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[Small World] Game 3 Over: A photo finish!

StericaSterica YesRegistered User, Moderator mod
edited August 2010 in Critical Failures
OP was stolen from Valkun's pocket by Gandalf the Crazed, whom I drugged and stole it for myself.
smallworld.jpeg
sw_tl_cover.jpg

Wait, this is new!
This game will feature the brand-new expansion: Tales and Legends!

Unlike other expansions, T&L does not feature new races nor powers. Instead, it has a deck of event cards that have varying effects on gameplay. This can include stuff like preventing decline, nullifying powers and auctions for various effects!

Lucky for you, I am merciful and will use the standard "preview" rule. The first turn of the game will not have an active event. Instead I will reveal the upcoming event for turn two. When turn two hits, that card becomes active and the upcoming event for turn three will be revealed.

Note that the expansion is new, and DoW is not too quick with the FAQs. Don't hesitate to ask about rule clarifications for the new cards.

What the?
Small World is a game of territory domination with an emphasis of strategic thinking over random dice rolls. Each player will be able to select from a number of randomly generated races which combine the race's abilities with a special power to generate combinations ranging between ho-hum and outstandingly powerful. However, you have to decide when to abandon your current race in favor of a new one as the original lacks the power to expand or outlives its usefulness.

How do I join?
People can sign up until 2:00am EST on Thursday the 15th. After that, I will randomly choose five victims to play for everyone else's viewing entertainment.

Once a round ends, I will update the map and reveal the upcoming event card.

Guidelines for playing:
The initial race/special power stack will be randomized. There will be tables listing all the race/abilities and dice rolls on invisible castle will determine which one appears next. I'll handle generating the first six. Whenever a player selects a new active race from the stack, it is their responsibility to generate a new race. Discarded powers/races will be put into new stacks with a fixed order in case we run through the random ones.

Players can make their own rolls for final conquests/berserk (roll 1d6, 4,5,6 = 0) and are responsible for reposting the game summary with their additions/alterations. Post how many points you earned for your turn, but keep the total to yourself. At the end of the game, we'll reveal how many points we've earned. There is no way to stop it, but it is against the spirit (and rules) of the game to keep a running total of other players' points.

To keep the game flowing faster, each retreating unit from conquered regions will go to the region with the least defense that does not contain an immunity token like the dragon, hero, or halfling hole. Water regions are considered immune as well. Multiple retreating units will each check for whatever is lowest at the time they are placed.

Useful Links
Rules
FAQ

Race Summary:
1. Amazons (6) Use 4 Additional Amazons during conquest.
2. Dwarves (3) Collect 1 extra coin for each mine, even in decline.
3. Elves (6) Do not suffer losses when conquered.
4. Ghouls (5) Act as if activate when in decline.
5. Giants (6) Conquer adjacent to occupied mountains at -1 units.
6. Halflings (6) First conquest anywhere. Place 2 immune hole-in-the-grounds in the first 2 areas conquered.
7. Humans (5) Collect 1 extra coin for each Farmland region.
8. Orcs (5) Collect 1 extra coin for each occupied region conquered this turn.
9. Ratmen (8) No Racial Power.
10. Skeletons (6) Create 1 additional skeleton during redeploy for each 2 occupied regions conquered this turn.
11. Sorcerors (5) On your turn, you may replace an opponent's single active unit adjacent to your territory with a sorceror from the box. You may do this once per turn per opponent.
12. Tritons (6) Conquer adjacent to water at -1 units.
13. Trolls (5) Place a Troll's Lair in each region you occupy. These stay even in decline.
14. Wizards (5) Collect 1 extra coin for each Magic Source.

EXPANSION RACES:
15. Kobolds (11) You may not conquer or occupy a region with fewer than 2 race tokens. When going In Decline, however, keep a single token in each Region, as normal.
16. Goblins (6) You may conquer any In Decline Region at a cost of 1 less Goblin token than normal.
17. 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.
18. Priestesses (4) When going In Decline, take one token from each region you occupy and stack them to form a single "Ivory Tower" in one of the regions you occupy, abandoning all the others. Each turn, score 1 VP for each Priestess token in the Ivory Tower, in lieu of your usual In Decline scoring.
19. White Ladies (2) Once In Decline, White Ladies are immune to your opponents' conquests and powers.

Special Power Summary:
1. Alchemist (4) Collect 2 exta coins at the end of each turn while active.
2. Berserk (4) You can use the reinforcement die for every conquest and roll before selecting the region.
3. Bivouacking (5) During redeploy, place or move the 5 Encampment tokens in your region(s) that count as one unit each for defense.
4. Commando (4) You may conquer any region at -1 units.
5. Diplomat (5) At the end of your turn, pick an opponent whose active race you did not attack. That player may not attack your active race before your next turn.
6. 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.
7. Flying (5) You may conquer any region except water even if they are not adjacent.
8. Forest (4) Collect 1 extra coin for each Forest you control.
9. 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.
10. Heroic (5) At the end of your turn place your 2 Hero tokens in two seperate regions you control. These regions are immune.
11. Hill (4) Collect 1 bonus coin for each Hill you control.
12. Merchant (2) Collect 1 bonus coin for each region you control.
13. Mounted (5) Conquer Hills and Farmlands at -1 units.
14. Pillaging (5) Collect 1 extra coin for each non-empty region conquered this turn.
15. Seafaring (5) You may conquer water regions.
16. Spirit (5) This race does not count for your declined race limit. (Keep this power when in decline)
17. Stout (4) You may go into Decline after conquering.
18. Swamp (4) Collect 1 extra coin for each Swamp you control.
19. Underworld (5) You may conquer regions with caverns at -1 units. All regions with Caverns are considered adjacent.
20. Wealthy (4) Collect 7 extra coins at the end of your first turn active.

