The results and turn order, color-coded for future convenience!
1. simulacrum(simulacrum in decline) 2. The Lawinator(Law in decline)
3. El Skid (El Skid in decline) 4. Gandalf_the_Crazed (GtC in decline) 5. SlickShughes(SS in decline)
Dwarves (3) Collect 1 extra coin for each mine, even in decline.
Halflings (6) First conquest anywhere. Place 2 immune hole-in-the-grounds in the first 2 areas conquered.
Orcs (5) Collect 1 extra coin for each occupied region conquered this turn.
Tritons (6) Conquer adjacent to water at -1 units.
EXPANSION RACES:
Gypsies (6) Place 1 bonus VP (from the stash) in each Region you abandon. You cannot conquer these Regions again this turn, BUT you receive the coins they hold as a bonus at turn's end.
...and powers:
Bivouacking (5) During redeploy, place or move the 5 Encampment tokens in your region(s) that count as one unit each for defense.
Dragon Master (5) Once per turn, you may make a single conquest with just one unit. Place or move the Dragon token into that region which makes it immune.
Heroic (5) At the end of your turn place your 2 Hero tokens in two seperate regions you control. These regions are immune.
Merchant (2) Collect 1 bonus coin for each region you control.
Mounted (5) Conquer Hills and Farmlands at -1 units.
Pillaging (5) Collect 1 extra coin for each non-empty region conquered this turn.
Seafaring (5) You may conquer water regions.
Stout (4) You may go into Decline after conquering.
Swamp (4) Collect 1 extra coin for each Swamp you control.
Underworld (5) You may conquer regions with caverns at -1 units. All regions with Caverns are considered adjacent.
EXPANSION POWERS:
Hordes Of (5) You may use your 2 "Hordes Of" tokens exactly as if they were additional active race tokens. They disappear when you go into decline.
Ransacking (4) Each time you successfully conquer a Region containing an opponent's active Race, he must immediately pay you 1 VP from his own stash.
Were- (4) On even-numbered turns, conquer all regions at -2 tokens.
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)
El SkidThe frozen white northRegistered Userregular
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)
Dwarves (3) Collect 1 extra coin for each mine, even in decline.
Halflings (6) First conquest anywhere. Place 2 immune hole-in-the-grounds in the first 2 areas conquered.
Orcs (5) Collect 1 extra coin for each occupied region conquered this turn.
Tritons (6) Conquer adjacent to water at -1 units.
EXPANSION RACES:
Gypsies (6) Place 1 bonus VP (from the stash) in each Region you abandon. You cannot conquer these Regions again this turn, BUT you receive the coins they hold as a bonus at turn's end.
...and powers:
Bivouacking (5) During redeploy, place or move the 5 Encampment tokens in your region(s) that count as one unit each for defense.
Dragon Master (5) Once per turn, you may make a single conquest with just one unit. Place or move the Dragon token into that region which makes it immune.
Heroic (5) At the end of your turn place your 2 Hero tokens in two seperate regions you control. These regions are immune.
Merchant (2) Collect 1 bonus coin for each region you control.
Mounted (5) Conquer Hills and Farmlands at -1 units.
Pillaging (5) Collect 1 extra coin for each non-empty region conquered this turn.
Seafaring (5) You may conquer water regions.
Stout (4) You may go into Decline after conquering.
Swamp (4) Collect 1 extra coin for each Swamp you control.
Underworld (5) You may conquer regions with caverns at -1 units. All regions with Caverns are considered adjacent.
EXPANSION POWERS:
Hordes Of (5) You may use your 2 "Hordes Of" tokens exactly as if they were additional active race tokens. They disappear when you go into decline.
Ransacking (4) Each time you successfully conquer a Region containing an opponent's active Race, he must immediately pay you 1 VP from his own stash.
Were- (4) On even-numbered turns, conquer all regions at -2 tokens.
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)
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
The results and turn order, color-coded for future convenience!
