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[SMALL WORLD] Amazons and Wizards and Ghouls, Oh My!

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Posts

  • El SkidEl Skid The frozen white northRegistered User regular
    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)

    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:
    1. Dwarves (3) Collect 1 extra coin for each mine, even in decline.
    2. Giants (6) Conquer adjacent to occupied mountains at -1 units.
    3. Halflings (6) First conquest anywhere. Place 2 immune hole-in-the-grounds in the first 2 areas conquered.
    4. Orcs (5) Collect 1 extra coin for each occupied region conquered this turn.
    5. Skeletons (6) Create 1 additional skeleton during redeploy for each 2 occupied regions conquered this turn.
    6. Tritons (6) Conquer adjacent to water at -1 units.


      EXPANSION RACES:
    7. 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.
    8. Goblins (6) You may conquer any In Decline Region at a cost of 1 less Goblin token than normal.
    9. 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.
    10. White Ladies (2) Once In Decline, White Ladies are immune to your opponents' conquests and powers.

    ...and powers:
    1. Bivouacking (5) During redeploy, place or move the 5 Encampment tokens in your region(s) that count as one unit each for defense.
    2. 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.
    3. 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.
    4. Forest (4) Collect 1 extra coin for each Forest you control.
    5. Heroic (5) At the end of your turn place your 2 Hero tokens in two seperate regions you control. These regions are immune.
    6. Merchant (2) Collect 1 bonus coin for each region you control.
    7. Mounted (5) Conquer Hills and Farmlands at -1 units.
    8. Pillaging (5) Collect 1 extra coin for each non-empty region conquered this turn.
    9. Seafaring (5) You may conquer water regions.
    10. Stout (4) You may go into Decline after conquering.
    11. Swamp (4) Collect 1 extra coin for each Swamp you control.
    12. Underworld (5) You may conquer regions with caverns at -1 units. All regions with Caverns are considered adjacent.

      EXPANSION POWERS:
    13. Cursed (0) In order to skip this race during race selection, you must place 3 VP on it instead of the usual 1.
    14. 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.
    15. 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.
    16. Were- (4) On even-numbered turns, conquer all regions at -2 tokens.
    17. 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!
    18. 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

    Conquest
    Conquer:
    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
    TheLawinator
    Active Race: Wealthy Ghouls
    Decline Race: None
    Summary: Selected Wealthy Ghouls, rolled Alchemist Elves (3,1) conquered Ghitu Lowlands, Doveland, White Crag, and Waterwood in that order.

    Conquest:
    Conquered stuff
    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
    Active Race: Fortified Priestesses (7)
    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:
    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



    smallworld5.jpg

    The Territories By Quadrant:

    NORTHWEST
    Drake Sea
    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
    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
    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
    Deathmaw
    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

    El Skid on
  • Gandalf_the_CrazedGandalf_the_Crazed Vigilo ConfidoRegistered User regular
    edited April 2010
    Oh shit. Lemme update my copy of the map, then I'll figure out what I'm doing.

    Gandalf_the_Crazed on
    PEUsig_zps56da03ec.jpg
  • Gandalf_the_CrazedGandalf_the_Crazed Vigilo ConfidoRegistered User regular
    edited April 2010
    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. 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:
    1. Dwarves (3) Collect 1 extra coin for each mine, even in decline.
    2. Giants (6) Conquer adjacent to occupied mountains at -1 units.
    3. Halflings (6) First conquest anywhere. Place 2 immune hole-in-the-grounds in the first 2 areas conquered.
    4. Orcs (5) Collect 1 extra coin for each occupied region conquered this turn.
    5. Tritons (6) Conquer adjacent to water at -1 units.


      EXPANSION RACES:
    6. 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.
    7. Goblins (6) You may conquer any In Decline Region at a cost of 1 less Goblin token than normal.
    8. 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.
    9. White Ladies (2) Once In Decline, White Ladies are immune to your opponents' conquests and powers.