EXPANSION POWERS:
21. Cursed (0) In order to skip this race during race selection, you must place 3 VP on it instead of the usual 1.
22. 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.
23. 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.
24. Were- (4) On even-numbered turns, conquer all regions at -2 tokens.
25. Marauding (5) Once your conquests are over (but BEFORE any final conquest attempt using the Reinforcement Die), take your troops back in hand, leaving at least one token per region, and go through another complete cycle of conquests; then do your final conquest attempt, if any.
26. Historian (5) Collect 1 bonus VP for each Race In Decline at the time you select the Historians. While you're active, collect 1 bonus VP each time another Race goes into decline, including your own race!
27. Peace-Loving (4) Collect 3 bonus VP at the end of each turn during which you have attacked no active Race.

The Map:
smallworld5.jpg

The Territories By Quadrant:

NORTHWEST
Drake Sea
Dragon Coast
Ent's Harbor
Leyland
Norfolk (1) Lost Tribe
Rolling Flats (1) Lost Tribe
Rush Valley (1) Lost Tribe
Swamps of Despair (1) Lost Tribe
Warlock Falls
Westros (1) Lost Tribe
Windmillia
Witch Marsh
World's End

NORTHEAST
Doveland
Ghitu Highlands (1) Lost Tribe
Ghitu Lowlands
Iron Spine
Mount Mithril
Northwoods
Secluded Swamp (1) Lost Tribe
Waterwood
White Crag

SOUTHEAST
Burning Steppes
Corner Sea
Crackling Steppes (1) Lost Tribe
Falling Leaves (1) Lost Tribe
Gug (1) Lost Tribe
High Peaks
Mid Peaks
Misty Vale
Piercing Delta (1) Lost Tribe
Rainbow Lake
Rivertown
Saint's Pride
Secluded Vale
Southpeak

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

YL9WnCY.png
Sterica on
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Posts

  • 3cl1ps33cl1ps3 I will build a labyrinth to house the cheese Registered User regular
    edited July 2010
    This game has berserker elves.

    Signup!

    3cl1ps3 on
  • DarianDarian Yellow Wizard The PitRegistered User regular
    edited July 2010
    Reserve up

    Darian on
  • ShushnikShushnik regular
    edited July 2010
    !Sign Up

    Shushnik on
  • MordenthralMordenthral Registered User regular
    edited July 2010
    Never played; worth trying before buying!

    !Sign Up

    Mordenthral on
  • lodwilklodwilk Registered User regular
    edited July 2010
    I've never played either, but consider me interested.

    !Sign up

    lodwilk on
  • StericaSterica Yes Registered User, Moderator mod
    edited July 2010
    I've decided to leave out a few events from the potential pile since there's a ton of rule issues with them and I'd prefer to let those be settled with. Namely The Great Curse (powers have no effect) and Rats! (Racial powers have no effect). How these cards interact with Ghouls, Seafaring, Spirit and so forth is open to interpretation that I'd like to see answered first.

    Sterica on
    YL9WnCY.png
  • The EnderThe Ender Registered User regular
    edited July 2010
    !I HAVE ALREADY WON

    The Ender on
    With Love and Courage
  • StericaSterica Yes Registered User, Moderator mod
    edited July 2010
    Gonna start the game up at 2:00am, so just a warning to anyone that still wants a chance to play.

    Sterica on
    YL9WnCY.png
  • StericaSterica Yes Registered User, Moderator mod
    edited July 2010
    Round 1

    Player Order
    1. lodwilk (lodwilk in decline)
    2. 3clipse (3clipse in decline)
    3. Shushnik (Shushnik in decline)
    4. Mordenthral (Mordenthral in decline)
    5. The Ender (The Ender in decline)

    Available Combinations:
    Underworld Dwarves: 8 Tokens, 0 VP
    Cursed Amazons: 6 Tokens, 0 VP
    Historian Priestesses: 9 Tokens, 0 VP
    Merchant Skeletons: 8 Tokens, 0 VP
    Spirit Sorcerers: 10 Tokens, 0 VP
    Flying Elves: 11 Tokens, 0 VP

    Remaining Races
    4. Ghouls (5) Act as if activate when in decline.
    5. Giants (6) Conquer adjacent to occupied mountains at -1 units.
    6. Halflings (6) First conquest anywhere. Place 2 immune hole-in-the-grounds in the first 2 areas conquered.
    7. Humans (5) Collect 1 extra coin for each Farmland region.
    8. Orcs (5) Collect 1 extra coin for each unoccupied region conquered this turn.
    9. Ratmen (8) No Racial Power.
    12. Tritons (6) Conquer adjacent to water at -1 units.
    13. Trolls (5) Place a Troll's Lair in each region you occupy. These stay even in decline.
    14. Wizards (5) Collect 1 extra coin for each Magic Source.
    15. Kobolds (11) You may not conquer or occupy a region with fewer than 2 race tokens. When going In Decline, however, keep a single token in each Region, as normal.
    16. Goblins (6) You may conquer any In Decline Region at a cost of 1 less Goblin token than normal.
    17. 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.
    19. White Ladies (2) Once In Decline, White Ladies are immune to your opponents' conquests and powers.

