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Gutter Owl posted:Hire Illusionists (3 influence remaining). Could I convince you to leave those Illusionists to me? I cannot get any other unit from the monastery, and removing an attack would fit with not having any block whatsoever in my deck.
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# ? Nov 1, 2014 20:12 |
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# ? May 12, 2024 08:40 |
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Gutter Owl kind of called them at the start of last page and used them to buy the spell, so I'm a bit reluctant to step back. I can do so if Gutter Owl wants - on the other hand, round's nearly over so there's every chance another will roll up quite soon.
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# ? Nov 1, 2014 20:16 |
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...I asked for them like three turns ago, why didn't you say something then? I built my last few turns on hiring them and spending their influence. (Otherwise I would've taken Underground Travel over Charm when I knocked over the tower.)
gutterdaughter fucked around with this message at 20:23 on Nov 1, 2014 |
# ? Nov 1, 2014 20:19 |
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Sorry I must have missed or forgot it that you called dibs on them. Probably three turns ago they weren't even in my plans, I've kinda drifted to the monastery. Carry on, no worries.
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# ? Nov 1, 2014 20:25 |
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Play Tremor and Rage sideways for 2 move, explore the tile next to me.
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# ? Nov 1, 2014 23:41 |
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Wolfhawk's Turn Volkare - 28 deck. 4 city, 5 keep, 8 dragons, 8 orcs. Arythea (Fat Samurai) - 5 hand, 0 deck. Krang (Tekopo) - 5 hand, 3 deck. Tovak (Gutter Owl) - 5 hand, 4 deck. Wolfhawk (Bubble-T) - 3 hand, 6 deck. Unit Offer | Fame/Reputation Track
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# ? Nov 2, 2014 00:08 |
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Yell at the orcs then take a green mana die to Concentrate a Crushing Bolt at their faces. Then end my turn.
Bubble-T fucked around with this message at 00:30 on Nov 2, 2014 |
# ? Nov 2, 2014 00:28 |
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Wolfhawk splats the orcs. Volkare draws a white. Arythea's Turn Arythea's CO is invalid due to missing mana in the source, thanks to Volkare. Volkare - 27 deck. 4 city, 5 keep, 8 dragons, 8 orcs. Arythea (Fat Samurai) - 5 hand, 0 deck. Krang (Tekopo) - 5 hand, 3 deck. Tovak (Gutter Owl) - 5 hand, 4 deck. Wolfhawk (Bubble-T) - 5 hand, 2 deck. Unit Offer | Fame/Reputation Track
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# ? Nov 2, 2014 01:04 |
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Well, I can do basically the same by playing Promise and a sideways Stamina for 3 influence, +1 from the reputation track (why the hell do I have positive reputation). Heal my monks. Put three cards from my discard back to my deck, because of Tactics.
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# ? Nov 2, 2014 13:58 |
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Long Night is activated. Krang's Turn Volkare - 27 deck. 4 city, 5 keep, 8 dragons, 8 orcs. Arythea (Fat Samurai) - 5 hand, 1 deck. Krang (Tekopo) - 5 hand, 3 deck. Tovak (Gutter Owl) - 5 hand, 4 deck. Wolfhawk (Bubble-T) - 5 hand, 2 deck. Unit Offer | Fame/Reputation Track
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# ? Nov 2, 2014 17:01 |
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Mana search first (sorry been away)
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# ? Nov 3, 2014 01:33 |
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The gold rerolls to a black, and a black (I assume?) rerolls to a blue.
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# ? Nov 3, 2014 03:02 |
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Take blue die if available. Cast Mist Form for Move 4. Hills and mountains become impassable, lakes and other terrain become move cost 2. Move to lake and explore. (Goblins don't jump me because of the wall). If there is no Healing Glade on the new tile, play March and Stamina for move 4, move back to swamp Healing Glade. End turn, throw away a wound from hand. Yet another rule I've had wrong this entire time. Go me. gutterdaughter fucked around with this message at 16:19 on Nov 3, 2014 |
# ? Nov 3, 2014 06:52 |
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goblins jump you if the hex you are moving to is not protected by a wall, even if there was one in the hex you are moving from.
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# ? Nov 3, 2014 12:58 |
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Use Savage Harvesting (unpowered) to move to the plain next to me and discard Mana Draw to gain a crystal.
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# ? Nov 3, 2014 17:00 |
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Updates will be run in a few hours. I'm now on call until Christmas, which means I have to leave work a little later than before. I've also gained a physical time limit for this game - or at least a point at which I will have to take a bit of a pause - which is 'by the time my work visa comes through and I get to move to the literal other side of the world'. Weeks off, though.
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# ? Nov 3, 2014 17:13 |
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Tovak's Turn Please ignore the gaping chasm, Vassal got a bit confused for a moment. Volkare - 27 deck. 4 city, 5 keep, 8 dragons, 8 orcs. Arythea (Fat Samurai) - 5 hand, 1 deck. Krang (Tekopo) - 5 hand, 1 deck. Tovak (Gutter Owl) - 4 hand, 4 deck. Wolfhawk (Bubble-T) - 5 hand, 2 deck. Unit Offer | Fame/Reputation Track Stelas fucked around with this message at 21:24 on Nov 3, 2014 |
# ? Nov 3, 2014 20:50 |
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Tovak Take blue die, cast Mist Form for Move 4. All terrain is move 2, hills and mountains are impassable. Move Northwest and explore.
