I gave 25 hours just because I'm so generous. The Ender is free to take the reins from me whenever.
Player Order 1. lodwilk(lodwilk in decline) (Lodwilk's Ghouls) <-- Yer Up 2. 3clipse(3clipse in decline)
3. Shushnik (Shushnik in decline) 4. Mordenthral (Mordenthral in decline) 5. The Ender(The Ender in decline)
1. Ratmen (8) No Racial Power.
2. Tritons (6) Conquer adjacent to water at -1 units.
Remaining Powers:
1. Alchemist (4) Collect 2 exta coins at the end of each turn while active.
2. Bivouacking (5) During redeploy, place or move the 5 Encampment tokens in your region(s) that count as one unit each for defense.
3. Commando (4) You may conquer any region at -1 units.
4. 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.
5. 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.
6. Stout (4) You may go into Decline after conquering.
7. 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.
8. Were- (4) On even-numbered turns, conquer all regions at -2 tokens.
9. Peace-Loving (4) Collect 3 bonus VP at the end of each turn during which you have attacked no active Race.
10. 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.
Lodwilk
Active race Swamp Trolls Decline Race:Spirit Sorcerers, Underworld Dwarves Summary:Place one vp on seafaring humans, take Swamp Trolls.New race Wealthy Goblins 1d4,1d12=[4], [8] Take over Tranquil Expanse, Quicksilver Forest, and Dryads Retreat. Place a troll lair in each of my occupied regions
Conquest
Tranquil Expanse: All 9 of my trolls will go there.
Quicksilver forest: 4 sorcerer tokens
Dryads Retreat: Convert skeleton into a sorcerer
Redeploy
Move two sorcerers from Quicksilver forest to the Midlands
Net VP earned
9 VP(2 bonus vp from Quicksilver and Valorock, 6 vp for held regions, 1 bonus vp from dwarf in valorock, -1 vp for skipping seafaring humans, +1 for controling a swamp)
Net VP Earned: 14 (4 from Marauding Wizards held + 4 from Seafaring Humans held + 3 from selecting Seafaring Humans + 1 from Ghitu Highlands extra coin + 2 from Farmlands)
Shushnik
Active Race: Pillaging Orcs
Decline Race: Cursed Amazons
Summary: 6 Pillaging orcs taken into hand, Warlock Falls and Rush Valley conquered
Conquer:
[14]Warlock Falls (3) 2+1 Flying Elf
[13+]Rush Valley (3) 2+1 Flying Elf
Final Conquest: None
Redeploy: None
Net VP Earned: 10 (6 for conquered regions, 3 for held regions in decline, 1 for Rush Valley bonus coin)
Mordenthral
Active Race: Merchant Skeletons
Decline Race: None
Take all 10 Tokens and conquer 5 empty regions: Misty Vale (36), Crackling Steppes (22), Gug (21), Burning Steppes (23) and Falling Leaves (24). (Or the numbers on my map. Just look where the Skeletons are.)
Score 10 points.
Rorus Raz
Active Race: Flying Elves
Faced with massive losses, the elves head into decline.
SCORE: Three Points for three regions.
In Effect:A Gift from the Sky - Regions with their numbers colored yellow are still worth an additional victory point. Necromancy Elixir - Lodwilk's Spirit Sorcerers will gain the Ghoul power upon going into decline (replacing their normal racial power). Current Event:Handle With Care - Discard two race tokens (instead of one) for each region conquered this turn. Elves must discard one race token (instead of none) when conquered. Upcoming Event: Barbarian Invasions - Races that arrive on the board this turn receive an additional 3 race tokens for their conquests (Use Forgotten Tribes or tokens from a race currently not in play if you are short on tokens). These additional tokens are removed from the board at the end of their owner’s turn, after scoring.
Event Note: Handle With Care only discards an extra token if it's available. A lone token being conquered won't force you to discard an extra token from elsewhere. This event affects both active and declined tokens.
Event Note: Barbarian is basically like a one-turn version of the Amazon power except you get three tokens instead of four. It's ONLY for new races coming into play, and does not use existing tokens (so you can be at your race's max token count and still get the barbarian tokens).
Player Order 1. lodwilk(lodwilk in decline) (Lodwilk's Ghouls) <-- Yer Up 2. 3clipse(3clipse in decline)
3. Shushnik (Shushnik in decline) 4. Mordenthral (Mordenthral in decline) 5. Rorus Raz(Rorus Raz in decline)
1. Ratmen (8) No Racial Power.
2. Tritons (6) Conquer adjacent to water at -1 units.
Remaining Powers:
1. Alchemist (4) Collect 2 exta coins at the end of each turn while active.
2. Bivouacking (5) During redeploy, place or move the 5 Encampment tokens in your region(s) that count as one unit each for defense.
3. Commando (4) You may conquer any region at -1 units.
4. 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.
5. 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.
6. Stout (4) You may go into Decline after conquering.
7. 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.
8. Were- (4) On even-numbered turns, conquer all regions at -2 tokens.
9. Peace-Loving (4) Collect 3 bonus VP at the end of each turn during which you have attacked no active Race.
10. 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.
The Map
In Effect:A Gift from the Sky - Regions with their numbers colored yellow are still worth an additional victory point. Necromancy Elixir - Lodwilk's Spirit Sorcerers will gain the Ghoul power upon going into decline (replacing their normal racial power). Current Event:Barbarian Invasions - Races that arrive on the board this turn receive an additional 3 race tokens for their conquests (Use Forgotten Tribes or tokens from a race currently not in play if you are short on tokens). These additional tokens are removed from the board at the end of their owner’s turn, after scoring. Upcoming Event:Ungodly Bribe - At the start of his or her turn, each player must either pay three victory coins to the victory stash or discard two active race tokens. New races coming into play this turn start with two less race tokens than usual.
Current Event Note: Barbarian is basically like a one-turn version of the Amazon power except you get three tokens instead of four, but you CAN score with the new tokens (unlike Amazons). It's ONLY for new races coming into play, and does not use existing tokens (so you can be at your race's max token count and still get the barbarian tokens).
Upcoming Event Note: Only players with an active race get to make the decision (VP or Tokens). Players that choose a new race this turn HAVE to take two fewer tokens. You cannot spend the three points to avoid this.
Well, I actually have all your scores written down, so no!
I can, however, make a strong argument for attacking any of you. Personally, Mordenthral is a threat as he has effectively eliminated the downside of merchant and since he didn't go for the bonus coin in in the Southeast the whole thing is empty and he can ooze out. And then 3clipse also has the potential to get a lot of points from the humans. Now, lowilk has the most tokens, but he'll be a tough nut to crack since he can line the border with trolls.
You're actually one of the more unappealing targets right now.
Player Order 1. lodwilk(lodwilk in decline) (Lodwilk's Ghouls) 2. 3clipse(3clipse in decline)<-- Yer Up
3. Shushnik (Shushnik in decline) 4. Mordenthral (Mordenthral in decline) 5. Rorus Raz(Rorus Raz in decline)
1. Ratmen (8) No Racial Power.
2. Tritons (6) Conquer adjacent to water at -1 units.
Remaining Powers:
1. Alchemist (4) Collect 2 exta coins at the end of each turn while active.
2. Bivouacking (5) During redeploy, place or move the 5 Encampment tokens in your region(s) that count as one unit each for defense.
3. Commando (4) You may conquer any region at -1 units.
4. 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.
5. 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.
6. Stout (4) You may go into Decline after conquering.
7. 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.
8. Were- (4) On even-numbered turns, conquer all regions at -2 tokens.
9. Peace-Loving (4) Collect 3 bonus VP at the end of each turn during which you have attacked no active Race.
10. 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.
