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[SMALL WORLD] Amazons and Wizards and Ghouls, Oh My!

12357

Posts

  • DarianDarian Registered User regular
    edited May 2010
    You don't get to keep more than one race, once in decline... sorcerers are removed from the board, and only one elf remains in each region. Also, fewer points.

    Darian on
  • simulacrumsimulacrum She/herRegistered User regular
    edited May 2010
    *Sigh*

    fixed.

    simulacrum on
  • DarianDarian Registered User regular
    edited May 2010
    Okay, I just noticed something, which might make you want to redo your move. Your killed elves didn't get replaced on the board, as they should have. So you should still have had 10 elves available at the start of your turn, not just the 6.

    Did you still want to decline?

    Darian on
  • TheLawinatorTheLawinator Registered User regular
    edited May 2010
    I think that's my fault. I didn't know what to do with them so I kind of ignored them.

    TheLawinator on
    My SteamID Gamertag and PSN: TheLawinator
  • simulacrumsimulacrum She/herRegistered User regular
    edited May 2010
    I think I might redo my turn if it's ok with gandalf.

    simulacrum on
  • TheLawinatorTheLawinator Registered User regular
    edited May 2010
    I'm fine with it if you attack a person who is not me. Because I'm waiting for you to redo it.

    TheLawinator on
    My SteamID Gamertag and PSN: TheLawinator
  • SlickShughesSlickShughes Registered User
    edited May 2010
    Fine by me.

    SlickShughes on
  • simulacrumsimulacrum She/herRegistered User regular
    edited May 2010
    I'll work on it now.

    simulacrum on
  • simulacrumsimulacrum She/herRegistered User regular
    edited May 2010
    Finally redid my turn.

    simulacrum on
  • TheLawinatorTheLawinator Registered User regular
    edited May 2010
    I regret allowing you to redo your turn.

    TheLawinator on
    My SteamID Gamertag and PSN: TheLawinator
  • TheLawinatorTheLawinator Registered User regular
    edited May 2010
    TURN 6

    The results and turn order, color-coded for future convenience!

    1. simulacrum (simulacrum in decline)
    2. The Lawinator (Law in decline)
    3. El Skid (El Skid in decline)
    4. Gandalf_the_Crazed (GtC in decline)
    5. SlickShughes (SS in decline)

    Current Race/power combinations available:

    1. Forest(4) White Ladies (2) (1 coin)
    2. Cursed(0) Kobolds (11) (3 coins)
    3. Peace-loving(4) goblins (6)
    4. Stout (4) Halflings (6)
    5. Were- (4) Gypsies (6)
    6. Dragon Master (5) Tritons (6)

    Which leaves the following...

    ...races:
    1. Dwarves (3) Collect 1 extra coin for each mine, even in decline.
    2. Orcs (5) Collect 1 extra coin for each occupied region conquered this turn.
    3. Priestesses (4) When going In Decline, take one token from each region you occupy and stack them to form a single "Ivory Tower" in one of the regions you occupy, abandoning all the others. Each turn, score 1 VP for each Priestess token in the Ivory Tower, in lieu of your usual In Decline scoring.

    ...and powers:
    1. Bivouacking (5) During redeploy, place or move the 5 Encampment tokens in your region(s) that count as one unit each for defense.
    2. 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.
    3. Heroic (5) At the end of your turn place your 2 Hero tokens in two seperate regions you control. These regions are immune.
    4. Merchant (2) Collect 1 bonus coin for each region you control.
    5. Mounted (5) Conquer Hills and Farmlands at -1 units.
    6. Pillaging (5) Collect 1 extra coin for each non-empty region conquered this turn.
    7. Seafaring (5) You may conquer water regions.
    8. Swamp (4) Collect 1 extra coin for each Swamp you control.
    9. Underworld (5) You may conquer regions with caverns at -1 units. All regions with Caverns are considered adjacent.

      EXPANSION POWERS:
    10. Hordes Of (5) You may use your 2 "Hordes Of" tokens exactly as if they were additional active race tokens. They disappear when you go into decline.
    11. Ransacking (4) Each time you successfully conquer a Region containing an opponent's active Race, he must immediately pay you 1 VP from his own stash.
    Simulacrum
    Active race: Alchemist(4) elves(6)
    Decline race: Marauding sorcerers
    Summary : took 5 elves in hand and conquered one territory

    Conquest

    (5) Conquered Rolling flats (killed one amazon)

    two amazons retreats to Westros

    Final conquest:
    none

    Points earned:
    6(territories owned ) + 2(alchemist power) = 8

    Redeployment:
    one elf to worlds end
    one elf to rolling flats
    one elf to warlock falls

    TheLawinator
    I cry into the heavens, "Fuck you guys!" because of your rampant ganging up on me.

    I looked in the rulebook, and found out that Ghouls can attack those stupid Giants! Haha! They're in decline, they care not about your stupid diplomacy.
    I take 3 ghouls, not abandoning any region, and I take Secluded Swamp.

    I rearrange these fellows so that there is 1 in the Iron Spine, and 1 in the Ghitu Lowlands

    Now, I take my Amazons in hand, I have 10 of them in hand without abandoning any regions (6+4) and take Rolling Flats, Ent's Harbor, and Norfolk.

    I then redeploy the Amazons as follows; 2 in each hill zone, 1 in the others.

