During the end phase:
1. Hero Tokens are resolved Nurgle is the highest threat in the Empire; his warrior is killed
2. Resolve Old World cards Nothing happens; the old world card has a continuous effect
3. Score Ruined Regions No regions were Ruined this round
4. Advance Threat Dials Khorne advances one click; gains an upgrade Tzeentch advances one click; gains an upgrade Slaanesh advances one click; gains an upgrade
Announce your upgrade choices in the thread.
5. Check for Game end The game has not ended
Once I have all the upgrade choices and Slaanesh's figure loss, I'll set the board for next round and draw the next Old World card. Tzeentch, you may choose to discard one card (in the thread) before you draw for next turn.
Father Nurgle is not pleased. Perhaps I will leave The Empire to the spirited young.
On a side note, I think the hero kill in The Empire comes before dial advancement, right? So, he would be killing one of mine instead of Slaanesh's. If I am correct, go ahead and kill off the warrior.
My cultists seem to fall too easily. Perhaps some training for them in how better to defend themselves is in order... and yet, I can think of more entertaining options.
I will take the Greater Daemon upgrade; let's have some fun!
Edited to reflect the fact that Kias is right; at the start of the end phase, he had 10 Threat and I had 8.
On a side note, I think the hero kill in The Empire comes before dial advancement, right? So, he would be killing one of mine instead of Slaanesh's. If I am correct, go ahead and kill off the warrior.
Gah, for some reason I was looking at the VP column instead of the Threat column. You are correct, sir.
The gods strike back as one against the upstart humans, and bathe in the blood of the fallen.
Plunged into Chaos
Each player immediately scores 1 VP for each Peasant token he has claimed. The player who has claimed the most Peasant tokens scores 3 additional VP. Discard this card instead of adding it to the Old World track.
Khorne receives 2 VP for their peasants, then another 3 VP.
The Peasant Uprising continues; each peasant token increases the resistance of its region by one.
I need to hear from Tzeentch whether you are discarding a Chaos card before drawing up to five. I'm updating the rest of your player sheets now.
A question for everyone since it might become an issue soon if I get another dial click.
I get a dial advancement token every time I place two corruption tokens, during the corruption step, in a region with a hero or noble. What if the region in question has multiple heroes and/or nobles?
Mr_Rose83 Blue Ridge Protects the HolyRegistered Userregular
edited November 2009
You get a dial token for placing two corruption tokens in a region. The number of heroes/nobles is irrelevant as far as I know. Pretty sure the FAQ says much the same as well. Placing multiple Nobles does however help those of you going for a VP victory, since each one increases the region's value without altering its resistance.
Number of heroes is immaterial; additionally, it is for placing two or more corruption tokens. The only god that can get multiple DIAL tokens from the same region is Nurgle, using their greater daemon upgrade to place corruption during the summoning phase then placing corruption again with cultists.
My losses in The Empire have been significant, so I suppose its time to set up shop elsewhere. I will leave Khorne to deal with the upstart youngling (who is only 5 dial-turns away from victory).
Cultist from The Empire to Bretonia
5/6 pp remain
Kias on
0
Mr_Rose83 Blue Ridge Protects the HolyRegistered Userregular
edited November 2009
Well well, it seems everyone wants a little piece of little breton...
(M) The Persistence of Change - 1 - If you kill one or more figures in battle in this region this round, you may choose to not discard this card in the end phase, leaving it in place for next round.
With an end to the recent foul rains, disease and death in the Empire, a great celebration arises, fueled in no small part by Slaanesh's dark humor. The royalty of the Empire slip further and further into depravity, offering up control of the kingdom in exchange for carnal escapades.
Degenerate Royalty - 3 - If played in a region with three or more corruption tokens, this card's cost is reduced by three. (It's printed cost is still used to calculate your domination value.)
The Peasant Uprising continues; each peasant token increases the resistance of its region by one.
Khorne (6/7) prepares a Field of Carnage in Bretonnia (other figures may not be summoned away) Nurgle (5/6) sends a leper wandering from the Empire to Bretonnia Tzeentch (5/6) calls for the Persistence of Change in Bretonnia ((M), stays in play if Tzeentch kills a figure) Slaanesh (6/6) ignores the others and rewards the Degenerate Royalty of the Empire (no effect)
What part of this lets you move a cultist from Norsca to Tilea?