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# ? Nov 3, 2014 21:13 |
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I clicked edit instead of quote cuz I'm smart, so please check one post upwards.
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# ? Nov 3, 2014 21:25 |
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Tovak, cont'd Crack a green crystal, play March (powered) for Move 4. Move NW-NE to the healing glade. End turn, throw away a wound from hand.
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# ? Nov 3, 2014 21:37 |
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Wolfhawk's Turn Volkare - 27 deck. 4 city, 5 keep, 8 dragons, 8 orcs. Arythea (Fat Samurai) - 5 hand, 1 deck. Krang (Tekopo) - 5 hand, 1 deck. Tovak (Gutter Owl) - 5 hand, 1 deck. Wolfhawk (Bubble-T) - 5 hand, 2 deck. Unit Offer | Fame/Reputation Track
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# ? Nov 3, 2014 21:40 |
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Book of Wisdom throwing away Mana Draw to take Dodge and Weave, end my turn.
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# ? Nov 3, 2014 23:20 |
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Volkare draws a blue. By CO, Arythea: quote:1) Play Tranquillity unpowered Some Sorcerors show up. quote:b.2) 6, and the Source hates me: Power up Concentration into Swiftness with my green crystal, play Battle Versatility normally for the extra point. Arythea is still, somehow, in first place for reputation. Arythea levels and gains a skill choice, an advanced action choice, and an artifact choice. The artifacts are on her play area. Arythea flips: Invocation (Once a turn, discard a wound for a black or red mana token, or any other deed card for a white or green mana token.) Power of Pain (Once a turn, play a wound sideways for +2 Move, Influence, Block or Attack.) Krang's Turn Volkare - 26 deck. 4 city, 5 keep, 8 dragons, 8 orcs. Arythea (Fat Samurai) - 2/5 hand, 0 deck, skill choice, action choice, artifact choice. Krang (Tekopo) - 5 hand, 1 deck. Tovak (Gutter Owl) - 5 hand, 1 deck. Wolfhawk (Bubble-T) - 5 hand, 1 deck. Unit Offer | Fame/Reputation Track
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# ? Nov 3, 2014 23:41 |
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Nevermind, change of plans. It'd be nice if you don't somehow use both red dice, though. gutterdaughter fucked around with this message at 23:57 on Nov 3, 2014 |
# ? Nov 3, 2014 23:50 |
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Well I'm gonna be stuck in a desert no matter what and I don't have enough novement + attack/block the take the tower, so I'll play Rage and Determination sideways to move to the village, then using Disguise and using a red mana dice to play Ruthless coercion (powered) to recruit the Utem Crossbowmen. Edit: And mana search two Black dice.
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# ? Nov 3, 2014 23:55 |
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Tovak No move. Call out the Orc Trenchers. No siege. Take a hit on the chin, because it's sporting. Take red die, play Rage (powered), slaughter orcs. End turn, throw away a wound. --- If round end has not been called: Do nothing, throw away a wound. Once round end has been called (or once I'm out of wounds): Play Swiftness for Move 2. Move southeast, challenge Goblins. Intercept one attack with Illusionists, unharmed. Take blue die, play Shield Bash (powered), block the second attack, reduce goblin armor to 1. Play Crystalize (sideways) for Attack 1, kill Goblins. End turn, level. Could you guys could try to leave one blue die in the source for me for this? Please and thank you! gutterdaughter fucked around with this message at 16:17 on Nov 4, 2014 |
# ? Nov 4, 2014 00:07 |
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Get Invocation, because making COs isn't difficult enough with just Polarization. The game insist on me being able to recruit stuff with Gold and Influence skills, but gently caress it. I'm not Norowas and the people I can recruit in Villages are cheap anyway. What I need is a Mage Tower, dammit. Pick up the Shield of the Fallen Rings and Counterattack, because they combo too well even if I lack block and I'm likely to have them on my hand only once (next turn). Edit: I've just seen your post, GO. Problem with that is that I have the exact cards needs to blast them in my next turn. The other option is to wait one hex to the left of where you want to go to provoke the orcs, but discarding a card to wait while you heal means I don't have enough movement the following turn to move anywhere, so that's three cards wasted, including an artifact and an advanced action. On the other hand, you can move an explore East with the cards you've posted, and maybe pop up some other enemies in the discovered tile. I gues I could move to your proposed location and play cards sideways to explore East, and leave the orcs for you next round, too. Fat Samurai fucked around with this message at 01:08 on Nov 4, 2014 |
# ? Nov 4, 2014 00:49 |
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Krang's mana search brings up some new mana for once! Krang picks up some dudes. Tovak gets a wound and immediately heals it up. Wolfhawk's Turn Volkare - 26 deck. 4 city, 5 keep, 8 dragons, 8 orcs. Arythea (Fat Samurai) - 4 hand, 0 deck. Krang (Tekopo) - 3 hand, 0 deck. Tovak (Gutter Owl) - 5 hand, 0 deck. Wolfhawk (Bubble-T) - 5 hand, 1 deck. Unit Offer | Fame/Reputation Track
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# ? Nov 4, 2014 01:04 |
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Tekopo I assume you want that tower at some point, no point in me taking it out from under you since this isn't competitive March (taking green die) and Swiftness to move NE across the hills and deserts. That's all, I think.
