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[Small World] Game 4, Game Over: A glorious victor emerges.

24

Posts

  • AlegisAlegis Impeckable Registered User regular
    edited August 2010
    So just to be clear, when it's back my turn the Tea time comes into effect (I take it rorus rolls for the next event?). How long does that effect last, 1 round or permanently?

    Then I suppose it comes down to either using my 4 amazons in hand for new conquest, scoring VPs for every region the (old and new) amazons hold or pick a new race and score points with that instead.

    Alegis on
  • StericaSterica Yes Registered User, Moderator mod
    edited August 2010
    Events last for that one turn unless otherwise specified.

    I actually have all the events picked ahead of time: I roll for seven events and make sure they're good for a PbP. While I like auction cards, I make sure there's no more than two per game. Some cards also will not work in a PbP (one event has players taking turns throwing coins into the lake until a player decides to stop) so they get removed entirely.

    When your next turn begins, you take as many Amazons on the board as you want into your hand (you may even abandon regions) and then you conquer regions with those amazons plus the four from your racial power. Generally you want to leave one behind in each region so you can spread out further for more points, but some players will actually abandon all their current regions in order to conquer from a totally new side of the board.

    Sterica on
    YL9WnCY.png
  • HolofernesHolofernes Registered User regular
    edited August 2010
    Round One of Eight
    1. Alegis (Alegis in decline) <--- Yer Up!
    2. SlickShughes (SlickShughes in decline)
    3. Void Slayer (Void Slayer in decline)
    4. Gene Parmesan (Gene Parmesan in decline)
    5. Holofernes (Holofernes in decline)

    New Race: Heroic (5) At the end of your turn place your 2 Hero tokens in two seperate regions you control. These regions cannot be conquered and are immune to enemy powers.
    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.

    Current Combos
    Were-White Ladies - 6 Tokens, 4 VP
    Fortified Skeletons - 9 Tokens, 0 VP
    Berserk Sorcerors - 9 Tokens, 0 VP
    Diplomat Trolls - 10 Tokens, 0 VP
    Dragon Master Dwarves - 8 Tokens, 0 VP
    Heroic Priestesses - 9 Tokens, 0 VP

    Remaining Races
    1. Ghouls (5) Act as if active when in decline.
      regions conquered. These regions are immune to conquest and/or powers of enemy players.
    2. Humans (5) Collect 1 extra coin for each Farmland region.
    3. Ratmen (8) Have more tokens than other races!
    4. Tritons (6) Require one less token to conquer coastal regions (this includes regions adjacent to the lake).
    5. Wizards (5) Collect 1 extra coin for each Magic Source.
    6. Kobolds (11) You may not conquer or occupy a region with fewer than 2 race tokens. When going In Decline, however, keep a single token in each Region, as normal.
    7. Goblins (6) You may conquer any In Decline Region at a cost of 1 less Goblin token than normal.
    8. Gypsies (6) Place 1 bonus VP (from the stash) in each Region you abandon. You cannot conquer these Regions again this turn, BUT you receive the coins they hold as a bonus at turn's end.

    And 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). Regions with these tokens require one more token to be conquered. You may have multiple encampment tokens in each region.
    3. Commando (4) Regions require one less token to conquer.
    4. Forest (4) Collect 1 extra coin for each Forest you control.
    5. Hill (4) Collect 1 bonus coin for each Hill you control.
    6. Merchant (2) Collect 1 bonus coin for each region you control.
    7. Mounted (5) Conquer Hills and Farmlands at -1 units.
    8. Seafaring (5) You may conquer and occupy water regions. This lasts even in decline.
    9. Spirit (5) This race does not count for your declined race limit. (Keep this power when in decline)
    10. Stout (4) You may go into Decline after conquering.
    11. Swamp (4) Collect 1 extra coin for each Swamp you control.
    12. Underworld (5) You may conquer regions with caverns at -1 units. All regions with Caverns are considered adjacent.
    13. Cursed (0) In order to skip this race during race selection, you must place 3 VP on it instead of the usual
    14. 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.
    15. Marauding (5) Once your conquests are over (but BEFORE any final conquest attempt using the Reinforcement Die), take your troops back in hand, leaving at least one token per region, and go through another complete cycle of conquests; then do your final conquest attempt, if any.
    16. Peace-Loving (4) Collect 3 bonus VP at the end of each turn during which you have attacked no active Race.

    Alegis
    Current Race: Hordes of Amazons (11 Tokens + 2 Horde Tokens + 4 Offensive Tokens, 0 VP)
    Race in decline: none
    Summary: took Hordes of Amazon, rolled Fortified Skeletons for new race combo

    Conquest:
    Invading 14. Warlock's Falls. [2 tokens]
    Invading 2. Witch Marsh [2 tokens]
    Invading 3. World's End [3 tokens]
    Invading 4. Northwoods [2 tokens]
    Invading 11. Windmillia [2 tokens]
    Invading 9. Mount Mithril [3 tokens]
    Invading 6. Ghitu Lowlands [2 tokens, using both Hordes Of tokens]

    Final conquest attempt: 7. Doveland [1 token left]
    Reinforcement die: Rolled a 1
    Invading 7. Doveland [1 token]

    Redeploying troops:

    Taking a token away from 2. Witch Marsh, 9. Mount Mithril, 11. Windmillia, 4. Northwoods back into my hand
    (amazon racial)

    that's 8 regions, so 8 VP total?


    SlickShughes
    Take Pillaging Giants - 11 Tokens, 0 VP. Leave 1 token on white ladies.

    Generated Berserk Sorcerors

    Conquer: 36 (2), 35 (3), 22 (2), 23 (1), 24 (2), 25 (1)

    Earn 5 (terr), 2 (power), -1 (bought race), = 6 total.

    Void Slayer
    Current Race: Wealthy Halflings (10 Tokens)
    Race in decline: none
    Summary: took Wealthy Halflings, rolled Diplomat Trolls for new race combo, conquered 32,28,29,40.

    If the white name is too confusing I could switch to yellow or some other unused color if the host wants

    Conquest:
    Invading 32. Midland [3 tokens] Place holes-in-the-ground
    Invading 28. Deathmaw [2 tokens] Place holes-in-the-ground
    Invading 29. Raptor's Nest [2 tokens]
    Invading 40. Tranquil Expanse [2 tokens]

    Final conquest attempt: 39. Lowlands [1 token left]
    Reinforcement die: Rolled a 4(fail)
    Redeploy to 40. Tranquil Expanse [3 tokens]

    Redeploying troops:

    Taking 2 tokens away from 32. Midland and 1 from 28. Deathmaw back into my hand, redeploying 2 to 29. Raptor's Nest [4 tokens] and 1 to 40. Tranquil Expanse [4 tokens]


    4 regions=4VP+4 regions (wealthy)=4VP-3(bought race)=4+4-3=5

    Gene Parmesan

    Current Race: Flying Orcs (10 Tokens)
    Race in decline: none
    Summary: took Flying Orcs, rolled Dwarves - Diplomatic for new race combo, conquered 2, 23, 43

    Conquest:
    Invading 2. Witch March [3 Tokens]
    Invading 23. Burning Steppes [3 Tokens]
    Invading 43. Waterwood [2 Tokens]


    Final conquest attempt:
    25. Saints Pride [2 tokens left]
    Reinforcement Die: Miss
    (Right?) Redeploy to 42. Waterwood [4 Tokens]

    Earned 3 (region) + 2 (power) + 1 (race) - 1 (race) = 5

    Holofernes

    Current Race: Historian Elves (11 Tokens)
    Race in decline: none
    Summary: Took Historian Elves (11 tokens, 1 VP), rolled Heroic Priestesses, conquered 16, 17, 18, 26, 45.

    Conquest:
    Invading 16. Ent's Harbor [2 tokens]
    Invading 17. Swamps of Despair [3 tokens]
    Invading 18. Leyland [2 tokens]
    Invading 26. Valorock [3 tokens]

    Final Conquest: 45. Norfolk [1 token]
    Success

    5 regions + 1 race - 1 race = 5 VP

    Current Event: None
    Upcoming Event: Tea Time - Each player only scores half the points he or she would normally get (round up).

    The Map:
    defaultmap.jpg

    The Territories By Quadrant:

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

    NORTHEAST
    4. Northwoods (1) Amazon
    5. Ghitu Highlands (1) Lost Tribe
    6. Ghitu Lowlands (2) 'Hordes of' tokens
    7. Doveland (1) Amazon
    8. Secluded Swamp (1) Lost Tribe
    9. Mount Mithril (2) Amazon
    10. Iron Spine
    43. Waterwood (4) Orc
    44. White Crag

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

    SOUTHWEST
    26. Valorock (3) Historian Elves
    27. Wool Road (1) Lost Tribe
    28. Deathmaw (1) Wealthy Halfling {Holes-in-the-ground}
    29. Raptor's Nest (4) Wealthy Halflings
    30. Platinum Plateau
    31. Quicksilver Forest (1) Lost Tribe
    32. Midland (1) Wealthy Halfling {Holes-in-the-ground}
    33. Engorged Marsh (1) Lost Tribe
    39. Lowlands
    40. Tranquil Expanse (4) Wealthy Halflings
    41. Dryad's Retreat (1) Lost Tribe
    42. Silver Mist

    There we go. Went ahead and bolded the active races so far on the text map, too.

    Holofernes on
    it's like you know your perspective's fucked so you just let your hands work the controls as if you were straight
  • AlegisAlegis Impeckable Registered User regular
    edited August 2010
    For Were- : is it now night time? (round 2) or is it day light (first turn of round 2? Although it's 6th turn starting from round 1)

    Alegis on
  • Void SlayerVoid Slayer Very Suspicious Registered User regular
    edited August 2010
    It is round 2 although we should probably wait for the host to update the map and display next turns event card. That is how it is normally done I think. also you need to spend an entire turn going into decline, one does not pick a new race immediately.

    Void Slayer on
    He's a shy overambitious dog-catcher on the wrong side of the law. She's an orphaned psychic mercenary with the power to bend men's minds. They fight crime!
  • StericaSterica Yes Registered User, Moderator mod
    edited August 2010
    Even turns count for Were, so this turn would give the bonus. But nobody will be getting a new race this turn, so yeah.

    Round Two of Eight
    1. Alegis (Alegis in decline) <--- Yer Up!
    2. SlickShughes (SlickShughes in decline)
    3. Void Slayer (Void Slayer in decline)
    4. Gene Parmesan (Gene Parmesan in decline)
    5. Holofernes (Holofernes in decline)

    Current Combos
    Were-White Ladies - 6 Tokens, 4 VP
    Fortified Skeletons - 9 Tokens, 0 VP
    Berserk Sorcerors - 9 Tokens, 0 VP
    Diplomat Trolls - 10 Tokens, 0 VP
    Dragon Master Dwarves - 8 Tokens, 0 VP
    Heroic Priestesses - 9 Tokens, 0 VP

    Remaining Races
    1. Ghouls (5) Act as if active when in decline.
      regions conquered. These regions are immune to conquest and/or powers of enemy players.
    2. Humans (5) Collect 1 extra coin for each Farmland region.
    3. Ratmen (8) Have more tokens than other races!
    4. Tritons (6) Require one less token to conquer coastal regions (this includes regions adjacent to the lake).
    5. Wizards (5) Collect 1 extra coin for each Magic Source.
    6. Kobolds (11) You may not conquer or occupy a region with fewer than 2 race tokens. When going In Decline, however, keep a single token in each Region, as normal.
    7. Goblins (6) You may conquer any In Decline Region at a cost of 1 less Goblin token than normal.
    8. Gypsies (6) Place 1 bonus VP (from the stash) in each Region you abandon. You cannot conquer these Regions again this turn, BUT you receive the coins they hold as a bonus at turn's end.

    And 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). Regions with these tokens require one more token to be conquered. You may have multiple encampment tokens in each region.
    3. Commando (4) Regions require one less token to conquer.
    4. Forest (4) Collect 1 extra coin for each Forest you control.
    5. Hill (4) Collect 1 bonus coin for each Hill you control.
    6. Merchant (2) Collect 1 bonus coin for each region you control.
    7. Mounted (5) Conquer Hills and Farmlands at -1 units.
    8. Seafaring (5) You may conquer and occupy water regions. This lasts even in decline.
    9. Spirit (5) This race does not count for your declined race limit. (Keep this power when in decline)
    10. Stout (4) You may go into Decline after conquering.
    11. Swamp (4) Collect 1 extra coin for each Swamp you control.
    12. Underworld (5) You may conquer regions with caverns at -1 units. All regions with Caverns are considered adjacent.
    13. Cursed (0) In order to skip this race during race selection, you must place 3 VP on it instead of the usual
    14. 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.
    15. Marauding (5) Once your conquests are over (but BEFORE any final conquest attempt using the Reinforcement Die), take your troops back in hand, leaving at least one token per region, and go through another complete cycle of conquests; then do your final conquest attempt, if any.
    16. Peace-Loving (4) Collect 3 bonus VP at the end of each turn during which you have attacked no active Race.

    Current Event: Tea Time - Each player only scores half the points he or she would normally get (round up).
    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.