Redeploy
Move 2 sorcerers from Midlands to Deathmaw
Net VP
14 vp (9 regions +1 for underworld dwarf in a mine region,+2 for owning swamp regions,+2 for controlling bonus vp areas)
The Map
In Effect:A Gift from the Sky - Regions with their numbers colored yellow are still worth an additional victory point. Necromancy Elixir - Lodwilk's Spirit Sorcerers will gain the Ghoul power upon going into decline (replacing their normal racial power). Current Event:Barbarian Invasions - Races that arrive on the board this turn receive an additional 3 race tokens for their conquests (Use Forgotten Tribes or tokens from a race currently not in play if you are short on tokens). These additional tokens are removed from the board at the end of their owner’s turn, after scoring. Upcoming Event:Ungodly Bribe - At the start of his or her turn, each player must either pay three victory coins to the victory stash or discard two active race tokens. New races coming into play this turn start with two less race tokens than usual.
Current Event Note: Barbarian is basically like a one-turn version of the Amazon power except you get three tokens instead of four, but you CAN score with the new tokens (unlike Amazons). It's ONLY for new races coming into play, and does not use existing tokens (so you can be at your race's max token count and still get the barbarian tokens).
Upcoming Event Note: Only players with an active race get to make the decision (VP or Tokens). Players that choose a new race this turn HAVE to take two fewer tokens. You cannot spend the three points to avoid this.
3cl1ps3I will build a labyrinth to house the cheeseRegistered Userregular
edited July 2010
Round Seven of Eight
Player Order 1. lodwilk(lodwilk in decline) (Lodwilk's Ghouls) 2. 3clipse(3clipse in decline)
3. Shushnik (Shushnik in decline) <--Yer up 4. Mordenthral (Mordenthral in decline) 5. Rorus Raz(Rorus Raz in decline)
1. Ratmen (8) No Racial Power.
2. Tritons (6) Conquer adjacent to water at -1 units.
Remaining Powers:
1. Alchemist (4) Collect 2 exta coins at the end of each turn while active.
2. Bivouacking (5) During redeploy, place or move the 5 Encampment tokens in your region(s) that count as one unit each for defense.
3. Commando (4) You may conquer any region at -1 units.
4. 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.
5. 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.
6. Stout (4) You may go into Decline after conquering.
7. 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.
8. Were- (4) On even-numbered turns, conquer all regions at -2 tokens.
9. Peace-Loving (4) Collect 3 bonus VP at the end of each turn during which you have attacked no active Race.
10. 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.
Net VP earned: 15 (4 from Marauding Wizards held, 7 from Seafaring Humans held, 1 from Ghitu Highlands extra coin, 3 from farmlands)
The Map
In Effect:A Gift from the Sky - Regions with their numbers colored yellow are still worth an additional victory point. Necromancy Elixir - Lodwilk's Spirit Sorcerers will gain the Ghoul power upon going into decline (replacing their normal racial power). Current Event:Barbarian Invasions - Races that arrive on the board this turn receive an additional 3 race tokens for their conquests (Use Forgotten Tribes or tokens from a race currently not in play if you are short on tokens). These additional tokens are removed from the board at the end of their owner’s turn, after scoring. Upcoming Event:Ungodly Bribe - At the start of his or her turn, each player must either pay three victory coins to the victory stash or discard two active race tokens. New races coming into play this turn start with two less race tokens than usual.
Current Event Note: Barbarian is basically like a one-turn version of the Amazon power except you get three tokens instead of four, but you CAN score with the new tokens (unlike Amazons). It's ONLY for new races coming into play, and does not use existing tokens (so you can be at your race's max token count and still get the barbarian tokens).
Upcoming Event Note: Only players with an active race get to make the decision (VP or Tokens). Players that choose a new race this turn HAVE to take two fewer tokens. You cannot spend the three points to avoid this.
Player Order 1. lodwilk(lodwilk in decline) (Lodwilk's Ghouls) 2. 3clipse(3clipse in decline)
3. Shushnik (Shushnik in decline) 4. Mordenthral (Mordenthral in decline) <--Yer up 5. Rorus Raz(Rorus Raz in decline)
1. Ratmen (8) No Racial Power.
2. Tritons (6) Conquer adjacent to water at -1 units.
Remaining Powers:
1. Alchemist (4) Collect 2 exta coins at the end of each turn while active.
2. Bivouacking (5) During redeploy, place or move the 5 Encampment tokens in your region(s) that count as one unit each for defense.
3. Commando (4) You may conquer any region at -1 units.
4. 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.
5. 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.
6. Stout (4) You may go into Decline after conquering.
7. 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.
8. Were- (4) On even-numbered turns, conquer all regions at -2 tokens.
9. Peace-Loving (4) Collect 3 bonus VP at the end of each turn during which you have attacked no active Race.
10. 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.
Net VP earned: 10 (3 from Cursed Amazons held, 6 from Orky conquest, 1 from Ghitu Highlands extra coin)
In Effect:A Gift from the Sky - Regions with their numbers colored yellow are still worth an additional victory point. Necromancy Elixir - Lodwilk's Spirit Sorcerers will gain the Ghoul power upon going into decline (replacing their normal racial power). Current Event:Barbarian Invasions - Races that arrive on the board this turn receive an additional 3 race tokens for their conquests (Use Forgotten Tribes or tokens from a race currently not in play if you are short on tokens). These additional tokens are removed from the board at the end of their owner’s turn, after scoring. Upcoming Event:Ungodly Bribe - At the start of his or her turn, each player must either pay three victory coins to the victory stash or discard two active race tokens. New races coming into play this turn start with two less race tokens than usual.
Current Event Note: Barbarian is basically like a one-turn version of the Amazon power except you get three tokens instead of four, but you CAN score with the new tokens (unlike Amazons). It's ONLY for new races coming into play, and does not use existing tokens (so you can be at your race's max token count and still get the barbarian tokens).
Upcoming Event Note: Only players with an active race get to make the decision (VP or Tokens). Players that choose a new race this turn HAVE to take two fewer tokens. You cannot spend the three points to avoid this.
Player Order 1. lodwilk(lodwilk in decline) (Lodwilk's Ghouls) <--Yer up 2. 3clipse(3clipse in decline)
3. Shushnik (Shushnik in decline) 4. Mordenthral (Mordenthral in decline) 5. Rorus Raz(Rorus Raz in decline)
1. Alchemist (4) Collect 2 exta coins at the end of each turn while active.
2. Bivouacking (5) During redeploy, place or move the 5 Encampment tokens in your region(s) that count as one unit each for defense.
3. Commando (4) You may conquer any region at -1 units.
4. 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.
5. 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.
6. Stout (4) You may go into Decline after conquering.
7. 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.
8. Were- (4) On even-numbered turns, conquer all regions at -2 tokens.
9. 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.
Net VP earned: 10 (3 from Cursed Amazons held, 6 from Orky conquest, 1 from Ghitu Highlands extra coin)
Mordenthral declines the Merchant Skeletons
Rorus Raz
Active Race: Berserk Gypsies
Declined Race: Flying Elves
Berserk Roll = Zero
Conquer Region 36 (2 Token + 1 for Skeleton)
Berserk Roll = Zero
Conquer Region 22 (2 Token + 1 for Skeleton)
Berserk Roll = Zero
Conquer Region 23 (2 Token + 1 for Skeleton)
Berserk Roll = Zero
Conquer Region 24 (2 Tokens + 1 for Skeleton)
Final Reinforcement Roll = Failed
Redeployment: None
Scoring: Active Regions (4) + Declined Regions (2) = 6
Event: Return the 13th token in hand to the tray, and remove one from 23 and 24.
