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The Guiding Principles and New Rules document is now in effect.
Wardens (remove a hero) and Witch Hunters (remove corruption from Nurgle at Hero) are active
Chaos effects:
Troll Country: Changer (blanks other slot)
Kislev: Pact (others' figures do not count toward domination)
The Empire: Throne (use power for domination)
Estalia: Pus (+1 defense for N)
Tilea: Persistence (may keep in play with a kill)
Wardens (remove a hero) and Witch Hunters (remove corruption from Nurgle at Hero) are active
Chaos effects:
Norsca: Musk (control acolyte until discarded)
Troll Country: Changer (blanks other slot)
Kislev: Pact (others' figures do not count toward domination)
The Empire: Throne (use power for domination)
Bretonnia: Cry (no corruption placed)
Estalia: Pus (+1 defense for N)
Tilea: Persistence (may keep in play with a kill)
Wardens (remove a hero) and Witch Hunters (remove corruption from Nurgle at Hero) are active
Chaos effects:
Norsca: Musk (control acolyte until discarded)
Troll Country: Changer (blanks other slot)
Kislev: Pact (others' figures do not count toward domination) and Aura (corruption adds to domination)
The Empire: Throne (use power for domination)
Bretonnia: Cry (no corruption placed)
Estalia: Pus (+1 defense for N)
Tilea: Persistence (may keep in play with a kill)
Wardens (remove a hero) and Witch Hunters (remove corruption from Nurgle at Hero) are active
Chaos effects:
Norsca: Musk (control acolyte until discarded)
Troll Country: Changer (blanks other slot)
Kislev: Pact (others' figures do not count toward domination) and Aura (corruption adds to domination)
The Empire: Throne (use power for domination)
Bretonnia: Cry (no corruption placed)
Estalia: Pus (+1 defense for N)
Tilea: Persistence (may keep in play with a kill)
Bretonnia: 1 die
Estalia: 2 dice1 die (+1 defense)
No need to wait on rolls here; all players are free to roll away.
Wardens (remove a hero) and Witch Hunters (remove corruption from Nurgle at Hero) are active
Chaos effects:
Norsca: Musk (control acolyte until discarded)
Troll Country: Changer (blanks other slot)
Kislev: Pact (others' figures do not count toward domination) and Aura (corruption adds to domination)
The Empire: Throne (use power for domination)
Bretonnia: Cry (no corruption placed)
Estalia: Pus (+1 defense for N)
Tilea: Persistence (may keep in play with a kill)
Draw 2, 7 in hand, 13 left in deck Draw 2, 7 in hand, 13 left in deck Draw 3, 5 in hand, 6 left in deck Draw 2, 5 in hand, 13 left in deck
Wardens (remove a Hero) and Witch Hunters (remove a corruption from Tzeentch at Hero) remain in play
Khorne has drawn and may begin the summoning phase.
Random rules note I just thought of: The Old World cards resolve in reverse order (newest card first), so the Witch Hunter resolves before the hero is removed by Road Wardens.
Posts
3/6 PP
4/6 PP
Wardens (remove a hero) and Witch Hunters (remove corruption from Nurgle at Hero) are active
Chaos effects:
Kislev: Pact (others' figures do not count toward domination)
The Empire: Throne (use power for domination)
Estalia: Pus (+1 defense for N)
Tilea: Persistence (may keep in play with a kill)
Khorne is active
0/7 PP
1/6 PP
2/6 PP
2/6 PP
Wardens (remove a hero) and Witch Hunters (remove corruption from Nurgle at Hero) are active
Chaos effects:
Troll Country: Changer (blanks other slot)
Kislev: Pact (others' figures do not count toward domination)
The Empire: Throne (use power for domination)
Bretonnia: Cry (no corruption placed)
Estalia: Pus (+1 defense for N)
Tilea: Persistence (may keep in play with a kill)
Nurgle is active; Khorne is out of power.