    Upcoming Event Note: Barbarian is basically like a one-turn version of the Amazon power except you get three tokens instead of four. BUT, you get to score with the bonus tokens (unlike Amzons). 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 Map:
    game42.jpg

    The Territories By Quadrant:
    NORTHWEST
    A. Drake Sea
    1. Dragon Coast
    2. Witch Marsh (3) Orc
    3. World's End (3) Amazon
    11. Windmillia (1) Amazon
    12. Westros (1) Lost Tribe
    13. Rush Valley (1) Lost Tribe
    14. Warlock Falls (2)Amazon
    15. Rolling Flats (1) Lost Tribe
    16. Ent's Harbor (2) Historian Elves
    17. Swamps of Despair (3) Historian Elves
    18. Leyland (2) Historian Elves
    45. Norfolk (1) Historian Elves

    NORTHEAST
    4. Northwoods (1) Amazon
    5. Ghitu Highlands (1) Lost Tribe
    6. Ghitu Lowlands (2) 'Hordes of' tokens
    7. Doveland (1) Amazon
    8. Secluded Swamp (1) Lost Tribe
    9. Mount Mithril (2) Amazon
    10. Iron Spine
    43. Waterwood (4) Orc
    44. White Crag

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

    SOUTHWEST
    26. Valorock (3) Historian Elves
    27. Wool Road (1) Lost Tribe
    28. Deathmaw (1) Wealthy Halfling {Holes-in-the-ground}
    29. Raptor's Nest (4) Wealthy Halflings
    30. Platinum Plateau
    31. Quicksilver Forest (1) Lost Tribe
    32. Midland (1) Wealthy Halfling {Holes-in-the-ground}
    33. Engorged Marsh (1) Lost Tribe
    39. Lowlands
    40. Tranquil Expanse (4) Wealthy Halflings
    41. Dryad's Retreat (1) Lost Tribe
    42. Silver Mist

    Sterica on
    YL9WnCY.png
  • AlegisAlegis Impeckable Registered User regular
    edited August 2010
    Went into decline. I assume I'm not allowed to swap one of my Hordes Of tokens for a regular one in a different region in 6. Ghitu Lowlands? And hence lose the region. Should have paid more attention to the decline phase before I placed them

    Round Two of Eight
    1. Alegis (Alegis in decline)
    2. SlickShughes (SlickShughes in decline) <--- Yer Up!
    3. Void Slayer (Void Slayer in decline)
    4. Gene Parmesan (Gene Parmesan in decline)
    5. Holofernes (Holofernes in decline)

    Current Combos
    Were-White Ladies - 6 Tokens, 4 VP
    Fortified Skeletons - 9 Tokens, 0 VP
    Berserk Sorcerors - 9 Tokens, 0 VP
    Diplomat Trolls - 10 Tokens, 0 VP
    Dragon Master Dwarves - 8 Tokens, 0 VP
    Heroic Priestesses - 9 Tokens, 0 VP

    Remaining Races
    1. Ghouls (5) Act as if active when in decline.
      regions conquered. These regions are immune to conquest and/or powers of enemy players.
    2. Humans (5) Collect 1 extra coin for each Farmland region.
    3. Ratmen (8) Have more tokens than other races!
    4. Tritons (6) Require one less token to conquer coastal regions (this includes regions adjacent to the lake).
    5. Wizards (5) Collect 1 extra coin for each Magic Source.
    6. Kobolds (11) You may not conquer or occupy a region with fewer than 2 race tokens. When going In Decline, however, keep a single token in each Region, as normal.
    7. Goblins (6) You may conquer any In Decline Region at a cost of 1 less Goblin token than normal.
    8. Gypsies (6) Place 1 bonus VP (from the stash) in each Region you abandon. You cannot conquer these Regions again this turn, BUT you receive the coins they hold as a bonus at turn's end.

    And 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). Regions with these tokens require one more token to be conquered. You may have multiple encampment tokens in each region.
    3. Commando (4) Regions require one less token to conquer.
    4. Forest (4) Collect 1 extra coin for each Forest you control.
    5. Hill (4) Collect 1 bonus coin for each Hill you control.
    6. Merchant (2) Collect 1 bonus coin for each region you control.
    7. Mounted (5) Conquer Hills and Farmlands at -1 units.
    8. Seafaring (5) You may conquer and occupy water regions. This lasts even in decline.
    9. Spirit (5) This race does not count for your declined race limit. (Keep this power when in decline)
    10. Stout (4) You may go into Decline after conquering.
    11. Swamp (4) Collect 1 extra coin for each Swamp you control.
    12. Underworld (5) You may conquer regions with caverns at -1 units. All regions with Caverns are considered adjacent.
    13. Cursed (0) In order to skip this race during race selection, you must place 3 VP on it instead of the usual
    14. 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.
    15. Marauding (5) Once your conquests are over (but BEFORE any final conquest attempt using the Reinforcement Die), take your troops back in hand, leaving at least one token per region, and go through another complete cycle of conquests; then do your final conquest attempt, if any.
    16. Peace-Loving (4) Collect 3 bonus VP at the end of each turn during which you have attacked no active Race.

    Alegis
    Hordes of Amazons went into decline. 6. Ghitu lowlands lost as it consisted only of 2 Hordes of tokens and not a real token, I assume I can't redeploy while going in decline.

    3,11,14,4,7,9 still mine. 6 regions / 2 (Tea Time) = 3


    Current Event: Tea Time - Each player only scores half the points he or she would normally get (round up).
    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.

    Upcoming Event Note: Barbarian is basically like a one-turn version of the Amazon power except you get three tokens instead of four. BUT, you get to score with the bonus tokens (unlike Amzons). 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 Map:
    game42.jpg

    The Territories By Quadrant:
    NORTHWEST
    A. Drake Sea
    1. Dragon Coast
    2. Witch Marsh (3) Orc
    3. World's End (1) Amazon
    11. Windmillia (1) Amazon
    12. Westros (1) Lost Tribe
    13. Rush Valley (1) Lost Tribe
    14. Warlock Falls (1)Amazon
    15. Rolling Flats (1) Lost Tribe
    16. Ent's Harbor (2) Historian Elves
    17. Swamps of Despair (3) Historian Elves
    18. Leyland (2) Historian Elves
    45. Norfolk (1) Historian Elves

    NORTHEAST
    4. Northwoods (1) Amazon
    5. Ghitu Highlands (1) Lost Tribe
    6. Ghitu Lowlands
    7. Doveland (1) Amazon
    8. Secluded Swamp (1) Lost Tribe
    9. Mount Mithril (1) Amazon
    10. Iron Spine
    43. Waterwood (4) Orc
    44. White Crag

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

    SOUTHWEST
    26. Valorock (3) Historian Elves
    27. Wool Road (1) Lost Tribe
    28. Deathmaw (1) Wealthy Halfling {Holes-in-the-ground}
    29. Raptor's Nest (4) Wealthy Halflings
    30. Platinum Plateau
    31. Quicksilver Forest (1) Lost Tribe
    32. Midland (1) Wealthy Halfling {Holes-in-the-ground}
    33. Engorged Marsh (1) Lost Tribe
    39. Lowlands
    40. Tranquil Expanse (4) Wealthy Halflings
    41. Dryad's Retreat (1) Lost Tribe
    42. Silver Mist

    Alegis on
  • Gene ParmesanGene Parmesan Registered User regular
    edited August 2010
    2 questions:

    What numbers relate to what on the reinforcement die
    Does a lost tribe count towards an occupied region?

    Gene Parmesan on
  • Void SlayerVoid Slayer Very Suspicious Registered User regular
    edited August 2010
    From the rule book pdf:

    A Region is deemed non-empty if, and only if, it contains at least
    one Lost Tribe or Race token (Active or In Decline). A Region that
    contains a Mountain marker but no Lost Tribe or enemy Race
    token is considered empty.

    Also for the reinforcement die roll 1d6, 1-3 is added to your conquest total, [4,5,6]=0. Or you can do 1d6-3 with [-1,-2,0]=0.

    Void Slayer on
    He's a shy overambitious dog-catcher on the wrong side of the law. She's an orphaned psychic mercenary with the power to bend men's minds. They fight crime!
  • StericaSterica Yes Registered User, Moderator mod
    edited August 2010
    Correct, you lose the region because it had two Horde tokens on it. You aren't allowed to rearrange stuff before declining.

    Sterica on
    YL9WnCY.png
  • SlickShughesSlickShughes Registered User regular
    edited August 2010
    Round Two of Eight
    1. Alegis (Alegis in decline)
    2. SlickShughes (SlickShughes in decline)
    3. Void Slayer (Void Slayer in decline) <--- Yer Up!
    4. Gene Parmesan (Gene Parmesan in decline)
    5. Holofernes (Holofernes in decline)

    Current Combos
    Were-White Ladies - 6 Tokens, 4 VP
    Fortified Skeletons - 9 Tokens, 0 VP
    Berserk Sorcerors - 9 Tokens, 0 VP
    Diplomat Trolls - 10 Tokens, 0 VP
    Dragon Master Dwarves - 8 Tokens, 0 VP
    Heroic Priestesses - 9 Tokens, 0 VP

    Remaining Races
    1. Ghouls (5) Act as if active when in decline.
      regions conquered. These regions are immune to conquest and/or powers of enemy players.
    2. Humans (5) Collect 1 extra coin for each Farmland region.
    3. Ratmen (8) Have more tokens than other races!
    4. Tritons (6) Require one less token to conquer coastal regions (this includes regions adjacent to the lake).
    5. Wizards (5) Collect 1 extra coin for each Magic Source.
    6. Kobolds (11) You may not conquer or occupy a region with fewer than 2 race tokens. When going In Decline, however, keep a single token in each Region, as normal.
    7. Goblins (6) You may conquer any In Decline Region at a cost of 1 less Goblin token than normal.
    8. Gypsies (6) Place 1 bonus VP (from the stash) in each Region you abandon. You cannot conquer these Regions again this turn, BUT you receive the coins they hold as a bonus at turn's end.

    And 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). Regions with these tokens require one more token to be conquered. You may have multiple encampment tokens in each region.
    3. Commando (4) Regions require one less token to conquer.
    4. Forest (4) Collect 1 extra coin for each Forest you control.
    5. Hill (4) Collect 1 bonus coin for each Hill you control.
    6. Merchant (2) Collect 1 bonus coin for each region you control.
    7. Mounted (5) Conquer Hills and Farmlands at -1 units.
    8. Seafaring (5) You may conquer and occupy water regions. This lasts even in decline.
    9. Spirit (5) This race does not count for your declined race limit. (Keep this power when in decline)
    10. Stout (4) You may go into Decline after conquering.
    11. Swamp (4) Collect 1 extra coin for each Swamp you control.
    12. Underworld (5) You may conquer regions with caverns at -1 units. All regions with Caverns are considered adjacent.
    13. Cursed (0) In order to skip this race during race selection, you must place 3 VP on it instead of the usual
    14. 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.
    15. Marauding (5) Once your conquests are over (but BEFORE any final conquest attempt using the Reinforcement Die), take your troops back in hand, leaving at least one token per region, and go through another complete cycle of conquests; then do your final conquest attempt, if any.
    16. Peace-Loving (4) Collect 3 bonus VP at the end of each turn during which you have attacked no active Race.

    Alegis
    Hordes of Amazons went into decline. 6. Ghitu lowlands lost as it consisted only of 2 Hordes of tokens and not a real token, I assume I can't redeploy while going in decline.

    3,11,14,4,7,9 still mine. 6 regions / 2 (Tea Time) = 3

    SlickShughes
    Pick up 5 tokens. Conquer 37(2), 38(2), and 34(1).

    Redeploy one each from 37 and 38 to 24 and 25.

    8 regions / 2 (tea time) = 4 coins earned.

    Current Event: Tea Time - Each player only scores half the points he or she would normally get (round up).
    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.

    Upcoming Event Note: Barbarian is basically like a one-turn version of the Amazon power except you get three tokens instead of four. BUT, you get to score with the bonus tokens (unlike Amzons). 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 Map:
    game42.jpg

    The Territories By Quadrant:
    NORTHWEST
    A. Drake Sea
    1. Dragon Coast
    2. Witch Marsh (3) Orc
    3. World's End (1) Amazon
    11. Windmillia (1) Amazon
    12. Westros (1) Lost Tribe
    13. Rush Valley (1) Lost Tribe
    14. Warlock Falls (1)Amazon
    15. Rolling Flats (1) Lost Tribe
    16. Ent's Harbor (2) Historian Elves
    17. Swamps of Despair (3) Historian Elves
    18. Leyland (2) Historian Elves
    45. Norfolk (1) Historian Elves

    NORTHEAST
    4. Northwoods (1) Amazon
    5. Ghitu Highlands (1) Lost Tribe
    6. Ghitu Lowlands
    7. Doveland (1) Amazon
    8. Secluded Swamp (1) Lost Tribe
    9. Mount Mithril (1) Amazon
    10. Iron Spine
    43. Waterwood (4) Orc
    44. White Crag

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

    SOUTHWEST
    26. Valorock (3) Historian Elves
    27. Wool Road (1) Lost Tribe
    28. Deathmaw (1) Wealthy Halfling {Holes-in-the-ground}
    29. Raptor's Nest (4) Wealthy Halflings
    30. Platinum Plateau
    31. Quicksilver Forest (1) Lost Tribe
    32. Midland (1) Wealthy Halfling {Holes-in-the-ground}
    33. Engorged Marsh (1) Lost Tribe
    39. Lowlands
    40. Tranquil Expanse (4) Wealthy Halflings
    41. Dryad's Retreat (1) Lost Tribe
    42. Silver Mist

    SlickShughes on
  • Void SlayerVoid Slayer Very Suspicious Registered User regular
    edited August 2010
    Round Two of Eight
    1. Alegis (Alegis in decline)
    2. SlickShughes (SlickShughes in decline)
    3. Void Slayer (Void Slayer in decline)
    4. Gene Parmesan (Gene Parmesan in decline) <--- Yer Up!
    5. Holofernes (Holofernes in decline)

    Current Combos
    Were-White Ladies - 6 Tokens, 4 VP
    Fortified Skeletons - 9 Tokens, 0 VP
    Berserk Sorcerors - 9 Tokens, 0 VP
    Diplomat Trolls - 10 Tokens, 0 VP
    Dragon Master Dwarves - 8 Tokens, 0 VP
    Heroic Priestesses - 9 Tokens, 0 VP

    Remaining Races
    1. Ghouls (5) Act as if active when in decline.
      regions conquered. These regions are immune to conquest and/or powers of enemy players.
    2. Humans (5) Collect 1 extra coin for each Farmland region.
    3. Ratmen (8) Have more tokens than other races!
    4. Tritons (6) Require one less token to conquer coastal regions (this includes regions adjacent to the lake).
    5. Wizards (5) Collect 1 extra coin for each Magic Source.
    6. Kobolds (11) You may not conquer or occupy a region with fewer than 2 race tokens. When going In Decline, however, keep a single token in each Region, as normal.
    7. Goblins (6) You may conquer any In Decline Region at a cost of 1 less Goblin token than normal.
    8. Gypsies (6) Place 1 bonus VP (from the stash) in each Region you abandon. You cannot conquer these Regions again this turn, BUT you receive the coins they hold as a bonus at turn's end.

