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[Small World] Game 3 Over: A photo finish!

12346

Posts

  • StericaSterica Yes Registered User, Moderator mod
    edited July 2010
    The Ender is up next. I imagine his Elves ride hot air balloons and have old-timey mustaches.

    Sterica on
    YL9WnCY.png
  • 3cl1ps33cl1ps3 I will build a labyrinth to house the cheese Registered User regular
    edited July 2010
    I say!

    What-ho!

    3cl1ps3 on
  • StericaSterica Yes Registered User, Moderator mod
    edited July 2010
    Only you can end it, Ender!

    Sterica on
    YL9WnCY.png
  • MordenthralMordenthral Registered User regular
    edited July 2010
    The End?

    Mordenthral on
  • StericaSterica Yes Registered User, Moderator mod
    edited July 2010
    He has 24hrs before I call upon Darian.

    Sterica on
    YL9WnCY.png
  • ShushnikShushnik regular
    edited July 2010
    I think The Ender is a she :)

    Shushnik on
  • StericaSterica Yes Registered User, Moderator mod
    edited July 2010
    We have multiple Enders on this forum. Cut me some slack!

    Sterica on
    YL9WnCY.png
  • MordenthralMordenthral Registered User regular
    edited July 2010
    Shushnik wrote: »
    I think The Ender is a she :)

    I edited my latest turn post to reflect the possibility.

    Mordenthral on
  • ShushnikShushnik regular
    edited July 2010
    Rorus Raz wrote: »
    He has 24hrs before I call upon Darian.

    Strangely, Darian has been semi-absent in other games as well. Summer is a peculiar time.

    Shushnik on
  • MordenthralMordenthral Registered User regular
    edited July 2010
    Shushnik wrote: »
    Rorus Raz wrote: »
    He has 24hrs before I call upon Darian.

    Strangely, Darian has been semi-absent in other games as well. Summer is a peculiar time.

    A time of short skirts and bikinis.

    Mordenthral on
  • StericaSterica Yes Registered User, Moderator mod
    edited July 2010
    Worse case scenario is I take over.

    Sterica on
    YL9WnCY.png
  • 3cl1ps33cl1ps3 I will build a labyrinth to house the cheese Registered User regular
    edited July 2010
    I'm sure Ender is just behind because she's running a Phalla right now, and it's getting kind of wtfcrazy.

    As Ender's phallas so often do.

    3cl1ps3 on
  • ShushnikShushnik regular
    edited July 2010
    Shushnik wrote: »
    Rorus Raz wrote: »
    He has 24hrs before I call upon Darian.

    Strangely, Darian has been semi-absent in other games as well. Summer is a peculiar time.

    A time of short skirts and bikinis.

    The light, It burns! It burns us!

    Shushnik on
  • StericaSterica Yes Registered User, Moderator mod
    edited July 2010
    I gave 25 hours just because I'm so generous. The Ender is free to take the reins from me whenever.

    Player Order
    1. lodwilk (lodwilk in decline) (Lodwilk's Ghouls) <-- Yer Up
    2. 3clipse (3clipse in decline)
    3. Shushnik (Shushnik in decline)
    4. Mordenthral (Mordenthral in decline)
    5. The Ender (The Ender in decline)

    Available Combinations:

    Berserk Gypsies: 10 Tokens, 0VP
    Heroic Halflings: 11 tokens, 0 VP
    Mounted White Ladies: 7 Tokens, 0 VP
    Hill Giants: 10 tokens, 0 VP
    Wealthy Goblins: 10 tokens, 0 VP
    Forest Ghouls: 9 tokens, 0 VP

    Remaining Races:
    1. Ratmen (8) No Racial Power.
    2. Tritons (6) Conquer adjacent to water at -1 units.
    Remaining Powers:
    1. Alchemist (4) Collect 2 exta coins at the end of each turn while active.
    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. Stout (4) You may go into Decline after conquering.
    7. 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.
    8. Were- (4) On even-numbered turns, conquer all regions at -2 tokens.
    9. Peace-Loving (4) Collect 3 bonus VP at the end of each turn during which you have attacked no active Race.
    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.

    Lodwilk
    Active race Swamp Trolls
    Decline Race:Spirit Sorcerers, Underworld Dwarves
    Summary:Place one vp on seafaring humans, take Swamp Trolls.New race Wealthy Goblins 1d4,1d12=[4], [8] Take over Tranquil Expanse, Quicksilver Forest, and Dryads Retreat. Place a troll lair in each of my occupied regions
    Conquest
    Tranquil Expanse: All 9 of my trolls will go there.
    Quicksilver forest: 4 sorcerer tokens
    Dryads Retreat: Convert skeleton into a sorcerer

    Redeploy
    Move two sorcerers from Quicksilver forest to the Midlands

    Net VP earned
    9 VP(2 bonus vp from Quicksilver and Valorock, 6 vp for held regions, 1 bonus vp from dwarf in valorock, -1 vp for skipping seafaring humans, +1 for controling a swamp)
    3clipse
    Active Race: Seafaring Humans
    Decline Race: Marauding Wizards
    Summary: Select Seafaring Humans, generate Forest Ghouls (1d3=1, 1d11=5), conquer Ghitu Highlands, Ghitu Lowlands, Doveland, Secluded Swamp
    Conquer:
    Ghitu Highlands: 3 (2 + 1 Elf)
    Ghitu Lowlands: 3 (2 + 1 Elf)
    Doveland: 2
    Secluded Swamp: 2

    Final Conquest:
    None

    Redeploy: None

    Net VP Earned: 14 (4 from Marauding Wizards held + 4 from Seafaring Humans held + 3 from selecting Seafaring Humans + 1 from Ghitu Highlands extra coin + 2 from Farmlands)

    Shushnik
    Active Race: Pillaging Orcs
    Decline Race: Cursed Amazons
    Summary: 6 Pillaging orcs taken into hand, Warlock Falls and Rush Valley conquered
    Conquer:
    [14]Warlock Falls (3) 2+1 Flying Elf
    [13+]Rush Valley (3) 2+1 Flying Elf

    Final Conquest:
    None

    Redeploy: None

    Net VP Earned: 10 (6 for conquered regions, 3 for held regions in decline, 1 for Rush Valley bonus coin)

    Mordenthral
    Active Race: Merchant Skeletons
    Decline Race: None

    Take all 10 Tokens and conquer 5 empty regions: Misty Vale (36), Crackling Steppes (22), Gug (21), Burning Steppes (23) and Falling Leaves (24). (Or the numbers on my map. Just look where the Skeletons are.)