    Points? 13! HAHA!


    smallworldcurrentgame-3.jpg

    The Territories By Quadrant:

    NORTHWEST
    Drake Sea
    Dragon Coast
    Ent's Harbor 1 Amazons
    Leyland 2 Amazons
    Norfolk 2 Amazons
    Rolling Flats 2 Amazons
    Rush Valley (4) Skeletons
    Swamps of Despair (3) Alchemist elves
    Warlock Falls (2) Alchemist elves
    Westros 1 Amazons
    Windmillia (5) Skeletons
    Witch Marsh (1) Marauding sorcerors
    World's End (3) Alchemist elves


    NORTHEAST
    Doveland (3) Diplomat Giants
    Ghitu Highlands (2) Wealthy Ghouls
    Ghitu Lowlands (1) Wealthy Ghouls
    Iron Spine (1) Wealthy Ghouls
    Mount Mithril (1) Spirit Wizards
    Northwoods (4) Skeletons
    Secluded Swamp (2) Wealthy Ghouls
    Waterwood (1) Diplomat Giants
    White Crag (3) Diplomat Giants

    SOUTHEAST
    Burning Steppes (1) Ratmen
    Corner Sea
    Crackling Steppes (1) Lost Tribe
    Falling Leaves (1) Lost Tribe
    Gug (1) Lost Tribe
    High Peaks 1 Trolls + cave
    Mid Peaks:
    Misty Vale: 1 Troll + cave
    Piercing Delta B](3) Diplomat Giants[/B]
    Rainbow Lake
    Rivertown (1) Ratmen
    Saint's Pride 1 Troll + cave
    Secluded Vale: 1 Trolls + cave
    Southpeak 1 Troll + cave



    SOUTHWEST
    Deathmaw (1) Ratmen
    Dryad's Retreat (1) Lost Tribe
    Engorged Marsh (1) Lost Tribe
    Lowlands 1 Trolls + cave
    Midland (4) Skeletons
    Platinum Plateau (1) Lost Tribe
    Quicksilver Forest (4) Skeletons
    Raptor's Nest (1) Ratmen
    Silver Mist (1) Lost Tribe
    Tranquil Expanse 1 Trolls + cave
    Valorock
    Wool Road (4) Skeletons


    Fuck you guys I can still get points!

    TheLawinator on
    My SteamID Gamertag and PSN: TheLawinator
  • El SkidEl Skid The frozen white northRegistered User regular
    edited May 2010
    TURN 6

    The results and turn order, color-coded for future convenience!

    1. simulacrum (simulacrum in decline)
    2. The Lawinator (Law in decline)
    3. El Skid (El Skid in decline)
    4. Gandalf_the_Crazed (GtC in decline)
    5. SlickShughes (SS in decline)

    Current Race/power combinations available:

    1. Forest(4) White Ladies (2) (2 coin)
    2. Cursed(0) Kobolds (11) (6 coins)
    3. Stout (4) Halflings (6)
    4. Were- (4) Gypsies (6)
    5. Dragon Master (5) Tritons (6)
    6. (please roll for this race for me!)

    Which leaves the following...

    ...races:
    1. Dwarves (3) Collect 1 extra coin for each mine, even in decline.
    2. Orcs (5) Collect 1 extra coin for each occupied region conquered this turn.
    3. Priestesses (4) When going In Decline, take one token from each region you occupy and stack them to form a single "Ivory Tower" in one of the regions you occupy, abandoning all the others. Each turn, score 1 VP for each Priestess token in the Ivory Tower, in lieu of your usual In Decline scoring.

    ...and powers:
    1. Bivouacking (5) During redeploy, place or move the 5 Encampment tokens in your region(s) that count as one unit each for defense.
    2. 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.
    3. Heroic (5) At the end of your turn place your 2 Hero tokens in two seperate regions you control. These regions are immune.
    4. Merchant (2) Collect 1 bonus coin for each region you control.
    5. Mounted (5) Conquer Hills and Farmlands at -1 units.
    6. Pillaging (5) Collect 1 extra coin for each non-empty region conquered this turn.
    7. Seafaring (5) You may conquer water regions.
    8. Swamp (4) Collect 1 extra coin for each Swamp you control.
    9. Underworld (5) You may conquer regions with caverns at -1 units. All regions with Caverns are considered adjacent.

      EXPANSION POWERS:
    10. Hordes Of (5) You may use your 2 "Hordes Of" tokens exactly as if they were additional active race tokens. They disappear when you go into decline.
    11. Ransacking (4) Each time you successfully conquer a Region containing an opponent's active Race, he must immediately pay you 1 VP from his own stash.
    Simulacrum
    Active race: Alchemist(4) elves(6)
    Decline race: Marauding sorcerers
    Summary : took 5 elves in hand and conquered one territory

    Conquest

    (5) Conquered Rolling flats (killed one amazon)

    two amazons retreats to Westros

    Final conquest:
    none

    Points earned:
    6(territories owned ) + 2(alchemist power) = 8

    Redeployment:
    one elf to worlds end
    one elf to rolling flats
    one elf to warlock falls

    TheLawinator
    I cry into the heavens, "Fuck you guys!" because of your rampant ganging up on me.

    I looked in the rulebook, and found out that Ghouls can attack those stupid Giants! Haha! They're in decline, they care not about your stupid diplomacy.
    I take 3 ghouls, not abandoning any region, and I take Secluded Swamp.