1. simulacrum(simulacrum in decline) 2. The Lawinator(Law in decline)
3. El Skid (El Skid in decline) 4. Gandalf_the_Crazed (GtC in decline) 5. SlickShughes(SS in decline)
Dwarves (3) Collect 1 extra coin for each mine, even in decline.
Orcs (5) Collect 1 extra coin for each occupied region conquered this turn.
Tritons (6) Conquer adjacent to water at -1 units.
EXPANSION RACES:
Gypsies (6) Place 1 bonus VP (from the stash) in each Region you abandon. You cannot conquer these Regions again this turn, BUT you receive the coins they hold as a bonus at turn's end.
...and powers:
Bivouacking (5) During redeploy, place or move the 5 Encampment tokens in your region(s) that count as one unit each for defense.
Dragon Master (5) Once per turn, you may make a single conquest with just one unit. Place or move the Dragon token into that region which makes it immune.
Heroic (5) At the end of your turn place your 2 Hero tokens in two seperate regions you control. These regions are immune.
Merchant (2) Collect 1 bonus coin for each region you control.
Mounted (5) Conquer Hills and Farmlands at -1 units.
Pillaging (5) Collect 1 extra coin for each non-empty region conquered this turn.
Seafaring (5) You may conquer water regions.
Swamp (4) Collect 1 extra coin for each Swamp you control.
Underworld (5) You may conquer regions with caverns at -1 units. All regions with Caverns are considered adjacent.
EXPANSION POWERS:
Hordes Of (5) You may use your 2 "Hordes Of" tokens exactly as if they were additional active race tokens. They disappear when you go into decline.
Ransacking (4) Each time you successfully conquer a Region containing an opponent's active Race, he must immediately pay you 1 VP from his own stash.
Were- (4) On even-numbered turns, conquer all regions at -2 tokens.
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)
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
The results and turn order, color-coded for future convenience!
1. simulacrum(simulacrum in decline) 2. The Lawinator(Law in decline)
3. El Skid (El Skid in decline) 4. Gandalf_the_Crazed (GtC in decline) 5. SlickShughes(SS in decline)
Dwarves (3) Collect 1 extra coin for each mine, even in decline.
Orcs (5) Collect 1 extra coin for each occupied region conquered this turn.
Tritons (6) Conquer adjacent to water at -1 units.
EXPANSION RACES:
Gypsies (6) Place 1 bonus VP (from the stash) in each Region you abandon. You cannot conquer these Regions again this turn, BUT you receive the coins they hold as a bonus at turn's end.
...and powers:
Bivouacking (5) During redeploy, place or move the 5 Encampment tokens in your region(s) that count as one unit each for defense.
Dragon Master (5) Once per turn, you may make a single conquest with just one unit. Place or move the Dragon token into that region which makes it immune.
Heroic (5) At the end of your turn place your 2 Hero tokens in two seperate regions you control. These regions are immune.
Merchant (2) Collect 1 bonus coin for each region you control.
Mounted (5) Conquer Hills and Farmlands at -1 units.
Pillaging (5) Collect 1 extra coin for each non-empty region conquered this turn.
Seafaring (5) You may conquer water regions.
Swamp (4) Collect 1 extra coin for each Swamp you control.
Underworld (5) You may conquer regions with caverns at -1 units. All regions with Caverns are considered adjacent.
EXPANSION POWERS:
Hordes Of (5) You may use your 2 "Hordes Of" tokens exactly as if they were additional active race tokens. They disappear when you go into decline.
Ransacking (4) Each time you successfully conquer a Region containing an opponent's active Race, he must immediately pay you 1 VP from his own stash.
Were- (4) On even-numbered turns, conquer all regions at -2 tokens.
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)
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
The results and turn order, color-coded for future convenience!
1. simulacrum(simulacrum in decline) 2. The Lawinator(Law in decline)
3. El Skid (El Skid in decline) 4. Gandalf_the_Crazed (GtC in decline) 5. SlickShughes(SS in decline)
Dwarves (3) Collect 1 extra coin for each mine, even in decline.
