El SkidThe frozen white northRegistered Userregular
edited April 2010
The results and turn order, color-coded for future convenience!
1. simulacrum(simulacrum in decline) 2. The Lawinator(Law in decline) <-This Guy's up!
3. El Skid (El Skid in decline) 4. Gandalf_the_Crazed (GtC in decline) 5. SlickShughes(SS in decline)
Dwarves (3) Collect 1 extra coin for each mine, even in decline.
Giants (6) Conquer adjacent to occupied mountains at -1 units.
Halflings (6) First conquest anywhere. Place 2 immune hole-in-the-grounds in the first 2 areas conquered.
Orcs (5) Collect 1 extra coin for each occupied region conquered this turn.
Skeletons (6) Create 1 additional skeleton during redeploy for each 2 occupied regions conquered this turn.
Tritons (6) Conquer adjacent to water at -1 units.
EXPANSION RACES:
Kobolds (11) You may not conquer or occupy a region with fewer than 2 race tokens. When going In Decline, however, keep a single token in each Region, as normal.
Goblins (6) You may conquer any In Decline Region at a cost of 1 less Goblin token than normal.
Gypsies (6) Place 1 bonus VP (from the stash) in each Region you abandon. You cannot conquer these Regions again this turn, BUT you receive the coins they hold as a bonus at turn's end.
White Ladies (2) Once In Decline, White Ladies are immune to your opponents' conquests and powers.
...and powers:
Bivouacking (5) During redeploy, place or move the 5 Encampment tokens in your region(s) that count as one unit each for defense.
Diplomat (5) At the end of your turn, pick an opponent whose active race you did not attack. That player may not attack your active race before your next turn.
Dragon Master (5) Once per turn, you may make a single conquest with just one unit. Place or move the Dragon token into that region which makes it immune.
Forest (4) Collect 1 extra coin for each Forest you control.
Heroic (5) At the end of your turn place your 2 Hero tokens in two seperate regions you control. These regions are immune.
Merchant (2) Collect 1 bonus coin for each region you control.
Mounted (5) Conquer Hills and Farmlands at -1 units.
Pillaging (5) Collect 1 extra coin for each non-empty region conquered this turn.
Seafaring (5) You may conquer water regions.
Stout (4) You may go into Decline after conquering.
Swamp (4) Collect 1 extra coin for each Swamp you control.
Underworld (5) You may conquer regions with caverns at -1 units. All regions with Caverns are considered adjacent.
EXPANSION POWERS:
Cursed (0) In order to skip this race during race selection, you must place 3 VP on it instead of the usual 1.
Hordes Of (5) You may use your 2 "Hordes Of" tokens exactly as if they were additional active race tokens. They disappear when you go into decline.
Ransacking (4) Each time you successfully conquer a Region containing an opponent's active Race, he must immediately pay you 1 VP from his own stash.
Were- (4) On even-numbered turns, conquer all regions at -2 tokens.
Historian (5) Collect 1 bonus VP for each Race In Decline at the time you select the Historians. While you're active, collect 1 bonus VP each time another Race goes into decline, including your own race!
Peace-Loving (4) Collect 3 bonus VP at the end of each turn during which you have attacked no active Race.
Simulacrum
Active race: Marauding (pillaging?) Sorcerors[10] Decline race: {none} Summary: Selected marauding Sorcerors as active race. generated 9,3 Commando Trolls. Conqured Rolling flats, Rush valley, Westros, Ents Harbor, warlock falls, and witch marsh
The results and turn order, color-coded for future convenience!
1. simulacrum(simulacrum in decline) 2. The Lawinator(Law in decline)
3. El Skid (El Skid in decline) 4. Gandalf_the_Crazed (GtC in decline) 5. SlickShughes(SS in decline)
Dwarves (3) Collect 1 extra coin for each mine, even in decline.
Giants (6) Conquer adjacent to occupied mountains at -1 units.
Halflings (6) First conquest anywhere. Place 2 immune hole-in-the-grounds in the first 2 areas conquered.
Orcs (5) Collect 1 extra coin for each occupied region conquered this turn.
Tritons (6) Conquer adjacent to water at -1 units.
EXPANSION RACES:
Kobolds (11) You may not conquer or occupy a region with fewer than 2 race tokens. When going In Decline, however, keep a single token in each Region, as normal.
Goblins (6) You may conquer any In Decline Region at a cost of 1 less Goblin token than normal.
Gypsies (6) Place 1 bonus VP (from the stash) in each Region you abandon. You cannot conquer these Regions again this turn, BUT you receive the coins they hold as a bonus at turn's end.
White Ladies (2) Once In Decline, White Ladies are immune to your opponents' conquests and powers.
...and powers:
Bivouacking (5) During redeploy, place or move the 5 Encampment tokens in your region(s) that count as one unit each for defense.
Diplomat (5) At the end of your turn, pick an opponent whose active race you did not attack. That player may not attack your active race before your next turn.
Dragon Master (5) Once per turn, you may make a single conquest with just one unit. Place or move the Dragon token into that region which makes it immune.
Forest (4) Collect 1 extra coin for each Forest you control.
Heroic (5) At the end of your turn place your 2 Hero tokens in two seperate regions you control. These regions are immune.
Merchant (2) Collect 1 bonus coin for each region you control.
Mounted (5) Conquer Hills and Farmlands at -1 units.
Pillaging (5) Collect 1 extra coin for each non-empty region conquered this turn.
Seafaring (5) You may conquer water regions.
Stout (4) You may go into Decline after conquering.
Swamp (4) Collect 1 extra coin for each Swamp you control.
Underworld (5) You may conquer regions with caverns at -1 units. All regions with Caverns are considered adjacent.
EXPANSION POWERS:
Cursed (0) In order to skip this race during race selection, you must place 3 VP on it instead of the usual 1.
Hordes Of (5) You may use your 2 "Hordes Of" tokens exactly as if they were additional active race tokens. They disappear when you go into decline.
Ransacking (4) Each time you successfully conquer a Region containing an opponent's active Race, he must immediately pay you 1 VP from his own stash.
Were- (4) On even-numbered turns, conquer all regions at -2 tokens.
Peace-Loving (4) Collect 3 bonus VP at the end of each turn during which you have attacked no active Race.
Simulacrum
Active race: Marauding (pillaging?) Sorcerors[10] Decline race: {none} Summary: Selected marauding Sorcerors as active race. generated 9,3 Commando Trolls. Conqured Rolling flats, Rush valley, Westros, Ents Harbor, warlock falls, and witch marsh
Conquered stuff
Misty Vale :2
Mid Peaks: 3
Secluded Vale: 2
Place Fortress token in Mid Peaks Final Conquest: None
Points Earned: 3 (-1 for race bid, 1 for fortified area, 3 for territory)
Redeploy:
None
Gandalf_the_Crazed
Taking Flying Ratmen (picking up the bonus VP on it) and generating 1d10=5, 1d18=17 Historian Skeletons. Conquering Lowlands (2), Tranquil Expanse (2), Saint's Pride (2), High Peaks (3), Burning Steppes(2) and Rivertown(2) -- all previously empty.
