You don't get to keep more than one race, once in decline... sorcerers are removed from the board, and only one elf remains in each region. Also, fewer points.
Okay, I just noticed something, which might make you want to redo your move. Your killed elves didn't get replaced on the board, as they should have. So you should still have had 10 elves available at the start of your turn, not just the 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)
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
Redeployment:
one elf to worlds end
one elf to rolling flats
one elf to warlock falls
TheLawinator
I cry into the heavens, "Fuck you guys!" because of your rampant ganging up on me.
I looked in the rulebook, and found out that Ghouls can attack those stupid Giants! Haha! They're in decline, they care not about your stupid diplomacy.
I take 3 ghouls, not abandoning any region, and I take Secluded Swamp.
I rearrange these fellows so that there is 1 in the Iron Spine, and 1 in the Ghitu Lowlands
Now, I take my Amazons in hand, I have 10 of them in hand without abandoning any regions (6+4) and take Rolling Flats, Ent's Harbor, and Norfolk.
I then redeploy the Amazons as follows; 2 in each hill zone, 1 in the others.
El SkidThe frozen white northRegistered Userregular
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) (2 coin)
2. Cursed(0) Kobolds (11) (6 coins)
3. Stout (4) Halflings (6)
4. Were- (4) Gypsies (6)
5. Dragon Master (5) Tritons (6)
6. (please roll for this race for me!)
Which leaves the following...
...races:
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
Redeployment:
one elf to worlds end
one elf to rolling flats
one elf to warlock falls
TheLawinator
I cry into the heavens, "Fuck you guys!" because of your rampant ganging up on me.
I looked in the rulebook, and found out that Ghouls can attack those stupid Giants! Haha! They're in decline, they care not about your stupid diplomacy.
I take 3 ghouls, not abandoning any region, and I take Secluded Swamp.
I rearrange these fellows so that there is 1 in the Iron Spine, and 1 in the Ghitu Lowlands
Now, I take my Amazons in hand, I have 10 of them in hand without abandoning any regions (6+4) and take Rolling Flats, Ent's Harbor, and Norfolk.
I then redeploy the Amazons as follows; 2 in each hill zone, 1 in the others.
Points? 13! HAHA!
El Skid
I take Peace-loving goblins, putting 1 coin on the ladies and 3 on the kobolds (-4 VP calculated later). New Race is (again) Fortified Priestesses (Thanks Darian). Kill a bunch of in-decline Lawinator.
Conquest:
(2) Ghithu Lowlands, killing a ghoul
(3) Iron Spine, killing a ghoul
(3) Mount Mitrhil, Killing a wizard
Final Conquest:
(2) Attack Secluded swamp with my remaining 2 guys- 1d6=4 (Thanks Darian) fails. two goblins retreat to the Ghithu Lowlands.
VPs: 7 (trolls) - 4 (race selection) + 3 or 4 (territory) + 2 (no active races attacked) = 8 VPs
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 coin)
2. Cursed(0) Kobolds (11) (6 coins)
3. Stout (4) Halflings (6)
4. Were- (4) Gypsies (6)
5. Dragon Master (5) Tritons (6)
6. (please roll for this race for me!)
Which leaves the following...
...races:
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
Redeployment:
one elf to worlds end
one elf to rolling flats
one elf to warlock falls
TheLawinator
I cry into the heavens, "Fuck you guys!" because of your rampant ganging up on me.
I looked in the rulebook, and found out that Ghouls can attack those stupid Giants! Haha! They're in decline, they care not about your stupid diplomacy.
I take 3 ghouls, not abandoning any region, and I take Secluded Swamp.
I rearrange these fellows so that there is 1 in the Iron Spine, and 1 in the Ghitu Lowlands
Now, I take my Amazons in hand, I have 10 of them in hand without abandoning any regions (6+4) and take Rolling Flats, Ent's Harbor, and Norfolk.
I then redeploy the Amazons as follows; 2 in each hill zone, 1 in the others.
Points? 13! HAHA!
El Skid
I take Peace-loving goblins, putting 1 coin on the ladies and 3 on the kobolds (-4 VP calculated later). New Race is (again) Fortified Priestesses (Thanks Darian). Kill a bunch of in-decline Lawinator.