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# ? Nov 4, 2014 01:22 |
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The only thing I can do with my hand next turn is get a crystal. Can I call end of round or do people want to do 2 more actions rather than one more?
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# ? Nov 4, 2014 08:45 |
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Tekopo posted:The only thing I can do with my hand next turn is get a crystal. Can I call end of round or do people want to do 2 more actions rather than one more? I only need one. Fat Samurai posted:Edit: I've just seen your post, GO. Problem with that is that I have the exact cards needs to blast them in my next turn. The other option is to wait one hex to the left of where you want to go to provoke the orcs, but discarding a card to wait while you heal means I don't have enough movement the following turn to move anywhere, so that's three cards wasted, including an artifact and an advanced action. Quoting this in case GO didn't see my edit. Fat Samurai fucked around with this message at 08:52 on Nov 4, 2014 |
# ? Nov 4, 2014 08:50 |
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I only need one round as well. CO for next turn: I'll be playing Dodge and Weave and my last card (Determination, I think) sideways for 2 move to explore the tile next to me. Play Fire Bolt for a red crystal, flip my skill for a blue crystal and play Crystallise for a white crystal if possible (white or blue mana in the source). Otherwise a crystal of whatever colour is possible. edit: that all changes if someone else explores that tile, obviously! Bubble-T fucked around with this message at 09:57 on Nov 4, 2014 |
# ? Nov 4, 2014 09:24 |
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Go for it, Fat Samurai. A 2 fame kill isn't that important to me. I can sit here and heal for the rest of the round.
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# ? Nov 4, 2014 16:06 |
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Alright then, I'll call end of turn on my next turn then.
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# ? Nov 4, 2014 16:12 |
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Gutter Owl posted:Go for it, Fat Samurai. A 2 fame kill isn't that important to me. I can sit here and heal for the rest of the round. Wait, wait, wait, hold all your horses. I was messing up the phases here and/or thought the orcs would attack me yesterday when writing my plan (while being completely happy with spending the same 2 move for exploring than I need to move out of the way, go me). I could dash to the village with my entire hand, you heal, I call end of round the following turn and you get the last turn for doing whatever you want to the poor orcs. We delay the end of round one turn with respect to Tekopo declaring on his next turn, though. I think it's inneficient, but if you like the cards in the offer and want to level up now to getsome more hand space, there is a choice. Orders, Option 1 Power up Stamina with green mana to advance to the space NW of the orcs and taunt them. If not available, discard a Rage to Invocate some Green Mana. Play my fancy Shield to block both attacks, Counterattack to kill them in style. Orders, Option 2 Power up Stamina with green mana to advance to the space NW of the orcs and do not taunt them. If not available, discard a Rage to Invocate some Green Mana. Play the rest of my hand sideways to advance to the village. Let's go with option 1 unless someone has a better idea. Fat Samurai fucked around with this message at 17:58 on Nov 4, 2014 |
# ? Nov 4, 2014 17:15 |
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Nah, I don't mind waiting until next round to level. I'm about to hit a skill level, not a stat level. I'd rather fire that when I have a chance to use my shiny new advanced action.
gutterdaughter fucked around with this message at 17:50 on Nov 4, 2014 |
# ? Nov 4, 2014 17:45 |
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Gutter Owl posted:Nah, I don't mind waiting until next round to level. I'm about to hit a skill level, not a stat level. I'd rather fire that when I have a chance to use my shiny new advanced action. Good, I'm editing my post, then.
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# ? Nov 4, 2014 17:52 |
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Wolfhawk finishes her move. Volkare draws a green. Arythea doesn't need to use Rage - she can just Polarize the white in the source. She jobs some orcs. Quick note: we're running out of orcs, so I've pulled the ones from Volkare's sheet back to the stack for now. They'll get drawn when someone actually fights him. Krang's Turn Volkare - 25 deck. 4 city, 5 keep, 8 dragons, 8 orcs. Arythea (Fat Samurai) - 1 hand, 0 deck. Krang (Tekopo) - 3 hand, 0 deck. Tovak (Gutter Owl) - 5 hand, 0 deck. Wolfhawk (Bubble-T) - 4 hand, 0 deck. Unit Offer | Fame/Reputation Track
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# ? Nov 4, 2014 20:11 |
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New CO: Take blue die, Crystalize (powered) for white crystal. End turn, heal.
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# ? Nov 4, 2014 20:17 |
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# ? May 12, 2024 08:40 |
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Can I call end of night?
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# ? Nov 4, 2014 21:02 |