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[Small World] - Game 7 - a call to arms

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    SlickShughesSlickShughes Registered User regular
    edited January 2011
    SlickSHughes

    Picking up the Cursed Dwarves (earn 9). Take 45 (2), roll for 44 (need a 2 or 3) fail!
    Redeploy onto 45.

    Score 1(region) + 1(mine) + 5(declined orcs) + 9(cursed gold) = 16

    Board!
    swg7r73.jpg

    The Territories:
    NORTHWEST
    1. Drake Sea
    2. Dragon Coast 1 Triton
    3. Witch Marsh 2 Historian Ghouls
    4. World's End 1 Historian Ghouls
    7. Warlock Falls 1 Triton
    8. Westros 2 Historian Ghouls
    9. Windmillia 2 Peace-Loving Elves
    12. Rush Valley 1 Orc
    13. Rolling Flats 3 Peace-Loving Elves
    17. Norfolk 1 Orc
    18. Ent's Harbor 1 Orc
    19. Swamps of Despair 1 Orc
    20. Leyland 1 Orc

    NORTH EAST
    5. Northwoods 1 Historian Ghouls
    6. Ghitu Highlands 1 Historian Ghouls
    10. Mount Mithril 1 Historian Ghouls
    11. Ghitu Lowlands 1 Historian Ghouls
    14. Iron Spine 1 Historian Ghoul
    15. Secluded Swamp 1 Peace-Loving Elf
    16. Doveland 1 Peace-Loving Elf
    22. Waterwood 1 Pillaging Troll with Lair
    23. White Crag 1 Peace-Loving Elf

    SOUTHEAST
    21. Rainbow Lake
    26. Piercing Delta 1 Pillaging Troll with Lair
    27. Rivertown 1 Pillaging Troll with Lair
    31. Saint's Pride 1 Peace-Loving Elf
    32. Falling Leaves [COLOR="Orange"1 Peace-Loving Elf[/COLOR]
    33. Burning Steppes 1 Pillaging Troll with Lair
    34. Gug 1 Pillaging Troll with Lair
    39. Secluded Vale 1 Peace-Loving Elf
    40. Mid Peaks
    41. High Peaks
    42. Crackling Steppes 1 Pillaging Troll with Lair
    46. Southpeak
    47. Misty Vale
    48. Corner Sea

    SOUTHWEST
    24. Wool Road 3 Merchant Skeletons
    25. Valorock 1 Human
    28. Raptor's Nest 1 Gypsies
    29. Deathmaw 1 Merchant Skeletons
    30. Midland 1 Merchant Skeletons
    35. Platinum Plateau 1 Merchant Skeletons
    36. Quicksilver Forest 1 Merchant Skeletons
    37. Tranquil Expanse 2 Merchant Skeletons
    38. Engorged Marsh 2 Merchant Skeletons
    43. Silver Mist
    44. Dryad's Retreat (1) Lost Tribe
    45. Lowlands 3 Cursed Dwarves

    Combos:
    swg7r45combos.jpg
    1. Alchemist Ratmen (12) (+2 VP each turn; start with more tokens)
    2. Bivouacking Sorcerers (10) (place five camps during reinforcement; can conquer a region containing a single active race token by discarding it and replacing with a new Sorcerer from the tray -- ability may be used on each opponent once per turn)
    3. Heroic Halflings (11) (place two Hero tokens at reinforcement - cannot be conquered; place a hole-in-the-ground token (cannot be conquered) in the first two regions conquered, and may perform initial conquest in any region, not just edge of map)
    4. Diplomatic Amazons (11) (name another player - if you didn't attack their active race, they cannot attack your Amazons; +4 tokens for conquest, must be removed during redeployment)
    5. Wealthy Priestesses (8) (+7 VP upon selection; in decline, move one token from each region into a tower in a single region, discarding the others, and score one VP for each token in the tower)

    Final event:
    Blood Brothers
    During this turn, each player may conquer regions occupied by the active race tokens of the player before them with 1 fewer token than usual (but a minimum of 1, still).


    Round 8, Turn Order:
    SlickSHughes (decay)
    Extermatott (decay)
    Void Slayer (decay)
    Hippie (decay)
    schuss (decay)

    SlickShughes on
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    ExtermatottExtermatott Registered User regular
    edited January 2011
    I think Darian should update the board after those 3 turns (I'm to lazy to mentally figure out where people are). Also I don't think schuss gets points for the tritons cause dont they disappear? I may have forgotten something.

    Extermatott on
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    SlickShughesSlickShughes Registered User regular
    edited January 2011
    Also I don't think schuss gets points for the tritons cause dont they disappear? I may have forgotten something.

    Good call. Also, strictly speaking we need a new race/power combo, though I doubt anyone is buying that far down.

    SlickShughes on
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    schussschuss Registered User regular
    edited January 2011
    Also I don't think schuss gets points for the tritons cause dont they disappear? I may have forgotten something.