In Effect:A Gift from the Sky - Regions with their numbers colored yellow are still worth an additional victory point. Necromancy Elixir - Lodwilk's Spirit Sorcerers will gain the Ghoul power upon going into decline (replacing their normal racial power). Current Event:Barbarian Invasions - Races that arrive on the board this turn receive an additional 3 race tokens for their conquests (Use Forgotten Tribes or tokens from a race currently not in play if you are short on tokens). These additional tokens are removed from the board at the end of their owner’s turn, after scoring. Upcoming Event:Ungodly Bribe - At the start of his or her turn, each player must either pay three victory coins to the victory stash or discard two active race tokens. New races coming into play this turn start with two less race tokens than usual.
Current Event Note: Barbarian is basically like a one-turn version of the Amazon power except you get three tokens instead of four, but you CAN score with the new tokens (unlike Amazons). It's ONLY for new races coming into play, and does not use existing tokens (so you can be at your race's max token count and still get the barbarian tokens).
Upcoming Event Note: Only players with an active race get to make the decision (VP or Tokens). Players that choose a new race this turn HAVE to take two fewer tokens. You cannot spend the three points to avoid this.
This is it! A good hint for this round to to go all-out for points unless you feel a key attack on an opponent will get you farther ahead.
Player Order 1. lodwilk(lodwilk in decline) (Lodwilk's Ghouls) <--Yer up 2. 3clipse(3clipse in decline)
3. Shushnik (Shushnik in decline) 4. Mordenthral (Mordenthral in decline) 5. Rorus Raz(Rorus Raz in decline)
1. Alchemist (4) Collect 2 exta coins at the end of each turn while active.
2. Bivouacking (5) During redeploy, place or move the 5 Encampment tokens in your region(s) that count as one unit each for defense.
3. Commando (4) You may conquer any region at -1 units.
4. 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.
5. 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.
6. Stout (4) You may go into Decline after conquering.
7. 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.
8. Were- (4) On even-numbered turns, conquer all regions at -2 tokens.
9. 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.
In Effect:A Gift from the Sky - Regions with their numbers colored yellow are still worth an additional victory point. Necromancy Elixir - Lodwilk's Spirit Sorcerers will gain the Ghoul power upon going into decline (replacing their normal racial power). Current Event:Ungodly Bribe - At the start of his or her turn, each player must either pay three victory coins to the victory stash or discard two active race tokens. New races coming into play this turn start with two less race tokens than usual. Upcoming Event: None
Current Event Note: Only players with an active race get to make the decision (VP or Tokens). Players that choose a new race this turn HAVE to take two fewer tokens. You cannot spend the three points to avoid this.
This is it! A good hint for this round to to go all-out for points unless you feel a key attack on an opponent will get you farther ahead.
Player Order 1. lodwilk(lodwilk in decline) (Lodwilk's Ghouls) 2. 3clipse(3clipse in decline)<--Yer up
3. Shushnik (Shushnik in decline) 4. Mordenthral (Mordenthral in decline) 5. Rorus Raz(Rorus Raz in decline)
1. Alchemist (4) Collect 2 exta coins at the end of each turn while active.
2. Bivouacking (5) During redeploy, place or move the 5 Encampment tokens in your region(s) that count as one unit each for defense.
3. Commando (4) You may conquer any region at -1 units.
4. 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.
5. 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.
6. Stout (4) You may go into Decline after conquering.
7. 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.
8. Were- (4) On even-numbered turns, conquer all regions at -2 tokens.
9. 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.
Lodwilk
Active race Swamp Trolls
Decline Race:Spirit Sorcerers, Underworld Dwarves
Summary: Discard a troll in Silvermistand Engorged Marsh. Conqeur Platinum Plateau
Conquest
Platinum Plateau 3 [2+1 Elf]
Redeploy
None
Net VP
15 vp (10 regions +1 for underworld dwarf in a mine region,+2 for owning swamp regions,+2 for controlling bonus vp areas)
In Effect:A Gift from the Sky - Regions with their numbers colored yellow are still worth an additional victory point. Necromancy Elixir - Lodwilk's Spirit Sorcerers will gain the Ghoul power upon going into decline (replacing their normal racial power). Current Event:Ungodly Bribe - At the start of his or her turn, each player must either pay three victory coins to the victory stash or discard two active race tokens. New races coming into play this turn start with two less race tokens than usual. Upcoming Event: None
Current Event Note: Only players with an active race get to make the decision (VP or Tokens). Players that choose a new race this turn HAVE to take two fewer tokens. You cannot spend the three points to avoid this.
Posts
What-ho!
I edited my latest turn post to reflect the possibility.
Strangely, Darian has been semi-absent in other games as well. Summer is a peculiar time.
A time of short skirts and bikinis.
As Ender's phallas so often do.
The light, It burns! It burns us!
Player Order
1. lodwilk (lodwilk in decline) (Lodwilk's Ghouls) <-- Yer Up
2. 3clipse (3clipse in decline)
3. Shushnik (Shushnik in decline)
4. Mordenthral (Mordenthral in decline)
5. The Ender (The Ender in decline)
Available Combinations:
Berserk Gypsies: 10 Tokens, 0VP
Heroic Halflings: 11 tokens, 0 VP
Mounted White Ladies: 7 Tokens, 0 VP
Hill Giants: 10 tokens, 0 VP
Wealthy Goblins: 10 tokens, 0 VP
Forest Ghouls: 9 tokens, 0 VP
Remaining Races:
2. Tritons (6) Conquer adjacent to water at -1 units.
2. Bivouacking (5) During redeploy, place or move the 5 Encampment tokens in your region(s) that count as one unit each for defense.
3. Commando (4) You may conquer any region at -1 units.
4. 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.
5. 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.
6. Stout (4) You may go into Decline after conquering.
7. 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.
8. Were- (4) On even-numbered turns, conquer all regions at -2 tokens.
9. Peace-Loving (4) Collect 3 bonus VP at the end of each turn during which you have attacked no active Race.
10. 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.
Lodwilk
Decline Race:Spirit Sorcerers, Underworld Dwarves
Summary:Place one vp on seafaring humans, take Swamp Trolls.New race Wealthy Goblins 1d4,1d12=[4], [8] Take over Tranquil Expanse, Quicksilver Forest, and Dryads Retreat. Place a troll lair in each of my occupied regions
Tranquil Expanse: All 9 of my trolls will go there.
Quicksilver forest: 4 sorcerer tokens
Dryads Retreat: Convert skeleton into a sorcerer
Redeploy
Move two sorcerers from Quicksilver forest to the Midlands
Net VP earned
9 VP(2 bonus vp from Quicksilver and Valorock, 6 vp for held regions, 1 bonus vp from dwarf in valorock, -1 vp for skipping seafaring humans, +1 for controling a swamp)
Decline Race: Marauding Wizards
Summary: Select Seafaring Humans, generate Forest Ghouls (1d3=1, 1d11=5), conquer Ghitu Highlands, Ghitu Lowlands, Doveland, Secluded Swamp
Ghitu Highlands: 3 (2 + 1 Elf)
Ghitu Lowlands: 3 (2 + 1 Elf)
Doveland: 2
Secluded Swamp: 2
Final Conquest: None
Redeploy: None
Net VP Earned: 14 (4 from Marauding Wizards held + 4 from Seafaring Humans held + 3 from selecting Seafaring Humans + 1 from Ghitu Highlands extra coin + 2 from Farmlands)
Shushnik
Decline Race: Cursed Amazons
Summary: 6 Pillaging orcs taken into hand, Warlock Falls and Rush Valley conquered
[14]Warlock Falls (3) 2+1 Flying Elf
[13+]Rush Valley (3) 2+1 Flying Elf
Final Conquest: None
Redeploy: None
Net VP Earned: 10 (6 for conquered regions, 3 for held regions in decline, 1 for Rush Valley bonus coin)
Mordenthral
Decline Race: None
Take all 10 Tokens and conquer 5 empty regions: Misty Vale (36), Crackling Steppes (22), Gug (21), Burning Steppes (23) and Falling Leaves (24). (Or the numbers on my map. Just look where the Skeletons are.)