    Remaining Powers
    1. Alchemist (4) Collect 2 exta coins at the end of each turn while active.
    2. Berserk (4) You can use the reinforcement die for every conquest and roll before selecting the region.
    3. Bivouacking (5) During redeploy, place or move the 5 Encampment tokens in your region(s) that count as one unit each for defense.
    4. Commando (4) You may conquer any region at -1 units.
    5. Diplomat (5) At the end of your turn, pick an opponent whose active race you did not attack. That player may not attack your active race before your next turn.
    6. 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.
    8. Forest (4) Collect 1 extra coin for each Forest you control.
    9. 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.
    10. Heroic (5) At the end of your turn place your 2 Hero tokens in two seperate regions you control. These regions are immune.
    11. Hill (4) Collect 1 bonus coin for each Hill you control.
    13. Mounted (5) Conquer Hills and Farmlands at -1 units.
    14. Pillaging (5) Collect 1 extra coin for each non-empty region conquered this turn.
    15. Seafaring (5) You may conquer water regions.
    17. Stout (4) You may go into Decline after conquering.
    18. Swamp (4) Collect 1 extra coin for each Swamp you control.
    20. Wealthy (4) Collect 7 extra coins at the end of your first turn active.
    22. 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.
    23. 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.
    24. Were- (4) On even-numbered turns, conquer all regions at -2 tokens.
    25. Marauding (5) Once your conquests are over (but BEFORE any final conquest attempt using the Reinforcement Die), take your troops back in hand, leaving at least one token per region, and go through another complete cycle of conquests; then do your final conquest attempt, if any.
    27. Peace-Loving (4) Collect 3 bonus VP at the end of each turn during which you have attacked no active Race.

    Current Event: None
    Upcoming Event: A Gift from the Sky - Each player may place one victory coin in the region of their choice. For the remainder of the game, that region is worth an additional victory coin at the end of every turn.

    The Map:
    smallworld5.jpg

    The Territories By Quadrant:

    NORTHWEST
    Drake Sea
    Dragon Coast
    Ent's Harbor
    Leyland
    Norfolk (1) Lost Tribe
    Rolling Flats (1) Lost Tribe
    Rush Valley (1) Lost Tribe
    Swamps of Despair (1) Lost Tribe
    Warlock Falls
    Westros (1) Lost Tribe
    Windmillia
    Witch Marsh
    World's End

    NORTHEAST
    Doveland
    Ghitu Highlands (1) Lost Tribe
    Ghitu Lowlands
    Iron Spine
    Mount Mithril
    Northwoods
    Secluded Swamp (1) Lost Tribe
    Waterwood
    White Crag

    SOUTHEAST
    Burning Steppes
    Corner Sea
    Crackling Steppes (1) Lost Tribe
    Falling Leaves (1) Lost Tribe
    Gug (1) Lost Tribe
    High Peaks
    Mid Peaks
    Misty Vale
    Piercing Delta (1) Lost Tribe
    Rainbow Lake
    Rivertown
    Saint's Pride
    Secluded Vale
    Southpeak

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

    lodwilk, go ahead and take your first turn. Look at the last game of Small World if you need to know how to format your post.

    Sterica on
    YL9WnCY.png
  • lodwilklodwilk Registered User regular
    edited July 2010
    Ok here's my first turn, I believe everything is in order but correct me if something is amiss.

    Player Order
    1. lodwilk (lodwilk in decline)
    2. 3clipse (3clipse in decline) <-This guys Up
    3. Shushnik (Shushnik in decline)
    4. Mordenthral (Mordenthral in decline)
    5. The Ender (The Ender in decline)

    Available Combinations:
    Cursed Amazons: 6 Tokens, 0 VP
    Historian Priestesses: 9 Tokens, 0 VP
    Merchant Skeletons: 8 Tokens, 0 VP
    Spirit Sorcerers: 10 Tokens, 0 VP
    Flying Elves: 11 Tokens, 0 VP
    Seafaring Humans: 10 Tokens, 0 VP

    Remaining Races
    4. Ghouls (5) Act as if activate when in decline.
    5. Giants (6) Conquer adjacent to occupied mountains at -1 units.
    6. Halflings (6) First conquest anywhere. Place 2 immune hole-in-the-grounds in the first 2 areas conquered.
    8. Orcs (5) Collect 1 extra coin for each unoccupied region conquered this turn.
    9. Ratmen (8) No Racial Power.
    12. Tritons (6) Conquer adjacent to water at -1 units.
    13. Trolls (5) Place a Troll's Lair in each region you occupy. These stay even in decline.
    14. Wizards (5) Collect 1 extra coin for each Magic Source.
    15. Kobolds (11) You may not conquer or occupy a region with fewer than 2 race tokens. When going In Decline, however, keep a single token in each Region, as normal.
    16. Goblins (6) You may conquer any In Decline Region at a cost of 1 less Goblin token than normal.
    17. 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.
    19. White Ladies (2) Once In Decline, White Ladies are immune to your opponents' conquests and powers.