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).
Edit: Oh, well, jeez. I see now that you can do that, but it makes no sense to me at all. What is the point of limiting the number of cultists a player has, then, if they can be resummoned a half-dozen regions away while they're still on the board? I thought that a figure had to travel from region to region if it was already on the board.
Editx2: Christ, that's really stupid. I thought that the drawback of you deploying figures to Norsca to use the Warpstone there was that those figures would be more or less cut off unless you Teleported them. Now I see that you can pull them out of there very easily and that seems to blow the whole risk vs. reward equation out of the water.
Conceptually, summoning and moving are the same process: the figure disappears from its current location and materializes in its new location. But the gods themselves are limited in where they can work; having presence in a region allows you to summon figures in that and adjacent regions.
Also, Teleportation is a very powerful ability, which breaks the usual bounds on the gods' influence. There isn't too much of a drawback associated with it (obvious exception: when the first figure of a given god is teleported to a new location).
Well, to be fair it is normally difficult to get to said location without wasting a bunch of order points, so the only way Tzeentch could make that move is thanks to his teleport card getting him there in the first place. The territorial limitations are a little softer in this game, but we are playing as Chaos Gods after all, not some piddly human lord who must march his troops to and fro.
It just seems like BS is all. I'm finding it really hard to make an effective strategy and the figure summoning rules being so easily manipulated makes it much harder. Especially having only six cultists I now strongly regret not taking the cultist upgrade, now that I realize I could move a cultist from Tilea to Kislev with a single power point. I wish the rules had made that a little clearer; the example of a figure "walking" across the board colored my perceptions of the summoning rules in a disadvantageous way.
I guess my point is Teleport is an extremely powerful card, but only in one direction. In the other direction you don't even need special magic, you can just displace a guy from one end of the continent to another provided he has a friend nearby. I think Teleport should be that powerful but it should be so in both directions.
If I were Tzeentch this would irritate me as well, since Teleporting an enemy's figures is really only useful in the first turn of summoning or when an enemy is out of PP. The former case because a power could always negate the Teleport card by summon-recalling a figure, and the latter case being difficult as regions with figures usually fill up with cards before people run out of PP.
It's also useful to take up spell slots in an area. You can simultaneously get rid of a warrior (forcing the other player to pay PP if he wants to move him back) and stop that player from affecting the region in a manner that benefits him.
The Peasant Uprising continues; each peasant token increases the resistance of its region by one.
Khorne prepares a Field of Carnage in Bretonnia (other figures may not be summoned away) Nurgle sends a leper wandering from the Empire to Bretonnia Tzeentch calls for the Persistence of Change in Bretonnia ((M), stays in play if Tzeentch kills a figure) Slaanesh ignores the others and rewards the Degenerate Royalty of the Empire (no effect)
Khorne (5/7) sends a cultist into Norsca Nurgle (4/6) reinforces his position in Bretonnia with another cultist Tzeentch (4/6) redeploys a cultist from Norsca to Tilea, bringing a Warp Stone with him Slaanesh (5/6) sends another cultist into the Empire
So good of you to bring more of your magic to Tilea, my brother. Now I don't feel so bad for polluting the land myself and whisking away the peasantry to a fun-filled life in sunny Bretonnia!
(M) Dark Influence - 1 - When you play this card, move a Peasant, Hero, or Noble token from this region to any other region.
The Peasant Uprising continues; each peasant token increases the resistance of its region by one.