The results and turn order, color-coded for future convenience!
1. simulacrum(simulacrum in decline) 2. The Lawinator(Law in decline)
3. El Skid (El Skid in decline) 4. Gandalf_the_Crazed (GtC in decline) 5. SlickShughes(SS in decline)
Current Race/power combinations available:
1. Spirit (5) Wizards (5)
2. Commando (4) Trolls (5)
3. Alchemist (4) Elves (6)
4. Hill (5) Amazons (6)
5. Historian (5) Skeletons (6)
6. Forest(4) White Ladies (2)
Which leaves the following...
...races:
Dwarves (3) Collect 1 extra coin for each mine, even in decline.
Giants (6) Conquer adjacent to occupied mountains at -1 units.
Halflings (6) First conquest anywhere. Place 2 immune hole-in-the-grounds in the first 2 areas conquered.
Orcs (5) Collect 1 extra coin for each occupied region conquered this turn.
Tritons (6) Conquer adjacent to water at -1 units.
EXPANSION RACES:
Kobolds (11) You may not conquer or occupy a region with fewer than 2 race tokens. When going In Decline, however, keep a single token in each Region, as normal.
Goblins (6) You may conquer any In Decline Region at a cost of 1 less Goblin token than normal.
Gypsies (6) Place 1 bonus VP (from the stash) in each Region you abandon. You cannot conquer these Regions again this turn, BUT you receive the coins they hold as a bonus at turn's end.
...and powers:
Bivouacking (5) During redeploy, place or move the 5 Encampment tokens in your region(s) that count as one unit each for defense.
Diplomat (5) At the end of your turn, pick an opponent whose active race you did not attack. That player may not attack your active race before your next turn.
Dragon Master (5) Once per turn, you may make a single conquest with just one unit. Place or move the Dragon token into that region which makes it immune.
Heroic (5) At the end of your turn place your 2 Hero tokens in two seperate regions you control. These regions are immune.
Merchant (2) Collect 1 bonus coin for each region you control.
Mounted (5) Conquer Hills and Farmlands at -1 units.
Pillaging (5) Collect 1 extra coin for each non-empty region conquered this turn.
Seafaring (5) You may conquer water regions.
Stout (4) You may go into Decline after conquering.
Swamp (4) Collect 1 extra coin for each Swamp you control.
Underworld (5) You may conquer regions with caverns at -1 units. All regions with Caverns are considered adjacent.
EXPANSION POWERS:
Cursed (0) In order to skip this race during race selection, you must place 3 VP on it instead of the usual 1.
Hordes Of (5) You may use your 2 "Hordes Of" tokens exactly as if they were additional active race tokens. They disappear when you go into decline.
Ransacking (4) Each time you successfully conquer a Region containing an opponent's active Race, he must immediately pay you 1 VP from his own stash.
Were- (4) On even-numbered turns, conquer all regions at -2 tokens.
Peace-Loving (4) Collect 3 bonus VP at the end of each turn during which you have attacked no active Race.
Simulacrum
Active race: Marauding (pillaging?) Sorcerors[10] Decline race: {none} Summary: Selected marauding Sorcerors as active race. generated 9,3 Commando Trolls. Conqured Rolling flats, Rush valley, Westros, Ents Harbor, warlock falls, and witch marsh
Conquered stuff
Misty Vale :2
Mid Peaks: 3
Secluded Vale: 2
Place Fortress token in Mid Peaks Final Conquest: None
Points Earned: 3 (-1 for race bid, 1 for fortified area, 3 for territory)
Redeploy:
None
Gandalf_the_Crazed
Taking Flying Ratmen (picking up the bonus VP on it) and generating 1d10=5, 1d18=17 Historian Skeletons. Conquering Lowlands (2), Tranquil Expanse (2), Saint's Pride (2), High Peaks (3), Burning Steppes(2) and Rivertown(2) -- all previously empty.
Berserk roll 1: 1d6=1 = 1 extra against Rolling Flats one Sorc discarded, two humans placed
Berserk roll 2: 1d6=3 = 3 extra against Warlock Falls one Sorc discarded one pushed, one human placed
Berserk roll 3: 1d6=2 = 2 extra against Rush Valley one Sorc discarded, one human placed
Berserk roll 4: 1d6=6 = 0 extra against Westros one sorc discarded, three humans placed
Berserk roll 5: 1d6=2 = 2 extra against Witch Marsh one sorc discarded, one displaced, two humans placed
All sorcs retreat to Ent's Harbor
Redeploy one human from Witch Marsh to Warlock Falls, one from Westeros to Rush Valley
Earned 5 (territories) + 2 (farms) = 7 for the turn
The Territories By Quadrant:
NORTHWEST
Drake Sea
Dragon Coast
Ent's Harbor(4) Marauding sorcerors
Leyland
Norfolk (1) Lost Tribe
Rolling Flats (2) Berserk Humans
Rush Valley (2) Berserk Humans
Swamps of Despair (1) Lost Tribe
Warlock Falls (2) Berserk Humans
Westros (2) Berserk Humans
Windmillia
Witch Marsh (1) Berserk Humans
World's End
NORTHEAST
Doveland (3) Wealthy Ghouls
Ghitu Highlands (1) Lost Tribe
Ghitu Lowlands (3) Wealthy Ghouls
Iron Spine
Mount Mithril
Northwoods
Secluded Swamp (1) Lost Tribe
Waterwood (2) Wealthy Ghouls
White Crag (1) Wealthy Ghouls
SOUTHEAST
Burning Steppes (2) Ratmen
Corner Sea
Crackling Steppes (1) Lost Tribe
Falling Leaves (1) Lost Tribe
Gug (1) Lost Tribe
High Peaks (3) Ratmen
Mid Peaks: 3 Priestesses, Fortification
Misty Vale: 2 Priestesses
Piercing Delta (1) Lost Tribe
Rainbow Lake
Rivertown (2) Ratmen
Saint's Pride (2) Ratmen
Secluded Vale: 2 Priestesses
Southpeak
SOUTHWEST
Deathmaw
Dryad's Retreat (1) Lost Tribe
Engorged Marsh (1) Lost Tribe
Lowlands (2) Ratmen
Midland (1) Lost Tribe
Platinum Plateau (1) Lost Tribe
Quicksilver Forest (1) Lost Tribe
Raptor's Nest
Silver Mist (1) Lost Tribe
Tranquil Expanse (2) Ratmen
Valorock
Wool Road (1) Lost Tribe
Really hope I got that all right. Also, damnit if Berserk isn't the biggest pain in the ass power in PbP.
SlickShughes on
0
Options
El SkidThe frozen white northRegistered Userregular
The results and turn order, color-coded for future convenience!