Score 10 points.
Rorus Raz
Faced with massive losses, the elves head into decline.
SCORE: Three Points for three regions.
In Effect: A Gift from the Sky - Regions with their numbers colored yellow are still worth an additional victory point.
Necromancy Elixir - Lodwilk's Spirit Sorcerers will gain the Ghoul power upon going into decline (replacing their normal racial power).
Current Event: Handle With Care - Discard two race tokens (instead of one) for each region conquered this turn. Elves must discard one race token (instead of none) when conquered.
Upcoming Event: Barbarian Invasions - Races that arrive on the board this turn receive an additional 3 race tokens for their conquests (Use Forgotten Tribes or tokens from a race currently not in play if you are short on tokens). These additional tokens are removed from the board at the end of their owner’s turn, after scoring.
Event Note: Handle With Care only discards an extra token if it's available. A lone token being conquered won't force you to discard an extra token from elsewhere. This event affects both active and declined tokens.
Event Note: Barbarian is basically like a one-turn version of the Amazon power except you get three tokens instead of four. It's ONLY for new races coming into play, and does not use existing tokens (so you can be at your race's max token count and still get the barbarian tokens).
The Territories By Quadrant:
NORTHWEST
1. Dragon Coast
2. Witch Marsh (1) Flying Elves
3. World's End (1) Cursed Amazon
11. Windmillia (1) Cursed Amazon
12. Westros (1) Lost Tribe
13+. Rush Valley (3) Pillaging Orcs
14. Warlock Falls (3) Pillaging Orcs
15. Rolling Flats (1) Marauding Wizards
16. Ent's Harbor (1) Marauding Wizards
17. Swamps of Despair (1) Marauding Wizards
18. Leyland (1) Marauding Wizards
45. Norfolk (1) Cursed Amazon
NORTHEAST
5+. Ghitu Highlands (3) Seafaring Humans
6. Ghitu Lowlands (3) Seafaring Humans
7. Doveland (2) Seafaring Humans
8. Secluded Swamp (2) Seafaring Humans
9. Mount Mithril
10. Iron Spine
43. Waterwood
44. White Crag
SOUTHEAST
20. Rivertown
21. Gug (2) Merchant Skeleton
22. Crackling Steppes (2) Merchant Skeleton
23. Burning Steppes (2) Merchant Skeleton
24. Falling Leaves (2) Merchant Skeleton
25. Saint's Pride
34. Secluded Vale
35. High Peaks
36. Misty Vale (2) Merchant Skeleton
37. Mid Peaks
38. Southpeak
B. Rainbow Lake
C. Corner Sea
SOUTHWEST
27. Wool Road (1) Lost Tribe
28. Deathmaw (1) Spirit Sorcerers
29. Raptor's Nest
30. Platinum Plateau (1) Flying Elves
31+. Quicksilver Forest (2) Spirit Sorcerers
32. Midland (3) Spirit Sorcerers
33. Engorged Marsh
39. Lowlands (1) Flying Elves
40. Tranquil Expanse (6) Swamp Trolls
41. Dryad's Retreat (3) Swamp Trolls
42. Silver Mist
Player Order
1. lodwilk (lodwilk in decline) (Lodwilk's Ghouls) <-- Yer Up
2. 3clipse (3clipse in decline)
3. Shushnik (Shushnik in decline)
4. Mordenthral (Mordenthral in decline)
5. Rorus Raz (Rorus Raz in decline)
Available Combinations:
Berserk Gypsies: 10 Tokens, 0VP
Heroic Halflings: 11 tokens, 0 VP
Mounted White Ladies: 7 Tokens, 0 VP
Hill Giants: 10 tokens, 0 VP
Wealthy Goblins: 10 tokens, 0 VP
Forest Ghouls: 9 tokens, 0 VP
Remaining Races:
2. Tritons (6) Conquer adjacent to water at -1 units.
2. Bivouacking (5) During redeploy, place or move the 5 Encampment tokens in your region(s) that count as one unit each for defense.
3. Commando (4) You may conquer any region at -1 units.
4. 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.
5. 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.
6. Stout (4) You may go into Decline after conquering.
7. 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.
8. Were- (4) On even-numbered turns, conquer all regions at -2 tokens.
9. Peace-Loving (4) Collect 3 bonus VP at the end of each turn during which you have attacked no active Race.
10. 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.
The Map
In Effect: A Gift from the Sky - Regions with their numbers colored yellow are still worth an additional victory point.
Necromancy Elixir - Lodwilk's Spirit Sorcerers will gain the Ghoul power upon going into decline (replacing their normal racial power).
Current Event: Barbarian Invasions - Races that arrive on the board this turn receive an additional 3 race tokens for their conquests (Use Forgotten Tribes or tokens from a race currently not in play if you are short on tokens). These additional tokens are removed from the board at the end of their owner’s turn, after scoring.
Upcoming Event: Ungodly Bribe - At the start of his or her turn, each player must either pay three victory coins to the victory stash or discard two active race tokens. New races coming into play this turn start with two less race tokens than usual.
Current Event Note: Barbarian is basically like a one-turn version of the Amazon power except you get three tokens instead of four, but you CAN score with the new tokens (unlike Amazons). It's ONLY for new races coming into play, and does not use existing tokens (so you can be at your race's max token count and still get the barbarian tokens).
Upcoming Event Note: Only players with an active race get to make the decision (VP or Tokens). Players that choose a new race this turn HAVE to take two fewer tokens. You cannot spend the three points to avoid this.
The Territories By Quadrant:
NORTHWEST
1. Dragon Coast
2. Witch Marsh (1) Flying Elves
3. World's End (1) Cursed Amazon
11. Windmillia (1) Cursed Amazon
12. Westros (1) Lost Tribe
13+. Rush Valley (3) Pillaging Orcs
14. Warlock Falls (3) Pillaging Orcs
15. Rolling Flats (1) Marauding Wizards
16. Ent's Harbor (1) Marauding Wizards
17. Swamps of Despair (1) Marauding Wizards
18. Leyland (1) Marauding Wizards
45. Norfolk (1) Cursed Amazon
NORTHEAST
5+. Ghitu Highlands (3) Seafaring Humans
6. Ghitu Lowlands (3) Seafaring Humans
7. Doveland (2) Seafaring Humans
8. Secluded Swamp (2) Seafaring Humans
9. Mount Mithril
10. Iron Spine
43. Waterwood
44. White Crag
SOUTHEAST
20. Rivertown
21. Gug (2) Merchant Skeleton
22. Crackling Steppes (2) Merchant Skeleton
23. Burning Steppes (2) Merchant Skeleton
24. Falling Leaves (2) Merchant Skeleton
25. Saint's Pride
34. Secluded Vale
35. High Peaks
36. Misty Vale (2) Merchant Skeleton
37. Mid Peaks
38. Southpeak
B. Rainbow Lake
C. Corner Sea
SOUTHWEST
27. Wool Road (1) Lost Tribe
28. Deathmaw (1) Spirit Sorcerers
29. Raptor's Nest
30. Platinum Plateau (1) Flying Elves
31+. Quicksilver Forest (2) Spirit Sorcerers
32. Midland (3) Spirit Sorcerers
33. Engorged Marsh
39. Lowlands (1) Flying Elves
40. Tranquil Expanse (6) Swamp Trolls
41. Dryad's Retreat (3) Swamp Trolls
42. Silver Mist
Edit: Frankly, I don't even know my own score.