Khorne prepares a Field of Carnage in Bretonnia (other figures may not be summoned away) Nurgle sends a leper wandering from the Empire to Bretonnia Tzeentch calls for the Persistence of Change in Bretonnia ((M), stays in play if Tzeentch kills a figure) Slaanesh ignores the others and rewards the Degenerate Royalty of the Empire (no effect)
Khorne sends a cultist into Norsca Nurgle reinforces his position in Bretonnia with another cultist Tzeentch redeploys a cultist from Norsca to Tilea, bringing a Warp Stone with him Slaanesh sends another cultist into the Empire
Khorne decides plans are better served by moving his warrior from the Empire to Bretonnia Nurgle (3/6) oozes a cultist into Tilea Tzeentch (3/6) continues to redraw the map, sending a cultist with a Warp Stone from the Border Princes to Tilea Slaanesh (4/6) decides the time is ripe to whisper in a peasant's ear; a Dark Influence sends the peasant scurrying to Bretonnia (instant effect)
Khorne (2/7) screams out a Battle Cry, echoing over Tilea (no corruption placed this round)
While my brothers still have the strength, I will point out that a greater demon would deal with the situation in The Empire quite nicely, as the hero is focused on Slaanesh.
Edit: To sweeten the deal, if someone sends a demon to The Empire, their forces in Bretonnia will be spared my wrath.
Posts
Corruption phase; check for domination, then cause corruption in region order.
1. Norsca - No domination (2 = 2)
Tzeentch causes 2 corruption DIAL
2. Troll Country - No domination (1 < 3)
Khorne causes 1 corruption
3. Kislev - No domination (3 (Skull Throne) = 3 = 3)
Nurgle causes 1 corruption
4. The Empire - No domination (1 < 2 < 3 = 3 (Influenze))
Nurgle places 1 corruption
Slaanesh places 1 corruption
5. Bretonnia - No domination (2 < 4 = 4)
Tzeentch places 3 corruption
6. Estalia - Nothing
7. Tilea - Slaanesh Dominates for 3 VP (6 > 3)
Slaanesh places 3 corruption DIAL
8. The Border Princes - Tzeentch dominates for 1 VP (3 > 2)
Khorne places 1 corruption
Tzeentch places 2 corrution DIAL
9. The Badlands - Nothing
Check for Ruination: No regions ruined
Total VP from domination:
Tzeentch: +1 = 4
Slaanesh: +3 = 9
Total dial tokens:
Khorne - 2
Tzeentch - 2
Slaanesh - 1
1. Hero Tokens are resolved
Nurgle is the highest threat in the Empire; his warrior is killed
2. Resolve Old World cards
Nothing happens; the old world card has a continuous effect
3. Score Ruined Regions
No regions were Ruined this round
4. Advance Threat Dials
Khorne advances one click; gains an upgrade
Tzeentch advances one click; gains an upgrade
Slaanesh advances one click; gains an upgrade
Announce your upgrade choices in the thread.
5. Check for Game end
The game has not ended
Once I have all the upgrade choices and Slaanesh's figure loss, I'll set the board for next round and draw the next Old World card. Tzeentch, you may choose to discard one card (in the thread) before you draw for next turn.
Cultist upgrade please.
Nintendo Network ID: AzraelRose
DropBox invite link - get 500MB extra free.
On a side note, I think the hero kill in The Empire comes before dial advancement, right? So, he would be killing one of mine instead of Slaanesh's. If I am correct, go ahead and kill off the warrior.
I will take the Greater Daemon upgrade; let's have some fun!
Edited to reflect the fact that Kias is right; at the start of the end phase, he had 10 Threat and I had 8.
Inquisitor77: Rius, you are Sisyphus and melee Wizard is your boulder
Tube: This must be what it felt like to be an Iraqi when Saddam was killed
Bookish Stickers - Mrs. Rius' Etsy shop with bumper stickers and vinyl decals.
Gah, for some reason I was looking at the VP column instead of the Threat column. You are correct, sir.
The gods strike back as one against the upstart humans, and bathe in the blood of the fallen.
Plunged into Chaos
Each player immediately scores 1 VP for each Peasant token he has claimed. The player who has claimed the most Peasant tokens scores 3 additional VP.
Discard this card instead of adding it to the Old World track.
Khorne receives 2 VP for their peasants, then another 3 VP.
The Peasant Uprising continues; each peasant token increases the resistance of its region by one.
I need to hear from Tzeentch whether you are discarding a Chaos card before drawing up to five. I'm updating the rest of your player sheets now.
Nintendo Network ID: AzraelRose
DropBox invite link - get 500MB extra free.