Conquest:
(2) Ghithu Lowlands, killing a ghoul
(3) Iron Spine, killing a ghoul
(3) Mount Mitrhil, Killing a wizard
Final Conquest:
(2) Attack Secluded swamp with my remaining 2 guys- 1d6=4 (Thanks Darian) fails. two goblins retreat to the Ghithu Lowlands.
VPs: 7 (trolls) - 4 (race selection) + 3 or 4 (territory) + 2 (no active races attacked) = 8 VPs
GtC
Taking my 10 extra Skeletons in hand, and conquering Westros (3), Witch Marsh (3), Rolling Flats (4).
1 Amazon retreats to Ent's Harbor, 1 Skeleton added to my army, making a total army size of 14, redeployed as follows:
3 Westros
3 Rolling Flats
2 everywhere else.
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)
Redeployment:
one elf to worlds end
one elf to rolling flats
one elf to warlock falls
TheLawinator
I cry into the heavens, "Fuck you guys!" because of your rampant ganging up on me.
I looked in the rulebook, and found out that Ghouls can attack those stupid Giants! Haha! They're in decline, they care not about your stupid diplomacy.
I take 3 ghouls, not abandoning any region, and I take Secluded Swamp.
I rearrange these fellows so that there is 1 in the Iron Spine, and 1 in the Ghitu Lowlands
Now, I take my Amazons in hand, I have 10 of them in hand without abandoning any regions (6+4) and take Rolling Flats, Ent's Harbor, and Norfolk.
I then redeploy the Amazons as follows; 2 in each hill zone, 1 in the others.
Points? 13! HAHA!
El Skid
I take Peace-loving goblins, putting 1 coin on the ladies and 3 on the kobolds (-4 VP calculated later). New Race is (again) Fortified Priestesses (Thanks Darian). Kill a bunch of in-decline Lawinator.
Conquest:
(2) Ghithu Lowlands, killing a ghoul
(3) Iron Spine, killing a ghoul
(3) Mount Mitrhil, Killing a wizard
Final Conquest:
(2) Attack Secluded swamp with my remaining 2 guys- 1d6=4 (Thanks Darian) fails. two goblins retreat to the Ghithu Lowlands.
VPs: 7 (trolls) - 4 (race selection) + 3 or 4 (territory) + 2 (no active races attacked) = 8 VPs
GtC
Taking my 10 extra Skeletons in hand, and conquering Westros (3), Witch Marsh (3), Rolling Flats (4).
1 Amazon retreats to Ent's Harbor, 1 Skeleton added to my army, making a total army size of 14, redeployed as follows:
3 Westros
3 Rolling Flats
2 everywhere else.
Scoring: 6 (Skeletons) + 4 (Ratmen) = 10 VP
SlickShughes
Pick up 6 giants.
3 on secluded swamp, kill a ghoul displace a ghoul.
2 on rivertown, kill a ratman.
1 giant left, Final Conquest on burning steppes, 1d6=2 Success! kill a ratman.
I edited in the fortified Priestesses that Darian rolled for Skid, but I feel like something's not right there. Aren't the used races and powers supposed to be set aside in a separate stack rather than getting mixed back into the same pile?
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)
I edited in the fortified Priestesses that Darian rolled for Skid, but I feel like something's not right there. Aren't the used races and powers supposed to be set aside in a separate stack rather than getting mixed back into the same pile?
Yes... had you not gone through all the races yet? I was just rolling based on the races/powers that were listed there.
I edited in the fortified Priestesses that Darian rolled for Skid, but I feel like something's not right there. Aren't the used races and powers supposed to be set aside in a separate stack rather than getting mixed back into the same pile?
Yes... had you not gone through all the races yet? I was just rolling based on the races/powers that were listed there.
Ahhhh. Forgot about this. I didn't figure out whether I wanted to go into decline or see if I could stick it out another turn and got distracted. Give me time, moving out of dorm today.
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)
El SkidThe frozen white northRegistered Userregular
edited May 2010
OH CRAP. It is my turn! Sorry, I totally thought we were waiting on some other loser- that loser is ME
Thanks Slick- my turn momentarily
El Skid on
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El SkidThe frozen white northRegistered Userregular
edited May 2010
Errr...Problem. Looking at the rules, there are 20 skeleton tokens. Going by the most recent list, there are 26 on the board. I believe this is...incorrect. Is this a typo or are we going to have to retcon?
