Ouch didn't even see that. Horned Rat final total is 54.
Wow that was a close 3 way finish.
First time with an expert deck. Although it provides a few twists, I don't think I'd ever vote to play with it again. It's just too lopsided with which gods it affects.
Call to Arms! - During the corruption phase, reduce the total number of corruption tokens that each player places in each region by one. High Elf Protection - Each Event token increases a region's Resistance value by two.
- Upgrade Effects
Bloodsworn - Each Bloodworn counts as two figures toward your domination value of any region that it occupies. Lepers - When your Lepers place at least one corruption token in a region during the corruption phase, you may place one additional corruption token in that region. Horrors - When you play a Chaos card with a magic symbol, you may immediately summon a Horror to that region for 0 power. Daemonettes - When you summon a Daemonette into a region, you may take control of an opponent's Cultist in that region until the end of the turn. (Place the Cultist next to the Daemonette as a reminder.) Vermin Lord - You may summon a Vermin Lord from the board (rather than from your stockpile) for 1 power.
- Chaos Card Effects
Norsca : Havoc (Instead of rolling battle dice in this region, all Warriors and Greater Daemons each place one corruption token during the battle phase.) and Glean (This region is considered adjacent to all other regions.)
Troll Country : Bloodbath (Place one corruption token for each enemy figure you kill in this region.)
The Empire : Verminous Horde (If you have more figures than a single other player, the cost for your opponents to summon figures to this region, and play Chaos cards in this region, is increased by one.)
Bretonnia : Daemonic Subtlety (Your Warriors and Greater Daemons in this region each place one corruption during the corruption phase.) and Bloodbath (Place one corruption token for each enemy figure you kill in this region.)
Tilea : Doomwheel (If you dominate this region, score three victory points.) and Doomwheel (If you dominate this region, score three victory points.)
The Border Princes : Creeping Death (If you dominate this region, place one corruption token in each adjacent region.)
The Badlands : Quicken Decay (When an opponent summons a figure to or from this region, score one victory point.) and Creeping Death (If you dominate this region, place one corruption token in each adjacent region.)
Call to Arms! - During the corruption phase, reduce the total number of corruption tokens that each player places in each region by one. High Elf Protection - Each Event token increases a region's Resistance value by two.
- Upgrade Effects
Bloodsworn - Each Bloodworn counts as two figures toward your domination value of any region that it occupies. Lepers - When your Lepers place at least one corruption token in a region during the corruption phase, you may place one additional corruption token in that region. Horrors - When you play a Chaos card with a magic symbol, you may immediately summon a Horror to that region for 0 power. Daemonettes - When you summon a Daemonette into a region, you may take control of an opponent's Cultist in that region until the end of the turn. (Place the Cultist next to the Daemonette as a reminder.) Vermin Lord - You may summon a Vermin Lord from the board (rather than from your stockpile) for 1 power.
- Chaos Card Effects
Norsca : Havoc (Instead of rolling battle dice in this region, all Warriors and Greater Daemons each place one corruption token during the battle phase.) and Glean (This region is considered adjacent to all other regions.)
Troll Country : Bloodbath (Place one corruption token for each enemy figure you kill in this region.)
The Empire : Verminous Horde (If you have more figures than a single other player, the cost for your opponents to summon figures to this region, and play Chaos cards in this region, is increased by one.)
Bretonnia : Daemonic Subtlety (Your Warriors and Greater Daemons in this region each place one corruption during the corruption phase.) and Bloodbath (Place one corruption token for each enemy figure you kill in this region.)
Tilea : Doomwheel (If you dominate this region, score three victory points.) and Doomwheel (If you dominate this region, score three victory points.)
The Border Princes : Creeping Death (If you dominate this region, place one corruption token in each adjacent region.)
The Badlands : Quicken Decay (When an opponent summons a figure to or from this region, score one victory point.) and Creeping Death (If you dominate this region, place one corruption token in each adjacent region.)
