As was foretold, we've added advertisements to the forums! If you have questions, or if you encounter any bugs, please visit this thread: https://forums.penny-arcade.com/discussion/240191/forum-advertisement-faq-and-reports-thread/

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

12467

Posts

  • TheLawinatorTheLawinator Registered User regular
    edited April 2010
    TURN 4

    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. Hill (5) Amazons (6)
    2Historian (5) Skeletons (6)
    3. Forest(4) White Ladies (2)
    4. Cursed(0) Kobolds (11)
    5. Diplomat(5) Giants (6)
    6. Peace-loving(4) goblins (6)

    Which leaves the following...

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


      EXPANSION RACES:
    5. 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. 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.
    3. Heroic (5) At the end of your turn place your 2 Hero tokens in two seperate regions you control. These regions are immune.
    4. Merchant (2) Collect 1 bonus coin for each region you control.
    5. Mounted (5) Conquer Hills and Farmlands at -1 units.
    6. Pillaging (5) Collect 1 extra coin for each non-empty region conquered this turn.
    7. Seafaring (5) You may conquer water regions.
    8. Stout (4) You may go into Decline after conquering.
    9. Swamp (4) Collect 1 extra coin for each Swamp you control.
    10. Underworld (5) You may conquer regions with caverns at -1 units. All regions with Caverns are considered adjacent.

      EXPANSION POWERS:
    11. 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.
    12. 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.
    13. Were- (4) On even-numbered turns, conquer all regions at -2 tokens.
    Simulacrum
    Active race: Alchemist(4) elves(6)
    Decline race: Marauding sorcerers
    Summary: Chose alchemist elves as race. generated peace loving goblins (wut) (5,14)

    Conquest
    (3)Conquered rolling flats( killed one beserk human)
    (3) Conquered rush valley (killed one beserk human)
    (4) conquered warlock falls ( killed one beserk human)

    one human retreats to westros

    Final conquest:
    none

    Points earned:5 (territories owned) + 2 (alchemist power)=7

    Redeployment:
    one elf to rush valley

    TheLawinator
    Hur hur, decline

    8 points gained.

    Nothing changes!


    smallworldcurrentgame-1.jpg

    The Territories By Quadrant:

    NORTHWEST
    Drake Sea
    Dragon Coast
    Ent's Harbor(1) Marauding sorcerers
    Leyland
    Norfolk (1) Lost Tribe
    Rolling Flats (3) Alchemist elves
    Rush Valley (4) Alchemist elves
    Swamps of Despair (1) Lost Tribe
    Warlock Falls (3) Alchemist elves
    Westros (3) 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 (1) Wealthy Ghouls
    Mount Mithril (1) Spirit Wizards
    Northwoods (1) Spirit Wizards
    Secluded Swamp (1) Spirit Wizards
    Waterwood (2) Wealthy Ghouls
    White Crag (1) Spirit Wizards

    SOUTHEAST
    Burning Steppes (1) Ratmen
    Corner Sea
    Crackling Steppes (1) Lost Tribe
    Falling Leaves (1) Lost Tribe
    Gug (1) Lost Tribe
    High Peaks 2 Trolls + cave
    Mid Peaks: 3 Priestesses(Ivory Tower), Fortification
    Misty Vale: 2 Trolls + cave
    Piercing Delta (1) Lost Tribe
    Rainbow Lake
    Rivertown (1) Ratmen
    Saint's Pride 2 Trolls + cave
    Secluded Vale: 2 Trolls + cave
    Southpeak 1 Troll + cave


    SOUTHWEST
    Deathmaw (1) Ratmen
    Dryad's Retreat (1) Lost Tribe
    Engorged Marsh (1) Lost Tribe
    Lowlands (1) Ratmen
    Midland (1) Lost Tribe
    Platinum Plateau (1) Lost Tribe
    Quicksilver Forest (1) Lost Tribe
    Raptor's Nest (1) Ratmen
    Silver Mist (1) Lost Tribe
    Tranquil Expanse (1) Ratmen
    Valorock
    Wool Road (1) Lost Tribe

    Haha, decline.

    TheLawinator on
    My SteamID Gamertag and PSN: TheLawinator
  • El SkidEl Skid The frozen white northRegistered User regular
    edited April 2010
    You still go down to 1 wizard in each territory though, no?

    El Skid on
  • TheLawinatorTheLawinator Registered User regular
    edited April 2010
    Oh god I'm dumb. Yup. Gonna change that.

    TheLawinator on
    My SteamID Gamertag and PSN: TheLawinator
  • El SkidEl Skid The frozen white northRegistered User regular
    edited April 2010
    TURN 4

    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. Hill (5) Amazons (6)
    2Historian (5) Skeletons (6)
    3. Forest(4) White Ladies (2)
    4. Cursed(0) Kobolds (11)
    5. Diplomat(5) Giants (6)
    6. Peace-loving(4) goblins (6)

    Which leaves the following...

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


      EXPANSION RACES:
    5. 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. 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.
    3. Heroic (5) At the end of your turn place your 2 Hero tokens in two seperate regions you control. These regions are immune.
    4. Merchant (2) Collect 1 bonus coin for each region you control.
    5. Mounted (5) Conquer Hills and Farmlands at -1 units.
    6. Pillaging (5) Collect 1 extra coin for each non-empty region conquered this turn.
    7. Seafaring (5) You may conquer water regions.
    8. Stout (4) You may go into Decline after conquering.
    9. Swamp (4) Collect 1 extra coin for each Swamp you control.
    10. Underworld (5) You may conquer regions with caverns at -1 units. All regions with Caverns are considered adjacent.

      EXPANSION POWERS:
    11. 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.
    12. 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.
    13. Were- (4) On even-numbered turns, conquer all regions at -2 tokens.
    Simulacrum
    Active race: Alchemist(4) elves(6)
    Decline race: Marauding sorcerers
    Summary: Chose alchemist elves as race. generated peace loving goblins (wut) (5,14)

    Conquest
    (3)Conquered rolling flats( killed one beserk human)
    (3) Conquered rush valley (killed one beserk human)
    (4) conquered warlock falls ( killed one beserk human)

    one human retreats to westros

    Final conquest:
    none

    Points earned:5 (territories owned) + 2 (alchemist power)=7

    Redeployment:
    one elf to rush valley

    TheLawinator
    Hur hur, decline

    10 points gained.

    Nothing changes!

