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Chaos in the Old World

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Re: Chaos in the Old World

Postby bb2112 » Wed Apr 04, 2012 10:56 pm

That almost makes the ass whoopin I'm going to get worth it.
That's no reason to cry. One cries because one is sad. For example, I cry because others are stupid, and that makes me sad.

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Re: Chaos in the Old World

Postby rshetts2 » Fri Apr 06, 2012 1:06 pm

Play Doomwheel in Norsca cost 1 power, 4 of 6 remaining
Well do you ever get the feeling that the story's too damn real and in the present tense?
Or that everybody's on the stage and it seems like you're the only person sitting in the audience?
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Re: Chaos in the Old World

Postby Jow » Sat Apr 07, 2012 2:56 pm

Round 5, Summoning Phase

Image


Old World Effects:

Teclis Aids the Empire: Remove all Event tokens from the board and remove any Old World cards bearing the Twin-tailed Comet icon from the Old World track. Then, place one Event token in any region. - In the end phase when Old World cards are resolved, remove all cultists from every region containing at least one Event token. Then move all Event tokens in play to the region with the most corruption tokens.



Upgrades:

Khorne: Bloodletter: Khorne gains two victory points each time he kills a figure in a region containing a Bloodletter). Vengeance: In any region where Khorne rolls at least one battle die, he may roll one additional battle die.

Nurgle: Cavalcade of Decay: Any region containing five or more Cultists is considered Populous.

Tzeentch: Horrors: Horrors: When Tzeentch plays a Chaos card with a magic symbol, he may immediately summon a Horror (warrior) to that region for 0 power.

Slaanesh: Fall from Grace: If you place three or more corruption tokens in a region with a Noble or Hero token, collect two dial advancement counters instead of only one. Rise to Glory: When calculating domination in a region, each noble token adds one to Slaanesh's domination value in that region. Daemonettes (warriors): When Slaanesh summons a Daemonette into a region, he may take control of an opponent's Cultist in that region until the end of the turn. (Place the Cultist next to the Daemonette as a reminder.)

Horned Rat: The Council of Thirteen: Once per round during the summoning phase, Horned Rat may play a Chaos card into a region whose card spaces are full. (Place this third Chaos card near the other card spaces in the region.)


Khorne is active.
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Re: Chaos in the Old World

Postby Qantaga » Sat Apr 07, 2012 3:05 pm

Khorne summons Bloodletter into The Badlands.

Power remaining: 1/7
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Re: Chaos in the Old World

Postby Isgrimnur » Sat Apr 07, 2012 3:28 pm

Summon Cultist to The Badlands

3 power remaining
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Re: Chaos in the Old World

Postby Isgrimnur » Sat Apr 07, 2012 3:29 pm

And I shouldn't have a cultist in Troll Country. It should still be in reserve.
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Re: Chaos in the Old World

Postby Jow » Sat Apr 07, 2012 3:39 pm

oops. that was something i just added cus in my bleary-eyed state today I went back and thought I missed it from an earlier time. thanks - corrected.
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Re: Chaos in the Old World

Postby Remus West » Sun Apr 08, 2012 9:44 am

Summon the big dog to the badlands

power = 1/6
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Re: Chaos in the Old World

Postby bb2112 » Sun Apr 08, 2012 10:26 am

Slaneesh: Summon warrior from The Empire to The Badlands and take over cultist

Power: 1 of 6
That's no reason to cry. One cries because one is sad. For example, I cry because others are stupid, and that makes me sad.

