The RPG Duelling League
RPGDL Games => Forum Games => Topic started by: AndrewRogue on November 08, 2011, 01:45:00 AM
-
(http://i31.photobucket.com/albums/c358/AndrewRogue/Snow5.jpg?t=1328772686)
Check out the shiny new format I've got. Neat, ain't it?
-
Okay. For the first turn, I'm sticking with Magic Ogres, assuming they're at the top of the pile.
EDIT:
Entering and Conquering Region 3 with 2 Ogres.
3 Ogres on Region 10.
2 Ogres on Region 4.
1 Ogre on Region 11.
1 Ogre on Region 17.
1 Ogre on Region 12.
2 Ogres on Region 19.
Well, assuming this is at all possible, at least so far. May have misread the rules, since I'm rusty on Small World. =/ I'd also rather avoid rolling die before we have a defined chatroom for this at all.
EDIT: changed stuffs. Thanks, Andy.
-
You have 10 Ogres total (5 base, 5 from your power). In addition, the ogre ability lets you conquer all regions at one less Ogre. Since you're conquering empty spaces, you only need one Ogre if you'd like.
For a room, go ahead and use #RPGDLBoardGames
-
Snow: Could you clarify what the second Region 10 is supposed to be? Thanks!
-
Corrected the mistake.
-
Sorry, fell asleep at my compy last night =( I'll update tonight.
-
Believe this shit or not.
Putting one coin on Iron Dwarves to take Mystic Will o' Wisps. Deployment goes as follows. Ashley can confirm chat log.
[23:37] <NaNoWriMoRogue> Hatbot, you working?
[23:37] <+Hatbot> Only if you enjoy picking cactus spines out of tender places, NaNoWriMoRogue.
[23:38] <NaNoWriMoRogue> 1-3 = 1-3, 4-6 = Blank
[23:38] <NaNoWriMoRogue> roll 1d6 for Region 50
[23:38] * +Hatbot --> "NaNoWriMoRogue rolls 1d6 for Region 50 and gets 1."12 [1d6=1]
One Wisp to 50.
[23:38] <NaNoWriMoRogue> roll 1d6 for Region 51
[23:39] * +Hatbot --> "NaNoWriMoRogue rolls 1d6 for Region 51 and gets 3."12 [1d6=3]
One Wisp to 51
[23:39] <NaNoWriMoRogue> roll 1d6 for Region 52
[23:39] * +Hatbot --> "NaNoWriMoRogue rolls 1d6 for Region 52 and gets 3."12 [1d6=3]
One Wisp to 52
[23:40] <NaNoWriMoRogue> roll 1d6 for Region 44
[23:40] * +Hatbot --> "NaNoWriMoRogue rolls 1d6 for Region 44 and gets 3."12 [1d6=3]
One Wisp to 44
[23:41] <NaNoWriMoRogue> roll 1d6 for Region 42
[23:41] * +Hatbot --> "NaNoWriMoRogue rolls 1d6 for Region 42 and gets 4."12 [1d6=4]
2 Wisps to 42
[23:41] <NaNoWriMoRogue> roll 1d6 for Region 36
[23:41] * +Hatbot --> "NaNoWriMoRogue rolls 1d6 for Region 36 and gets 2."12 [1d6=2]
One Wisp to 36
[23:41] <NaNoWriMoRogue> roll 1d6 for Region 40
[23:41] * +Hatbot --> "NaNoWriMoRogue rolls 1d6 for Region 40 and gets 2."12 [1d6=2]
One Wisp to 40
[23:43] <NaNoWriMoRogue> roll 1d6 for Region 34
[23:43] * +Hatbot --> "NaNoWriMoRogue rolls 1d6 for Region 34 and gets 2."12 [1d6=2]
One Wisp to 34
[23:43] <NaNoWriMoRogue> roll 1d6 for Region 35
[23:43] * +Hatbot --> "NaNoWriMoRogue rolls 1d6 for Region 35 and gets 2."12 [1d6=2]
One Wisp to 35
No redeployments.
-
Spending 2 coins to take Vanishing Lizardmen.
Entering and conqouring at 15 with 2
Conqouring 23 with 4
Conqouring 24, 25, 26 with 2 each
PLACE/RELIC ME!
-
Taking the Reborn Iron Dwarves and the 2 coins.
Placing:
5 (4 dwarves vs. 2 monsters)
6 (2)
7 (2)
13 (2)
22 (2)
Conquering 5 gains me a place/relic! Andrew says it's the Flying Doormat.
Not redeploying anything.
Whee.
-
Next!
-
Will pay 1 to get the Adventurous Cultists.
10 Tokens to place, with a -1 cost around my first territory.
51 (3)
43 (3) Place/Item Token GET
52 (2)
54 (1)
50 (1 + roll)
As 51 is immune to attack, I will spread its two extra tokens to 54 and 50 if the attack on 50 is successful.
If the attack on 50 fails, then I will place the token from that assault on 43, and then place the tokens from 51 on 54 and 52 respectively.
-
Your attack was successful, Excal.
[13:10] * Hatbot --> "AndrewRogue rolls 1d6 for Excal and gets 1."12 [1d6=1]
You also gained possession of the Keep on the Motherland.
-
Can I move one of my Ogres in 10 to 18, one of the Ogres in 19 to 16 and then enter Decline? Or I can only either move or decline?
-
One or the other. If you Decline, it is the entirety of your turn.
-
EDIT: Nevermind, entering Decline.
-
My Wisps enter decline (damn you, Excal).
Next!
-
Pulling 6 troops, leaving 1 on each and 2 on 23.