1. simulacrum(simulacrum in decline) 2. The Lawinator(Law in decline)
3. El Skid (El Skid in decline) 4. Gandalf_the_Crazed (GtC in decline) 5. SlickShughes(SS in decline)
Current Race/power combinations available:
1. Spirit (5) Wizards (5)
2. Commando (4) Trolls (5)
3. Alchemist (4) Elves (6)
4. Hill (5) Amazons (6)
5. Historian (5) Skeletons (6)
6. Forest(4) White Ladies (2)
Which leaves the following...
...races:
Dwarves (3) Collect 1 extra coin for each mine, even in decline.
Giants (6) Conquer adjacent to occupied mountains at -1 units.
Halflings (6) First conquest anywhere. Place 2 immune hole-in-the-grounds in the first 2 areas conquered.
Orcs (5) Collect 1 extra coin for each occupied region conquered this turn.
Tritons (6) Conquer adjacent to water at -1 units.
EXPANSION RACES:
Kobolds (11) You may not conquer or occupy a region with fewer than 2 race tokens. When going In Decline, however, keep a single token in each Region, as normal.
Goblins (6) You may conquer any In Decline Region at a cost of 1 less Goblin token than normal.
Gypsies (6) Place 1 bonus VP (from the stash) in each Region you abandon. You cannot conquer these Regions again this turn, BUT you receive the coins they hold as a bonus at turn's end.
...and powers:
Bivouacking (5) During redeploy, place or move the 5 Encampment tokens in your region(s) that count as one unit each for defense.
Diplomat (5) At the end of your turn, pick an opponent whose active race you did not attack. That player may not attack your active race before your next turn.
Dragon Master (5) Once per turn, you may make a single conquest with just one unit. Place or move the Dragon token into that region which makes it immune.
Heroic (5) At the end of your turn place your 2 Hero tokens in two seperate regions you control. These regions are immune.
Merchant (2) Collect 1 bonus coin for each region you control.
Mounted (5) Conquer Hills and Farmlands at -1 units.
Pillaging (5) Collect 1 extra coin for each non-empty region conquered this turn.
Seafaring (5) You may conquer water regions.
Stout (4) You may go into Decline after conquering.
Swamp (4) Collect 1 extra coin for each Swamp you control.
Underworld (5) You may conquer regions with caverns at -1 units. All regions with Caverns are considered adjacent.
EXPANSION POWERS:
Cursed (0) In order to skip this race during race selection, you must place 3 VP on it instead of the usual 1.
Hordes Of (5) You may use your 2 "Hordes Of" tokens exactly as if they were additional active race tokens. They disappear when you go into decline.
Ransacking (4) Each time you successfully conquer a Region containing an opponent's active Race, he must immediately pay you 1 VP from his own stash.
Were- (4) On even-numbered turns, conquer all regions at -2 tokens.
Peace-Loving (4) Collect 3 bonus VP at the end of each turn during which you have attacked no active Race.
Simulacrum
Active race: Marauding (pillaging?) Sorcerers[5] Decline race: {none} Summary: Conquered rolling flats. used marauding ability to conquer warlock falls. Used sorcerer ability to replace the human in witches marsh with a sorcerer.
Conquest
Conquered:
Rolling flats[0]: 2+1 [1 berserk human discarded]
Warlock falls[0]: 2+1 [1 berserk human discarded
witch marsh[0]: 1 [1 berserk human retreated
Humans retreat to Rush valley and Westros
Final conquest:
None
Points earned:4
Redeploy:
None
The Territories By Quadrant:
NORTHWEST
Drake Sea
Dragon Coast
Ent's Harbor(1) Marauding sorcerers
Leyland
Norfolk (1) Lost Tribe
Rolling Flats (1) Marauding sorcerers
Rush Valley (2) Berserk Humans
Swamps of Despair (1) Lost Tribe
Warlock Falls (2) Marauding sorcerers
Westros (3 ) Berserk Humans
Windmillia
Witch Marsh (1) Marauding sorcerers
World's End
NORTHEAST
Doveland (3) Wealthy Ghouls
Ghitu Highlands (1) Lost Tribe
Ghitu Lowlands (3) Wealthy Ghouls
Iron Spine
Mount Mithril
Northwoods
Secluded Swamp (1) Lost Tribe
Waterwood (2) Wealthy Ghouls
White Crag (1) Wealthy Ghouls
SOUTHEAST
Burning Steppes (2) Ratmen
Corner Sea
Crackling Steppes (1) Lost Tribe
Falling Leaves (1) Lost Tribe
Gug (1) Lost Tribe
High Peaks (3) Ratmen
Mid Peaks: 3 Priestesses, Fortification
Misty Vale: 2 Priestesses
Piercing Delta (1) Lost Tribe
Rainbow Lake
Rivertown (2) Ratmen
Saint's Pride (2) Ratmen
Secluded Vale: 2 Priestesses
Southpeak
SOUTHWEST
Deathmaw
Dryad's Retreat (1) Lost Tribe
Engorged Marsh (1) Lost Tribe
Lowlands (2) Ratmen
Midland (1) Lost Tribe
Platinum Plateau (1) Lost Tribe
Quicksilver Forest (1) Lost Tribe
Raptor's Nest
Silver Mist (1) Lost Tribe
Tranquil Expanse (2) Ratmen
Valorock
Wool Road (1) Lost Tribe
Sorry for the wait, The power kept going out here.
I know I'm fucked because of how thin I'm spread out, But at least I took some of them with me.
I'm gonna wait until that's sorted out to post my turn. Question before then, the turn Ghouls go into decline is just like any other race, right? Not able to redeploy or conquer anything?
I'm gonna wait until that's sorted out to post my turn. Question before then, the turn Ghouls go into decline is just like any other race, right? Not able to redeploy or conquer anything?
The results and turn order, color-coded for future convenience!
1. simulacrum(simulacrum in decline) 2. The Lawinator(Law in decline)
3. El Skid (El Skid in decline) 4. Gandalf_the_Crazed (GtC in decline) 5. SlickShughes(SS in decline)
Current Race/power combinations available:
1. Spirit (5) Wizards (5)
2. Commando (4) Trolls (5)
3. Alchemist (4) Elves (6)
4. Hill (5) Amazons (6)
5. Historian (5) Skeletons (6)
6. Forest(4) White Ladies (2)
Which leaves the following...
...races:
Dwarves (3) Collect 1 extra coin for each mine, even in decline.
Giants (6) Conquer adjacent to occupied mountains at -1 units.
Halflings (6) First conquest anywhere. Place 2 immune hole-in-the-grounds in the first 2 areas conquered.
Orcs (5) Collect 1 extra coin for each occupied region conquered this turn.
Tritons (6) Conquer adjacent to water at -1 units.
EXPANSION RACES:
Kobolds (11) You may not conquer or occupy a region with fewer than 2 race tokens. When going In Decline, however, keep a single token in each Region, as normal.
Goblins (6) You may conquer any In Decline Region at a cost of 1 less Goblin token than normal.