    And 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). Regions with these tokens require one more token to be conquered. You may have multiple encampment tokens in each region.
    3. Commando (4) Regions require one less token to conquer.
    4. Forest (4) Collect 1 extra coin for each Forest you control.
    5. Hill (4) Collect 1 bonus coin for each Hill you control.
    6. Merchant (2) Collect 1 bonus coin for each region you control.
    7. Mounted (5) Conquer Hills and Farmlands at -1 units.
    8. Seafaring (5) You may conquer and occupy water regions. This lasts even in decline.
    9. Spirit (5) This race does not count for your declined race limit. (Keep this power when in decline)
    10. Stout (4) You may go into Decline after conquering.
    11. Swamp (4) Collect 1 extra coin for each Swamp you control.
    12. Underworld (5) You may conquer regions with caverns at -1 units. All regions with Caverns are considered adjacent.
    13. Cursed (0) In order to skip this race during race selection, you must place 3 VP on it instead of the usual
    14. 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.
    15. Marauding (5) Once your conquests are over (but BEFORE any final conquest attempt using the Reinforcement Die), take your troops back in hand, leaving at least one token per region, and go through another complete cycle of conquests; then do your final conquest attempt, if any.
    16. Peace-Loving (4) Collect 3 bonus VP at the end of each turn during which you have attacked no active Race.

    Alegis
    Hordes of Amazons went into decline. 6. Ghitu lowlands lost as it consisted only of 2 Hordes of tokens and not a real token, I assume I can't redeploy while going in decline.

    3,11,14,4,7,9 still mine. 6 regions / 2 (Tea Time) = 3

    SlickShughes
    Pick up 5 tokens. Conquer 37(2), 38(2), and 34(1).

    Redeploy one each from 37 and 38 to 24 and 25.

    8 regions / 2 (tea time) = 4 coins earned.

    Void Slayer
    Wealth Halflings go into decline. Removing holes-in-the-ground and excess tokens.

    28,29,32,40 are held by in decline race; 2 VP for this turn

    Current Event: Tea Time - Each player only scores half the points he or she would normally get (round up).
    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.

    Upcoming Event Note: Barbarian is basically like a one-turn version of the Amazon power except you get three tokens instead of four. BUT, you get to score with the bonus tokens (unlike Amzons). 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 Map:
    game42.jpg

    The Territories By Quadrant:
    NORTHWEST
    A. Drake Sea
    1. Dragon Coast
    2. Witch Marsh (3) Orc
    3. World's End (1) Amazon
    11. Windmillia (1) Amazon
    12. Westros (1) Lost Tribe
    13. Rush Valley (1) Lost Tribe
    14. Warlock Falls (1)Amazon
    15. Rolling Flats (1) Lost Tribe
    16. Ent's Harbor (2) Historian Elves
    17. Swamps of Despair (3) Historian Elves
    18. Leyland (2) Historian Elves
    45. Norfolk (1) Historian Elves

    NORTHEAST
    4. Northwoods (1) Amazon
    5. Ghitu Highlands (1) Lost Tribe
    6. Ghitu Lowlands
    7. Doveland (1) Amazon
    8. Secluded Swamp (1) Lost Tribe
    9. Mount Mithril (1) Amazon
    10. Iron Spine
    43. Waterwood (4) Orc
    44. White Crag

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

    SOUTHWEST
    26. Valorock (3) Historian Elves
    27. Wool Road (1) Lost Tribe
    28. Deathmaw (1) Wealthy Halfling
    29. Raptor's Nest (1) Wealthy Halflings
    30. Platinum Plateau
    31. Quicksilver Forest (1) Lost Tribe
    32. Midland (1) Wealthy Halfling
    33. Engorged Marsh (1) Lost Tribe
    39. Lowlands
    40. Tranquil Expanse (1) Wealthy Halflings
    41. Dryad's Retreat (1) Lost Tribe
    42. Silver Mist

    Void Slayer on
    He's a shy overambitious dog-catcher on the wrong side of the law. She's an orphaned psychic mercenary with the power to bend men's minds. They fight crime!
  • Gene ParmesanGene Parmesan Registered User regular
    edited August 2010
    Round Two of Eight
    1. Alegis (Alegis in decline)
    2. SlickShughes (SlickShughes in decline)
    3. Void Slayer (Void Slayer in decline)
    4. Gene Parmesan (Gene Parmesan in decline)
    5. Holofernes (Holofernes in decline) <--- Yer Up!

    Current Combos
    Were-White Ladies - 6 Tokens, 4 VP
    Fortified Skeletons - 9 Tokens, 0 VP
    Berserk Sorcerors - 9 Tokens, 0 VP
    Diplomat Trolls - 10 Tokens, 0 VP
    Dragon Master Dwarves - 8 Tokens, 0 VP
    Heroic Priestesses - 9 Tokens, 0 VP

    Remaining Races
    1. Ghouls (5) Act as if active when in decline.
      regions conquered. These regions are immune to conquest and/or powers of enemy players.
    2. Humans (5) Collect 1 extra coin for each Farmland region.
    3. Ratmen (8) Have more tokens than other races!
    4. Tritons (6) Require one less token to conquer coastal regions (this includes regions adjacent to the lake).
    5. Wizards (5) Collect 1 extra coin for each Magic Source.
    6. Kobolds (11) You may not conquer or occupy a region with fewer than 2 race tokens. When going In Decline, however, keep a single token in each Region, as normal.
    7. Goblins (6) You may conquer any In Decline Region at a cost of 1 less Goblin token than normal.
    8. Gypsies (6) Place 1 bonus VP (from the stash) in each Region you abandon. You cannot conquer these Regions again this turn, BUT you receive the coins they hold as a bonus at turn's end.

    And 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). Regions with these tokens require one more token to be conquered. You may have multiple encampment tokens in each region.
    3. Commando (4) Regions require one less token to conquer.
    4. Forest (4) Collect 1 extra coin for each Forest you control.
    5. Hill (4) Collect 1 bonus coin for each Hill you control.
    6. Merchant (2) Collect 1 bonus coin for each region you control.
    7. Mounted (5) Conquer Hills and Farmlands at -1 units.
    8. Seafaring (5) You may conquer and occupy water regions. This lasts even in decline.
    9. Spirit (5) This race does not count for your declined race limit. (Keep this power when in decline)
    10. Stout (4) You may go into Decline after conquering.
    11. Swamp (4) Collect 1 extra coin for each Swamp you control.
    12. Underworld (5) You may conquer regions with caverns at -1 units. All regions with Caverns are considered adjacent.
    13. Cursed (0) In order to skip this race during race selection, you must place 3 VP on it instead of the usual
    14. 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.
    15. Marauding (5) Once your conquests are over (but BEFORE any final conquest attempt using the Reinforcement Die), take your troops back in hand, leaving at least one token per region, and go through another complete cycle of conquests; then do your final conquest attempt, if any.
    16. Peace-Loving (4) Collect 3 bonus VP at the end of each turn during which you have attacked no active Race.

    Alegis
    Hordes of Amazons went into decline. 6. Ghitu lowlands lost as it consisted only of 2 Hordes of tokens and not a real token, I assume I can't redeploy while going in decline.

    3,11,14,4,7,9 still mine. 6 regions / 2 (Tea Time) = 3

    SlickShughes
    Pick up 5 tokens. Conquer 37(2), 38(2), and 34(1).

    Redeploy one each from 37 and 38 to 24 and 25.

    8 regions / 2 (tea time) = 4 coins earned.

    Void Slayer
    Wealth Halflings go into decline. Removing holes-in-the-ground and excess tokens.

    28,29,32,40 are held by in decline race; 2 VP for this turn

    Gene Parmesan
    Flying Orcs go into decline.

    2, 43,23 still mine.

    3 regions / 2 (Tea Time) = 2 VP earned

    Current Event: Tea Time - Each player only scores half the points he or she would normally get (round up).
    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.

    Upcoming Event Note: Barbarian is basically like a one-turn version of the Amazon power except you get three tokens instead of four. BUT, you get to score with the bonus tokens (unlike Amzons). 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 Map:
    game42.jpg

    The Territories By Quadrant:
    NORTHWEST
    A. Drake Sea
    1. Dragon Coast
    2. Witch Marsh (1) Orc
    3. World's End (1) Amazon
    11. Windmillia (1) Amazon
    12. Westros (1) Lost Tribe
    13. Rush Valley (1) Lost Tribe
    14. Warlock Falls (1)Amazon
    15. Rolling Flats (1) Lost Tribe
    16. Ent's Harbor (2) Historian Elves
    17. Swamps of Despair (3) Historian Elves
    18. Leyland (2) Historian Elves
    45. Norfolk (1) Historian Elves

    NORTHEAST
    4. Northwoods (1) Amazon
    5. Ghitu Highlands (1) Lost Tribe
    6. Ghitu Lowlands
    7. Doveland (1) Amazon
    8. Secluded Swamp (1) Lost Tribe
    9. Mount Mithril (1) Amazon
    10. Iron Spine
    43. Waterwood (1) Orc
    44. White Crag

    SOUTHEAST
    19. Piercing Delta (1) Lost Tribe
    20. Rivertown
    21. Gug (1) Lost Tribe
    22. Crackling Steppes 1 Pillaging Giants
    23. Burning Steppes (1) Orc
    24. Falling Leaves 2 Pillaging Giants
    25. Saint's Pride 2 Pillaging Giants
    34. Secluded Vale 1 Pillaging Giants
    35. High Peaks 1 Pillaging Giants
    36. Misty Vale 1 Pillaging Giants
    37. Mid Peaks 1 Pillaging Giants
    38. Southpeak 1 Pillaging Giants
    B. Rainbow Lake
    C. Corner Sea

    SOUTHWEST
    26. Valorock (3) Historian Elves
    27. Wool Road (1) Lost Tribe
    28. Deathmaw (1) Wealthy Halfling
    29. Raptor's Nest (1) Wealthy Halflings
    30. Platinum Plateau
    31. Quicksilver Forest (1) Lost Tribe
    32. Midland (1) Wealthy Halfling
    33. Engorged Marsh (1) Lost Tribe
    39. Lowlands
    40. Tranquil Expanse (1) Wealthy Halflings
    41. Dryad's Retreat (1) Lost Tribe
    42. Silver Mist

    Gene Parmesan on
  • HolofernesHolofernes Registered User regular
    edited August 2010
    Round Two of Eight
    1. Alegis (Alegis in decline) <--- Yer Up!
    2. SlickShughes (SlickShughes in decline)
    3. Void Slayer (Void Slayer in decline)
    4. Gene Parmesan (Gene Parmesan in decline)
    5. Holofernes (Holofernes in decline)

    Current Combos
    Were-White Ladies - 6 Tokens, 4 VP
    Fortified Skeletons - 9 Tokens, 0 VP
    Berserk Sorcerors - 9 Tokens, 0 VP
    Diplomat Trolls - 10 Tokens, 0 VP
    Dragon Master Dwarves - 8 Tokens, 0 VP
    Heroic Priestesses - 9 Tokens, 0 VP

    Remaining Races
    1. Ghouls (5) Act as if active when in decline.
      regions conquered. These regions are immune to conquest and/or powers of enemy players.
    2. Humans (5) Collect 1 extra coin for each Farmland region.
    3. Ratmen (8) Have more tokens than other races!
    4. Tritons (6) Require one less token to conquer coastal regions (this includes regions adjacent to the lake).
    5. Wizards (5) Collect 1 extra coin for each Magic Source.
    6. Kobolds (11) You may not conquer or occupy a region with fewer than 2 race tokens. When going In Decline, however, keep a single token in each Region, as normal.
    7. Goblins (6) You may conquer any In Decline Region at a cost of 1 less Goblin token than normal.
    8. Gypsies (6) Place 1 bonus VP (from the stash) in each Region you abandon. You cannot conquer these Regions again this turn, BUT you receive the coins they hold as a bonus at turn's end.