    Good call. Also, strictly speaking we need a new race/power combo, though I doubt anyone is buying that far down.

    Yeah, wasn't sure if it moved to spirit and I got points or ???? . This is my first game, so 10VP?

    schuss on
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    SlickShughesSlickShughes Registered User regular
    edited January 2011
    schuss wrote: »
    Also I don't think schuss gets points for the tritons cause dont they disappear? I may have forgotten something.

    Good call. Also, strictly speaking we need a new race/power combo, though I doubt anyone is buying that far down.

    Yeah, wasn't sure if it moved to spirit and I got points or ???? . This is my first game, so 10VP?

    Spirit is only used with the Spirit special power, which lets you have two declined races.

    SlickShughes on
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    DarianDarian Yellow Wizard The PitRegistered User regular
    edited January 2011
    schuss VP from round 7:
    schuss wrote: »
    Declining!
    8 territories+2 tritons+3 races into decline = 13 VP

    Tritons are discarded when the ghouls go into decline, so only 11 VP scored there

    Working on the board update through Slick's play

    Darian on
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    DarianDarian Yellow Wizard The PitRegistered User regular
    edited January 2011
    Board!
    swg7r81.jpg

    The Territories:
    NORTHWEST
    1. Drake Sea
    2. Dragon Coast 1 Triton
    3. Witch Marsh 2 Historian Ghouls
    4. World's End 1 Historian Ghouls
    7. Warlock Falls 1 Triton
    8. Westros 2 Historian Ghouls
    9. Windmillia 2 Peace-Loving Elves
    12. Rush Valley 1 Orc
    13. Rolling Flats 3 Peace-Loving Elves
    17. Norfolk 1 Orc
    18. Ent's Harbor 1 Orc
    19. Swamps of Despair 1 Orc
    20. Leyland 1 Orc

    NORTH EAST
    5. Northwoods 1 Historian Ghouls
    6. Ghitu Highlands 1 Historian Ghouls
    10. Mount Mithril 1 Historian Ghouls
    11. Ghitu Lowlands 1 Historian Ghouls
    14. Iron Spine 1 Historian Ghoul
    15. Secluded Swamp 1 Peace-Loving Elf
    16. Doveland 1 Peace-Loving Elf
    22. Waterwood 1 Pillaging Troll with Lair
    23. White Crag 1 Peace-Loving Elf

    SOUTHEAST
    21. Rainbow Lake
    26. Piercing Delta 1 Troll with Lair
    27. Rivertown 1 Troll with Lair
    31. Saint's Pride 1 Peace-Loving Elf
    32. Falling Leaves 1 Peace-Loving Elf
    33. Burning Steppes 1 Troll with Lair
    34. Gug 1 Troll with Lair
    39. Secluded Vale 1 Peace-Loving Elf
    40. Mid Peaks
    41. High Peaks
    42. Crackling Steppes 1 Troll with Lair
    46. Southpeak
    47. Misty Vale
    48. Corner Sea

    SOUTHWEST
    24. Wool Road 3 Merchant Skeletons
    25. Valorock 1 Human
    28. Raptor's Nest 1 Gypsies
    29. Deathmaw 1 Merchant Skeletons
    30. Midland 1 Merchant Skeletons
    35. Platinum Plateau 1 Merchant Skeletons
    36. Quicksilver Forest 1 Merchant Skeletons
    37. Tranquil Expanse 2 Merchant Skeletons
    38. Engorged Marsh 2 Merchant Skeletons
    43. Silver Mist
    44. Dryad's Retreat (1) Lost Tribe
    45. Lowlands 3 Cursed Dwarves

    Combos:
    swg7r81combos.jpg
    1. Alchemist Ratmen (12) (+2 VP each turn; start with more tokens)
    2. Bivouacking Sorcerers (10) (place five camps during reinforcement; can conquer a region containing a single active race token by discarding it and replacing with a new Sorcerer from the tray -- ability may be used on each opponent once per turn)
    3. Heroic Halflings (11) (place two Hero tokens at reinforcement - cannot be conquered; place a hole-in-the-ground token (cannot be conquered) in the first two regions conquered, and may perform initial conquest in any region, not just edge of map)
    4. Diplomatic Amazons (11) (name another player - if you didn't attack their active race, they cannot attack your Amazons; +4 tokens for conquest, must be removed during redeployment)
    5. Wealthy Priestesses (8) (+7 VP upon selection; in decline, move one token from each region into a tower in a single region, discarding the others, and score one VP for each token in the tower)
    6. Seafaring Kobolds (16) (can conquer sea regions and the lake; cannot ever conquer or hold a region with fewer than 2 tokens)

    Final event:
    Blood Brothers
    During this turn, each player may conquer regions occupied by the active race tokens of the player before them with 1 fewer token than usual (but a minimum of 1, still).