Orcs (5) Collect 1 extra coin for each occupied region conquered this turn.
Tritons (6) Conquer adjacent to water at -1 units.
EXPANSION RACES:
Gypsies (6) Place 1 bonus VP (from the stash) in each Region you abandon. You cannot conquer these Regions again this turn, BUT you receive the coins they hold as a bonus at turn's end.
...and powers:
Bivouacking (5) During redeploy, place or move the 5 Encampment tokens in your region(s) that count as one unit each for defense.
Dragon Master (5) Once per turn, you may make a single conquest with just one unit. Place or move the Dragon token into that region which makes it immune.
Heroic (5) At the end of your turn place your 2 Hero tokens in two seperate regions you control. These regions are immune.
Merchant (2) Collect 1 bonus coin for each region you control.
Mounted (5) Conquer Hills and Farmlands at -1 units.
Pillaging (5) Collect 1 extra coin for each non-empty region conquered this turn.
Seafaring (5) You may conquer water regions.
Swamp (4) Collect 1 extra coin for each Swamp you control.
Underworld (5) You may conquer regions with caverns at -1 units. All regions with Caverns are considered adjacent.
EXPANSION POWERS:
Hordes Of (5) You may use your 2 "Hordes Of" tokens exactly as if they were additional active race tokens. They disappear when you go into decline.
Ransacking (4) Each time you successfully conquer a Region containing an opponent's active Race, he must immediately pay you 1 VP from his own stash.
Were- (4) On even-numbered turns, conquer all regions at -2 tokens.
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)
The results and turn order, color-coded for future convenience!
1. simulacrum(simulacrum in decline) 2. The Lawinator(Law in decline)
3. El Skid (El Skid in decline) 4. Gandalf_the_Crazed (GtC in decline) 5. SlickShughes(SS in decline)
Dwarves (3) Collect 1 extra coin for each mine, even in decline.
Orcs (5) Collect 1 extra coin for each occupied region conquered this turn.
Tritons (6) Conquer adjacent to water at -1 units.
...and powers:
Bivouacking (5) During redeploy, place or move the 5 Encampment tokens in your region(s) that count as one unit each for defense.
Dragon Master (5) Once per turn, you may make a single conquest with just one unit. Place or move the Dragon token into that region which makes it immune.
Heroic (5) At the end of your turn place your 2 Hero tokens in two seperate regions you control. These regions are immune.
Merchant (2) Collect 1 bonus coin for each region you control.
Mounted (5) Conquer Hills and Farmlands at -1 units.
Pillaging (5) Collect 1 extra coin for each non-empty region conquered this turn.
Seafaring (5) You may conquer water regions.
Swamp (4) Collect 1 extra coin for each Swamp you control.
Underworld (5) You may conquer regions with caverns at -1 units. All regions with Caverns are considered adjacent.
EXPANSION POWERS:
Hordes Of (5) You may use your 2 "Hordes Of" tokens exactly as if they were additional active race tokens. They disappear when you go into decline.
Ransacking (4) Each time you successfully conquer a Region containing an opponent's active Race, he must immediately pay you 1 VP from his own stash.
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)
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
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
El SkidThe frozen white northRegistered Userregular
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)
Dwarves (3) Collect 1 extra coin for each mine, even in decline.
Orcs (5) Collect 1 extra coin for each occupied region conquered this turn.
Tritons (6) Conquer adjacent to water at -1 units.
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:
Bivouacking (5) During redeploy, place or move the 5 Encampment tokens in your region(s) that count as one unit each for defense.
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.
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.
Heroic (5) At the end of your turn place your 2 Hero tokens in two seperate regions you control. These regions are immune.
Merchant (2) Collect 1 bonus coin for each region you control.
Mounted (5) Conquer Hills and Farmlands at -1 units.
Pillaging (5) Collect 1 extra coin for each non-empty region conquered this turn.
