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Author Topic: Small World (Game over, Davio wins)  (Read 22471 times)

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Davio

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Re: Small World (Round VII, TheMunch's turn)
« Reply #225 on: February 19, 2013, 02:29:28 am »

Well, I just read the last line:
Quote
Davio, it's your turn. Redeploy your troops or put a race into decline.

But I'm fine with him redeploying. I would just conquer 34 instead of 27 probably.
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Qvist

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Re: Small World (Round VII, TheMunch's turn)
« Reply #226 on: February 19, 2013, 03:36:33 am »

Well, TheMunch, come here and redploy and place your Fortress.

TheMunch

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Re: Small World (Round VII, TheMunch's turn)
« Reply #227 on: February 19, 2013, 10:55:27 am »

Yea I'll just put 1 in 26, 1 and a fortress in 27 but it doesn't really matter...
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Qvist

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Re: Small World (Round VII, TheMunch's turn)
« Reply #228 on: February 19, 2013, 10:57:29 am »

Yea I'll just put 1 in 26, 1 and a fortress in 27 but it doesn't really matter...

You don't get an extra Skeleton because you only attacked one region.
But you are able to redeploy you current Skeletons.

TheMunch

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Re: Small World (Round VII, TheMunch's turn)
« Reply #229 on: February 19, 2013, 05:41:26 pm »

Uh, I didn't only attack one region?
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Tables

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Re: Small World (Round VII, TheMunch's turn)
« Reply #230 on: February 19, 2013, 05:42:41 pm »

You did. 26 and 27 are empty.

Edit: Well that's what Qvist means anyway. Skeletons don't increase in numbers by walking into empty regions!
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...spin-offs are still better for all of the previously cited reasons.
But not strictly better, because the spinoff can have a different cost than the expansion.

TheMunch

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Re: Small World (Round VII, TheMunch's turn)
« Reply #231 on: February 19, 2013, 05:43:28 pm »

Oh i see, I get 1 extra, cause I succeeded in 27.  For some reason I thought I failed.

So yeah just 1 in 27.  And a fortress in 26 or 27; doesn't matter.
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TheMunch

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Re: Small World (Round VII, TheMunch's turn)
« Reply #232 on: February 19, 2013, 05:44:48 pm »

Take 6 in hand.

3 in 5, 2 in 26, 1 in 27 (need roll)


This is what I did.  27 Succeeded.  So I get 1 extra to skeleton to deploy.  I will deploy that extra Skeleton and the Fortress in 27.  I get 11 Coins.
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Tables

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Re: Small World (Round VII, TheMunch's turn)
« Reply #233 on: February 19, 2013, 05:52:40 pm »

No, you only conquered one occupied region. You get one skeleton per two occupied regions. Only 5 was occupied.
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...spin-offs are still better for all of the previously cited reasons.
But not strictly better, because the spinoff can have a different cost than the expansion.

TheMunch

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Re: Small World (Round VII, TheMunch's turn)
« Reply #234 on: February 19, 2013, 05:57:22 pm »

Oh I didn't realize that was a clause.
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Qvist

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Re: Small World (Round VII, TheMunch's turn)
« Reply #235 on: February 22, 2013, 07:18:17 am »

Sorry for that TheMunch.
I still waited for you for the redeployment, but let's just assume you only put one extra Fortress on 27.

Davio, I think then you have to change your move.

Davio

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Re: Small World (Round VII, TheMunch's turn)
« Reply #236 on: February 22, 2013, 07:19:43 am »

Sorry for that TheMunch.
I still waited for you for the redeployment, but let's just assume you only put one extra Fortress on 27.

Davio, I think then you have to change your move.
Like I said, I'd just conquer 34 instead of 27.
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Qvist

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Re: Small World (Round VII, TheMunch's turn)
« Reply #237 on: February 22, 2013, 07:20:23 am »

Sorry, I missed that.

Qvist

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Re: Small World (Round VI, Tables' turn)
« Reply #238 on: February 22, 2013, 07:26:50 am »


Davio collects 20 coins.




Available Races:

8 Spirit Dwarves Gain $4
Spirit When sent into decline, your spirit tokens do not count toward the "only 1 race in decline" limit.
Dwarves Collect 1 bonus coin for each mine you occupy at turn's end, even when in decline.

12 Stout Ratmen Costs $0
Stout You may go into decline at the end of a regular turn of conquests, after scoring.
Ratmen No race benefit.

