Added. 1. Is there any way to pay off debt? 2. Also I don't think I saw any way to go into debt in the rules. 3. Is there any way to build Villages, Mines, or Quarries? 4. Finally, can you duplicate any features other than Towers?1. Not at the start of the game
Does the library "fix" the location of artifacts that would be found via tile generation, or does it only ping whatever fixed unusual artifact/sites are a fixed part of the map already?Almost nothing is fixed at the start of the game, it's newly generated as long as there are still unknown tiles.
If you have an archers outside of a siege who are accompanied by normal units, will they die to 5s from the start, or only once all the normal units are dead?Yes, they can die from any 5s. They are best in forts and castles, or with an artefact that grants defence.
Yo, no time to make a sheet now, but I'd like to claim the noble background and the 14s island, if possible.That's fine. I suggest you read about boats if you haven't already, as you won't be able to expand off the island without them (they can be reused once you have them).
Or wait, criptfiend is already in ss sector. The sheet just says I can't be adjacent to another castle, but the fact that there's a 4 player limit and that we start when there's a castle in each sector implies I can't start in the same sector.I've updated the title to be a bit clearer. There's a minimum of 4 players. Players can start in the same sector so long as they're not adjacent. I think, given where players have already picked to go, there's a max number of player at 6.
Nah, I'm fine with having a close neighbor. I plan on scouting and support, so it's nice to have someone to support, yeah? :p
Alright, time to see how many forts I can build.Spoiler: Marquess Gerald Wright (click to show/hide)
ed: I read everything in stuff you should read thus far. Can I send boats farther than 2 squares if I take multiple turns to do so, or do they return automatically? I'll probably want ships then to go coast hopping.You can coast hop by taking territory. You travel out from your borders, so if you conquer a square then your next journey will be from your new borders. Ships can go further and take more armies, of course. But boats can help you expand in the immediate vicinity. To make everyone's life easier, there is no unit position tracking in this game other than for monsters, inhabitants of forts/castles, and sieges. A boat or ship can only be used for one journey per turn, of course.
I don't mind how players record their sheets (as they're responsible for updating them) but with the market you probably want to increase your income by 1. With master Builder, you should add a line for Stone or Resources to record the three stone. As H14 is already taken by Kashyyk, you can't build in G14. Go north a bit more.Alright, time to see how many forts I can build.Spoiler: Marquess Gerald Wright (click to show/hide)
A question For scouts, since they "reveal the contents of every tile it passes through" does that mean that scouts in essence scout 3 tiles per turn? If that's the case, can we choose which 3 tiles, or will they move to maximize exploration or is there a possibility they won't move in a way we like? Like if I'm at P14 and say "scout P11 and Q12" The P11 scout will always go though P12 and 13, but the Q12 has several routes, which could go over 1, 2, or 3 new tiles depending on how it moves.They go the most direct route, maximising exploration. But it's worth noting that because they turn back if the tile is occupied, they won't normally go the full three squares unless they get very lucky.
Second question: For Forts and Castles, when they defend nearby territories, what does that mean?I realise the OP was very unclear about defending/patrolling. Actually this was a small gap in the rules I had forgotten to update. I've changed the OP accordingly but in short: armies in forts/castles defend the castle, and patrols adjacent to caslte will retreat there if outnumbered. Patrols are a way to put units in defence of tiles.
I want in, but don't have the time to submit a sheet just now (should be free 3 hours from now)Sounds good.
Are sieges slower then battles? Battles say that rolls are made until a winner is decided, sieges don't have that line, and some mechanics (like castles not making resources when sieges and castle defenders in a siege not being assigned to anything but breaking siege) only make sense if sieges take more then a turn, but it's a bit unclear to me how that works, especially from the attackers side.Yes, an army stops at the fort or castle walls and a siege begins. I'll expand the OP to clarify exactly how it works, but it can take several turns.
They go the most direct route, maximising exploration. But it's worth noting that because they turn back if the tile is occupied, they won't normally go the full three squares unless they get very lucky.Can they move diagonally? If there are multiple "most direct" paths (such as with a knights move), can you choose the path?
