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[Chaos] CitOW Game 79 - Khorne Bathes the Old World in Blood!

blahmcblahblahmcblah I never drink... wine.Registered User regular
edited July 2012 in Critical Failures
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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 (and a fifth, uninvited guest). Speaking of which, I believe this calls for some introductions.

BoardGamer 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.

Ardor Cerberus 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!

Flimflammery as Tzeentch
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Telnaior Gorden858 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.'

displaced quasar as The Horned Rat
The Horned Rat does not exist, nor is there such thing as the ratmen that worship it. Scholars have concluded that claims of an empire of vicious verminfolk are nothing more than stories invented to frighten the very young. Any reports of having sighted these "skaven" is seen as spreading discord amongst the faithful and, naturally, quite blasphemous. The skittering and scratching you hear deep below you at night is naught but the fevered workings of your imagination. If you insist that you have seen these creatures, please see your nearest witch hunter to be summarily executed for your blatant heresy.

----

This will be a Play-By-Post game of Chaos in the Old World for five players, wherein the players will vote on whether to use the Base or Morrslieb decks, and on the composition of the Old World Deck. Invitations will be taken from the discussion thread and offered to the top three players on the signup list, and two newbies.

[RULES]
[FAQ]
[EXPANSION RULES]
[Headless Hollow Rules Summary]

Credits of Chaos
Adam Bloom for his rocking Handtracker site.
FWD for the awesome board app.
Mr.Blarney for the original design of our PbP board.
Rend for the comprehensive OP.
Darian for bringing order to chaos as games manager and our resident rules lawyer.


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

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  • blahmcblahblahmcblah I never drink... wine. Registered User regular
    From Rend: A QUICK TUTORIAL ON CHAOS IN THE OLD WORLD
    -The Turn Phases-

    The Old World Phase
    This phase is much like the crisis phase in BSG, the infection phase in Pandemic, or the "Bad Stuff" phase in any cooperative board game. Except this game isn't so much "cooperative" as it is "petty". Each turn, events will take place in the old world, and this is when they happen.

    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
    During this phase, each power draws 2 cards, except Tzeentch. Tzeentch draws his hand up to 5. Also, this is when each player refreshes their Power Points to however many applicable.

    The Summoning Phase
    This phase always starts with Khorne, and goes:
    Khorne
    Nurgle
    Tzeentch
    Slaanesh
    Horned Rat

    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 Handtracker. 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 in addition to linking the played card in Handtracker.

    The Battle Phase
    In this phase, dice are rolled. All combat is considered simultaneous, however, hits are chosen in the Order of Play (Khorne, Nurgle, Tzeentch, Slaanesh, Horned Rat). Each figure with at least 1 attack power rolls a number of dice equal to that attack power. Any dice of 4 or better are hits. The player then designates those hits among any enemy figures in the region.

    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
    The Corruption Phase takes place in 2 steps. Domination, and Corruption

    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. An exception to this rule is the Horned Rat, who is incapable of adding corruption at all. 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. Also, a Horned Rat player will receive these points as well if he or she has figures occupying the region at the time of its ruination. 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. Again, the Horned Rat is a special case, and any figures present at the time of scoring will count as corruption equal to the figure's cost. For example, a Clan Rat (1) and a Rat Ogre (2) would count as three corruption when scoring a ruined region.

    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
    During 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 tick. If you have fulfilled your condition more times this turn than any other player, you turn your dial two ticks. 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?
    Gain victory points in 5 ways:
    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
    5. Some chaos cards can grant you victory points.

    The most reliable points come from Domination, while the quickest points come from ruining regions.