I get a dial advancement token every time I place two corruption tokens, during the corruption step, in a region with a hero or noble. What if the region in question has multiple heroes and/or nobles?
Inquisitor77: Rius, you are Sisyphus and melee Wizard is your boulder
Tube: This must be what it felt like to be an Iraqi when Saddam was killed
Bookish Stickers - Mrs. Rius' Etsy shop with bumper stickers and vinyl decals.
Nintendo Network ID: AzraelRose
DropBox invite link - get 500MB extra free.
Field of Carnage - 1 - No figures other than yours may be summoned away from this region while this card remains here
target Bretonnia
Khorne - 6/7 PP remaining
BLOOD FOR THE BLOOD GOD
Cultist from The Empire to Bretonia
5/6 pp remain
(M) The Persistence of Change - 1 - If you kill one or more figures in battle in this region this round, you may choose to not discard this card in the end phase, leaving it in place for next round.
In Bretonnia: 5/6PP remain.
Nintendo Network ID: AzraelRose
DropBox invite link - get 500MB extra free.
Degenerate Royalty - 3 - If played in a region with three or more corruption tokens, this card's cost is reduced by three. (It's printed cost is still used to calculate your domination value.)
Slaanesh @ 6/6 PP Remaining.
Inquisitor77: Rius, you are Sisyphus and melee Wizard is your boulder
Tube: This must be what it felt like to be an Iraqi when Saddam was killed
Bookish Stickers - Mrs. Rius' Etsy shop with bumper stickers and vinyl decals.
The Peasant Uprising continues; each peasant token increases the resistance of its region by one.
Khorne (6/7) prepares a Field of Carnage in Bretonnia (other figures may not be summoned away)
Nurgle (5/6) sends a leper wandering from the Empire to Bretonnia
Tzeentch (5/6) calls for the Persistence of Change in Bretonnia ((M), stays in play if Tzeentch kills a figure)
Slaanesh (6/6) ignores the others and rewards the Degenerate Royalty of the Empire (no effect)
Summon Bloodsworn (cultist) to Norsca
Khorne - 5/7 PP reamining
BLOOD FOR THE BLOOD GOD
4/6 PP remain
Move an Acolyte from Norsca to Tilea, and take a Warpstone with him.
4/6 PP left
Nintendo Network ID: AzraelRose
DropBox invite link - get 500MB extra free.
Inquisitor77: Rius, you are Sisyphus and melee Wizard is your boulder
Tube: This must be what it felt like to be an Iraqi when Saddam was killed
Bookish Stickers - Mrs. Rius' Etsy shop with bumper stickers and vinyl decals.
Nintendo Network ID: AzraelRose
DropBox invite link - get 500MB extra free.
Edit: Oh, well, jeez. I see now that you can do that, but it makes no sense to me at all. What is the point of limiting the number of cultists a player has, then, if they can be resummoned a half-dozen regions away while they're still on the board? I thought that a figure had to travel from region to region if it was already on the board.
Editx2: Christ, that's really stupid. I thought that the drawback of you deploying figures to Norsca to use the Warpstone there was that those figures would be more or less cut off unless you Teleported them. Now I see that you can pull them out of there very easily and that seems to blow the whole risk vs. reward equation out of the water.
Inquisitor77: Rius, you are Sisyphus and melee Wizard is your boulder
Tube: This must be what it felt like to be an Iraqi when Saddam was killed
Bookish Stickers - Mrs. Rius' Etsy shop with bumper stickers and vinyl decals.
Also, Teleportation is a very powerful ability, which breaks the usual bounds on the gods' influence. There isn't too much of a drawback associated with it (obvious exception: when the first figure of a given god is teleported to a new location).
Inquisitor77: Rius, you are Sisyphus and melee Wizard is your boulder
Tube: This must be what it felt like to be an Iraqi when Saddam was killed
Bookish Stickers - Mrs. Rius' Etsy shop with bumper stickers and vinyl decals.
If I were Tzeentch this would irritate me as well, since Teleporting an enemy's figures is really only useful in the first turn of summoning or when an enemy is out of PP. The former case because a power could always negate the Teleport card by summon-recalling a figure, and the latter case being difficult as regions with figures usually fill up with cards before people run out of PP.
