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How fun is SPAMKINGDOM series?

Mind-bogglingly popular game series that you follow from early on and cannot stop, waiting for new installment like a drooling addict.
Long-runner soap opera you're too invested into to just stop watching it.
A fun little comic strip in the daily newspaper that's been around forever.
3/6
Who said it's fun? I didn't for sure.
I'm just waiting here for it to die horribly already so it will stop showing on my Unread Posts list.

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Author Topic: SPAMKINGDOM#: Emperor Houlandin IV of Methiant-Cydwyl!  (Read 745312 times)

Haspen

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Re: SPAMKINGDOM#: Methiantese Civil War! Turn 1!
« Reply #3150 on: November 18, 2017, 05:11:51 am »

grazt haspen you have not only created a civil war ingame you have also created a civil war outside of the game.
i love it.




Imic for Loyalists, Iituem for Pretenders.

Quote from: Card Use this turn
Loyalists:
Use Loyalist Regiments and Defend the Nation!
Recycle The Grand Campaign

Pretender:
Use Charge!
Recycle Dealings with the Friends Abroad and To The Greener Pastures

Still no guy on both sides whom I can ask for cards to pick rather than having to comb the thread for votes v;
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SigFlags!
Quote from: Draignean@Spamkingdom+
Truly, we have the most uniquely talented spy network in all existence.
Quote from: mightymushroom@Spamkingdom#
Please tell me the Royal Physician didn't go to the same college as the Spymaster.

Harry Baldman

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Re: SPAMKINGDOM#: Methiantese Civil War! Turn 1!
« Reply #3151 on: November 18, 2017, 05:23:36 am »

Ooh, sign me up to be a pretender as well.

Although maybe we can just become a republican revolt instead. We've not had a single clean succession yet and honestly the king quality has left a lot to be desired as well. Elective monarchy or bust!
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Haspen

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Re: SPAMKINGDOM#: Methiantese Civil War! Turn 1!
« Reply #3152 on: November 18, 2017, 05:56:08 am »

Loyalists play Loyalist Regiments (-2 Army)

Pretender counters with Charge! (-2 Army)

BATTLE! Loyalist 3d6 = 18, Pretender 2d6 = 11
Pretender's Battle Score is lowered by 7!
In late Autumn 1113 AD, the Loyalist and Pretender forces clashed in Battle of Aólnach, and the Loyalists were victorious.

Loyalists play Defend the Nation! (-1 Loyalty, +1 Army)

Loyalists discard The Grand Campaign (+1 Treasury, +3 Army)
Pretender discards To The Greener Pastures and Dealings with the Friends Abroad (+2 Treasury)

STATUS AFTER TURN 1:

Loyalists:
4 Loyalty, 6 Treasury, 7 Army.
Battle Score: 0

Pretender:
5 Loyalty, 7 Treasury, 3 Army.
Battle Score: -7

Civil War, Turn 2 (Spring 1114 AD)

Both sides receive new set of Cards!

Spoiler: Loyalist Cards (click to show/hide)

Spoiler: Pretender Cards (click to show/hide)
« Last Edit: November 18, 2017, 06:07:02 am by Haspen »
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SigFlags!
Quote from: Draignean@Spamkingdom+
Truly, we have the most uniquely talented spy network in all existence.
Quote from: mightymushroom@Spamkingdom#
Please tell me the Royal Physician didn't go to the same college as the Spymaster.

Harry Baldman

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Re: SPAMKINGDOM#: Methiantese Civil War! Turn 1!
« Reply #3153 on: November 18, 2017, 06:07:28 am »

I dunno, play all of them I guess? We might be able to deplete the Loyalists entirely that way.
« Last Edit: November 18, 2017, 06:09:11 am by Harry Baldman »
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Iituem

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Re: SPAMKINGDOM#: Methiantese Civil War! Turn 1!
« Reply #3154 on: November 18, 2017, 06:07:57 am »

Pretenders:  Let us spend our hard-stolen cash on Cards 2 & 3, to bolster ourselves against the fight and defend against the threat of 'Loyalist' scum!

Edit:  I'd argue against playing Card 1; it would deplete our Army dangerously and only damage resources the enemy has a-plenty, making us vulnerable to a similar tactic from their side.
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Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

No slaughtering every man, woman and child we see just to teleport to the moon.

Harry Baldman

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Re: SPAMKINGDOM#: Methiantese Civil War! Turn 1!
« Reply #3155 on: November 18, 2017, 06:09:24 am »

Pretenders:  Let us spend our hard-stolen cash on Cards 2 & 3, to bolster ourselves against the fight and defend against the threat of 'Loyalist' scum!

Edit:  I'd argue against playing Card 1; it would deplete our Army dangerously and only damage resources the enemy has a-plenty, making us vulnerable to a similar tactic from their side.

Good point, +1 to this!
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Maximum Spin

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Re: SPAMKINGDOM#: Methiantese Civil War! Turn 1!
« Reply #3156 on: November 18, 2017, 06:25:09 am »

Support using cards 2 & 3. I am also totally willing to be the guy who picks the cards for our side!
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Twinwolf

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Re: SPAMKINGDOM#: Methiantese Civil War! Turn 1!
« Reply #3157 on: November 18, 2017, 08:09:44 am »

For the loyalists - Card number 1 would bring us dangerously low on Loyalty, although it'd hurt them badly. Card 2 is right out. That leaves Card 3., which we can well afford now.