Gypsies (6) Place 1 bonus VP (from the stash) in each Region you abandon. You cannot conquer these Regions again this turn, BUT you receive the coins they hold as a bonus at turn's end.
...and powers:
Bivouacking (5) During redeploy, place or move the 5 Encampment tokens in your region(s) that count as one unit each for defense.
Diplomat (5) At the end of your turn, pick an opponent whose active race you did not attack. That player may not attack your active race before your next turn.
Dragon Master (5) Once per turn, you may make a single conquest with just one unit. Place or move the Dragon token into that region which makes it immune.
Heroic (5) At the end of your turn place your 2 Hero tokens in two seperate regions you control. These regions are immune.
Merchant (2) Collect 1 bonus coin for each region you control.
Mounted (5) Conquer Hills and Farmlands at -1 units.
Pillaging (5) Collect 1 extra coin for each non-empty region conquered this turn.
Seafaring (5) You may conquer water regions.
Stout (4) You may go into Decline after conquering.
Swamp (4) Collect 1 extra coin for each Swamp you control.
Underworld (5) You may conquer regions with caverns at -1 units. All regions with Caverns are considered adjacent.
EXPANSION POWERS:
Cursed (0) In order to skip this race during race selection, you must place 3 VP on it instead of the usual 1.
Hordes Of (5) You may use your 2 "Hordes Of" tokens exactly as if they were additional active race tokens. They disappear when you go into decline.
Ransacking (4) Each time you successfully conquer a Region containing an opponent's active Race, he must immediately pay you 1 VP from his own stash.
Were- (4) On even-numbered turns, conquer all regions at -2 tokens.
Peace-Loving (4) Collect 3 bonus VP at the end of each turn during which you have attacked no active Race.
Simulacrum
Active race: Marauding (pillaging?) Sorcerors[5] Decline race: {none} Summary: Conquered rolling flats. used maruding abillty to conquer warlock falls. Used sorceror abillty to replace the human in witches marsh with a sorceror.
Conquest
Conquered:
Rolling flats[0]: 2+1 [1 berserk human discarded]
Warlock falls[0]: 2+1 [1 berserk human discarded
witch marsh[0]: 1 [1 beserk human retreated
Humans retreat to rush valley
Final conquest:
None
Points earned
Redeploy:
None
TheLawinator
Active Race: None! Decline Race: Ghouls! Summary: Obviously went into decline!
No conquests! No redeploy!
4 points earned!
The Territories By Quadrant:
NORTHWEST
Drake Sea
Dragon Coast
Ent's Harbor(1) Marauding sorcerors
Leyland
Norfolk (1) Lost Tribe
Rolling Flats (1) Marauding sorcerors
Rush Valley (5) Berserk Humans
Swamps of Despair (1) Lost Tribe
Warlock Falls (2) Marauding sorcerors
Westros (2) Berserk Humans
Windmillia
Witch Marsh (1) Marauding sorcerors
World's End
NORTHEAST
Doveland (3) Wealthy Ghouls
Ghitu Highlands (1) Lost Tribe
Ghitu Lowlands (3) Wealthy Ghouls
Iron Spine
Mount Mithril
Northwoods
Secluded Swamp (1) Lost Tribe
Waterwood (2) Wealthy Ghouls
White Crag (1) Wealthy Ghouls
SOUTHEAST
Burning Steppes (2) Ratmen
Corner Sea
Crackling Steppes (1) Lost Tribe
Falling Leaves (1) Lost Tribe
Gug (1) Lost Tribe
High Peaks (3) Ratmen
Mid Peaks: 3 Priestesses, Fortification
Misty Vale: 2 Priestesses
Piercing Delta (1) Lost Tribe
Rainbow Lake
Rivertown (2) Ratmen
Saint's Pride (2) Ratmen
Secluded Vale: 2 Priestesses
Southpeak
SOUTHWEST
Deathmaw
Dryad's Retreat (1) Lost Tribe
Engorged Marsh (1) Lost Tribe
Lowlands (2) Ratmen
Midland (1) Lost Tribe
Platinum Plateau (1) Lost Tribe
Quicksilver Forest (1) Lost Tribe
Raptor's Nest
Silver Mist (1) Lost Tribe
Tranquil Expanse (2) Ratmen
Valorock
Wool Road (1) Lost Tribe
El SkidThe frozen white northRegistered Userregular
edited April 2010
Turn 2Player 2
The results and turn order, color-coded for future convenience!
1. simulacrum(simulacrum in decline) 2. The Lawinator(Law in decline)
3. El Skid (El Skid in decline) 4. Gandalf_the_Crazed (GtC in decline) 5. SlickShughes(SS in decline)
Current Race/power combinations available:
1. Spirit (5) Wizards (5)
2. Commando (4) Trolls (5)
3. Alchemist (4) Elves (6)
4. Hill (5) Amazons (6)
5. Historian (5) Skeletons (6)
6. Forest(4) White Ladies (2)
Which leaves the following...
...races:
Dwarves (3) Collect 1 extra coin for each mine, even in decline.
Giants (6) Conquer adjacent to occupied mountains at -1 units.
Halflings (6) First conquest anywhere. Place 2 immune hole-in-the-grounds in the first 2 areas conquered.
Orcs (5) Collect 1 extra coin for each occupied region conquered this turn.
Tritons (6) Conquer adjacent to water at -1 units.
EXPANSION RACES:
Kobolds (11) You may not conquer or occupy a region with fewer than 2 race tokens. When going In Decline, however, keep a single token in each Region, as normal.
Goblins (6) You may conquer any In Decline Region at a cost of 1 less Goblin token than normal.
Gypsies (6) Place 1 bonus VP (from the stash) in each Region you abandon. You cannot conquer these Regions again this turn, BUT you receive the coins they hold as a bonus at turn's end.
...and powers:
Bivouacking (5) During redeploy, place or move the 5 Encampment tokens in your region(s) that count as one unit each for defense.
Diplomat (5) At the end of your turn, pick an opponent whose active race you did not attack. That player may not attack your active race before your next turn.
Dragon Master (5) Once per turn, you may make a single conquest with just one unit. Place or move the Dragon token into that region which makes it immune.
Heroic (5) At the end of your turn place your 2 Hero tokens in two seperate regions you control. These regions are immune.
Merchant (2) Collect 1 bonus coin for each region you control.
Mounted (5) Conquer Hills and Farmlands at -1 units.
Pillaging (5) Collect 1 extra coin for each non-empty region conquered this turn.
Seafaring (5) You may conquer water regions.
Stout (4) You may go into Decline after conquering.
Swamp (4) Collect 1 extra coin for each Swamp you control.
Underworld (5) You may conquer regions with caverns at -1 units. All regions with Caverns are considered adjacent.
EXPANSION POWERS:
Cursed (0) In order to skip this race during race selection, you must place 3 VP on it instead of the usual 1.
Hordes Of (5) You may use your 2 "Hordes Of" tokens exactly as if they were additional active race tokens. They disappear when you go into decline.