10 Wealthy Elves Costs $2
Wealthy Collect 7 bonus coins, once only, at the end of your first turn on the map.
Elves When conquered, you suffer no loss; withdraw all your tokens from the region.

10 Seafaring Trolls Costs $3
Seafaring You may conquer seas and lakes as if they were empty regions. You retain these even after going into decline.
Trolls Place a Troll's lair in each region you occupy to increase its defense by 1. Troll's lairs stay when trolls go into decline.

10 Swamp Halflings Costs $4
Swamp Collect 1 bonus coin for each Swamp you occupy at turn's end.
Halflings Your first conquest may be anywhere. Also play a hole-in-the-ground in the first 2 regions you conquer to make them immune to opponents' conquests and racial and special powers.

10 Flying Humans Costs $5
Flying You may conquer any region, not just an adjacent one.
Humans Collect 1 bonus coin for each farmland region you occupy at turn's end.

Players (Turn Order)
Tables: Decline: 2 Wizards / 70 Coins
TheMunch: 11 Fortified Skeletons / 52 Coins
Davio: 9 Forest Amazons & 7 Ghouls / 87 Coins
Jimmmmm: 10 Pillaging Giants & Decline: 1 Sorcerer / 59 Coins
Archetype: 8 Hill Orcs / 61 Coins


Jimmmmm, it's your turn. Redeploy your troops or put a race into decline.

Jimmmmm

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Re: Small World (Round VII, Jimmmmm's turn)
« Reply #239 on: February 22, 2013, 09:36:10 am »

Decline
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Qvist

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Re: Small World (Round VI, Tables' turn)
« Reply #240 on: February 24, 2013, 06:52:34 pm »


Jimmmmm collects 7 coins.




Available Races:

8 Spirit Dwarves Gain $4
Spirit When sent into decline, your spirit tokens do not count toward the "only 1 race in decline" limit.
Dwarves Collect 1 bonus coin for each mine you occupy at turn's end, even when in decline.

12 Stout Ratmen Costs $0
Stout You may go into decline at the end of a regular turn of conquests, after scoring.
Ratmen No race benefit.

10 Wealthy Elves Costs $2
Wealthy Collect 7 bonus coins, once only, at the end of your first turn on the map.
Elves When conquered, you suffer no loss; withdraw all your tokens from the region.

10 Seafaring Trolls Costs $3
Seafaring You may conquer seas and lakes as if they were empty regions. You retain these even after going into decline.
Trolls Place a Troll's lair in each region you occupy to increase its defense by 1. Troll's lairs stay when trolls go into decline.

10 Swamp Halflings Costs $4
Swamp Collect 1 bonus coin for each Swamp you occupy at turn's end.
Halflings Your first conquest may be anywhere. Also play a hole-in-the-ground in the first 2 regions you conquer to make them immune to opponents' conquests and racial and special powers.

10 Flying Humans Costs $5
Flying You may conquer any region, not just an adjacent one.
Humans Collect 1 bonus coin for each farmland region you occupy at turn's end.

Players (Turn Order)
Tables: Decline: 2 Wizards / 70 Coins
TheMunch: 11 Fortified Skeletons / 52 Coins
Davio: 9 Forest Amazons & 7 Ghouls / 87 Coins
Jimmmmm: Decline: 7 Giants / 66 Coins
Archetype: 8 Hill Orcs / 61 Coins


Archetype, it's your turn. Redeploy your troops or put a race into decline.

Qvist

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Re: Small World (Round VII, Archetype's turn)
« Reply #241 on: February 27, 2013, 05:21:17 am »

Bump!

Archetype

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Re: Small World (Round VII, Archetype's turn)
« Reply #242 on: February 28, 2013, 08:55:27 pm »

Wow, sorry, completely forgot about this!

If I decline, I get one turn with a different race, right?

If so, Decline.
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Davio

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Re: Small World (Round VII, Archetype's turn)
« Reply #243 on: March 01, 2013, 02:46:32 am »

Wow, sorry, completely forgot about this!

If I decline, I get one turn with a different race, right?

If so, Decline.
That is correct.
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Qvist

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Re: Small World (Round VI, Tables' turn)
« Reply #244 on: March 01, 2013, 03:50:57 am »


Archetype collects 6 coins.




Available Races:

8 Spirit Dwarves Gain $4
Spirit When sent into decline, your spirit tokens do not count toward the "only 1 race in decline" limit.
Dwarves Collect 1 bonus coin for each mine you occupy at turn's end, even when in decline.