    El Skid
    Active race: Commando Trolls
    Decline race: Fortified Priestesses
    Summary: Take 4 trolls in hand, leaving the 5 existing ones.
    Kill a couple ratmen. End turn

    Conquest
    (2) Conquered Lowlands, killing a ratman
    (2) Conquered Tranquil Expanse, killing a ratman


    Final conquest:
    none

    Points earned:10 = 7 (Territories) + 3 (Ivory Tower)

    Redeployment:
    One troll to Misty Vale
    One troll to Saint's Pride

    smallworldcurrentgame-1.jpg

    The Territories By Quadrant:

    NORTHWEST
    Drake Sea
    Dragon Coast
    Ent's Harbor(1) Marauding sorcerers
    Leyland
    Norfolk (1) Lost Tribe
    Rolling Flats (3) Alchemist elves
    Rush Valley (4) Alchemist elves
    Swamps of Despair (1) Lost Tribe
    Warlock Falls (3) Alchemist elves
    Westros (3) 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 (1) Wealthy Ghouls
    Mount Mithril (1) Spirit Wizards
    Northwoods (1) Spirit Wizards
    Secluded Swamp (1) Spirit Wizards
    Waterwood (2) Wealthy Ghouls
    White Crag (1) Spirit Wizards

    SOUTHEAST
    Burning Steppes (1) Ratmen
    Corner Sea
    Crackling Steppes (1) Lost Tribe
    Falling Leaves (1) Lost Tribe
    Gug (1) Lost Tribe
    High Peaks 1 Trolls + cave
    Mid Peaks: 3 Priestesses(Ivory Tower), Fortification
    Misty Vale: 2 Trolls + cave
    Piercing Delta (1) Lost Tribe
    Rainbow Lake
    Rivertown (1) Ratmen
    Saint's Pride 2 Trolls + cave
    Secluded Vale: 1 Trolls + cave
    Southpeak 1 Troll + cave


    SOUTHWEST
    Deathmaw (1) Ratmen
    Dryad's Retreat (1) Lost Tribe
    Engorged Marsh (1) Lost Tribe
    Lowlands 1 Trolls + cave
    Midland (1) Lost Tribe
    Platinum Plateau (1) Lost Tribe
    Quicksilver Forest (1) Lost Tribe
    Raptor's Nest (1) Ratmen
    Silver Mist (1) Lost Tribe
    Tranquil Expanse 1 Trolls + cave
    Valorock
    Wool Road (1) Lost Tribe

    Weeeee

    El Skid on
  • Gandalf_the_CrazedGandalf_the_Crazed Vigilo ConfidoRegistered User regular
    edited April 2010
    I don't think you get 10 points, Law. The wizards don't get their bonus for magic once in decline, do they?

    Gandalf_the_Crazed on
    PEUsig_zps56da03ec.jpg
  • TheLawinatorTheLawinator Registered User regular
    edited April 2010
    You win this round, jerk!

    TheLawinator on
    My SteamID Gamertag and PSN: TheLawinator
  • Gandalf_the_CrazedGandalf_the_Crazed Vigilo ConfidoRegistered User regular
    edited April 2010
    TURN 4

    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. Hill (5) Amazons (6) [+1 VP]
    2. Forest(4) White Ladies (2)
    3. Cursed(0) Kobolds (11)
    4. Diplomat(5) Giants (6)
    5. Peace-loving(4) goblins (6)
    6. Stout (4) Halflings (6)

    Which leaves the following...

    ...races:
    1. Dwarves (3) Collect 1 extra coin for each mine, even in decline.
    2. Orcs (5) Collect 1 extra coin for each occupied region conquered this turn.
    3. Tritons (6) Conquer adjacent to water at -1 units.


      EXPANSION RACES:
    4. 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. 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.
    3. Heroic (5) At the end of your turn place your 2 Hero tokens in two seperate regions you control. These regions are immune.
    4. Merchant (2) Collect 1 bonus coin for each region you control.
    5. Mounted (5) Conquer Hills and Farmlands at -1 units.
    6. Pillaging (5) Collect 1 extra coin for each non-empty region conquered this turn.
    7. Seafaring (5) You may conquer water regions.
    8. Swamp (4) Collect 1 extra coin for each Swamp you control.
    9. Underworld (5) You may conquer regions with caverns at -1 units. All regions with Caverns are considered adjacent.

      EXPANSION POWERS:
    10. 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.
    11. 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.
    12. Were- (4) On even-numbered turns, conquer all regions at -2 tokens.
    Simulacrum
    Active race: Alchemist(4) elves(6)
    Decline race: Marauding sorcerers
    Summary: Chose alchemist elves as race. generated peace loving goblins (wut) (5,14)

    Conquest
    (3)Conquered rolling flats( killed one beserk human)
    (3) Conquered rush valley (killed one beserk human)
    (4) conquered warlock falls ( killed one beserk human)

    one human retreats to westros

    Final conquest:
    none

    Points earned:5 (territories owned) + 2 (alchemist power)=7

    Redeployment:
    one elf to rush valley

    TheLawinator
    Hur hur, decline

    10 points gained.

    Nothing changes!

    El Skid
    Active race: Commando Trolls
    Decline race: Fortified Priestesses
    Summary: Take 4 trolls in hand, leaving the 5 existing ones.
    Kill a couple ratmen. End turn

    Conquest
    (2) Conquered Lowlands, killing a ratman
    (2) Conquered Tranquil Expanse, killing a ratman


    Final conquest:
    none

    Points earned:10 = 7 (Territories) + 3 (Ivory Tower)

    Redeployment:
    One troll to Misty Vale
    One troll to Saint's Pride

    GtC
    Selecting Historian Skeletons for my new active race, placing 1 VP on Hill Amazons and generating 1d5=2, 1d13=8 Stout Halflings.

    With 11 Skeletons in hand, I conquer:
    Wool Road (3)
    Midland (3)
    Quicksilver Forest (3)

    Final Conquest attempt on Ent's Harbor with 2 skeletons plus a die roll of 1d6=5 = fucking fucking bullshit.

    Having conquered 3 occupied regions this turn, I add 1 Skeleton to my army, and redeploy so that there are 4 in each of my three regions.

    Scoring: 4 (Ratmen) + 3 (Skeletons) + 5 (Historian) = 12 VP - 1 (Race Selection) = 11 VP

    smallworldcurrentgame-1.jpg

    The Territories By Quadrant:

    NORTHWEST
    Drake Sea
    Dragon Coast
    Ent's Harbor(1) Marauding sorcerers
    Leyland
    Norfolk (1) Lost Tribe
    Rolling Flats (3) Alchemist elves
    Rush Valley (4) Alchemist elves
    Swamps of Despair (1) Lost Tribe
    Warlock Falls (3) Alchemist elves
    Westros (3) 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 (1) Wealthy Ghouls
    Mount Mithril (1) Spirit Wizards
    Northwoods (1) Spirit Wizards
    Secluded Swamp (1) Spirit Wizards
    Waterwood (2) Wealthy Ghouls
    White Crag (1) Spirit Wizards

    SOUTHEAST
    Burning Steppes (1) Ratmen
    Corner Sea
    Crackling Steppes (1) Lost Tribe
    Falling Leaves (1) Lost Tribe
    Gug (1) Lost Tribe
    High Peaks 1 Trolls + cave
    Mid Peaks: 3 Priestesses(Ivory Tower), Fortification
    Misty Vale: 2 Trolls + cave
    Piercing Delta (1) Lost Tribe
    Rainbow Lake
    Rivertown (1) Ratmen
    Saint's Pride 2 Trolls + cave
    Secluded Vale: 1 Trolls + cave
    Southpeak 1 Troll + cave


    SOUTHWEST
    Deathmaw (1) Ratmen
    Dryad's Retreat (1) Lost Tribe
    Engorged Marsh (1) Lost Tribe
    Lowlands 1 Trolls + cave
    Midland (4) Skeletons
    Platinum Plateau (1) Lost Tribe
    Quicksilver Forest (4) Skeletons
    Raptor's Nest (1) Ratmen
    Silver Mist (1) Lost Tribe
    Tranquil Expanse 1 Trolls + cave
    Valorock
    Wool Road (4) Skeletons

    Gandalf_the_Crazed on
    PEUsig_zps56da03ec.jpg
  • Gandalf_the_CrazedGandalf_the_Crazed Vigilo ConfidoRegistered User regular
    edited April 2010
    Map is horrifically out-of-date, but didn't feel like updating it.