Ransacking (4) Each time you successfully conquer a Region containing an opponent's active Race, he must immediately pay you 1 VP from his own stash.
Were- (4) On even-numbered turns, conquer all regions at -2 tokens.
Peace-Loving (4) Collect 3 bonus VP at the end of each turn during which you have attacked no active Race.
Simulacrum
Active race: Marauding (pillaging?) Sorcerors[5] Decline race: {none} Summary: Conquered rolling flats. used maruding abillty to conquer warlock falls. Used sorceror abillty to replace the human in witches marsh with a sorceror.
Conquest
Conquered:
Rolling flats[0]: 2+1 [1 berserk human discarded]
Warlock falls[0]: 2+1 [1 berserk human discarded
witch marsh[0]: 1 [1 beserk human retreated
Humans retreat to rush valley
Final conquest:
None
Points earned
Redeploy:
None
TheLawinator
Active Race: None! Decline Race: Ghouls! Summary: Obviously went into decline!
No conquests! No redeploy!
4 points earned!
El Skid
Active Race: None Decline Race: Priestesses Summary: go into decline. 2 priestesses group up on top of their fortification (which persists) in Mid peaks, creating the Ivory Tower.
3 points earned!
The Territories By Quadrant:
NORTHWEST
Drake Sea
Dragon Coast
Ent's Harbor(1) Marauding sorcerors
Leyland
Norfolk (1) Lost Tribe
Rolling Flats (1) Marauding sorcerors
Rush Valley (5) Berserk Humans
Swamps of Despair (1) Lost Tribe
Warlock Falls (2) Marauding sorcerors
Westros (2) Berserk Humans
Windmillia
Witch Marsh (1) Marauding sorcerors
World's End
NORTHEAST
Doveland (3) Wealthy Ghouls
Ghitu Highlands (1) Lost Tribe
Ghitu Lowlands (3) Wealthy Ghouls
Iron Spine
Mount Mithril
Northwoods
Secluded Swamp (1) Lost Tribe
Waterwood (2) Wealthy Ghouls
White Crag (1) Wealthy Ghouls
SOUTHEAST
Burning Steppes (2) Ratmen
Corner Sea
Crackling Steppes (1) Lost Tribe
Falling Leaves (1) Lost Tribe
Gug (1) Lost Tribe
High Peaks (3) Ratmen
Mid Peaks: 3 Priestesses(Ivory Tower), Fortification
Misty Vale:
Piercing Delta (1) Lost Tribe
Rainbow Lake
Rivertown (2) Ratmen
Saint's Pride (2) Ratmen
Secluded Vale:
Southpeak
SOUTHWEST
Deathmaw
Dryad's Retreat (1) Lost Tribe
Engorged Marsh (1) Lost Tribe
Lowlands (2) Ratmen
Midland (1) Lost Tribe
Platinum Plateau (1) Lost Tribe
Quicksilver Forest (1) Lost Tribe
Raptor's Nest
Silver Mist (1) Lost Tribe
Tranquil Expanse (2) Ratmen
Valorock
Wool Road (1) Lost Tribe
18. Priestesses (4) When going In Decline, take one token from each region you occupy and stack them to form a single "Ivory Tower" in one of the regions you occupy, abandoning all the others. Each turn, score 1 VP for each Priestess token in the Ivory Tower, in lieu of your usual In Decline scoring.
You don't get all the priestesses, just one from each region.
Gotta say, thank god. Because that seemed a bit much.
It would have cost me a whole 2 points to just dump them all in one region... Le sigh.
Wait...do I lose all but one in the one region too? Because I'd like to take my turn back if so :-/
It works just like all the other races when you decline: discard all but one token from each region. THEN, you take all the ones that are left and pile them into a single region. It's a good ability, but not as completely broken as you thought.
Gotta say, thank god. Because that seemed a bit much.
It would have cost me a whole 2 points to just dump them all in one region... Le sigh.
Wait...do I lose all but one in the one region too? Because I'd like to take my turn back if so :-/
It works just like all the other races when you decline: discard all but one token from each region. THEN, you take all the ones that are left and pile them into a single region. It's a good ability, but not as completely broken as you thought.
Well then. I guess I'm going to take a huge hit on the first couple of turns then, aren't I?
I can't think I'll be allowed to spread out enough to do this properly now, so I'll just take my lumps and decline- post edited above.
Posts
1. simulacrum (simulacrum in decline)
2. The Lawinator (Law in decline) <-This Guy's up!
3. El Skid (El Skid in decline)
4. Gandalf_the_Crazed (GtC in decline)
5. SlickShughes (SS in decline)
Current Race/power combinations available:
1. Flying (5) Ratmen (8) +1 coin
2. Berserk (4) Humans (5)
3. Spirit (5) Wizards (5)
4. Commando (4) Trolls (5)
5. Alchemist (4) Elves (6)
6. Hill (5) Amazons (6)
Which leaves the following...
...races:
EXPANSION RACES:
...and powers:
EXPANSION POWERS:
Simulacrum
Decline race: {none}
Summary: Selected marauding Sorcerors as active race. generated 9,3 Commando Trolls. Conqured Rolling flats, Rush valley, Westros, Ents Harbor, warlock falls, and witch marsh
Conquest
Rolling flats[0]: 2+1 [lost tribe]
Rush valley[0]: 2+1 [lost tribe]
Westros[0]: 2+1 [lost tribe]
Warlock falls[0]: 2
witch marsh[0]: 2
Ents harbor[0]:2
Final conquest:
None
Points earned:6
Redeploy:
None
Decline Race: None
Summary: Selected Wealthy Ghouls, rolled Alchemist Elves (3,1) conquered Ghitu Lowlands, Doveland, White Crag, and Waterwood in that order.