    Remaining Powers
    1. Alchemist (4) Collect 2 exta coins at the end of each turn while active.
    2. Berserk (4) You can use the reinforcement die for every conquest and roll before selecting the region.
    3. Bivouacking (5) During redeploy, place or move the 5 Encampment tokens in your region(s) that count as one unit each for defense.
    4. Commando (4) You may conquer any region at -1 units.
    5. Diplomat (5) At the end of your turn, pick an opponent whose active race you did not attack. That player may not attack your active race before your next turn.
    6. 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.
    8. Forest (4) Collect 1 extra coin for each Forest you control.
    9. 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.
    10. Heroic (5) At the end of your turn place your 2 Hero tokens in two seperate regions you control. These regions are immune.
    11. Hill (4) Collect 1 bonus coin for each Hill you control.
    13. Mounted (5) Conquer Hills and Farmlands at -1 units.
    14. Pillaging (5) Collect 1 extra coin for each non-empty region conquered this turn.
    17. Stout (4) You may go into Decline after conquering.
    18. Swamp (4) Collect 1 extra coin for each Swamp you control.
    20. Wealthy (4) Collect 7 extra coins at the end of your first turn active.
    22. 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.
    23. 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.
    24. Were- (4) On even-numbered turns, conquer all regions at -2 tokens.
    25. Marauding (5) Once your conquests are over (but BEFORE any final conquest attempt using the Reinforcement Die), take your troops back in hand, leaving at least one token per region, and go through another complete cycle of conquests; then do your final conquest attempt, if any.
    27. Peace-Loving (4) Collect 3 bonus VP at the end of each turn during which you have attacked no active Race.

    Lodwilk
    Active Race: Underworld Dwarves
    Decline Race: None
    Summary: Selecting Underworld Dwarves as starting race. Generated Seafaring Humans 1d13,1d21=[4], [13] Conquered Platinum Plateau, Valorock, Silver Mist, and Raptors Nest
    Conquer
    Platinum Plateau [0]: 1+LT
    Valorock [0] : 1
    Silvermist [0]: 2+LT
    Engorged Marsh [0]: 1+LT

    Final Conquest:
    None

    Points Earned: 6 (4 regions +2 Mines)

    Redeploy: None


    Current Event: None
    Upcoming Event: A Gift from the Sky - Each player may place one victory coin in the region of their choice. For the remainder of the game, that region is worth an additional victory coin at the end of every turn.

    The Map:
    smallworld5.jpg

    The Territories By Quadrant:

    NORTHWEST
    Drake Sea
    Dragon Coast
    Ent's Harbor
    Leyland
    Norfolk (1) Lost Tribe
    Rolling Flats (1) Lost Tribe
    Rush Valley (1) Lost Tribe
    Swamps of Despair (1) Lost Tribe
    Warlock Falls
    Westros (1) Lost Tribe
    Windmillia
    Witch Marsh
    World's End

    NORTHEAST
    Doveland
    Ghitu Highlands (1) Lost Tribe
    Ghitu Lowlands
    Iron Spine
    Mount Mithril
    Northwoods
    Secluded Swamp (1) Lost Tribe
    Waterwood
    White Crag

    SOUTHEAST
    Burning Steppes
    Corner Sea
    Crackling Steppes (1) Lost Tribe
    Falling Leaves (1) Lost Tribe
    Gug (1) Lost Tribe
    High Peaks
    Mid Peaks
    Misty Vale
    Piercing Delta (1) Lost Tribe
    Rainbow Lake
    Rivertown
    Saint's Pride
    Secluded Vale
    Southpeak

    SOUTHWEST
    Deathmaw
    Dryad's Retreat (1) Lost Tribe
    Engorged Marsh (2) Underworld Dwarves
    Lowlands
    Midland (1) Lost Tribe
    Platinum Plateau (3) Underworld Dwarves
    Quicksilver Forest (1) Lost Tribe
    Raptor's Nest
    Silver Mist (3) Underworld Dwarves
    Tranquil Expanse
    Valorock (2) Underworld Dwarves
    Wool Road (1) Lost Tribe

    lodwilk on
  • StericaSterica Yes Registered User, Moderator mod
    edited July 2010
    Platinum Plateau and Valorock are caverns, which your power reduces the number of tokens requires to conquer by 1, so you need only two to Platinum Plateau and one for Valorock. This would leave you with two tokens left, which can grab more stuff. Since nobody has gone yet, you can adjust your turn if you wish.

    Also, delete the lost tribes from the text map when you conquer them: they're gone.

    Sterica on
    YL9WnCY.png
  • lodwilklodwilk Registered User regular
    edited July 2010
    D'Oh. No idea how I missed that, ok then so I also conquered Raptors nest, which netted me an extra 2 VP

    lodwilk on
  • DarianDarian Yellow Wizard The PitRegistered User regular
    edited July 2010
    Actually, Valorock is a Mountain, which takes one more than usual, bringing it back to 2.

    So you need to roll for Raptors Nest, or pick a non-mountain region with a cavern to capture for just one token.

    Darian on
  • MordenthralMordenthral Registered User regular
    edited July 2010
    Just finished the rules. Cursed Amazons, yuck.

    Mordenthral on
  • ShushnikShushnik regular
    edited July 2010
    In your position, it's actually great. If we both pass on them, we have to put 6 coins on them so you get those coins. The person it sucks for is 3clipse. :)

    Shushnik on
  • MordenthralMordenthral Registered User regular
    edited July 2010
    Shushnik wrote: »
    In your position, it's actually great. If we both pass on them, we have to put 6 coins on them so you get those coins. The person it sucks for is 3clipse. :)

    It just sucks. You should definitely pass.