    Useful information:
    STANDARD REGION ORDER
    1. Norsca
    2. Troll Country
    3. Kislev
    4. The Empire
    5. Bretonnia
    6. Estalia
    7. Tilea
    8. The Border Princes
    9. The Badlands

    PLAYER MATS:
    Khorne
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    Nurgle
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    Tzeentch
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    Slaanesh
    slaaneshsheet.jpg
    Horned Rat
    hr.jpg
    DIAL ADVANCEMENT BONUSES:
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    hrd.png
    Khorne: 9 ticks
    Nurgle: 10 ticks
    Tzeentch: 8 ticks
    Slaanesh: 7 ticks
    Horned Rat: 8 ticks

    BASE UPGRADES
    Khorne Upgrades:
    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:
    Power of Pestilence - +1 PP per turn
    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:
    Power of Magic - +1 PP per turn
    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 Pain - +1 PP per turn. If you have power of pain and power of pleasure, total +3
    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.

    MORRSLIEB UPGRADES
    Khorne Upgrades:
    Crimson Tide - Each time you dominate a region, draw one Chaos card.
    Vengeance - In any region where you are rolling at least one battle die, you may roll one additional battle die.
    Bloodsworn - Each Bloodworn counts as two figures toward your domination value of any region that it occupies.
    Bloodletters - You gain two victory points each time you kill a figure in a region containing a Bloodletter.
    Bloodthirster - Once per round during the summoning phase, you may summon a Bloodthirster for 0 power into a region that contains six or more corruption tokens once per round.

    Nurgle Upgrades:
    Cavalcade of Decay - Any region containing five or more Cultists is considered Populous.
    Infested Colony - When you dominate a region, place two corruption tokens in that region.
    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.
    Plaguebearers - When a Plaguebearer is killed during the battle phase, place one of your corruption tokens in that region.
    Great Unclean One - For every figure you kill in the same region as a Great Unclean One, you may place one corruption token in that region.

    Tzeentch Upgrades:
    Mystical Disregard - Once per round, you may play a Chaos card on top of an opponent's Chaos card, canceling its effect. The card you play must have power equal to or greater than the card you cover.
    Well of Power - During the summoning phase, instead of summoning a figure or playing a Chaos card, you may spend one power point to draw one Chaos card.
    Acolytes - Once per round during the battle phase, you may discard a card from your hand to cancel one hit assigned to one of your Acolytes.
    Horrors - When you play a Chaos card with a magic symbol, you may immediately summon a Horror to that region for 0 power.
    Lord of Change - When you summon a Lord of Change into a region, you may place one Warpstone token in that region.

    Slaanesh Upgrades:
    Fall from Grace - If you place three or more corruption tokens in a region with a Noble or Hero token, collect two dial advancement counters instead of only one.
    Rise to Glory - When calculating domination in a region, each noble token adds one to your domination value in that region.
    Seductresses - When summoned from the board (rather than from your stockpile), a Seductress figure may bring a Noble token (if present) from its origin region to its destination region.
    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.)
    Keeper of Secrets - A Keeper of Secrets counts as three Noble tokens.

    Horned Rat* Upgrades:
    The Council of Thirteen - Once per round during the summoning phase, you may play a Chaos card into a region whose card spaces are full. (Place this third Chaos card near the other card spaces in the region.)
    The Under Empire - You treat all regions with Skaven tokens as adjacent regions. When a region is ruined, you may immediately move any number of your figures from that region into one adjacent region.
    Clan Rats - When you summon a Clan Rat into a region where you do not currently have any Clan Rats, you may summon one additional Clan Rat to that region for 0 power.
    Rat Ogres - Opponents cannot assign hits to Clan Rats until they first assign enough hits to kill all Rat Ogres in the region.
    Vermin Lord - You may summon a Vermin Lord from the board (rather than from your stockpile) for 1 power.
    *The Horned Rat has only one set of upgrades.

    HOW TO MAKE A BATTLE ROLL:
    Delmain wrote: »
    Hey guys, helpful IC tidbit here.
    Roll Xd6.hitsopen(4,6). It'll reroll 6s and then count all the dice 4 and above and give you a convenient number of hits.