Conquest:
Ghitu Lowlands: 2
Doveland: 2
White Crag: 3
Waterwood: 2
Final Conquest: None
Points Earned: 11 (7 for wealth, 4 for territory)
Redeploy:
Ghitu Lowlands: 3
Doveland: 3
Whitecrag: 1
Waterwood: 2
El Skid
Decline Race: None
Summary: Selected Fortified Priestesses, leaving a coin on the flying ratmen, rolled Hill Amazons: Roll for new race/power combo- Screwed up the first one, sorry! (1d11=1, 1d19=6). Conquered Misty Vale, Mid Peaks and Secluded Vale
Conquest:
Misty Vale :2
Mid Peaks: 3
Secluded Vale: 2
Place Fortress token in Mid Peaks
Final Conquest: None
Points Earned: 3 (-1 for race bid, 1 for fortified area, 3 for territory)
Redeploy:
None
The Territories By Quadrant:
NORTHWEST
Dragon Coast
Ent's Harbor(2) Marauding sorcerors
Leyland
Norfolk (1) Lost Tribe
Rolling Flats (1) Marauding sorcerors
Rush Valley (1) Marauding sorcerors
Swamps of Despair (1) Lost Tribe
Warlock Falls (2) Marauding sorcerors
Westros (1) Marauding sorcerors
Windmillia
Witch Marsh (2) Marauding sorcerors
World's End
NORTHEAST
Ghitu Highlands (1) Lost Tribe
Ghitu Lowlands (3) Wealthy Ghouls
Iron Spine
Mount Mithril
Northwoods
Secluded Swamp (1) Lost Tribe
Waterwood (2) Wealthy Ghouls
White Crag (1) Wealthy Ghouls
SOUTHEAST
Corner Sea
Crackling Steppes (1) Lost Tribe
Falling Leaves (1) Lost Tribe
Gug (1) Lost Tribe
High Peaks
Mid Peaks: 3 Priestesses, Fortification
Misty Vale: 2 Priestesses
Piercing Delta (1) Lost Tribe
Rainbow Lake
Rivertown
Saint's Pride
Secluded Vale: 2 Priestesses
Southpeak
SOUTHWEST
Dryad's Retreat (1) Lost Tribe
Engorged Marsh (1) Lost Tribe
Lowlands
Midland (1) Lost Tribe
Platinum Plateau (1) Lost Tribe
Quicksilver Forest (1) Lost Tribe
Raptor's Nest
Silver Mist (1) Lost Tribe
Tranquil Expanse
Valorock
Wool Road (1) Lost Tribe
1. simulacrum (simulacrum in decline)
2. The Lawinator (Law in decline)
3. El Skid (El Skid in decline)
4. Gandalf_the_Crazed (GtC in decline)
5. SlickShughes (SS in decline)
Current Race/power combinations available:
1. Berserk (4) Humans (5)
2. Spirit (5) Wizards (5)
3. Commando (4) Trolls (5)
4. Alchemist (4) Elves (6)
5. Hill (5) Amazons (6)
6. Historian (5) Skeletons (6)
Which leaves the following...
...races:
EXPANSION RACES:
...and powers:
EXPANSION POWERS:
Simulacrum
Decline race: {none}
Summary: Selected marauding Sorcerors as active race. generated 9,3 Commando Trolls. Conqured Rolling flats, Rush valley, Westros, Ents Harbor, warlock falls, and witch marsh
Conquest
Rolling flats[0]: 2+1 [lost tribe]
Rush valley[0]: 2+1 [lost tribe]
Westros[0]: 2+1 [lost tribe]
Warlock falls[0]: 2
witch marsh[0]: 2
Ents harbor[0]:2
Final conquest:
None
Points earned:6
Redeploy:
None
Decline Race: None
Summary: Selected Wealthy Ghouls, rolled Alchemist Elves (3,1) conquered Ghitu Lowlands, Doveland, White Crag, and Waterwood in that order.
Conquest:
Ghitu Lowlands: 2
Doveland: 2
White Crag: 3
Waterwood: 2
Final Conquest: None
Points Earned: 11 (7 for wealth, 4 for territory)
Redeploy:
Ghitu Lowlands: 3
Doveland: 3
Whitecrag: 1
Waterwood: 2
El Skid
Decline Race: None
Summary: Selected Fortified Priestesses, leaving a coin on the flying ratmen, rolled Hill Amazons: Roll for new race/power combo- Screwed up the first one, sorry! (1d11=1, 1d19=6). Conquered Misty Vale, Mid Peaks and Secluded Vale
Conquest:
Misty Vale :2
Mid Peaks: 3
Secluded Vale: 2
Place Fortress token in Mid Peaks
Final Conquest: None
Points Earned: 3 (-1 for race bid, 1 for fortified area, 3 for territory)
Redeploy:
None
Gandalf_the_Crazed
No redeployment.
Scoring
The Territories By Quadrant:
NORTHWEST
Dragon Coast
Ent's Harbor(2) Marauding sorcerors
Leyland
Norfolk (1) Lost Tribe
Rolling Flats (1) Marauding sorcerors
Rush Valley (1) Marauding sorcerors
Swamps of Despair (1) Lost Tribe
Warlock Falls (2) Marauding sorcerors
Westros (1) Marauding sorcerors
Windmillia
Witch Marsh (2) Marauding sorcerors
World's End
NORTHEAST
Ghitu Highlands (1) Lost Tribe
Ghitu Lowlands (3) Wealthy Ghouls
Iron Spine
Mount Mithril
Northwoods
Secluded Swamp (1) Lost Tribe
Waterwood (2) Wealthy Ghouls
White Crag (1) Wealthy Ghouls
SOUTHEAST
Corner Sea
Crackling Steppes (1) Lost Tribe
Falling Leaves (1) Lost Tribe
Gug (1) Lost Tribe
High Peaks (3) Ratmen
Mid Peaks: 3 Priestesses, Fortification
Misty Vale: 2 Priestesses
Piercing Delta (1) Lost Tribe
Rainbow Lake
Rivertown (2) Ratmen
Saint's Pride (2) Ratmen
Secluded Vale: 2 Priestesses
Southpeak
SOUTHWEST
Dryad's Retreat (1) Lost Tribe
Engorged Marsh (1) Lost Tribe
Lowlands (2) Ratmen
Midland (1) Lost Tribe
Platinum Plateau (1) Lost Tribe
Quicksilver Forest (1) Lost Tribe
Raptor's Nest
Silver Mist (1) Lost Tribe
Tranquil Expanse (2) Ratmen
Valorock
Wool Road (1) Lost Tribe
QUESTION: Aren't you supposed to have 10 units, simulacrum? You've only got 9 listed on the board.
1. simulacrum (simulacrum in decline)
2. The Lawinator (Law in decline)
3. El Skid (El Skid in decline)
4. Gandalf_the_Crazed (GtC in decline)
5. SlickShughes (SS in decline)
Current Race/power combinations available:
1. Spirit (5) Wizards (5)
2. Commando (4) Trolls (5)
3. Alchemist (4) Elves (6)
4. Hill (5) Amazons (6)
5. Historian (5) Skeletons (6)
6. Forest(4) White Ladies (2)
Which leaves the following...
...races:
EXPANSION RACES:
...and powers:
EXPANSION POWERS:
Simulacrum
Decline race: {none}
Summary: Selected marauding Sorcerors as active race. generated 9,3 Commando Trolls. Conqured Rolling flats, Rush valley, Westros, Ents Harbor, warlock falls, and witch marsh
Conquest
Rolling flats[0]: 2+1 [lost tribe]
Rush valley[0]: 2+1 [lost tribe]
Westros[0]: 2+1 [lost tribe]
Warlock falls[0]: 2
witch marsh[0]: 2
Ents harbor[0]:2
Final conquest:
None
Points earned:6
Redeploy:
None
Decline Race: None
Summary: Selected Wealthy Ghouls, rolled Alchemist Elves (3,1) conquered Ghitu Lowlands, Doveland, White Crag, and Waterwood in that order.