Thanks!
Lodwilk
Roruz Raz
3clipse
Mordenthral
Shushnik
So, logically, you should all leave me alone
[tiny]did any of you buy that?[/tiny]
I can, however, make a strong argument for attacking any of you. Personally, Mordenthral is a threat as he has effectively eliminated the downside of merchant and since he didn't go for the bonus coin in in the Southeast the whole thing is empty and he can ooze out. And then 3clipse also has the potential to get a lot of points from the humans. Now, lowilk has the most tokens, but he'll be a tough nut to crack since he can line the border with trolls.
You're actually one of the more unappealing targets right now.
Player Order
1. lodwilk (lodwilk in decline) (Lodwilk's Ghouls)
2. 3clipse (3clipse in decline)<-- Yer Up
3. Shushnik (Shushnik in decline)
4. Mordenthral (Mordenthral in decline)
5. Rorus Raz (Rorus Raz in decline)
Available Combinations:
Berserk Gypsies: 10 Tokens, 0VP
Heroic Halflings: 11 tokens, 0 VP
Mounted White Ladies: 7 Tokens, 0 VP
Hill Giants: 10 tokens, 0 VP
Wealthy Goblins: 10 tokens, 0 VP
Forest Ghouls: 9 tokens, 0 VP
Remaining Races:
2. Tritons (6) Conquer adjacent to water at -1 units.
2. Bivouacking (5) During redeploy, place or move the 5 Encampment tokens in your region(s) that count as one unit each for defense.
3. Commando (4) You may conquer any region at -1 units.
4. 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.
5. 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.
6. Stout (4) You may go into Decline after conquering.
7. 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.
8. Were- (4) On even-numbered turns, conquer all regions at -2 tokens.
9. Peace-Loving (4) Collect 3 bonus VP at the end of each turn during which you have attacked no active Race.
10. 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.
Lodwilk
Decline Race:Spirit Sorcerers, Underworld Dwarves
Summary: Conquer Lowlands, Engorged Marsh, Silver Mist
Lowlands: 3 (2+1 elf)
Engorged Marsh: 2
Silvermist: 2
Redeploy
Move 2 sorcerers from Midlands to Deathmaw
Net VP
14 vp (9 regions +1 for underworld dwarf in a mine region,+2 for owning swamp regions,+2 for controlling bonus vp areas)
In Effect: A Gift from the Sky - Regions with their numbers colored yellow are still worth an additional victory point.
Necromancy Elixir - Lodwilk's Spirit Sorcerers will gain the Ghoul power upon going into decline (replacing their normal racial power).
Current Event: Barbarian Invasions - Races that arrive on the board this turn receive an additional 3 race tokens for their conquests (Use Forgotten Tribes or tokens from a race currently not in play if you are short on tokens). These additional tokens are removed from the board at the end of their owner’s turn, after scoring.
Upcoming Event: Ungodly Bribe - At the start of his or her turn, each player must either pay three victory coins to the victory stash or discard two active race tokens. New races coming into play this turn start with two less race tokens than usual.
Current Event Note: Barbarian is basically like a one-turn version of the Amazon power except you get three tokens instead of four, but you CAN score with the new tokens (unlike Amazons). It's ONLY for new races coming into play, and does not use existing tokens (so you can be at your race's max token count and still get the barbarian tokens).
Upcoming Event Note: Only players with an active race get to make the decision (VP or Tokens). Players that choose a new race this turn HAVE to take two fewer tokens. You cannot spend the three points to avoid this.
The Territories By Quadrant:
NORTHWEST
1. Dragon Coast
2. Witch Marsh (1) Flying Elves
3. World's End (1) Cursed Amazon
11. Windmillia (1) Cursed Amazon
12. Westros (1) Lost Tribe
13+. Rush Valley (3) Pillaging Orcs
14. Warlock Falls (3) Pillaging Orcs
15. Rolling Flats (1) Marauding Wizards
16. Ent's Harbor (1) Marauding Wizards
17. Swamps of Despair (1) Marauding Wizards
18. Leyland (1) Marauding Wizards
45. Norfolk (1) Cursed Amazon
NORTHEAST
5+. Ghitu Highlands (3) Seafaring Humans
6. Ghitu Lowlands (3) Seafaring Humans
7. Doveland (2) Seafaring Humans
8. Secluded Swamp (2) Seafaring Humans
9. Mount Mithril
10. Iron Spine
43. Waterwood
44. White Crag
SOUTHEAST
20. Rivertown
21. Gug (2) Merchant Skeleton
22. Crackling Steppes (2) Merchant Skeleton
23. Burning Steppes (2) Merchant Skeleton
24. Falling Leaves (2) Merchant Skeleton
25. Saint's Pride
34. Secluded Vale
35. High Peaks
36. Misty Vale (2) Merchant Skeleton
37. Mid Peaks
38. Southpeak
B. Rainbow Lake
C. Corner Sea
SOUTHWEST
27. Wool Road (1) Lost Tribe
28. Deathmaw (3) Spirit Sorcerers
29. Raptor's Nest
30. Platinum Plateau (1) Flying Elves
31+. Quicksilver Forest (2) Spirit Sorcerers
32. Midland (1) Spirit Sorcerers
33. Engorged Marsh (2) Swamp Trolls
39. Lowlands (3) Swamp Trolls
40. Tranquil Expanse (1) Swamp Trolls
41. Dryad's Retreat (1) Swamp Trolls
42. Silver Mist(2) Swamp Trolls
Player Order
1. lodwilk (lodwilk in decline) (Lodwilk's Ghouls)
2. 3clipse (3clipse in decline)
3. Shushnik (Shushnik in decline) <--Yer up
4. Mordenthral (Mordenthral in decline)
5. Rorus Raz (Rorus Raz in decline)
Available Combinations:
Berserk Gypsies: 10 Tokens, 0VP
Heroic Halflings: 11 tokens, 0 VP
Mounted White Ladies: 7 Tokens, 0 VP
Hill Giants: 10 tokens, 0 VP
Wealthy Goblins: 10 tokens, 0 VP
Forest Ghouls: 9 tokens, 0 VP
Remaining Races:
2. Tritons (6) Conquer adjacent to water at -1 units.
2. Bivouacking (5) During redeploy, place or move the 5 Encampment tokens in your region(s) that count as one unit each for defense.
3. Commando (4) You may conquer any region at -1 units.
4. 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.
5. 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.
6. Stout (4) You may go into Decline after conquering.
7. 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.
8. Were- (4) On even-numbered turns, conquer all regions at -2 tokens.
9. Peace-Loving (4) Collect 3 bonus VP at the end of each turn during which you have attacked no active Race.
10. 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.
Lodwilk
Decline Race:Spirit Sorcerers, Underworld Dwarves
Summary: Conquer Lowlands, Engorged Marsh, Silver Mist
Lowlands: 3 (2+1 elf)
Engorged Marsh: 2
Silvermist: 2
Redeploy
Move 2 sorcerers from Midlands to Deathmaw
Net VP
14 vp (9 regions +1 for underworld dwarf in a mine region,+2 for owning swamp regions,+2 for controlling bonus vp areas)
Decline Race: Marauding Wizards
Summary: Conquer Waterwood, Piercing Delta, Rivertown
Waterwood: 2
Piercing Delta: 2
Rivertown: 2
Final Conquest: None
Redeploy: None
Net VP earned: 15 (4 from Marauding Wizards held, 7 from Seafaring Humans held, 1 from Ghitu Highlands extra coin, 3 from farmlands)
In Effect: A Gift from the Sky - Regions with their numbers colored yellow are still worth an additional victory point.