    Alternatively, you can make battle rolls via orokos (thanks, Infidel!)
    Delmain wrote: »
    Use Xd6o6h4.

    o is for Open, it rolls them over and over until you get a not-6. e6 just rerolls 6s once, even if another 6 comes up.

    Battle dice probabilities:
    MrBlarney wrote: »
    I made a table for expected results up to 6 battle dice. Cells without values have probabilities below 0.1%. There is some rounding, so the values won't be exact, but they'll be close enough for most purposes.

    ChaosInTheOldWorld_HitProbabilities.gif

    We'll be using admanb's handtracker for this game; you'll need to make an account for the handtracker (if you haven't already).

    Once the game begins, you'll use the "Draw to hand" command on handtracker to draw cards. To play cards or discard them, click the "Play" button on the card in your hand, then link the action in the thread with the name of the card.

  • blahmcblahblahmcblah I never drink... wine. Registered User regular
    Darian's personal Unofficial FAQ for the Horned Rat (Now with some official rulings):
    1. Set up - how many Old World Cards should be used for a 3 player game including the Horned Rat? 4p? 5p?
      [FAQ - 7 cards for 4 or 5 players, 8 for 3, regardless of the Horned Rat's presence.]
    2. Dial advancement counters for Tzeentch, and Slaanesh -- are these once per region per phase, or can Tzeentch and Slaanesh spread out their corruption placement across phases? Can Tzeentch or Slaanesh earn more than one DAC from a single region during a round (e.g. from Havoc in battle then from corruption placement)?
      [FAQ states that Tzeentch can earn a DAC during the summoning phase.
      My ruling: One DAC may be earned in a region per phase per player. I'm going to interpret this as meaning that the condition must be met entirely within a phase. This was partially clarified by the FAQ but still leaves a bit of interpretation needed.]
    3. Horned Rat's dial -- for Summon X, does the summoned figure need to be adjacent to your current figures?
      [My ruling - Yes, it must be adjacent since it does not say "in any region".]
    4. Rampage -- Essentially, does this act like the battle phase in all ways, or is it simply a battle?
      [FAQ - This is just a battle, not acting like the battle phase. Things that specify "battle phase" do not trigger from a [COLOR="Red"]Rampage[/COLOR] battle, but things like Vengeance (which only mentions battle dice) do.
      Reference summary:
      Trigger: Vengeance, Bloodbath, Skulltaker, Bloodletters, Great Unclean One, Pleasure Shield, Strength in Numbers, Vermin Outbreak
      Do not trigger: Choking Stench, Plaguebearers, Warpstorm, Havoc, Transmorgrify, Acolytes, Shroud of Secrets, Greenskins Invade, Electors Sue for Peace]
    5. Skulltaker followed by Rampage - can the killed units be summoned away from the region?
      [FAQ - No; the figures cannot be removed before the card is discarded in the end phase.]
    6. Terror - can you choose to move only some cultists, leaving behind the cultists from another god?
      [My ruling - Yes, you make the choice to move or not separately for each god. And all the ones you move must go to the same region.]
    7. Bloodletter upgrade - Is it limited to once per region, or does every figure killed grant VP?
      [FAQ - Each figure killed is worth 2 VP.]
    8. Bloodthirster upgrade - Does this summoning get around the adjacency requirement? Do Warpstones count as corruption when determining whether a region is a valid target?
      [FAQ - No. It changes the cost if the destination region matches the requirement, but it is missing the "any region" key phrase that usually indicates teleportation effects.
      My ruling - No. Warpstones are considered as corruption only when checking for Ruination, not at other times.]
    9. Does corruption placed by Filth or Blue Scribes grant a DAC? (For Filth, of course, it would take 2 of them in the same region)
      [FAQ - Yes; move, place, same thing. As an errata, they changed Filth to be two separate events-remove, then place.]
    10. Do Quicken Decay and Festival of Sinew trigger on figures that are moved by other effects? What if their own figures are moved out by an opponent (e.g., by Terror)?
      [FAQ - Bolt of Change using a new key word "replace" which does not trigger Quicken or Festival.
      My ruling - Yes; move, summon, place, same thing. And it looks for the source of the movement, not the owner of the figure.]
    11. Can Convocation pull figures from more than one region?
      [FAQ - They must come from the same region.]
    12. How many corruption tokens will each warrior or greater daemon place if two Havoc cards are in the same region?
      [My ruling - Havoc is a replacement effect--instead of rolling battle dice, the warriors place one corruption. I can see this one argued either way:
      A. when the second Havoc resolves, they are no longer rolling battle dice, so it has no effect.