    Score 10 points.

    Rorus Raz
    Active Race: Flying Elves

    Faced with massive losses, the elves head into decline.

    SCORE: Three Points for three regions.

    In Effect: A Gift from the Sky - Regions with their numbers colored yellow are still worth an additional victory point.
    Necromancy Elixir - Lodwilk's Spirit Sorcerers will gain the Ghoul power upon going into decline (replacing their normal racial power).
    Current Event: Handle With Care - Discard two race tokens (instead of one) for each region conquered this turn. Elves must discard one race token (instead of none) when conquered.
    Upcoming Event: Barbarian Invasions - Races that arrive on the board this turn receive an additional 3 race tokens for their conquests (Use Forgotten Tribes or tokens from a race currently not in play if you are short on tokens). These additional tokens are removed from the board at the end of their owner’s turn, after scoring.

    Event Note: Handle With Care only discards an extra token if it's available. A lone token being conquered won't force you to discard an extra token from elsewhere. This event affects both active and declined tokens.

    Event Note: Barbarian is basically like a one-turn version of the Amazon power except you get three tokens instead of four. It's ONLY for new races coming into play, and does not use existing tokens (so you can be at your race's max token count and still get the barbarian tokens).


    The Territories By Quadrant:

    NORTHWEST
    A. Drake Sea
    1. Dragon Coast
    2. Witch Marsh (1) Flying Elves
    3. World's End (1) Cursed Amazon
    11. Windmillia (1) Cursed Amazon
    12. Westros (1) Lost Tribe
    13+. Rush Valley (3) Pillaging Orcs
    14. Warlock Falls (3) Pillaging Orcs
    15. Rolling Flats (1) Marauding Wizards
    16. Ent's Harbor (1) Marauding Wizards
    17. Swamps of Despair (1) Marauding Wizards
    18. Leyland (1) Marauding Wizards
    45. Norfolk (1) Cursed Amazon

    NORTHEAST
    4. Northwoods
    5+. Ghitu Highlands (3) Seafaring Humans
    6. Ghitu Lowlands (3) Seafaring Humans
    7. Doveland (2) Seafaring Humans
    8. Secluded Swamp (2) Seafaring Humans
    9. Mount Mithril
    10. Iron Spine
    43. Waterwood
    44. White Crag

    SOUTHEAST
    19. Piercing Delta
    20. Rivertown
    21. Gug (2) Merchant Skeleton
    22. Crackling Steppes (2) Merchant Skeleton
    23. Burning Steppes (2) Merchant Skeleton
    24. Falling Leaves (2) Merchant Skeleton
    25. Saint's Pride
    34. Secluded Vale
    35. High Peaks
    36. Misty Vale (2) Merchant Skeleton
    37. Mid Peaks
    38. Southpeak
    B. Rainbow Lake
    C. Corner Sea

    SOUTHWEST
    26+. Valorock (1) Underworld Dwarves
    27. Wool Road (1) Lost Tribe
    28. Deathmaw (1) Spirit Sorcerers
    29. Raptor's Nest
    30. Platinum Plateau (1) Flying Elves
    31+. Quicksilver Forest (2) Spirit Sorcerers
    32. Midland (3) Spirit Sorcerers
    33. Engorged Marsh
    39. Lowlands (1) Flying Elves
    40. Tranquil Expanse (6) Swamp Trolls
    41. Dryad's Retreat (3) Swamp Trolls
    42. Silver Mist

    Sterica on
    YL9WnCY.png
  • MordenthralMordenthral Registered User regular
    edited July 2010
    Penny-SmallWorld-10.gif

    Mordenthral on
  • StericaSterica Yes Registered User, Moderator mod
    edited July 2010
    Round Seven of Eight

    Player Order
    1. lodwilk (lodwilk in decline) (Lodwilk's Ghouls) <-- Yer Up
    2. 3clipse (3clipse in decline)
    3. Shushnik (Shushnik in decline)
    4. Mordenthral (Mordenthral in decline)
    5. Rorus Raz (Rorus Raz in decline)

    Available Combinations:

    Berserk Gypsies: 10 Tokens, 0VP
    Heroic Halflings: 11 tokens, 0 VP
    Mounted White Ladies: 7 Tokens, 0 VP
    Hill Giants: 10 tokens, 0 VP
    Wealthy Goblins: 10 tokens, 0 VP
    Forest Ghouls: 9 tokens, 0 VP

    Remaining Races:
    1. Ratmen (8) No Racial Power.
    2. Tritons (6) Conquer adjacent to water at -1 units.
    Remaining Powers:
    1. Alchemist (4) Collect 2 exta coins at the end of each turn while active.
    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. Stout (4) You may go into Decline after conquering.
    7. 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.
    8. Were- (4) On even-numbered turns, conquer all regions at -2 tokens.
    9. Peace-Loving (4) Collect 3 bonus VP at the end of each turn during which you have attacked no active Race.
    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.

    The Map
    game37.jpg

    In Effect: A Gift from the Sky - Regions with their numbers colored yellow are still worth an additional victory point.
    Necromancy Elixir - Lodwilk's Spirit Sorcerers will gain the Ghoul power upon going into decline (replacing their normal racial power).
    Current Event: Barbarian Invasions - Races that arrive on the board this turn receive an additional 3 race tokens for their conquests (Use Forgotten Tribes or tokens from a race currently not in play if you are short on tokens). These additional tokens are removed from the board at the end of their owner’s turn, after scoring.
    Upcoming Event: Ungodly Bribe - At the start of his or her turn, each player must either pay three victory coins to the victory stash or discard two active race tokens. New races coming into play this turn start with two less race tokens than usual.

    Current Event Note: Barbarian is basically like a one-turn version of the Amazon power except you get three tokens instead of four, but you CAN score with the new tokens (unlike Amazons). It's ONLY for new races coming into play, and does not use existing tokens (so you can be at your race's max token count and still get the barbarian tokens).

    Upcoming Event Note: Only players with an active race get to make the decision (VP or Tokens). Players that choose a new race this turn HAVE to take two fewer tokens. You cannot spend the three points to avoid this.