    Mordenthral on
  • 3cl1ps33cl1ps3 I will build a labyrinth to house the cheese Registered User regular
    edited July 2010
    Player Order
    1. lodwilk (lodwilk in decline)
    2. 3clipse (3clipse in decline)
    3. Shushnik (Shushnik in decline) <--This guy's up
    4. Mordenthral (Mordenthral in decline)
    5. The Ender (The Ender in decline)

    Available Combinations:
    Cursed Amazons: 6 Tokens, 0 VP
    Merchant Skeletons: 8 Tokens, 0 VP
    Spirit Sorcerers: 10 Tokens, 0 VP
    Flying Elves: 11 Tokens, 0 VP
    Seafaring Humans: 10 Tokens, 0 VP
    Pillaging Wizards: 10 Tokens, 0 VP

    Remaining Races:
    4. Ghouls (5) Act as if activate when in decline.
    5. Giants (6) Conquer adjacent to occupied mountains at -1 units.
    6. Halflings (6) First conquest anywhere. Place 2 immune hole-in-the-grounds in the first 2 areas conquered.
    8. Orcs (5) Collect 1 extra coin for each unoccupied region conquered this turn.
    9. Ratmen (8) No Racial Power.
    12. Tritons (6) Conquer adjacent to water at -1 units.
    13. Trolls (5) Place a Troll's Lair in each region you occupy. These stay even in decline.
    15. Kobolds (11) You may not conquer or occupy a region with fewer than 2 race tokens. When going In Decline, however, keep a single token in each Region, as normal.
    16. Goblins (6) You may conquer any In Decline Region at a cost of 1 less Goblin token than normal.
    17. 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.
    19. White Ladies (2) Once In Decline, White Ladies are immune to your opponents' conquests and powers.
    Remaining Powers:
    1. Alchemist (4) Collect 2 exta coins at the end of each turn while active.
    2. Berserk (4) You can use the reinforcement die for every conquest and roll before selecting the region.
    3. Bivouacking (5) During redeploy, place or move the 5 Encampment tokens in your region(s) that count as one unit each for defense.
    4. Commando (4) You may conquer any region at -1 units.
    5. Diplomat (5) At the end of your turn, pick an opponent whose active race you did not attack. That player may not attack your active race before your next turn.
    6. 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.
    8. Forest (4) Collect 1 extra coin for each Forest you control.
    9. 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.
    10. Heroic (5) At the end of your turn place your 2 Hero tokens in two seperate regions you control. These regions are immune.
    11. Hill (4) Collect 1 bonus coin for each Hill you control.
    13. Mounted (5) Conquer Hills and Farmlands at -1 units.
    17. Stout (4) You may go into Decline after conquering.
    18. Swamp (4) Collect 1 extra coin for each Swamp you control.
    20. Wealthy (4) Collect 7 extra coins at the end of your first turn active.
    22. 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.
    23. 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.
    24. Were- (4) On even-numbered turns, conquer all regions at -2 tokens.
    25. Marauding (5) Once your conquests are over (but BEFORE any final conquest attempt using the Reinforcement Die), take your troops back in hand, leaving at least one token per region, and go through another complete cycle of conquests; then do your final conquest attempt, if any.
    27. Peace-Loving (4) Collect 3 bonus VP at the end of each turn during which you have attacked no active Race.
    3clipse:
    Active Race: Historian Priestesses: 9 Tokens, 0 VP (Spend 3 VP to skip Cursed Amazons)
    Decline Race: None
    Summary: Historian Priestesses as starting race, generated Pillaging Wizards 1d12, 1d20 = 8, 12, Conquered Northwoods, Ghitu Highlands, Ghitu Lowlands, and Doveland
    Conquer:
    Northwoods [0]: 2
    Ghitu Highlands [0]: 2+LT (3 race tokens)
    Ghitu Lowlands [0]: 2
    Doveland [0]: 2

    Final Conquest:
    None

    Points Earned: 4 (4 regions)

    Redeploy: None
    Current Event: None
    Upcoming Event: A Gift from the Sky - Each player may place one victory coin in the region of their choice. For the remainder of the game, that region is worth an additional victory coin at the end of every turn.

    The Map:
    smallworld5.jpg

    The Territories By Quadrant:

    NORTHWEST
    Drake Sea
    Dragon Coast
    Ent's Harbor
    Leyland
    Norfolk (1) Lost Tribe
    Rolling Flats (1) Lost Tribe
    Rush Valley (1) Lost Tribe
    Swamps of Despair (1) Lost Tribe
    Warlock Falls
    Westros (1) Lost Tribe
    Windmillia
    Witch Marsh
    World's End

    NORTHEAST
    Doveland (2) Historian Priestesses
    Ghitu Highlands (3) Historian Priestesses
    Ghitu Lowlands (2) Historian Priestesses
    Iron Spine
    Mount Mithril
    Northwoods (2) Historian Priestesses
    Secluded Swamp (1) Lost Tribe
    Waterwood
    White Crag

    SOUTHEAST
    Burning Steppes
    Corner Sea
    Crackling Steppes (1) Lost Tribe
    Falling Leaves (1) Lost Tribe
    Gug (1) Lost Tribe
    High Peaks
    Mid Peaks
    Misty Vale
    Piercing Delta (1) Lost Tribe
    Rainbow Lake
    Rivertown
    Saint's Pride
    Secluded Vale
    Southpeak

    SOUTHWEST
    Deathmaw
    Dryad's Retreat (1) Lost Tribe
    Engorged Marsh (1) Lost Tribe
    Lowlands
    Midland (1) Lost Tribe
    Platinum Plateau (3) Underworld Dwarves
    Quicksilver Forest (1) Lost Tribe
    Raptor's Nest (2) Underworld Dwarves
    Silver Mist (3) Underworld Dwarves
    Tranquil Expanse
    Valorock (2) Underworld Dwarves
    Wool Road (1) Lost Tribe

    3cl1ps3 on
  • DarianDarian Yellow Wizard The PitRegistered User regular
    edited July 2010
    Note: once lodwilk has a legal set of moves, you should include those in your post. Probably should wait for him to fix that before going much further.