      B. Havoc stops them from rolling battle dice then has them place a corruption; they would place one corruption for each Havoc card in the region.
      I will go with interpretation A, so they will only place one corruption each.]
    13. Warp Portal with an upgraded Horror -- is the newly placed Horror a valid target for the Portal's teleportation?
      [FAQ - No, the new horror is not placed until the card has been resolved.]
    14. Acolytes upgrade -- after you cancel a hit, can the opponent still kill your acolyte by applying their next hit to it? Can another opponent kill the acolyte with their hits?
      [FAQ - This upgrade triggers after all powers assign their hits for the region, but before killed figures are removed.]
    15. Lord of Change upgrade -- if it is moved by Warp Portal, can it place a Warpstone? What if it is moved by Lambs to the Slaughter?
      [FAQ - Only triggers if Tzeentch does the summoning. Warp Portal, yes, Lambs to the Slaughter, no.]
    16. Shroud of Secrets -- if a player does not have enough hits left to kill an opponent's figure, can they apply the remaining hits to Slaanesh's? (e.g., if a Rat Ogre is present with some Seductresses and no Peasants, and Khorne only rolls one hit, can he target the Seductress or must he waste the hit?)
      [My ruling - No; the Slaanesh figures are not legal targets while anything else is alive.]
    17. Daemonette upgrade -- if the Daemonette dies or is summoned away from the region, does the cultist remain under Slaanesh's control?
      [My ruling - Since they didn't specify, as they did for the KoS in the base set, I'm going to guess they intended the control to persist, regardless, so I'll rule yes. This also implies that Slaanesh can summon the cultist away without losing control, just as with Soporific Musk in the base game.]
    18. Can Slaanesh take advantage of the Leper upgrade if his Daemonette upgrade gives him control of one?
      [My ruling - Yes. You in the Leper upgrade refers to the controller of the Leper, not just to Nurgle.]
    19. Grey Seer with the Clan Rat upgrade - How many rats are summoned?
      [FAQ - The upgrade gives one additional rat when you summon to a region with no rats present, so the Grey Seer will summon 3 rats instead of 2.]
    20. Strength in Numbers and Verminous Horde -- what is the trigger condition for these? Are they the same, or is there a difference between them?
      [FAQ - The same; the Horned Rat must have more figures than at least one opponent who is present in the region.
      My ruling - Following this to its logical conclusion, the cards will give no effect if only the horned rat is in the region. That seems odd to me, so as a house rule it will also trigger if only the rat has figures present.]
    21. The Under Empire -- are the figures moved before or after the ruination bonus VP are awarded for being present in the region? (Essentially, if HR moves all his figures out, does he still get the ruination bonus? I know he won't be eligible for 1st/2nd place if he uses this.)
      Also, are regions with a Skaven token considered adjacent to all other regions, or just to other regions containing Skaven tokens?
      [FAQ - Timing of this happens after the contributing bonus for presence, so that the same rat can take part in more than one ruination.
      My ruling - Regions containing Skaven are adjacent to each other, not to all regions.]
    22. The Light of Day/High Elf Protection -- can players choose a ruined region, to avoid placing the token? If so, can more than one player choose the same ruined region? Essentially, I'm wondering whether you meant "In order of Threat level (highest first), each player places one Event token in a different region."
      [FAQ - Ruined regions cannot be chosen for Old World card effects. Only if there is not valid region can the placement be avoided.]
    23. How do effects which grant additional dice or corruption interact with effects which limit or reduce? For example, if Choking Stench and another Nurgle card would reduce a bloodletter's dice to zero, will Vengeance still grant Khorne a battle die? If there is a single upgraded Leper in a region with Call to Arms! in play, does it place it's bonus corruption?
      [FAQ - Old World effects are persistent and apply first; then, disabling effects are applied before enabling effects.
      My ruling - "Additional" effects apply only if you would still have regular dice/corruption after all reductions. You can never have only the additional ones; in the examples above, Khorne would not roll any dice and Nurgle would not place any corruption.]
    24. Does Vermin Outbreak apply a cost to free summons from upgraded figures? Does it change the cost of figures summoned or moved by spells?
      [My ruling - Free summons are affected; a cost of 0 is still a cost. Upgraded horrors would cost 1 PP in addition to the cost of the spell; the Bloodthirster could be summoned once at a cost of 1 PP.
      Chaos card effects are noted as being immune to Vermin Outbreak, so summons from Convocation or Grey Seer would not be affected.]