    The Territories By Quadrant:

    NORTHWEST
    A. Drake Sea
    1. Dragon Coast
    2. Witch Marsh (1) Flying Elves
    3. World's End (1) Cursed Amazon
    11. Windmillia (1) Cursed Amazon
    12. Westros (1) Lost Tribe
    13+. Rush Valley (3) Pillaging Orcs
    14. Warlock Falls (3) Pillaging Orcs
    15. Rolling Flats (1) Marauding Wizards
    16. Ent's Harbor (1) Marauding Wizards
    17. Swamps of Despair (1) Marauding Wizards
    18. Leyland (1) Marauding Wizards
    45. Norfolk (1) Cursed Amazon

    NORTHEAST
    4. Northwoods
    5+. Ghitu Highlands (3) Seafaring Humans
    6. Ghitu Lowlands (3) Seafaring Humans
    7. Doveland (2) Seafaring Humans
    8. Secluded Swamp (2) Seafaring Humans
    9. Mount Mithril
    10. Iron Spine
    43. Waterwood
    44. White Crag

    SOUTHEAST
    19. Piercing Delta
    20. Rivertown
    21. Gug (2) Merchant Skeleton
    22. Crackling Steppes (2) Merchant Skeleton
    23. Burning Steppes (2) Merchant Skeleton
    24. Falling Leaves (2) Merchant Skeleton
    25. Saint's Pride
    34. Secluded Vale
    35. High Peaks
    36. Misty Vale (2) Merchant Skeleton
    37. Mid Peaks
    38. Southpeak
    B. Rainbow Lake
    C. Corner Sea

    SOUTHWEST
    26+. Valorock (1) Underworld Dwarves
    27. Wool Road (1) Lost Tribe
    28. Deathmaw (1) Spirit Sorcerers
    29. Raptor's Nest
    30. Platinum Plateau (1) Flying Elves
    31+. Quicksilver Forest (2) Spirit Sorcerers
    32. Midland (3) Spirit Sorcerers
    33. Engorged Marsh
    39. Lowlands (1) Flying Elves
    40. Tranquil Expanse (6) Swamp Trolls
    41. Dryad's Retreat (3) Swamp Trolls
    42. Silver Mist

    Sterica on
    YL9WnCY.png
  • MordenthralMordenthral Registered User regular
    edited July 2010
    Who do we think is winning? I have no idea who to attack.

    Edit: Frankly, I don't even know my own score.

    Mordenthral on
  • StericaSterica Yes Registered User, Moderator mod
    edited July 2010
    Your score has been PM'd.

    Sterica on
    YL9WnCY.png
  • MordenthralMordenthral Registered User regular
    edited July 2010
    Rorus Raz wrote: »
    Your score has been PM'd.

    Thanks!

    Mordenthral on
  • StericaSterica Yes Registered User, Moderator mod
    edited July 2010
    Without giving away too much, I will say the game is pretty close.

    Sterica on
    YL9WnCY.png
  • ShushnikShushnik regular
    edited July 2010
    I'm of the opinion that the score ranking is

    Lodwilk
    Roruz Raz
    3clipse
    Mordenthral
    Shushnik

    So, logically, you should all leave me alone




    [tiny]did any of you buy that?[/tiny]

    Shushnik on
  • StericaSterica Yes Registered User, Moderator mod
    edited July 2010
    Well, I actually have all your scores written down, so no!

    I can, however, make a strong argument for attacking any of you. Personally, Mordenthral is a threat as he has effectively eliminated the downside of merchant and since he didn't go for the bonus coin in in the Southeast the whole thing is empty and he can ooze out. And then 3clipse also has the potential to get a lot of points from the humans. Now, lowilk has the most tokens, but he'll be a tough nut to crack since he can line the border with trolls.

    You're actually one of the more unappealing targets right now.

    Sterica on
    YL9WnCY.png
  • StericaSterica Yes Registered User, Moderator mod
    edited July 2010
    lodwilk, don't make me hunt you down...

    Sterica on
    YL9WnCY.png
  • MordenthralMordenthral Registered User regular
    edited July 2010
    You can play both, right? :)

    Mordenthral on
  • lodwilklodwilk Registered User regular
    edited July 2010
    Oops, somehow I kept skipping the post saying that it was my turn. Expect my turn up shortly.

    lodwilk on
  • lodwilklodwilk Registered User regular
    edited July 2010
    Round Seven of Eight

    Player Order
    1. lodwilk (lodwilk in decline) (Lodwilk's Ghouls)
    2. 3clipse (3clipse in decline)<-- Yer Up
    3. Shushnik (Shushnik in decline)
    4. Mordenthral (Mordenthral in decline)
    5. Rorus Raz (Rorus Raz in decline)

    Available Combinations:

    Berserk Gypsies: 10 Tokens, 0VP
    Heroic Halflings: 11 tokens, 0 VP
    Mounted White Ladies: 7 Tokens, 0 VP
    Hill Giants: 10 tokens, 0 VP
    Wealthy Goblins: 10 tokens, 0 VP
    Forest Ghouls: 9 tokens, 0 VP

    Remaining Races:
    1. Ratmen (8) No Racial Power.
    2. Tritons (6) Conquer adjacent to water at -1 units.
    Remaining Powers:
    1. Alchemist (4) Collect 2 exta coins at the end of each turn while active.
    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. Stout (4) You may go into Decline after conquering.
    7. 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.
    8. Were- (4) On even-numbered turns, conquer all regions at -2 tokens.
    9. Peace-Loving (4) Collect 3 bonus VP at the end of each turn during which you have attacked no active Race.
    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.

    Lodwilk
    Active race Swamp Trolls
    Decline Race:Spirit Sorcerers, Underworld Dwarves
    Summary: Conquer Lowlands, Engorged Marsh, Silver Mist
    Conquest
    Lowlands: 3 (2+1 elf)
    Engorged Marsh: 2
    Silvermist: 2

    Redeploy
    Move 2 sorcerers from Midlands to Deathmaw

    Net VP
    14 vp (9 regions +1 for underworld dwarf in a mine region,+2 for owning swamp regions,+2 for controlling bonus vp areas)
    The Map
    game37.jpg

    In Effect: A Gift from the Sky - Regions with their numbers colored yellow are still worth an additional victory point.
    Necromancy Elixir - Lodwilk's Spirit Sorcerers will gain the Ghoul power upon going into decline (replacing their normal racial power).
    Current Event: Barbarian Invasions - Races that arrive on the board this turn receive an additional 3 race tokens for their conquests (Use Forgotten Tribes or tokens from a race currently not in play if you are short on tokens). These additional tokens are removed from the board at the end of their owner’s turn, after scoring.
    Upcoming Event: Ungodly Bribe - At the start of his or her turn, each player must either pay three victory coins to the victory stash or discard two active race tokens. New races coming into play this turn start with two less race tokens than usual.