I'll take my turn in a minute here.
Inquisitor77: Rius, you are Sisyphus and melee Wizard is your boulder
Tube: This must be what it felt like to be an Iraqi when Saddam was killed
Bookish Stickers - Mrs. Rius' Etsy shop with bumper stickers and vinyl decals.
Summon Cultist to Empire.
Slaanesh @ 5/6 PP remaining; sorry for the delay, folks.
Inquisitor77: Rius, you are Sisyphus and melee Wizard is your boulder
Tube: This must be what it felt like to be an Iraqi when Saddam was killed
Bookish Stickers - Mrs. Rius' Etsy shop with bumper stickers and vinyl decals.
The Peasant Uprising continues; each peasant token increases the resistance of its region by one.
Khorne prepares a Field of Carnage in Bretonnia (other figures may not be summoned away)
Nurgle sends a leper wandering from the Empire to Bretonnia
Tzeentch calls for the Persistence of Change in Bretonnia ((M), stays in play if Tzeentch kills a figure)
Slaanesh ignores the others and rewards the Degenerate Royalty of the Empire (no effect)
Khorne (5/7) sends a cultist into Norsca
Nurgle (4/6) reinforces his position in Bretonnia with another cultist
Tzeentch (4/6) redeploys a cultist from Norsca to Tilea, bringing a Warp Stone with him
Slaanesh (5/6) sends another cultist into the Empire
Move a Bloodletter (warrior) from The Empire to Bretonnia
Khorne - 3/7 PP remaining
BLOOD FOR THE BLOOD GOD
Cultist to Tilea
3/6 PP remain
Send one Acolyte from The Border Princes to Skavenblight (in Tilea) with an offering of Warpstone (1 token).
3/6 PP left.
Nintendo Network ID: AzraelRose
DropBox invite link - get 500MB extra free.
(M) Dark Influence - 1 - When you play this card, move a Peasant, Hero, or Noble token from this region to any other region.
Play in Tilea; move the Peasant to Bretonnia.
Slaanesh @ 4/6 PP Remaining.
Inquisitor77: Rius, you are Sisyphus and melee Wizard is your boulder
Tube: This must be what it felt like to be an Iraqi when Saddam was killed
Bookish Stickers - Mrs. Rius' Etsy shop with bumper stickers and vinyl decals.
Battle Cry - 1 - No corruption tokens may be placed in this region during this round
On Tilia
Khorne - 2/7 PP Remaining
BLOOD FOR THE BLOOD GOD
Inquisitor77: Rius, you are Sisyphus and melee Wizard is your boulder
Tube: This must be what it felt like to be an Iraqi when Saddam was killed
Bookish Stickers - Mrs. Rius' Etsy shop with bumper stickers and vinyl decals.
The Peasant Uprising continues; each peasant token increases the resistance of its region by one.
Khorne prepares a Field of Carnage in Bretonnia (other figures may not be summoned away)
Nurgle sends a leper wandering from the Empire to Bretonnia
Tzeentch calls for the Persistence of Change in Bretonnia ((M), stays in play if Tzeentch kills a figure)
Slaanesh ignores the others and rewards the Degenerate Royalty of the Empire (no effect)
Khorne sends a cultist into Norsca
Nurgle reinforces his position in Bretonnia with another cultist
Tzeentch redeploys a cultist from Norsca to Tilea, bringing a Warp Stone with him
Slaanesh sends another cultist into the Empire
Khorne decides plans are better served by moving his warrior from the Empire to Bretonnia
Nurgle (3/6) oozes a cultist into Tilea
Tzeentch (3/6) continues to redraw the map, sending a cultist with a Warp Stone from the Border Princes to Tilea
Slaanesh (4/6) decides the time is ripe to whisper in a peasant's ear; a Dark Influence sends the peasant scurrying to Bretonnia (instant effect)
Khorne (2/7) screams out a Battle Cry, echoing over Tilea (no corruption placed this round)
Edit: To sweeten the deal, if someone sends a demon to The Empire, their forces in Bretonnia will be spared my wrath.
2/6 PP remain