Also on the matter of who picks the cards - I'd be willing to do it for the Loyalists if nobody else wants to.

Also, while not looking at the traitors current cards, looking at the list sorta implies the general population is against them. Just saying.
« Last Edit: November 18, 2017, 08:11:41 am by Twinwolf »
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Of course, Twin is neither man nor woman but an unholy eldritch abomination like every other Bay12er. The difference is they hide it better.
Quote from: Caellath on IRC
<Caellath>: Twinwolf, your thirst for blood has been noted.

Tiruin

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Re: SPAMKINGDOM#: Methiantese Civil War! Turn 1!
« Reply #3158 on: November 18, 2017, 08:27:05 am »

Pretenders:  Let us spend our hard-stolen cash on Cards 2 & 3, to bolster ourselves against the fight and defend against the threat of 'Loyalist' scum!

Edit:  I'd argue against playing Card 1; it would deplete our Army dangerously and only damage resources the enemy has a-plenty, making us vulnerable to a similar tactic from their side.
I didn't know the whole turn would move WHILENOTHING HAPPENED in the span of my waking day :P

Hmpf! Glad to know we can play 2 cards.
So I tallied all them cards since I guess we can RP lite, here. Because Quartermasters take care of CHARTS AND GRAPHS for people right? Not food?
Also used cards aren't in play right? :v Because I removed what we used.
Also I was all o_O at Iiteum's post until I remembered we were voting by serial number, not by card number. HUMPF.

Cash it up on 2&3, yep! Save or use #1 though, but recycling or not using 2 seems best since it is a contested battle.
Although if we use nothing, they get a free shot if they attack...

Say how many cards can we use again? I missed the post which said so. :-[
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mightymushroom

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Re: SPAMKINGDOM#: Methiantese Civil War! Turn 1!
« Reply #3159 on: November 18, 2017, 08:39:12 am »

You can play as many cards as you can afford.
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Haspen

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Re: SPAMKINGDOM#: Methiantese Civil War! Turn 1!
« Reply #3160 on: November 18, 2017, 08:51:15 am »

Twinwolf for leader of Loyalist side and Maximum Spin for leader of Pretender side, then.

Quote from: Card Use this Turn
Loyalists:
Use The Grand Campaign
Recycle The Great Purge and Abandon the Throne

Pretender:
Use Foreign Auxiliaries and Supplies From Abroad
Recycle Spread-Out Siege Campaign

Because both sides now have Leaders, all I need from now on is simply Twinwolf's and Maximum Spin's bolded decisions to do the updates ;v
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SigFlags!
Quote from: Draignean@Spamkingdom+
Truly, we have the most uniquely talented spy network in all existence.
Quote from: mightymushroom@Spamkingdom#
Please tell me the Royal Physician didn't go to the same college as the Spymaster.

Twinwolf

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Re: SPAMKINGDOM#: Methiantese Civil War! Turn 1!
« Reply #3161 on: November 18, 2017, 08:52:21 am »

Use The Grand Campaign and recycle the other two, yes.
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Sigtext!
Of course, Twin is neither man nor woman but an unholy eldritch abomination like every other Bay12er. The difference is they hide it better.
Quote from: Caellath on IRC
<Caellath>: Twinwolf, your thirst for blood has been noted.

Tiruin

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Re: SPAMKINGDOM#: Methiantese Civil War! Turn 1!
« Reply #3162 on: November 18, 2017, 08:55:31 am »

Twinwolf for leader of Loyalist side and Maximum Spin for leader of Pretender side, then.
Pick 1 and 3, leader! 2 is just tiny and small! :-\
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mightymushroom

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Re: SPAMKINGDOM#: Methiantese Civil War! Turn 1!
« Reply #3163 on: November 18, 2017, 09:13:15 am »

Well, overtaken by events. Glad Marshall Twinwolf had an easy decision this turn.
Any so-called Loyalist who argues with that one can do so while shoveling out the latrine pits.

*salute* Sir, may I present my general advice:
  • Looking at the full decks, I see that most "Enemy loses resources" cards strike for 1 or sometimes 2 points. This is the dangerous level we must keep in mind when spending.
  • The wincons and rules of Battle encourage playing those cards whenever possible; by extension our Army is the most important resource to have on hand. (The Spymaster notes the dastardly pretender has more options to use treasury instead.)
  • I reiterate my call to end this as quickly as possible, for the good of all Methiant. Never hold back any reasonable play for income. Take chances, even; card game resources may or may not translate directly to kingdom resources at the end but I'm very sure that prolonged war will scar the land, lose our new silver mine, etc.


And Tiruin, I feel your pain. One of our cards was revised while I slept and I didn't have a chance to argue it based on the new balance.
Told you guys we should play it! Would have been great!
« Last Edit: November 18, 2017, 12:04:10 pm by mightymushroom »
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Criptfeind

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Re: SPAMKINGDOM#: Methiantese Civil War! Turn 1!
« Reply #3164 on: November 18, 2017, 09:22:52 am »

Sure, I guess 2 and 3 are good. Burn 1, it's a card for when one is winning. Not when one is loosing.
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