Necromancy Elixir - Lodwilk's Spirit Sorcerers will gain the Ghoul power upon going into decline (replacing their normal racial power).
Current Event: Barbarian Invasions - Races that arrive on the board this turn receive an additional 3 race tokens for their conquests (Use Forgotten Tribes or tokens from a race currently not in play if you are short on tokens). These additional tokens are removed from the board at the end of their owner’s turn, after scoring.
Upcoming Event: Ungodly Bribe - At the start of his or her turn, each player must either pay three victory coins to the victory stash or discard two active race tokens. New races coming into play this turn start with two less race tokens than usual.
Current Event Note: Barbarian is basically like a one-turn version of the Amazon power except you get three tokens instead of four, but you CAN score with the new tokens (unlike Amazons). It's ONLY for new races coming into play, and does not use existing tokens (so you can be at your race's max token count and still get the barbarian tokens).
Upcoming Event Note: Only players with an active race get to make the decision (VP or Tokens). Players that choose a new race this turn HAVE to take two fewer tokens. You cannot spend the three points to avoid this.
The Territories By Quadrant:
NORTHWEST
1. Dragon Coast
2. Witch Marsh (1) Flying Elves
3. World's End (1) Cursed Amazon
11. Windmillia (1) Cursed Amazon
12. Westros (1) Lost Tribe
13+. Rush Valley (3) Pillaging Orcs
14. Warlock Falls (3) Pillaging Orcs
15. Rolling Flats (1) Marauding Wizards
16. Ent's Harbor (1) Marauding Wizards
17. Swamps of Despair (1) Marauding Wizards
18. Leyland (1) Marauding Wizards
45. Norfolk (1) Cursed Amazon
NORTHEAST
5+. Ghitu Highlands (1) Seafaring Humans
6. Ghitu Lowlands (1) Seafaring Humans
7. Doveland (1) Seafaring Humans
8. Secluded Swamp (1) Seafaring Humans
9. Mount Mithril
10. Iron Spine
43. Waterwood (2) Seafaring Humans
44. White Crag
SOUTHEAST
20. Rivertown (2) Seafaring Humans
21. Gug (2) Merchant Skeleton
22. Crackling Steppes (2) Merchant Skeleton
23. Burning Steppes (2) Merchant Skeleton
24. Falling Leaves (2) Merchant Skeleton
25. Saint's Pride
34. Secluded Vale
35. High Peaks
36. Misty Vale (2) Merchant Skeleton
37. Mid Peaks
38. Southpeak
B. Rainbow Lake
C. Corner Sea
SOUTHWEST
27. Wool Road (1) Lost Tribe
28. Deathmaw (3) Spirit Sorcerers
29. Raptor's Nest
30. Platinum Plateau (1) Flying Elves
31+. Quicksilver Forest (2) Spirit Sorcerers
32. Midland (1) Spirit Sorcerers
33. Engorged Marsh (2) Swamp Trolls
39. Lowlands (3) Swamp Trolls
40. Tranquil Expanse (1) Swamp Trolls
41. Dryad's Retreat (1) Swamp Trolls
42. Silver Mist(2) Swamp Trolls
Player Order
1. lodwilk (lodwilk in decline) (Lodwilk's Ghouls)
2. 3clipse (3clipse in decline)
3. Shushnik (Shushnik in decline)
4. Mordenthral (Mordenthral in decline) <--Yer up
5. Rorus Raz (Rorus Raz in decline)
Available Combinations:
Berserk Gypsies: 10 Tokens, 0VP
Heroic Halflings: 11 tokens, 0 VP
Mounted White Ladies: 7 Tokens, 0 VP
Hill Giants: 10 tokens, 0 VP
Wealthy Goblins: 10 tokens, 0 VP
Forest Ghouls: 9 tokens, 0 VP
Remaining Races:
2. Tritons (6) Conquer adjacent to water at -1 units.
2. Bivouacking (5) During redeploy, place or move the 5 Encampment tokens in your region(s) that count as one unit each for defense.
3. Commando (4) You may conquer any region at -1 units.
4. 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.
5. 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.
6. Stout (4) You may go into Decline after conquering.
7. 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.
8. Were- (4) On even-numbered turns, conquer all regions at -2 tokens.
9. Peace-Loving (4) Collect 3 bonus VP at the end of each turn during which you have attacked no active Race.
10. 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.
Lodwilk
Decline Race:Spirit Sorcerers, Underworld Dwarves
Summary: Conquer Lowlands, Engorged Marsh, Silver Mist
Lowlands: 3 (2+1 elf)
Engorged Marsh: 2
Silvermist: 2
Redeploy
Move 2 sorcerers from Midlands to Deathmaw
Net VP
14 vp (9 regions +1 for underworld dwarf in a mine region,+2 for owning swamp regions,+2 for controlling bonus vp areas)
Decline Race: Marauding Wizards
Summary: Conquer Waterwood, Piercing Delta, Rivertown
Waterwood: 2
Piercing Delta: 2
Rivertown: 2
Final Conquest: None
Redeploy: None
Net VP earned: 15 (4 from Marauding Wizards held, 7 from Seafaring Humans held, 1 from Ghitu Highlands extra coin, 3 from farmlands)
Shushnik
Decline Race: Cursed Amazons
Summary: Conquer Ghitu Highlands, Ghitu Lowlands
Ghitu Highlands: 3 (2+1 Human)
Ghitu Lowlands: 3 (2+1 Human)
Final Conquest: None
Redeploy: None
Net VP earned: 10 (3 from Cursed Amazons held, 6 from Orky conquest, 1 from Ghitu Highlands extra coin)
In Effect: A Gift from the Sky - Regions with their numbers colored yellow are still worth an additional victory point.
Necromancy Elixir - Lodwilk's Spirit Sorcerers will gain the Ghoul power upon going into decline (replacing their normal racial power).
Current Event: Barbarian Invasions - Races that arrive on the board this turn receive an additional 3 race tokens for their conquests (Use Forgotten Tribes or tokens from a race currently not in play if you are short on tokens). These additional tokens are removed from the board at the end of their owner’s turn, after scoring.
Upcoming Event: Ungodly Bribe - At the start of his or her turn, each player must either pay three victory coins to the victory stash or discard two active race tokens. New races coming into play this turn start with two less race tokens than usual.
Current Event Note: Barbarian is basically like a one-turn version of the Amazon power except you get three tokens instead of four, but you CAN score with the new tokens (unlike Amazons). It's ONLY for new races coming into play, and does not use existing tokens (so you can be at your race's max token count and still get the barbarian tokens).
Upcoming Event Note: Only players with an active race get to make the decision (VP or Tokens). Players that choose a new race this turn HAVE to take two fewer tokens. You cannot spend the three points to avoid this.