Can scouts on boats travel 2 by sea and then 3 by land on top of that? Or just 2 by sea? Or 2 by sea then 1 by land? What about on ships?I've clarified in the OP, but yes, you can use a boat to skip tiles (you don't actively scout while on the water), so you could go 2 by sea then 3 by land in a boat. Same rules apply for ships.
Can they move diagonally? If there are multiple "most direct" paths (such as with a knights move), can you choose the path?Yes you can go diagonally, and yes you can choose the path.
I guess it's impossible to get a new castle? Even if I make a fort entirely out of stone? :pForts are basically mini castles. It's possible to get more castle through conquest of special sites or other players.
Also, can stone be bought/sold?
Stone costs the same as wood, so always better to build stone forts with gold than wooden ones.Sure, wood is just a lot easier to get in the Hedge.
And I'm guessing conquering a castle would give any tiles connected to it the higher victory points at game end?If you conquer the land next to your island, you'll connect up to the castle. It's more that you get less for having disconnected patches of tiles.
...I just realized my castle is literally not connected by land to anything, so I might have to get on that!
I'm going to do a last minute change from library to wood production, if that's permissible, I could be wrong but right now with how it works it sorta feels like library is probably mostly just going to spawn loot for others which is a sorta feels bad thing.That's fine.
If you conquer the land next to your island, you'll connect up to the castle. It's more that you get less for having disconnected patches of tiles.Is that different from ship coast-hopping creating coastal enclaves every 5 tiles? Does it only apply to landlocked enclaves? Or is it just a special case to be nice to me? :p
So main question is if lands being connected by the sea counts in general, or just for my island to the nearest coast.Skipping ahead across water to get to prime locations is maybe worth having to jump through some hoops in the late game to join things up with a castle to get more points. There can be artefacts or sites which will give additional victory points, so it might not be the end of the world if you're spread out.
Question: does production take a turn or can you make use of your new equipment right away? Same question about trade: is it instantaneous?I think trading is instant? Production is explicitly end of turn:
[under: Resources] At the end of each turn, you gain +1 wood for each forest, +1 army size for each village, +1 gold from each mine, +1 stone from a quarry. Your castle may also produce extra resources. Recruitment = + army. Income = + gold.
I propose to establish a fund into each we shall each pay equally, and from which 1 gold will be paid to whoever makes a discovery with their library, as such discoveries benefit all.Libraries are most likely to discover things near your own castle, so they benefit their owners more than others. Nonetheless I'd be okay with donating 1 Gold into such a fund this turn.
Dear Marquess Ambrosio Vulk, would you agree to informally draw our border on the line between Q and R? I'd prefer to push westward without having to worry about racing you for closer lands.Certainly In EE I'd be willing to agree and it seems the most natural thing to assume each person should control the area around their castle, for further sectors, I am uncomfortably close to Marchioness Aywen Ayes, when I get to the first mountain in the west I'm going to have to go north or south of it, and either way I'm going to step on someones toes there, so am a bit unsure what I'll be doing then.
I think trading is instant? Production is explicitly end of turn:This seems at odds with:
Resource increases happen at the start of your turn. From here, it's your responsibility to keep accurate records on your sheet, so update them accordingly.Maybe?
Also, can we edit posts?Sure, I don't mind. I don't mind double-posting either. Just be warned that if I'm mid-way through doing an update, I might miss an edit.
Should Bog hag be a 9 in the encounter Terrain Features list? Also should prince Mackial be starting at 5 gold like everyone else? Can we use boats/bows/siege stuff the same turn we make them?Yes, that was a weird error. The Prince has debt but the same starting cash. Yes, see above.
Certainly In EE I'd be willing to agree and it seems the most natural thing to assume each person should control the area around their castle, for further sectors, I am uncomfortably close to Marchioness Aywen Ayes, when I get to the first mountain in the west I'm going to have to go north or south of it, and either way I'm going to step on someones toes there, so am a bit unsure what I'll be doing then.We can't both control the area around our castles, because the areas intersect (in O-13 and O-14) I Propose O-13 goes to me, and O 14 to you. I would also like to propose an Open Border policy for troop movement.