    And 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). Regions with these tokens require one more token to be conquered. You may have multiple encampment tokens in each region.
    3. Commando (4) Regions require one less token to conquer.
    4. Forest (4) Collect 1 extra coin for each Forest you control.
    5. Hill (4) Collect 1 bonus coin for each Hill you control.
    6. Merchant (2) Collect 1 bonus coin for each region you control.
    7. Mounted (5) Conquer Hills and Farmlands at -1 units.
    8. Seafaring (5) You may conquer and occupy water regions. This lasts even in decline.
    9. Spirit (5) This race does not count for your declined race limit. (Keep this power when in decline)
    10. Stout (4) You may go into Decline after conquering.
    11. Swamp (4) Collect 1 extra coin for each Swamp you control.
    12. Underworld (5) You may conquer regions with caverns at -1 units. All regions with Caverns are considered adjacent.
    13. Cursed (0) In order to skip this race during race selection, you must place 3 VP on it instead of the usual
    14. 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.
    15. Marauding (5) Once your conquests are over (but BEFORE any final conquest attempt using the Reinforcement Die), take your troops back in hand, leaving at least one token per region, and go through another complete cycle of conquests; then do your final conquest attempt, if any.
    16. Peace-Loving (4) Collect 3 bonus VP at the end of each turn during which you have attacked no active Race.

    Alegis
    Hordes of Amazons went into decline. 6. Ghitu lowlands lost as it consisted only of 2 Hordes of tokens and not a real token, I assume I can't redeploy while going in decline.

    3,11,14,4,7,9 still mine. 6 regions / 2 (Tea Time) = 3

    SlickShughes
    Pick up 5 tokens. Conquer 37(2), 38(2), and 34(1).

    Redeploy one each from 37 and 38 to 24 and 25.

    8 regions / 2 (tea time) = 4 coins earned.

    Void Slayer
    Wealth Halflings go into decline. Removing holes-in-the-ground and excess tokens.

    28,29,32,40 are held by in decline race; 2 VP for this turn

    Gene Parmesan
    Flying Orcs go into decline.

    2, 43,23 still mine.

    3 regions / 2 (Tea Time) = 2 VP earned

    Holofernes
    Historian Elves go into decline.

    [5 regions / 2 (Tea Time)] + 4 (Historian Special Power)= 7 VP

    Current Event: Tea Time - Each player only scores half the points he or she would normally get (round up).
    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.

    Upcoming Event Note: Barbarian is basically like a one-turn version of the Amazon power except you get three tokens instead of four. BUT, you get to score with the bonus tokens (unlike Amzons). 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 Map:
    game42.jpg

    The Territories By Quadrant:
    NORTHWEST
    A. Drake Sea
    1. Dragon Coast
    2. Witch Marsh (1) Orc
    3. World's End (1) Amazon
    11. Windmillia (1) Amazon
    12. Westros (1) Lost Tribe
    13. Rush Valley (1) Lost Tribe
    14. Warlock Falls (1)Amazon
    15. Rolling Flats (1) Lost Tribe
    16. Ent's Harbor (1) Historian Elves
    17. Swamps of Despair (1) Historian Elves
    18. Leyland (1) Historian Elves
    45. Norfolk (1) Historian Elves

    NORTHEAST
    4. Northwoods (1) Amazon
    5. Ghitu Highlands (1) Lost Tribe
    6. Ghitu Lowlands
    7. Doveland (1) Amazon
    8. Secluded Swamp (1) Lost Tribe
    9. Mount Mithril (1) Amazon
    10. Iron Spine
    43. Waterwood (1) Orc
    44. White Crag

    SOUTHEAST
    19. Piercing Delta (1) Lost Tribe
    20. Rivertown
    21. Gug (1) Lost Tribe
    22. Crackling Steppes 1 Pillaging Giants
    23. Burning Steppes (1) Orc
    24. Falling Leaves 2 Pillaging Giants
    25. Saint's Pride 2 Pillaging Giants
    34. Secluded Vale 1 Pillaging Giants
    35. High Peaks 1 Pillaging Giants
    36. Misty Vale 1 Pillaging Giants
    37. Mid Peaks 1 Pillaging Giants
    38. Southpeak 1 Pillaging Giants
    B. Rainbow Lake
    C. Corner Sea

    SOUTHWEST
    26. Valorock (1) Historian Elves
    27. Wool Road (1) Lost Tribe
    28. Deathmaw (1) Wealthy Halfling
    29. Raptor's Nest (1) Wealthy Halflings
    30. Platinum Plateau
    31. Quicksilver Forest (1) Lost Tribe
    32. Midland (1) Wealthy Halfling
    33. Engorged Marsh (1) Lost Tribe
    39. Lowlands
    40. Tranquil Expanse (1) Wealthy Halflings
    41. Dryad's Retreat (1) Lost Tribe
    42. Silver Mist

    Holofernes on
    it's like you know your perspective's fucked so you just let your hands work the controls as if you were straight
  • SlickShughesSlickShughes Registered User regular
    edited August 2010
    I'm starting to feel like my turn was suboptimal...

    SlickShughes on
  • StericaSterica Yes Registered User, Moderator mod
    edited August 2010
    Historian triggers whenever a race goes into decline, and Tea Time only affects the end-of-turn scoring. Thus, you actually get 7 Points total. That's 3 for regions held and 4 for each race that declined this turn.

    Next post will be up in 15ish minutes.

    Sterica on
    YL9WnCY.png
  • StericaSterica Yes Registered User, Moderator mod
    edited August 2010
    I'm starting to feel like my turn was suboptimal...
    There's an event that destroys all declined tokens. So they may have screwed themselves. If it doesn't come up, you'll be in a very good position to decline with a greater spread.

    Sterica on
    YL9WnCY.png
  • StericaSterica Yes Registered User, Moderator mod
    edited August 2010
    Round Three of Eight
    1. Alegis (Alegis in decline) <--- Yer Up!
    2. SlickShughes (SlickShughes in decline)
    3. Void Slayer (Void Slayer in decline)
    4. Gene Parmesan (Gene Parmesan in decline)
    5. Holofernes (Holofernes in decline)

    Current Combos
    Were-White Ladies - 6 Tokens, 4 VP
    Fortified Skeletons - 9 Tokens, 0 VP
    Berserk Sorcerors - 9 Tokens, 0 VP
    Diplomat Trolls - 10 Tokens, 0 VP
    Dragon Master Dwarves - 8 Tokens, 0 VP
    Heroic Priestesses - 9 Tokens, 0 VP

    Remaining Races
    1. Ghouls (5) Act as if active when in decline.
      regions conquered. These regions are immune to conquest and/or powers of enemy players.
    2. Humans (5) Collect 1 extra coin for each Farmland region.
    3. Ratmen (8) Have more tokens than other races!
    4. Tritons (6) Require one less token to conquer coastal regions (this includes regions adjacent to the lake).
    5. Wizards (5) Collect 1 extra coin for each Magic Source.
    6. Kobolds (11) You may not conquer or occupy a region with fewer than 2 race tokens. When going In Decline, however, keep a single token in each Region, as normal.
    7. Goblins (6) You may conquer any In Decline Region at a cost of 1 less Goblin token than normal.
    8. Gypsies (6) Place 1 bonus VP (from the stash) in each Region you abandon. You cannot conquer these Regions again this turn, BUT you receive the coins they hold as a bonus at turn's end.

    And 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). Regions with these tokens require one more token to be conquered. You may have multiple encampment tokens in each region.
    3. Commando (4) Regions require one less token to conquer.
    4. Forest (4) Collect 1 extra coin for each Forest you control.
    5. Hill (4) Collect 1 bonus coin for each Hill you control.
    6. Merchant (2) Collect 1 bonus coin for each region you control.
    7. Mounted (5) Conquer Hills and Farmlands at -1 units.
    8. Seafaring (5) You may conquer and occupy water regions. This lasts even in decline.
    9. Spirit (5) This race does not count for your declined race limit. (Keep this power when in decline)
    10. Stout (4) You may go into Decline after conquering.
    11. Swamp (4) Collect 1 extra coin for each Swamp you control.
    12. Underworld (5) You may conquer regions with caverns at -1 units. All regions with Caverns are considered adjacent.
    13. Cursed (0) In order to skip this race during race selection, you must place 3 VP on it instead of the usual
    14. 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.
    15. Marauding (5) Once your conquests are over (but BEFORE any final conquest attempt using the Reinforcement Die), take your troops back in hand, leaving at least one token per region, and go through another complete cycle of conquests; then do your final conquest attempt, if any.
    16. Peace-Loving (4) Collect 3 bonus VP at the end of each turn during which you have attacked no active Race.

    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: Philter of Forgetfulness - Declined races score no points this turn.

    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 get to score with the bonus tokens (unlike Amzons). 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: If you choose to decline this turn, your newly declined race won't score you any points (it's no longer active). Declined ghouls won't score any points either.

    The Map:
    game43a.jpg

    The Territories By Quadrant:
    NORTHWEST
    A. Drake Sea
    1. Dragon Coast
    2. Witch Marsh (1) Orc
    3. World's End (1) Amazon
    11. Windmillia (1) Amazon
    12. Westros (1) Lost Tribe
    13. Rush Valley (1) Lost Tribe
    14. Warlock Falls (1)Amazon
    15. Rolling Flats (1) Lost Tribe
    16. Ent's Harbor (1) Historian Elves
    17. Swamps of Despair (1) Historian Elves
    18. Leyland (1) Historian Elves
    45. Norfolk (1) Historian Elves

    NORTHEAST
    4. Northwoods (1) Amazon
    5. Ghitu Highlands (1) Lost Tribe
    6. Ghitu Lowlands
    7. Doveland (1) Amazon
    8. Secluded Swamp (1) Lost Tribe
    9. Mount Mithril (1) Amazon
    10. Iron Spine
    43. Waterwood (1) Orc
    44. White Crag

    SOUTHEAST
    19. Piercing Delta (1) Lost Tribe
    20. Rivertown
    21. Gug (1) Lost Tribe
    22. Crackling Steppes 1 Pillaging Giants
    23. Burning Steppes (1) Orc
    24. Falling Leaves 2 Pillaging Giants
    25. Saint's Pride 2 Pillaging Giants
    34. Secluded Vale 1 Pillaging Giants
    35. High Peaks 1 Pillaging Giants
    36. Misty Vale 1 Pillaging Giants
    37. Mid Peaks 1 Pillaging Giants
    38. Southpeak 1 Pillaging Giants
    B. Rainbow Lake
    C. Corner Sea

    SOUTHWEST
    26. Valorock (1) Historian Elves
    27. Wool Road (1) Lost Tribe
    28. Deathmaw (1) Wealthy Halfling
    29. Raptor's Nest (1) Wealthy Halflings
    30. Platinum Plateau
    31. Quicksilver Forest (1) Lost Tribe
    32. Midland (1) Wealthy Halfling
    33. Engorged Marsh (1) Lost Tribe
    39. Lowlands
    40. Tranquil Expanse (1) Wealthy Halflings
    41. Dryad's Retreat (1) Lost Tribe
    42. Silver Mist

    Sterica on
    YL9WnCY.png
  • AlegisAlegis Impeckable Registered User regular
    edited August 2010
    Round Three of Eight
    1. Alegis (Alegis in decline)
    2. SlickShughes (SlickShughes in decline)<--- Yer Up!
    3. Void Slayer (Void Slayer in decline)
    4. Gene Parmesan (Gene Parmesan in decline)
    5. Holofernes (Holofernes in decline)

    Current Combos
    Fortified Skeletons - 9 Tokens, 0 VP
    Berserk Sorcerors - 9 Tokens, 0 VP
    Diplomat Trolls - 10 Tokens, 0 VP
    Dragon Master Dwarves - 8 Tokens, 0 VP
    Heroic Priestesses - 9 Tokens, 0 VP
    Commando Tritons - 10 Tokens, 0 VP

    Remaining Races
    1. Ghouls (5) Act as if active when in decline.
      regions conquered. These regions are immune to conquest and/or powers of enemy players.
    2. Humans (5) Collect 1 extra coin for each Farmland region.
    3. Ratmen (8) Have more tokens than other races!
    4. Wizards (5) Collect 1 extra coin for each Magic Source.
    5. Kobolds (11) You may not conquer or occupy a region with fewer than 2 race tokens. When going In Decline, however, keep a single token in each Region, as normal.
    6. Goblins (6) You may conquer any In Decline Region at a cost of 1 less Goblin token than normal.
    7. Gypsies (6) Place 1 bonus VP (from the stash) in each Region you abandon. You cannot conquer these Regions again this turn, BUT you receive the coins they hold as a bonus at turn's end.

    And 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). Regions with these tokens require one more token to be conquered. You may have multiple encampment tokens in each region.
    3. Forest (4) Collect 1 extra coin for each Forest you control.
    4. Hill (4) Collect 1 bonus coin for each Hill you control.
    5. Merchant (2) Collect 1 bonus coin for each region you control.
    6. Mounted (5) Conquer Hills and Farmlands at -1 units.
    7. Seafaring (5) You may conquer and occupy water regions. This lasts even in decline.
    8. Spirit (5) This race does not count for your declined race limit. (Keep this power when in decline)
    9. Stout (4) You may go into Decline after conquering.
    10. Swamp (4) Collect 1 extra coin for each Swamp you control.
    11. Underworld (5) You may conquer regions with caverns at -1 units. All regions with Caverns are considered adjacent.
    12. Cursed (0) In order to skip this race during race selection, you must place 3 VP on it instead of the usual
    13. 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.
    14. Marauding (5) Once your conquests are over (but BEFORE any final conquest attempt using the Reinforcement Die), take your troops back in hand, leaving at least one token per region, and go through another complete cycle of conquests; then do your final conquest attempt, if any.
    15. Peace-Loving (4) Collect 3 bonus VP at the end of each turn during which you have attacked no active Race.