    Current Event Note: Barbarian is basically like a one-turn version of the Amazon power except you get three tokens instead of four, but you CAN score with the new tokens (unlike Amazons). It's ONLY for new races coming into play, and does not use existing tokens (so you can be at your race's max token count and still get the barbarian tokens).

    Upcoming Event Note: Only players with an active race get to make the decision (VP or Tokens). Players that choose a new race this turn HAVE to take two fewer tokens. You cannot spend the three points to avoid this.


    The Territories By Quadrant:

    NORTHWEST
    A. Drake Sea
    1. Dragon Coast
    2. Witch Marsh (1) Flying Elves
    3. World's End (1) Cursed Amazon
    11. Windmillia (1) Cursed Amazon
    12. Westros (1) Lost Tribe
    13+. Rush Valley (3) Pillaging Orcs
    14. Warlock Falls (3) Pillaging Orcs
    15. Rolling Flats (1) Marauding Wizards
    16. Ent's Harbor (1) Marauding Wizards
    17. Swamps of Despair (1) Marauding Wizards
    18. Leyland (1) Marauding Wizards
    45. Norfolk (1) Cursed Amazon

    NORTHEAST
    4. Northwoods
    5+. Ghitu Highlands (3) Seafaring Humans
    6. Ghitu Lowlands (3) Seafaring Humans
    7. Doveland (2) Seafaring Humans
    8. Secluded Swamp (2) Seafaring Humans
    9. Mount Mithril
    10. Iron Spine
    43. Waterwood
    44. White Crag

    SOUTHEAST
    19. Piercing Delta
    20. Rivertown
    21. Gug (2) Merchant Skeleton
    22. Crackling Steppes (2) Merchant Skeleton
    23. Burning Steppes (2) Merchant Skeleton
    24. Falling Leaves (2) Merchant Skeleton
    25. Saint's Pride
    34. Secluded Vale
    35. High Peaks
    36. Misty Vale (2) Merchant Skeleton
    37. Mid Peaks
    38. Southpeak
    B. Rainbow Lake
    C. Corner Sea

    SOUTHWEST
    26+. Valorock (1) Underworld Dwarves
    27. Wool Road (1) Lost Tribe
    28. Deathmaw (3) Spirit Sorcerers
    29. Raptor's Nest
    30. Platinum Plateau (1) Flying Elves
    31+. Quicksilver Forest (2) Spirit Sorcerers
    32. Midland (1) Spirit Sorcerers
    33. Engorged Marsh (2) Swamp Trolls
    39. Lowlands (3) Swamp Trolls
    40. Tranquil Expanse (1) Swamp Trolls
    41. Dryad's Retreat (1) Swamp Trolls
    42. Silver Mist(2) Swamp Trolls

    lodwilk on
  • 3cl1ps33cl1ps3 I will build a labyrinth to house the cheese Registered User regular
    edited July 2010
    Round Seven of Eight

    Player Order
    1. lodwilk (lodwilk in decline) (Lodwilk's Ghouls)
    2. 3clipse (3clipse in decline)
    3. Shushnik (Shushnik in decline) <--Yer up
    4. Mordenthral (Mordenthral in decline)
    5. Rorus Raz (Rorus Raz in decline)

    Available Combinations:

    Berserk Gypsies: 10 Tokens, 0VP
    Heroic Halflings: 11 tokens, 0 VP
    Mounted White Ladies: 7 Tokens, 0 VP
    Hill Giants: 10 tokens, 0 VP
    Wealthy Goblins: 10 tokens, 0 VP
    Forest Ghouls: 9 tokens, 0 VP

    Remaining Races:
    1. Ratmen (8) No Racial Power.
    2. Tritons (6) Conquer adjacent to water at -1 units.
    Remaining Powers:
    1. Alchemist (4) Collect 2 exta coins at the end of each turn while active.
    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. Stout (4) You may go into Decline after conquering.
    7. 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.
    8. Were- (4) On even-numbered turns, conquer all regions at -2 tokens.
    9. Peace-Loving (4) Collect 3 bonus VP at the end of each turn during which you have attacked no active Race.
    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.

    Lodwilk
    Active race Swamp Trolls
    Decline Race:Spirit Sorcerers, Underworld Dwarves
    Summary: Conquer Lowlands, Engorged Marsh, Silver Mist
    Conquest
    Lowlands: 3 (2+1 elf)
    Engorged Marsh: 2
    Silvermist: 2

    Redeploy
    Move 2 sorcerers from Midlands to Deathmaw

    Net VP
    14 vp (9 regions +1 for underworld dwarf in a mine region,+2 for owning swamp regions,+2 for controlling bonus vp areas)
    3clipse
    Active Race: Seafaring Humans
    Decline Race: Marauding Wizards
    Summary: Conquer Waterwood, Piercing Delta, Rivertown
    Conquer:
    Waterwood: 2
    Piercing Delta: 2
    Rivertown: 2

    Final Conquest:
    None

    Redeploy: None

    Net VP earned: 15 (4 from Marauding Wizards held, 7 from Seafaring Humans held, 1 from Ghitu Highlands extra coin, 3 from farmlands)
    The Map
    game37.jpg

    In Effect: A Gift from the Sky - Regions with their numbers colored yellow are still worth an additional victory point.
    Necromancy Elixir - Lodwilk's Spirit Sorcerers will gain the Ghoul power upon going into decline (replacing their normal racial power).
    Current Event: Barbarian Invasions - Races that arrive on the board this turn receive an additional 3 race tokens for their conquests (Use Forgotten Tribes or tokens from a race currently not in play if you are short on tokens). These additional tokens are removed from the board at the end of their owner’s turn, after scoring.
    Upcoming Event: Ungodly Bribe - At the start of his or her turn, each player must either pay three victory coins to the victory stash or discard two active race tokens. New races coming into play this turn start with two less race tokens than usual.

    Current Event Note: Barbarian is basically like a one-turn version of the Amazon power except you get three tokens instead of four, but you CAN score with the new tokens (unlike Amazons). It's ONLY for new races coming into play, and does not use existing tokens (so you can be at your race's max token count and still get the barbarian tokens).

    Upcoming Event Note: Only players with an active race get to make the decision (VP or Tokens). Players that choose a new race this turn HAVE to take two fewer tokens. You cannot spend the three points to avoid this.