Conquest:
Ghitu Lowlands: 2
Doveland: 2
White Crag: 3
Waterwood: 2
Final Conquest: None
Points Earned: 11 (7 for wealth, 4 for territory)
Redeploy:
Ghitu Lowlands: 3
Doveland: 3
Whitecrag: 1
Waterwood: 2
El Skid
Decline Race: None
Summary: Selected Fortified Priestesses, leaving a coin on the flying ratmen, rolled Hill Amazons: Roll for new race/power combo- Screwed up the first one, sorry! (1d11=1, 1d19=6). Conquered Misty Vale, Mid Peaks and Secluded Vale
Conquest:
Misty Vale :2
Mid Peaks: 3
Secluded Vale: 2
Place Fortress token in Mid Peaks
Final Conquest: None
Points Earned: 3 (-1 for race bid, 1 for fortified area, 3 for territory)
Redeploy:
None
Gandalf_the_Crazed
No redeployment.
Scoring
5. SlickShughes
Start with 9 humans.
Berserk roll 1: 1d6=1 = 1 extra against Rolling Flats one Sorc discarded, two humans placed
Berserk roll 2: 1d6=3 = 3 extra against Warlock Falls one Sorc discarded one pushed, one human placed
Berserk roll 3: 1d6=2 = 2 extra against Rush Valley one Sorc discarded, one human placed
Berserk roll 4: 1d6=6 = 0 extra against Westros one sorc discarded, three humans placed
Berserk roll 5: 1d6=2 = 2 extra against Witch Marsh one sorc discarded, one displaced, two humans placed
All sorcs retreat to Ent's Harbor
Redeploy one human from Witch Marsh to Warlock Falls, one from Westeros to Rush Valley
Earned 5 (territories) + 2 (farms) = 7 for the turn
The Territories By Quadrant:
NORTHWEST
Dragon Coast
Ent's Harbor(4) Marauding sorcerors
Leyland
Norfolk (1) Lost Tribe
Rolling Flats (2) Berserk Humans
Rush Valley (2) Berserk Humans
Swamps of Despair (1) Lost Tribe
Warlock Falls (2) Berserk Humans
Westros (2) Berserk Humans
Windmillia
Witch Marsh (1) Berserk Humans
World's End
NORTHEAST
Ghitu Highlands (1) Lost Tribe
Ghitu Lowlands (3) Wealthy Ghouls
Iron Spine
Mount Mithril
Northwoods
Secluded Swamp (1) Lost Tribe
Waterwood (2) Wealthy Ghouls
White Crag (1) Wealthy Ghouls
SOUTHEAST
Corner Sea
Crackling Steppes (1) Lost Tribe
Falling Leaves (1) Lost Tribe
Gug (1) Lost Tribe
High Peaks (3) Ratmen
Mid Peaks: 3 Priestesses, Fortification
Misty Vale: 2 Priestesses
Piercing Delta (1) Lost Tribe
Rainbow Lake
Rivertown (2) Ratmen
Saint's Pride (2) Ratmen
Secluded Vale: 2 Priestesses
Southpeak
SOUTHWEST
Dryad's Retreat (1) Lost Tribe
Engorged Marsh (1) Lost Tribe
Lowlands (2) Ratmen
Midland (1) Lost Tribe
Platinum Plateau (1) Lost Tribe
Quicksilver Forest (1) Lost Tribe
Raptor's Nest
Silver Mist (1) Lost Tribe
Tranquil Expanse (2) Ratmen
Valorock
Wool Road (1) Lost Tribe
Really hope I got that all right. Also, damnit if Berserk isn't the biggest pain in the ass power in PbP.
Uh, sorcerers are scary.
Speaking of which, the greatly reduced sorcerors now get their turn!
I'll work on my turn right now.
Hey. Hey. Don't make me come after you next.
1. simulacrum (simulacrum in decline)
2. The Lawinator (Law in decline)
3. El Skid (El Skid in decline)
4. Gandalf_the_Crazed (GtC in decline)
5. SlickShughes (SS in decline)
Current Race/power combinations available:
1. Spirit (5) Wizards (5)
2. Commando (4) Trolls (5)
3. Alchemist (4) Elves (6)
4. Hill (5) Amazons (6)
5. Historian (5) Skeletons (6)
6. Forest(4) White Ladies (2)
Which leaves the following...
...races:
EXPANSION RACES:
...and powers:
EXPANSION POWERS:
Decline race: {none}
Summary: Conquered rolling flats. used marauding ability to conquer warlock falls. Used sorcerer ability to replace the human in witches marsh with a sorcerer.
Conquest
Rolling flats[0]: 2+1 [1 berserk human discarded]
Warlock falls[0]: 2+1 [1 berserk human discarded
witch marsh[0]: 1 [1 berserk human retreated
Humans retreat to Rush valley and Westros
Final conquest:
None
Points earned:4
Redeploy:
None
The Territories By Quadrant:
NORTHWEST
Dragon Coast
Ent's Harbor(1) Marauding sorcerers
Leyland
Norfolk (1) Lost Tribe
Rolling Flats (1) Marauding sorcerers
Rush Valley (2) Berserk Humans
Swamps of Despair (1) Lost Tribe
Warlock Falls (2) Marauding sorcerers
Westros (3 ) Berserk Humans
Windmillia
Witch Marsh (1) Marauding sorcerers
World's End
NORTHEAST
Ghitu Highlands (1) Lost Tribe
Ghitu Lowlands (3) Wealthy Ghouls
Iron Spine
Mount Mithril
Northwoods
Secluded Swamp (1) Lost Tribe
Waterwood (2) Wealthy Ghouls
White Crag (1) Wealthy Ghouls
SOUTHEAST
Corner Sea
Crackling Steppes (1) Lost Tribe
Falling Leaves (1) Lost Tribe
Gug (1) Lost Tribe
High Peaks (3) Ratmen
Mid Peaks: 3 Priestesses, Fortification
Misty Vale: 2 Priestesses
Piercing Delta (1) Lost Tribe
Rainbow Lake
Rivertown (2) Ratmen
Saint's Pride (2) Ratmen
Secluded Vale: 2 Priestesses
Southpeak
SOUTHWEST
Dryad's Retreat (1) Lost Tribe
Engorged Marsh (1) Lost Tribe
Lowlands (2) Ratmen
Midland (1) Lost Tribe
Platinum Plateau (1) Lost Tribe
Quicksilver Forest (1) Lost Tribe
Raptor's Nest
Silver Mist (1) Lost Tribe
Tranquil Expanse (2) Ratmen
Valorock
Wool Road (1) Lost Tribe
Sorry for the wait, The power kept going out here.
I know I'm fucked because of how thin I'm spread out, But at least I took some of them with me.
EDIT: also don't you earn 4, not 3?
EDIT the second: the human in witch's marsh got converted, not displaced. I should only have 6 d00ds left.
Yes, that's true.
I'll just post my turn and fix it when he fixes his.
The results and turn order, color-coded for future convenience!
