Welcome to
Chaos in the Old World, Fantasy Flight Games' boardgame take at Games Workshop's famous fantasy IP. In this game, players take the role of one of the four Ruinous Powers of the universe. Speaking of which, I believe this calls for some introductions.
Gene Parmesan as Khorne
Khorne loves long walks on the battlefield and nights alone with the recently deceased. He enjoys handywork, and has even so constructed a throne for himself from nothing but the skulls of the living. He's always on the lookout for new blood - in the most literal sense possible - earning him the title of "The Blood God." If Khorne were a flavor of ice cream, he would be Berserk Banana.
FunkyWaltDogg as Nurgle
The other white meat! Or in this case, possibly white pus. Nurgle, now with 300% more pestilence! This is Great Unclean One with the new Nurgle Treatment, and you won't believe it! Have you ever been traveling around, and all of a sudden you wish you had brought your horrific ailments with you? But how are you going to fit it all in your bags? Well that's easy with the new Nurgle (or as we should say, the Old Nurgle)! Watch as it spreads the epidemic over the entire countryside as you pass. And if you order now, we'll throw in this free plaguebearer. Call now!
admanb as Tzeentch
abotkin as Slaanesh"Working for Khorne? It's ok, I guess, but I worry about my future prospects. You know how I'm probably going to die? Not enough blood left in my neck. You know how those Slaanesh dudes over there are probably going to die? Too many orgasms.
You can see my consternation." - Khorne Thrall
As the Prince of Pain and Pleasure, some might say that Slaanesh 'goes both ways.' His followers don't quite have a 'lust for battle,' but enjoy the 'corruption' of the aristocracy. He finds subtle usurping 'invigorating,' and sometimes even so much that he just has to release his 'keeper of secrets.'
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This will be a Play-By-Post game of Chaos in the Old World.
Sign ups are being taken from the discussion/general sign up thread. Spots will be offered to the top four players on the main list there.[RULES][FAQ]OP stolen shamelessly from Rend; board graphics courtesy of MrBlarney
Previous games, aka recommended reading before playing, are linked from the
CF Boardgame Index
General discussion thread for Chaos in the Old World is
available here
Posts
The Old World Phase
Every turn one old world card will be drawn, and its effects will be resolved. If there are any choices to be made, the power with the least threat will make those choices. (Threat is determined by who has advanced their victory dial the farthest)
Note: There are only 7 cards in the Old World deck. If the cards have been exhausted, the game ends at the end of the turn. If nobody has achieved a victory condition, the Old World has won- and all players lose.
The Draw Phase
The Summoning Phase
Khorne
Nurgle
Tzeentch
Slaanesh
Starting with Khorne, each player may either summon 1 figure or play 1 chaos card. In order to do so, you spend Power Points. The cost for figures is the circled value on your power's card. Then there are also attack and defend stats, which will be explained in further detail in The Battle Phase.
Chaos Cards each have a cost directly following their name in your Google Doc. Additionally, if the cost of your card is followed by M, that means there is a magic symbol on it. If you play that card onto a region, that region gains 1 magic symbol.
Chaos cards are played directly onto one of the nine regions. Each region only has room for 2 cards, but they are cleared at the end phase after all effects are resolved.
If a player chooses neither to summon nor play a card, he passes and his power points go to 0. He may not play again this phase.
Additionally, if a player reaches 0 power points for ANY REASON, they may not play again this phase, EVEN IF THAT PLAYER HAS 0-cost cards or effects. Once you reach 0 power points, you are out of the turn phase, and are skipped until the next turn.
If you have no figures on the board, figures may be summoned to any region. If you have at least one figure on the board, you must summon to that region or an adjacent region. Figures may be summoned either from your reinforcements, OR from the board itself. There is no discount for summoning figures from the board, it simply allows you to move figures instead of summoning new ones if you wish. You may summon a figure from a region in order to place him in an adjacent region even if none of your other figures are adjacent to that region (ie, a single figure can "walk" across the entire map alone).
When making a play during the summoning phase, your entire post should be colored properly. All summoning phase plays should include the PP (power points) remaining, and you should fully quote the text of any Chaos cards played.
The Battle Phase
You may not allocate more hits than necessary to kill an opponent.
You must allocate all hits.
Any figures which are killed will die at the end of the phase. However, unless the hits which killed it happened before normal dice are rolled, they may still return fire.
The Corruption Phase
In the Domination step, each player's domination value is calculated for each region. This value is equal to the PP cost of any chaos cards that player has played on the region, plus the number of figures (number, not attack power) that player has in the region. If this number exceeds the region's resistance (which is the number by the region's name), and that player has the highest domination score, that player dominates the region and gains Victory Points equal to the region's number.