1/6 PP
In Norsca
3/6 PP
1/6 PP
Degenerate Royalty in Tilea
1/6 PP
Wardens (remove a hero) and Witch Hunters (remove corruption from Nurgle at Hero) are active
Chaos effects:
Troll Country: Changer (blanks other slot)
Kislev: Pact (others' figures do not count toward domination) and Aura (corruption adds to domination)
The Empire: Throne (use power for domination)
Bretonnia: Cry (no corruption placed)
Estalia: Pus (+1 defense for N)
Tilea: Persistence (may keep in play with a kill)
Nurgle is active; Khorne is out of power.
0/6 PP
2/6 PP
0/6 PP
0/6 PP
Wardens (remove a hero) and Witch Hunters (remove corruption from Nurgle at Hero) are active
Chaos effects:
Troll Country: Changer (blanks other slot)
Kislev: Pact (others' figures do not count toward domination) and Aura (corruption adds to domination)
The Empire: Throne (use power for domination)
Bretonnia: Cry (no corruption placed)
Estalia: Pus (+1 defense for N)
Tilea: Persistence (may keep in play with a kill)
Bretonnia: 1 die
Estalia: 2 dice 1 die (+1 defense)
No need to wait on rolls here; all players are free to roll away.
Estalia: what seriously? 2 hits -- kill a bloodletter and bloodsworn.
why's that stupid plaguebearer even there? Should be killing Tzeentch
Wardens (remove a hero) and Witch Hunters (remove corruption from Nurgle at Hero) are active
Chaos effects:
Troll Country: Changer (blanks other slot)
Kislev: Pact (others' figures do not count toward domination) and Aura (corruption adds to domination)
The Empire: Throne (use power for domination)
Bretonnia: Cry (no corruption placed)
Estalia: Pus (+1 defense for N)
Tilea: Persistence (may keep in play with a kill)
Domination step:
Norsca: +2 VP
Troll Country: +1 VP
Kislev: +3 VP
The Empire: +5 VP
Bretonnia: +3 VP
Tilea: +2 VP
The Border Princes: +2 VP
Corruption step:
Norsca: +2 DAC, +3 DAC
Troll Country: +2 DAC, +1
Kislev: +2 DAC
Bretonnia: Cry
Estalia: +3, +2 DAC
Tilea: +2 DAC
The Border Princes: +2 DAC
Check for ruination: none
Updated VP:
9 + 5 = 14 VP
9 + 3 = 12 VP
10 + 3 = 13 VP
5 + 7 = 12 VP
Board at the start of the end phase:
1. Remove Chaos Cards from the Board - The acolyte returns to its senses, once more
2. Hero Tokens are resolved - Khorne chooses a victim in the Empire; a leper and a plaguebearer die in Bretonnia; Nurgle chooses a victim in Estalia
3. Resolve Old World cards - Khorne removes a hero; Witch Hunters cleanse the taint of Nurgle from the Empire, Bretonnia, and Estalia
4. Score Ruined Regions - none
5. Advance Threat Dials - Tzeentch has the most counters and ticks twice; everyone else ticks once
12 - Upgrade
18 - Score 3 VP
15 - Score 3 VP
20 - Upgrade
16 - Place 2 Nobles
Updated VP:
Khorne: 14 VP
Nurgle: 12 + 3 = 15 VP
Tzeentch: 13 + 3 = 16 VP
Slaanesh: 12 VP
6. Check for Game end - The game does not end
Things that need to happen:
Meteor Showers
Place one Warpstone token in each of three different regions.
Discard this card instead of adding it to the Old World track.
Khorne to choose the destinations of the shower.
Draw 2, 7 in hand, 13 left in deck
Draw 2, 7 in hand, 13 left in deck
Draw 3, 5 in hand, 6 left in deck
Draw 2, 5 in hand, 13 left in deck
Wardens (remove a Hero) and Witch Hunters (remove a corruption from Tzeentch at Hero) remain in play
Khorne has drawn and may begin the summoning phase.
Random rules note I just thought of: The Old World cards resolve in reverse order (newest card first), so the Witch Hunter resolves before the hero is removed by Road Wardens.
5/7 PP