Wardens (remove a Hero) and Witch Hunters (remove a corruption from Tzeentch at Hero) remain in play
Chaos effects:
Norsca: Persistence (can keep in play with a kill)
Troll Country: Changer (other slot blank)
The Empire: Throne (use power for domination instead of number of figures)
Estalia: Reborn (clear dead figures then have a second battle) and Ritual (draw a card for each figure killed)
Wardens (remove a Hero) and Witch Hunters (remove a corruption from Tzeentch at Hero) remain in play
Chaos effects:
Norsca: Persistence (can keep in play with a kill)
Troll Country: Changer (other slot blank)
The Empire: Throne (use power for domination instead of number of figures)
Estalia: Reborn (clear dead figures then have a second battle) and Ritual (draw a card for each figure killed)
Tilea: Stasis (+2 PP for others)
Wardens (remove a Hero) and Witch Hunters (remove a corruption from Tzeentch at Hero) remain in play
Chaos effects:
Norsca: Persistence (can keep in play with a kill)
Troll Country: Changer (other slot blank)
The Empire: Throne (use power for domination instead of number of figures)
Estalia: Reborn (clear dead figures then have a second battle) and Ritual (draw a card for each figure killed)
Tilea: Stasis (+2 PP for others)
Wardens (remove a Hero) and Witch Hunters (remove a corruption from Tzeentch at Hero) remain in play
Chaos effects:
Norsca: Persistence (can keep in play with a kill)
Troll Country: Changer (other slot blank)
The Empire: Throne (use power for domination instead of number of figures)
Estalia: Reborn (clear dead figures then have a second battle) and Ritual (draw a card for each figure killed)
Tilea: Stasis (+2 PP for others)
Nurgle is active; Khorne and Slaanesh are out of power.
Wardens (remove a Hero) and Witch Hunters (remove a corruption from Tzeentch at Hero) remain in play
Chaos effects:
Norsca: Persistence (can keep in play with a kill)
Troll Country: Changer (other slot blank)
The Empire: Throne (use power for domination instead of number of figures)
Estalia: Reborn (clear dead figures then have a second battle) and Ritual (draw a card for each figure killed)
Tilea: Stasis (+2 PP for others)
Norsca: 1 die
Troll Country: 3 dice, 1 die
Estalia: 5 dice, 3 dice, then clear the dead and fight again
This looks interesting enough that I want to see you roll in Strict Turn Order. I want the decisions in the north to be made before they know the outcome of the battles for Estalia.
Yes, poor, poor Slaanesh. We all feel so bad for our hypersexual sibling. Also, not that it matters at all, but do I draw my Ritual Slaying cards now or wait 'til the end of the battle?
Posts
5/6 PP
In Norsca.
6/7
5/6 PP
Wardens (remove a Hero) and Witch Hunters (remove a corruption from Tzeentch at Hero) remain in play
Chaos effects:
Estalia: Reborn (clear dead figures then have a second battle)
Khorne is active.
4/7 PP
4/6 PP
In Troll Country
6/7 PP
4/6 PP
3/7 PP
Wardens (remove a Hero) and Witch Hunters (remove a corruption from Tzeentch at Hero) remain in play
Chaos effects:
Troll Country: Changer (other slot blank)
The Empire: Throne (use power for domination instead of number of figures)
Estalia: Reborn (clear dead figures then have a second battle) and Ritual (draw a card for each figure killed)
Nurgle is active.
3/6 PP
In Tilea
5/6 PP
4/6 PP
2/7 PP
Wardens (remove a Hero) and Witch Hunters (remove a corruption from Tzeentch at Hero) remain in play
Chaos effects:
Troll Country: Changer (other slot blank)
The Empire: Throne (use power for domination instead of number of figures)
Estalia: Reborn (clear dead figures then have a second battle) and Ritual (draw a card for each figure killed)
Tilea: Stasis (+2 PP for others)
Nurgle is active.
2/7 PP
In The Empire, Khorne to discard two cards.
4/7 PP
2/6 PP
0/7 PP
Wardens (remove a Hero) and Witch Hunters (remove a corruption from Tzeentch at Hero) remain in play
Chaos effects:
Troll Country: Changer (other slot blank)
The Empire: Throne (use power for domination instead of number of figures)
Estalia: Reborn (clear dead figures then have a second battle) and Ritual (draw a card for each figure killed)
Tilea: Stasis (+2 PP for others)
Nurgle is active; Khorne is out of power.
1/7 PP
3/7 PP
0/6 PP
Well played, jakobagger.
Wardens (remove a Hero) and Witch Hunters (remove a corruption from Tzeentch at Hero) remain in play
Chaos effects:
Troll Country: Changer (other slot blank)
The Empire: Throne (use power for domination instead of number of figures)
Estalia: Reborn (clear dead figures then have a second battle) and Ritual (draw a card for each figure killed)
Tilea: Stasis (+2 PP for others)
Nurgle is active; Khorne and Slaanesh are out of power.
0/7 PP
0/7 PP
Wardens (remove a Hero) and Witch Hunters (remove a corruption from Tzeentch at Hero) remain in play
Chaos effects:
Troll Country: Changer (other slot blank)
The Empire: Throne (use power for domination instead of number of figures)
Estalia: Reborn (clear dead figures then have a second battle) and Ritual (draw a card for each figure killed)
Tilea: Stasis (+2 PP for others)
Norsca: 1 die
Troll Country: 3 dice, 1 die
Estalia: 5 dice, 3 dice, then clear the dead and fight again
This looks interesting enough that I want to see you roll in Strict Turn Order. I want the decisions in the north to be made before they know the outcome of the battles for Estalia.
So unfair that Tzeentch gets 8 cultists and I get 6 T_T QQ
Yes, poor, poor Slaanesh. We all feel so bad for our hypersexual sibling. Also, not that it matters at all, but do I draw my Ritual Slaying cards now or wait 'til the end of the battle?
Nurgle to roll in Estalia.
Three hits, all but one Bloodsworn fall victim to plagued hands.
Either Khorne blows his roll and the region ruins for both of us, or he makes it and it lasts another turn.
On the other hand you tend to "borrow" my acolytes quite often, you moocher. Is a god not entitled to the corruption off his cultists?
Also holy shitsnacks at Estalia carnage.