The Territories By Quadrant:
NORTHWEST
1. Dragon Coast
2. Witch Marsh (1) Flying Elves
3. World's End (1) Cursed Amazon
11. Windmillia (1) Cursed Amazon
12. Westros (1) Lost Tribe
13+. Rush Valley
14. Warlock Falls
15. Rolling Flats (1) Marauding Wizards
16. Ent's Harbor (1) Marauding Wizards
17. Swamps of Despair (1) Marauding Wizards
18. Leyland (1) Marauding Wizards
45. Norfolk (1) Cursed Amazon
NORTHEAST
5+. Ghitu Highlands (3) Pillaging Orcs
6. Ghitu Lowlands (3) Pillaging Orcs
7. Doveland (1) Seafaring Humans
8. Secluded Swamp (1) Seafaring Humans
9. Mount Mithril
10. Iron Spine
43. Waterwood (2) Seafaring Humans
44. White Crag
SOUTHEAST
20. Rivertown (2) Seafaring Humans
21. Gug (2) Merchant Skeleton
22. Crackling Steppes (2) Merchant Skeleton
23. Burning Steppes (2) Merchant Skeleton
24. Falling Leaves (2) Merchant Skeleton
25. Saint's Pride
34. Secluded Vale
35. High Peaks
36. Misty Vale (2) Merchant Skeleton
37. Mid Peaks
38. Southpeak
B. Rainbow Lake
C. Corner Sea
SOUTHWEST
27. Wool Road (1) Lost Tribe
28. Deathmaw (3) Spirit Sorcerers
29. Raptor's Nest
30. Platinum Plateau (1) Flying Elves
31+. Quicksilver Forest (2) Spirit Sorcerers
32. Midland (1) Spirit Sorcerers
33. Engorged Marsh (2) Swamp Trolls
39. Lowlands (3) Swamp Trolls
40. Tranquil Expanse (1) Swamp Trolls
41. Dryad's Retreat (1) Swamp Trolls
42. Silver Mist(2) Swamp Trolls
Decline the skeletons. I can't imagine not being attacked for the entire game. I expect some sort of hostility soon.
Score 5 points.
Player Order
1. lodwilk (lodwilk in decline) (Lodwilk's Ghouls) <--Yer up
2. 3clipse (3clipse in decline)
3. Shushnik (Shushnik in decline)
4. Mordenthral (Mordenthral in decline)
5. Rorus Raz (Rorus Raz in decline)
Available Combinations:
Heroic Halflings: 11 tokens, 0 VP
Mounted White Ladies: 7 Tokens, 0 VP
Hill Giants: 10 tokens, 0 VP
Wealthy Goblins: 10 tokens, 0 VP
Forest Ghouls: 9 tokens, 0 VP
Peace-Loving Tritons 10 Tokens, 0 VP
Remaining Races:
2. Bivouacking (5) During redeploy, place or move the 5 Encampment tokens in your region(s) that count as one unit each for defense.
3. Commando (4) You may conquer any region at -1 units.
4. 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.
5. 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.
6. Stout (4) You may go into Decline after conquering.
7. 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.
8. Were- (4) On even-numbered turns, conquer all regions at -2 tokens.
9. 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.
Lodwilk
Decline Race:Spirit Sorcerers, Underworld Dwarves
Summary: Conquer Lowlands, Engorged Marsh, Silver Mist
Lowlands: 3 (2+1 elf)
Engorged Marsh: 2
Silvermist: 2
Redeploy
Move 2 sorcerers from Midlands to Deathmaw
Net VP
14 vp (9 regions +1 for underworld dwarf in a mine region,+2 for owning swamp regions,+2 for controlling bonus vp areas)
Decline Race: Marauding Wizards
Summary: Conquer Waterwood, Piercing Delta, Rivertown
Waterwood: 2
Piercing Delta: 2
Rivertown: 2
Final Conquest: None
Redeploy: None
Net VP earned: 15 (4 from Marauding Wizards held, 7 from Seafaring Humans held, 1 from Ghitu Highlands extra coin, 3 from farmlands)
Shushnik
Decline Race: Cursed Amazons
Summary: Conquer Ghitu Highlands, Ghitu Lowlands
Ghitu Highlands: 3 (2+1 Human)
Ghitu Lowlands: 3 (2+1 Human)
Final Conquest: None
Redeploy: None
Net VP earned: 10 (3 from Cursed Amazons held, 6 from Orky conquest, 1 from Ghitu Highlands extra coin)
Mordenthral declines the Merchant Skeletons
Rorus Raz
Declined Race: Flying Elves
Conquer Region 36 (2 Token + 1 for Skeleton)
Berserk Roll = Zero
Conquer Region 22 (2 Token + 1 for Skeleton)
Berserk Roll = Zero
Conquer Region 23 (2 Token + 1 for Skeleton)
Berserk Roll = Zero
Conquer Region 24 (2 Tokens + 1 for Skeleton)
Final Reinforcement Roll = Failed
Redeployment: None
Scoring: Active Regions (4) + Declined Regions (2) = 6
Event: Return the 13th token in hand to the tray, and remove one from 23 and 24.
In Effect: A Gift from the Sky - Regions with their numbers colored yellow are still worth an additional victory point.
Necromancy Elixir - Lodwilk's Spirit Sorcerers will gain the Ghoul power upon going into decline (replacing their normal racial power).
Current Event: Barbarian Invasions - Races that arrive on the board this turn receive an additional 3 race tokens for their conquests (Use Forgotten Tribes or tokens from a race currently not in play if you are short on tokens). These additional tokens are removed from the board at the end of their owner’s turn, after scoring.
Upcoming Event: Ungodly Bribe - At the start of his or her turn, each player must either pay three victory coins to the victory stash or discard two active race tokens. New races coming into play this turn start with two less race tokens than usual.
Current Event Note: Barbarian is basically like a one-turn version of the Amazon power except you get three tokens instead of four, but you CAN score with the new tokens (unlike Amazons). It's ONLY for new races coming into play, and does not use existing tokens (so you can be at your race's max token count and still get the barbarian tokens).
Upcoming Event Note: Only players with an active race get to make the decision (VP or Tokens). Players that choose a new race this turn HAVE to take two fewer tokens. You cannot spend the three points to avoid this.
The Territories By Quadrant:
NORTHWEST
1. Dragon Coast
2. Witch Marsh (1) Flying Elves
3. World's End (1) Cursed Amazon
11. Windmillia (1) Cursed Amazon
12. Westros (1) Lost Tribe
13+. Rush Valley
14. Warlock Falls
15. Rolling Flats (1) Marauding Wizards
16. Ent's Harbor (1) Marauding Wizards
17. Swamps of Despair (1) Marauding Wizards
18. Leyland (1) Marauding Wizards
45. Norfolk (1) Cursed Amazon
NORTHEAST
5+. Ghitu Highlands (3) Pillaging Orcs
6. Ghitu Lowlands (3) Pillaging Orcs
7. Doveland (1) Seafaring Humans
8. Secluded Swamp (1) Seafaring Humans
9. Mount Mithril
10. Iron Spine
43. Waterwood (2) Seafaring Humans
44. White Crag
SOUTHEAST
20. Rivertown (2) Seafaring Humans
21. Gug (1) Merchant Skeleton
22. Crackling Steppes (3) Berserk Gypsies
23. Burning Steppes (2) Berserk Gypsies
24. Falling Leaves (2) Berserk Gypsies
25. Saint's Pride
34. Secluded Vale
35. High Peaks
36. Misty Vale (3) Berserk Gypsies
37. Mid Peaks
38. Southpeak
B. Rainbow Lake
C. Corner Sea
SOUTHWEST
27. Wool Road (1) Lost Tribe
28. Deathmaw (3) Spirit Sorcerers
29. Raptor's Nest
30. Platinum Plateau (1) Flying Elves
31+. Quicksilver Forest (2) Spirit Sorcerers
32. Midland (1) Spirit Sorcerers
33. Engorged Marsh (2) Swamp Trolls
39. Lowlands (3) Swamp Trolls
40. Tranquil Expanse (1) Swamp Trolls
41. Dryad's Retreat (1) Swamp Trolls
42. Silver Mist(2) Swamp Trolls
This is it! A good hint for this round to to go all-out for points unless you feel a key attack on an opponent will get you farther ahead.