I'd agree to paying library people something, although I'm not sure at what rate. 1 gold a turn doesn't really make sense I think (that'd just make it a better marketplace)Perhaps one gold every other turn (there are 2 libraries currently so we will simply pay them on alternating turns)
My Marketplace lets me start with one extra Gold, right?Should Bog hag be a 9 in the encounter Terrain Features list? Also should prince Mackial be starting at 5 gold like everyone else? Can we use boats/bows/siege stuff the same turn we make them?Yes, that was a weird error. The Prince has debt but the same starting cash. Yes, see above.
My Marketplace lets me start with one extra Gold, right?Well, as of Turn 1 yes, you get 1 gold at the start of your turn.
We can't both control the area around our castles, because the areas intersect (in O-13 and O-14) I Propose O-13 goes to me, and O 14 to you. I would also like to propose an Open Border policy for troop movement.
I'm not sure what an open border policy would entail in this game.Basically standing orders that allow either of us to use the other's territory to travel.
Scout Q 13 Q 12 Q 11Q13 and Q12 aren't actually conencted unless you have a boat.
Scout O14 O15 N15 (If that's allowed, if not just O14 and N15?Yeah, I guess I don't mind indirect routes. Most scouts go home after the first tile anyway.
No action just yet though.Fair warning: I might roll on the turn any time after ~36 hours.
Scout Q 13 Q 12 Q 11Q13 and Q12 aren't actually conencted unless you have a boat.
My mistake, I'd read it on the map as R12. All good.Scout Q 13 Q 12 Q 11Q13 and Q12 aren't actually conencted unless you have a boat.
These aren't connected?
(https://i.imgur.com/3HCzJJQ.png)
Can a monster like a boar equip artifacts?In theory yes, but I'll say in a scouting report whether an artefact is equipped or not.
A fully prepared thornhold just a stone throw from my Castle. Fantastic! Thus a question on Thornish behaviour. As their only option is my Castle, will they besiege it for multiple turns, locking me in until they're dealt with?They will only attack (and beseige) when they have 4 units in their fort, which is due to happen next turn. It won't happen if you beseige them first. Your choice really.
Also, another thing I noticed, I think I should have killed an extra thornish unit when they attacked my village since I rolled both a 6 and 5, both kills? That would have caused them to flee a round sooner if I understand correctly, saving me 1 unit, although also saving the thornish a unit. If this is a bug, I'm okay keeping it as is or adding those units back in either way.Good spotting. I've updated the post accordingly: one less of your guys died.
Also will a unlead skeleton defend the castle and surrounding lands if left in it?They can defend alone but not patrol alone.
Edit: Second question; In situations where a castle is sieged by the enemy and it's not seized in a single turn, what happens when the armies that were out scouting and marching return to the castle?They can opt to "break the seige" which is just a regular combat on your turn. I'll add a second option: they can fight back through their walls (suffer an attack from the enemy, and any survivors go into defence of the castle). I'll update the OP.
Edit 2: Third question; Should I have gotten gold for the Thornish I killed, or is that only when besieging a fort? (I suppose they bury their gold before going out on a raid. :P)
I think you used an old version of my orders (updated about 14 hours before the turn). Which may have been a blessing.Spoiler: Orders (click to show/hide)
Buy a Siege Engine for four gold.Wait! I will sell you one for 3. (or 2 siege engines for 5)
I'll take two Engines for Five Gold.Buy a Siege Engine for four gold.Wait! I will sell you one for 3. (or 2 siege engines for 5)
Also, how exactly do siege engines work?
Each siege weapon spent gives you +1 to attacking castles.I'm assuming this is for one entire turn.
I'll take two Engines for Five Gold.Done.
orders updated.Spoiler: orders (click to show/hide)
Actually I just assumed that trade between players is possible, but now that I look I notice it's not listed in the op. Can we trade resources/artifacts between each other notquitethere?Sure, let's say players can send any resources/artefacts etc..