    Gandalf_the_Crazed on
    PEUsig_zps56da03ec.jpg
  • SlickShughesSlickShughes Registered User regular
    edited April 2010
    TURN 4

    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. Hill (5) Amazons (6) [+1 VP]
    2. Forest(4) White Ladies (2)
    3. Cursed(0) Kobolds (11)
    4. Diplomat(5) Giants (6)
    5. Peace-loving(4) goblins (6)
    6. Stout (4) Halflings (6)

    Which leaves the following...

    ...races:
    1. Dwarves (3) Collect 1 extra coin for each mine, even in decline.
    2. Orcs (5) Collect 1 extra coin for each occupied region conquered this turn.
    3. Tritons (6) Conquer adjacent to water at -1 units.


      EXPANSION RACES:
    4. 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. 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.
    3. Heroic (5) At the end of your turn place your 2 Hero tokens in two seperate regions you control. These regions are immune.
    4. Merchant (2) Collect 1 bonus coin for each region you control.
    5. Mounted (5) Conquer Hills and Farmlands at -1 units.
    6. Pillaging (5) Collect 1 extra coin for each non-empty region conquered this turn.
    7. Seafaring (5) You may conquer water regions.
    8. Swamp (4) Collect 1 extra coin for each Swamp you control.
    9. Underworld (5) You may conquer regions with caverns at -1 units. All regions with Caverns are considered adjacent.

      EXPANSION POWERS:
    10. 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.
    11. 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.
    12. Were- (4) On even-numbered turns, conquer all regions at -2 tokens.
    Simulacrum
    Active race: Alchemist(4) elves(6)
    Decline race: Marauding sorcerers
    Summary: Chose alchemist elves as race. generated peace loving goblins (wut) (5,14)

    Conquest
    (3)Conquered rolling flats( killed one beserk human)
    (3) Conquered rush valley (killed one beserk human)
    (4) conquered warlock falls ( killed one beserk human)

    one human retreats to westros

    Final conquest:
    none

    Points earned:5 (territories owned) + 2 (alchemist power)=7

    Redeployment:
    one elf to rush valley

    TheLawinator
    Hur hur, decline

    10 points gained.

    Nothing changes!

    El Skid
    Active race: Commando Trolls
    Decline race: Fortified Priestesses
    Summary: Take 4 trolls in hand, leaving the 5 existing ones.
    Kill a couple ratmen. End turn

    Conquest
    (2) Conquered Lowlands, killing a ratman
    (2) Conquered Tranquil Expanse, killing a ratman


    Final conquest:
    none

    Points earned:10 = 7 (Territories) + 3 (Ivory Tower)

    Redeployment:
    One troll to Misty Vale
    One troll to Saint's Pride

    GtC
    Selecting Historian Skeletons for my new active race, placing 1 VP on Hill Amazons and generating 1d5=2, 1d13=8 Stout Halflings.

    With 11 Skeletons in hand, I conquer:
    Wool Road (3)
    Midland (3)
    Quicksilver Forest (3)

    Final Conquest attempt on Ent's Harbor with 2 skeletons plus a die roll of 1d6=5 = fucking fucking bullshit.

    Having conquered 3 occupied regions this turn, I add 1 Skeleton to my army, and redeploy so that there are 4 in each of my three regions.

    Scoring: 4 (Ratmen) + 3 (Skeletons) + 5 (Historian) = 12 VP - 1 (Race Selection) = 11 VP

    SlickShughes
    Decline! Score 1 point.
    smallworldcurrentgame-1.jpg

    The Territories By Quadrant:

    NORTHWEST
    Drake Sea
    Dragon Coast
    Ent's Harbor(1) Marauding sorcerers
    Leyland
    Norfolk (1) Lost Tribe
    Rolling Flats (3) Alchemist elves
    Rush Valley (4) Alchemist elves
    Swamps of Despair (1) Lost Tribe
    Warlock Falls (3) Alchemist elves
    Westros (1) 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 (1) Wealthy Ghouls
    Mount Mithril (1) Spirit Wizards
    Northwoods (1) Spirit Wizards
    Secluded Swamp (1) Spirit Wizards
    Waterwood (2) Wealthy Ghouls
    White Crag (1) Spirit Wizards

    SOUTHEAST
    Burning Steppes (1) Ratmen
    Corner Sea
    Crackling Steppes (1) Lost Tribe
    Falling Leaves (1) Lost Tribe
    Gug (1) Lost Tribe
    High Peaks 1 Trolls + cave
    Mid Peaks: 3 Priestesses(Ivory Tower), Fortification
    Misty Vale: 2 Trolls + cave
    Piercing Delta (1) Lost Tribe
    Rainbow Lake
    Rivertown (1) Ratmen
    Saint's Pride 2 Trolls + cave
    Secluded Vale: 1 Trolls + cave
    Southpeak 1 Troll + cave


    SOUTHWEST
    Deathmaw (1) Ratmen
    Dryad's Retreat (1) Lost Tribe
    Engorged Marsh (1) Lost Tribe
    Lowlands 1 Trolls + cave
    Midland (4) Skeletons
    Platinum Plateau (1) Lost Tribe
    Quicksilver Forest (4) Skeletons
    Raptor's Nest (1) Ratmen
    Silver Mist (1) Lost Tribe
    Tranquil Expanse 1 Trolls + cave
    Valorock
    Wool Road (4) Skeletons

    SlickShughes on
  • Gandalf_the_CrazedGandalf_the_Crazed Vigilo ConfidoRegistered User regular
    edited April 2010
    +1 for me too! :D

    I'll probably forget to record it.

    Gandalf_the_Crazed on
    PEUsig_zps56da03ec.jpg
  • TheLawinatorTheLawinator Registered User regular
    edited April 2010
    You took the race I wanted. You are the craps. You are such the craps.

    TheLawinator on
    My SteamID Gamertag and PSN: TheLawinator
  • Gandalf_the_CrazedGandalf_the_Crazed Vigilo ConfidoRegistered User regular
    edited April 2010
    Well I mean let's not kid ourselves, Hill Amazons is an amazing combination.

    Gandalf_the_Crazed on
    PEUsig_zps56da03ec.jpg
  • TheLawinatorTheLawinator Registered User regular
    edited April 2010
    Well I mean let's not kid ourselves, Hill Amazons is an amazing combination.

    It's like you don't even want me to be happy.

    TheLawinator on
    My SteamID Gamertag and PSN: TheLawinator
  • simulacrumsimulacrum She/herRegistered User regular
    edited April 2010
    TURN 5

    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. Hill (5) Amazons (6) [+1 VP]
    2. Forest(4) White Ladies (2)
    3. Cursed(0) Kobolds (11)
    4. Diplomat(5) Giants (6)
    5. Peace-loving(4) goblins (6)
    6. Stout (4) Halflings (6)

    Which leaves the following...

