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Subject: Game 12: 6 players - all extensions + tests Compendium II rss

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This is a fast game, get ready to post once a day at least...

We use http://www.pbegames.com/roller/ sending to dsxdiceroller@gmail.com for the dice rolls (Roll 1d6; 4, 5 and 6 are 0).

Rules to the expansions (PDF):
Grand Dames:
http://static1.daysofwonder.com/smallworld/lang/english/imag...
Cursed!:
http://static1.daysofwonder.com/smallworld/lang/english/imag...
Leaders:
http://static0.daysofwonder.com/smallworld/lang/english/imag...
Small World Community's Compendium I (v4):
http://files.boardgamegeek.com/file/download/5y14v9ronw/sw_c...

Special rules for this game:

- We will also test some elements of the Compendium II, here are the races and powers :

- White Ladies are out until some great idea to fix them is found...
- To be sure these races and powers will be in game, each time a combo is generated, there is 33% of chance that the power is picked amongst the CII ones to be tested and the same percent for the race to be from the CII.

Players Order:
1) Desaix 96
2) Lars Wagner Hansen 88
3) Bruce Shackelford 62
4) Steek Du Rietz 24
5) Ryen alicandro 21
6) Jim bo 7
 
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Re: Game 12: 5 or 6 players - all extensions + tests Compendium II
Remaining Powers

01 - Alchemist [4]
XX - Berserk [4]
XX - Bivouacking [5]
XX - Commando [4]
02 - Cursed [0]
XX - Diplomat [5]
XX- Dragon Master [5]
03 - Flying [5]
04 - Forest [4]
XX - Fortified [3]
05 - Heroic [5]
XX - Hill [4]
XX- Historian [5]
06 - Hordes of [5]
XX - Marauding [5]
07 - Merchant [2]
XX - Mounted [5]
08 - Peace Loving [4]
XX - Pillaging [5]
XX - Ransacking [4]
XX - Seafaring [5]
09 - Spirit [5]
10- Swamp [4]
11 - Stout [4]
12- Underworld [5]
13 - Wealthy [4]
XX - Were- [4]
14 – Riverine [5]
15 – Cowardly [5]
XX – Martyr [3]
16 – Trapper [5]

CII Powers
XX - Mysterious [5]
XX - Elephant Masters [5]
XX - Assassins [5]

Remaining Races

XX - Amazons [6]
XX – Grey Dwarves [3]
01 - Elves [6]
XX - Ghouls [5]
XX - Giants [6]
XX - Gipsies [6]
XX - Goblins [6]
02 - Halflings [6]
03 - Humans [5]
04 - Kobolds [11]
05 - Orcs [5]
XX - Priestesses [4]
XX - Ratmen [8]
XX - Skeletons [6]
XX - Sorcerers [5]
XX - Tritons [6]
06 - Trolls [5]
XX - WhiteLadies [2]
XX - Wizards [5]
XX - Demons [5]
XX - Dryads [6]
XX - Hydras [4]

CII Races
XX - Liches [4]
XX - Necromancers [4]
XX - Troglodytes [6]

Initial Combos:
1. Pillaging Liches [9]
2. Seafaring Ratmen [13]
3. Commando Skeletons [10]
4. Elephant Masters Troglodytes [11]
5. Diplomat Necromancers [9]
6. Fortified Ghouls [8]
 
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Bruce Shackelford
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Re: Game 12: 5 or 6 players - all extensions + tests Compendium II
Count me in.
 
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Jim bo
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Re: Game 12: 5 or 6 players - all extensions + tests Compendium II
I'd like to play if I may.
 
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Lars Wagner Hansen
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Re: Game 12: 5 or 6 players - all extensions + tests Compendium II
I'm in (again).

Lars
 
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Marc Du Rietz
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Re: Game 12: 5 or 6 players - all extensions + tests Compendium II
Game On!

I'll play, if only to get revenge. devil
 
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ryen alicandro
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Re: Game 12: 5 or 6 players - all extensions + tests Compendium II
I'm in too.
 
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Re: Game 12: 5 or 6 players - all extensions + tests Compendium II
Yojimbo252 wrote:
I'd like to play if I may.

Sure, you are in hehe...
Can you send an email to dsxdiceroller@gmail.com so I can put you in the mail system....
 
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Jim bo
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Email sent.

Just some rule questions/clarifications:


Necromancers:

When collecting all In Decline and Lost Tribe tokens after conquests, is that after just your conquests or any player's conquests?



Troglodytes:

The line reads "...you must abandon all regions not adjacent to a Cave Region you control."

The issue is the Cave Region itself will not be adjacent to a Cave Region but presumably the intention is not to have to abandon a Cave Region as a result of this rule. So the wording my need to be adjusted slightly.






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Players Order:
1) Desaix 96
2) Lars Wagner Hansen 88
3) Bruce Shackelford 62
4) Steek Du Rietz 24
5) Ryen alicandro 21
6) Jim bo 7

So I start by taking the Pillaging Liches [9] ...

Conquest:
Region 24 (3 tokens)
Region 25 (3 tokens)
Region 19 (3 tokens)

Redeployment:
As on map...

Scoring:
5 initial + 3 regions + 2 Pillaging = 10 vp

Map:

Available Combos:

1. Seafaring Ratmen [13]
2. Commando Skeletons [10]
3. Elephant Masters Troglodytes [11]
4. Diplomat Necromancers [9]
5. Fortified Ghouls [8]
6. Mysterious Amazons [11]

Lars turn...
 
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Lars Wagner Hansen
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Gethering troops:
I'll pay 1 VP to take the Commando Skeletons, and 1 VP to take their leader Shakin' Stevens.