    ...and powers:
    1. Bivouacking (5) During redeploy, place or move the 5 Encampment tokens in your region(s) that count as one unit each for defense.
    2. 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.
    3. 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.
    4. Forest (4) Collect 1 extra coin for each Forest you control.
    5. Heroic (5) At the end of your turn place your 2 Hero tokens in two seperate regions you control. These regions are immune.
    6. Merchant (2) Collect 1 bonus coin for each region you control.
    7. Mounted (5) Conquer Hills and Farmlands at -1 units.
    8. Pillaging (5) Collect 1 extra coin for each non-empty region conquered this turn.
    9. Seafaring (5) You may conquer water regions.
    10. Stout (4) You may go into Decline after conquering.
    11. Swamp (4) Collect 1 extra coin for each Swamp you control.
    12. Underworld (5) You may conquer regions with caverns at -1 units. All regions with Caverns are considered adjacent.

      EXPANSION POWERS:
    13. Cursed (0) In order to skip this race during race selection, you must place 3 VP on it instead of the usual 1.
    14. 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.
    15. 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.
    16. Were- (4) On even-numbered turns, conquer all regions at -2 tokens.
    17. 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

    Conquest
    Conquer:
    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
    TheLawinator
    Active Race: Wealthy Ghouls
    Decline Race: None
    Summary: Selected Wealthy Ghouls, rolled Alchemist Elves (3,1) conquered Ghitu Lowlands, Doveland, White Crag, and Waterwood in that order.

    Conquest:
    Conquered stuff
    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
    Active Race: Fortified Priestesses (7)
    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:
    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.

    No redeployment.

    Scoring
    6 territories + 1 bonus VP for race selection = 7 VP.


    smallworldcurrentgame.jpg

    The Territories By Quadrant:

    NORTHWEST
    Drake Sea
    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
    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

    QUESTION: Aren't you supposed to have 10 units, simulacrum? You've only got 9 listed on the board.

    Gandalf_the_Crazed on
    PEUsig_zps56da03ec.jpg
  • El SkidEl Skid The frozen white northRegistered User regular
    edited April 2010
    Ahahahaha...Historian Skeletons :P

    El Skid on
  • Gandalf_the_CrazedGandalf_the_Crazed Vigilo ConfidoRegistered User regular
    edited April 2010
    There are some fuckawesome combinations showing up this game. D:

    Gandalf_the_Crazed on
    PEUsig_zps56da03ec.jpg
  • SlickShughesSlickShughes Registered User regular
    edited April 2010
    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:
    1. Dwarves (3) Collect 1 extra coin for each mine, even in decline.
    2. Giants (6) Conquer adjacent to occupied mountains at -1 units.
    3. Halflings (6) First conquest anywhere. Place 2 immune hole-in-the-grounds in the first 2 areas conquered.
    4. Orcs (5) Collect 1 extra coin for each occupied region conquered this turn.
    5. Tritons (6) Conquer adjacent to water at -1 units.


      EXPANSION RACES:
    6. 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.
    7. Goblins (6) You may conquer any In Decline Region at a cost of 1 less Goblin token than normal.
    8. 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:
    1. Bivouacking (5) During redeploy, place or move the 5 Encampment tokens in your region(s) that count as one unit each for defense.
    2. 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.
    3. 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.
    4. Heroic (5) At the end of your turn place your 2 Hero tokens in two seperate regions you control. These regions are immune.
    5. Merchant (2) Collect 1 bonus coin for each region you control.
    6. Mounted (5) Conquer Hills and Farmlands at -1 units.
    7. Pillaging (5) Collect 1 extra coin for each non-empty region conquered this turn.
    8. Seafaring (5) You may conquer water regions.
    9. Stout (4) You may go into Decline after conquering.
    10. Swamp (4) Collect 1 extra coin for each Swamp you control.
    11. Underworld (5) You may conquer regions with caverns at -1 units. All regions with Caverns are considered adjacent.

      EXPANSION POWERS:
    12. Cursed (0) In order to skip this race during race selection, you must place 3 VP on it instead of the usual 1.
    13. 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.
    14. 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.
    15. Were- (4) On even-numbered turns, conquer all regions at -2 tokens.
    16. 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

    Conquest
    Conquer:
    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
    TheLawinator
    Active Race: Wealthy Ghouls
    Decline Race: None
    Summary: Selected Wealthy Ghouls, rolled Alchemist Elves (3,1) conquered Ghitu Lowlands, Doveland, White Crag, and Waterwood in that order.

    Conquest:
    Conquered stuff
    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
    Active Race: Fortified Priestesses (7)
    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:
    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.