    ...races:
    1. Dwarves (3) Collect 1 extra coin for each mine, even in decline.
    2. Orcs (5) Collect 1 extra coin for each occupied region conquered this turn.
    3. Tritons (6) Conquer adjacent to water at -1 units.


      EXPANSION RACES:
    4. 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. 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.
    3. Heroic (5) At the end of your turn place your 2 Hero tokens in two seperate regions you control. These regions are immune.
    4. Merchant (2) Collect 1 bonus coin for each region you control.
    5. Mounted (5) Conquer Hills and Farmlands at -1 units.
    6. Pillaging (5) Collect 1 extra coin for each non-empty region conquered this turn.
    7. Seafaring (5) You may conquer water regions.
    8. Swamp (4) Collect 1 extra coin for each Swamp you control.
    9. Underworld (5) You may conquer regions with caverns at -1 units. All regions with Caverns are considered adjacent.

      EXPANSION POWERS:
    10. 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.
    11. 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.
    12. Were- (4) On even-numbered turns, conquer all regions at -2 tokens.
    Simulacrum
    Active race: Alchemist(4) elves(6)
    Decline race: Marauding sorcerers
    Summary : took 6 elves in hand and conquered two territories

    Conquest

    (3) Conquered worlds end
    (3) Conquered swamps of despair (killed one lost tribe)

    Final conquest:
    none

    Points earned:
    7(territories owned ) + 2(alchemist power) = 9

    Redeployment:
    one elf to rush valley
    one elf to rolling flats

    smallworldcurrentgame-1.jpg

    The Territories By Quadrant:

    NORTHWEST
    Drake Sea
    Dragon Coast
    Ent's Harbor(1) Marauding sorcerers
    Leyland
    Norfolk (1) Lost Tribe
    Rolling Flats (2) Alchemist elves
    Rush Valley (2) Alchemist elves
    Swamps of Despair (2) Alchemist elves
    Warlock Falls (2) Alchemist elves
    Westros (1) Berserk Humans
    Windmillia
    Witch Marsh (1) Marauding sorcerors
    World's End (2) Alchemist elves


    NORTHEAST
    Doveland (3) Wealthy Ghouls
    Ghitu Highlands (1) Lost Tribe
    Ghitu Lowlands (3) Wealthy Ghouls
    Iron Spine (1) Wealthy Ghouls
    Mount Mithril (1) Spirit Wizards
    Northwoods (1) Spirit Wizards
    Secluded Swamp (1) Spirit Wizards
    Waterwood (2) Wealthy Ghouls
    White Crag (1) Spirit Wizards

    SOUTHEAST
    Burning Steppes (1) Ratmen
    Corner Sea
    Crackling Steppes (1) Lost Tribe
    Falling Leaves (1) Lost Tribe
    Gug (1) Lost Tribe
    High Peaks 1 Trolls + cave
    Mid Peaks: 3 Priestesses(Ivory Tower), Fortification
    Misty Vale: 2 Trolls + cave
    Piercing Delta (1) Lost Tribe
    Rainbow Lake
    Rivertown (1) Ratmen
    Saint's Pride 2 Trolls + cave
    Secluded Vale: 1 Trolls + cave
    Southpeak 1 Troll + cave


    SOUTHWEST
    Deathmaw (1) Ratmen
    Dryad's Retreat (1) Lost Tribe
    Engorged Marsh (1) Lost Tribe
    Lowlands 1 Trolls + cave
    Midland (4) Skeletons
    Platinum Plateau (1) Lost Tribe
    Quicksilver Forest (4) Skeletons
    Raptor's Nest (1) Ratmen
    Silver Mist (1) Lost Tribe
    Tranquil Expanse 1 Trolls + cave
    Valorock
    Wool Road (4) Skeletons

    simulacrum on
  • TheLawinatorTheLawinator Registered User regular
    edited May 2010
    Hey, minor thing. No tb, pneumonia worse, in hospital now. Not as bad as it sounds. Gonna take turn tomorrow.

    TheLawinator on
    My SteamID Gamertag and PSN: TheLawinator
  • DarianDarian Yellow Wizard The PitRegistered User regular
    edited May 2010
    Glad to hear it was a false alarm; hope you feel better soon.

    Darian on
  • Gandalf_the_CrazedGandalf_the_Crazed Vigilo ConfidoRegistered User regular
    edited May 2010
    w00t for no TB!

    Gandalf_the_Crazed on
    PEUsig_zps56da03ec.jpg
  • Gandalf_the_CrazedGandalf_the_Crazed Vigilo ConfidoRegistered User regular
    edited May 2010
    smallworldcurrentgame-2.jpg

    Updated the map, if it helps anyone.

    Gandalf_the_Crazed on
    PEUsig_zps56da03ec.jpg
  • TheLawinatorTheLawinator Registered User regular
    edited May 2010
    TURN 5

    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. Forest(4) White Ladies (2)
    2. Cursed(0) Kobolds (11)
    3. Diplomat(5) Giants (6)
    4. Peace-loving(4) goblins (6)
    5. Stout (4) Halflings (6)
    6. Were- (4) Gypsies (6)

    Which leaves the following...

    ...races:
    1. Dwarves (3) Collect 1 extra coin for each mine, even in decline.
    2. Orcs (5) Collect 1 extra coin for each occupied region conquered this turn.
    3. Tritons (6) Conquer adjacent to water at -1 units.

    ...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. 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.
    3. Heroic (5) At the end of your turn place your 2 Hero tokens in two seperate regions you control. These regions are immune.
    4. Merchant (2) Collect 1 bonus coin for each region you control.
    5. Mounted (5) Conquer Hills and Farmlands at -1 units.
    6. Pillaging (5) Collect 1 extra coin for each non-empty region conquered this turn.
    7. Seafaring (5) You may conquer water regions.
    8. Swamp (4) Collect 1 extra coin for each Swamp you control.
    9. Underworld (5) You may conquer regions with caverns at -1 units. All regions with Caverns are considered adjacent.

      EXPANSION POWERS:
    10. 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.
    11. 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.
    Simulacrum
    Active race: Alchemist(4) elves(6)
    Decline race: Marauding sorcerers
    Summary : took 6 elves in hand and conquered two territories

    Conquest

    (3) Conquered worlds end
    (3) Conquered swamps of despair (killed one lost tribe)

    Final conquest:
    none

    Points earned:
    7(territories owned ) + 2(alchemist power) = 9

    Redeployment:
    one elf to rush valley
    one elf to rolling flats

    TheLawinator
    Ok, super awesome turn time.

    I pick up Hill amazons (with 1 free vp on them, to be factored into total at end) and generate...
    Were-gypsies

    Anyway CONQUEST!
    Ghouls first!

    I pick up... 5 while not abandoning anything and conquer the Ghitu highlands and use my ghouls final conquest to try to take Piercing delta. 50 50 shot, only need 1 to do it. And I get it 1d6=3

    Ghouls redeploy such that the inner territories have one, and the edges have 2 in each.

    Now for my glorious hill amazons! I have 15 of them! Holy crap!

    I conquer the following:
    Rolling Flats
    Westros
    Leyland
    Windmillia
    Rush Valley

    For retreating stuff they all have the same defense so damned if I know where they're going.