    I rearrange these fellows so that there is 1 in the Iron Spine, and 1 in the Ghitu Lowlands

    Now, I take my Amazons in hand, I have 10 of them in hand without abandoning any regions (6+4) and take Rolling Flats, Ent's Harbor, and Norfolk.

    I then redeploy the Amazons as follows; 2 in each hill zone, 1 in the others.

    Points? 13! HAHA!

    El Skid
    I take Peace-loving goblins, putting 1 coin on the ladies and 3 on the kobolds (-4 VP calculated later). New Race is (again) Fortified Priestesses (Thanks Darian). Kill a bunch of in-decline Lawinator. :D


    Conquest:
    (2) Ghithu Lowlands, killing a ghoul
    (3) Iron Spine, killing a ghoul
    (3) Mount Mitrhil, Killing a wizard

    Final Conquest:
    (2) Attack Secluded swamp with my remaining 2 guys- 1d6=4 (Thanks Darian) fails. two goblins retreat to the Ghithu Lowlands.

    VPs: 7 (trolls) - 4 (race selection) + 3 or 4 (territory) + 2 (no active races attacked) = 8 VPs



    smallworldcurrentgame-3.jpg

    The Territories By Quadrant:

    NORTHWEST
    Drake Sea
    Dragon Coast
    Ent's Harbor 1 Amazons
    Leyland 2 Amazons
    Norfolk 2 Amazons
    Rolling Flats 2 Amazons
    Rush Valley (4) Skeletons
    Swamps of Despair (3) Alchemist elves
    Warlock Falls (2) Alchemist elves
    Westros 1 Amazons
    Windmillia (5) Skeletons
    Witch Marsh (1) Marauding sorcerors
    World's End (3) Alchemist elves


    NORTHEAST
    Doveland (3) Diplomat Giants
    Ghitu Highlands (2) Wealthy Ghouls
    Ghitu Lowlands 4 Peace-Loving Goblins
    Iron Spine 3 Peace-Loving Goblins
    Mount Mithril 3 Peace-Loving Goblins
    Northwoods (4) Skeletons
    Secluded Swamp (2) Wealthy Ghouls
    Waterwood (1) Diplomat Giants
    White Crag (3) Diplomat Giants

    SOUTHEAST
    Burning Steppes (1) Ratmen
    Corner Sea
    Crackling Steppes (1) Lost Tribe
    Falling Leaves (1) Lost Tribe
    Gug (1) Lost Tribe
    High Peaks 1 Trolls + cave
    Mid Peaks:
    Misty Vale: 1 Troll + cave
    Piercing Delta B](3) Diplomat Giants[/B]
    Rainbow Lake
    Rivertown (1) Ratmen
    Saint's Pride 1 Troll + cave
    Secluded Vale: 1 Trolls + cave
    Southpeak 1 Troll + cave



    SOUTHWEST
    Deathmaw (1) Ratmen
    Dryad's Retreat (1) Lost Tribe
    Engorged Marsh (1) Lost Tribe
    Lowlands 1 Trolls + cave
    Midland (4) Skeletons
    Platinum Plateau (1) Lost Tribe
    Quicksilver Forest (4) Skeletons
    Raptor's Nest (1) Ratmen
    Silver Mist (1) Lost Tribe
    Tranquil Expanse 1 Trolls + cave
    Valorock
    Wool Road (4) Skeletons


    I need someone to roll for my race selection and final conquest, since I can't get into IC at the moment- thanks :)

    El Skid on
  • DarianDarian Registered User regular
    edited May 2010
    Final conquest fails (4)

    New race is Fortified Priestesses

    That sounds familiar somehow...

    Darian on
  • TheLawinatorTheLawinator Registered User regular
    edited May 2010
    Nobody likes me.

    TheLawinator on
    My SteamID Gamertag and PSN: TheLawinator
  • El SkidEl Skid The frozen white northRegistered User regular
    edited May 2010
    Darian wrote: »
    Final conquest fails (4)

    New race is Fortified Priestesses

    That sounds familiar somehow...

    Thanks Darian- Edited in those rolls above.

    El Skid on
  • Gandalf_the_CrazedGandalf_the_Crazed Vigilo ConfidoRegistered User regular
    edited May 2010
    Taking my turn now.

    Gandalf_the_Crazed on
    PEUsig_zps56da03ec.jpg
  • TheLawinatorTheLawinator Registered User regular
    edited May 2010
    Well that's good. Don't kill me anymore.

    TheLawinator on
    My SteamID Gamertag and PSN: TheLawinator
  • Gandalf_the_CrazedGandalf_the_Crazed Vigilo ConfidoRegistered User regular
    edited May 2010
    TURN 6

    The results and turn order, color-coded for future convenience!

    1. simulacrum (simulacrum in decline)
    2. The Lawinator (Law in decline)
    3. El Skid (El Skid in decline)
    4. Gandalf_the_Crazed (GtC in decline)
    5. SlickShughes (SS in decline)

    Current Race/power combinations available:

    1. Forest(4) White Ladies (2) (2 coin)
    2. Cursed(0) Kobolds (11) (6 coins)
    3. Stout (4) Halflings (6)
    4. Were- (4) Gypsies (6)
    5. Dragon Master (5) Tritons (6)
    6. (please roll for this race for me!)

    Which leaves the following...