    No redeployment.

    Scoring
    6 territories + 1 bonus VP for race selection = 7 VP.

    5. SlickShughes
    Taking the Berserk Humans, generating 1d9=9, 1d17=4 forest white ladies.

    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


    smallworldcurrentgame.jpg

    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
  • El SkidEl Skid The frozen white northRegistered User regular
    edited April 2010
    Wow Slick- you really wiped out those sorcerers :o

    El Skid on
  • SlickShughesSlickShughes Registered User regular
    edited April 2010
    El Skid wrote: »
    Wow Slick- you really wiped out those sorcerers :o

    Uh, sorcerers are scary.

    SlickShughes on
  • El SkidEl Skid The frozen white northRegistered User regular
    edited April 2010
    Yes. Yes they are.

    Speaking of which, the greatly reduced sorcerors now get their turn!

    El Skid on
  • Gandalf_the_CrazedGandalf_the_Crazed Vigilo ConfidoRegistered User regular
    edited April 2010
    Son of a bitch. D:

    Gandalf_the_Crazed on
    PEUsig_zps56da03ec.jpg
  • simulacrumsimulacrum She/herRegistered User regular
    edited April 2010
    Well fuck.

    I'll work on my turn right now.

    simulacrum on
  • TheLawinatorTheLawinator Registered User regular
    edited April 2010
    You should probably take your revenge upon him now. DESTROY HIM WITH YOUR DYING BREATH!

    TheLawinator on
    My SteamID Gamertag and PSN: TheLawinator
  • SlickShughesSlickShughes Registered User regular
    edited April 2010
    You should probably take your revenge upon him now. DESTROY HIM WITH YOUR DYING BREATH!

    Hey. Hey. Don't make me come after you next.

    SlickShughes on
  • TheLawinatorTheLawinator Registered User regular
    edited April 2010
    He can barely even attack you.

    TheLawinator on
    My SteamID Gamertag and PSN: TheLawinator
  • simulacrumsimulacrum She/herRegistered User regular
    edited April 2010
    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:
    1. Dwarves (3) Collect 1 extra coin for each mine, even in decline.
    2. Giants (6) Conquer adjacent to occupied mountains at -1 units.
    3. Halflings (6) First conquest anywhere. Place 2 immune hole-in-the-grounds in the first 2 areas conquered.
    4. Orcs (5) Collect 1 extra coin for each occupied region conquered this turn.
    5. Tritons (6) Conquer adjacent to water at -1 units.


      EXPANSION RACES:
    6. 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.
    7. Goblins (6) You may conquer any In Decline Region at a cost of 1 less Goblin token than normal.
    8. 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:
    1. Bivouacking (5) During redeploy, place or move the 5 Encampment tokens in your region(s) that count as one unit each for defense.
    2. 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.
    3. 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.
    4. Heroic (5) At the end of your turn place your 2 Hero tokens in two seperate regions you control. These regions are immune.
    5. Merchant (2) Collect 1 bonus coin for each region you control.
    6. Mounted (5) Conquer Hills and Farmlands at -1 units.
    7. Pillaging (5) Collect 1 extra coin for each non-empty region conquered this turn.
    8. Seafaring (5) You may conquer water regions.
    9. Stout (4) You may go into Decline after conquering.
    10. Swamp (4) Collect 1 extra coin for each Swamp you control.
    11. Underworld (5) You may conquer regions with caverns at -1 units. All regions with Caverns are considered adjacent.

      EXPANSION POWERS:
    12. Cursed (0) In order to skip this race during race selection, you must place 3 VP on it instead of the usual 1.
    13. 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.
    14. 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.
    15. Were- (4) On even-numbered turns, conquer all regions at -2 tokens.
    16. 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
    smallworldcurrentgame.jpg

    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.

    simulacrum on
  • SlickShughesSlickShughes Registered User regular
    edited April 2010
    I think some of my humans go to Westeros, yes?

    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.

    SlickShughes on
  • TheLawinatorTheLawinator Registered User regular
    edited April 2010
    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?

    TheLawinator on
    My SteamID Gamertag and PSN: TheLawinator
  • SlickShughesSlickShughes Registered User regular
    edited April 2010
    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?

