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[Chaos] C(thulhu)itOW game 90 - Cthulhu has his first OW win!

stever777stever777 AFK most SaturdaysRegistered User regular
edited November 2012 in Critical Failures
pic955226_md.jpg

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.

texasheat 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.

Not being played this game.
??? 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!

admanb as Tzeentch
asplannedrd3.jpg

mi-go hunter 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.'

Cerberus as Cthulhu
...the Old or Ancient Ones, the Elder Gods, of cosmic good, and those of cosmic evil, bearing many names, and themselves of different groups, as if associated with the elements and yet transcending them: for there are the Water Beings, hidden in the depths; those of Air that are the primal lurkers beyond time; those of Earth, horrible animate survivors of distant eons.
"Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn!"

Daemonis 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 5 players. Old World deck will be voted upon, as well as how to, or not, nerf the Khorne Bloodletter upgrade. Invitations will be taken from the discussion thread and offered to the top 4 players on the main list & a host.

[RULES]
[FAQ]
[EXPANSION RULES]
[Headless Hollow Rules Summary]
[mi-go hunter's Cthulhu Rules]

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

Hosting Android: Netrunner - Thread 2: The Revenge

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stever777 on
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Posts

  • stever777stever777 AFK most Saturdays 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
    Cthulhu
    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, Cthulhu, 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
    pic545594_md.jpg
    Nurgle
    pic545599_md.jpg
    Tzeentch
    pic545604_md.jpg
    Slaanesh
    slaaneshsheet.jpg
    Horned Rat
    hr.jpg
    DIAL ADVANCEMENT BONUSES:
    pic544561_lg.jpg
    hrd.png
    Khorne: 9 ticks
    Nurgle: 10 ticks
    Tzeentch: 8 ticks
    Slaanesh: 7 ticks
    Horned Rat: 8 ticks

    AVAILABLE 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.

    Hosting Android: Netrunner - Thread 2: The Revenge

    The Black Hole of Cygnus X-1
  • stever777stever777 AFK most Saturdays Registered User regular
    edited September 2012
    For convenience, here are the rules mi-go hunter posted on BGG:
    Rules for Cthulhu:

    He replaces one of the four Chaos gods. His turn order is after Slaanesh's, but before the Horned Rat's. The setup if Cthulhu is in play should be:
    If Tzeentch is not in the game, replace Warpstones with peasants.
    If Slaanesh is not in the game, replace Nobles with peasants.
    • 3 Warpstones
    • 2 Nobles
    • 2 Skaven
    • 2 Flooding
    Flooding Markers function exactly like Hero tokens. There are 6 in all.

    Cthulhu
    The One who Lays Dreaming


    Draw Phase: Draw two Chaos cards.

    Dial Advancement Condition: Place a counter on your dial each time you place two or more corruption tokens in a region with a Flooding token.

    Starting PP: 6

    Cthulhu has 1 Greater Daemon, 3 Warriors, and 7 Cultists.

    Fishermen (Cultist) - Attack: 0 Defense: 1 Cost: 1
    Deep One (Warrior) - Attack: 2 Defense: 1 Cost: 2
    Star Spawn (Greater Daemon) - Attack: 3 Defense: 3 Cost: 3

    Cultist Upgrade: Opponents must assign hits to your Deep Ones before assigning hits to your Fishermen.

    Warrior Upgrade: When a region is ruined, gain 4 VP if you have at least one Deep One in that region.

    Greater Demon Upgrade: Before the battle phase, choose whether your Star Spawn will gain +2 attack or strike early hits.

    Plans in Motion Upgrade: Instead of playing a Chaos card or summoning a figure during the Summoning Phase, you may spend 1 PP to remove an enemy cultist from a region with a Flooding token.

    Ascension to Rl'yeh: Before the summoning phase, choose two card slots among any regions with Flooding tokens. Only you may play cards in those slots this round.

    Here are Cthulhu's chaos cards:

    Unnerving Presence - 2 Select an opponent. Move up to three PP worth of his figures from this region to an adjacent region. (x3)

    The Abyss - 0 This card covers up both card slots in this region, if the other is empty. (x3)

    The Deep - 1 (M) Flooding tokens in this region remove figures from the board at the end of the battle phase (in addition to the end phase). (x2)

    Unleash the Sea - 1 When you play this card, you may place a Flooding token from the stockpile in this region, or move a Flooding token from any region to this region. (x4)

    Wrath of the Sea - 1 The attack of your Warriors and Greater Demons in this region is increased by one for each flooding token in this region. (x3)

    Strength of the Sea - 1 The defense of your figures in this region is increased by one for each Flooding token in this region. (x3)

    R'lyeh Rising - 3 (M) When an opponent summons a figure into this region, that opponent loses VP equal to the PP cost of that figure. (x2)

    Blessing - 0 (M) Replace one of your cultists in this region with one Warrior. If you have no Warriors in your stockpile, nothing happens. (x4)


    Finally, here is Cthulhu's dial:
    • Cthulhu Start
    1. Score 3 VP
    2. Upgrade Card
    3. Place 1 Flooding token
    4. Upgrade Card
    5. Remove 2 Cultists and/or Warriors
    6. Upgrade Card
    7. Score 5 VP
    8. Cthulhu Victory!