    Redeploy for amazons, 2 in each zone except for rolling flats, with 3.

    Scoring!

    6 points from ghouls, 4 from wizards, 8 from amazons, 1 from getting a race SOMEONE didn't want.
    19 points! BLAHAHAHAHAHAHA


    smallworldcurrentgame-2.jpg

    The Territories By Quadrant:

    NORTHWEST
    Drake Sea
    Dragon Coast
    Ent's Harbor(1) Marauding sorcerers
    Leyland 2 Amazons
    Norfolk (1) Lost Tribe
    Rolling Flats 3 Amazons
    Rush Valley 2 Amazons
    Swamps of Despair (2) Alchemist elves
    Warlock Falls (2) Alchemist elves
    Westros 2 Amazons
    Windmillia 2 Amazons
    Witch Marsh (1) Marauding sorcerors
    World's End (2) Alchemist elves


    NORTHEAST
    Doveland (2) Wealthy Ghouls
    Ghitu Highlands (2) Wealthy Ghouls
    Ghitu Lowlands (2) Wealthy Ghouls
    Iron Spine (1) Wealthy Ghouls
    Mount Mithril (1) Spirit Wizards
    Northwoods (1) Spirit Wizards
    Secluded Swamp (1) Spirit Wizards
    Waterwood (1) Wealthy Ghouls
    White Crag (1) Spirit Wizards

    SOUTHEAST
    Burning Steppes (1) Ratmen
    Corner Sea
    Crackling Steppes (1) Lost Tribe
    Falling Leaves (1) Lost Tribe
    Gug (1) Lost Tribe
    High Peaks 1 Trolls + cave
    Mid Peaks: 3 Priestesses(Ivory Tower), Fortification
    Misty Vale: 2 Trolls + cave
    Piercing Delta (1) Wealthy Ghouls
    Rainbow Lake
    Rivertown (1) Ratmen
    Saint's Pride 2 Trolls + cave
    Secluded Vale: 1 Trolls + cave
    Southpeak 1 Troll + cave


    SOUTHWEST
    Deathmaw (1) Ratmen
    Dryad's Retreat (1) Lost Tribe
    Engorged Marsh (1) Lost Tribe
    Lowlands 1 Trolls + cave
    Midland (4) Skeletons
    Platinum Plateau (1) Lost Tribe
    Quicksilver Forest (4) Skeletons
    Raptor's Nest (1) Ratmen
    Silver Mist (1) Lost Tribe
    Tranquil Expanse 1 Trolls + cave
    Valorock
    Wool Road (4) Skeletons
    [/QUOTE]

    TheLawinator on
    My SteamID Gamertag and PSN: TheLawinator
  • TheLawinatorTheLawinator Registered User regular
    edited May 2010
    Hahahahahahah, points.

    Anyway, no idea what to do for the elves retreating since the other places are tide for defenses.

    TheLawinator on
    My SteamID Gamertag and PSN: TheLawinator
  • El SkidEl Skid The frozen white northRegistered User regular
    edited May 2010
    Looks like it's stomp Law time for everybody...

    El Skid on
  • TheLawinatorTheLawinator Registered User regular
    edited May 2010
    Heeeheeeheeeheeee

    TheLawinator on
    My SteamID Gamertag and PSN: TheLawinator
  • simulacrumsimulacrum She/herRegistered User regular
    edited May 2010
    Laaaaaaaawinator!

    simulacrum on
  • Gandalf_the_CrazedGandalf_the_Crazed Vigilo ConfidoRegistered User regular
    edited May 2010
    D:

    Lawinator: Public Enemy #1

    Gandalf_the_Crazed on
    PEUsig_zps56da03ec.jpg
  • DarianDarian Yellow Wizard The PitRegistered User regular
    edited May 2010
    Did he remember to pick up 4 amazons at the end?

    edit: Never mind; looks like he did. Carry on!

    Darian on
  • El SkidEl Skid The frozen white northRegistered User regular
    edited May 2010
    TURN 5

    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. Forest(4) White Ladies (2)
    2. Cursed(0) Kobolds (11)
    3. Diplomat(5) Giants (6)
    4. Peace-loving(4) goblins (6)
    5. Stout (4) Halflings (6)
    6. Were- (4) Gypsies (6)

    Which leaves the following...

    ...races:
    1. Dwarves (3) Collect 1 extra coin for each mine, even in decline.
    2. Orcs (5) Collect 1 extra coin for each occupied region conquered this turn.
    3. Tritons (6) Conquer adjacent to water at -1 units.
    4. 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.

    ...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. 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.
    3. Fortified (3) Once per turn, place one Fortress in a region you control (max 1 per region, 6 total). Each fortress confers 1 extra coin while active and 1 defense. These remain even in decline.
    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. Swamp (4) Collect 1 extra coin for each Swamp you control.
    10. Underworld (5) You may conquer regions with caverns at -1 units. All regions with Caverns are considered adjacent.

      EXPANSION POWERS:
    11. 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.
    12. 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.
    Simulacrum
    Active race: Alchemist(4) elves(6)
    Decline race: Marauding sorcerers
    Summary : took 6 elves in hand and conquered two territories

    Conquest

    (3) Conquered worlds end
    (3) Conquered swamps of despair (killed one lost tribe)

    Final conquest:
    none

    Points earned:
    7(territories owned ) + 2(alchemist power) = 9

    Redeployment:
    one elf to rush valley
    one elf to rolling flats

    TheLawinator
    Ok, super awesome turn time.

    I pick up Hill amazons (with 1 free vp on them, to be factored into total at end) and generate...
    Were-gypsies

    Anyway CONQUEST!
    Ghouls first!

    I pick up... 5 while not abandoning anything and conquer the Ghitu highlands and use my ghouls final conquest to try to take Piercing delta. 50 50 shot, only need 1 to do it. And I get it 1d6=3

    Ghouls redeploy such that the inner territories have one, and the edges have 2 in each.

    Now for my glorious hill amazons! I have 15 of them! Holy crap!

    I conquer the following:
    Rolling Flats
    Westros
    Leyland
    Windmillia
    Rush Valley

    For retreating stuff they all have the same defense so damned if I know where they're going.

    Redeploy for amazons, 2 in each zone except for rolling flats, with 3.

    Scoring!

    6 points from ghouls, 4 from wizards, 8 from amazons, 1 from getting a race SOMEONE didn't want.
    19 points! BLAHAHAHAHAHAHA

    El Skid
    As much as I'd love to kick Law a new one, I'm in a perfect position to go into decline...so I do. Next time, Gadget!