    The Territories By Quadrant:

    NORTHWEST
    A. Drake Sea
    1. Dragon Coast
    2. Witch Marsh (1) Flying Elves
    3. World's End (1) Cursed Amazon
    11. Windmillia (1) Cursed Amazon
    12. Westros (1) Lost Tribe
    13+. Rush Valley (3) Pillaging Orcs
    14. Warlock Falls (3) Pillaging Orcs
    15. Rolling Flats (1) Marauding Wizards
    16. Ent's Harbor (1) Marauding Wizards
    17. Swamps of Despair (1) Marauding Wizards
    18. Leyland (1) Marauding Wizards
    45. Norfolk (1) Cursed Amazon

    NORTHEAST
    4. Northwoods
    5+. Ghitu Highlands (1) Seafaring Humans
    6. Ghitu Lowlands (1) Seafaring Humans
    7. Doveland (1) Seafaring Humans
    8. Secluded Swamp (1) Seafaring Humans
    9. Mount Mithril
    10. Iron Spine
    43. Waterwood (2) Seafaring Humans
    44. White Crag

    SOUTHEAST
    19. Piercing Delta (2) Seafaring Humans
    20. Rivertown (2) Seafaring Humans
    21. Gug (2) Merchant Skeleton
    22. Crackling Steppes (2) Merchant Skeleton
    23. Burning Steppes (2) Merchant Skeleton
    24. Falling Leaves (2) Merchant Skeleton
    25. Saint's Pride
    34. Secluded Vale
    35. High Peaks
    36. Misty Vale (2) Merchant Skeleton
    37. Mid Peaks
    38. Southpeak
    B. Rainbow Lake
    C. Corner Sea

    SOUTHWEST
    26+. Valorock (1) Underworld Dwarves
    27. Wool Road (1) Lost Tribe
    28. Deathmaw (3) Spirit Sorcerers
    29. Raptor's Nest
    30. Platinum Plateau (1) Flying Elves
    31+. Quicksilver Forest (2) Spirit Sorcerers
    32. Midland (1) Spirit Sorcerers
    33. Engorged Marsh (2) Swamp Trolls
    39. Lowlands (3) Swamp Trolls
    40. Tranquil Expanse (1) Swamp Trolls
    41. Dryad's Retreat (1) Swamp Trolls
    42. Silver Mist(2) Swamp Trolls

    3cl1ps3 on
  • ShushnikShushnik regular
    edited July 2010
    Round Seven of Eight

    Player Order
    1. lodwilk (lodwilk in decline) (Lodwilk's Ghouls)
    2. 3clipse (3clipse in decline)
    3. Shushnik (Shushnik in decline)
    4. Mordenthral (Mordenthral in decline) <--Yer up
    5. Rorus Raz (Rorus Raz in decline)

    Available Combinations:

    Berserk Gypsies: 10 Tokens, 0VP
    Heroic Halflings: 11 tokens, 0 VP
    Mounted White Ladies: 7 Tokens, 0 VP
    Hill Giants: 10 tokens, 0 VP
    Wealthy Goblins: 10 tokens, 0 VP
    Forest Ghouls: 9 tokens, 0 VP

    Remaining Races:
    1. Ratmen (8) No Racial Power.
    2. Tritons (6) Conquer adjacent to water at -1 units.
    Remaining Powers:
    1. Alchemist (4) Collect 2 exta coins at the end of each turn while active.
    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. Stout (4) You may go into Decline after conquering.
    7. 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.
    8. Were- (4) On even-numbered turns, conquer all regions at -2 tokens.
    9. Peace-Loving (4) Collect 3 bonus VP at the end of each turn during which you have attacked no active Race.
    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.

    Lodwilk
    Active race Swamp Trolls
    Decline Race:Spirit Sorcerers, Underworld Dwarves
    Summary: Conquer Lowlands, Engorged Marsh, Silver Mist
    Conquest
    Lowlands: 3 (2+1 elf)
    Engorged Marsh: 2
    Silvermist: 2

    Redeploy
    Move 2 sorcerers from Midlands to Deathmaw

    Net VP
    14 vp (9 regions +1 for underworld dwarf in a mine region,+2 for owning swamp regions,+2 for controlling bonus vp areas)
    3clipse
    Active Race: Seafaring Humans
    Decline Race: Marauding Wizards
    Summary: Conquer Waterwood, Piercing Delta, Rivertown
    Conquer:
    Waterwood: 2
    Piercing Delta: 2
    Rivertown: 2

    Final Conquest:
    None

    Redeploy: None

    Net VP earned: 15 (4 from Marauding Wizards held, 7 from Seafaring Humans held, 1 from Ghitu Highlands extra coin, 3 from farmlands)

    Shushnik
    Active Race: Pillaging Orcs
    Decline Race: Cursed Amazons
    Summary: Conquer Ghitu Highlands, Ghitu Lowlands
    Conquer:
    Ghitu Highlands: 3 (2+1 Human)
    Ghitu Lowlands: 3 (2+1 Human)

    Final Conquest:
    None

    Redeploy: None

    Net VP earned: 10 (3 from Cursed Amazons held, 6 from Orky conquest, 1 from Ghitu Highlands extra coin)

    In Effect: A Gift from the Sky - Regions with their numbers colored yellow are still worth an additional victory point.
    Necromancy Elixir - Lodwilk's Spirit Sorcerers will gain the Ghoul power upon going into decline (replacing their normal racial power).
    Current Event: Barbarian Invasions - Races that arrive on the board this turn receive an additional 3 race tokens for their conquests (Use Forgotten Tribes or tokens from a race currently not in play if you are short on tokens). These additional tokens are removed from the board at the end of their owner’s turn, after scoring.
    Upcoming Event: Ungodly Bribe - At the start of his or her turn, each player must either pay three victory coins to the victory stash or discard two active race tokens. New races coming into play this turn start with two less race tokens than usual.

    Current Event Note: Barbarian is basically like a one-turn version of the Amazon power except you get three tokens instead of four, but you CAN score with the new tokens (unlike Amazons). It's ONLY for new races coming into play, and does not use existing tokens (so you can be at your race's max token count and still get the barbarian tokens).

    Upcoming Event Note: Only players with an active race get to make the decision (VP or Tokens). Players that choose a new race this turn HAVE to take two fewer tokens. You cannot spend the three points to avoid this.