    ...races:
    1. Dwarves (3) Collect 1 extra coin for each mine, even in decline.
    2. Orcs (5) Collect 1 extra coin for each occupied region conquered this turn.
    3. Priestesses (4) When going In Decline, take one token from each region you occupy and stack them to form a single "Ivory Tower" in one of the regions you occupy, abandoning all the others. Each turn, score 1 VP for each Priestess token in the Ivory Tower, in lieu of your usual In Decline scoring.

    ...and powers:
    1. Bivouacking (5) During redeploy, place or move the 5 Encampment tokens in your region(s) that count as one unit each for defense.
    2. 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.
    3. Heroic (5) At the end of your turn place your 2 Hero tokens in two seperate regions you control. These regions are immune.
    4. Merchant (2) Collect 1 bonus coin for each region you control.
    5. Mounted (5) Conquer Hills and Farmlands at -1 units.
    6. Pillaging (5) Collect 1 extra coin for each non-empty region conquered this turn.
    7. Seafaring (5) You may conquer water regions.
    8. Swamp (4) Collect 1 extra coin for each Swamp you control.
    9. Underworld (5) You may conquer regions with caverns at -1 units. All regions with Caverns are considered adjacent.

      EXPANSION POWERS:
    10. Hordes Of (5) You may use your 2 "Hordes Of" tokens exactly as if they were additional active race tokens. They disappear when you go into decline.
    11. Ransacking (4) Each time you successfully conquer a Region containing an opponent's active Race, he must immediately pay you 1 VP from his own stash.
    Simulacrum
    Active race: Alchemist(4) elves(6)
    Decline race: Marauding sorcerers
    Summary : took 5 elves in hand and conquered one territory

    Conquest

    (5) Conquered Rolling flats (killed one amazon)

    two amazons retreats to Westros

    Final conquest:
    none

    Points earned:
    6(territories owned ) + 2(alchemist power) = 8

    Redeployment:
    one elf to worlds end
    one elf to rolling flats
    one elf to warlock falls

    TheLawinator
    I cry into the heavens, "Fuck you guys!" because of your rampant ganging up on me.

    I looked in the rulebook, and found out that Ghouls can attack those stupid Giants! Haha! They're in decline, they care not about your stupid diplomacy.
    I take 3 ghouls, not abandoning any region, and I take Secluded Swamp.

    I rearrange these fellows so that there is 1 in the Iron Spine, and 1 in the Ghitu Lowlands

    Now, I take my Amazons in hand, I have 10 of them in hand without abandoning any regions (6+4) and take Rolling Flats, Ent's Harbor, and Norfolk.

    I then redeploy the Amazons as follows; 2 in each hill zone, 1 in the others.

    Points? 13! HAHA!

    El Skid
    I take Peace-loving goblins, putting 1 coin on the ladies and 3 on the kobolds (-4 VP calculated later). New Race is (again) Fortified Priestesses (Thanks Darian). Kill a bunch of in-decline Lawinator. :D


    Conquest:
    (2) Ghithu Lowlands, killing a ghoul
    (3) Iron Spine, killing a ghoul
    (3) Mount Mitrhil, Killing a wizard

    Final Conquest:
    (2) Attack Secluded swamp with my remaining 2 guys- 1d6=4 (Thanks Darian) fails. two goblins retreat to the Ghithu Lowlands.

    VPs: 7 (trolls) - 4 (race selection) + 3 or 4 (territory) + 2 (no active races attacked) = 8 VPs

    GtC
    Taking my 10 extra Skeletons in hand, and conquering Westros (3), Witch Marsh (3), Rolling Flats (4).

    1 Amazon retreats to Ent's Harbor, 1 Skeleton added to my army, making a total army size of 14, redeployed as follows:
    3 Westros
    3 Rolling Flats
    2 everywhere else.

    Scoring: 6 (Skeletons) + 4 (Ratmen) = 10 VP

    smallworldcurrentgame-3.jpg

    The Territories By Quadrant:

    NORTHWEST
    Drake Sea
    Dragon Coast
    Ent's Harbor 2 Amazons
    Leyland 2 Amazons
    Norfolk 2 Amazons
    Rolling Flats (3) Skeletons
    Rush Valley (2) Skeletons
    Swamps of Despair (3) Alchemist elves
    Warlock Falls (2) Alchemist elves
    Westros (3) Skeletons
    Windmillia (2) Skeletons
    Witch Marsh (2) Skeletons
    World's End (3) Alchemist elves


    NORTHEAST
    Doveland (3) Diplomat Giants
    Ghitu Highlands (2) Wealthy Ghouls
    Ghitu Lowlands 4 Peace-Loving Goblins
    Iron Spine 3 Peace-Loving Goblins
    Mount Mithril 3 Peace-Loving Goblins
    Northwoods (2) Skeletons
    Secluded Swamp (2) Wealthy Ghouls
    Waterwood (1) Diplomat Giants
    White Crag (3) Diplomat Giants

    SOUTHEAST
    Burning Steppes (1) Ratmen
    Corner Sea
    Crackling Steppes (1) Lost Tribe
    Falling Leaves (1) Lost Tribe
    Gug (1) Lost Tribe
    High Peaks 1 Trolls + cave
    Mid Peaks:
    Misty Vale: 1 Troll + cave
    Piercing Delta B](3) Diplomat Giants[/B]
    Rainbow Lake
    Rivertown (1) Ratmen
    Saint's Pride 1 Troll + cave
    Secluded Vale: 1 Trolls + cave
    Southpeak 1 Troll + cave