He completely abandoned Midland, Quicksilver Forest, and Wool Road back on page 7; those should be empty. He's got 14 skeletons.
edit: Good news is he hasn't been scoring them. But those empty regions probably would have been tempting to someone between then and now. Still, I'd say just blank them out and play on.
Posts
fixed.
Did you still want to 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. 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
TheLawinator
I looked in the rulebook, and found out that Ghouls can attack those stupid Giants! Haha! They're in decline, they care not about your stupid diplomacy.
I rearrange these fellows so that there is 1 in the Iron Spine, and 1 in the Ghitu Lowlands
Now, I take my Amazons in hand, I have 10 of them in hand without abandoning any regions (6+4) and take Rolling Flats, Ent's Harbor, and Norfolk.
I then redeploy the Amazons as follows; 2 in each hill zone, 1 in the others.
Points? 13! HAHA!
The Territories By Quadrant:
NORTHWEST
Dragon Coast
Ent's Harbor 1 Amazons
Leyland 2 Amazons
Norfolk 2 Amazons
Rolling Flats 2 Amazons
Rush Valley (4) Skeletons
Swamps of Despair (3) Alchemist elves
Warlock Falls (2) Alchemist elves
Westros 1 Amazons
Windmillia (5) Skeletons
Witch Marsh (1) Marauding sorcerors
World's End (3) Alchemist elves
NORTHEAST
Ghitu Highlands (2) Wealthy Ghouls
Ghitu Lowlands (1) Wealthy Ghouls
Iron Spine (1) Wealthy Ghouls
Mount Mithril (1) Spirit Wizards
Northwoods (4) Skeletons
Secluded Swamp (2) Wealthy Ghouls
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
Fuck you guys I can still get points!
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 coin)
2. Cursed(0) Kobolds (11) (6 coins)
3. Stout (4) Halflings (6)
4. Were- (4) Gypsies (6)
5. Dragon Master (5) Tritons (6)
6. (please roll for this race for me!)
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
TheLawinator
I looked in the rulebook, and found out that Ghouls can attack those stupid Giants! Haha! They're in decline, they care not about your stupid diplomacy.
I rearrange these fellows so that there is 1 in the Iron Spine, and 1 in the Ghitu Lowlands
Now, I take my Amazons in hand, I have 10 of them in hand without abandoning any regions (6+4) and take Rolling Flats, Ent's Harbor, and Norfolk.
I then redeploy the Amazons as follows; 2 in each hill zone, 1 in the others.
Points? 13! HAHA!
El Skid
Conquest:
(3) Iron Spine, killing a ghoul
(3) Mount Mitrhil, Killing a wizard
Final Conquest:
(2) Attack Secluded swamp with my remaining 2 guys- 1d6=4 (Thanks Darian) fails. two goblins retreat to the Ghithu Lowlands.
VPs: 7 (trolls) - 4 (race selection) + 3 or 4 (territory) + 2 (no active races attacked) = 8 VPs
The Territories By Quadrant:
NORTHWEST
Dragon Coast
Ent's Harbor 1 Amazons
Leyland 2 Amazons
Norfolk 2 Amazons
Rolling Flats 2 Amazons
Rush Valley (4) Skeletons
Swamps of Despair (3) Alchemist elves
Warlock Falls (2) Alchemist elves
Westros 1 Amazons
Windmillia (5) Skeletons
Witch Marsh (1) Marauding sorcerors
World's End (3) Alchemist elves
NORTHEAST
Ghitu Highlands (2) Wealthy Ghouls
Ghitu Lowlands 4 Peace-Loving Goblins
Iron Spine 3 Peace-Loving Goblins
Mount Mithril 3 Peace-Loving Goblins
Northwoods (4) Skeletons
Secluded Swamp (2) Wealthy Ghouls
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
I need someone to roll for my race selection and final conquest, since I can't get into IC at the moment- thanks
New race is Fortified Priestesses
That sounds familiar somehow...
Thanks Darian- Edited in those rolls above.