    Cthulhu's threat should be the same as the Horned Rat. If his threat is equal to the Horned Rat's, his threat is considered lower.

    stever777 on
    Hosting Android: Netrunner - Thread 2: The Revenge

    The Black Hole of Cygnus X-1
  • DaemonisDaemonis Registered User regular
    I'm in. No god preference.

  • mi-go huntermi-go hunter Once again I'm back in the lab. Cleaning my knives, ready for stabs.Registered User regular
  • CerberusCerberus Registered User regular
    edited September 2012
    I'm in!

    Cthulhu or Slaanesh>K>T>HR>N

    Edit - Thanks for running this Stever, you are a star! I was worried I wasn't going to get my fix of Chaos for a bit...

    Cerberus on
  • CerberusCerberus Registered User regular
    Also, on a side note, I thought the new dial was like this...

    •Cthulhu Start
    1.Remove 1 Cultist or Warrior
    2.Upgrade Card
    3.Score 3 VP
    4.Upgrade Card
    5.Remove 2 Cultists and/or Warriors
    6.Upgrade Card
    7.Score 5 VP
    8.Cthulhu Victory!

  • mi-go huntermi-go hunter Once again I'm back in the lab. Cleaning my knives, ready for stabs.Registered User regular
    I put the 3 VP as the first tick because I thought removing 1 Cultist/Warrior was a weak effect.

    I still kept the Place 1 Flooding Token.

  • CerberusCerberus Registered User regular
    @mi-go hunter

    I think it is quite a strong effect, it is a heavy reason for Khorne to not target you in Round 1 as not only does he have to worry about Flood tokens but you can just unsummon his warrior at the end of the round. But your call either way.

    Also I have just noted one change to the Chaos cards that needs to be changed in order for Chtulhu to fall in line with the other gods. Cthulhu has six 0 cost cards, (3 and 3) the other gods with the exception of Tzeentch have seven. I would remove either one of the place a flood token cards or one of the ones that means the flood tokens are done in the battle phase as well.

    I probably shouldn't play Cthulhu after having suggested changes. Seems a bit wrong.

  • mi-go huntermi-go hunter Once again I'm back in the lab. Cleaning my knives, ready for stabs.Registered User regular
    edited September 2012
    Cerberus wrote: »
    @mi-go hunter

    I think it is quite a strong effect, it is a heavy reason for Khorne to not target you in Round 1 as not only does he have to worry about Flood tokens but you can just unsummon his warrior at the end of the round. But your call either way.

    Also I have just noted one change to the Chaos cards that needs to be changed in order for Chtulhu to fall in line with the other gods. Cthulhu has six 0 cost cards, (3 and 3) the other gods with the exception of Tzeentch have seven. I would remove either one of the place a flood token cards or one of the ones that means the flood tokens are done in the battle phase as well.

    I probably shouldn't play Cthulhu after having suggested changes. Seems a bit wrong.

    I think the 3 VP in the beginning will help Cthulhu, so I will leave it that way.

    Should I replace the flood tokens take effect during the battle phase with The Abyss (free card that covers both card slots)? @Cerberus

    mi-go hunter on
  • CerberusCerberus Registered User regular
    I would say Blessing personally.

  • mi-go huntermi-go hunter Once again I'm back in the lab. Cleaning my knives, ready for stabs.Registered User regular
  • texasheattexasheat Registered User regular
    Ok, i'm in. I want to test the new god Cthulhu. After that who cares. Maybe Korne....whatever really. Although, with Korne not focusing on Cthulhu does that not mean he'll have to really focus the other players? Nurgle could be in trouble is all i'm saying. He'd be my least wanted to play....

  • admanbadmanb unionize your workplace Seattle, WARegistered User regular
    Tzeentch > Nurgle > Slaanesh > Khorne > Cthulhu (just because other people will want it more.)

  • stever777stever777 AFK most Saturdays Registered User regular
    Keeping it the same as #86 for good testing parms.
    Morrslieb Chaos Cards.
    Base Set Old World Card deck.
    Khorne Bloodletters upgrade is 1 VP/kill.

    Since Cerb was in the first Cthulhu test game & wants to give C a try, he gets it.

    texasheat as Khorne
    admanb as Tzeentch
    mi-go hunter as Slaanesh
    Cerberus as Cthulhu
    Daemonis as The Horned Rat

    All may draw their 3 pre-game cards now.