    SOUTHWEST
    Deathmaw (1) Ratmen
    Dryad's Retreat (1) Lost Tribe
    Engorged Marsh (1) Lost Tribe
    Lowlands 1 Trolls + cave
    Midland (4) Skeletons
    Platinum Plateau (1) Lost Tribe
    Quicksilver Forest (4) Skeletons
    Raptor's Nest (1) Ratmen
    Silver Mist (1) Lost Tribe
    Tranquil Expanse 1 Trolls + cave
    Valorock
    Wool Road (4) Skeletons

    Gandalf_the_Crazed on
    PEUsig_zps56da03ec.jpg
  • Gandalf_the_CrazedGandalf_the_Crazed Vigilo ConfidoRegistered User regular
    edited May 2010
    Oh shit, Law! If I had seen that post before I did it, I wouldn't have slaughtered you any more!

    Sorry dude. D:

    Also, I left the image out-of-date because my head hurts. *shrug*

    Gandalf_the_Crazed on
    PEUsig_zps56da03ec.jpg
  • TheLawinatorTheLawinator Registered User regular
    edited May 2010
    Oh shit, Law! If I had seen that post before I did it, I wouldn't have slaughtered you any more!

    Sorry dude. D:

    Also, I left the image out-of-date because my head hurts. *shrug*

    I hate you so much right now. Gonna kill everybody.

    TheLawinator on
    My SteamID Gamertag and PSN: TheLawinator
  • SlickShughesSlickShughes Registered User
    edited May 2010
    TURN 6

    The results and turn order, color-coded for future convenience!

    1. simulacrum (simulacrum in decline)
    2. The Lawinator (Law in decline)
    3. El Skid (El Skid in decline)
    4. Gandalf_the_Crazed (GtC in decline)
    5. SlickShughes (SS in decline)

    Current Race/power combinations available:

    1. Forest(4) White Ladies (2) (2 coin)
    2. Cursed(0) Kobolds (11) (6 coins)
    3. Stout (4) Halflings (6)
    4. Were- (4) Gypsies (6)
    5. Dragon Master (5) Tritons (6)
    6. Fortified (3) Priestesses (4)

    Which leaves the following...

    ...races:
    1. Dwarves (3) Collect 1 extra coin for each mine, even in decline.
    2. Orcs (5) Collect 1 extra coin for each occupied region conquered this turn.

    ...and powers:
    1. Bivouacking (5) During redeploy, place or move the 5 Encampment tokens in your region(s) that count as one unit each for defense.
    2. Heroic (5) At the end of your turn place your 2 Hero tokens in two seperate regions you control. These regions are immune.
    3. Merchant (2) Collect 1 bonus coin for each region you control.
    4. Mounted (5) Conquer Hills and Farmlands at -1 units.
    5. Pillaging (5) Collect 1 extra coin for each non-empty region conquered this turn.
    6. Seafaring (5) You may conquer water regions.
    7. Swamp (4) Collect 1 extra coin for each Swamp you control.
    8. Underworld (5) You may conquer regions with caverns at -1 units. All regions with Caverns are considered adjacent.

      EXPANSION POWERS:
    9. Hordes Of (5) You may use your 2 "Hordes Of" tokens exactly as if they were additional active race tokens. They disappear when you go into decline.
    10. Ransacking (4) Each time you successfully conquer a Region containing an opponent's active Race, he must immediately pay you 1 VP from his own stash.
    Simulacrum
    Active race: Alchemist(4) elves(6)
    Decline race: Marauding sorcerers
    Summary : took 5 elves in hand and conquered one territory

    Conquest

    (5) Conquered Rolling flats (killed one amazon)

    two amazons retreats to Westros

    Final conquest:
    none

    Points earned:
    6(territories owned ) + 2(alchemist power) = 8

    Redeployment:
    one elf to worlds end
    one elf to rolling flats
    one elf to warlock falls

    TheLawinator
    I cry into the heavens, "Fuck you guys!" because of your rampant ganging up on me.

    I looked in the rulebook, and found out that Ghouls can attack those stupid Giants! Haha! They're in decline, they care not about your stupid diplomacy.
    I take 3 ghouls, not abandoning any region, and I take Secluded Swamp.

    I rearrange these fellows so that there is 1 in the Iron Spine, and 1 in the Ghitu Lowlands

    Now, I take my Amazons in hand, I have 10 of them in hand without abandoning any regions (6+4) and take Rolling Flats, Ent's Harbor, and Norfolk.

    I then redeploy the Amazons as follows; 2 in each hill zone, 1 in the others.

    Points? 13! HAHA!

    El Skid
    I take Peace-loving goblins, putting 1 coin on the ladies and 3 on the kobolds (-4 VP calculated later). New Race is (again) Fortified Priestesses (Thanks Darian). Kill a bunch of in-decline Lawinator. :D


    Conquest:
    (2) Ghithu Lowlands, killing a ghoul
    (3) Iron Spine, killing a ghoul
    (3) Mount Mitrhil, Killing a wizard

    Final Conquest:
    (2) Attack Secluded swamp with my remaining 2 guys- 1d6=4 (Thanks Darian) fails. two goblins retreat to the Ghithu Lowlands.