Yes:Also, how exactly do siege engines work?Each siege weapon spent gives you +1 to attacking castles.I'm assuming this is for one entire turn.
You can assign seige weapons when attacking forts and castles, they are expended whether the attack is successful or not.
I think you used an old version of my orders (updated about 14 hours before the turn). Which may have been a blessing.My apologies. A fair warning: I sometimes start processing a turn as and when the orders come in, so if someone changes things after I've processed their bit, I might miss it. I've noticed this turn's edits.
The tile colors for march and hill are a bit too similar for my liking.How's this?
Edit: Also, I assumed that I couldn't, but can I transport 3 scouts to the same starting point with one boat?I'll allow it, though they might all turn back if the starting point is occupied.
Actually I just assumed that trade between players is possible, but now that I look I notice it's not listed in the op. Can we trade resources/artifacts between each other notquitethere?Sorry I missed this, but yes I'd be willing to trade. Once we figure out a fair exchange. Another artifact would be obvious, but it's all moot 'til we get to it!
But they don't scout the starting point, because you can't scout from a boat. ;pThe landing point gets scouted though. The boat has to stop somewhere.
Actually I just assumed that trade between players is possible, but now that I look I notice it's not listed in the op. Can we trade resources/artifacts between each other notquitethere?Sorry I missed this, but yes I'd be willing to trade. Once we figure out a fair exchange. Another artifact would be obvious, but it's all moot 'til we get to it!
boats, which cost either a stiff 4 gold or two turns worth of wood.I can sell you a boat for 2 gold if you like.
Oooh, 1-1 gold for wood? I will trade for 2 wood from you as well. The sooner I can get a proper ship, the better.Pleasure doing bussiness, madam.
A question for the GM, can we un-archer a unit and take their bow back?Good question, but no. Once they're trained as archers, that's what they are.
If I receive any troops/engines from Marquise Vulk, they also attend the Siege of Fort Heather.This sort of order is quite difficult for me, as I then have to search through a thread to find out what's what. Looks like he's sent 4 to you, so I'll accept it this time, but best avoid conditional orders in future.
I'm not sure what an open border policy would entail in this game.Basically standing orders that allow either of us to use the other's territory to travel.
There's also the matter of the thorn fort @P11. I expect you will claim it as being in your sphere of influence. I can either sell you a siege engine (when you need it) or I can try and siege it myself (you would be compensated).
ScoutIf a scout reaches a hill, it only reports on adjacent land if the hill is not occupied. Is this correct? If so, I guess you have a reason to scout hills again later even if you already know everything about it and conquered it?
Assign one army to scout any unexplored area within three squares of your border: the scout will reveal the contents of every tile it passes through. If it reaches an occupied tile, it will return home with a report. If it reaches a hill, it will give a land report of adjacent territories (though they won't know what features the land contains or whether it's defended).
Do wolves from the Wolf Crystal count toward your army cap?No, monster units are free unless otherwise stated.
How exactly does the cape work? I think you need to equip it on one of your armies and it becomes a special unit, correct?Assign it to an army. It can be reassigned each turn if desired. Most artefacts work this way. The Rhuddy Cape specifically treats one unit as a giant. This is what a giant does: equivalent to 3 armies, destroys defence on a 2-7 when beseiging, drops 1 wood on death. So you get triple the attack dice/health on one unit, and they're good at busting down walls. If they die, you'll get the tree they were using as a club.
Could I let a scout start at B10 by boat, or is that one square too far?That's one square too far for a boat which only goes 2 squares.
@NQT: Can I send Marches and Scouts from a Fort, or am I always limited to 11 "acting" armies, with all the rest dedicated to Fort garrisons?If they're based at a fort then either they're defending the fort or they can be set to patrol adjacent to the fort (I'll make this point clearer in OP). They can't be sent on missions essentially. Think of them as a reserve force.
Also, have I understood that Fort Heather took three damage in that Siege? Because wow, multiple Siege Engines are powerful!Yep, they're one use though. Probably worth it in this case.
I think those siege engines are single use? ("each siege engine spent") Making them strong but also expensive.Correct.