    The Territories By Quadrant:

    NORTHWEST
    A. Drake Sea
    1. Dragon Coast
    2. Witch Marsh (1) Flying Elves
    3. World's End (1) Cursed Amazon
    11. Windmillia (1) Cursed Amazon
    12. Westros (1) Lost Tribe
    13+. Rush Valley
    14. Warlock Falls
    15. Rolling Flats (1) Marauding Wizards
    16. Ent's Harbor (1) Marauding Wizards
    17. Swamps of Despair (1) Marauding Wizards
    18. Leyland (1) Marauding Wizards
    45. Norfolk (1) Cursed Amazon

    NORTHEAST
    4. Northwoods
    5+. Ghitu Highlands (3) Pillaging Orcs
    6. Ghitu Lowlands (3) Pillaging Orcs
    7. Doveland (1) Seafaring Humans
    8. Secluded Swamp (1) Seafaring Humans
    9. Mount Mithril
    10. Iron Spine
    43. Waterwood (2) Seafaring Humans
    44. White Crag

    SOUTHEAST
    19. Piercing Delta (2) Seafaring Humans
    20. Rivertown (2) Seafaring Humans
    21. Gug (2) Merchant Skeleton
    22. Crackling Steppes (2) Merchant Skeleton
    23. Burning Steppes (2) Merchant Skeleton
    24. Falling Leaves (2) Merchant Skeleton
    25. Saint's Pride
    34. Secluded Vale
    35. High Peaks
    36. Misty Vale (2) Merchant Skeleton
    37. Mid Peaks
    38. Southpeak
    B. Rainbow Lake
    C. Corner Sea

    SOUTHWEST
    26+. Valorock (1) Underworld Dwarves
    27. Wool Road (1) Lost Tribe
    28. Deathmaw (3) Spirit Sorcerers
    29. Raptor's Nest
    30. Platinum Plateau (1) Flying Elves
    31+. Quicksilver Forest (2) Spirit Sorcerers
    32. Midland (1) Spirit Sorcerers
    33. Engorged Marsh (2) Swamp Trolls
    39. Lowlands (3) Swamp Trolls
    40. Tranquil Expanse (1) Swamp Trolls
    41. Dryad's Retreat (1) Swamp Trolls
    42. Silver Mist(2) Swamp Trolls

    Shushnik on
  • StericaSterica Yes Registered User, Moderator mod
    edited August 2010
    Mordenthral's skeletons are slowly turning to dust...

    Sterica on
    YL9WnCY.png
  • MordenthralMordenthral Registered User regular
    edited August 2010
    Always.. I can get my turn in at work later this morning.

    Mordenthral on
  • MordenthralMordenthral Registered User regular
    edited August 2010
    After much prognostication and examining and gnashing of teeth...

    Decline the skeletons. I can't imagine not being attacked for the entire game. I expect some sort of hostility soon.

    Score 5 points.

    Mordenthral on
  • MordenthralMordenthral Registered User regular
    edited August 2010
    The map:
    Penny-SmallWorld-11.gif

    Mordenthral on
  • StericaSterica Yes Registered User, Moderator mod
    edited August 2010
    Round Seven of Eight

    Player Order
    1. lodwilk (lodwilk in decline) (Lodwilk's Ghouls) <--Yer up
    2. 3clipse (3clipse in decline)
    3. Shushnik (Shushnik in decline)
    4. Mordenthral (Mordenthral in decline)
    5. Rorus Raz (Rorus Raz in decline)

    Available Combinations:

    Heroic Halflings: 11 tokens, 0 VP
    Mounted White Ladies: 7 Tokens, 0 VP
    Hill Giants: 10 tokens, 0 VP
    Wealthy Goblins: 10 tokens, 0 VP
    Forest Ghouls: 9 tokens, 0 VP
    Peace-Loving Tritons 10 Tokens, 0 VP

    Remaining Races:
    1. Ratmen (8) No Racial Power.
    Remaining Powers:
    1. Alchemist (4) Collect 2 exta coins at the end of each turn while active.
    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. Stout (4) You may go into Decline after conquering.
    7. 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.
    8. Were- (4) On even-numbered turns, conquer all regions at -2 tokens.
    9. 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.

    Lodwilk
    Active race Swamp Trolls
    Decline Race:Spirit Sorcerers, Underworld Dwarves
    Summary: Conquer Lowlands, Engorged Marsh, Silver Mist
    Conquest
    Lowlands: 3 (2+1 elf)
    Engorged Marsh: 2
    Silvermist: 2

    Redeploy
    Move 2 sorcerers from Midlands to Deathmaw

    Net VP
    14 vp (9 regions +1 for underworld dwarf in a mine region,+2 for owning swamp regions,+2 for controlling bonus vp areas)
    3clipse
    Active Race: Seafaring Humans
    Decline Race: Marauding Wizards
    Summary: Conquer Waterwood, Piercing Delta, Rivertown
    Conquer:
    Waterwood: 2
    Piercing Delta: 2
    Rivertown: 2

    Final Conquest:
    None

    Redeploy: None

    Net VP earned: 15 (4 from Marauding Wizards held, 7 from Seafaring Humans held, 1 from Ghitu Highlands extra coin, 3 from farmlands)

    Shushnik
    Active Race: Pillaging Orcs
    Decline Race: Cursed Amazons
    Summary: Conquer Ghitu Highlands, Ghitu Lowlands
    Conquer:
    Ghitu Highlands: 3 (2+1 Human)
    Ghitu Lowlands: 3 (2+1 Human)

    Final Conquest:
    None

    Redeploy: None

    Net VP earned: 10 (3 from Cursed Amazons held, 6 from Orky conquest, 1 from Ghitu Highlands extra coin)

    Mordenthral declines the Merchant Skeletons

    Rorus Raz
    Active Race: Berserk Gypsies
    Declined Race: Flying Elves
    Berserk Roll = Zero
    Conquer Region 36 (2 Token + 1 for Skeleton)
    Berserk Roll = Zero
    Conquer Region 22 (2 Token + 1 for Skeleton)
    Berserk Roll = Zero
    Conquer Region 23 (2 Token + 1 for Skeleton)
    Berserk Roll = Zero
    Conquer Region 24 (2 Tokens + 1 for Skeleton)
    Final Reinforcement Roll = Failed

    Redeployment: None
    Scoring: Active Regions (4) + Declined Regions (2) = 6
    Event: Return the 13th token in hand to the tray, and remove one from 23 and 24.

    In Effect: A Gift from the Sky - Regions with their numbers colored yellow are still worth an additional victory point.
    Necromancy Elixir - Lodwilk's Spirit Sorcerers will gain the Ghoul power upon going into decline (replacing their normal racial power).
    Current Event: Barbarian Invasions - Races that arrive on the board this turn receive an additional 3 race tokens for their conquests (Use Forgotten Tribes or tokens from a race currently not in play if you are short on tokens). These additional tokens are removed from the board at the end of their owner’s turn, after scoring.
    Upcoming Event: Ungodly Bribe - At the start of his or her turn, each player must either pay three victory coins to the victory stash or discard two active race tokens. New races coming into play this turn start with two less race tokens than usual.