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Re: Chaos in the Old World

Postby rshetts2 » Tue Apr 10, 2012 9:25 am

Play Grey Seer in Troll country to summon 2 cultists. 3 of 6 power remaining
Well do you ever get the feeling that the story's too damn real and in the present tense?
Or that everybody's on the stage and it seems like you're the only person sitting in the audience?
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Re: Chaos in the Old World

Postby Jow » Wed Apr 11, 2012 9:52 am

Remus: Correct me if I'm wrong, but I show you having 2 power left after summoning Big Blue Daddy.
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Re: Chaos in the Old World

Postby Jow » Wed Apr 11, 2012 10:28 am

Round 5, Summoning Phase

Image


Old World Effects:

Teclis Aids the Empire: Remove all Event tokens from the board and remove any Old World cards bearing the Twin-tailed Comet icon from the Old World track. Then, place one Event token in any region. - In the end phase when Old World cards are resolved, remove all cultists from every region containing at least one Event token. Then move all Event tokens in play to the region with the most corruption tokens.



Upgrades:

Khorne: Bloodletter: Khorne gains two victory points each time he kills a figure in a region containing a Bloodletter). Vengeance: In any region where Khorne rolls at least one battle die, he may roll one additional battle die.

Nurgle: Cavalcade of Decay: Any region containing five or more Cultists is considered Populous.

Tzeentch: Horrors: Horrors: When Tzeentch plays a Chaos card with a magic symbol, he may immediately summon a Horror (warrior) to that region for 0 power.

Slaanesh: Fall from Grace: If you place three or more corruption tokens in a region with a Noble or Hero token, collect two dial advancement counters instead of only one. Rise to Glory: When calculating domination in a region, each noble token adds one to Slaanesh's domination value in that region. Daemonettes (warriors): When Slaanesh summons a Daemonette into a region, he may take control of an opponent's Cultist in that region until the end of the turn. (Place the Cultist next to the Daemonette as a reminder.)

Horned Rat: The Council of Thirteen: Once per round during the summoning phase, Horned Rat may play a Chaos card into a region whose card spaces are full. (Place this third Chaos card near the other card spaces in the region.)


Khorne is active.
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Re: Chaos in the Old World

Postby Qantaga » Wed Apr 11, 2012 10:39 am

Khorne summons Cultist into Tilea.

Power remaining: 0/7
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Re: Chaos in the Old World

Postby Isgrimnur » Wed Apr 11, 2012 10:42 am

bb2112 wrote:Slaneesh: Summon warrior from The Empire to The Badlands and take over cultist

Power: 1 of 6


You, sir, are an ass. :P
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Re: Chaos in the Old World

Postby Isgrimnur » Wed Apr 11, 2012 10:45 am

Summon Cultist from The Border Princes to The Badlands

2 power remaining
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Re: Chaos in the Old World

Postby Remus West » Wed Apr 11, 2012 11:54 am

I can't remember my password for handtracker (it is written down at home) so unless there is a way to recover it (I didn't see one) I won't be able to move until Sunday. Help?
Nub Nou.

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- XKCD
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Re: Chaos in the Old World

Postby Jow » Wed Apr 11, 2012 12:03 pm

There's nothing built-in, but lemme email the site admin and see if he'd be willing to help me/you out by resetting it or something.
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Re: Chaos in the Old World

Postby Jow » Wed Apr 11, 2012 12:36 pm

He got back with me already - PM sent with the password.
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Re: Chaos in the Old World

Postby bb2112 » Wed Apr 11, 2012 12:47 pm

Isgrimnur wrote:
bb2112 wrote:Slaneesh: Summon warrior from The Empire to The Badlands and take over cultist

Power: 1 of 6


You, sir, are an ass. :P


What? You can have him back after I'm done with him. That is if the other guys don't kill him first. :ninja:
That's no reason to cry. One cries because one is sad. For example, I cry because others are stupid, and that makes me sad.

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Re: Chaos in the Old World

Postby Remus West » Wed Apr 11, 2012 6:04 pm

Jow wrote:Remus: Correct me if I'm wrong, but I show you having 2 power left after summoning Big Blue Daddy.

You are correct.
Nub Nou.

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Re: Chaos in the Old World

Postby Remus West » Wed Apr 11, 2012 6:05 pm

Play Warpshock 1 in trollcountry

power 1/6


Now with accurate power score shown. :doh:
Nub Nou.