    Round 8, Turn Order:
    [strike]SlickSHughes (decay)[/strike]
    Extermatott (decay)
    Void Slayer (decay)
    Hippie (decay)
    schuss (decay)


    Extermatott is active

    Darian on
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    ExtermatottExtermatott Registered User regular
    edited January 2011
    For the Bivouacking Sorcerers does their power mean that I can replace a skeleton and an elf with a sorcerer for free on the spots where there are only one? Do I need to be next to those spots to do that?

    Extermatott on
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    DarianDarian Yellow Wizard The PitRegistered User regular
    edited January 2011
    During a given turn, you can use the sorcerers' power to conquer a region containing a single active race token. You can do this once to each opponent. So, yes, you can. But yes, you need to first control a region adjacent to your target. (Don't forget you can also attack the dwarves at -1 token. But then, they've already scored for Slick so it won't affect his score if you do so.)

    Darian on
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    ExtermatottExtermatott Registered User regular
    edited January 2011
    Alright taking the Alchemist Ratmen, take 28(3), 35(3), 29(3), and 36(3), no final conquest, redeploy so 1 is on 28, 4 on 29, 4 on 36 and 3 on 35, score 4 ratmen + 6 trolls + 2 power = 12

    Board!
    swg7r81.jpg

    The Territories:
    NORTHWEST
    1. Drake Sea
    2. Dragon Coast 1 Triton
    3. Witch Marsh 2 Historian Ghouls
    4. World's End 1 Historian Ghouls
    7. Warlock Falls 1 Triton
    8. Westros 2 Historian Ghouls
    9. Windmillia 2 Peace-Loving Elves
    12. Rush Valley 1 Orc
    13. Rolling Flats 3 Peace-Loving Elves
    17. Norfolk 1 Orc
    18. Ent's Harbor 1 Orc
    19. Swamps of Despair 1 Orc
    20. Leyland 1 Orc

    NORTH EAST
    5. Northwoods 1 Historian Ghouls
    6. Ghitu Highlands 1 Historian Ghouls
    10. Mount Mithril 1 Historian Ghouls
    11. Ghitu Lowlands 1 Historian Ghouls
    14. Iron Spine 1 Historian Ghoul
    15. Secluded Swamp 1 Peace-Loving Elf
    16. Doveland 1 Peace-Loving Elf
    22. Waterwood 1 Pillaging Troll with Lair
    23. White Crag 1 Peace-Loving Elf

    SOUTHEAST
    21. Rainbow Lake
    26. Piercing Delta 1 Troll with Lair
    27. Rivertown 1 Troll with Lair
    31. Saint's Pride 1 Peace-Loving Elf
    32. Falling Leaves 1 Peace-Loving Elf
    33. Burning Steppes 1 Troll with Lair
    34. Gug 1 Troll with Lair
    39. Secluded Vale 1 Peace-Loving Elf
    40. Mid Peaks
    41. High Peaks
    42. Crackling Steppes 1 Troll with Lair
    46. Southpeak
    47. Misty Vale
    48. Corner Sea

    SOUTHWEST
    24. Wool Road 3 Merchant Skeletons
    25. Valorock 1 Human
    28. Raptor's Nest 1 Ratmen
    29. Deathmaw 4 Ratmen
    30. Midland 1 Merchant Skeletons
    35. Platinum Plateau 3 Ratmen
    36. Quicksilver Forest 4 Ratmen
    37. Tranquil Expanse 2 Merchant Skeletons
    38. Engorged Marsh 2 Merchant Skeletons
    43. Silver Mist
    44. Dryad's Retreat (1) Lost Tribe
    45. Lowlands 3 Cursed Dwarves

    Combos:
    swg7r81combos.jpg
    1. Alchemist Ratmen (12) (+2 VP each turn; start with more tokens)
    2. Bivouacking Sorcerers (10) (place five camps during reinforcement; can conquer a region containing a single active race token by discarding it and replacing with a new Sorcerer from the tray -- ability may be used on each opponent once per turn)
    3. Heroic Halflings (11) (place two Hero tokens at reinforcement - cannot be conquered; place a hole-in-the-ground token (cannot be conquered) in the first two regions conquered, and may perform initial conquest in any region, not just edge of map)
    4. Diplomatic Amazons (11) (name another player - if you didn't attack their active race, they cannot attack your Amazons; +4 tokens for conquest, must be removed during redeployment)
    5. Wealthy Priestesses (8) (+7 VP upon selection; in decline, move one token from each region into a tower in a single region, discarding the others, and score one VP for each token in the tower)
    6. Seafaring Kobolds (16) (can conquer sea regions and the lake; cannot ever conquer or hold a region with fewer than 2 tokens)

    Final event:
    Blood Brothers
    During this turn, each player may conquer regions occupied by the active race tokens of the player before them with 1 fewer token than usual (but a minimum of 1, still).