  • blahmcblahblahmcblah I never drink... wine. Registered User regular
    Invitations have been sent; should any of the invitees not respond by Tuesday evening, I'll send invites down the signup list until we have five players. Players, please remember to state your preferences for deck, OWCs, and god when you check in here.

  • FlimflammeryFlimflammery There's always money in the banana stand... Oxford, UKRegistered User regular
    Hi! Still keen on playing. As a massive noob (can't even claim to have won a game yet!) I would prefer to use the base OW deck, or at least mixed; I would also prefer base Chaos cards and Upgrades, as I have not yet played the HR expansion at all, but I will abide by the majority opinion.

    As to gods, I think I would prefer the following: Tzeentch > Slaanesh > Horned Rat > Khorne > Nurgle.

    I am in the UK by the way, for the purposes of timezone clarification.

  • TelnaiorTelnaior Registered User
    I'm in~
    I think I'll say Base OW deck, Morrslieb upgrades, and Slaanesh > Tzeentch > Nurgle > Horned Rat > Khorne.

  • ArdorArdor Registered User regular
    I'd prefer to not play only expert OWC, I'd be happy with mixed or base. I'd prefer Morrsleib upgrades.

    I've not played Tzeentch before so prefer him. I have no preferences beyond that.

  • displaced quasardisplaced quasar Registered User
    I'm definitely in. Thanks for hosting blah!

    I would prefer mixed OWC deck, Morrslieb upgrades. No power preference.

  • BoardGamerBoardGamer Registered User regular
    In~

    Morrslieb deck
    Mixed OWC deck
    T > K > HR > S > N

  • doldaridoldari Registered User regular
    :winky: Your thread title, I love it.

  • TelnaiorTelnaior Registered User
    So what happens now, what with three people having Tzeentch as their #1? XD
    Is it a coin toss or figured out in order to get people the highest preference possible?

  • blahmcblahblahmcblah I never drink... wine. Registered User regular
    edited May 2012
    doldari wrote: »
    :winky: Your thread title, I love it.

    You should, it's (obviously) a tribute to you. :winky:

    Hm, so many conflicting preferences. So it looks like we're going with Base OWCs, Morrslieb Cards/Upgrades (sorry, Flim) and then we pretty much have to roll to see who gets Tzeentch. Drum roll please... Aaaand...