    Current Event Note: Barbarian is basically like a one-turn version of the Amazon power except you get three tokens instead of four, but you CAN score with the new tokens (unlike Amazons). It's ONLY for new races coming into play, and does not use existing tokens (so you can be at your race's max token count and still get the barbarian tokens).

    Upcoming Event Note: Only players with an active race get to make the decision (VP or Tokens). Players that choose a new race this turn HAVE to take two fewer tokens. You cannot spend the three points to avoid this.


    The Territories By Quadrant:

    NORTHWEST
    A. Drake Sea
    1. Dragon Coast
    2. Witch Marsh (1) Flying Elves
    3. World's End (1) Cursed Amazon
    11. Windmillia (1) Cursed Amazon
    12. Westros (1) Lost Tribe
    13+. Rush Valley
    14. Warlock Falls
    15. Rolling Flats (1) Marauding Wizards
    16. Ent's Harbor (1) Marauding Wizards
    17. Swamps of Despair (1) Marauding Wizards
    18. Leyland (1) Marauding Wizards
    45. Norfolk (1) Cursed Amazon

    NORTHEAST
    4. Northwoods
    5+. Ghitu Highlands (3) Pillaging Orcs
    6. Ghitu Lowlands (3) Pillaging Orcs
    7. Doveland (1) Seafaring Humans
    8. Secluded Swamp (1) Seafaring Humans
    9. Mount Mithril
    10. Iron Spine
    43. Waterwood (2) Seafaring Humans
    44. White Crag

    SOUTHEAST
    19. Piercing Delta (2) Seafaring Humans
    20. Rivertown (2) Seafaring Humans
    21. Gug (1) Merchant Skeleton
    22. Crackling Steppes (3) Berserk Gypsies
    23. Burning Steppes (2) Berserk Gypsies
    24. Falling Leaves (2) Berserk Gypsies
    25. Saint's Pride
    34. Secluded Vale
    35. High Peaks
    36. Misty Vale (3) Berserk Gypsies
    37. Mid Peaks
    38. Southpeak
    B. Rainbow Lake
    C. Corner Sea

    SOUTHWEST
    26+. Valorock (1) Underworld Dwarves
    27. Wool Road (1) Lost Tribe
    28. Deathmaw (3) Spirit Sorcerers
    29. Raptor's Nest
    30. Platinum Plateau (1) Flying Elves
    31+. Quicksilver Forest (2) Spirit Sorcerers
    32. Midland (1) Spirit Sorcerers
    33. Engorged Marsh (2) Swamp Trolls
    39. Lowlands (3) Swamp Trolls
    40. Tranquil Expanse (1) Swamp Trolls
    41. Dryad's Retreat (1) Swamp Trolls
    42. Silver Mist(2) Swamp Trolls

    Sterica on
    YL9WnCY.png
  • MordenthralMordenthral Registered User regular
    edited August 2010
    Wow. That's a bad dice.

    Mordenthral on
  • StericaSterica Yes Registered User, Moderator mod
    edited August 2010
    FINAL ROUND

    This is it! A good hint for this round to to go all-out for points unless you feel a key attack on an opponent will get you farther ahead.

    Player Order
    1. lodwilk (lodwilk in decline) (Lodwilk's Ghouls) <--Yer up
    2. 3clipse (3clipse in decline)
    3. Shushnik (Shushnik in decline)
    4. Mordenthral (Mordenthral in decline)
    5. Rorus Raz (Rorus Raz in decline)

    Available Combinations:

    Heroic Halflings: 11 tokens, 0 VP
    Mounted White Ladies: 7 Tokens, 0 VP
    Hill Giants: 10 tokens, 0 VP
    Wealthy Goblins: 10 tokens, 0 VP
    Forest Ghouls: 9 tokens, 0 VP
    Peace-Loving Tritons 10 Tokens, 0 VP

    Remaining Races:
    1. Ratmen (8) No Racial Power.
    Remaining Powers:
    1. Alchemist (4) Collect 2 exta coins at the end of each turn while active.
    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. Stout (4) You may go into Decline after conquering.
    7. 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.
    8. Were- (4) On even-numbered turns, conquer all regions at -2 tokens.
    9. 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.

    In Effect: A Gift from the Sky - Regions with their numbers colored yellow are still worth an additional victory point.
    Necromancy Elixir - Lodwilk's Spirit Sorcerers will gain the Ghoul power upon going into decline (replacing their normal racial power).
    Current Event: Ungodly Bribe - At the start of his or her turn, each player must either pay three victory coins to the victory stash or discard two active race tokens. New races coming into play this turn start with two less race tokens than usual.
    Upcoming Event: None

    Current Event Note: Only players with an active race get to make the decision (VP or Tokens). Players that choose a new race this turn HAVE to take two fewer tokens. You cannot spend the three points to avoid this.

    Map
    game38.jpg

    The Territories By Quadrant:

    NORTHWEST
    A. Drake Sea
    1. Dragon Coast
    2. Witch Marsh (1) Flying Elves
    3. World's End (1) Cursed Amazon
    11. Windmillia (1) Cursed Amazon
    12. Westros (1) Lost Tribe
    13+. Rush Valley
    14. Warlock Falls
    15. Rolling Flats (1) Marauding Wizards
    16. Ent's Harbor (1) Marauding Wizards
    17. Swamps of Despair (1) Marauding Wizards
    18. Leyland (1) Marauding Wizards
    45. Norfolk (1) Cursed Amazon

    NORTHEAST
    4. Northwoods
    5+. Ghitu Highlands (3) Pillaging Orcs
    6. Ghitu Lowlands (3) Pillaging Orcs
    7. Doveland (1) Seafaring Humans
    8. Secluded Swamp (1) Seafaring Humans
    9. Mount Mithril
    10. Iron Spine
    43. Waterwood (2) Seafaring Humans
    44. White Crag

    SOUTHEAST
    19. Piercing Delta (2) Seafaring Humans
    20. Rivertown (2) Seafaring Humans
    21. Gug (1) Merchant Skeleton
    22. Crackling Steppes (3) Berserk Gypsies
    23. Burning Steppes (2) Berserk Gypsies
    24. Falling Leaves (2) Berserk Gypsies
    25. Saint's Pride
    34. Secluded Vale
    35. High Peaks
    36. Misty Vale (3) Berserk Gypsies
    37. Mid Peaks
    38. Southpeak
    B. Rainbow Lake
    C. Corner Sea