    Darian on
  • 3cl1ps33cl1ps3 I will build a labyrinth to house the cheese Registered User regular
    edited July 2010
    Darian wrote: »
    Note: once lodwilk has a legal set of moves, you should include those in your post. Probably should wait for him to fix that before going much further.

    Holy crap, yeah - how did you get 10 Underworld Dwarves?

    3cl1ps3 on
  • StericaSterica Yes Registered User, Moderator mod
    edited July 2010
    Yeah, turns out I rely on those mountain tokens more than I thought!

    Lodwilk, edit your turn one last time. My fault this time.

    Sterica on
    YL9WnCY.png
  • ShushnikShushnik regular
    edited July 2010
    Wait, where'd the alchemist ghouls come from?

    Anywho, let me know when things are decided upon. I'll wait until revisions are made before I move along. :)

    Shushnik on
  • StericaSterica Yes Registered User, Moderator mod
    edited July 2010
    We have one combo too many. The Wizards are not available yet, and I'll randomize it so nobody has foresight of upcoming combos.

    You should also add the VP to the Amazons when doing available races. It looks confusing to have one race removed without updating the VP you paid.

    Sterica on
    YL9WnCY.png
  • 3cl1ps33cl1ps3 I will build a labyrinth to house the cheese Registered User regular
    edited July 2010
    Shushnik wrote: »
    Wait, where'd the alchemist ghouls come from?

    Anywho, let me know when things are decided upon. I'll wait until revisions are made before I move along. :)

    Gah, that was a leftover. Editing.

    3cl1ps3 on
  • 3cl1ps33cl1ps3 I will build a labyrinth to house the cheese Registered User regular
    edited July 2010
    Rorus Raz wrote: »
    We have one combo too many. The Wizards are not available yet, and I'll randomize it so nobody has foresight of upcoming combos.

    No, the wizards are right, I put the ghouls there accidentally.

    3cl1ps3 on
  • StericaSterica Yes Registered User, Moderator mod
    edited July 2010
    Well I was going by the order of the arrangement. It's all fixed.

    Just waiting on Lowilk to adjust and if it doesn't affect 3clipse's turn we can move right along.

    Sterica on
    YL9WnCY.png
  • lodwilklodwilk Registered User regular
    edited July 2010
    Gah sorry about the error guys. I'd take over the Engorged marsh instead.
    Man having someone new to the game play the first turn is never a good idea. Oh well I shall learn through my mistakes.

    lodwilk on
  • MordenthralMordenthral Registered User regular
    edited July 2010
    I too shall learn through your mistakes. :)

    Mordenthral on
  • lodwilklodwilk Registered User regular
    edited July 2010
    Excellent, my blunders shall inspire all those who watch.

    lodwilk on
  • StericaSterica Yes Registered User, Moderator mod
    edited July 2010
    Engorged Marsh has a Lost Tribe on it, so it's still too much. However, you get to roll the die for your last conquest. In order to speed up the game, I took the liberty of rolling for you. It's a one, giving you the two needed for the Marsh.

    Here's a map:
    smallworldround11.jpg

    This doesn't really impact 3clipse's turn, so we'll move right along to Shushnik.

    Sterica on
    YL9WnCY.png
  • lodwilklodwilk Registered User regular
    edited July 2010
    Yes but the Engorged Marsh has a cavern in it and I'm using Underworld Dwarves? So shouldn't that reduce it's resistance by 1?

    lodwilk on
  • StericaSterica Yes Registered User, Moderator mod
    edited July 2010
    The base requirement to take a region is 2. The Lost Tribe increases it to 3 and your power reduces it back to 2.

    Sterica on
    YL9WnCY.png
  • lodwilklodwilk Registered User regular
    edited July 2010
    Ah very well then.

    Mordenthral, I hope you were taking notes of my errors like you said you would.

    lodwilk on
  • ShushnikShushnik regular
    edited July 2010
    Player Order
    1. lodwilk (lodwilk in decline)
    2. 3clipse (3clipse in decline)
    3. Shushnik (Shushnik in decline)
    4. Mordenthral (Mordenthral in decline) <This guy's up
    5. The Ender (The Ender in decline)

    Available Combinations:
    Merchant Skeletons: 8 Tokens, 0 VP
    Spirit Sorcerers: 10 Tokens, 0 VP
    Flying Elves: 11 Tokens, 0 VP
    Seafaring Humans: 10 Tokens, 0 VP
    Pillaging Wizards: 10 Tokens, 0 VP
    Dragon Master Kobolds: 16 Tokens, 0VP