If two players are tied for first, or if the top player is tied with the region's resistance, no VPs are awarded. Additionally, no VPs are awarded for ruined regions.
In the Corruption step, each cultist a player has in a region adds one Corruption Counter to that region. If a region should reach 12 or more corruption counters, it then becomes ruined.
When a region becomes ruined, it indicates that the Chaos has taken it over so completely that it is no longer even recognizable. It is now a hellish, daemonic wasteland. First, one of the 5 ruination cards is flipped (the cards go in order, so the values are the same from game to game). Each player who put a corruption counter on the region DURING THE STEP IT WAS RUINED gains a small amount of VPs instantaneously, decided by the card. Later this turn, the player with the most and the second most Corruption in the area gain a large lump sum of VPs as well. After the region is ruined, NO VPs will EVER come of the region again.
If two players are tied for first, they add the first and second place values together and split them. If two players are tied for second, they split second place. If there is no second place, and only one player has counters, the second place VPs are wasted.
If, at the end of the turn, all 5 Ruination cards have been flipped, the game ends and the player with the most VPs wins the game.
The End Phase
1. Remove Chaos Cards from the Board
2. Hero Tokens are resolved - meaning that in any region with a hero token, the daemon with the highest threat in that region must sacrifice one figure, as the hero kills it.
3. Resolve Old World cards - If a card on the Old World track asks for a resolution during the end phase, this is when it happens.
4. Score Ruined Regions - this is the step when first/second place ruination is scored
5. Advance Threat Dials - If you have fulfilled your victory dial condition at least once, you turn your dial one click. If you have fulfilled your condition more times this turn than any other player, you turn your dial two clicks. This dial gives various rewards, including Upgrades, VPs, and control of the tokens on the board.
6. Check for Game end
The game end conditions are checked one at a time, in this order:
Dial Victory
Victory Point Victory
All 5 ruination cards drawn (most VPs wins)
No cards in the Old World deck (All players lose)
In the case of a dial victory tie, the player with most VPs wins. If they are tied, the victory is shared.
In the case of a VP victory tie, the player with the highest threat wins.
How do I gain victory points?
1. Dominating regions at the end of the battle phase
2. Helping to ruin regions by placing corruption counters on them during the step in which ruination occurs
3. Ruining regions and having most or second most counters on the region
4. Sometimes, by advancing your victory dial
The most reliable points come from Domination, while the quickest points come from ruining regions.
How do I advance my dial?
NURGLE: Gain 1 advancement token each time you place 2 or more corruption counters in a populous region in a single phase
TZEENTCH: Gain 1 advancement token for each region with 2 or more magic and/or warpstone tokens in which you placed 2 corruption counters with cultists this turn.
SLAANESH: Gain 1 advancement token for each region with at least 1 hero or noble in which you placed 2 corruption counters with cultists this turn.
Every player with at least 1 token gains 1 click on the victory dial. Each turn the player who gained the most tokens this turn gains an additional click on the victory dial. In the case of a tie, neither player gets 2 clicks.
Useful information:
2. Troll Country
3. Kislev
4. The Empire
5. Bretonnia
6. Estalia
7. Tilea
8. The Border Princes
9. The Badlands
PLAYER MATS:
Khorne Nurgle Tzeentch Slaanesh
Errata: Dial advancement for two corruption, not one.
DIAL ADVANCEMENT BONUSES: Khorne: 9 clicks
Nurgle: 10 clicks
Tzeentch: 8 clicks
Slaanesh: 7 clicks
AVAILABLE UPGRADES:
Khorne Upgrades:
Power of Blood - +1 PP per turn
Deluge of Ferocity - Draw 3 cards instead of 2 each turn
Bloodsworn - Stats: (1/1/1)
Bloodletters - Bloodletters strike first and inflict casualties before opponents return fire
Bloodthirster - Counts as 3 figures for domination value
Nurgle Upgrades:
Provender of Ruin - Score 3 VP each time a region is ruined
Lepers - A Leper's cost is 0 if placed in a region where you have no other figures. A given leper may only be summoned for free once per round.
Plaguebearers - When an opponent kills one of your plaguebearers in battle, inflict one hit on any figure in the same region belonging to that opponent
Great Unclean One - Immediately place two corruption tokens in a region when you summon a Great Unclean One there
Tzeentch Upgrades:
Deluge of Magic - Draw to 6 cards per turn instead of 5
Acolytes - When summoned from the board instead of your stockpile, an Acolyte may bring a Warpstone token if present from its origin to its destination
Horrors - When you summon a horror, you may place it on an empty card slot in that region. Only you may play cards to that slot while the horror remains.
Lord of Change - A Lord of Change has 2 magic symbols.