    Alegis:
    Race In decline: Amazons
    Taking Active Race: Were-White Ladies - 6 Tokens, 4 VP
    Event bonus: +3 tokens

    Rolling new race: Commando Tritons (10)
    Commando (4) Regions require one less token to conquer.
    Tritons (6) Require one less token to conquer coastal regions (this includes regions adjacent to the lake).

    Conquests:

    45 (3) 16 (3) 17 (3), dead declined elves go into the box.

    Troop redeployment:
    make sure of the 3 'event' tokens one is on 45, 1 on region 17 and one on 16.

    VPs: 3 regions + 4 (because were white ladies are terrible and no one wants them) + 6 (regions held by in decline amazons) = 13

    Event: Remove the event tokens from 45(1) 16 (1) and 17 (1).

    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: Philter of Forgetfulness - Declined races score no points this turn.

    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 get to score with the bonus tokens (unlike Amzons). 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: If you choose to decline this turn, your newly declined race won't score you any points (it's no longer active). Declined ghouls won't score any points either.

    The Map:
    game43a.jpg

    The Territories By Quadrant:
    NORTHWEST
    A. Drake Sea
    1. Dragon Coast
    2. Witch Marsh (1) Orc
    3. World's End (1) Amazon
    11. Windmillia (1) Amazon
    12. Westros (1) Lost Tribe
    13. Rush Valley (1) Lost Tribe
    14. Warlock Falls (1)Amazon
    15. Rolling Flats (1) Lost Tribe
    16. Ent's Harbor (2) Were-White Lady
    17. Swamps of Despair (2) Were-White Lady
    18. Leyland (1) Historian Elves
    45. Norfolk (2) Were-White Lady

    NORTHEAST
    4. Northwoods (1) Amazon
    5. Ghitu Highlands (1) Lost Tribe
    6. Ghitu Lowlands
    7. Doveland (1) Amazon
    8. Secluded Swamp (1) Lost Tribe
    9. Mount Mithril (1) Amazon
    10. Iron Spine
    43. Waterwood (1) Orc
    44. White Crag

    SOUTHEAST
    19. Piercing Delta (1) Lost Tribe
    20. Rivertown
    21. Gug (1) Lost Tribe
    22. Crackling Steppes 1 Pillaging Giants
    23. Burning Steppes (1) Orc
    24. Falling Leaves 2 Pillaging Giants
    25. Saint's Pride 2 Pillaging Giants
    34. Secluded Vale 1 Pillaging Giants
    35. High Peaks 1 Pillaging Giants
    36. Misty Vale 1 Pillaging Giants
    37. Mid Peaks 1 Pillaging Giants
    38. Southpeak 1 Pillaging Giants
    B. Rainbow Lake
    C. Corner Sea

    SOUTHWEST
    26. Valorock (1) Historian Elves
    27. Wool Road (1) Lost Tribe
    28. Deathmaw (1) Wealthy Halfling
    29. Raptor's Nest (1) Wealthy Halflings
    30. Platinum Plateau
    31. Quicksilver Forest (1) Lost Tribe
    32. Midland (1) Wealthy Halfling
    33. Engorged Marsh (1) Lost Tribe
    39. Lowlands
    40. Tranquil Expanse (1) Wealthy Halflings
    41. Dryad's Retreat (1) Lost Tribe
    42. Silver Mist

    Alegis on
  • SlickShughesSlickShughes Registered User regular
    edited August 2010
    Round Three of Eight
    1. Alegis (Alegis in decline)
    2. SlickShughes (SlickShughes in decline)
    3. Void Slayer (Void Slayer in decline) <--- Yer Up!
    4. Gene Parmesan (Gene Parmesan in decline)
    5. Holofernes (Holofernes in decline)

    Current Combos
    Fortified Skeletons - 9 Tokens, 0 VP
    Berserk Sorcerors - 9 Tokens, 0 VP
    Diplomat Trolls - 10 Tokens, 0 VP
    Dragon Master Dwarves - 8 Tokens, 0 VP
    Heroic Priestesses - 9 Tokens, 0 VP
    Commando Tritons - 10 Tokens, 0 VP

    Remaining Races
    1. Ghouls (5) Act as if active when in decline.
      regions conquered. These regions are immune to conquest and/or powers of enemy players.
    2. Humans (5) Collect 1 extra coin for each Farmland region.
    3. Ratmen (8) Have more tokens than other races!
    4. Wizards (5) Collect 1 extra coin for each Magic Source.
    5. Kobolds (11) You may not conquer or occupy a region with fewer than 2 race tokens. When going In Decline, however, keep a single token in each Region, as normal.
    6. Goblins (6) You may conquer any In Decline Region at a cost of 1 less Goblin token than normal.
    7. Gypsies (6) Place 1 bonus VP (from the stash) in each Region you abandon. You cannot conquer these Regions again this turn, BUT you receive the coins they hold as a bonus at turn's end.

    And 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). Regions with these tokens require one more token to be conquered. You may have multiple encampment tokens in each region.
    3. Forest (4) Collect 1 extra coin for each Forest you control.
    4. Hill (4) Collect 1 bonus coin for each Hill you control.
    5. Merchant (2) Collect 1 bonus coin for each region you control.
    6. Mounted (5) Conquer Hills and Farmlands at -1 units.
    7. Seafaring (5) You may conquer and occupy water regions. This lasts even in decline.
    8. Spirit (5) This race does not count for your declined race limit. (Keep this power when in decline)
    9. Stout (4) You may go into Decline after conquering.
    10. Swamp (4) Collect 1 extra coin for each Swamp you control.
    11. Underworld (5) You may conquer regions with caverns at -1 units. All regions with Caverns are considered adjacent.
    12. Cursed (0) In order to skip this race during race selection, you must place 3 VP on it instead of the usual
    13. 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.
    14. Marauding (5) Once your conquests are over (but BEFORE any final conquest attempt using the Reinforcement Die), take your troops back in hand, leaving at least one token per region, and go through another complete cycle of conquests; then do your final conquest attempt, if any.
    15. Peace-Loving (4) Collect 3 bonus VP at the end of each turn during which you have attacked no active Race.

    Alegis:
    Race In decline: Amazons
    Taking Active Race: Were-White Ladies - 6 Tokens, 4 VP
    Event bonus: +3 tokens

    Rolling new race: Commando Tritons (10)
    Commando (4) Regions require one less token to conquer.
    Tritons (6) Require one less token to conquer coastal regions (this includes regions adjacent to the lake).

    Conquests:

    45 (3) 16 (3) 17 (3), dead declined elves go into the box.

    Troop redeployment:
    make sure of the 3 'event' tokens one is on 45, 1 on region 17 and one on 16.

    VPs: 3 regions + 4 (because were white ladies are terrible and no one wants them) + 6 (regions held by in decline amazons) = 13

    Event: Remove the event tokens from 45(1) 16 (1) and 17 (1).

    SlickShughes
    Decline! Earn 8 points.

    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: Philter of Forgetfulness - Declined races score no points this turn.

    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 get to score with the bonus tokens (unlike Amzons). 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: If you choose to decline this turn, your newly declined race won't score you any points (it's no longer active). Declined ghouls won't score any points either.

    The Map:
    game43a.jpg

    The Territories By Quadrant:
    NORTHWEST
    A. Drake Sea
    1. Dragon Coast
    2. Witch Marsh (1) Orc
    3. World's End (1) Amazon
    11. Windmillia (1) Amazon
    12. Westros (1) Lost Tribe
    13. Rush Valley (1) Lost Tribe
    14. Warlock Falls (1)Amazon
    15. Rolling Flats (1) Lost Tribe
    16. Ent's Harbor (2) Were-White Lady
    17. Swamps of Despair (2) Were-White Lady
    18. Leyland (1) Historian Elves
    45. Norfolk (2) Were-White Lady

    NORTHEAST
    4. Northwoods (1) Amazon
    5. Ghitu Highlands (1) Lost Tribe
    6. Ghitu Lowlands
    7. Doveland (1) Amazon
    8. Secluded Swamp (1) Lost Tribe
    9. Mount Mithril (1) Amazon
    10. Iron Spine
    43. Waterwood (1) Orc
    44. White Crag

    SOUTHEAST
    19. Piercing Delta (1) Lost Tribe
    20. Rivertown
    21. Gug (1) Lost Tribe
    22. Crackling Steppes 1 Giants
    23. Burning Steppes (1) Orc
    24. Falling Leaves 1 Giants
    25. Saint's Pride 1 Giants
    34. Secluded Vale 1 Giants
    35. High Peaks 1 Giants
    36. Misty Vale 1 Giants
    37. Mid Peaks 1 Giants
    38. Southpeak 1 Giants
    B. Rainbow Lake
    C. Corner Sea

    SOUTHWEST
    26. Valorock (1) Historian Elves
    27. Wool Road (1) Lost Tribe
    28. Deathmaw (1) Wealthy Halfling
    29. Raptor's Nest (1) Wealthy Halflings
    30. Platinum Plateau
    31. Quicksilver Forest (1) Lost Tribe
    32. Midland (1) Wealthy Halfling
    33. Engorged Marsh (1) Lost Tribe
    39. Lowlands
    40. Tranquil Expanse (1) Wealthy Halflings
    41. Dryad's Retreat (1) Lost Tribe
    42. Silver Mist

    SlickShughes on
  • Void SlayerVoid Slayer Very Suspicious Registered User regular
    edited August 2010
    Round Three of Eight
    1. Alegis (Alegis in decline)
    2. SlickShughes (SlickShughes in decline)
    3. Void Slayer (Void Slayer in decline)
    4. Gene Parmesan (Gene Parmesan in decline) <--- Yer Up!
    5. Holofernes (Holofernes in decline)

    Current Combos
    Fortified Skeletons - 9 Tokens, 1 VP
    Diplomat Trolls - 10 Tokens, 0 VP
    Dragon Master Dwarves - 8 Tokens, 0 VP
    Heroic Priestesses - 9 Tokens, 0 VP
    Commando Tritons - 10 Tokens, 0 VP
    Bivouacking Ghouls - 10 Tojens, 0 VP

    Remaining Races
    1. Humans (5) Collect 1 extra coin for each Farmland region.
    2. Ratmen (8) Have more tokens than other races!
    3. Wizards (5) Collect 1 extra coin for each Magic Source.
    4. Kobolds (11) You may not conquer or occupy a region with fewer than 2 race tokens. When going In Decline, however, keep a single token in each Region, as normal.
    5. Goblins (6) You may conquer any In Decline Region at a cost of 1 less Goblin token than normal.
    6. Gypsies (6) Place 1 bonus VP (from the stash) in each Region you abandon. You cannot conquer these Regions again this turn, BUT you receive the coins they hold as a bonus at turn's end.

    And Powers...
    1. Alchemist (4) Collect 2 exta coins at the end of each turn while active.
    2. Forest (4) Collect 1 extra coin for each Forest you control.
    3. Hill (4) Collect 1 bonus coin for each Hill you control.
    4. Merchant (2) Collect 1 bonus coin for each region you control.
    5. Mounted (5) Conquer Hills and Farmlands at -1 units.
    6. Seafaring (5) You may conquer and occupy water regions. This lasts even in decline.
    7. Spirit (5) This race does not count for your declined race limit. (Keep this power when in decline)
    8. Stout (4) You may go into Decline after conquering.
    9. Swamp (4) Collect 1 extra coin for each Swamp you control.
    10. Underworld (5) You may conquer regions with caverns at -1 units. All regions with Caverns are considered adjacent.
    11. Cursed (0) In order to skip this race during race selection, you must place 3 VP on it instead of the usual
    12. 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.
    13. Marauding (5) Once your conquests are over (but BEFORE any final conquest attempt using the Reinforcement Die), take your troops back in hand, leaving at least one token per region, and go through another complete cycle of conquests; then do your final conquest attempt, if any.
    14. Peace-Loving (4) Collect 3 bonus VP at the end of each turn during which you have attacked no active Race.

    Alegis:
    Race In decline: Amazons
    Taking Active Race: Were-White Ladies - 6 Tokens, 4 VP
    Event bonus: +3 tokens

    Rolling new race: Commando Tritons (10)
    Commando (4) Regions require one less token to conquer.
    Tritons (6) Require one less token to conquer coastal regions (this includes regions adjacent to the lake).

    Conquests:

    45 (3) 16 (3) 17 (3), dead declined elves go into the box.

    Troop redeployment:
    make sure of the 3 'event' tokens one is on 45, 1 on region 17 and one on 16.

    VPs: 3 regions + 4 (because were white ladies are terrible and no one wants them) + 6 (regions held by in decline amazons) = 13

    Event: Remove the event tokens from 45(1) 16 (1) and 17 (1).

    SlickShughes
    Decline! Earn 8 points.