    Remaining Races:
    4. Ghouls (5) Act as if activate when in decline.
    5. Giants (6) Conquer adjacent to occupied mountains at -1 units.
    6. Halflings (6) First conquest anywhere. Place 2 immune hole-in-the-grounds in the first 2 areas conquered.
    8. Orcs (5) Collect 1 extra coin for each unoccupied region conquered this turn.
    9. Ratmen (8) No Racial Power.
    12. Tritons (6) Conquer adjacent to water at -1 units.
    13. Trolls (5) Place a Troll's Lair in each region you occupy. These stay even in decline.
    16. Goblins (6) You may conquer any In Decline Region at a cost of 1 less Goblin token than normal.
    17. 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.
    19. White Ladies (2) Once In Decline, White Ladies are immune to your opponents' conquests and powers.
    Remaining Powers:
    1. Alchemist (4) Collect 2 exta coins at the end of each turn while active.
    2. Berserk (4) You can use the reinforcement die for every conquest and roll before selecting the region.
    3. Bivouacking (5) During redeploy, place or move the 5 Encampment tokens in your region(s) that count as one unit each for defense.
    4. Commando (4) You may conquer any region at -1 units.
    5. Diplomat (5) At the end of your turn, pick an opponent whose active race you did not attack. That player may not attack your active race before your next turn.
    8. Forest (4) Collect 1 extra coin for each Forest you control.
    9. 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.
    10. Heroic (5) At the end of your turn place your 2 Hero tokens in two seperate regions you control. These regions are immune.
    11. Hill (4) Collect 1 bonus coin for each Hill you control.
    13. Mounted (5) Conquer Hills and Farmlands at -1 units.
    17. Stout (4) You may go into Decline after conquering.
    18. Swamp (4) Collect 1 extra coin for each Swamp you control.
    20. Wealthy (4) Collect 7 extra coins at the end of your first turn active.
    22. 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.
    23. 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.
    24. Were- (4) On even-numbered turns, conquer all regions at -2 tokens.
    25. Marauding (5) Once your conquests are over (but BEFORE any final conquest attempt using the Reinforcement Die), take your troops back in hand, leaving at least one token per region, and go through another complete cycle of conquests; then do your final conquest attempt, if any.
    27. Peace-Loving (4) Collect 3 bonus VP at the end of each turn during which you have attacked no active Race.

    Shushnik:
    Active Race: Cursed Amazons: 6(10) Tokens, 3 VP (Collect 3 VP to acquire Cursed Amazons)
    Decline Race: None
    Summary: Cursed Amazons as starting race, generated Dragon Master Kobolds 1d11, 1d19 = 8, 6, Conquered Ent's Harbor, Rolling Flats, Rush Valley, Windmillia
    Conquer:
    Ent's Harbor [0]: 2
    Rolling Flats [0]: 2+LT (3 race tokens)
    Rush Valley [0]: 2+LT(3 race tokens)
    Windmillia [0]: 2

    Final Conquest:
    Removing two tokens from Rolling Flats and Rush Valley

    Points Earned: 7 (4 regions + 3 for acquiring Cursed Amazons)

    Redeploy: None
    Current Event: None
    Upcoming Event: A Gift from the Sky - Each player may place one victory coin in the region of their choice. For the remainder of the game, that region is worth an additional victory coin at the end of every turn.

    The Map:
    smallworld5.jpg

    The Territories By Quadrant:

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

    NORTHEAST
    Doveland (2) Historian Priestesses
    Ghitu Highlands (3) Historian Priestesses
    Ghitu Lowlands (2) Historian Priestesses
    Iron Spine
    Mount Mithril
    Northwoods (2) Historian Priestesses
    Secluded Swamp (1) Lost Tribe
    Waterwood
    White Crag

    SOUTHEAST
    Burning Steppes
    Corner Sea
    Crackling Steppes (1) Lost Tribe
    Falling Leaves (1) Lost Tribe
    Gug (1) Lost Tribe
    High Peaks
    Mid Peaks
    Misty Vale
    Piercing Delta (1) Lost Tribe
    Rainbow Lake
    Rivertown
    Saint's Pride
    Secluded Vale
    Southpeak

    SOUTHWEST
    Deathmaw
    Dryad's Retreat (1) Lost Tribe
    Engorged Marsh (1) Lost Tribe
    Lowlands
    Midland (1) Lost Tribe
    Platinum Plateau (3) Underworld Dwarves
    Quicksilver Forest (1) Lost Tribe
    Raptor's Nest (2) Underworld Dwarves
    Silver Mist (3) Underworld Dwarves
    Tranquil Expanse
    Valorock (2) Underworld Dwarves
    Wool Road (1) Lost Tribe

    Shushnik on
  • MordenthralMordenthral Registered User regular
    edited July 2010
    Wow..

    Merchant Skeletons: 8 Tokens, 0 VP
    Spirit Sorcerers: 10 Tokens, 0 VP
    Flying Elves: 11 Tokens, 0 VP

    Tough choices.

    Working on my turn, but I'm at work. So give me a bit.

    Mordenthral on
  • MordenthralMordenthral Registered User regular
    edited July 2010
    Player Order
    1. lodwilk (lodwilk in decline)
    2. 3clipse (3clipse in decline)
    3. Shushnik (Shushnik in decline)
    4. Mordenthral (Mordenthral in decline)
    5. The Ender (The Ender in decline) <This guy's up

    Available Combinations:
    Spirit Sorcerers: 10 Tokens, 0 VP
    Flying Elves: 11 Tokens, 0 VP
    Seafaring Humans: 10 Tokens, 0 VP
    Pillaging Wizards: 10 Tokens, 0 VP
    Dragon Master Kobolds: 16 Tokens, 0VP
    Marauding Trolls: 10 Tokens, 0VP