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 coin)
2. Cursed(0) Kobolds (11) (6 coins)
3. Stout (4) Halflings (6)
4. Were- (4) Gypsies (6)
5. Dragon Master (5) Tritons (6)
6. (please roll for this race for me!)
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
TheLawinator
I looked in the rulebook, and found out that Ghouls can attack those stupid Giants! Haha! They're in decline, they care not about your stupid diplomacy.
I rearrange these fellows so that there is 1 in the Iron Spine, and 1 in the Ghitu Lowlands
Now, I take my Amazons in hand, I have 10 of them in hand without abandoning any regions (6+4) and take Rolling Flats, Ent's Harbor, and Norfolk.
I then redeploy the Amazons as follows; 2 in each hill zone, 1 in the others.
Points? 13! HAHA!
El Skid
Conquest:
(3) Iron Spine, killing a ghoul
(3) Mount Mitrhil, Killing a wizard
Final Conquest:
(2) Attack Secluded swamp with my remaining 2 guys- 1d6=4 (Thanks Darian) fails. two goblins retreat to the Ghithu Lowlands.
VPs: 7 (trolls) - 4 (race selection) + 3 or 4 (territory) + 2 (no active races attacked) = 8 VPs
GtC
1 Amazon retreats to Ent's Harbor, 1 Skeleton added to my army, making a total army size of 14, redeployed as follows:
3 Westros
3 Rolling Flats
2 everywhere else.
Scoring: 6 (Skeletons) + 4 (Ratmen) = 10 VP
The Territories By Quadrant:
NORTHWEST
Dragon Coast
Ent's Harbor 2 Amazons
Leyland 2 Amazons
Norfolk 2 Amazons
Rolling Flats (3) Skeletons
Rush Valley (2) Skeletons
Swamps of Despair (3) Alchemist elves
Warlock Falls (2) Alchemist elves
Westros (3) Skeletons
Windmillia (2) Skeletons
Witch Marsh (2) Skeletons
World's End (3) Alchemist elves
NORTHEAST
Ghitu Highlands (2) Wealthy Ghouls
Ghitu Lowlands 4 Peace-Loving Goblins
Iron Spine 3 Peace-Loving Goblins
Mount Mithril 3 Peace-Loving Goblins
Northwoods (2) Skeletons
Secluded Swamp (2) Wealthy Ghouls
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 dude.
Also, I left the image out-of-date because my head hurts. *shrug*
I hate you so much right now. Gonna kill everybody.
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 coin)
2. Cursed(0) Kobolds (11) (6 coins)
3. Stout (4) Halflings (6)
4. Were- (4) Gypsies (6)
5. Dragon Master (5) Tritons (6)
6. Fortified (3) Priestesses (4)
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
TheLawinator
I looked in the rulebook, and found out that Ghouls can attack those stupid Giants! Haha! They're in decline, they care not about your stupid diplomacy.
I rearrange these fellows so that there is 1 in the Iron Spine, and 1 in the Ghitu Lowlands
Now, I take my Amazons in hand, I have 10 of them in hand without abandoning any regions (6+4) and take Rolling Flats, Ent's Harbor, and Norfolk.
I then redeploy the Amazons as follows; 2 in each hill zone, 1 in the others.
Points? 13! HAHA!
El Skid
Conquest:
(3) Iron Spine, killing a ghoul
(3) Mount Mitrhil, Killing a wizard
Final Conquest:
(2) Attack Secluded swamp with my remaining 2 guys- 1d6=4 (Thanks Darian) fails. two goblins retreat to the Ghithu Lowlands.
VPs: 7 (trolls) - 4 (race selection) + 3 or 4 (territory) + 2 (no active races attacked) = 8 VPs
GtC
1 Amazon retreats to Ent's Harbor, 1 Skeleton added to my army, making a total army size of 14, redeployed as follows:
3 Westros
3 Rolling Flats
2 everywhere else.
Scoring: 6 (Skeletons) + 4 (Ratmen) = 10 VP
SlickShughes
3 on secluded swamp, kill a ghoul displace a ghoul.
2 on rivertown, kill a ratman.
1 giant left, Final Conquest on burning steppes, 1d6=2 Success! kill a ratman.
Displace a Ghouls to Ghitu Highlands.
Redeploy one from Rivertown to Waterwood.