Seafaring (5) You may conquer water regions.
Swamp (4) Collect 1 extra coin for each Swamp you control.
Underworld (5) You may conquer regions with caverns at -1 units. All regions with Caverns are considered adjacent.
EXPANSION POWERS:
Hordes Of (5) You may use your 2 "Hordes Of" tokens exactly as if they were additional active race tokens. They disappear when you go into decline.
Ransacking (4) Each time you successfully conquer a Region containing an opponent's active Race, he must immediately pay you 1 VP from his own stash.
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)
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
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
El SkidThe frozen white northRegistered Userregular
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.
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?
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.
The results and turn order, color-coded for future convenience!
1. simulacrum(simulacrum in decline) 2. The Lawinator(Law in decline)
3. El Skid (El Skid in decline) 4. Gandalf_the_Crazed (GtC in decline) 5. SlickShughes(SS in decline)
Dwarves (3) Collect 1 extra coin for each mine, even in decline.
Orcs (5) Collect 1 extra coin for each occupied region conquered this turn.
Tritons (6) Conquer adjacent to water at -1 units.
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:
Bivouacking (5) During redeploy, place or move the 5 Encampment tokens in your region(s) that count as one unit each for defense.
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.
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.
Heroic (5) At the end of your turn place your 2 Hero tokens in two seperate regions you control. These regions are immune.
Merchant (2) Collect 1 bonus coin for each region you control.
Mounted (5) Conquer Hills and Farmlands at -1 units.
Pillaging (5) Collect 1 extra coin for each non-empty region conquered this turn.
Seafaring (5) You may conquer water regions.
Swamp (4) Collect 1 extra coin for each Swamp you control.
Underworld (5) You may conquer regions with caverns at -1 units. All regions with Caverns are considered adjacent.
EXPANSION POWERS:
Hordes Of (5) You may use your 2 "Hordes Of" tokens exactly as if they were additional active race tokens. They disappear when you go into decline.
Ransacking (4) Each time you successfully conquer a Region containing an opponent's active Race, he must immediately pay you 1 VP from his own stash.
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)
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.
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
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.
The results and turn order, color-coded for future convenience!
1. simulacrum(simulacrum in decline) 2. The Lawinator(Law in decline)
3. El Skid (El Skid in decline) 4. Gandalf_the_Crazed (GtC in decline) 5. SlickShughes(SS in decline)
Dwarves (3) Collect 1 extra coin for each mine, even in decline.
Orcs (5) Collect 1 extra coin for each occupied region conquered this turn.
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:
Bivouacking (5) During redeploy, place or move the 5 Encampment tokens in your region(s) that count as one unit each for defense.
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.
Heroic (5) At the end of your turn place your 2 Hero tokens in two seperate regions you control. These regions are immune.
Merchant (2) Collect 1 bonus coin for each region you control.
Mounted (5) Conquer Hills and Farmlands at -1 units.
Pillaging (5) Collect 1 extra coin for each non-empty region conquered this turn.
Seafaring (5) You may conquer water regions.
Swamp (4) Collect 1 extra coin for each Swamp you control.
Underworld (5) You may conquer regions with caverns at -1 units. All regions with Caverns are considered adjacent.
EXPANSION POWERS:
Hordes Of (5) You may use your 2 "Hordes Of" tokens exactly as if they were additional active race tokens. They disappear when you go into decline.
Ransacking (4) Each time you successfully conquer a Region containing an opponent's active Race, he must immediately pay you 1 VP from his own stash.
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)
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.
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
The results and turn order, color-coded for future convenience!
1. simulacrum(simulacrum in decline) 2. The Lawinator(Law in decline)
3. El Skid (El Skid in decline) 4. Gandalf_the_Crazed (GtC in decline) 5. SlickShughes(SS in decline)
Dwarves (3) Collect 1 extra coin for each mine, even in decline.
Orcs (5) Collect 1 extra coin for each occupied region conquered this turn.