    Fortified Priestesses return to the pile.
    Scoring: 7 points from Trolls
    smallworldcurrentgame-2.jpg

    The Territories By Quadrant:

    NORTHWEST
    Drake Sea
    Dragon Coast
    Ent's Harbor(1) Marauding sorcerers
    Leyland 2 Amazons
    Norfolk (1) Lost Tribe
    Rolling Flats 3 Amazons
    Rush Valley 2 Amazons
    Swamps of Despair (2) Alchemist elves
    Warlock Falls (2) Alchemist elves
    Westros 2 Amazons
    Windmillia 2 Amazons
    Witch Marsh (1) Marauding sorcerors
    World's End (2) Alchemist elves


    NORTHEAST
    Doveland (2) Wealthy Ghouls
    Ghitu Highlands (2) Wealthy Ghouls
    Ghitu Lowlands (2) Wealthy Ghouls
    Iron Spine (1) Wealthy Ghouls
    Mount Mithril (1) Spirit Wizards
    Northwoods (1) Spirit Wizards
    Secluded Swamp (1) Spirit Wizards
    Waterwood (1) Wealthy Ghouls
    White Crag (1) Spirit Wizards

    SOUTHEAST
    Burning Steppes (1) Ratmen
    Corner Sea
    Crackling Steppes (1) Lost Tribe
    Falling Leaves (1) Lost Tribe
    Gug (1) Lost Tribe
    High Peaks 1 Trolls + cave
    Mid Peaks:
    Misty Vale: 1 Troll + cave
    Piercing Delta (1) Wealthy Ghouls
    Rainbow Lake
    Rivertown (1) Ratmen
    Saint's Pride 1 Troll + cave
    Secluded Vale: 1 Trolls + cave
    Southpeak 1 Troll + cave



    SOUTHWEST
    Deathmaw (1) Ratmen
    Dryad's Retreat (1) Lost Tribe
    Engorged Marsh (1) Lost Tribe
    Lowlands 1 Trolls + cave
    Midland (4) Skeletons
    Platinum Plateau (1) Lost Tribe
    Quicksilver Forest (4) Skeletons
    Raptor's Nest (1) Ratmen
    Silver Mist (1) Lost Tribe
    Tranquil Expanse 1 Trolls + cave
    Valorock
    Wool Road (4) Skeletons

    El Skid on
  • SlickShughesSlickShughes Registered User regular
    edited May 2010
    So, uh...

    this still happening?

    SlickShughes on
  • El SkidEl Skid The frozen white northRegistered User regular
    edited May 2010
    Gandalf should be going next. Also, as an FYI:
    I've had a death in the family out of town. As of now, I have no idea how much internet access I'll have for the next few days, so if I fall off the face of the planet, feel free to get a sub in for me, or whatever you need to do. I may end up staying at home mostly and this may not have any impact, but I wanted to let you all know.

    El Skid on
  • SlickShughesSlickShughes Registered User regular
    edited May 2010
    El Skid wrote: »
    Gandalf should be going next. Also, as an FYI:
    I've had a death in the family out of town. As of now, I have no idea how much internet access I'll have for the next few days, so if I fall off the face of the planet, feel free to get a sub in for me, or whatever you need to do. I may end up staying at home mostly and this may not have any impact, but I wanted to let you all know.
    Sorry to hear. Man, is this the bad luck pbp game or what?

    SlickShughes on
  • TheLawinatorTheLawinator Registered User regular
    edited May 2010
    El Skid wrote: »
    Gandalf should be going next. Also, as an FYI:
    I've had a death in the family out of town. As of now, I have no idea how much internet access I'll have for the next few days, so if I fall off the face of the planet, feel free to get a sub in for me, or whatever you need to do. I may end up staying at home mostly and this may not have any impact, but I wanted to let you all know.
    Sorry to hear. Man, is this the bad luck pbp game or what?
    Hope everything works out, we'll wait if we have to. You guys waited for me, only right to wait for you Skid.

    TheLawinator on
    My SteamID Gamertag and PSN: TheLawinator
  • Gandalf_the_CrazedGandalf_the_Crazed Vigilo ConfidoRegistered User regular
    edited May 2010
    Ouch, that sucks Skid. :( I'm sorry.

    I'm taking my turn right now. Sorry for the delay, a number of things have been zapping my time and brainpower.

    Gandalf_the_Crazed on
    PEUsig_zps56da03ec.jpg
  • Gandalf_the_CrazedGandalf_the_Crazed Vigilo ConfidoRegistered User regular
    edited May 2010
    TURN 5

    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. Forest(4) White Ladies (2)
    2. Cursed(0) Kobolds (11)
    3. Diplomat(5) Giants (6)
    4. Peace-loving(4) goblins (6)
    5. Stout (4) Halflings (6)
    6. Were- (4) Gypsies (6)

    Which leaves the following...

    ...races:
    1. Dwarves (3) Collect 1 extra coin for each mine, even in decline.
    2. Orcs (5) Collect 1 extra coin for each occupied region conquered this turn.
    3. Tritons (6) Conquer adjacent to water at -1 units.
    4. 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.

    ...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. 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.
    3. Fortified (3) Once per turn, place one Fortress in a region you control (max 1 per region, 6 total). Each fortress confers 1 extra coin while active and 1 defense. These remain even in decline.
    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. Swamp (4) Collect 1 extra coin for each Swamp you control.
    10. Underworld (5) You may conquer regions with caverns at -1 units. All regions with Caverns are considered adjacent.

      EXPANSION POWERS:
    11. 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.
    12. 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.
    Simulacrum
    Active race: Alchemist(4) elves(6)
    Decline race: Marauding sorcerers
    Summary : took 6 elves in hand and conquered two territories

    Conquest

    (3) Conquered worlds end
    (3) Conquered swamps of despair (killed one lost tribe)

    Final conquest:
    none

    Points earned:
    7(territories owned ) + 2(alchemist power) = 9

    Redeployment:
    one elf to rush valley
    one elf to rolling flats

    TheLawinator
    Ok, super awesome turn time.

    I pick up Hill amazons (with 1 free vp on them, to be factored into total at end) and generate...
    Were-gypsies

    Anyway CONQUEST!
    Ghouls first!

    I pick up... 5 while not abandoning anything and conquer the Ghitu highlands and use my ghouls final conquest to try to take Piercing delta. 50 50 shot, only need 1 to do it. And I get it 1d6=3

    Ghouls redeploy such that the inner territories have one, and the edges have 2 in each.

    Now for my glorious hill amazons! I have 15 of them! Holy crap!

    I conquer the following:
    Rolling Flats
    Westros
    Leyland
    Windmillia
    Rush Valley

    For retreating stuff they all have the same defense so damned if I know where they're going.

    Redeploy for amazons, 2 in each zone except for rolling flats, with 3.

    Scoring!

    6 points from ghouls, 4 from wizards, 8 from amazons, 1 from getting a race SOMEONE didn't want.
    19 points! BLAHAHAHAHAHAHA

    El Skid
    As much as I'd love to kick Law a new one, I'm in a perfect position to go into decline...so I do. Next time, Gadget!

    Fortified Priestesses return to the pile.
    Scoring: 7 points from Trolls
    GtC
    Taking all 12 of my skeletons in hand, using them to conquer Northwoods (3), Windmillia (4), and Rush Valley (4), leaving 1.

    Using this one, I make my final conquest attempt against Witch Marsh 1d6=1 and fail.

    2 Amazons retreat to Leyland and Westros.

    Add 1 Skeleton to the size of my army.