    Rolling for powers (f,t,a,b) - 4d1000=470, 913, 201, 409

    Flimflammery wins the Tzeentch lottery! I guess that's his compensation for having to play with Morrslieb. And then the two guys left unassigned have no preferences, so I decided the higher roll would get Nurgle: Rolling for powers again (a,d) - 2d1000=901, 543

    Which finally gives us:

    BoardGamer as Khorne (red)

    Ardor as Nurgle (limegreen)
    Flimflammery as Tzeentch (dodgerblue)
    Telnaior as Slaanesh (mediumorchid)
    displaced quasar as The Horned Rat (gray)

    Permissions have been updated on handtracker, so you should all draw your first three cards. Board coming shortly.

    blahmcblah on
  • blahmcblahblahmcblah I never drink... wine. Registered User regular
    Oh, and I completely forgot to mention the Bloodletter Upgrade nerf. Being convinced that it is utterly broken as written, we will be playing with it as 1 point per kill instead of 2, which might not be broken. Time will tell.

  • blahmcblahblahmcblah I never drink... wine. Registered User regular
    edited June 2012
    Round 1, Old World and Draw Phases

    Norse Reavers
    Remove all Event tokens from the board and remove any Old World cards bearing the Twin-tailed Comet icon from the Old World track. Then, place one Event token in each of Bretonnia, Tilea and The Empire. Finally, place one peasant token in each region. - In the end phase when Old World cards are resolved, remove one Peasant token (if able) from every region where there is an Event token.

    game79state1.png

    Draw Phase:

    Tzeentch may choose to discard one card (discards are done just by playing the card on handtracker, then linking it here) before drawing to 5.

    Draw 2, 5 in hand, 19 left in deck
    Draw 2, 5 in hand, 19 left in deck
    Draw 2 or 3, 5 in hand, 19 or 18 left in deck
    Draw 2, 5 in hand, 19 left in deck
    Draw 2, 5 in hand, 19 left in deck

    Once Tzeentch has decided whether or not to discard, Khorne will be active to begin the first summoning phase.

    blahmcblah on
  • blahmcblahblahmcblah I never drink... wine. Registered User regular
    Telnaior wrote: »
    So what happens now, what with three people having Tzeentch as their #1? XD
    Is it a coin toss or figured out in order to get people the highest preference possible?

    Yeah, so apparently everyone loves Tzeentch.
    I do a little bit of both methods. :)

  • blahmcblahblahmcblah I never drink... wine. Registered User regular
    edited May 2012
    @Flimflammery and @Telnaior (and maybe any other lurkers who didn't know): All the Morrslieb decks are viewable on the handtracker main page after you log in, just scroll down. The ruination cards are listed there too, which is good to know if multiple regions are on the verge of ruining in a single turn. The upgrades are all shown in the second post of this thread, under "Useful information".

    Also Telnaior, I saw that when you originally signed up, you were hoping for a Base game, so why the switch to Morrslieb? If you'd voted for Base along with Flimflammery, I might've been able to justify running that. :P

    blahmcblah on
  • FlimflammeryFlimflammery There's always money in the banana stand... Oxford, UKRegistered User regular
    Yeah, being Tzeentch certainly makes up somewhat for the lack of base decks; let's see if I have any idea what I am doing, though...

    No discard. Drawing two more into hand
    .

  • TelnaiorTelnaior Registered User
    Found the Handtracker page easily enough, but how do we actually get our cards? I might be confusing the actual game rules, so oh well XD
    And it doesn't matter too much to me which upgrades and decks are used since they basically replace each other instead of adding extra things to the game. :P

  • FlimflammeryFlimflammery There's always money in the banana stand... Oxford, UKRegistered User regular
    @Telnaior - you click on 'show/hide deck' on the Slaanesh deck (in your case), and then click on 'draw to hand' to pick up a card. You will have to do this five times now, to get your full hand.

  • blahmcblahblahmcblah I never drink... wine. Registered User regular
    @BoardGamer is active.

  • BoardGamerBoardGamer Registered User regular
    edited May 2012
    Bloodsworn to Bretonnia.
    6/7 PP

    BoardGamer on
  • TelnaiorTelnaior Registered User
    Got it, thanks.