    Remaining Races:
    1. Ghouls (5) Act as if activate when in decline.
    2. Giants (6) Conquer adjacent to occupied mountains at -1 units.
    3. Halflings (6) First conquest anywhere. Place 2 immune hole-in-the-grounds in the first 2 areas conquered.
    4. Orcs (5) Collect 1 extra coin for each unoccupied region conquered this turn.
    5. Ratmen (8) No Racial Power.
    6. Tritons (6) Conquer adjacent to water at -1 units.
    7. Goblins (6) You may conquer any In Decline Region at a cost of 1 less Goblin token than normal.
    8. Gypsies (6) Place 1 bonus VP (from the stash) in each Region you abandon. You cannot conquer these Regions again this turn, BUT you receive the coins they hold as a bonus at turn's end.
    9. White Ladies (2) Once In Decline, White Ladies are immune to your opponents' conquests and powers.
    Remaining Powers:
    1. Alchemist (4) Collect 2 exta coins at the end of each turn while active.
    2. Berserk (4) You can use the reinforcement die for every conquest and roll before selecting the region.
    3. Bivouacking (5) During redeploy, place or move the 5 Encampment tokens in your region(s) that count as one unit each for defense.
    4. Commando (4) You may conquer any region at -1 units.
    5. Diplomat (5) At the end of your turn, pick an opponent whose active race you did not attack. That player may not attack your active race before your next turn.
    6. Forest (4) Collect 1 extra coin for each Forest you control.
    7. 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.
    8. Heroic (5) At the end of your turn place your 2 Hero tokens in two seperate regions you control. These regions are immune.
    9. Hill (4) Collect 1 bonus coin for each Hill you control.
    10. Mounted (5) Conquer Hills and Farmlands at -1 units.
    11. Stout (4) You may go into Decline after conquering.
    12. Swamp (4) Collect 1 extra coin for each Swamp you control.
    13. Wealthy (4) Collect 7 extra coins at the end of your first turn active.
    14. Hordes Of (5) You may use your 2 "Hordes Of" tokens exactly as if they were additional active race tokens. They disappear when you go into decline.
    15. Ransacking (4) Each time you successfully conquer a Region containing an opponent's active Race, he must immediately pay you 1 VP from his own stash.
    16. Were- (4) On even-numbered turns, conquer all regions at -2 tokens.
    17. Peace-Loving (4) Collect 3 bonus VP at the end of each turn during which you have attacked no active Race.

    Shushnik:
    Active Race: Cursed Amazons: 6(10) Tokens, 3 VP (Collect 3 VP to acquire Cursed Amazons)
    Decline Race: None
    Summary: Cursed Amazons as starting race, generated Dragon Master Kobolds 1d11, 1d19 = 8, 6, Conquered Ent's Harbor, Rolling Flats, Rush Valley, Windmillia
    Conquer:
    Ent's Harbor [0]: 2
    Rolling Flats [0]: 2+LT (3 race tokens)
    Rush Valley [0]: 2+LT(3 race tokens)
    Windmillia [0]: 2

    Final Conquest:
    Removing two tokens from Rolling Flats and Rush Valley

    Points Earned: 7 (4 regions + 3 for acquiring Cursed Amazons)

    Redeploy: None
    Mordenthral
    Active Race: Merchant Skeletons, 8 Tokens, 0 VP
    Decline Race: None
    Summary: Merchant Skeletons as starting race, generated Marauding Trolls 7 17, Conquered Gug, Crackling Steppes, Misty Vale
    Conquer:
    Gug [LT]: 3
    Crackling Steppes [LT]: 3
    Misty Vale [0]: 2

    Final Conquest:
    No roll

    Points Earned: 6 (3 regions + 3 for Merchant)

    Redeploy: 1 extra Token for taking two non-empty regions, placed in Misty Vale
    Current Event: None
    Upcoming Event: A Gift from the Sky - Each player may place one victory coin in the region of their choice. For the remainder of the game, that region is worth an additional victory coin at the end of every turn.

    The Map:
    Penny-SmallWorld.gif

    The Territories By Quadrant:

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

    NORTHEAST
    Doveland (2) Historian Priestesses
    Ghitu Highlands (3) Historian Priestesses
    Ghitu Lowlands (2) Historian Priestesses
    Iron Spine
    Mount Mithril
    Northwoods (2) Historian Priestesses
    Secluded Swamp (1) Lost Tribe
    Waterwood
    White Crag

    SOUTHEAST
    Burning Steppes
    Corner Sea
    Crackling Steppes (3) Merchant Skeletons
    Falling Leaves (1) Lost Tribe
    Gug (3) Merchant Skeletons
    High Peaks
    Mid Peaks
    Misty Vale (3) Merchant Skeletons
    Piercing Delta (1) Lost Tribe
    Rainbow Lake
    Rivertown
    Saint's Pride
    Secluded Vale
    Southpeak

    SOUTHWEST
    Deathmaw
    Dryad's Retreat (1) Lost Tribe
    Engorged Marsh (1) Underworld Dwarves
    Lowlands
    Midland (1) Lost Tribe
    Platinum Plateau (2) Underworld Dwarves
    Quicksilver Forest (1) Lost Tribe
    Raptor's Nest
    Silver Mist (3) Underworld Dwarves
    Tranquil Expanse
    Valorock (2) Underworld Dwarves
    Wool Road (1) Lost Tribe

    Mordenthral on
  • DarianDarian Yellow Wizard The PitRegistered User regular
    edited July 2010
    That is a very pretty map.

    Darian on
  • MordenthralMordenthral Registered User regular
    edited July 2010
    Darian wrote: »
    That is a very pretty map.

    lol I wasn't sure if anyone would notice.

    Mordenthral on
  • StericaSterica Yes Registered User, Moderator mod
    edited July 2010
    Really nice job on the map. Only issue is that region names really help with PbP.

    Sterica on
    YL9WnCY.png
  • DarianDarian Yellow Wizard The PitRegistered User regular
    edited July 2010
    I didn't say it was a useful map, just pretty. But you just need to number the list of regions with the numbers from the map, and you're all set.

    Darian on
  • MordenthralMordenthral Registered User regular
    edited July 2010
    The map is from file section of BBG. I had to use your map to figure out the names lol. (Of course you could just use numbers instead of region names.)

    I can probably put names where the numbers are. Worth a go.

    Edit: I keep doing that. BGG, of course.

    Mordenthral on
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