    Scoring: 4 (Ratmen) + 3 (Skeletons) + 2 (Historian bonus since SS and El Skid have gone into decline since my last turn) = 9 VP.

    smallworldcurrentgame-3.jpg

    The Territories By Quadrant:

    NORTHWEST
    Drake Sea
    Dragon Coast
    Ent's Harbor(1) Marauding sorcerers
    Leyland 3 Amazons
    Norfolk (1) Lost Tribe
    Rolling Flats 3 Amazons
    Rush Valley (4) Skeletons
    Swamps of Despair (2) Alchemist elves
    Warlock Falls (2) Alchemist elves
    Westros 3 Amazons
    Windmillia (5) Skeletons
    Witch Marsh (1) Marauding sorcerors
    World's End (2) Alchemist elves


    NORTHEAST
    Doveland (2) Wealthy Ghouls
    Ghitu Highlands (2) Wealthy Ghouls
    Ghitu Lowlands (2) Wealthy Ghouls
    Iron Spine (1) Wealthy Ghouls
    Mount Mithril (1) Spirit Wizards
    Northwoods (4) Skeletons
    Secluded Swamp (1) Spirit Wizards
    Waterwood (1) Wealthy Ghouls
    White Crag (1) Spirit Wizards

    SOUTHEAST
    Burning Steppes (1) Ratmen
    Corner Sea
    Crackling Steppes (1) Lost Tribe
    Falling Leaves (1) Lost Tribe
    Gug (1) Lost Tribe
    High Peaks 1 Trolls + cave
    Mid Peaks:
    Misty Vale: 1 Troll + cave
    Piercing Delta (1) Wealthy Ghouls
    Rainbow Lake
    Rivertown (1) Ratmen
    Saint's Pride 1 Troll + cave
    Secluded Vale: 1 Trolls + cave
    Southpeak 1 Troll + cave



    SOUTHWEST
    Deathmaw (1) Ratmen
    Dryad's Retreat (1) Lost Tribe
    Engorged Marsh (1) Lost Tribe
    Lowlands 1 Trolls + cave
    Midland (4) Skeletons
    Platinum Plateau (1) Lost Tribe
    Quicksilver Forest (4) Skeletons
    Raptor's Nest (1) Ratmen
    Silver Mist (1) Lost Tribe
    Tranquil Expanse 1 Trolls + cave
    Valorock
    Wool Road (4) Skeletons

    Gandalf_the_Crazed on
    PEUsig_zps56da03ec.jpg
  • Gandalf_the_CrazedGandalf_the_Crazed Vigilo ConfidoRegistered User regular
    edited May 2010
    The map is slightly off (there shouldn't be LTs in the 3 regions I just abandoned) because apparently at some point I prematurely flattened the image's layers. Regardless, the text-board is accurate, I believe.

    Gandalf_the_Crazed on
    PEUsig_zps56da03ec.jpg
  • TheLawinatorTheLawinator Registered User regular
    edited May 2010
    I don't like abandoning all of ones territory so they can enter on the opposite side of the map. Seems weird.

    TheLawinator on
    My SteamID Gamertag and PSN: TheLawinator
  • Gandalf_the_CrazedGandalf_the_Crazed Vigilo ConfidoRegistered User regular
    edited May 2010
    I don't like abandoning all of ones territory so they can enter on the opposite side of the map. Seems weird.

    It's allowed, according to the rules.

    I agree with you, actually, but I'll be damned if I'mma add extra rules on top when some other goose is scoring like 20 points in a turn. ;-)

    Gandalf_the_Crazed on
    PEUsig_zps56da03ec.jpg
  • TheLawinatorTheLawinator Registered User regular
    edited May 2010
    I know it's allowed. Just mehhhhhhh. I'm going to keep scoring 20 points a turn though.

    TheLawinator on
    My SteamID Gamertag and PSN: TheLawinator
  • SlickShughesSlickShughes Registered User regular
    edited May 2010
    TURN 5

    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. Forest(4) White Ladies (2) (1 coin)
    2. Cursed(0) Kobolds (11) (3 coins)
    3. Peace-loving(4) goblins (6)
    4. Stout (4) Halflings (6)
    5. Were- (4) Gypsies (6)
    6. Dragon Master (5) Tritons (6)

    Which leaves the following...

    ...races:
    1. Dwarves (3) Collect 1 extra coin for each mine, even in decline.
    2. Orcs (5) Collect 1 extra coin for each occupied region conquered this turn.
    3. 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.

    ...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. Fortified (3) Once per turn, place one Fortress in a region you control (max 1 per region, 6 total). Each fortress confers 1 extra coin while active and 1 defense. These remain even in decline.
    3. Heroic (5) At the end of your turn place your 2 Hero tokens in two seperate regions you control. These regions are immune.
    4. Merchant (2) Collect 1 bonus coin for each region you control.
    5. Mounted (5) Conquer Hills and Farmlands at -1 units.
    6. Pillaging (5) Collect 1 extra coin for each non-empty region conquered this turn.
    7. Seafaring (5) You may conquer water regions.
    8. Swamp (4) Collect 1 extra coin for each Swamp you control.
    9. Underworld (5) You may conquer regions with caverns at -1 units. All regions with Caverns are considered adjacent.

      EXPANSION POWERS:
    10. 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.
    11. 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.
    Simulacrum
    Active race: Alchemist(4) elves(6)
    Decline race: Marauding sorcerers
    Summary : took 6 elves in hand and conquered two territories

    Conquest

    (3) Conquered worlds end
    (3) Conquered swamps of despair (killed one lost tribe)

    Final conquest:
    none

    Points earned:
    7(territories owned ) + 2(alchemist power) = 9

    Redeployment:
    one elf to rush valley
    one elf to rolling flats

    TheLawinator
    Ok, super awesome turn time.

    I pick up Hill amazons (with 1 free vp on them, to be factored into total at end) and generate...
    Were-gypsies

    Anyway CONQUEST!
    Ghouls first!

    I pick up... 5 while not abandoning anything and conquer the Ghitu highlands and use my ghouls final conquest to try to take Piercing delta. 50 50 shot, only need 1 to do it. And I get it 1d6=3

    Ghouls redeploy such that the inner territories have one, and the edges have 2 in each.

    Now for my glorious hill amazons! I have 15 of them! Holy crap!

    I conquer the following:
    Rolling Flats
    Westros
    Leyland
    Windmillia
    Rush Valley

    For retreating stuff they all have the same defense so damned if I know where they're going.

    Redeploy for amazons, 2 in each zone except for rolling flats, with 3.

    Scoring!

    6 points from ghouls, 4 from wizards, 8 from amazons, 1 from getting a race SOMEONE didn't want.
    19 points! BLAHAHAHAHAHAHA

    El Skid
    As much as I'd love to kick Law a new one, I'm in a perfect position to go into decline...so I do. Next time, Gadget!

    Fortified Priestesses return to the pile.
    Scoring: 7 points from Trolls
    GtC
    Taking all 12 of my skeletons in hand, using them to conquer Northwoods (3), Windmillia (4), and Rush Valley (4), leaving 1.

    Using this one, I make my final conquest attempt against Witch Marsh 1d6=1 and fail.

    2 Amazons retreat to Leyland and Westros.

    Add 1 Skeleton to the size of my army.

    Scoring: 4 (Ratmen) + 3 (Skeletons) + 2 (Historian bonus since SS and El Skid have gone into decline since my last turn) = 9 VP.

    SlickShughes
    Taking 3. Diplomat(5) Giants (6), put a coin on forest white ladies and 3 on cursed kobolds. generate Dragonmaster Tritons.