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Re: Chaos in the Old World

Postby bb2112 » Wed Apr 11, 2012 7:41 pm

Slaneesh: Play Corrupt from Within in The Empire and move the Noble token to The Border Princes

Power: 0 of 6
That's no reason to cry. One cries because one is sad. For example, I cry because others are stupid, and that makes me sad.

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Re: Chaos in the Old World

Postby rshetts2 » Wed Apr 11, 2012 10:56 pm

Remus West wrote:Play Warpshock 1 in trollcountry

power 1/6


Now with accurate power score shown. :doh:


well that sucks, my move was based in part on you only having 1 power left.
Well do you ever get the feeling that the story's too damn real and in the present tense?
Or that everybody's on the stage and it seems like you're the only person sitting in the audience?
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Re: Chaos in the Old World

Postby Remus West » Thu Apr 12, 2012 1:19 am

rshetts2 wrote:
Remus West wrote:Play Warpshock 1 in trollcountry

power 1/6


Now with accurate power score shown. :doh:


well that sucks, my move was based in part on you only having 1 power left.

I'd be fine with backing up to that point in the game if you wanted. I don't see much point to it though as I doubt either of us have a very good shot at winning. Mostly trying to keep others from doing so now. Ruin as many places as possible so we all lose. :twisted:
Nub Nou.

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Re: Chaos in the Old World

Postby rshetts2 » Thu Apr 12, 2012 7:14 am

Remus West wrote:
rshetts2 wrote:
Remus West wrote:Play Warpshock 1 in trollcountry

power 1/6


Now with accurate power score shown. :doh:


well that sucks, my move was based in part on you only having 1 power left.

I'd be fine with backing up to that point in the game if you wanted. I don't see much point to it though as I doubt either of us have a very good shot at winning. Mostly trying to keep others from doing so now. Ruin as many places as possible so we all lose. :twisted:


Yeah, its really not a big deal. Im so far out of this its kind of moot.
Well do you ever get the feeling that the story's too damn real and in the present tense?
Or that everybody's on the stage and it seems like you're the only person sitting in the audience?
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Re: Chaos in the Old World

Postby Jow » Thu Apr 12, 2012 4:23 pm

I'll say this: don't overlook ruination VP. There are a whole mess of regions that are really close to ruination and several going at once is a ton of points. Lot can happen in one turn and if Slaanesh doesn't get his dial tick this turn...
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Re: Chaos in the Old World

Postby bb2112 » Thu Apr 12, 2012 4:30 pm

Jow wrote:I'll say this: don't overlook ruination VP. There are a whole mess of regions that are really close to ruination and several going at once is a ton of points. Lot can happen in one turn and if Slaanesh doesn't get his dial tick this turn...


If I don't get my dial click this turn, you can pretty much hand the game to Khorne. He already has a ton of points and he is going to get a ton more this turn. He is scary.
That's no reason to cry. One cries because one is sad. For example, I cry because others are stupid, and that makes me sad.

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Re: Chaos in the Old World

Postby Jow » Thu Apr 12, 2012 4:47 pm

except you get another turn after that where you can still win by dial. Khorne probably won't be getting ruination spoils this turn so that means he'd have to kill 7 figures to hit 50; his dice would have to be off the charts for that to happen.
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Re: Chaos in the Old World

Postby Remus West » Thu Apr 12, 2012 9:37 pm

Do dial ticks come before or after ruination (in other words, do we have time to destroy the whole world before anyone could win if it goes to next round)?
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Re: Chaos in the Old World

Postby Jow » Fri Apr 13, 2012 11:09 pm

dial ticks will be counted before a check for endgame is made (which includes checking if ruined regions >= 5), yeah.
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Re: Chaos in the Old World

Postby Remus West » Sat Apr 14, 2012 1:29 am

Jow wrote:dial ticks will be counted before a check for endgame is made (which includes checking if ruined regions >= 5), yeah.