    Yes, that's true.

    SlickShughes on
  • TheLawinatorTheLawinator Registered User regular
    edited April 2010
    Well I might as well go into decline anyway. My ghouls won't be too different afterward.

    TheLawinator on
    My SteamID Gamertag and PSN: TheLawinator
  • El SkidEl Skid The frozen white northRegistered User regular
    edited April 2010
    Is that confirmed, Law? Like...can I post my turn too?

    El Skid on
  • TheLawinatorTheLawinator Registered User regular
    edited April 2010
    Well, he didn't fix his stuff, didn't want it to be forgotten in the span of a few turns. Also could change things for your attacks.

    I'll just post my turn and fix it when he fixes his.

    TheLawinator on
    My SteamID Gamertag and PSN: TheLawinator
  • TheLawinatorTheLawinator Registered User regular
    edited April 2010
    Turn 2 Player 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:
    1. Dwarves (3) Collect 1 extra coin for each mine, even in decline.
    2. Giants (6) Conquer adjacent to occupied mountains at -1 units.
    3. Halflings (6) First conquest anywhere. Place 2 immune hole-in-the-grounds in the first 2 areas conquered.
    4. Orcs (5) Collect 1 extra coin for each occupied region conquered this turn.
    5. Tritons (6) Conquer adjacent to water at -1 units.


      EXPANSION RACES:
    6. 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.
    7. Goblins (6) You may conquer any In Decline Region at a cost of 1 less Goblin token than normal.
    8. 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:
    1. Bivouacking (5) During redeploy, place or move the 5 Encampment tokens in your region(s) that count as one unit each for defense.
    2. 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.
    3. 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.
    4. Heroic (5) At the end of your turn place your 2 Hero tokens in two seperate regions you control. These regions are immune.
    5. Merchant (2) Collect 1 bonus coin for each region you control.
    6. Mounted (5) Conquer Hills and Farmlands at -1 units.
    7. Pillaging (5) Collect 1 extra coin for each non-empty region conquered this turn.
    8. Seafaring (5) You may conquer water regions.
    9. Stout (4) You may go into Decline after conquering.
    10. Swamp (4) Collect 1 extra coin for each Swamp you control.
    11. Underworld (5) You may conquer regions with caverns at -1 units. All regions with Caverns are considered adjacent.

      EXPANSION POWERS:
    12. Cursed (0) In order to skip this race during race selection, you must place 3 VP on it instead of the usual 1.
    13. 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.
    14. 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.
    15. Were- (4) On even-numbered turns, conquer all regions at -2 tokens.
    16. 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:3

    Redeploy:
    None

    TheLawinator
    Active Race: None!
    Decline Race: Ghouls!
    Summary: Obviously went into decline!

    No conquests! No redeploy!

    4 points earned!
    smallworldcurrentgame.jpg

    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

    Quite the epic turn!

    TheLawinator on
    My SteamID Gamertag and PSN: TheLawinator
  • El SkidEl Skid The frozen white northRegistered User regular
    edited April 2010
    Turn 2 Player 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:
    1. Dwarves (3) Collect 1 extra coin for each mine, even in decline.
    2. Giants (6) Conquer adjacent to occupied mountains at -1 units.
    3. Halflings (6) First conquest anywhere. Place 2 immune hole-in-the-grounds in the first 2 areas conquered.
    4. Orcs (5) Collect 1 extra coin for each occupied region conquered this turn.
    5. Tritons (6) Conquer adjacent to water at -1 units.


      EXPANSION RACES:
    6. 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.
    7. Goblins (6) You may conquer any In Decline Region at a cost of 1 less Goblin token than normal.
    8. 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:
    1. Bivouacking (5) During redeploy, place or move the 5 Encampment tokens in your region(s) that count as one unit each for defense.
    2. 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.
    3. 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.
    4. Heroic (5) At the end of your turn place your 2 Hero tokens in two seperate regions you control. These regions are immune.
    5. Merchant (2) Collect 1 bonus coin for each region you control.
    6. Mounted (5) Conquer Hills and Farmlands at -1 units.
    7. Pillaging (5) Collect 1 extra coin for each non-empty region conquered this turn.
    8. Seafaring (5) You may conquer water regions.
    9. Stout (4) You may go into Decline after conquering.
    10. Swamp (4) Collect 1 extra coin for each Swamp you control.
    11. Underworld (5) You may conquer regions with caverns at -1 units. All regions with Caverns are considered adjacent.