Receive last turns 4 armies and 2 wood from Marquess Ambrose Vulk.
Send the Last Femur to Marquess Ambrose Vulk.
Receive 2 Gold from the library fund (Wright last turn and Bockhaven this turn)
@NQT: Does it take only one successful Hit to kill a Giant/Ruddy Cape user/Dragon, or do they also have 3-5 "wounds"?They essentially have 3-5 wounds, yes. And these refresh after combat. So Dragons especially can be hard to kill. Hits are assigned randomly, so a Rhuddy Cape wearer might be able to tank 2 hits without an army taking any losses, if they get lucky. Or their team mates might be killed first.
How does the last Last Femur work?From the report:
More specific questions for the last femur to make sure I understand: Do I assign it to a specific army/march for a turn? Does it work for all deaths in a battle or just ones caused by the army holding it? Can the wielder be prematurely killed during a battle? Does anything special happen if it rezes giants or dragonsYou assign it someone specific. It works for all deaths. The femur works so long as a human is still alive on your side (so it's not assigned to someone specific). What it actually does is bind the dying spirit to resurrect nearby bones (which might be the corpse, or might be in the earth)— so it still resurrects a skeleton warrior from dragons, giants or even wisps which don't have bones.
Spoiler: orders (click to show/hide)
- Squelshman Reprisals:Ok one more question, do reprisals target the lord who woke them up, or do they target an Alkabarian marcher lord at random?
--[Vulk 5%] The Squelsh are quiet... for now.
--[Wright 2%] The Squelsh are quiet... for now.
--[FitzHarbort 1%] The Squelsh are quiet... for now.
ok one more question, thanks for answering theseIt was easy to miss but yes:
I see that up to three armies can be assigned to a fort and they do not count toward your unit cap as long as they are.
You can also assign boats to the defense of a castle. Can you assign armies (or special units, like archers) to the defense of a castle as well? It seems logical, but the OP does not literally say so.
Unassigned armies will defend your castle.
Do I understand correctly that retreat happens after half of the force is defeated rounded up?Yes that sounds right. If you attack with 5 and 2 die, you keep fighting, but if 3 are dead you retreat.
They are reprisals against the specific lord. If you never kill any Squelsh, you will never experience reprisals from them. When they attack, they attack a random county adjacent to an unconquered tile.- Squelshman Reprisals:Ok one more question, do reprisals target the lord who woke them up, or do they target an Alkabarian marcher lord at random?
--[Vulk 5%] The Squelsh are quiet... for now.
--[Wright 2%] The Squelsh are quiet... for now.
--[FitzHarbort 1%] The Squelsh are quiet... for now.
After a squelsh attack, does the reprisal percentage lower? Or does it stay that high forever (outside of artifacts/locations/other things we don't know about)Outside of specific sites, artefacts etc., the number doesn't normally go down. I've updated the OP to clarify a bit about it, but multiple Lords can be attacked in reprisals, with the most hated Lord attacked first, and then the second-most etc. As such, forts, patrols, and defence artefacts are more likely to be useful the longer the game goes on.
In light of this information I have to change my orders, sorry to keep doing that. The boars could easily kill 4 armies and I can't have those cowards retreat.Do I understand correctly that retreat happens after half of the force is defeated rounded up?Yes that sounds right. If you attack with 5 and 2 die, you keep fighting, but if 3 are dead you retreat.
Edit: Actually, if we defeat a squelsh attack, does the percentage raise from the killed attackers as well? That might be funny.It counts each and every Squelshman killed, so yes, defeating an attack will raise the percentage too.
In light of this information I have to change my orders, sorry to keep doing that. The boars could easily kill 4 armies and I can't have those cowards retreat.Reasonable. Fortunately I hadn't started processing your actions yet.
A couple more questions on Reprisals: Does it count only the Squelsh killed this turn, or since game start? If Game Start, Does it get reset to zero if a reprisal is generated? If not, does that mean we can death-spiral and grt constant unending Squelsh invasions?Since game start. Doesn't reset. There will be ways to deal with it, so don't worry too much at this stage.