  • ArdorArdor Registered User regular
    Plaguebearer to The Empire.

    5/6PP

  • FlimflammeryFlimflammery There's always money in the banana stand... Oxford, UKRegistered User regular
    Warp Shock in Estalia.

    5/6 PP



  • blahmcblahblahmcblah I never drink... wine. Registered User regular
    @Telnaior is up.

  • FlimflammeryFlimflammery There's always money in the banana stand... Oxford, UKRegistered User regular
    People don't seem that keen to get going :(

  • TelnaiorTelnaior Registered User
    Sorry, this is my first game and I'm still getting the hang of it XD
    Festival of Sinew to Bretonnia
    (6/6PP)

  • DarianDarian Registered User regular
    Telnaior wrote: »
    Sorry, this is my first game and I'm still getting the hang of it XD
    Festival of Sinew to Bretonnia
    (6/6PP)

    When you play a card, link the URL of the card play so that others can read the card if desired (plus so they know you really played it).

  • FlimflammeryFlimflammery There's always money in the banana stand... Oxford, UKRegistered User regular
    Telnaior wrote: »
    Sorry, this is my first game and I'm still getting the hang of it XD
    No worries! Is it the first time you've played CitOW full stop?

  • displaced quasardisplaced quasar Registered User
    edited May 2012
    Clan Rat to the Badlands

    5/6 PP

    displaced quasar on
  • blahmcblahblahmcblah I never drink... wine. Registered User regular
    edited May 2012
    Round 1, Summoning Phase

    game79state02.png

    Reavers (remove a Peasant at Event) are burninating thatched-roof cottages.

    Chaos effects:
    Bretonnia: Festival (+1 PP for S when others summon)
    Estalia: Shock (magic and Warpstones add to T's domination)

    Khorne (@";BoardGamer") is active.

    blahmcblah on
  • BoardGamerBoardGamer Registered User regular
    edited May 2012
    Bloodthirster to The Empire
    4/7 PP
    3/7 PP


    Sorry~

    BoardGamer on
  • blahmcblahblahmcblah I never drink... wine. Registered User regular
    @BoardGamer - unless you mean Bloodletter, that's 3/7 PP

  • TelnaiorTelnaior Registered User
    Telnaior wrote: »
    Sorry, this is my first game and I'm still getting the hang of it XD
    No worries! Is it the first time you've played CitOW full stop?

    Yeah... XD
    I'm a fairly quick learner though, so we'll see how I go. (probably terribly)

  • ArdorArdor Registered User regular
    Virulent Outbreak to The Border Princes - This region is considered Populous.

    5/6PP.

  • FlimflammeryFlimflammery There's always money in the banana stand... Oxford, UKRegistered User regular
    Acolyte to Estalia.

    4/6 PP

  • blahmcblahblahmcblah I never drink... wine. Registered User regular
    Your move, @Telnaior.

  • TelnaiorTelnaior Registered User
    edited May 2012
    Seductress to Norsca
    5/6PP

    Telnaior on
  • displaced quasardisplaced quasar Registered User
    Clan Rat to the Border Princes

    4/6 PP

  • blahmcblahblahmcblah I never drink... wine. Registered User regular
    edited May 2012
    Round 1, Summoning Phase

    game79state03.png

    Reavers (remove a Peasant at Event) are burninating thatched-roof cottages.

    Chaos effects:
    Bretonnia: Festival (+1 PP for S when others summon)
    Estalia: Shock (magic and Warpstones add to T's domination)
    The Border Princes: Outbreak (region is Populous)

    Khorne (@";BoardGamer") is active.

    blahmcblah on
  • BoardGamerBoardGamer Registered User regular
    edited May 2012
    Play Rampage to The Empire.

    3 hit. DAC
    Kill a Plaguebearer and two peasant.

    2/6 PP

    BoardGamer on
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