    Round 8, Turn Order:
    [strike]SlickSHughes (decay)[/strike]
    [strike]Extermatott (decay)[/strike]
    Void Slayer (decay)
    Hippie (decay)
    schuss (decay)

    Extermatott on
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    Void SlayerVoid Slayer Very Suspicious Registered User regular
    edited January 2011
    Great, well I was gonna attack the orcs.
    Picking up 4 skeletons, taking 44 with 3 skeletons. Final conquest of 33, need 2 or 3.
    Nice a 1
    Redeploy to 30.
    My hopes of a 18 point turn crushed, I score 10.

    Board!
    swg7r81.jpg

    The Territories:
    NORTHWEST
    1. Drake Sea
    2. Dragon Coast 1 Triton
    3. Witch Marsh 2 Historian Ghouls
    4. World's End 1 Historian Ghouls
    7. Warlock Falls 1 Triton
    8. Westros 2 Historian Ghouls
    9. Windmillia 2 Peace-Loving Elves
    12. Rush Valley 1 Orc
    13. Rolling Flats 3 Peace-Loving Elves
    17. Norfolk 1 Orc
    18. Ent's Harbor 1 Orc
    19. Swamps of Despair 1 Orc
    20. Leyland 1 Orc

    NORTH EAST
    5. Northwoods 1 Historian Ghouls
    6. Ghitu Highlands 1 Historian Ghouls
    10. Mount Mithril 1 Historian Ghouls
    11. Ghitu Lowlands 1 Historian Ghouls
    14. Iron Spine 1 Historian Ghoul
    15. Secluded Swamp 1 Peace-Loving Elf
    16. Doveland 1 Peace-Loving Elf
    22. Waterwood 1 Pillaging Troll with Lair
    23. White Crag 1 Peace-Loving Elf

    SOUTHEAST
    21. Rainbow Lake
    26. Piercing Delta 1 Troll with Lair
    27. Rivertown 1 Troll with Lair
    31. Saint's Pride 1 Peace-Loving Elf
    32. Falling Leaves 1 Peace-Loving Elf
    33. Burning Steppes 1 Troll with Lair
    34. Gug 1 Troll with Lair
    39. Secluded Vale 1 Peace-Loving Elf
    40. Mid Peaks
    41. High Peaks
    42. Crackling Steppes 1 Troll with Lair
    46. Southpeak
    47. Misty Vale
    48. Corner Sea

    SOUTHWEST
    24. Wool Road 1 Merchant Skeletons
    25. Valorock 1 Human
    28. Raptor's Nest 1 Ratmen
    29. Deathmaw 4 Ratmen
    30. Midland 2 Merchant Skeletons
    35. Platinum Plateau 3 Ratmen
    36. Quicksilver Forest 4 Ratmen
    37. Tranquil Expanse 1 Merchant Skeletons
    38. Engorged Marsh 1 Merchant Skeletons
    43. Silver Mist
    44. Dryad's Retreat 3 Merchant Skeletons
    45. Lowlands 3 Cursed Dwarves

    Combos:
    swg7r81combos.jpg
    1. Alchemist Ratmen (12) (+2 VP each turn; start with more tokens)
    2. Bivouacking Sorcerers (10) (place five camps during reinforcement; can conquer a region containing a single active race token by discarding it and replacing with a new Sorcerer from the tray -- ability may be used on each opponent once per turn)
    3. Heroic Halflings (11) (place two Hero tokens at reinforcement - cannot be conquered; place a hole-in-the-ground token (cannot be conquered) in the first two regions conquered, and may perform initial conquest in any region, not just edge of map)
    4. Diplomatic Amazons (11) (name another player - if you didn't attack their active race, they cannot attack your Amazons; +4 tokens for conquest, must be removed during redeployment)
    5. Wealthy Priestesses (8) (+7 VP upon selection; in decline, move one token from each region into a tower in a single region, discarding the others, and score one VP for each token in the tower)
    6. Seafaring Kobolds (16) (can conquer sea regions and the lake; cannot ever conquer or hold a region with fewer than 2 tokens)

    Final event:
    Blood Brothers
    During this turn, each player may conquer regions occupied by the active race tokens of the player before them with 1 fewer token than usual (but a minimum of 1, still).


    Round 8, Turn Order:
    [strike]SlickSHughes (decay)[/strike]
    [strike]Extermatott (decay)[/strike]
    [strike]Void Slayer (decay)[/strike]
    Hippie (decay) <--- Your Up!
    schuss (decay)

    Void Slayer on
    He's a shy overambitious dog-catcher on the wrong side of the law. She's an orphaned psychic mercenary with the power to bend men's minds. They fight crime!
  • Options
    DarianDarian Yellow Wizard The PitRegistered User regular
    edited January 2011
    The new combo is ransacking white ladies

    Board!
    swg7r82.jpg

    The Territories:
    NORTHWEST
    1. Drake Sea
    2. Dragon Coast 1 Triton
    3. Witch Marsh 2 Historian Ghouls
    4. World's End 1 Historian Ghouls
    7. Warlock Falls 1 Triton
    8. Westros 2 Historian Ghouls
    9. Windmillia 2 Peace-Loving Elves
    12. Rush Valley 1 Orc
    13. Rolling Flats 3 Peace-Loving Elves
    17. Norfolk 1 Orc
    18. Ent's Harbor 1 Orc
    19. Swamps of Despair 1 Orc
    20. Leyland 1 Orc