    Void Slayer:
    Race In decline: Halflings
    Taking Active Race: Berserk Sorcerors - 9 Tokens, 0 VP
    Event bonus: +3 tokens
    Conquer 45 16 15 14 13 11

    Rolling new race: Bivouacking Ghouls
    Bivouacking (5) During redeploy, place or move the 5 Encampment tokens in your region(s). Regions with these tokens require one more token to be conquered. You may have multiple encampment tokens in each region.
    Ghouls (5) Act as if active when in decline.

    Conquests:

    Berserk roll 1:3 Conquering 45 with 1 event Sorcerer token
    9 tokens and 2 event tokens remaining
    Berserk roll 2:0 Conquering 16 with 4 normal Sorcerer tokens
    5 tokens and 2 event tokens remaining
    Berserk roll 3:0 Conquering 15 with 2 event and 1 normal sorcerer token
    4 tokens remaining
    Berserk roll 4:1 Conquering 14 with 2 normal Sorcerer tokens
    2 tokens remaining
    Berserk roll 5:2 Conquering 13 with 1 normal Sorcerer token
    1 token remaining
    Berserk roll 6:0 no conquest placing token on 13

    Taking 3 tokens from 16, 1 normal sorcerer token from 15 and 1 normal sorcerer token from 14; then placing 5 tokens on 13.

    Scoring 8 VP total (5 VP for sorcerers, 4 VP for halflings, -1 VP for skipping fortified skeletons)

    Removing 1 token from 45 and 2 tokens from 15

    2 were-white lady tokens discarded, 2 put on 17 (only region left)

    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: Philter of Forgetfulness - Declined races score no points this turn.

    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 get to score with the bonus tokens (unlike Amzons). 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: If you choose to decline this turn, your newly declined race won't score you any points (it's no longer active). Declined ghouls won't score any points either.

    The Map:
    game43a.jpg

    The Territories By Quadrant:
    NORTHWEST
    A. Drake Sea
    1. Dragon Coast
    2. Witch Marsh (1) Orc
    3. World's End (1) Amazon
    11. Windmillia (1) Amazon
    12. Westros (1) Lost Tribe
    13. Rush Valley (7) Berserk Sorcerers
    14. Warlock Falls (1) Berserk Sorcerer
    15. Rolling Flats
    16. Ent's Harbor(1) Berserk Sorcerer
    17. Swamps of Despair (4) Were-White Lady
    18. Leyland (1) Historian Elves
    45. Norfolk

    NORTHEAST
    4. Northwoods (1) Amazon
    5. Ghitu Highlands (1) Lost Tribe
    6. Ghitu Lowlands
    7. Doveland (1) Amazon
    8. Secluded Swamp (1) Lost Tribe
    9. Mount Mithril (1) Amazon
    10. Iron Spine
    43. Waterwood (1) Orc
    44. White Crag

    SOUTHEAST
    19. Piercing Delta (1) Lost Tribe
    20. Rivertown
    21. Gug (1) Lost Tribe
    22. Crackling Steppes 1 Giants
    23. Burning Steppes (1) Orc
    24. Falling Leaves 1 Giants
    25. Saint's Pride 1 Giants
    34. Secluded Vale 1 Giants
    35. High Peaks 1 Giants
    36. Misty Vale 1 Giants
    37. Mid Peaks 1 Giants
    38. Southpeak 1 Giants
    B. Rainbow Lake
    C. Corner Sea

    SOUTHWEST
    26. Valorock (1) Historian Elves
    27. Wool Road (1) Lost Tribe
    28. Deathmaw (1) Wealthy Halfling
    29. Raptor's Nest (1) Wealthy Halflings
    30. Platinum Plateau
    31. Quicksilver Forest (1) Lost Tribe
    32. Midland (1) Wealthy Halfling
    33. Engorged Marsh (1) Lost Tribe
    39. Lowlands
    40. Tranquil Expanse (1) Wealthy Halflings
    41. Dryad's Retreat (1) Lost Tribe
    42. Silver Mist

    Void Slayer on
    He's a shy overambitious dog-catcher on the wrong side of the law. She's an orphaned psychic mercenary with the power to bend men's minds. They fight crime!
  • Void SlayerVoid Slayer Very Suspicious Registered User regular
    edited August 2010
    Sorry that took so long, rolling for the berserk takes a long time and it took a bit to book-keep with those 3 weird powers working together. I should have 10 sorcerers on the board, i think i went through that correctly, but could someone else double check?

    Q: What does "Once per turn and per opponent" mean?
    A: It does means "once per opponent per turn", hence, you can use the power twice in a turn against 2 different opponents.

    oops I could have gotten an extra VP :( lol

    I made a big mistake, don't post yet I am going to edit my post to reflect the correct one, basically I have 1 less VP and didn't take over worlds end.

    okay fixed, I used the sorcerer power on a declined race basically, I just undid so you can quote my post now.

    Void Slayer on
    He's a shy overambitious dog-catcher on the wrong side of the law. She's an orphaned psychic mercenary with the power to bend men's minds. They fight crime!
  • StericaSterica Yes Registered User, Moderator mod
    edited August 2010
    Man, I specifically fixed the Sorcerer text last game and still with the problems.

    In short, your move is illegal. The Sorcerer power only works against an ACTIVE race token. The Amazon was in decline and thus cannot be converted.

    Back up to that moment in the turn and redo from there.

    Sterica on
    YL9WnCY.png
  • Void SlayerVoid Slayer Very Suspicious Registered User regular
    edited August 2010
    Alright it should be fixed. Since I rolled terribly on the last one I just put everything into area 13.

    Void Slayer on
    He's a shy overambitious dog-catcher on the wrong side of the law. She's an orphaned psychic mercenary with the power to bend men's minds. They fight crime!
  • AlegisAlegis Impeckable Registered User regular
    edited August 2010
    my poor ladies :'(

    Alegis on
  • Gene ParmesanGene Parmesan Registered User regular
    edited August 2010
    Round Three of Eight
    1. Alegis (Alegis in decline)
    2. SlickShughes (SlickShughes in decline)
    3. Void Slayer (Void Slayer in decline)
    4. Gene Parmesan (Gene Parmesan in decline)
    5. Holofernes (Holofernes in decline)<--- Yer Up!

    Current Combos
    Fortified Skeletons - 9 Tokens, 2 VP
    Diplomat Trolls - 10 Tokens, 1 VP
    Dragon Master Dwarves - 8 Tokens, 1 VP
    Heroic Priestesses - 9 Tokens, 1 VP
    Bivouacking Ghouls - 10 Tokens, 0 VP
    Marauding Kobolds - 16 Tokens, 0 VP

    Remaining Races
    1. Humans (5) Collect 1 extra coin for each Farmland region.
    2. Ratmen (8) Have more tokens than other races!
    3. Wizards (5) Collect 1 extra coin for each Magic Source.
    4. Goblins (6) You may conquer any In Decline Region at a cost of 1 less Goblin token than normal.
    5. Gypsies (6) Place 1 bonus VP (from the stash) in each Region you abandon. You cannot conquer these Regions again this turn, BUT you receive the coins they hold as a bonus at turn's end.

    And Powers...
    1. Alchemist (4) Collect 2 exta coins at the end of each turn while active.
    2. Forest (4) Collect 1 extra coin for each Forest you control.
    3. Hill (4) Collect 1 bonus coin for each Hill you control.
    4. Merchant (2) Collect 1 bonus coin for each region you control.
    5. Mounted (5) Conquer Hills and Farmlands at -1 units.
    6. Seafaring (5) You may conquer and occupy water regions. This lasts even in decline.
    7. Spirit (5) This race does not count for your declined race limit. (Keep this power when in decline)
    8. Stout (4) You may go into Decline after conquering.
    9. Swamp (4) Collect 1 extra coin for each Swamp you control.
    10. Underworld (5) You may conquer regions with caverns at -1 units. All regions with Caverns are considered adjacent.
    11. Cursed (0) In order to skip this race during race selection, you must place 3 VP on it instead of the usual
    12. 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.
    13. Peace-Loving (4) Collect 3 bonus VP at the end of each turn during which you have attacked no active Race.

    Alegis:
    Race In decline: Amazons
    Taking Active Race: Were-White Ladies - 6 Tokens, 4 VP
    Event bonus: +3 tokens

    Rolling new race: Commando Tritons (10)
    Commando (4) Regions require one less token to conquer.
    Tritons (6) Require one less token to conquer coastal regions (this includes regions adjacent to the lake).

    Conquests:

    45 (3) 16 (3) 17 (3), dead declined elves go into the box.

    Troop redeployment:
    make sure of the 3 'event' tokens one is on 45, 1 on region 17 and one on 16.

    VPs: 3 regions + 4 (because were white ladies are terrible and no one wants them) + 6 (regions held by in decline amazons) = 13

    Event: Remove the event tokens from 45(1) 16 (1) and 17 (1).

    SlickShughes
    Decline! Earn 8 points.

    Void Slayer:
    Race In decline: Halflings
    Taking Active Race: Berserk Sorcerors - 9 Tokens, 0 VP
    Event bonus: +3 tokens
    Conquer 45 16 15 14 13 11

    Rolling new race: Bivouacking Ghouls
    Bivouacking (5) During redeploy, place or move the 5 Encampment tokens in your region(s). Regions with these tokens require one more token to be conquered. You may have multiple encampment tokens in each region.
    Ghouls (5) Act as if active when in decline.

    Conquests:

    Berserk roll 1:3 Conquering 45 with 1 event Sorcerer token
    9 tokens and 2 event tokens remaining
    Berserk roll 2:0 Conquering 16 with 4 normal Sorcerer tokens
    5 tokens and 2 event tokens remaining
    Berserk roll 3:0 Conquering 15 with 2 event and 1 normal sorcerer token
    4 tokens remaining
    Berserk roll 4:1 Conquering 14 with 2 normal Sorcerer tokens
    2 tokens remaining
    Berserk roll 5:2 Conquering 13 with 1 normal Sorcerer token
    1 token remaining
    Replacing the amazon at 3 with a sorcerer from the box
    1 sorcerer remaining in hand
    Berserk roll 6:0 no conquest placing token on 3

    Taking 3 tokens from 16, 1 normal sorcerer token from 15 and 1 normal sorcerer token from 14; then placing 3 tokens on 13 and 2 tokens on 3.

    Scoring 9 VP total (6 VP for sorcerers, 4 VP for halflings, -1 VP for skipping fortified skeletons)

    Removing 1 token from 45 and 2 tokens from 15

    2 were-white lady tokens discarded, 2 put on 17 (only region left)

    Gene Parmesan
    Race in Decline: Orcs
    Taking race: Commando Tritons (10)
    Even bonus: +3 tokens

    Rolling new race + power Marauding Kobold
    Kobolds (11) You may not conquer or occupy a region with fewer than 2 race tokens. When going In Decline, however, keep a single token in each Region, as normal.
    Marauding (5) Once your conquests are over (but BEFORE any final conquest attempt using the Reinforcement Die), take your troops back in hand, leaving at least one token per region, and go through another complete cycle of conquests; then do your final conquest attempt, if any.

    Conquest
    29(1) 28(1) 27(1) 16(1) 45(1) 15(1) 14(1) 32(1) 26(2) 18(1)
    Final Conquest 12 (1 chit) - FAIL!!!
    Take one token off 26, 14 (and take one from the failed conquest)

    Score: 10 vp (region) 3 vp (in decline race) - 4 vp (race cost) = 8 vp

    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: Philter of Forgetfulness - Declined races score no points this turn.

    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 get to score with the bonus tokens (unlike Amzons). 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: If you choose to decline this turn, your newly declined race won't score you any points (it's no longer active). Declined ghouls won't score any points either.

    The Map:
    game43a.jpg

    The Territories By Quadrant:
    NORTHWEST
    A. Drake Sea
    1. Dragon Coast
    2. Witch Marsh (1) Orc
    3. World's End (4) Berserk Sorcerers
    11. Windmillia (1) Amazon
    12. Westros (1) Lost Tribe
    13. Rush Valley (4) Berserk Sorcerers
    14. Warlock Falls
    15. Rolling Flats (1) Commando Tritons
    16. Ent's Harbor (1) Commando Tritons
    17. Swamps of Despair (4) Were-White Lady
    18. Leyland (1) Commando Tritons
    45. Norfolk (1) Commando Tritons

    NORTHEAST
    4. Northwoods (1) Amazon
    5. Ghitu Highlands (1) Lost Tribe
    6. Ghitu Lowlands
    7. Doveland (1) Amazon
    8. Secluded Swamp (1) Lost Tribe
    9. Mount Mithril (1) Amazon
    10. Iron Spine
    43. Waterwood (1) Orc
    44. White Crag

    SOUTHEAST
    19. Piercing Delta (1) Lost Tribe
    20. Rivertown
    21. Gug (1) Lost Tribe
    22. Crackling Steppes 1 Giants
    23. Burning Steppes (1) Orc
    24. Falling Leaves 1 Giants
    25. Saint's Pride 1 Giants
    34. Secluded Vale 1 Giants
    35. High Peaks 1 Giants
    36. Misty Vale 1 Giants
    37. Mid Peaks 1 Giants
    38. Southpeak 1 Giants
    B. Rainbow Lake
    C. Corner Sea

    SOUTHWEST
    26. Valorock (1) Commando Tritons
    27. Wool Road (1) Commando Tritons
    28. Deathmaw (2) Commando Tritons
    29. Raptor's Nest (1) Commando Titrons
    30. Platinum Plateau
    31. Quicksilver Forest (1) Lost Tribe
    32. Midland (1) Commando Tritons
    33. Engorged Marsh (1) Lost Tribe
    39. Lowlands (1) Commando Tritons
    40. Tranquil Expanse (1) Wealthy Halflings
    41. Dryad's Retreat (1) Lost Tribe
    42. Silver Mist

    Gene Parmesan on
  • HolofernesHolofernes Registered User regular
    edited August 2010
    Round Three of Eight
    1. Alegis (Alegis in decline)
    2. SlickShughes (SlickShughes in decline)
    3. Void Slayer (Void Slayer in decline)
    4. Gene Parmesan (Gene Parmesan in decline)
    5. Holofernes (Holofernes in decline)

    Current Combos
    Diplomat Trolls - 10 Tokens, 1 VP
    Dragon Master Dwarves - 8 Tokens, 1 VP
    Heroic Priestesses - 9 Tokens, 1 VP
    Bivouacking Ghouls - 10 Tokens, 0 VP
    Marauding Kobolds - 16 Tokens, 0 VP
    Mounted Ratmen - 13 Tokens, 0 VP

    Remaining Races
    1. Humans (5) Collect 1 extra coin for each Farmland region.
    2. Wizards (5) Collect 1 extra coin for each Magic Source.
    3. Goblins (6) You may conquer any In Decline Region at a cost of 1 less Goblin token than normal.
    4. Gypsies (6) Place 1 bonus VP (from the stash) in each Region you abandon. You cannot conquer these Regions again this turn, BUT you receive the coins they hold as a bonus at turn's end.