Player Order
1. lodwilk (lodwilk in decline) (Lodwilk's Ghouls) <--Yer up
2. 3clipse (3clipse in decline)
3. Shushnik (Shushnik in decline)
4. Mordenthral (Mordenthral in decline)
5. Rorus Raz (Rorus Raz in decline)
Available Combinations:
Heroic Halflings: 11 tokens, 0 VP
Mounted White Ladies: 7 Tokens, 0 VP
Hill Giants: 10 tokens, 0 VP
Wealthy Goblins: 10 tokens, 0 VP
Forest Ghouls: 9 tokens, 0 VP
Peace-Loving Tritons 10 Tokens, 0 VP
Remaining Races:
2. Bivouacking (5) During redeploy, place or move the 5 Encampment tokens in your region(s) that count as one unit each for defense.
3. Commando (4) You may conquer any region at -1 units.
4. 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.
5. 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.
6. Stout (4) You may go into Decline after conquering.
7. 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.
8. Were- (4) On even-numbered turns, conquer all regions at -2 tokens.
9. 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.
In Effect: A Gift from the Sky - Regions with their numbers colored yellow are still worth an additional victory point.
Necromancy Elixir - Lodwilk's Spirit Sorcerers will gain the Ghoul power upon going into decline (replacing their normal racial power).
Current Event: Ungodly Bribe - At the start of his or her turn, each player must either pay three victory coins to the victory stash or discard two active race tokens. New races coming into play this turn start with two less race tokens than usual.
Upcoming Event: None
Current Event Note: Only players with an active race get to make the decision (VP or Tokens). Players that choose a new race this turn HAVE to take two fewer tokens. You cannot spend the three points to avoid this.
Map
The Territories By Quadrant:
NORTHWEST
1. Dragon Coast
2. Witch Marsh (1) Flying Elves
3. World's End (1) Cursed Amazon
11. Windmillia (1) Cursed Amazon
12. Westros (1) Lost Tribe
13+. Rush Valley
14. Warlock Falls
15. Rolling Flats (1) Marauding Wizards
16. Ent's Harbor (1) Marauding Wizards
17. Swamps of Despair (1) Marauding Wizards
18. Leyland (1) Marauding Wizards
45. Norfolk (1) Cursed Amazon
NORTHEAST
5+. Ghitu Highlands (3) Pillaging Orcs
6. Ghitu Lowlands (3) Pillaging Orcs
7. Doveland (1) Seafaring Humans
8. Secluded Swamp (1) Seafaring Humans
9. Mount Mithril
10. Iron Spine
43. Waterwood (2) Seafaring Humans
44. White Crag
SOUTHEAST
20. Rivertown (2) Seafaring Humans
21. Gug (1) Merchant Skeleton
22. Crackling Steppes (3) Berserk Gypsies
23. Burning Steppes (2) Berserk Gypsies
24. Falling Leaves (2) Berserk Gypsies
25. Saint's Pride
34. Secluded Vale
35. High Peaks
36. Misty Vale (3) Berserk Gypsies
37. Mid Peaks
38. Southpeak
B. Rainbow Lake
C. Corner Sea
SOUTHWEST
27. Wool Road (1) Lost Tribe
28. Deathmaw (3) Spirit Sorcerers
29. Raptor's Nest
30. Platinum Plateau (1) Flying Elves
31+. Quicksilver Forest (2) Spirit Sorcerers
32. Midland (1) Spirit Sorcerers
33. Engorged Marsh (2) Swamp Trolls
39. Lowlands (3) Swamp Trolls
40. Tranquil Expanse (1) Swamp Trolls
41. Dryad's Retreat (1) Swamp Trolls
42. Silver Mist(2) Swamp Trolls
EDIT: It's up.
This is it! A good hint for this round to to go all-out for points unless you feel a key attack on an opponent will get you farther ahead.
Player Order
1. lodwilk (lodwilk in decline) (Lodwilk's Ghouls)
2. 3clipse (3clipse in decline)<--Yer up
3. Shushnik (Shushnik in decline)
4. Mordenthral (Mordenthral in decline)
5. Rorus Raz (Rorus Raz in decline)
Available Combinations:
Heroic Halflings: 11 tokens, 0 VP
Mounted White Ladies: 7 Tokens, 0 VP
Hill Giants: 10 tokens, 0 VP
Wealthy Goblins: 10 tokens, 0 VP
Forest Ghouls: 9 tokens, 0 VP
Peace-Loving Tritons 10 Tokens, 0 VP
Remaining Races:
2. Bivouacking (5) During redeploy, place or move the 5 Encampment tokens in your region(s) that count as one unit each for defense.
3. Commando (4) You may conquer any region at -1 units.
4. 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.
5. 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.
6. Stout (4) You may go into Decline after conquering.
7. 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.
8. Were- (4) On even-numbered turns, conquer all regions at -2 tokens.
9. 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.
Lodwilk
Decline Race:Spirit Sorcerers, Underworld Dwarves
Summary: Discard a troll in Silvermistand Engorged Marsh. Conqeur Platinum Plateau
Platinum Plateau 3 [2+1 Elf]
Redeploy
None
Net VP
15 vp (10 regions +1 for underworld dwarf in a mine region,+2 for owning swamp regions,+2 for controlling bonus vp areas)
In Effect: A Gift from the Sky - Regions with their numbers colored yellow are still worth an additional victory point.
Necromancy Elixir - Lodwilk's Spirit Sorcerers will gain the Ghoul power upon going into decline (replacing their normal racial power).
Current Event: Ungodly Bribe - At the start of his or her turn, each player must either pay three victory coins to the victory stash or discard two active race tokens. New races coming into play this turn start with two less race tokens than usual.
Upcoming Event: None
Current Event Note: Only players with an active race get to make the decision (VP or Tokens). Players that choose a new race this turn HAVE to take two fewer tokens. You cannot spend the three points to avoid this.
Map
The Territories By Quadrant:
NORTHWEST
1. Dragon Coast
2. Witch Marsh (1) Flying Elves
3. World's End (1) Cursed Amazon
11. Windmillia (1) Cursed Amazon
12. Westros (1) Lost Tribe
13+. Rush Valley
14. Warlock Falls
15. Rolling Flats (1) Marauding Wizards
16. Ent's Harbor (1) Marauding Wizards
17. Swamps of Despair (1) Marauding Wizards
18. Leyland (1) Marauding Wizards
45. Norfolk (1) Cursed Amazon
NORTHEAST
5+. Ghitu Highlands (3) Pillaging Orcs
6. Ghitu Lowlands (3) Pillaging Orcs
7. Doveland (1) Seafaring Humans
8. Secluded Swamp (1) Seafaring Humans
9. Mount Mithril
10. Iron Spine
43. Waterwood (2) Seafaring Humans
44. White Crag
SOUTHEAST
20. Rivertown (2) Seafaring Humans
21. Gug (1) Merchant Skeleton
22. Crackling Steppes (3) Berserk Gypsies
23. Burning Steppes (2) Berserk Gypsies
24. Falling Leaves (2) Berserk Gypsies
25. Saint's Pride
34. Secluded Vale
35. High Peaks
36. Misty Vale (3) Berserk Gypsies
37. Mid Peaks
38. Southpeak
B. Rainbow Lake
C. Corner Sea
SOUTHWEST
27. Wool Road (1) Lost Tribe
28. Deathmaw (1) Spirit Sorcerers
29. Raptor's Nest
30. Platinum Plateau B](3) Spirit Sorcerers[/B]
31+. Quicksilver Forest (1) Spirit Sorcerers
32. Midland (1) Spirit Sorcerers
33. Engorged Marsh (2) Swamp Trolls
39. Lowlands (2) Swamp Trolls
40. Tranquil Expanse (1) Swamp Trolls
41. Dryad's Retreat (1) Swamp Trolls
42. Silver Mist(1) Swamp Trolls