    VPs: 7 (trolls) - 4 (race selection) + 3 or 4 (territory) + 2 (no active races attacked) = 8 VPs

    GtC
    Taking my 10 extra Skeletons in hand, and conquering Westros (3), Witch Marsh (3), Rolling Flats (4).

    1 Amazon retreats to Ent's Harbor, 1 Skeleton added to my army, making a total army size of 14, redeployed as follows:
    3 Westros
    3 Rolling Flats
    2 everywhere else.

    Scoring: 6 (Skeletons) + 4 (Ratmen) = 10 VP

    SlickShughes
    Pick up 6 giants.
    3 on secluded swamp, kill a ghoul displace a ghoul.
    2 on rivertown, kill a ratman.
    1 giant left, Final Conquest on burning steppes, 1d6=2 Success! kill a ratman.

    Displace a Ghouls to Ghitu Highlands.

    Redeploy one from Rivertown to Waterwood.

    I have no beef with the Skeletons.

    Gain 7 coins (giants).

    smallworldcurrentgame-3.jpg

    The Territories By Quadrant:

    NORTHWEST
    Drake Sea
    Dragon Coast
    Ent's Harbor 2 Amazons
    Leyland 2 Amazons
    Norfolk 2 Amazons
    Rolling Flats (3) Skeletons
    Rush Valley (2) Skeletons
    Swamps of Despair (3) Alchemist elves
    Warlock Falls (2) Alchemist elves
    Westros (3) Skeletons
    Windmillia (2) Skeletons
    Witch Marsh (2) Skeletons
    World's End (3) Alchemist elves


    NORTHEAST
    Doveland (1) Diplomat Giants
    Ghitu Highlands (3) Wealthy Ghouls
    Ghitu Lowlands 4 Peace-Loving Goblins
    Iron Spine 3 Peace-Loving Goblins
    Mount Mithril 3 Peace-Loving Goblins
    Northwoods (2) Skeletons
    Secluded Swamp (3) Diplomat Giants
    Waterwood (2) Diplomat Giants
    White Crag (1) Diplomat Giants

    SOUTHEAST
    Burning Steppes (1) Diplomat Giants
    Corner Sea
    Crackling Steppes (1) Lost Tribe
    Falling Leaves (1) Lost Tribe
    Gug (1) Lost Tribe
    High Peaks 1 Trolls + cave
    Mid Peaks:
    Misty Vale: 1 Troll + cave
    Piercing Delta (1) Diplomat Giants
    Rainbow Lake
    Rivertown (1) Diplomat Giants
    Saint's Pride 1 Troll + cave
    Secluded Vale: 1 Trolls + cave
    Southpeak 1 Troll + cave



    SOUTHWEST
    Deathmaw (1) Ratmen
    Dryad's Retreat (1) Lost Tribe
    Engorged Marsh (1) Lost Tribe
    Lowlands 1 Trolls + cave
    Midland (4) Skeletons
    Platinum Plateau (1) Lost Tribe
    Quicksilver Forest (4) Skeletons
    Raptor's Nest (1) Ratmen
    Silver Mist (1) Lost Tribe
    Tranquil Expanse 1 Trolls + cave
    Valorock
    Wool Road (4) Skeletons

    EDIT: OK done.

    SlickShughes on
  • SlickShughesSlickShughes Registered User
    edited May 2010
    I edited in the fortified Priestesses that Darian rolled for Skid, but I feel like something's not right there. Aren't the used races and powers supposed to be set aside in a separate stack rather than getting mixed back into the same pile?

    SlickShughes on
  • simulacrumsimulacrum She/herRegistered User regular
    edited May 2010
    TURN 7

    The results and turn order, color-coded for future convenience!

    1. simulacrum (simulacrum in decline)
    2. The Lawinator (Law in decline)
    3. El Skid (El Skid in decline)
    4. Gandalf_the_Crazed (GtC in decline)
    5. SlickShughes (SS in decline)

    Current Race/power combinations available:

    1. Forest(4) White Ladies (2) (2 coin)
    2. Cursed(0) Kobolds (11) (6 coins)
    3. Stout (4) Halflings (6)
    4. Were- (4) Gypsies (6)
    5. Dragon Master (5) Tritons (6)
    6. Fortified (3) Priestesses (4)

    Which leaves the following...

    ...races:
    1. Dwarves (3) Collect 1 extra coin for each mine, even in decline.
    2. Orcs (5) Collect 1 extra coin for each occupied region conquered this turn.

    ...and powers:
    1. Bivouacking (5) During redeploy, place or move the 5 Encampment tokens in your region(s) that count as one unit each for defense.
    2. Heroic (5) At the end of your turn place your 2 Hero tokens in two seperate regions you control. These regions are immune.
    3. Merchant (2) Collect 1 bonus coin for each region you control.
    4. Mounted (5) Conquer Hills and Farmlands at -1 units.
    5. Pillaging (5) Collect 1 extra coin for each non-empty region conquered this turn.
    6. Seafaring (5) You may conquer water regions.
    7. Swamp (4) Collect 1 extra coin for each Swamp you control.
    8. Underworld (5) You may conquer regions with caverns at -1 units. All regions with Caverns are considered adjacent.