12 Stout Ratmen Costs $0
Stout You may go into decline at the end of a regular turn of conquests, after scoring.
Ratmen No race benefit.

10 Wealthy Elves Costs $2
Wealthy Collect 7 bonus coins, once only, at the end of your first turn on the map.
Elves When conquered, you suffer no loss; withdraw all your tokens from the region.

10 Seafaring Trolls Costs $3
Seafaring You may conquer seas and lakes as if they were empty regions. You retain these even after going into decline.
Trolls Place a Troll's lair in each region you occupy to increase its defense by 1. Troll's lairs stay when trolls go into decline.

10 Swamp Halflings Costs $4
Swamp Collect 1 bonus coin for each Swamp you occupy at turn's end.
Halflings Your first conquest may be anywhere. Also play a hole-in-the-ground in the first 2 regions you conquer to make them immune to opponents' conquests and racial and special powers.

10 Flying Humans Costs $5
Flying You may conquer any region, not just an adjacent one.
Humans Collect 1 bonus coin for each farmland region you occupy at turn's end.

Players (Turn Order)
Tables: Decline: 2 Wizards / 70 Coins
TheMunch: 11 Fortified Skeletons / 52 Coins
Davio: 9 Forest Amazons & 7 Ghouls / 87 Coins
Jimmmmm: Decline: 7 Giants / 66 Coins
Archetype: Decline: 6 Hill Orcs / 67 Coins


Last round starts!
Tables, it's your turn. Choose a new race and deploy it.

Tables

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Re: Small World (Round VIII, Tables' turn)
« Reply #245 on: March 01, 2013, 08:00:49 am »

Obvious choice is obvious.

Spirit Dwarves, 43-45. No redeploy.
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...spin-offs are still better for all of the previously cited reasons.
But not strictly better, because the spinoff can have a different cost than the expansion.

Qvist

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Re: Small World (Round VI, Tables' turn)
« Reply #246 on: March 03, 2013, 06:26:41 pm »


Tables collects 11 coins.




Available Races:

12 Stout Ratmen Collect $1
Stout You may go into decline at the end of a regular turn of conquests, after scoring.
Ratmen No race benefit.

10 Wealthy Elves Costs $1
Wealthy Collect 7 bonus coins, once only, at the end of your first turn on the map.
Elves When conquered, you suffer no loss; withdraw all your tokens from the region.

10 Seafaring Trolls Costs $2
Seafaring You may conquer seas and lakes as if they were empty regions. You retain these even after going into decline.
Trolls Place a Troll's lair in each region you occupy to increase its defense by 1. Troll's lairs stay when trolls go into decline.

10 Swamp Halflings Costs $3
Swamp Collect 1 bonus coin for each Swamp you occupy at turn's end.
Halflings Your first conquest may be anywhere. Also play a hole-in-the-ground in the first 2 regions you conquer to make them immune to opponents' conquests and racial and special powers.

10 Flying Humans Costs $4
Flying You may conquer any region, not just an adjacent one.
Humans Collect 1 bonus coin for each farmland region you occupy at turn's end.

7 Merchant Sorcerers Costs $5
Merchant Collect one bonus coin for any region you occupy at turn's end.
Sorcerers Once per opponent per turn, substitute a single opponent token with a new Sorcerer token from the tray, to conquer an adjacent region.

Players (Turn Order)
Tables: 8 Spirit Dwarves Decline: 2 Wizards / 81 Coins
TheMunch: 11 Fortified Skeletons / 52 Coins
Davio: 7 Forest Amazons & 7 Ghouls / 87 Coins
Jimmmmm: Decline: 7 Giants / 66 Coins
Archetype: Decline: 6 Hill Orcs / 67 Coins


TheMunch, it's your turn. Redeploy your troops or put a race into decline.

Jimmmmm

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Re: Small World (Round VIII, TheMunch's turn)
« Reply #247 on: March 07, 2013, 06:28:09 pm »

Bump.
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TheMunch

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Re: Small World (Round VIII, TheMunch's turn)
« Reply #248 on: March 08, 2013, 09:48:35 am »

I feel like I've been checking this thread, and didn't realize it was my turn... Pretty sure yesterday I went, 'geez who we waiting on, the game is already over anyway...'

Ooops.
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TheMunch

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Re: Small World (Round VIII, TheMunch's turn)
« Reply #249 on: March 08, 2013, 09:51:04 am »

I'll just take 32, deploy  the fortress in 26. Take 13 coins.

I wish I had these skeletons much earlier in the game.
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