So now I have decide if I want to keep my previous move which is guaranteed card and no loses vs taking a run at Hippie just so he doesn't get to pulverize Tayrun. Terrible decision that is, I gotta think about this one for a little bit-feel free to try and convince me in the meantime.
It's not pulverizing Tayrun so much as an auto-win for hippie. I am going to be occupying 14 come Hippie's next turn, not Tayrun. If he gets those 5 extra armies he blows through 14 and takes both HQs, winning the game. I really have no choice but to take 14 since I can't afford to sit back and not get cards and just leave a suicidal neighbor clumped up and sitting on an ammo shortage. It's game over for me if I sit back and game over if I take 14 and Hippie gets those bonus armies. It'd be his 9 armies vs 3-5 spread out across 3 territories, two of them with ammo shortages. Almost zero chance of stopping him and a guaranteed win.
It's not like you'd be left in a vulnerable position. Republic blew all their reserves going for Iceland and no one is breaking into that super defense Australian HQ any time soon.
I am going to just keep territory cards the way they are despite the fact that EvilBadman shouldn't have drawn one earlier (and he does not have it, but he still drew it from the deck)
I was totally serious about rethinking my turn but now that there's a board I'll just go along with it, MrBody I'd suggest not going for the card and consolidating your continent.
I think there are only 2 kinds of available scars at this point? Ammo shortage and bunkers.
Yeah you draw a coin card. You do not own any of the territory cards currently up. Then draw the next territory card and place it in spot #1, moving the rest one space to the right.
A coin card is a territory-free card with a single coin on it that you draw when you conquer but do not own any territories that currently have cards up.
A territory card is a card tied to a territory that has 1-6 coins on it.
Games start out with 10 coin cards as consolation prizes when you conquer at least one territory but dont have the fortune of snagging a territory card. The host keeps track of how many coin cards are left. The player keeps track of their coins. Just mentally file away that you scored another coin and the host does the rest.
The coin deck is not on handtracker. The host keeps track of them. They are all the same card worth a single coin each.
Even if you only take a coin card though, you still draw a territory card for the sake of "cycling" the 4 in play.
1. Your coin count increases by one. Don't worry about the coin card deck.
2. You draw a territory card from handtracker.
3. Whatever it is, place it in the #1 territory card slot and move the rest one space to the right.
Scars
Ammo Shortage - The defender subtracts one from his or her highest defense roll here.
Bunker- The defender adds one to her or his highest defense roll here.
You should be keeping track of physical cards as well.
Yeah so this is unusual.
I move around a lot so it's pretty inconvenient to maintain a list and carry it with me. Could you PM me my current hand and any future additions please?
Whoops, that was some bad wording on my part, sorry.
I was trying to say that they don't just get torn up or something if unused after a game. Once we have enough scar cards again, they'll be passed out amongst players with the new cards.
Scars
Ammo Shortage - The defender subtracts one from his or her highest defense roll here.
Bunker- The defender adds one to her or his highest defense roll here.
EvilBadmanDO NOT TRUST THIS MANRegistered Userregular
edited May 2012
Trying my damnedest to not cock this up this time!
I. Recruit 3 to Territory 2 [4 In Territory 2].
II. Attacking 5 from 2, with three armies.
a. Attack Roll: [5, 2, 3]
b. Defense Roll [6], Attacking Army loses one.
c. Attack Roll: [5, 3]
d. Defense Roll: [4], Defender loses lone army, territory 2 [2 Armies in 2].
I was going to maneuver two troops from 30, but there should only be on troop there at current, because I maneuver two away to set-up my backdoor attack last turn.
Drawing Card 2. (Two Coins) and replacing.
Deck ⇨ A. 21 (Two Coins) ⇨ B. 24 (One Coin) ⇨ C. 4 (One Coin) ⇨ D. 40 (One Coin) ⇨ Discard
Posts
It's not like you'd be left in a vulnerable position. Republic blew all their reserves going for Iceland and no one is breaking into that super defense Australian HQ any time soon.
Red Stars
A parentheses indicates stars from HQs.
SeGaTai: (★)★
MrBody (★)★
Tayrun: (★)★
Hippie: (★)★
EvilBadman: (★)★
Resource Cards
Deck ⇨ A. 4- 1 Coin ⇨ B. 40- 1 Coin ⇨ C. 27- Two Coins ⇨ D. 37 - One Coin
Coin Cards Remaining: 6/10
Scars Cards
SeGaTai has a scar card.
@SeGaTai may reconsider his move.
2. Each game has a new turn order and possibly factions (you could theoretically all pick the same factions again)
You're still free to reconsider your move.
Mulligan turn incoming
Explore 36 to 37 w/ 5 armies
Explore 37 to 27 w/ 4 armies
Attacking 27 to 26 w/ 3 armies, defender at 2 armies
Attack roll: 5, 2, 1-not helping me out here
Defense roll: 2, 1-hand of god, that makes up for my first turn
Attacker at 3 armies, Defender destroyed.
Maneuver 2 armies 26 to 27-taking card 27-2 coins.
28 should be back on the board and up to Rorus if the 4 is there or whatever Hippie took by mistake.
Red Stars
A parentheses indicates stars from HQs.
SeGaTai: (★)★
MrBody (★)★
Tayrun: (★)★
Hippie: (★)★
EvilBadman: (★)★
Resource Cards
Deck ⇨ A. 40 - One Coin ⇨ B. 28 - Two Coins ⇨ C. 37 - One Coin ⇨ D. 5-Two Coins ⇨ Discard
Coin Cards Remaining: 6/10
Scars Cards
SeGaTai has a scar card.