    NORTH EAST
    5. Northwoods 1 Historian Ghouls
    6. Ghitu Highlands 1 Historian Ghouls
    10. Mount Mithril 1 Historian Ghouls
    11. Ghitu Lowlands 1 Historian Ghouls
    14. Iron Spine 1 Historian Ghoul
    15. Secluded Swamp 1 Peace-Loving Elf
    16. Doveland 1 Peace-Loving Elf
    22. Waterwood 1 Pillaging Troll with Lair
    23. White Crag 1 Peace-Loving Elf

    SOUTHEAST
    21. Rainbow Lake
    26. Piercing Delta 1 Troll with Lair
    27. Rivertown 1 Troll with Lair
    31. Saint's Pride 1 Peace-Loving Elf
    32. Falling Leaves 1 Peace-Loving Elf
    33. Burning Steppes 1 Troll with Lair
    34. Gug 1 Troll with Lair
    39. Secluded Vale 1 Peace-Loving Elf
    40. Mid Peaks
    41. High Peaks
    42. Crackling Steppes 1 Troll with Lair
    46. Southpeak
    47. Misty Vale
    48. Corner Sea

    SOUTHWEST
    24. Wool Road 3 Merchant Skeletons
    25. Valorock 1 Human
    28. Raptor's Nest 1 Alchemist Ratmen
    29. Deathmaw 4 Alchemist Ratmen
    30. Midland 1 Merchant Skeletons
    35. Platinum Plateau 3 Alchemist Ratmen
    36. Quicksilver Forest 4 Alchemist Ratmen
    37. Tranquil Expanse 2 Merchant Skeletons
    38. Engorged Marsh 2 Merchant Skeletons
    43. Silver Mist
    44. Dryad's Retreat (1) Lost Tribe
    45. Lowlands 3 Cursed Dwarves

    Combos:
    swg7r82combos.jpg
    1. Bivouacking Sorcerers (10) (place five camps during reinforcement; can conquer a region containing a single active race token by discarding it and replacing with a new Sorcerer from the tray -- ability may be used on each opponent once per turn)
    2. Heroic Halflings (11) (place two Hero tokens at reinforcement - cannot be conquered; place a hole-in-the-ground token (cannot be conquered) in the first two regions conquered, and may perform initial conquest in any region, not just edge of map)
    3. Diplomatic Amazons (11) (name another player - if you didn't attack their active race, they cannot attack your Amazons; +4 tokens for conquest, must be removed during redeployment)
    4. Wealthy Priestesses (8) (+7 VP upon selection; in decline, move one token from each region into a tower in a single region, discarding the others, and score one VP for each token in the tower)
    5. Seafaring Kobolds (16) (can conquer sea regions and the lake; cannot ever conquer or hold a region with fewer than 2 tokens)
    6. Ransacking White Ladies (6) (take one VP from an opponent whenever you conquer a region held by their active race; cannot be conquered in decline)

    Final event:
    Blood Brothers
    During this turn, each player may conquer regions occupied by the active race tokens of the player before them with 1 fewer token than usual (but a minimum of 1, still).


    Round 8, Turn Order:
    [strike]SlickSHughes (decay)[/strike]
    [strike]Extermatott (decay)[/strike]
    Void Slayer (decay)
    Hippie (decay)
    schuss (decay)

    Void Slayer!

    Darian on
  • Options
    Void SlayerVoid Slayer Very Suspicious Registered User regular
    edited January 2011
    Woo beat the host to it! Ill repost my turn with Darian's update.

    Void Slayer on
    He's a shy overambitious dog-catcher on the wrong side of the law. She's an orphaned psychic mercenary with the power to bend men's minds. They fight crime!
  • Options
    Void SlayerVoid Slayer Very Suspicious Registered User regular
    edited January 2011
    Great, well I was gonna attack the orcs.
    Picking up 4 skeletons, taking 44 with 3 skeletons. Final conquest of 33, need 2 or 3.
    Nice a 1
    Redeploy to 30.
    My hopes of a 18 point turn crushed, I score 10.