Slaanesh Upgrades:
Power of Pleasure - +1 PP per turn. If you have power of pain and power of pleasure, total +3
Seductress - New stats (1/0/2)
Daemonettes - In battle, Daemonettes can only be hit on a die result of 6
Keeper of Secrets - At the beginning of the battle phase, choose any cultist or warrior in this region. Control it until the end of the round or until your keeper of secrets is killed, whichever comes first.
HOW TO MAKE A BATTLE ROLL:
Alternatively, you can make battle rolls via orokos (thanks, Infidel!)
Battle dice probabilities:
We'll be using both google-docs and admanb's handtracker for this game; you'll need to make an account for the handtracker and PM me an email address.
Nurgle > Khorne = Slaanesh > Tzeentch
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Gene Parmesan as Khorne
FWD as Nurgle
admanb as Tzeentch
abotkin as Slaanesh
Getting the handtracker set up now; [strike]I'll go ahead and give you your initial three card hand in just a moment[/strike]. Then the googledocs, then the board set up and Old World deck, then we'll be off. Sometime this evening.
edit: I don't see how to do that (unless I draw the cards into my own hand, then give them to you), so instead you'll get to draw your own initial three card hand. Also, could at least one of you shuffle the deck before drawing (and post here that you did it)? I want to see if that shows up in the action log - I know it doesn't record when I shuffle them.
(Also, Khorne and Nurgle should draw your initial hands of three cards over on the handtracker.)
WAAAGH!
Greenskins Invade
"Remove all Event tokens from the board and remove any Old World card bearing the Twin-tailed comet from the Old World track.
Then, place one Event token in each of the Badlands, the Empire, and Tilea."
While this Old World card remains in play, each player may only roll one battle dice in a region containing an Event token.
With no decisions to be made, Tzeentch may discard a card (play it from your hand, then post the name of the card linked to its play from the handtracker) before drawing back to five, or pass the option. Everyone else, just draw to five.
Once Tzeentch posts his decision, Khorne will be active to begin the summoning phase.
Also, confidential to Khorne:
Greenskins limit each god to one battle die in event regions
Khorne is active to begin the summoning phase; play cards by playing them from your hand on handtracker and linking the name of the card here.
6/7 PP
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5/6 PP
5/6 PP
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5/6 PP
5/7 PP
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4/6 PP
Greenskins limit each god to one battle die in event regions
Khorne (6/7) orders a bloodsworn to investigate Kislev
Nurgle (5/6) coughs up a leper in the Empire
Tzeentch (5/6) prepares a Temporal Stasis field around Bretonnia (+2 PP for others)
Slaanesh (5/6) slips a seductress into the Badlands
Khorne (5/7) marches a bloodsworn into the Empire
Nurgle (4/6) oozes another leper to the Empire
4/6 PP
4/6 PP
3/7 PP
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Plaguebearer to The Empire.
3/6 PP
3/6 PP
Greenskins limit each god to one battle die in event regions
Nurgle (5/6) coughs up a leper in the Empire
Tzeentch (5/6) prepares a Temporal Stasis field around Bretonnia (+2 PP for others)
Slaanesh (5/6) slips a seductress into the Badlands
Khorne (5/7) marches a bloodsworn into the Empire
Nurgle (4/6) oozes another leper to the Empire
Slaanesh (4/6) summons another seductress to the Badlands
Khorne (3/7) prepares to battle the greenskins with a bloodletter in the Empire
Nurgle (3/6) sends a plaguebearer to the Empire to protect his followers
Tzeentch (3/6) brings a second acolyte into Bretonnia
3/6 PP
2/7 PP
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2/6 PP
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2/6
2/6 PP
Greenskins limit each god to one battle die in event regions
Nurgle (5/6) coughs up a leper in the Empire
Tzeentch (5/6) prepares a Temporal Stasis field around Bretonnia (+2 PP for others)
Slaanesh (5/6) slips a seductress into the Badlands
Khorne (5/7) marches a bloodsworn into the Empire
Nurgle (4/6) oozes another leper to the Empire
Tzeentch (4/6) trains an acolyte in Bretonnia
Slaanesh (4/6) summons another seductress to the Badlands
Khorne (3/7) prepares to battle the greenskins with a bloodletter in the Empire
Nurgle (3/6) sends a plaguebearer to the Empire to protect his followers
Tzeentch (3/6) brings a second acolyte into Bretonnia
Khorne (2/7) deploys a bloodsworn into the Border Princes
Nurgle (2/6) sneezes a leper into the Empire
Tzeentch (2/6) advances an acolyte into the Empire
Slaanesh (2/6) calls another seductress to the Border Princes
1/7 PP
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