Conquest:
Region 44 (2 tokens)
Region 43 (2 tokens)
Region 36 (2 tokens)
Region 35 (2 tokens)
Region 30 (2 tokens)
Region 38 (1 token, need 1+, rolled 5, didn't get it.)

Redeployment:
Get 2 extra skeletons for conquest, 13 tokens to redeploy.
2 in 35, 43 and 44
4 in 30
2 plus Leader in 36.


Scoring:
5 initial -1 race -1 leader +5 regions = 8 vp

Lars
 
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Yojimbo252 wrote:
Necromancers:
When collecting all In Decline and Lost Tribe tokens after conquests, is that after just your conquests or any player's conquests?

After any player's conquests, I will correct the wording ...

Yojimbo252 wrote:
Troglodytes:
The line reads "...you must abandon all regions not adjacent to a Cave Region you control."

The issue is the Cave Region itself will not be adjacent to a Cave Region but presumably the intention is not to have to abandon a Cave Region as a result of this rule. So the wording my need to be adjusted slightly.

Good point, I will correct to "not on or adjacent to a Cave Region you control."

Thanks for pointing these out, that is exaclty what's needed from testing these new elements.
 
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Lars Wagner Hansen
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Available Combos:

1. Seafaring Ratmen [13]
2. Elephant Masters Troglodytes [11]
3. Diplomat Necromancers [9]
4. Fortified Ghouls [8]
5. Mysterious Amazons [11]
6. Dragon Master Giants [11]
 
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Available Combos:
1. Seafaring Ratmen [13] 1db
2. Elephant Masters Troglodytes [11]
3. Diplomat Necromancers [9]
4. Fortified Ghouls [8]
5. Mysterious Amazons [11]
6. Dragon Master Giants [11]

Bruce's turn...
 
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Bruce Shackelford
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Ahoy, maties, land!

Cap'n, I've heard disturbin' stories about that small piece of earth. I hear tell it's swarmin' wit' undead. It's enough to shiver me whiskers.

Arr, ye scurvy bilge man, that just means more womenfolk for us. After all, ye know what they say: dead men get no tail.


While you all groan, I'll take the Seafaring Ratmen and their Leader, Captain Ratbeard, for 14 tokens.

Conquest

3 at 42
2 at 48
2 at 33
3 at 32
2 at 21
2 at 22

Redeployment

3 each at 32, 33, 42
2 and Leader at 22
1 each at 21, 48

Score

5 (start) + 1 (stack) - 1 (Leader) + 6 (Ratmen) = 11VPs


Available Races

1. Elephant Masters Troglodytes [11]
2. Diplomat Necromancers [9]
3. Fortified Ghouls [8]
4. Mysterious Amazons [11]
5. Dragon Master Giants [11]
6. Were-Sorcerers [9]
 
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Steek's turn...
 
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Jim bo
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Thanks for the clarifications 2 more questions:

Elephants - can they be redeployed or must they remain in the area they attacked?

Assassins - are they only able to eliminate a standard race token or can they be used to kill say a leader, elephant or hero as examples?
 
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Yojimbo252 wrote:
Elephants - can they be redeployed or must they remain in the area they attacked?

They can be be redeployed

Yojimbo252 wrote:
Assassins - are they only able to eliminate a standard race token or can they be used to kill say a leader, elephant or hero as examples?

Only a standard race token.

Thanks, more precisions to make on texts hehe...
 
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Marc Du Rietz
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Let the Games begin!

And I know what you are thinking...
He came last in the previous game, his not a threat to me.
But I did something you wouldn't expect. I went to the library and did some research on generals of old. And my strategic abilities as a commander are now limitless.
For instance I now know that crossing mountainranges with elephants are a stroke of genius...

Hence:

I pick Elephant Master Troglodytes, with their leader Gurple-Borp the Wise.

Conquest:
Region 4 (3 tokens)
Region 5 (2 tokens)
Region 6 (1 token + a host of stampeding elephants)
Region 9 (2 tokens)
Region 13 (1 tokens + another host of stampeding elephants)
Region 14 (3 tokens)

Redeployment:
1 token on Regions 14
2 tokens on Regions 4, 5, 6, 9, 13 - with Gurple-Borp on region 5, and my two hosts of stampeding elephants on regions 9 and 13.

Scoring:
5 - 1 leader + 6 regions + 3 bonuses = 13 total

New Power + Race combination

1. Diplomat Necromancers [9]
2. Fortified Ghouls [8]
3. Mysterious Amazons [11]
4. Dragon Master Giants [11]
5. Were-Sorcerers [9]
6. Historian Priestesses [9]
 
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Ryen's turn...
 
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ryen alicandro
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Question about the Nerocromancers (probably spelled wrong)... Am I right in thinking that I'd need 6 lost tribe/declined race tolkens to get 1 more Nero...?
 
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lilned wrote:
Question about the Nerocromancers (probably spelled wrong)... Am I right in thinking that I'd need 6 lost tribe/declined race tolkens to get 1 more Nero...?

Correct.
This probably will have to be tuned after tests (maybe include active race token) but for now it is as such.
 
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I'll pay out 2 and take the Mysterious Amazons, then I'll pay another for their leader.

Attack:

5 on Region 5 capturing the trogo-something leader
3 on Region 10
3 on Region 15 killing a lost tribe
5 on Region 22 capturing the ratman leader

Redeploy:

2 on 5, 15 and 22
6, including leader on 10

Score:
5 to start -3 for passing races and leader, 4 for regions, 6 total
 
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Bruce Shackelford
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I will pay 1 coin to ransom the Ratmen Leader and redeploy him on 32. I will redeploy one token each on 33 and 42.
 
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Marc Du Rietz
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I'll pay the ransom for Gurple-Borp of 1 VC!
Re-deploy 1 trog+leader on 14, the other trog on 13.
 
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