    Board!
    swg7r82.jpg

    The Territories:
    NORTHWEST
    1. Drake Sea
    2. Dragon Coast 1 Triton
    3. Witch Marsh 2 Historian Ghouls
    4. World's End 1 Historian Ghouls
    7. Warlock Falls 1 Triton
    8. Westros 2 Historian Ghouls
    9. Windmillia 2 Peace-Loving Elves
    12. Rush Valley 1 Orc
    13. Rolling Flats 3 Peace-Loving Elves
    17. Norfolk 1 Orc
    18. Ent's Harbor 1 Orc
    19. Swamps of Despair 1 Orc
    20. Leyland 1 Orc

    NORTH EAST
    5. Northwoods 1 Historian Ghouls
    6. Ghitu Highlands 1 Historian Ghouls
    10. Mount Mithril 1 Historian Ghouls
    11. Ghitu Lowlands 1 Historian Ghouls
    14. Iron Spine 1 Historian Ghoul
    15. Secluded Swamp 1 Peace-Loving Elf
    16. Doveland 1 Peace-Loving Elf
    22. Waterwood 1 Pillaging Troll with Lair
    23. White Crag 1 Peace-Loving Elf

    SOUTHEAST
    21. Rainbow Lake
    26. Piercing Delta 1 Troll with Lair
    27. Rivertown 1 Troll with Lair
    31. Saint's Pride 1 Peace-Loving Elf
    32. Falling Leaves 1 Peace-Loving Elf
    33. Burning Steppes 1 Troll with Lair
    34. Gug 1 Troll with Lair
    39. Secluded Vale 1 Peace-Loving Elf
    40. Mid Peaks
    41. High Peaks
    42. Crackling Steppes 1 Troll with Lair
    46. Southpeak
    47. Misty Vale
    48. Corner Sea

    SOUTHWEST
    24. Wool Road 1 Merchant Skeletons
    25. Valorock 1 Human
    28. Raptor's Nest 1 Alchemist Ratmen
    29. Deathmaw 4 Alchemist Ratmen
    30. Midland 2 Merchant Skeletons
    35. Platinum Plateau 3 Alchemist Ratmen
    36. Quicksilver Forest 4 Alchemist Ratmen
    37. Tranquil Expanse 1 Merchant Skeletons
    38. Engorged Marsh 1 Merchant Skeletons
    43. Silver Mist
    44. Dryad's Retreat 3 Merchant Skeletons
    45. Lowlands 3 Cursed Dwarves

    Combos:
    swg7r82combos.jpg
    1. Bivouacking Sorcerers (10) (place five camps during reinforcement; can conquer a region containing a single active race token by discarding it and replacing with a new Sorcerer from the tray -- ability may be used on each opponent once per turn)
    2. Heroic Halflings (11) (place two Hero tokens at reinforcement - cannot be conquered; place a hole-in-the-ground token (cannot be conquered) in the first two regions conquered, and may perform initial conquest in any region, not just edge of map)
    3. Diplomatic Amazons (11) (name another player - if you didn't attack their active race, they cannot attack your Amazons; +4 tokens for conquest, must be removed during redeployment)
    4. Wealthy Priestesses (8) (+7 VP upon selection; in decline, move one token from each region into a tower in a single region, discarding the others, and score one VP for each token in the tower)
    5. Seafaring Kobolds (16) (can conquer sea regions and the lake; cannot ever conquer or hold a region with fewer than 2 tokens)
    6. Ransacking White Ladies (6) (take one VP from an opponent whenever you conquer a region held by their active race; cannot be conquered in decline)

    Final event:
    Blood Brothers
    During this turn, each player may conquer regions occupied by the active race tokens of the player before them with 1 fewer token than usual (but a minimum of 1, still).


    Round 8, Turn Order:
    [strike]SlickSHughes (decay)[/strike]
    [strike]Extermatott (decay)[/strike]
    [strike]Void Slayer (decay)[/strike]
    Hippie (decay)
    schuss (decay)

    Void Slayer on
    He's a shy overambitious dog-catcher on the wrong side of the law. She's an orphaned psychic mercenary with the power to bend men's minds. They fight crime!
  • Options
    DarianDarian Yellow Wizard The PitRegistered User regular
    edited January 2011
    Yeah, I missed your post there.

    Hippie!

    Board!
    swg7r83.jpg

    Darian on
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    HippieHippie Registered User regular
    edited January 2011
    Picking up 3
    Taking 12 (3)

    Scoring 9 regions + 3 no active race

    Board!
    swg7r83.jpg

    The Territories:
    NORTHWEST
    1. Drake Sea
    2. Dragon Coast 1 Triton
    3. Witch Marsh 2 Historian Ghouls
    4. World's End 1 Historian Ghouls
    7. Warlock Falls 1 Triton
    8. Westros 2 Historian Ghouls
    9. Windmillia 1 Peace-Loving Elf
    12. Rush Valley 3 Peace-Loving Elves
    13. Rolling Flats 1 Peace-Loving Elf
    17. Norfolk 1 Orc
    18. Ent's Harbor 1 Orc
    19. Swamps of Despair 1 Orc
    20. Leyland 1 Orc

    NORTH EAST
    5. Northwoods 1 Historian Ghouls
    6. Ghitu Highlands 1 Historian Ghouls
    10. Mount Mithril 1 Historian Ghouls
    11. Ghitu Lowlands 1 Historian Ghouls
    14. Iron Spine 1 Historian Ghoul
    15. Secluded Swamp 1 Peace-Loving Elf
    16. Doveland 1 Peace-Loving Elf
    22. Waterwood 1 Pillaging Troll with Lair
    23. White Crag 1 Peace-Loving Elf