Domination Step
Norsca : +1VP
The Empire : +5VP DAC
Bretonnia : +5VP
Tilea : +2VP DAC, +6VP from Doomwheel
The Border Princes : +1VP, +1 Corruption in Norsca, The Empire, Bretonnia, Tilea, The Badlands, but don't place because of Call to Arms!
Doldari's 6th Old World was destroyed at the hand of a MrBody.
But, survivors wander to find a different world.
Finally, they will move other's world, Doldari's 5th Old World.
Who will be able to destroy Doldari's 5th Old World?
You shall see.
WOOOOOOOOooooooow, most miscalculated winners in a game ever? o_O
I have no clue how I missed that Norsca wouldn't ruin. I've lost count of how many times Call to Arms messed up my calculations. I also had no clue that domination falls under the corruption phase and thought Creeping Death would be unaffected by Call to Arms.
Who knew Khorne could pull a card delay strategy? I saw the possible exact 50 point opportunity if I could get Bretonnia to ruin that turn, but I was scared to death the entire time that the Vermin lord would go there and kill me. At the end I realized Call to Arms would require all 4 of my cultists to survive in order to ruin the region (or score 4 hits and kill all Slaneesh cultists). It all came down to a 50/50 chance of Slaneesh scoring a hit.
That was definitely the craziest last turn I ever saw.
Daaaaaaaaaaaamn, that was interesting . I was counting on the double Creeping Death to ruin Norsca, and I was actually quite surprised more people didn't jump in on the Norsca Corruption Train for easy VP at the end. I put down Glean for a reason, people.
2010 PAX DM Challenge Grand Champion 2011 PAX Warmachine/Hordes Champion
Posts
0 hit to Estalia.
0 hit to The Badlands.
Conguration MrBody.
Hard to tell with Call to Arms. Lemme see.....
Norsca ruins, Bretonnia just barely ruins, Badlands ruin.
52 Khorne 50 Tzeentch?
That was close. Just one of my cultists killed in Bretonnia and it would have failed.
Congrats mr.BodySegatai!
Wow that was a close 3 way finish.
First time with an expert deck. Although it provides a few twists, I don't think I'd ever vote to play with it again. It's just too lopsided with which gods it affects.
- Old World Card Effects
High Elf Protection - Each Event token increases a region's Resistance value by two.
- Upgrade Effects
Lepers - When your Lepers place at least one corruption token in a region during the corruption phase, you may place one additional corruption token in that region.
Horrors - When you play a Chaos card with a magic symbol, you may immediately summon a Horror to that region for 0 power.
Daemonettes - When you summon a Daemonette into a region, you may take control of an opponent's Cultist in that region until the end of the turn. (Place the Cultist next to the Daemonette as a reminder.)
Vermin Lord - You may summon a Vermin Lord from the board (rather than from your stockpile) for 1 power.
- Chaos Card Effects
Troll Country : Bloodbath (Place one corruption token for each enemy figure you kill in this region.)
The Empire : Verminous Horde (If you have more figures than a single other player, the cost for your opponents to summon figures to this region, and play Chaos cards in this region, is increased by one.)
Bretonnia : Daemonic Subtlety (Your Warriors and Greater Daemons in this region each place one corruption during the corruption phase.) and Bloodbath (Place one corruption token for each enemy figure you kill in this region.)
Tilea : Doomwheel (If you dominate this region, score three victory points.) and Doomwheel (If you dominate this region, score three victory points.)
The Border Princes : Creeping Death (If you dominate this region, place one corruption token in each adjacent region.)
The Badlands : Quicken Decay (When an opponent summons a figure to or from this region, score one victory point.) and Creeping Death (If you dominate this region, place one corruption token in each adjacent region.)
Battle Dice
Norsca : Havoc! +2 Corruption DAC
Bretonnia : 4 Dice, 1 Dice
Estalia : 2 Dice, 1 Dice
Tilea : 2 Dice
The Border Princes : 2 Dice
The Badlands : 1 Dice, 1 Dice, 3 Dice
- Old World Card Effects
High Elf Protection - Each Event token increases a region's Resistance value by two.