    SOUTHWEST
    26+. Valorock (1) Underworld Dwarves
    27. Wool Road (1) Lost Tribe
    28. Deathmaw (3) Spirit Sorcerers
    29. Raptor's Nest
    30. Platinum Plateau (1) Flying Elves
    31+. Quicksilver Forest (2) Spirit Sorcerers
    32. Midland (1) Spirit Sorcerers
    33. Engorged Marsh (2) Swamp Trolls
    39. Lowlands (3) Swamp Trolls
    40. Tranquil Expanse (1) Swamp Trolls
    41. Dryad's Retreat (1) Swamp Trolls
    42. Silver Mist(2) Swamp Trolls

    Sterica on
    YL9WnCY.png
  • StericaSterica Yes Registered User, Moderator mod
    edited August 2010
    Map is coming soon. Lost a few turns due to a crash and being too stupid to save.

    EDIT: It's up.

    Sterica on
    YL9WnCY.png
  • StericaSterica Yes Registered User, Moderator mod
    edited August 2010
    Just one more turn, lodwilk, and you're free!

    Sterica on
    YL9WnCY.png
  • lodwilklodwilk Registered User regular
    edited August 2010
    FINAL ROUND

    This is it! A good hint for this round to to go all-out for points unless you feel a key attack on an opponent will get you farther ahead.

    Player Order
    1. lodwilk (lodwilk in decline) (Lodwilk's Ghouls)
    2. 3clipse (3clipse in decline)<--Yer up
    3. Shushnik (Shushnik in decline)
    4. Mordenthral (Mordenthral in decline)
    5. Rorus Raz (Rorus Raz in decline)

    Available Combinations:

    Heroic Halflings: 11 tokens, 0 VP
    Mounted White Ladies: 7 Tokens, 0 VP
    Hill Giants: 10 tokens, 0 VP
    Wealthy Goblins: 10 tokens, 0 VP
    Forest Ghouls: 9 tokens, 0 VP
    Peace-Loving Tritons 10 Tokens, 0 VP

    Remaining Races:
    1. Ratmen (8) No Racial Power.
    Remaining Powers:
    1. Alchemist (4) Collect 2 exta coins at the end of each turn while active.
    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. Stout (4) You may go into Decline after conquering.
    7. 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.
    8. Were- (4) On even-numbered turns, conquer all regions at -2 tokens.
    9. 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.

    Lodwilk
    Active race Swamp Trolls
    Decline Race:Spirit Sorcerers, Underworld Dwarves
    Summary: Discard a troll in Silvermistand Engorged Marsh. Conqeur Platinum Plateau
    Conquest
    Platinum Plateau 3 [2+1 Elf]

    Redeploy
    None

    Net VP
    15 vp (10 regions +1 for underworld dwarf in a mine region,+2 for owning swamp regions,+2 for controlling bonus vp areas)

    In Effect: A Gift from the Sky - Regions with their numbers colored yellow are still worth an additional victory point.
    Necromancy Elixir - Lodwilk's Spirit Sorcerers will gain the Ghoul power upon going into decline (replacing their normal racial power).
    Current Event: Ungodly Bribe - At the start of his or her turn, each player must either pay three victory coins to the victory stash or discard two active race tokens. New races coming into play this turn start with two less race tokens than usual.
    Upcoming Event: None

    Current Event Note: Only players with an active race get to make the decision (VP or Tokens). Players that choose a new race this turn HAVE to take two fewer tokens. You cannot spend the three points to avoid this.

    Map
    game38.jpg

    The Territories By Quadrant:

    NORTHWEST
    A. Drake Sea
    1. Dragon Coast
    2. Witch Marsh (1) Flying Elves
    3. World's End (1) Cursed Amazon
    11. Windmillia (1) Cursed Amazon
    12. Westros (1) Lost Tribe
    13+. Rush Valley
    14. Warlock Falls
    15. Rolling Flats (1) Marauding Wizards
    16. Ent's Harbor (1) Marauding Wizards
    17. Swamps of Despair (1) Marauding Wizards
    18. Leyland (1) Marauding Wizards
    45. Norfolk (1) Cursed Amazon

    NORTHEAST
    4. Northwoods
    5+. Ghitu Highlands (3) Pillaging Orcs
    6. Ghitu Lowlands (3) Pillaging Orcs
    7. Doveland (1) Seafaring Humans
    8. Secluded Swamp (1) Seafaring Humans
    9. Mount Mithril
    10. Iron Spine
    43. Waterwood (2) Seafaring Humans
    44. White Crag

    SOUTHEAST
    19. Piercing Delta (2) Seafaring Humans
    20. Rivertown (2) Seafaring Humans
    21. Gug (1) Merchant Skeleton
    22. Crackling Steppes (3) Berserk Gypsies
    23. Burning Steppes (2) Berserk Gypsies
    24. Falling Leaves (2) Berserk Gypsies
    25. Saint's Pride
    34. Secluded Vale
    35. High Peaks
    36. Misty Vale (3) Berserk Gypsies
    37. Mid Peaks
    38. Southpeak
    B. Rainbow Lake
    C. Corner Sea

    SOUTHWEST
    26+. Valorock (1) Underworld Dwarves
    27. Wool Road (1) Lost Tribe
    28. Deathmaw (1) Spirit Sorcerers
    29. Raptor's Nest
    30. Platinum Plateau B](3) Spirit Sorcerers[/B]
    31+. Quicksilver Forest (1) Spirit Sorcerers
    32. Midland (1) Spirit Sorcerers
    33. Engorged Marsh (2) Swamp Trolls
    39. Lowlands (2) Swamp Trolls
    40. Tranquil Expanse (1) Swamp Trolls
    41. Dryad's Retreat (1) Swamp Trolls
    42. Silver Mist(1) Swamp Trolls

    lodwilk on
  • 3cl1ps33cl1ps3 I will build a labyrinth to house the cheese Registered User regular
    edited August 2010
    Have to make this quick, so: discard two seafaring humans, can't conquer anything so end my turn,
    score 11 VP (5 from humans, 4 from wizards, 2 from farmlands)

    3cl1ps3 on
  • StericaSterica Yes Registered User, Moderator mod
    edited August 2010
    Only 10 points, as you control just one farmland.

    Sterica on
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