@MrBody is up.
Recruit 3 armies to 12
Attack 14 from 12 /w 3 armies
aaaand.....
It appears Orokos is down. Ummm....there's Invisible Castle I guess. But switching would open up the possibility of cheating?
(edit) It's back up!
Attacker- 3 armies
Defender- 3 armies
A- 6,4
D-3,1 (2,1)
Defender loses 2 armies
A- 6,4
D- 4 (3)
Defender wiped out.
Attacker moves 3 armies into 14.
Maneuver 2 armies from 14 to 12.
Draw coin card
Deck ⇨ A. 4 - One Coin B. 40 - One Coin ⇨ C. 28 - Two Coins ⇨ D. 37 - One Coin ⇨ Discard
Recruit all 3 units to 17, now 4.
Attack 17 -> 14, 3 units.
Attack 6, 5, 3.
Defense roll irrelevant.
Lone defender killed, three units move into 14 from 17.
No maneuver.
Draw a coin card to hand. 4 remain.
Draw territory card to board.
A. 24 (1 Coin)
B. 4 (1 Coin)
C. 40 (1 Coin)
D. 28 (2 Coins)
37 (1 Coin) is discarded.
Host requests:
1. Can we get a "Round X" number in the update posts please?
2. Can we get a list of current scars and their effects in the update posts, please?
Yeah you draw a coin card. You do not own any of the territory cards currently up. Then draw the next territory card and place it in spot #1, moving the rest one space to the right.
Where the coins at, yo? Or are they all the same?
A coin card is a territory-free card with a single coin on it that you draw when you conquer but do not own any territories that currently have cards up.
A territory card is a card tied to a territory that has 1-6 coins on it.
Games start out with 10 coin cards as consolation prizes when you conquer at least one territory but dont have the fortune of snagging a territory card. The host keeps track of how many coin cards are left. The player keeps track of their coins. Just mentally file away that you scored another coin and the host does the rest.
What? Resolved via post edits!
Even if you only take a coin card though, you still draw a territory card for the sake of "cycling" the 4 in play.
1. Your coin count increases by one. Don't worry about the coin card deck.
2. You draw a territory card from handtracker.
3. Whatever it is, place it in the #1 territory card slot and move the rest one space to the right.
Coins gain you troops, and the map I've been posting shows the trade values.
Cards gain you red stars at a four cards-to-one-star rate. The coins on the cards are irrelevant, and it can be any mix of territory and coin cards.
Board update soon
War between the Enclave and Khan seems endless...
Scars
Ammo Shortage - The defender subtracts one from his or her highest defense roll here.
Bunker- The defender adds one to her or his highest defense roll here.
Red Stars
A parentheses indicates stars from HQs.
SeGaTai: (★)★
MrBody (★)★
Tayrun: (★)★
Hippie: (★)★
EvilBadman: (★)★
Resource Cards
Deck ⇨ A. 24 (One Coin) ⇨ B. 4 (One Coin) ⇨ C. 40 (One Coin) ⇨ D. 28 (Two Coins) ⇨ Discard
Coin Cards Remaining: 4/10
Scars Cards
SeGaTai has a scar card.
@Hippie is up.
There seems to be a misprint in the OP rules. You may trade in as many sets of 4 cards for red stars as you want in a turn, not just one.
Yeah so this is unusual.
I move around a lot so it's pretty inconvenient to maintain a list and carry it with me. Could you PM me my current hand and any future additions please?
Recruit 3.
One into 20, two into 24.
Expand from 24 into 28 with one troop.
Attack 26 from 24 with three troops: 6, 6, 6
Defense: 2
Defender loses one troop and the territory.
Attack 5 from 20 with one troop: 5
Defense: 3
Defender loses one troop and the territory.
No maneuver.
Take the 28 (Two Coins) territory card and draw: 2 (Two Coins) to replace it.
also, scar cards are only dealt out at the beginning of the game if there are enough for every player to get one.
But he means the card will be saved for later, not that i will have it saved for later. That's stupid, wondered why you guys were using them so freely
I was trying to say that they don't just get torn up or something if unused after a game. Once we have enough scar cards again, they'll be passed out amongst players with the new cards.
Scars
Ammo Shortage - The defender subtracts one from his or her highest defense roll here.
Bunker- The defender adds one to her or his highest defense roll here.
Red Stars
A parentheses indicates stars from HQs.
SeGaTai: (★)★
MrBody (★)★
Tayrun: (★)★
Hippie: (★)★
EvilBadman: (★)★
Resource Cards
Deck ⇨ A. 2 (Two Coins) ⇨ B. 24 (One Coin) ⇨ C. 4 (One Coin) ⇨ D. 40 (One Coin) ⇨ Discard
Coin Cards Remaining: 4/10
Scars Cards
SeGaTai has a scar card.
@EvilBadman is up.
I. Recruit 3 to Territory 2 [4 In Territory 2].
II. Attacking 5 from 2, with three armies.
a. Attack Roll: [5, 2, 3]
b. Defense Roll [6], Attacking Army loses one.
c. Attack Roll: [5, 3]
d. Defense Roll: [4], Defender loses lone army, territory 2 [2 Armies in 2].
I was going to maneuver two troops from 30, but there should only be on troop there at current, because I maneuver two away to set-up my backdoor attack last turn.
Drawing Card 2. (Two Coins) and replacing.
Deck ⇨ A. 21 (Two Coins) ⇨ B. 24 (One Coin) ⇨ C. 4 (One Coin) ⇨ D. 40 (One Coin) ⇨ Discard
Please lord let that be right.