- Upgrade Effects
Lepers - When your Lepers place at least one corruption token in a region during the corruption phase, you may place one additional corruption token in that region.
Horrors - When you play a Chaos card with a magic symbol, you may immediately summon a Horror to that region for 0 power.
Daemonettes - When you summon a Daemonette into a region, you may take control of an opponent's Cultist in that region until the end of the turn. (Place the Cultist next to the Daemonette as a reminder.)
Vermin Lord - You may summon a Vermin Lord from the board (rather than from your stockpile) for 1 power.
- Chaos Card Effects
Troll Country : Bloodbath (Place one corruption token for each enemy figure you kill in this region.)
The Empire : Verminous Horde (If you have more figures than a single other player, the cost for your opponents to summon figures to this region, and play Chaos cards in this region, is increased by one.)
Bretonnia : Daemonic Subtlety (Your Warriors and Greater Daemons in this region each place one corruption during the corruption phase.) and Bloodbath (Place one corruption token for each enemy figure you kill in this region.)
Tilea : Doomwheel (If you dominate this region, score three victory points.) and Doomwheel (If you dominate this region, score three victory points.)
The Border Princes : Creeping Death (If you dominate this region, place one corruption token in each adjacent region.)
The Badlands : Quicken Decay (When an opponent summons a figure to or from this region, score one victory point.) and Creeping Death (If you dominate this region, place one corruption token in each adjacent region.)
Domination Step
Norsca : +1VP
The Empire : +5VP DAC
Bretonnia : +5VP
Tilea : +2VP DAC, +6VP from Doomwheel
The Border Princes : +1VP, +1 Corruption in Norsca, The Empire, Bretonnia, Tilea, The Badlands, but don't place because of Call to Arms!
Corruption Step
Norsca : +4 DAC
Bretonnia : +3, +3 DAC, Ruined
The Border Princes : +2 DAC
The Badlands : +2, +1, Ruined
Check for Ruination
Bretonnia 3rd : +4VP, +4VP
The Badlands : +5VP, +5VP, +5VP
Updated VP
37 + 5 + 4 = 46VP
19 + 1 + 5 = 25VP
29 + 1 + 5 = 35VP
19 + 4 = 23VP
23 + 5 + 5 + 6 = 39VP
I do not know where it went. I'll changed it.
1. Remove Chaos Cards from the Board.
2. Hero Tokens are resolved.
The Empire : Clan Rat
Bretonnia : Bloodsworn
Estalia : Bloodletter
The Badlands : Leper
3. Resolve Old World cards.
4. Score Ruined Regions.
Bretonnia : +9 VP, +4 VP
The Badlands : +8 VP, +2 VP, +2 VP
5. Advance Threat Dials - Each god ticks once.
23- Upgrade
22 - Upgrade
20 - Upgrade
19 - Upgrade
12 - Score 3 VP
Updated VP
46 + 4 = 50VP
25VP
35 + 2 = 37VP
23 + 9 + 8 = 40VP
39 + 2 + 3 = 44VP
6. Check for Game end
KHORNE WINS A VP VICTORY!
Doldari's 6th Old World was destroyed at the hand of a MrBody.
But, survivors wander to find a different world.
Finally, they will move other's world, Doldari's 5th Old World.
Who will be able to destroy Doldari's 5th Old World?
You shall see.
Congratulation, MrBody.
I have no clue how I missed that Norsca wouldn't ruin. I've lost count of how many times Call to Arms messed up my calculations. I also had no clue that domination falls under the corruption phase and thought Creeping Death would be unaffected by Call to Arms.
Who knew Khorne could pull a card delay strategy? I saw the possible exact 50 point opportunity if I could get Bretonnia to ruin that turn, but I was scared to death the entire time that the Vermin lord would go there and kill me. At the end I realized Call to Arms would require all 4 of my cultists to survive in order to ruin the region (or score 4 hits and kill all Slaneesh cultists). It all came down to a 50/50 chance of Slaneesh scoring a hit.
That was definitely the craziest last turn I ever saw.
2011 PAX Warmachine/Hordes Champion