    And Powers...
    1. Alchemist (4) Collect 2 exta coins at the end of each turn while active.
    2. Forest (4) Collect 1 extra coin for each Forest you control.
    3. Hill (4) Collect 1 bonus coin for each Hill you control.
    4. Merchant (2) Collect 1 bonus coin for each region you control.
    5. Seafaring (5) You may conquer and occupy water regions. This lasts even in decline.
    6. Spirit (5) This race does not count for your declined race limit. (Keep this power when in decline)
    7. Stout (4) You may go into Decline after conquering.
    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.
    10. Cursed (0) In order to skip this race during race selection, you must place 3 VP on it instead of the usual
    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.
    12. Peace-Loving (4) Collect 3 bonus VP at the end of each turn during which you have attacked no active Race.

    Alegis:
    Race In decline: Amazons
    Taking Active Race: Were-White Ladies - 6 Tokens, 4 VP
    Event bonus: +3 tokens

    Rolling new race: Commando Tritons (10)
    Commando (4) Regions require one less token to conquer.
    Tritons (6) Require one less token to conquer coastal regions (this includes regions adjacent to the lake).

    Conquests:

    45 (3) 16 (3) 17 (3), dead declined elves go into the box.

    Troop redeployment:
    make sure of the 3 'event' tokens one is on 45, 1 on region 17 and one on 16.

    VPs: 3 regions + 4 (because were white ladies are terrible and no one wants them) + 6 (regions held by in decline amazons) = 13

    Event: Remove the event tokens from 45(1) 16 (1) and 17 (1).

    SlickShughes
    Decline! Earn 8 points.

    Void Slayer:
    Race In decline: Halflings
    Taking Active Race: Berserk Sorcerors - 9 Tokens, 0 VP
    Event bonus: +3 tokens
    Conquer 45 16 15 14 13 11

    Rolling new race: Bivouacking Ghouls
    Bivouacking (5) During redeploy, place or move the 5 Encampment tokens in your region(s). Regions with these tokens require one more token to be conquered. You may have multiple encampment tokens in each region.
    Ghouls (5) Act as if active when in decline.

    Conquests:

    Berserk roll 1:3 Conquering 45 with 1 event Sorcerer token
    9 tokens and 2 event tokens remaining
    Berserk roll 2:0 Conquering 16 with 4 normal Sorcerer tokens
    5 tokens and 2 event tokens remaining
    Berserk roll 3:0 Conquering 15 with 2 event and 1 normal sorcerer token
    4 tokens remaining
    Berserk roll 4:1 Conquering 14 with 2 normal Sorcerer tokens
    2 tokens remaining
    Berserk roll 5:2 Conquering 13 with 1 normal Sorcerer token
    1 token remaining
    Replacing the amazon at 3 with a sorcerer from the box
    1 sorcerer remaining in hand
    Berserk roll 6:0 no conquest placing token on 3

    Taking 3 tokens from 16, 1 normal sorcerer token from 15 and 1 normal sorcerer token from 14; then placing 3 tokens on 13 and 2 tokens on 3.

    Scoring 9 VP total (6 VP for sorcerers, 4 VP for halflings, -1 VP for skipping fortified skeletons)

    Removing 1 token from 45 and 2 tokens from 15

    2 were-white lady tokens discarded, 2 put on 17 (only region left)

    Gene Parmesan
    Race in Decline: Orcs
    Taking race: Commando Tritons (10)
    Even bonus: +3 tokens

    Rolling new race + power Marauding Kobold
    Kobolds (11) You may not conquer or occupy a region with fewer than 2 race tokens. When going In Decline, however, keep a single token in each Region, as normal.
    Marauding (5) Once your conquests are over (but BEFORE any final conquest attempt using the Reinforcement Die), take your troops back in hand, leaving at least one token per region, and go through another complete cycle of conquests; then do your final conquest attempt, if any.

    Conquest
    29(1) 28(1) 27(1) 16(1) 45(1) 15(1) 14(1) 32(1) 26(2) 18(1) 39(1)
    Final Conquest 12 (1 chit) - FAIL!!!
    Take one token off 26, 14 (and take one from the failed conquest)

    Score: 10 vp (region) 3 vp (in decline race) - 4 vp (race cost) = 9 vp

    Holofernes
    Race in Decline: Elves
    Taking race: Fortified Skeletons, 9 tokens and 2 VP
    Even bonus: +3 tokens

    New race is Mounted Ratmen:

    Mounted (5) Conquer Hills and Farmlands at -1 units.
    Ratmen (8) Have more tokens than other races!

    Conquest
    6 (2)
    7 (3)
    8 (3)
    43 (3)

    Final Conquest: 5 (1) Success.

    Remove one token from 6, 7, and 8.

    Redeployment: +2 tokens from Skeleton race power, place both of them on 5.

    Place fortress on 43.

    Score: 5 (regions) + 2 vp (race cost) + 1 (fortress) = 8 vp

    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: Philter of Forgetfulness - Declined races score no points this turn.

    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 get to score with the bonus tokens (unlike Amzons). 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: If you choose to decline this turn, your newly declined race won't score you any points (it's no longer active). Declined ghouls won't score any points either.

    The Map:
    game43a.jpg

    The Territories By Quadrant:
    NORTHWEST
    A. Drake Sea
    1. Dragon Coast
    2. Witch Marsh (1) Orc
    3. World's End (4) Berserk Sorcerers
    11. Windmillia (1) Amazon
    12. Westros (1) Lost Tribe
    13. Rush Valley (4) Berserk Sorcerers
    14. Warlock Falls
    15. Rolling Flats (1) Commando Tritons
    16. Ent's Harbor (1) Commando Tritons
    17. Swamps of Despair (4) Were-White Lady
    18. Leyland (1) Commando Tritons
    45. Norfolk (1) Commando Tritons

    NORTHEAST
    4. Northwoods (1) Amazon
    5. Ghitu Highlands (3) Fortified Skeletons
    6. Ghitu Lowlands (1) Fortified Skeletons
    7. Doveland (2) Fortified Skeletons
    8. Secluded Swamp (2) Fortified Skeletons
    9. Mount Mithril (1) Amazon
    10. Iron Spine
    43. Waterwood (3) Fortified Skeletons [Fortress]
    44. White Crag

    SOUTHEAST
    19. Piercing Delta (1) Lost Tribe
    20. Rivertown
    21. Gug (1) Lost Tribe
    22. Crackling Steppes 1 Giants
    23. Burning Steppes (1) Orc
    24. Falling Leaves 1 Giants
    25. Saint's Pride 1 Giants
    34. Secluded Vale 1 Giants
    35. High Peaks 1 Giants
    36. Misty Vale 1 Giants
    37. Mid Peaks 1 Giants
    38. Southpeak 1 Giants
    B. Rainbow Lake
    C. Corner Sea

    SOUTHWEST
    26. Valorock (1) Commando Tritons
    27. Wool Road (1) Commando Tritons
    28. Deathmaw (1) Commando Tritons
    29. Raptor's Nest (1) Commando Titrons
    30. Platinum Plateau
    31. Quicksilver Forest (1) Lost Tribe
    32. Midland (1) Commando Tritons
    33. Engorged Marsh (1) Lost Tribe
    39. Lowlands (1) Commando Tritons
    40. Tranquil Expanse (1) Wealthy Halflings
    41. Dryad's Retreat (1) Lost Tribe
    42. Silver Mist

    Holofernes on
    it's like you know your perspective's fucked so you just let your hands work the controls as if you were straight
  • Gene ParmesanGene Parmesan Registered User regular
    edited August 2010
    I love commando.

    Gene Parmesan on
  • StericaSterica Yes Registered User, Moderator mod
    edited August 2010
    Gah, you did your turn a few minutes after I went to bed.

    New round within the hour. Slept in today and now getting breakfast/lunch.

    Sterica on
    YL9WnCY.png
  • StericaSterica Yes Registered User, Moderator mod
    edited August 2010
    Gene, how did your Tritons get to 39? It's not adjacent to any other Tritons.

    Sterica on
    YL9WnCY.png
  • Gene ParmesanGene Parmesan Registered User regular
    edited August 2010
    right, fixed.

    Gene Parmesan on
  • StericaSterica Yes Registered User, Moderator mod
    edited August 2010
    Round Four of Eight

    It is currently night. The White Ladies get -2 to conquer this turn.

    1. Alegis (Alegis in decline) <-- Yer Up!
    2. SlickShughes (SlickShughes in decline)
    3. Void Slayer (Void Slayer in decline)
    4. Gene Parmesan (Gene Parmesan in decline)
    5. Holofernes (Holofernes in decline)

    Current Combos
    Diplomat Trolls - 10 Tokens, 1 VP
    Dragon Master Dwarves - 8 Tokens, 1 VP
    Heroic Priestesses - 9 Tokens, 1 VP
    Bivouacking Ghouls - 10 Tokens, 0 VP
    Marauding Kobolds - 16 Tokens, 0 VP
    Mounted Ratmen - 13 Tokens, 0 VP

    Remaining Races
    1. Humans (5) Collect 1 extra coin for each Farmland region.
    2. Wizards (5) Collect 1 extra coin for each Magic Source.
    3. Goblins (6) You may conquer any In Decline Region at a cost of 1 less Goblin token than normal.
    4. Gypsies (6) Place 1 bonus VP (from the stash) in each Region you abandon. You cannot conquer these Regions again this turn, BUT you receive the coins they hold as a bonus at turn's end.

    And Powers...
    1. Alchemist (4) Collect 2 exta coins at the end of each turn while active.
    2. Forest (4) Collect 1 extra coin for each Forest you control.
    3. Hill (4) Collect 1 bonus coin for each Hill you control.
    4. Merchant (2) Collect 1 bonus coin for each region you control.
    5. Seafaring (5) You may conquer and occupy water regions. This lasts even in decline.
    6. Spirit (5) This race does not count for your declined race limit. (Keep this power when in decline)
    7. Stout (4) You may go into Decline after conquering.
    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.
    10. Cursed (0) In order to skip this race during race selection, you must place 3 VP on it instead of the usual
    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.
    12. Peace-Loving (4) Collect 3 bonus VP at the end of each turn during which you have attacked no active Race.

    Current Event: Philter of Forgetfulness - Declined races score no points this turn.
    Upcoming Event: Ghuluth for President - Swamps are worth an additional victory point this turn.

    Current Event Note: If you choose to decline this turn, your newly declined race won't score you any points (it's no longer active). Declined ghouls won't score any points either.

    The Map:
    game44.jpg

    The Territories By Quadrant:
    NORTHWEST
    A. Drake Sea
    1. Dragon Coast
    2. Witch Marsh (1) Orc
    3. World's End (4) Berserk Sorcerers
    11. Windmillia (1) Amazon
    12. Westros (1) Lost Tribe
    13. Rush Valley (4) Berserk Sorcerers
    14. Warlock Falls
    15. Rolling Flats (1) Commando Tritons
    16. Ent's Harbor (1) Commando Tritons
    17. Swamps of Despair (4) Were-White Lady
    18. Leyland (1) Commando Tritons
    45. Norfolk (1) Commando Tritons

    NORTHEAST
    4. Northwoods (1) Amazon
    5. Ghitu Highlands (3) Fortified Skeletons
    6. Ghitu Lowlands (1) Fortified Skeletons
    7. Doveland (2) Fortified Skeletons
    8. Secluded Swamp (2) Fortified Skeletons
    9. Mount Mithril (1) Amazon
    10. Iron Spine
    43. Waterwood (3) Fortified Skeletons [Fortress]
    44. White Crag

    SOUTHEAST
    19. Piercing Delta (1) Lost Tribe
    20. Rivertown
    21. Gug (1) Lost Tribe
    22. Crackling Steppes 1 Giants
    23. Burning Steppes (1) Orc
    24. Falling Leaves 1 Giants
    25. Saint's Pride 1 Giants
    34. Secluded Vale 1 Giants
    35. High Peaks 1 Giants
    36. Misty Vale 1 Giants
    37. Mid Peaks 1 Giants
    38. Southpeak 1 Giants
    B. Rainbow Lake
    C. Corner Sea

    SOUTHWEST
    26. Valorock (1) Commando Tritons
    27. Wool Road (1) Commando Tritons
    28. Deathmaw (1) Commando Tritons
    29. Raptor's Nest (1) Commando Titrons
    30. Platinum Plateau
    31. Quicksilver Forest (1) Lost Tribe
    32. Midland (1) Commando Tritons
    33. Engorged Marsh (1) Lost Tribe
    39. Lowlands (1) Commando Tritons
    40. Tranquil Expanse (1) Wealthy Halflings
    41. Dryad's Retreat (1) Lost Tribe
    42. Silver Mist

    Sterica on
    YL9WnCY.png
  • Void SlayerVoid Slayer Very Suspicious Registered User regular
    edited August 2010
    Again, sorry about the mistake, my move into region 3 was illegal, so there should be 1 amazon in decline there and 7 sorcerers in 13 Rush Valley (not 8 total). I will fix it on my turn, if that is alright and no one else wants to.