      EXPANSION POWERS:
    9. Hordes Of (5) You may use your 2 "Hordes Of" tokens exactly as if they were additional active race tokens. They disappear when you go into decline.
    10. Ransacking (4) Each time you successfully conquer a Region containing an opponent's active Race, he must immediately pay you 1 VP from his own stash.
    Simulacrum
    I could just keep throwing elves at law and gandalf...but I think I'll cut my losses and go into decline.
    +3 points (territories owned)


    smallworldcurrentgame-3.jpg

    The Territories By Quadrant:

    NORTHWEST
    Drake Sea
    Dragon Coast
    Ent's Harbor 2 Amazons
    Leyland 2 Amazons
    Norfolk 2 Amazons
    Rolling Flats (3) Skeletons
    Rush Valley (2) Skeletons
    Swamps of Despair (1) Alchemist elves
    Warlock Falls (1) Alchemist elves
    Westros (3) Skeletons
    Windmillia (2) Skeletons
    Witch Marsh (2) Skeletons
    World's End (1) Alchemist elves


    NORTHEAST
    Doveland (1) Diplomat Giants
    Ghitu Highlands (3) Wealthy Ghouls
    Ghitu Lowlands 4 Peace-Loving Goblins
    Iron Spine 3 Peace-Loving Goblins
    Mount Mithril 3 Peace-Loving Goblins
    Northwoods (2) Skeletons
    Secluded Swamp (3) Diplomat Giants
    Waterwood (2) Diplomat Giants
    White Crag (1) Diplomat Giants

    SOUTHEAST
    Burning Steppes (1) Diplomat Giants
    Corner Sea
    Crackling Steppes (1) Lost Tribe
    Falling Leaves (1) Lost Tribe
    Gug (1) Lost Tribe
    High Peaks 1 Trolls + cave
    Mid Peaks:
    Misty Vale: 1 Troll + cave
    Piercing Delta (1) Diplomat Giants
    Rainbow Lake
    Rivertown (1) Diplomat Giants
    Saint's Pride 1 Troll + cave
    Secluded Vale: 1 Trolls + cave
    Southpeak 1 Troll + cave



    SOUTHWEST
    Deathmaw (1) Ratmen
    Dryad's Retreat (1) Lost Tribe
    Engorged Marsh (1) Lost Tribe
    Lowlands 1 Trolls + cave
    Midland (4) Skeletons
    Platinum Plateau (1) Lost Tribe
    Quicksilver Forest (4) Skeletons
    Raptor's Nest (1) Ratmen
    Silver Mist (1) Lost Tribe
    Tranquil Expanse 1 Trolls + cave
    Valorock
    Wool Road (4) Skeletons

    simulacrum on
  • El SkidEl Skid The frozen white northRegistered User regular
    edited May 2010
    I am disappointed by the lack of throwing elves at Law :(

    El Skid on
  • simulacrumsimulacrum She/herRegistered User regular
    edited May 2010
    El Skid wrote: »
    I am disappointed by the lack of throwing elves at Law :(

    It was tempting, but I think he's been attacked enough for now.

    I know I'm going to regret this later. >.>

    simulacrum on
  • TheLawinatorTheLawinator Registered User regular
    edited May 2010
    You were actually supposed to attack me. I actually wanted that to happen.

    TheLawinator on
    My SteamID Gamertag and PSN: TheLawinator
  • DarianDarian Registered User regular
    edited May 2010
    I edited in the fortified Priestesses that Darian rolled for Skid, but I feel like something's not right there. Aren't the used races and powers supposed to be set aside in a separate stack rather than getting mixed back into the same pile?

    Yes... had you not gone through all the races yet? I was just rolling based on the races/powers that were listed there.

    Darian on
  • SlickShughesSlickShughes Registered User
    edited May 2010
    Darian wrote: »
    I edited in the fortified Priestesses that Darian rolled for Skid, but I feel like something's not right there. Aren't the used races and powers supposed to be set aside in a separate stack rather than getting mixed back into the same pile?

    Yes... had you not gone through all the races yet? I was just rolling based on the races/powers that were listed there.

    I don't recall anyone using orcs or dwarves.

    SlickShughes on
  • TheLawinatorTheLawinator Registered User regular
    edited May 2010
    Nobody has.

    TheLawinator on
    My SteamID Gamertag and PSN: TheLawinator
  • DarianDarian Registered User regular
    edited May 2010
    Someone should re-roll, then. 1d2, 1d10, ignore the priestess and fortified from the list.

    Darian on
  • El SkidEl Skid The frozen white northRegistered User regular
    edited May 2010
    Sorry, I was under the impression that that stuff returned to the pot after it was used- that would be me screwing stuff up sorry :(

    El Skid on
  • SlickShughesSlickShughes Registered User
    edited May 2010
    So... Law's up?

    SlickShughes on
  • El SkidEl Skid The frozen white northRegistered User regular
    edited May 2010
    Do it, Law

    El Skid on
  • TheLawinatorTheLawinator Registered User regular
    edited May 2010
    Ahhhh. Forgot about this. I didn't figure out whether I wanted to go into decline or see if I could stick it out another turn and got distracted. Give me time, moving out of dorm today.

    TheLawinator on
    My SteamID Gamertag and PSN: TheLawinator
  • TheLawinatorTheLawinator Registered User regular
    edited May 2010
    TURN 7

    The results and turn order, color-coded for future convenience!