I have no beef with the Skeletons.
Gain 7 coins (giants).
The Territories By Quadrant:
NORTHWEST
Dragon Coast
Ent's Harbor 2 Amazons
Leyland 2 Amazons
Norfolk 2 Amazons
Rolling Flats (3) Skeletons
Rush Valley (2) Skeletons
Swamps of Despair (3) Alchemist elves
Warlock Falls (2) Alchemist elves
Westros (3) Skeletons
Windmillia (2) Skeletons
Witch Marsh (2) Skeletons
World's End (3) Alchemist elves
NORTHEAST
Ghitu Highlands (3) Wealthy Ghouls
Ghitu Lowlands 4 Peace-Loving Goblins
Iron Spine 3 Peace-Loving Goblins
Mount Mithril 3 Peace-Loving Goblins
Northwoods (2) Skeletons
Secluded Swamp (3) Diplomat Giants
Waterwood (2) Diplomat Giants
White Crag (1) 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 (1) Diplomat Giants
Rainbow Lake
Rivertown (1) Diplomat Giants
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
EDIT: OK done.
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 coin)
2. Cursed(0) Kobolds (11) (6 coins)
3. Stout (4) Halflings (6)
4. Were- (4) Gypsies (6)
5. Dragon Master (5) Tritons (6)
6. Fortified (3) Priestesses (4)
Which leaves the following...
...races:
...and powers:
EXPANSION POWERS:
+3 points (territories owned)
The Territories By Quadrant:
NORTHWEST
Dragon Coast
Ent's Harbor 2 Amazons
Leyland 2 Amazons
Norfolk 2 Amazons
Rolling Flats (3) Skeletons
Rush Valley (2) Skeletons
Swamps of Despair (1) Alchemist elves
Warlock Falls (1) Alchemist elves
Westros (3) Skeletons
Windmillia (2) Skeletons
Witch Marsh (2) Skeletons
World's End (1) Alchemist elves
NORTHEAST
Ghitu Highlands (3) Wealthy Ghouls
Ghitu Lowlands 4 Peace-Loving Goblins
Iron Spine 3 Peace-Loving Goblins
Mount Mithril 3 Peace-Loving Goblins
Northwoods (2) Skeletons
Secluded Swamp (3) Diplomat Giants
Waterwood (2) Diplomat Giants
White Crag (1) 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 (1) Diplomat Giants
Rainbow Lake
Rivertown (1) Diplomat Giants
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 was tempting, but I think he's been attacked enough for now.
I know I'm going to regret this later. >.>
Yes... had you not gone through all the races yet? I was just rolling based on the races/powers that were listed there.
I don't recall anyone using orcs or dwarves.
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 coin)
2. Cursed(0) Kobolds (11) (6 coins)
3. Stout (4) Halflings (6)
4. Were- (4) Gypsies (6)
5. Dragon Master (5) Tritons (6)
6. Fortified (3) Priestesses (4)
Which leaves the following...
...races:
...and powers:
EXPANSION POWERS:
+3 points (territories owned)
TheLawinator
3 points, so sad. Lost Ghouls.
The Territories By Quadrant:
NORTHWEST
Dragon Coast
Ent's Harbor 1 Amazons
Leyland 1 Amazons
Norfolk 1 Amazons
Rolling Flats (3) Skeletons
Rush Valley (2) Skeletons
Swamps of Despair (1) Alchemist elves
Warlock Falls (1) Alchemist elves
Westros (3) Skeletons
Windmillia (2) Skeletons
Witch Marsh (2) Skeletons
World's End (1) Alchemist elves
NORTHEAST
Ghitu Highlands
Ghitu Lowlands 4 Peace-Loving Goblins
Iron Spine 3 Peace-Loving Goblins
Mount Mithril 3 Peace-Loving Goblins
Northwoods (2) Skeletons
Secluded Swamp (3) Diplomat Giants
Waterwood (2) Diplomat Giants
White Crag (1) 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 (1) Diplomat Giants
Rainbow Lake
Rivertown (1) Diplomat Giants
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
Thanks Slick- my turn momentarily
edit: Good news is he hasn't been scoring them. But those empty regions probably would have been tempting to someone between then and now. Still, I'd say just blank them out and play on.