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:
Bivouacking (5) During redeploy, place or move the 5 Encampment tokens in your region(s) that count as one unit each for defense.
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.
Heroic (5) At the end of your turn place your 2 Hero tokens in two seperate regions you control. These regions are immune.
Merchant (2) Collect 1 bonus coin for each region you control.
Mounted (5) Conquer Hills and Farmlands at -1 units.
Pillaging (5) Collect 1 extra coin for each non-empty region conquered this turn.
Seafaring (5) You may conquer water regions.
Swamp (4) Collect 1 extra coin for each Swamp you control.
Underworld (5) You may conquer regions with caverns at -1 units. All regions with Caverns are considered adjacent.
EXPANSION POWERS:
Hordes Of (5) You may use your 2 "Hordes Of" tokens exactly as if they were additional active race tokens. They disappear when you go into decline.
Ransacking (4) Each time you successfully conquer a Region containing an opponent's active Race, he must immediately pay you 1 VP from his own stash.
Simulacrum
Active race: Alchemist(4) elves(6) Decline race: Marauding sorcerers Summary : took 5 elves in hand and conquered one territory
Posts
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:
EXPANSION RACES:
...and powers:
EXPANSION POWERS:
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
8 points gained.
Nothing changes!
The Territories By Quadrant:
NORTHWEST
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
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
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
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.
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:
EXPANSION RACES:
...and powers:
EXPANSION POWERS:
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
10 points gained.
Nothing changes!
El Skid
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
The Territories By Quadrant:
NORTHWEST
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
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
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
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
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:
EXPANSION RACES:
...and powers:
EXPANSION POWERS:
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
10 points gained.
Nothing changes!
El Skid
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
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
The Territories By Quadrant:
NORTHWEST
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
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
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
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
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:
EXPANSION RACES:
...and powers:
EXPANSION POWERS:
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
10 points gained.
Nothing changes!
El Skid
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
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
The Territories By Quadrant:
NORTHWEST
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
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
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
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
I'll probably forget to record it.
It's like you don't even want me to be happy.
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:
EXPANSION RACES:
...and powers:
EXPANSION POWERS:
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
The Territories By Quadrant:
NORTHWEST
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
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
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
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
Updated the map, if it helps anyone.
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:
...and powers:
EXPANSION POWERS:
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
I pick up Hill amazons (with 1 free vp on them, to be factored into total at end) and generate...
Were-gypsies
Anyway CONQUEST!
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
The Territories By Quadrant:
NORTHWEST
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
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
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
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
Anyway, no idea what to do for the elves retreating since the other places are tide for defenses.
Lawinator: Public Enemy #1
edit: Never mind; looks like he did. Carry on!
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:
...and powers:
EXPANSION POWERS:
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
I pick up Hill amazons (with 1 free vp on them, to be factored into total at end) and generate...
Were-gypsies
Anyway CONQUEST!
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
Fortified Priestesses return to the pile.
The Territories By Quadrant:
NORTHWEST
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
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
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
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
this still happening?
I'm taking my turn right now. Sorry for the delay, a number of things have been zapping my time and brainpower.
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:
...and powers:
EXPANSION POWERS:
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
I pick up Hill amazons (with 1 free vp on them, to be factored into total at end) and generate...
Were-gypsies
Anyway CONQUEST!
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
Fortified Priestesses return to the pile.
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.
The Territories By Quadrant:
NORTHWEST
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
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
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
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
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. ;-)
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:
...and powers:
EXPANSION POWERS:
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
I pick up Hill amazons (with 1 free vp on them, to be factored into total at end) and generate...
Were-gypsies
Anyway CONQUEST!
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
Fortified Priestesses return to the pile.
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
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.
The Territories By Quadrant:
NORTHWEST
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
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
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
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
Awesome
Kingmaker.
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:
...and powers:
EXPANSION POWERS:
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
The Territories By Quadrant:
NORTHWEST
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
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
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
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.