    SOUTHEAST
    21. Rainbow Lake
    26. Piercing Delta 1 Troll with Lair
    27. Rivertown 1 Troll with Lair
    31. Saint's Pride 1 Peace-Loving Elf
    32. Falling Leaves 1 Peace-Loving Elf
    33. Burning Steppes 1 Troll with Lair
    34. Gug 1 Troll with Lair
    39. Secluded Vale 1 Peace-Loving Elf
    40. Mid Peaks
    41. High Peaks
    42. Crackling Steppes 1 Troll with Lair
    46. Southpeak
    47. Misty Vale
    48. Corner Sea

    SOUTHWEST
    24. Wool Road 1 Merchant Skeletons
    25. Valorock 1 Human
    28. Raptor's Nest 1 Alchemist Ratmen
    29. Deathmaw 4 Alchemist Ratmen
    30. Midland 2 Merchant Skeletons
    35. Platinum Plateau 3 Alchemist Ratmen
    36. Quicksilver Forest 4 Alchemist Ratmen
    37. Tranquil Expanse 1 Merchant Skeletons
    38. Engorged Marsh 1 Merchant Skeletons
    43. Silver Mist
    44. Dryad's Retreat 3 Merchant Skeletons
    45. Lowlands 3 Cursed Dwarves

    Combos:
    swg7r82combos.jpg
    1. Bivouacking Sorcerers (10) (place five camps during reinforcement; can conquer a region containing a single active race token by discarding it and replacing with a new Sorcerer from the tray -- ability may be used on each opponent once per turn)
    2. Heroic Halflings (11) (place two Hero tokens at reinforcement - cannot be conquered; place a hole-in-the-ground token (cannot be conquered) in the first two regions conquered, and may perform initial conquest in any region, not just edge of map)
    3. Diplomatic Amazons (11) (name another player - if you didn't attack their active race, they cannot attack your Amazons; +4 tokens for conquest, must be removed during redeployment)
    4. Wealthy Priestesses (8) (+7 VP upon selection; in decline, move one token from each region into a tower in a single region, discarding the others, and score one VP for each token in the tower)
    5. Seafaring Kobolds (16) (can conquer sea regions and the lake; cannot ever conquer or hold a region with fewer than 2 tokens)
    6. Ransacking White Ladies (6) (take one VP from an opponent whenever you conquer a region held by their active race; cannot be conquered in decline)

    Final event:
    Blood Brothers
    During this turn, each player may conquer regions occupied by the active race tokens of the player before them with 1 fewer token than usual (but a minimum of 1, still).


    Round 8, Turn Order:
    [strike]SlickSHughes (decay)[/strike]
    [strike]Extermatott (decay)[/strike]
    [strike]Void Slayer (decay)[/strike]
    [strike]Hippie (decay)[/strike]
    schuss (decay)

    Hippie on
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    Void SlayerVoid Slayer Very Suspicious Registered User regular
    edited January 2011
    I told you about the elves man, but no body listened, it's the elves.

    Void Slayer on
    He's a shy overambitious dog-catcher on the wrong side of the law. She's an orphaned psychic mercenary with the power to bend men's minds. They fight crime!
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    DarianDarian Yellow Wizard The PitRegistered User regular
    edited January 2011
    Hippie scores:
    9 regions + 3 (peaceful) + 1 (human) = 13 VP


    schuss: take your Ghoul expansion first, then choose your new race and take your regular turn.

    Darian on
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    schussschuss Registered User regular
    edited January 2011
    OK
    Ghouls - picking up 2 and taking 7

    Taking bivouacking sorcerers -
    Enter at 46 - 3
    Take 39 - 2
    Take 31 - 2
    Use power on 32, 38
    No final conquest.
    Score 9 for ghouls+5 for sorcerers = 14 VP - 1 for taking sorcs?

    schuss on
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    DarianDarian Yellow Wizard The PitRegistered User regular
    edited January 2011
    No -1 VP, since they are the first available combo.

    Also, you get 10 sorcerers in addition to any from your power (those come from the box), and you've only used 7 so far. What would you like to do with the last three? Also also, you get to place 5 bivouacs total in one or more of your regions with sorcerers.

    Darian on
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    SlickShughesSlickShughes Registered User regular
    edited January 2011
    Darian wrote: »
    Also also, you get to place 5 bivouacs total in one or more of your regions with sorcerers.

    Isn't that sort of moot, given that he's the last player on the last turn?

    SlickShughes on
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    schussschuss Registered User regular
    edited January 2011
    Darian wrote: »
    No -1 VP, since they are the first available combo.

    Also, you get 10 sorcerers in addition to any from your power (those come from the box), and you've only used 7 so far. What would you like to do with the last three? Also also, you get to place 5 bivouacs total in one or more of your regions with sorcerers.