Using them to conquor 32, 38 and 18. The first two via Lizard power via the river, 18 through the Great Pipes.
No redistribution.
-
Pull 7 troops, leaving 1 in each currently conquered space. I get 2 Silver Hammers -- +1 unit to conquer only -- for controlling two mine spaces.
Use Flying Doormat to make space 9 adjacent, conquering the monsters there with 3 dwarves and 1 silver hammer.
Conquer space 10 with 2 dwarves and 1 silver hammer.
Conquer space 1 with 2 dwarves.
Redeploy:
Andrew says my relic is the Crypt of the Tomb Raider. I place the Tomb Raider on space 7, and move a guy from space 1 to space 10. Turn over!
-
Next
-
Alright, I redeploy my Great Old One to 43, and then pull up all extras, as well as vacate 50, 51, and 54, leaving me with eight tokens to place.
Attacks
35 (2)
33 (4)
37 (1)
42 (1+roll, need 1 or more)
Redeployment will happen when I see which artifact/location I get, and see if my attack succeeded.
-
[22:22] * Hatbot (~Hatbot@cpe-70-113-207-78.austin.res.rr.com) has joined #RPGDLBoardGames
[22:22] <AndrewRogue> roll 1d6
[22:22] * Hatbot --> "AndrewRogue rolls 1d6 and gets 4."12 [1d6=4]
No success on the attack =(
You find the Altar of Souls!
-
Alright, then I'll put the guy who failed on 37, and shuffle one guy from 33 to 52
-
Next
-
How many coins do I need for the Royal Mummies?
-
2. One for each race you bypass.
-
Spending 2 victory coins for Royal Mummies.
3 on 50
3 on 51
3 on 49
3 on 53
3 on 54
Leaving the Queen on 51.
-
Sorry for the delay, it has been a hecticish week and I had other things on my mind. Life is under control now and I'll be updating daily if possible through all of your plays! Anyhow.
Snow: Mummies require an extra unit to conquer a location. As such, an empty space takes 3, space with one enemy 4, etc, etc.
-
Edits made.
-
Pay 3 Coins to take Martyr Flames.
Place my Volcano at 41.
2 Flames to 42 (removing 1 Wisp), 37 (removing 2 Cultists), 35 (Removing 2 Cultists) and 33 (Removing 3 Cultists and conquering the Altar of Souls).
No redeploy.
Use the Altar of Souls to drop the Wisp on 44 for another 3 coins.
4 Cultists need to be redeployed.
-
They can all go to 52.
Also, Edit: Ow.
-
Going into decline. Poof ^ ^
-
Decline party woo~
(Going into decline as well.)
-
Well, if all the cool kids are doing it, who am I to resist peer pressure?
Decline!
-
Decline party, woo.
Oontz, oontz, oontz, oontz, oontz...
-
Joining the decline party because I'm not sure there's much to do otherwise without risking shit. >_>
Oontz oontz oontz
-
Pick up one Flame from each area.
1 to 43, 50, 49, 48.
Take control of the Keep on the Borderland (and gain an extra coin as a result).
Gain the Shiny Orb.
Sacrifice a Wisp to the Altar for 3 coins.
-
I don't think the title was necessary<G>
Anyway, taking Flocking Gnomes.
Entering through 3.
Spending 2 tokens to conqour 3, 4, 11, 18
Spending 3 tokens to conqour 10.
Redistributing the third piece from 10 to 4.
-
Last race should be Drow. Sorry about that!
-
Well now I regret doing so. Hmph. I see how it is.
I'll take Tomb Spiderines.
Entering on 3, 4 tokens
Continuing to 10, 4 tokens
Continuing to 18, 4 tokens
-
Redistributing 2 to 11, 1 to 4.
-
Belated
-
Alright, I'll take the Shadow Mimes, and use their power to swap Immortal with Vampiric, so they will become Vampiric Shadow Mimes.
I will then spill out into
45 (2)
44 (2)
35 (3)
38 (2)
43 (Blood sucking, ie. Your Token dies, I get a new one in its place) Also, claiming Keep on the Borderlands.
32 (1+Roll)
When all is said and done, I will setup like follows.
Strip from 45, 44, 38, place half of excess on 43, other half on 35.
Edit: Didn't realize 52 was occupied. So a change is in order.
-
Sorry for the (second) delay -- we're sans internet until late tonight. Andrew will try to get things up and running again tonight/tomorrow.
Thanks for sticking with our three-month-and-counting game! <_<
-
Three months of my life is a small price to pay in order to command a swarm of rampaging, blood sucking mimes.
-
Internet back.
Ahem. Unfortunately, all races are capped by the number of tokens they naturally possess. Shadow Mimes (unless I'm horribly mistaken) have 12 tokens, so you're actually unable to vampire at this juncture. Do you wish to keep you actions otherwise?
-
... They don't suck blood?
Ah what the hey. Yeah, I'll hang on to the adorable bastards for the time being. Let's get this game moving forward again.
-
A'ighty. Update tonight once my desktop is all set-up!
-
45 should only have one token, and that extra should be on 43.
Reviewed the FAQ for Vampire. You can use a token from your hand to Vampire with. So, accounting for you being one token short in your original placement (you get 12, you only placed 11), I believe this is how things should work. Lemme know if anything is wrong, Excal.
-
Just thought I'd point it out, since this game has been wacky for time and it may have been missed.
-
Mang, I -forgot- how to play this game. How do I shot web
Heck, I think I have to pick a race since last I remember I declined mummies. I'll get back to this tomorrow morning. >_>
-
Okay. Picking up the Wise Mushrooms. Entering from 15.
2 at 15
2 at 23
2 at 24
3 at 25