    Void Slayer on
    He's a shy overambitious dog-catcher on the wrong side of the law. She's an orphaned psychic mercenary with the power to bend men's minds. They fight crime!
  • StericaSterica Yes Registered User, Moderator mod
    edited August 2010
    Cool, I just go by the text at the end of the turn. I was also rushing it this time.

    Sterica on
    YL9WnCY.png
  • AlegisAlegis Impeckable Registered User regular
    edited August 2010
    Sorry guys, boardgame night just ended (03:30) but I'm going straight to bed as I'd probably be doing a million illegal moves in any case if I can manage to type out two lines

    so no need to stay up for my move
    edit: now I ruined your rush efforts :<

    Alegis on
  • AlegisAlegis Impeckable Registered User regular
    edited August 2010
    Round Four of Eight

    It is currently night. The White Ladies get -2 to conquer this turn.

    1. Alegis (Alegis in decline)
    2. SlickShughes (SlickShughes in decline) <-- Yer Up!
    3. Void Slayer (Void Slayer in decline)
    4. Gene Parmesan (Gene Parmesan in decline)
    5. Holofernes (Holofernes in decline)

    Current Combos
    Diplomat Trolls - 10 Tokens, 1 VP
    Dragon Master Dwarves - 8 Tokens, 1 VP
    Heroic Priestesses - 9 Tokens, 1 VP
    Bivouacking Ghouls - 10 Tokens, 0 VP
    Marauding Kobolds - 16 Tokens, 0 VP
    Mounted Ratmen - 13 Tokens, 0 VP

    Remaining Races
    1. Humans (5) Collect 1 extra coin for each Farmland region.
    2. Wizards (5) Collect 1 extra coin for each Magic Source.
    3. Goblins (6) You may conquer any In Decline Region at a cost of 1 less Goblin token than normal.
    4. Gypsies (6) Place 1 bonus VP (from the stash) in each Region you abandon. You cannot conquer these Regions again this turn, BUT you receive the coins they hold as a bonus at turn's end.

    And Powers...
    1. Alchemist (4) Collect 2 exta coins at the end of each turn while active.
    2. Forest (4) Collect 1 extra coin for each Forest you control.
    3. Hill (4) Collect 1 bonus coin for each Hill you control.
    4. Merchant (2) Collect 1 bonus coin for each region you control.
    5. Seafaring (5) You may conquer and occupy water regions. This lasts even in decline.
    6. Spirit (5) This race does not count for your declined race limit. (Keep this power when in decline)
    7. Stout (4) You may go into Decline after conquering.
    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.
    10. Cursed (0) In order to skip this race during race selection, you must place 3 VP on it instead of the usual
    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.
    12. Peace-Loving (4) Collect 3 bonus VP at the end of each turn during which you have attacked no active Race.


    Alegis
    Hmm. Coulda used those extra ladies tokens here. Declining probably an even worse move than the following. Oh well;

    Conquer:
    27 (1). Triton goes into tray
    28 (1). Triton goes into tray
    29 (1). Triton goes into tray

    4 VP (17, 27,28 and 29 held)

    Current Event: Philter of Forgetfulness - Declined races score no points this turn.
    Upcoming Event: Ghuluth for President - Swamps are worth an additional victory point this turn.

    Current Event Note: If you choose to decline this turn, your newly declined race won't score you any points (it's no longer active). Declined ghouls won't score any points either.

    The Map:
    game44.jpg

    The Territories By Quadrant:
    NORTHWEST
    A. Drake Sea
    1. Dragon Coast
    2. Witch Marsh (1) Orc
    3. World's End (4) Berserk Sorcerers
    11. Windmillia (1) Amazon
    12. Westros (1) Lost Tribe
    13. Rush Valley (4) Berserk Sorcerers
    14. Warlock Falls
    15. Rolling Flats (1) Commando Tritons
    16. Ent's Harbor (1) Commando Tritons
    17. Swamps of Despair (1) Were-White Lady
    18. Leyland (1) Commando Tritons
    45. Norfolk (1) Commando Tritons

    NORTHEAST
    4. Northwoods (1) Amazon
    5. Ghitu Highlands (3) Fortified Skeletons
    6. Ghitu Lowlands (1) Fortified Skeletons
    7. Doveland (2) Fortified Skeletons
    8. Secluded Swamp (2) Fortified Skeletons
    9. Mount Mithril (1) Amazon
    10. Iron Spine
    43. Waterwood (3) Fortified Skeletons [Fortress]
    44. White Crag

    SOUTHEAST
    19. Piercing Delta (1) Lost Tribe
    20. Rivertown
    21. Gug (1) Lost Tribe
    22. Crackling Steppes 1 Giants
    23. Burning Steppes (1) Orc
    24. Falling Leaves 1 Giants
    25. Saint's Pride 1 Giants
    34. Secluded Vale 1 Giants
    35. High Peaks 1 Giants
    36. Misty Vale 1 Giants
    37. Mid Peaks 1 Giants
    38. Southpeak 1 Giants
    B. Rainbow Lake
    C. Corner Sea

    SOUTHWEST
    26. Valorock (1) Commando Tritons
    27. Wool Road (1) Were-White Lady
    28. Deathmaw (1) Were-White Lady
    29. Raptor's Nest (1) Were-White Lady
    30. Platinum Plateau
    31. Quicksilver Forest (1) Lost Tribe
    32. Midland (1) Commando Tritons
    33. Engorged Marsh (1) Lost Tribe
    39. Lowlands (1) Commando Tritons
    40. Tranquil Expanse (1) Wealthy Halflings
    41. Dryad's Retreat (1) Lost Tribe
    42. Silver Mist

    Alegis on
  • StericaSterica Yes Registered User, Moderator mod
    edited August 2010
    As general rule, you want to decline on an odd turn if you're going for Were. It's going to make you a target, especially as White Ladies.

    Sterica on
    YL9WnCY.png
  • StericaSterica Yes Registered User, Moderator mod
    edited August 2010
    Just a heads up that this weekend is looking a bit crazy, as I got two full days of work along with everyone deciding they want to be my roommate all at once. And I really want to have someone on the lease this weekend, so expect delays with new rounds.

    Sterica on
    YL9WnCY.png
  • SlickShughesSlickShughes Registered User regular
    edited August 2010
    Round Four of Eight

    It is currently night. The White Ladies get -2 to conquer this turn.

    1. Alegis (Alegis in decline)
    2. SlickShughes (SlickShughes in decline) <-- Yer Up!
    3. Void Slayer (Void Slayer in decline)
    4. Gene Parmesan (Gene Parmesan in decline)
    5. Holofernes (Holofernes in decline)

    Added: Swamp (4) Collect 1 extra coin for each Swamp you control.
    Humans (5) Collect 1 extra coin for each Farmland region.

    Current Combos
    Diplomat Trolls - 10 Tokens, 2 VP
    Heroic Priestesses - 9 Tokens, 1 VP
    Bivouacking Ghouls - 10 Tokens, 0 VP
    Marauding Kobolds - 16 Tokens, 0 VP
    Mounted Ratmen - 13 Tokens, 0 VP
    Swamp Humans - 9 Tokens, 0 VP

    Remaining Races
    1. Wizards (5) Collect 1 extra coin for each Magic Source.
    2. Goblins (6) You may conquer any In Decline Region at a cost of 1 less Goblin token than normal.
    3. Gypsies (6) Place 1 bonus VP (from the stash) in each Region you abandon. You cannot conquer these Regions again this turn, BUT you receive the coins they hold as a bonus at turn's end.

    And Powers...
    1. Alchemist (4) Collect 2 exta coins at the end of each turn while active.
    2. Forest (4) Collect 1 extra coin for each Forest you control.
    3. Hill (4) Collect 1 bonus coin for each Hill you control.
    4. Merchant (2) Collect 1 bonus coin for each region you control.
    5. Seafaring (5) You may conquer and occupy water regions. This lasts even in decline.
    6. Spirit (5) This race does not count for your declined race limit. (Keep this power when in decline)
    7. Stout (4) You may go into Decline after conquering.
    8. Underworld (5) You may conquer regions with caverns at -1 units. All regions with Caverns are considered adjacent.
    9. Cursed (0) In order to skip this race during race selection, you must place 3 VP on it instead of the usual
    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.
    11. Peace-Loving (4) Collect 3 bonus VP at the end of each turn during which you have attacked no active Race.


    Alegis
    Hmm. Coulda used those extra ladies tokens here. Declining probably an even worse move than the following. Oh well;

    Conquer:
    27 (1). Triton goes into tray
    28 (1). Triton goes into tray
    29 (1). Triton goes into tray

    4 VP (17, 27,28 and 29 held)

    SlickShughes
    Sorry for the hold up!

    Take Dragon Master Dwarves, spend one on Diplomat Trolls.
    Generate Swamp Humans

    Conquer 29(1+dragon), 30(3), 42(2). Final Conquest on 41 (succeed on a 1,2,or 3) = FAIL
    Redeploy on 42

    Spend on on race, gain one on race, earn 3 (territories) + 2 (mines) = 5

    Current Event: Philter of Forgetfulness - Declined races score no points this turn.
    Upcoming Event: Ghuluth for President - Swamps are worth an additional victory point this turn.

    Current Event Note: If you choose to decline this turn, your newly declined race won't score you any points (it's no longer active). Declined ghouls won't score any points either.

    The Map:
    game44.jpg

    The Territories By Quadrant:
    NORTHWEST
    A. Drake Sea
    1. Dragon Coast
    2. Witch Marsh (1) Orc
    3. World's End (4) Berserk Sorcerers
    11. Windmillia (1) Amazon
    12. Westros (1) Lost Tribe
    13. Rush Valley (4) Berserk Sorcerers
    14. Warlock Falls
    15. Rolling Flats (1) Commando Tritons
    16. Ent's Harbor (1) Commando Tritons
    17. Swamps of Despair (1) Were-White Lady
    18. Leyland (1) Commando Tritons
    45. Norfolk (1) Commando Tritons

    NORTHEAST
    4. Northwoods (1) Amazon
    5. Ghitu Highlands (3) Fortified Skeletons
    6. Ghitu Lowlands (1) Fortified Skeletons
    7. Doveland (2) Fortified Skeletons
    8. Secluded Swamp (2) Fortified Skeletons
    9. Mount Mithril (1) Amazon
    10. Iron Spine
    43. Waterwood (3) Fortified Skeletons [Fortress]
    44. White Crag

    SOUTHEAST
    19. Piercing Delta (1) Lost Tribe
    20. Rivertown
    21. Gug (1) Lost Tribe
    22. Crackling Steppes 1 Giants
    23. Burning Steppes (1) Orc
    24. Falling Leaves 1 Giants
    25. Saint's Pride 1 Giants
    34. Secluded Vale 1 Giants
    35. High Peaks 1 Giants
    36. Misty Vale 1 Giants
    37. Mid Peaks 1 Giants
    38. Southpeak 1 Giants
    B. Rainbow Lake
    C. Corner Sea

    SOUTHWEST
    26. Valorock (1) Commando Tritons
    27. Wool Road (1) Were-White Lady
    28. Deathmaw (1) Were-White Lady
    29. Raptor's Nest 1 Dragon Master Dwarves + DRAGON
    30. Platinum Plateau 3 Dragon Master Dwarves
    31. Quicksilver Forest (1) Lost Tribe
    32. Midland (1) Commando Tritons
    33. Engorged Marsh (1) Lost Tribe
    39. Lowlands (1) Commando Tritons
    40. Tranquil Expanse (1) Wealthy Halflings
    41. Dryad's Retreat (1) Lost Tribe
    42. Silver Mist4 Dragon Master Dwarves

    OK, so - picture map showed a lost tribe on 30, but it's not in the text map. If it wasn't there, then I didn't need to final conquest roll on 41, and my redeploy was 1+D on 29, 1 on 30, 3 on 42, 3 on 41; and I earn an extra coin.

    SlickShughes on
  • Void SlayerVoid Slayer Very Suspicious Registered User regular
    edited August 2010
    I will be posting some time this afternoon, I don't see it on the very first post so I am assuming the lost tribe isn't there. I am going to wait like 4-5 hours to post anyway if you want to edit your post.

    Void Slayer on
    He's a shy overambitious dog-catcher on the wrong side of the law. She's an orphaned psychic mercenary with the power to bend men's minds. They fight crime!
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