiring.
Gain two tactics from Boneland; spend 2 influence to draw heroes. Possible further action to come after I see the hero and tactics draws.
That took longer than expected. The 3 hour phone call didn't help.
The board
Year 2, Spring
The Wizard's Council, under the auspicious guidance of it's Uthuk Y'llan daemonhost Primarch, breaks for Spring and travel about the countryside handing out lollipops to the good, little children.
Everyone else has time to Prepare for the Coming Year
Each player may spend 1 influence to draw a new Objective card. Each player then discards down to 1 Objective card.
admanbunionize your workplaceSeattle, WARegistered Userregular
edited May 2010
Two warriors creep from the Blackwing Swamp into the Bitter Downs. An Archer steps through the gates of the nearby city and immediately names it, "Flowery Downs." A warrior, sorceress, and archer grudgingly trudge from the Velvet Plains to the Blackwing Swamp.
Mad Carthos leads his team of troops from Fool's Rapids to the Shadow Peaks, while Silhouette leads her team from Skull Mountain northeast to Fool's Rapids.
All from 1A to 5D; all from WC to 1A. Draw one tactics. Reserve the right to take further action after I see my new tactics draw.
Waiqar researchers in Boneland announce a great breakthrough, discovering texts that lead them to uncover a Dragon Rune near the city.
Reveal objective: Tactical Dominator – During your turn, you may discard this card and 6 Tactics cards to gain 1 dragon rune.
Discard the following: Summon Lightning - Play at the start of a battle in which you are defending. You and your opponent are both dealt 4 damage. (You each assign your own damage.)
Scorched Earth - Play when an opponent takes control of one of your strongholds. The stronghold is destroyed.
Brilliant Maneuver - Play during your turn. Use the Supremacy Bonus on your active Order card even if it is not your highest numbered card.
Hidden Pass - Play when moving units and/or heroes. You may ignore 1 mountain border for this movement.
Brilliant Maneuver - Play during your turn. Use the Supremacy Bonus on your active Order card even if it is not your highest numbered card.
Rally Cry - Play during a battle or during your turn. Stand up to 4 of your routed units and/or heroes.
Reveal and discard a false rune from WA; shuffle the new true and false runes, placing one in Fool's Rapids and the other in WA (PMing placement)
Yessir. I realized after the fact that you wanted to size up your keeper.
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El SkidThe frozen white northRegistered Userregular
edited May 2010
A footman from the city formerly known as 3B is sent as an emissary to the giants of the Guardian peaks, seeking to convert them to the human side.
Spending 3 influence to do the diplomacy thing...Do I declare this and then draw the cards, or does another player draw these to prevent potential shenanigans?
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admanbunionize your workplaceSeattle, WARegistered Userregular
edited May 2010
There's a record of every card you draw. You're not gonna get away with shenanigans. :P
El SkidThe frozen white northRegistered Userregular
edited May 2010
So I believe that the sun means I get to ally with the giants- regardless, I'll take my supremacy action to move 4 knights (3 from Moonglow Plains and 1 from the City formerly known as 3B), and 2 footmen from 8D to the Bitter Downs.
The humans are bitter that the Elves got to the Bitter Downs first, and move swiftly to right this horrible situation.
Posts
Initiative:
1. Archers
2. Beastmen
3.
4. Warriors
Draw for Archers:
One fires and misses, as does the other.
Uthuk are active
The board
Year 2, Spring
The Wizard's Council, under the auspicious guidance of it's Uthuk Y'llan daemonhost Primarch, breaks for Spring and travel about the countryside handing out lollipops to the good, little children.
Everyone else has time to Prepare for the Coming Year
I have received orders from Waiqar and Uthuk.
That's alright.
Excellent
Just waiting on orders from Daqan.
Elves - Strategize
Undying - Strategize
Lords - Mobilize
Y'llan - Mobilize
Map
Tactical Dominator – During your turn, you may discard this card and 6 Tactics cards to gain 1 dragon rune.
Discard the following:
Summon Lightning - Play at the start of a battle in which you are defending. You and your opponent are both dealt 4 damage. (You each assign your own damage.)
Scorched Earth - Play when an opponent takes control of one of your strongholds. The stronghold is destroyed.
Brilliant Maneuver - Play during your turn. Use the Supremacy Bonus on your active Order card even if it is not your highest numbered card.
Hidden Pass - Play when moving units and/or heroes. You may ignore 1 mountain border for this movement.
Brilliant Maneuver - Play during your turn. Use the Supremacy Bonus on your active Order card even if it is not your highest numbered card.
Rally Cry - Play during a battle or during your turn. Stand up to 4 of your routed units and/or heroes.
Reveal and discard a false rune from WA; shuffle the new true and false runes, placing one in Fool's Rapids and the other in WA (PMing placement)
Oh, I needed to see the Tactics card, but not to use it.
The humans are bitter that the Elves got to the Bitter Downs first, and move swiftly to right this horrible situation.
4 Knights: 1 dmg, 2 rout, orb (1 ROUT +1 tactics card), nothing. so 1 injured warrior, 1 routed warrior. And a tactics card for me!
2 Footmen: 1 dmg, nothing. So footman deals 1 damage to the DAMAGED warrior killing it, and the last one runs away (sadly)
edit- Darian is entirely correct.
From the knights: The orb resolves first (rout a warrior), then the routs (rout second warrior), then the damage (1 damage on a warrior)
Then from the footmen: second damage on injured warrior, killing it
Daqan wins the battle with 6 standing units to none; elves to retreat