      EXPANSION POWERS:
    12. Cursed (0) In order to skip this race during race selection, you must place 3 VP on it instead of the usual 1.
    13. 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.
    14. 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.
    15. Were- (4) On even-numbered turns, conquer all regions at -2 tokens.
    16. 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:3

    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!
    smallworldcurrentgame.jpg

    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

    Even more epic here! :P

    El Skid on
  • TheLawinatorTheLawinator Registered User regular
    edited April 2010
    I don't think you get the point for the fortress, since your race is no longer active.

    TheLawinator on
    My SteamID Gamertag and PSN: TheLawinator
  • DarianDarian Yellow Wizard The PitRegistered User regular
    edited April 2010
    I don't think you get the point for the fortress, since your race is no longer active.

    It persists, but only as +1 defense.

    Darian on
  • El SkidEl Skid The frozen white northRegistered User regular
    edited April 2010
    The fortress persists, and the fortress gives one point...but apparently not in decline?

    Ooookay then, I'll edit it in.

    El Skid on
  • DarianDarian Yellow Wizard The PitRegistered User regular
    edited April 2010
    El Skid wrote: »
    That....wasn't clear, sorry. I'll edit that.

    It gets worse...
    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.

    Darian on
  • SlickShughesSlickShughes Registered User regular
    edited April 2010
    I don't think you get the point for the fortress, since your race is no longer active.

    Also I don't think they all go up, just one per region.

    Edit: damnit, Darian.

    SlickShughes on
  • El SkidEl Skid The frozen white northRegistered User regular
    edited April 2010
    I would have done that REALLY differently if I had understood. Sigh.

    El Skid on
  • TheLawinatorTheLawinator Registered User regular
    edited April 2010
    Gotta say, thank god. Because that seemed a bit much.

    TheLawinator on
    My SteamID Gamertag and PSN: TheLawinator
  • El SkidEl Skid The frozen white northRegistered User regular
    edited April 2010
    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 :-/

    El Skid on
  • TheLawinatorTheLawinator Registered User regular
    edited April 2010
    El Skid wrote: »
    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 the ones 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.

    TheLawinator on
    My SteamID Gamertag and PSN: TheLawinator
  • DarianDarian Yellow Wizard The PitRegistered User regular
    edited April 2010
    El Skid wrote: »
    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.

    Darian on
  • El SkidEl Skid The frozen white northRegistered User regular
    edited April 2010
    Darian wrote: »
    El Skid wrote: »
    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.

    El Skid on
  • TheLawinatorTheLawinator Registered User regular
    edited April 2010
    Even if you didn't decline and spread yourself out to the max, flying ratmen would destroy you.

    TheLawinator on
    My SteamID Gamertag and PSN: TheLawinator
  • El SkidEl Skid The frozen white northRegistered User regular
    edited April 2010
    Even if you didn't decline and spread yourself out to the max, flying ratmen would destroy you.

    Flying ratmen that I paid a VP to not take D:

    El Skid on
  • TheLawinatorTheLawinator Registered User regular
    edited April 2010
    Never pay a vp to not take flying ratmen. I was so close to paying for them. So cool. Also now they have tons of abandoned territory to take.

    TheLawinator on
    My SteamID Gamertag and PSN: TheLawinator
  • simulacrumsimulacrum She/herRegistered User regular
    edited April 2010
    ITT Simulacrum fails at basic math. -_-

    I'll fix my stuff in a bit.

    Edit: Done. Let me know if I didn't anything else wrong.

    simulacrum on
  • Gandalf_the_CrazedGandalf_the_Crazed Vigilo ConfidoRegistered User regular
    edited April 2010
    El Skid, if you want to take back your turn and do something not-decline-y instead, you can.

    Gandalf_the_Crazed on
    PEUsig_zps56da03ec.jpg
  • El SkidEl Skid The frozen white northRegistered User regular
    edited April 2010
    No, I'm good. This way I get to pick a race that doesn't suck, and hopefully gain I'm-not-going-to-win-so-pick-on-somebody-else points.

    El Skid on
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