    Using 11 giants:
    3 into White Craig Kill a wizard
    3 into Doveland Kill a ghoul displace a ghoul
    2 into Secluded Swamp Kill a wizard
    2 into Piercing Delta Kill a ghoul
    Final Conquest on Waterwood : 1d6=2 = 1 on Waterwood, kill a ghoul.

    Redeploy one giant from secluded swamp to piercing delta.
    Ghoul retreats to Iron Spine.

    Designate Law with my diplomat power.

    Earn 5 coins.

    smallworldcurrentgame-3.jpg

    The Territories By Quadrant:

    NORTHWEST
    Drake Sea
    Dragon Coast
    Ent's Harbor(1) Marauding sorcerers
    Leyland 3 Amazons
    Norfolk (1) Lost Tribe
    Rolling Flats 3 Amazons
    Rush Valley (4) Skeletons
    Swamps of Despair (2) Alchemist elves
    Warlock Falls (2) Alchemist elves
    Westros 3 Amazons
    Windmillia (5) Skeletons
    Witch Marsh (1) Marauding sorcerors
    World's End (2) Alchemist elves


    NORTHEAST
    Doveland (3) Diplomat Giants
    Ghitu Highlands (2) Wealthy Ghouls
    Ghitu Lowlands (2) Wealthy Ghouls
    Iron Spine (2) Wealthy Ghouls
    Mount Mithril (1) Spirit Wizards
    Northwoods (4) Skeletons
    Secluded Swamp (1) Diplomat Giants
    Waterwood (1) Diplomat Giants
    White Crag (3) Diplomat Giants

    SOUTHEAST
    Burning Steppes (1) Ratmen
    Corner Sea
    Crackling Steppes (1) Lost Tribe
    Falling Leaves (1) Lost Tribe
    Gug (1) Lost Tribe
    High Peaks 1 Trolls + cave
    Mid Peaks:
    Misty Vale: 1 Troll + cave
    Piercing Delta B](3) Diplomat Giants[/B]
    Rainbow Lake
    Rivertown (1) Ratmen
    Saint's Pride 1 Troll + cave
    Secluded Vale: 1 Trolls + cave
    Southpeak 1 Troll + cave



    SOUTHWEST
    Deathmaw (1) Ratmen
    Dryad's Retreat (1) Lost Tribe
    Engorged Marsh (1) Lost Tribe
    Lowlands 1 Trolls + cave
    Midland (4) Skeletons
    Platinum Plateau (1) Lost Tribe
    Quicksilver Forest (4) Skeletons
    Raptor's Nest (1) Ratmen
    Silver Mist (1) Lost Tribe
    Tranquil Expanse 1 Trolls + cave
    Valorock
    Wool Road (4) Skeletons

    SlickShughes on
  • El SkidEl Skid The frozen white northRegistered User regular
    edited May 2010
    You didn't attack his active race so he can't attack you back?

    Awesome

    El Skid on
  • TheLawinatorTheLawinator Registered User regular
    edited May 2010
    Haha!

    Kingmaker.

    TheLawinator on
    My SteamID Gamertag and PSN: TheLawinator
  • simulacrumsimulacrum She/herRegistered User regular
    edited May 2010
    TURN 6

    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. Forest(4) White Ladies (2) (1 coin)
    2. Cursed(0) Kobolds (11) (3 coins)
    3. Peace-loving(4) goblins (6)
    4. Stout (4) Halflings (6)
    5. Were- (4) Gypsies (6)
    6. Dragon Master (5) Tritons (6)

    Which leaves the following...

    ...races:
    1. Dwarves (3) Collect 1 extra coin for each mine, even in decline.
    2. Orcs (5) Collect 1 extra coin for each occupied region conquered this turn.
    3. 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.

    ...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. Fortified (3) Once per turn, place one Fortress in a region you control (max 1 per region, 6 total). Each fortress confers 1 extra coin while active and 1 defense. These remain even in decline.
    3. Heroic (5) At the end of your turn place your 2 Hero tokens in two seperate regions you control. These regions are immune.
    4. Merchant (2) Collect 1 bonus coin for each region you control.
    5. Mounted (5) Conquer Hills and Farmlands at -1 units.
    6. Pillaging (5) Collect 1 extra coin for each non-empty region conquered this turn.
    7. Seafaring (5) You may conquer water regions.
    8. Swamp (4) Collect 1 extra coin for each Swamp you control.
    9. Underworld (5) You may conquer regions with caverns at -1 units. All regions with Caverns are considered adjacent.

      EXPANSION POWERS:
    10. 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.
    11. 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.
    Simulacrum
    Active race: Alchemist(4) elves(6)
    Decline race: Marauding sorcerers
    Summary : took 5 elves in hand and conquered one territory

    Conquest

    (5) Conquered Rolling flats (killed one amazon)

    two amazons retreats to Westros

    Final conquest:
    none

    Points earned:
    6(territories owned ) + 2(alchemist power) = 8

    Redeployment:
    one elf to worlds end
    one elf to rolling flats
    one elf to warlock falls

    smallworldcurrentgame-3.jpg

    The Territories By Quadrant:

    NORTHWEST
    Drake Sea
    Dragon Coast
    Ent's Harbor(1) Marauding sorcerers
    Leyland 3 Amazons
    Norfolk (1) Lost Tribe
    Rolling Flats (2) Alchemist elves
    Rush Valley (4) Skeletons
    Swamps of Despair (3) Alchemist elves
    Warlock Falls (2) Alchemist elves
    Westros 5 Amazons
    Windmillia (5) Skeletons
    Witch Marsh (1) Marauding sorcerors
    World's End (3) Alchemist elves


    NORTHEAST
    Doveland (3) Diplomat Giants
    Ghitu Highlands (2) Wealthy Ghouls
    Ghitu Lowlands (2) Wealthy Ghouls
    Iron Spine (2) Wealthy Ghouls
    Mount Mithril (1) Spirit Wizards
    Northwoods (4) Skeletons
    Secluded Swamp (1) Diplomat Giants
    Waterwood (1) Diplomat Giants
    White Crag (3) Diplomat Giants

    SOUTHEAST
    Burning Steppes (1) Ratmen
    Corner Sea
    Crackling Steppes (1) Lost Tribe
    Falling Leaves (1) Lost Tribe
    Gug (1) Lost Tribe
    High Peaks 1 Trolls + cave
    Mid Peaks:
    Misty Vale: 1 Troll + cave
    Piercing Delta B](3) Diplomat Giants[/B]
    Rainbow Lake
    Rivertown (1) Ratmen
    Saint's Pride 1 Troll + cave
    Secluded Vale: 1 Trolls + cave
    Southpeak 1 Troll + cave



    SOUTHWEST
    Deathmaw (1) Ratmen
    Dryad's Retreat (1) Lost Tribe
    Engorged Marsh (1) Lost Tribe
    Lowlands 1 Trolls + cave
    Midland (4) Skeletons
    Platinum Plateau (1) Lost Tribe
    Quicksilver Forest (4) Skeletons
    Raptor's Nest (1) Ratmen
    Silver Mist (1) Lost Tribe
    Tranquil Expanse 1 Trolls + cave
    Valorock
    Wool Road (4) Skeletons

    Sorry for taking so long. I got kicked off the computer for a while.

    simulacrum on
Sign In or Register to comment.