But winning via Dial Ticks is part of checking for endgame I assume as it ends the game. So what order is that check done in?
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Re: Chaos in the Old World

Postby Isgrimnur » Sat Apr 14, 2012 1:42 am

Check for Game End
If any of the following four conditions are true, the game ends:
1. The game ends if one or more players’ Threat dials have reached their “Victory” dial instruction.
2. The game ends if one or more players have scored 50 or more victory points.
3. The game ends if five regions have been ruined.
4. The game ends if the Old World card deck is empty.

Each condition, and how the winner is determined for each, is described below.

Note that the four conditions are checked in order, and the game ends immediately when one of them is true.
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Re: Chaos in the Old World

Postby Remus West » Sat Apr 14, 2012 2:31 am

Isgrimnur wrote:
Check for Game End
If any of the following four conditions are true, the game ends:
1. The game ends if one or more players’ Threat dials have reached their “Victory” dial instruction.
2. The game ends if one or more players have scored 50 or more victory points.
3. The game ends if five regions have been ruined.
4. The game ends if the Old World card deck is empty.

Each condition, and how the winner is determined for each, is described below.

Note that the four conditions are checked in order, and the game ends immediately when one of them is true.

phooey. So, we need to plot to ruin 3 areas this round if possible while still keeping bb2112 from getting a dial tick.
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Re: Chaos in the Old World

Postby Jow » Sat Apr 14, 2012 9:14 am

keep in mind, having the game end with 5 ruinations doesn't mean all players lose. At that point, the player with the most VP wins (assuming no one wins by dial).
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Re: Chaos in the Old World

Postby Remus West » Sun Apr 15, 2012 3:35 pm

Jow wrote:keep in mind, having the game end with 5 ruinations doesn't mean all players lose. At that point, the player with the most VP wins (assuming no one wins by dial).

Bah. You suck. I wanted it to be nobody wins. At least that gave me something to shoot for. Now I feel like I should have stayed out of the fight and let Khorne keep bb2112 from winning or not on his own.
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Re: Chaos in the Old World

Postby Jow » Sun Apr 15, 2012 7:09 pm

If nobody wins by the end of the 7th turn, THEN the Old World wins and you all suck equally. Not likely that's gonna happen with Slaanesh one tick away, but crazier things have happened.
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Re: Chaos in the Old World

Postby Jow » Mon Apr 16, 2012 12:17 am

Just a reminder as it's been nearly five days since the last turn: Horned Rat, you're up.
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Re: Chaos in the Old World

Postby rshetts2 » Tue Apr 17, 2012 8:21 am

sorry lost track and didnt realize it was my turn.

Place a cultist in Kislev power 2/6
Last edited by rshetts2 on Wed Apr 18, 2012 12:10 pm, edited 1 time in total.
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Re: Chaos in the Old World

Postby Jow » Tue Apr 17, 2012 10:31 am

Crap - hold the phone. I went to process all your turns and realized Slaanesh played a Chaos card into a ruined region, which can't be done. For the record, here's the rules blurb on what can and can't be done with ruined regions:

When a region is ruined (i.e., when a ruined region card
is found there, either faceup or facedown), the following
rules affect that region:

• New Chaos cards cannot be played to that region.
• New Old World tokens cannot be placed in that
region (although existing Old World tokens are not
necessarily removed at the time of ruination).
• During the corruption phase, no victory points are
scored for dominating that region (i.e., domination is
not checked for that region).
• During the corruption phase, no corruption tokens
are placed in that region.

All other normal rules for regions remain in effect for
ruined regions. Battle still occurs in a ruined region
each round, such a region is still adjacenct to other
regions, it still occupies the same slot in the standard
region order, and so on.


So, Slaanesh needs to choose another action and we need to give Horned Rat a chance to rethink his turn based on that updated action.
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Re: Chaos in the Old World

Postby bb2112 » Tue Apr 17, 2012 10:51 am

Revised:

Slaneesh: Play Corrupt from Within in Bretonnia and move the Noble token to The Border Princes

Power: 0 of 6


Sorry.
That's no reason to cry. One cries because one is sad. For example, I cry because others are stupid, and that makes me sad.

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