    1. simulacrum (simulacrum in decline)
    2. The Lawinator (Law in decline)
    3. El Skid (El Skid in decline)
    4. Gandalf_the_Crazed (GtC in decline)
    5. SlickShughes (SS in decline)

    Current Race/power combinations available:

    1. Forest(4) White Ladies (2) (2 coin)
    2. Cursed(0) Kobolds (11) (6 coins)
    3. Stout (4) Halflings (6)
    4. Were- (4) Gypsies (6)
    5. Dragon Master (5) Tritons (6)
    6. Fortified (3) Priestesses (4)

    Which leaves the following...

    ...races:
    1. Dwarves (3) Collect 1 extra coin for each mine, even in decline.
    2. Orcs (5) Collect 1 extra coin for each occupied region conquered this turn.

    ...and powers:
    1. Bivouacking (5) During redeploy, place or move the 5 Encampment tokens in your region(s) that count as one unit each for defense.
    2. Heroic (5) At the end of your turn place your 2 Hero tokens in two seperate regions you control. These regions are immune.
    3. Merchant (2) Collect 1 bonus coin for each region you control.
    4. Mounted (5) Conquer Hills and Farmlands at -1 units.
    5. Pillaging (5) Collect 1 extra coin for each non-empty region conquered this turn.
    6. Seafaring (5) You may conquer water regions.
    7. Swamp (4) Collect 1 extra coin for each Swamp you control.
    8. Underworld (5) You may conquer regions with caverns at -1 units. All regions with Caverns are considered adjacent.

      EXPANSION POWERS:
    9. Hordes Of (5) You may use your 2 "Hordes Of" tokens exactly as if they were additional active race tokens. They disappear when you go into decline.
    10. Ransacking (4) Each time you successfully conquer a Region containing an opponent's active Race, he must immediately pay you 1 VP from his own stash.
    Simulacrum
    I could just keep throwing elves at law and gandalf...but I think I'll cut my losses and go into decline.
    +3 points (territories owned)

    TheLawinator
    Decline, whatever.

    3 points, so sad. Lost Ghouls.


    smallworldcurrentgame-3.jpg

    The Territories By Quadrant:

    NORTHWEST
    Drake Sea
    Dragon Coast
    Ent's Harbor 1 Amazons
    Leyland 1 Amazons
    Norfolk 1 Amazons
    Rolling Flats (3) Skeletons
    Rush Valley (2) Skeletons
    Swamps of Despair (1) Alchemist elves
    Warlock Falls (1) Alchemist elves
    Westros (3) Skeletons
    Windmillia (2) Skeletons
    Witch Marsh (2) Skeletons
    World's End (1) Alchemist elves


    NORTHEAST
    Doveland (1) Diplomat Giants
    Ghitu Highlands
    Ghitu Lowlands 4 Peace-Loving Goblins
    Iron Spine 3 Peace-Loving Goblins
    Mount Mithril 3 Peace-Loving Goblins
    Northwoods (2) Skeletons
    Secluded Swamp (3) Diplomat Giants
    Waterwood (2) Diplomat Giants
    White Crag (1) Diplomat Giants

    SOUTHEAST
    Burning Steppes (1) Diplomat Giants
    Corner Sea
    Crackling Steppes (1) Lost Tribe
    Falling Leaves (1) Lost Tribe
    Gug (1) Lost Tribe
    High Peaks 1 Trolls + cave
    Mid Peaks:
    Misty Vale: 1 Troll + cave
    Piercing Delta (1) Diplomat Giants
    Rainbow Lake
    Rivertown (1) Diplomat Giants
    Saint's Pride 1 Troll + cave
    Secluded Vale: 1 Trolls + cave
    Southpeak 1 Troll + cave



    SOUTHWEST
    Deathmaw (1) Ratmen
    Dryad's Retreat (1) Lost Tribe
    Engorged Marsh (1) Lost Tribe
    Lowlands 1 Trolls + cave
    Midland (4) Skeletons
    Platinum Plateau (1) Lost Tribe
    Quicksilver Forest (4) Skeletons
    Raptor's Nest (1) Ratmen
    Silver Mist (1) Lost Tribe
    Tranquil Expanse 1 Trolls + cave
    Valorock
    Wool Road (4) Skeletons

    TheLawinator on
    My SteamID Gamertag and PSN: TheLawinator
  • SlickShughesSlickShughes Registered User
    edited May 2010
    So close to done on this! Skid's turn?

    SlickShughes on
  • El SkidEl Skid The frozen white northRegistered User regular
    edited May 2010
    OH CRAP. It is my turn! Sorry, I totally thought we were waiting on some other loser- that loser is ME :(

    Thanks Slick- my turn momentarily

    El Skid on
  • El SkidEl Skid The frozen white northRegistered User regular
    edited May 2010
    Errr...Problem. Looking at the rules, there are 20 skeleton tokens. Going by the most recent list, there are 26 on the board. I believe this is...incorrect. Is this a typo or are we going to have to retcon?

    El Skid on
  • TheLawinatorTheLawinator Registered User regular
    edited May 2010
    What the fuuuuuckkkkkkkk. Counting them up it seems too many. That would change a lot.

    TheLawinator on
    My SteamID Gamertag and PSN: TheLawinator
  • DarianDarian Registered User regular
    edited May 2010
    He completely abandoned Midland, Quicksilver Forest, and Wool Road back on page 7; those should be empty. He's got 14 skeletons.

    edit: Good news is he hasn't been scoring them. But those empty regions probably would have been tempting to someone between then and now. Still, I'd say just blank them out and play on.

    Darian on
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