1. simulacrum (simulacrum in decline)
2. The Lawinator (Law in decline)
3. El Skid (El Skid in decline)
4. Gandalf_the_Crazed (GtC in decline)
5. SlickShughes (SS in decline)
Current Race/power combinations available:
1. Spirit (5) Wizards (5)
2. Commando (4) Trolls (5)
3. Alchemist (4) Elves (6)
4. Hill (5) Amazons (6)
5. Historian (5) Skeletons (6)
6. Forest(4) White Ladies (2)
Which leaves the following...
...races:
EXPANSION RACES:
...and powers:
EXPANSION POWERS:
Decline race: {none}
Summary: Conquered rolling flats. used maruding abillty to conquer warlock falls. Used sorceror abillty to replace the human in witches marsh with a sorceror.
Conquest
Rolling flats[0]: 2+1 [1 berserk human discarded]
Warlock falls[0]: 2+1 [1 berserk human discarded
witch marsh[0]: 1 [1 beserk human retreated
Humans retreat to rush valley
Final conquest:
None
Points earned
Redeploy:
None
TheLawinator
Decline Race: Ghouls!
Summary: Obviously went into decline!
No conquests! No redeploy!
4 points earned!
The Territories By Quadrant:
NORTHWEST
Dragon Coast
Ent's Harbor(1) Marauding sorcerors
Leyland
Norfolk (1) Lost Tribe
Rolling Flats (1) Marauding sorcerors
Rush Valley (5) Berserk Humans
Swamps of Despair (1) Lost Tribe
Warlock Falls (2) Marauding sorcerors
Westros (2) Berserk Humans
Windmillia
Witch Marsh (1) Marauding sorcerors
World's End
NORTHEAST
Ghitu Highlands (1) Lost Tribe
Ghitu Lowlands (3) Wealthy Ghouls
Iron Spine
Mount Mithril
Northwoods
Secluded Swamp (1) Lost Tribe
Waterwood (2) Wealthy Ghouls
White Crag (1) Wealthy Ghouls
SOUTHEAST
Corner Sea
Crackling Steppes (1) Lost Tribe
Falling Leaves (1) Lost Tribe
Gug (1) Lost Tribe
High Peaks (3) Ratmen
Mid Peaks: 3 Priestesses, Fortification
Misty Vale: 2 Priestesses
Piercing Delta (1) Lost Tribe
Rainbow Lake
Rivertown (2) Ratmen
Saint's Pride (2) Ratmen
Secluded Vale: 2 Priestesses
Southpeak
SOUTHWEST
Dryad's Retreat (1) Lost Tribe
Engorged Marsh (1) Lost Tribe
Lowlands (2) Ratmen
Midland (1) Lost Tribe
Platinum Plateau (1) Lost Tribe
Quicksilver Forest (1) Lost Tribe
Raptor's Nest
Silver Mist (1) Lost Tribe
Tranquil Expanse (2) Ratmen
Valorock
Wool Road (1) Lost Tribe
Quite the epic turn!
The results and turn order, color-coded for future convenience!
1. simulacrum (simulacrum in decline)
2. The Lawinator (Law in decline)
3. El Skid (El Skid in decline)
4. Gandalf_the_Crazed (GtC in decline)
5. SlickShughes (SS in decline)
Current Race/power combinations available:
1. Spirit (5) Wizards (5)
2. Commando (4) Trolls (5)
3. Alchemist (4) Elves (6)
4. Hill (5) Amazons (6)
5. Historian (5) Skeletons (6)
6. Forest(4) White Ladies (2)
Which leaves the following...
...races:
EXPANSION RACES:
...and powers:
EXPANSION POWERS:
Decline race: {none}
Summary: Conquered rolling flats. used maruding abillty to conquer warlock falls. Used sorceror abillty to replace the human in witches marsh with a sorceror.
Conquest
Rolling flats[0]: 2+1 [1 berserk human discarded]
Warlock falls[0]: 2+1 [1 berserk human discarded
witch marsh[0]: 1 [1 beserk human retreated
Humans retreat to rush valley
Final conquest:
None
Points earned
Redeploy:
None
TheLawinator
Decline Race: Ghouls!
Summary: Obviously went into decline!
No conquests! No redeploy!
4 points earned!
El Skid
Decline Race: Priestesses
Summary: go into decline. 2 priestesses group up on top of their fortification (which persists) in Mid peaks, creating the Ivory Tower.
3 points earned!
The Territories By Quadrant:
NORTHWEST
Dragon Coast
Ent's Harbor(1) Marauding sorcerors
Leyland
Norfolk (1) Lost Tribe
Rolling Flats (1) Marauding sorcerors
Rush Valley (5) Berserk Humans
Swamps of Despair (1) Lost Tribe
Warlock Falls (2) Marauding sorcerors
Westros (2) Berserk Humans
Windmillia
Witch Marsh (1) Marauding sorcerors
World's End
NORTHEAST
Ghitu Highlands (1) Lost Tribe
Ghitu Lowlands (3) Wealthy Ghouls
Iron Spine
Mount Mithril
Northwoods
Secluded Swamp (1) Lost Tribe
Waterwood (2) Wealthy Ghouls
White Crag (1) Wealthy Ghouls
SOUTHEAST
Corner Sea
Crackling Steppes (1) Lost Tribe
Falling Leaves (1) Lost Tribe
Gug (1) Lost Tribe
High Peaks (3) Ratmen
Mid Peaks: 3 Priestesses(Ivory Tower), Fortification
Misty Vale:
Piercing Delta (1) Lost Tribe
Rainbow Lake
Rivertown (2) Ratmen
Saint's Pride (2) Ratmen
Secluded Vale:
Southpeak
SOUTHWEST
Dryad's Retreat (1) Lost Tribe
Engorged Marsh (1) Lost Tribe
Lowlands (2) Ratmen
Midland (1) Lost Tribe
Platinum Plateau (1) Lost Tribe
Quicksilver Forest (1) Lost Tribe
Raptor's Nest
Silver Mist (1) Lost Tribe
Tranquil Expanse (2) Ratmen
Valorock
Wool Road (1) Lost Tribe
Even more epic here! :P
It persists, but only as +1 defense.
Ooookay then, I'll edit it in.
It gets worse...
You don't get all the priestesses, just one from each region.
Also I don't think they all go up, just one per region.
Edit: damnit, Darian.
It would have cost me a whole 2 points to just dump them all in one region... Le sigh.
Wait...do I lose all but one in the one region too? Because I'd like to take my turn back if so :-/
I think you do, nobody has gone so it hasn't effected the game. I'd say yes.
It works just like all the other races when you decline: discard all but one token from each region. THEN, you take all the ones that are left and pile them into a single region. It's a good ability, but not as completely broken as you thought.
Well then. I guess I'm going to take a huge hit on the first couple of turns then, aren't I?
I can't think I'll be allowed to spread out enough to do this properly now, so I'll just take my lumps and decline- post edited above.
Flying ratmen that I paid a VP to not take
I'll fix my stuff in a bit.
Edit: Done. Let me know if I didn't anything else wrong.