    Hosting Android: Netrunner - Thread 2: The Revenge

    The Black Hole of Cygnus X-1
  • stever777stever777 AFK most Saturdays Registered User regular
    Round 1, Old World Phase

    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.
    game90state11.png

    Round 1, Draw phase

    Khorne: draw 2; 5 in hand, 19 remaining in deck
    Tzeentch: may choose to discard before drawing to five; 18 or 19 cards remaining in deck
    Slaanesh: draw 2; 5 in hand, 19 remaining in deck
    Cthulhu: draw 2; 5 in hand, 19 remaining in deck
    Horned Rat: draw 2; 5 in hand, 19 remaining in deck

    Khorne may begin the Summoning Phase when ready.

    Hosting Android: Netrunner - Thread 2: The Revenge

    The Black Hole of Cygnus X-1
  • CerberusCerberus Registered User regular
    What color am I using?

  • DaemonisDaemonis Registered User regular
    Cerberus wrote: »
    What color am I using?
    cthulhu blue?

  • texasheattexasheat Registered User regular
    Lets get this party started, Bloodsworn to the Empire

    6/7 PP

  • CerberusCerberus Registered User regular
    Daemonis wrote: »
    Cerberus wrote: »
    What color am I using?
    cthulhu blue?

    Right, went back and looked it up, lightseagreen seems very appropriate!

  • CerberusCerberus Registered User regular
    @admanb

    Because I am keen...

  • admanbadmanb unionize your workplace Seattle, WARegistered User regular
    Dump Transmogrify and draw three

  • CerberusCerberus Registered User regular
    You know it is your go right? No Nurgle this game... @admanb

  • admanbadmanb unionize your workplace Seattle, WARegistered User regular
    Ah. Didn't notice that Khorne went.

    Glean in Norsca.

    6/6 PP

  • mi-go huntermi-go hunter Once again I'm back in the lab. Cleaning my knives, ready for stabs.Registered User regular
  • CerberusCerberus Registered User regular
    Unleash the Sea in Kislev
    5/6PP

  • CerberusCerberus Registered User regular
    Just thought, not everyone will have looked these up, so will post the text for easy reference.

    Unleash the Sea - 1 When you play this card, you may place a Flooding token from the stockpile in this region, or move a Flooding token from any region to this region.

    (New Flood token)

  • DaemonisDaemonis Registered User regular
    edited September 2012
    Warp Token Cache to the Badlands, 4/6 PP

    Daemonis on
  • stever777stever777 AFK most Saturdays Registered User regular
    edited September 2012
    Round 1, Summoning Phase

    game90state11.png
    Spell Effects -
    Norsca: Glean - This region is considered adjacent to all other regions.
    Estalia: Shroud of Secrecy - During the battle phase, opponents must assign hits to Peasants and other opponents' figures before assigning hits to your figures.
    The Badlands: Warp Token Cache - If you dominate this region, place this card on your power sheet. You may discard this card from your power sheet at the beginning of the summoning phase to immediately gain two power points.

    Khorne is active.

    stever777 on
    Hosting Android: Netrunner - Thread 2: The Revenge

    The Black Hole of Cygnus X-1
  • texasheattexasheat Registered User regular
    Glean? Why...yes plz...and thank you!!! Bloodsworn to Norsca

    5/7 PP

  • CerberusCerberus Registered User regular
  • admanbadmanb unionize your workplace Seattle, WARegistered User regular
    Acolyte to Tilea

    5/6 PP

  • mi-go huntermi-go hunter Once again I'm back in the lab. Cleaning my knives, ready for stabs.Registered User regular
  • CerberusCerberus Registered User regular
    The Abyss in Bretonnia
    5/6PP

    The Abyss - 0 This card covers both card slots if the other is empty.

  • DaemonisDaemonis Registered User regular
    Skiterleap to Norsca, 4/6 PP

  • texasheattexasheat Registered User regular
    Bloodletter to Norsca

    3/7 PP

  • CerberusCerberus Registered User regular
    @admanb let me know if this notifying is annoying...

  • mi-go huntermi-go hunter Once again I'm back in the lab. Cleaning my knives, ready for stabs.Registered User regular
  • stever777stever777 AFK most Saturdays Registered User regular
    Round 1, Summoning Phase

    game90state1.png
    Spell Effects -
    Norsca: Glean - This region is considered adjacent to all other regions.
    Norsca: Skitterleap - If you dominate this region, you may immediately move any number of your figures from this region to one adjacent region.
    Estalia: Shroud of Secrecy - During the battle phase, opponents must assign hits to Peasants and other opponents' figures before assigning hits to your figures.
    The Badlands: Warp Token Cache - If you dominate this region, place this card on your power sheet. You may discard this card from your power sheet at the beginning of the summoning phase to immediately gain two power points.

    Tzeentch is active.

    Hosting Android: Netrunner - Thread 2: The Revenge

    The Black Hole of Cygnus X-1
  • admanbadmanb unionize your workplace Seattle, WARegistered User regular
    Notifications are good. Just don't get annoyed if I don't respond for a bit. :P

    Acolyte to Tilea.

    4/6 PP


  • mi-go huntermi-go hunter Once again I'm back in the lab. Cleaning my knives, ready for stabs.Registered User regular
    edited September 2012
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