    Sorry, I used 2 tokens to use their "exchanging" power on 2 territories. Place bivouacs wherever.

    schuss on
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    DarianDarian Yellow Wizard The PitRegistered User regular
    edited January 2011
    schuss wrote: »
    Darian wrote: »
    No -1 VP, since they are the first available combo.

    Also, you get 10 sorcerers in addition to any from your power (those come from the box), and you've only used 7 so far. What would you like to do with the last three? Also also, you get to place 5 bivouacs total in one or more of your regions with sorcerers.

    Sorry, I used 2 tokens to use their "exchanging" power on 2 territories. Place bivouacs wherever.

    The sorcerer to conquer by replacement (using their power) come out of the box, not from your 10. Sorcerers and Skeletons are the only races in the base game that can increase the number of tokens you have over time.

    And yeah, the bivouacs are moot. I'll just let those last three sorcerers take a mountain someplace and finish this game up.

    Darian on
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    schussschuss Registered User regular
    edited January 2011
    Darian wrote: »
    schuss wrote: »
    Darian wrote: »
    No -1 VP, since they are the first available combo.

    Also, you get 10 sorcerers in addition to any from your power (those come from the box), and you've only used 7 so far. What would you like to do with the last three? Also also, you get to place 5 bivouacs total in one or more of your regions with sorcerers.

    Sorry, I used 2 tokens to use their "exchanging" power on 2 territories. Place bivouacs wherever.

    The sorcerer to conquer by replacement (using their power) come out of the box, not from your 10. Sorcerers and Skeletons are the only races in the base game that can increase the number of tokens you have over time.

    And yeah, the bivouacs are moot. I'll just let those last three sorcerers take a mountain someplace and finish this game up.

    That works, though I thought I could use the power if I had unused sorcerers.

    schuss on
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    ExtermatottExtermatott Registered User regular
    edited January 2011
    So the game is done?

    How is this going to work, will Darian count up all the points and make a leader board, or are we gong to post what we got one by one? (PS I haven't been counting my points...)

    Extermatott on
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    SlickShughesSlickShughes Registered User regular
    edited January 2011
    So the game is done?

    How is this going to work, will Darian count up all the points and make a leader board, or are we gong to post what we got one by one? (PS I haven't been counting my points...)

    I added up everyone's points last week after I took my last turn, but I left my notepad at home. If Darian doesn't post the score by tonight I'll post my tally.

    SlickShughes on
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    HippieHippie Registered User regular
    edited January 2011
    I havn't been keeping track of scores at all.

    Hippie on
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    DarianDarian Yellow Wizard The PitRegistered User regular
    edited January 2011
    Hippie wrote: »
    I havn't been keeping track of scores at all.

    And it showed! You guys let SlickShughes at least tie for first place in seven out of the eight rounds of play; someone should have been going after his orcs and giants instead of letting him just keep scoring with them.

    Final board:
    swg7r85.jpg

    Final combos:
    swg7r85combos.jpg

    And the score:
    SlickShughes: 92
    Hippie: 77
    schuss: 76
    Void Slayer: 66
    Extermatott: 59

    While you aren't permitted to keep an accurate tally for everyone in Smallworld, you do need to try to pay attention to who seems to be getting the most VP.
    Nice job by SlickShughes, though, of staying under the radar and sticking his guys in relatively safe regions; congrats on your victory!

    Darian on
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    ExtermatottExtermatott Registered User regular
    edited January 2011
    SHIT I CAME IN LAST!

    Though I blame my terrible start due to being new. All around I had fun playing though. Thanks for running it Darian!

    Extermatott on
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    schussschuss Registered User regular
    edited January 2011
    Woo, I didn't completely suck!

    Thanks for running it, had a lot of fun!

    schuss on
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    HippieHippie Registered User regular
    edited January 2011
    Yay, not bad for my first time.

    Hippie on
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    SlickShughesSlickShughes Registered User regular
    edited January 2011
    Darian wrote: »
    Nice job by SlickShughes, though, of staying under the radar and sticking his guys in relatively safe regions; congrats on your victory!

    Thanks Dar. I credit my victory to race combos that make sense:
    hill_giant.jpg
    Dire_Wolf.jpg
    FYI, the first 3 image results for "Cursed Dwarves" lead to this thread.

    SlickShughes on
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    Void SlayerVoid Slayer Very Suspicious Registered User regular
    edited January 2011
    were famous! Congratulation on your victory and thanks to darian for running the game.

    I credit my defeat to race combos that made no sense. At least I attacked the orcs a bit.

    Void Slayer on
    He's a shy overambitious dog-catcher on the wrong side of the law. She's an orphaned psychic mercenary with the power to bend men's minds. They fight crime!
  • Options
    ExtermatottExtermatott Registered User regular
    edited January 2011
    I would have won if I had race combos that made no sense. I WANT FLYING DWARVES!

    Extermatott on
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