So, worrying about those southern thorns. Is it true that the Thornish can't/won't use boats? I'm thinking about the T13 thornish fort right now, as far as I can tell, it's about to pop, the closet player tile that they'd normally assault would be S14. But, can they attack the island? If not, will they instead attack one of my provinces instead as the next closest tiles?Closest valid county tile, and as they have no boats that won't be the island. If enemies get boats later somehow, they would use them.
Edit: a pretty funny bug in my generator: it was never giving the empty result, so the initial exploration was more deadly and scouts a bit more likely to head back early! This has now been fixed for this next turn.The square of J13 did generate an empty monster result in turn one.. was the bug introduced later?
Ah but the tile wasn't entirely empty, the first "feature" roll made a quarry— it managed to get nothing on its second roll which wasn't bugged.Edit: a pretty funny bug in my generator: it was never giving the empty result, so the initial exploration was more deadly and scouts a bit more likely to head back early! This has now been fixed for this next turn.The square of J13 did generate an empty monster result in turn one.. was the bug introduced later?
So, worrying about those southern thorns. Is it true that the Thornish can't/won't use boats? I'm thinking about the T13 thornish fort right now, as far as I can tell, it's about to pop, the closet player tile that they'd normally assault would be S14. But, can they attack the island? If not, will they instead attack one of my provinces instead as the next closest tiles?Closest valid county tile, and as they have no boats that won't be the island. If enemies get boats later somehow, they would use them.
If Thornish manage to take and hold a village, will their associated fort get +1 recruitment? :pIf they become an organised force due to a site or artefact then yes, otherwise, and as it stands, no.
nqt: I think you forgot to draw the findings in D11 on the map?Good spot. Now fixed.
Sorry 'bout using you as a shield, cryptfiend. 😅
Keep in mind they are going to attack you now, this turn.P12 is closer to T13 than R14, due to the water. Water and mountain are a factor in picking the "nearest" county square.
First: I thought "Huh, a lair is weird in EE, is that possible?" And looked back at terrain generation rules, as far as I can see, lairs shouldn't be possible to spawn in EE?Yes that's quite right! Not so much a bug, as me forgetting to toggle a setting before generating the tile. I'll let the challenge stand for now, as it benefits Egan, but yes good spotting. There shouldn't be lairs or sites to the east. I'll change it into a swamp with the same gold reward.
Second: When looking back at the rules I also noticed that lairs are suppose to spawn with 2 monster groups, which means my single giant lair from last turn shouldn't be possible, nor should a single wisp lair?Yes that is a bug! Lairs were only spawning one group. Thanks for noticing that. Thirty second fix to the engine. Glad that one got nipped in the bud early on.
Do skeletons count for army size when calculating retreat thresholds? And do dead skeletons count as casualties when calculating retreat thresholds?Yes to both. They act the same as people except for needing accompaniment and having some special interactions around artefacts.
Bank error in your favor! 😍First: I thought "Huh, a lair is weird in EE, is that possible?" And looked back at terrain generation rules, as far as I can see, lairs shouldn't be possible to spawn in EE?Yes that's quite right! Not so much a bug, as me forgetting to toggle a setting before generating the tile. I'll let the challenge stand for now, as it benefits Egan, but yes good spotting. There shouldn't be lairs or sites to the east. I'll change it into a swamp with the same gold reward.Second: When looking back at the rules I also noticed that lairs are suppose to spawn with 2 monster groups, which means my single giant lair from last turn shouldn't be possible, nor should a single wisp lair?Yes that is a bug! Lairs were only spawning one group. Thanks for noticing that. Thirty second fix to the engine. Glad that one got nipped in the bud early on.
a1s: I offer you 5 gold for your 4 wood this turn.Accepted
Scout O12-O11-O10: You scout through the first land, a newly taken Fecund Copse, still with five armies securing it. You scout through the second land, discovering a hill. On the craggy slopes the scout finds five wood. Lying on the stockpile of wood, they find a bog cat!it says there are 5 armies securing the Fecund Copse, but in actuality it is 3 (enemy turn correctly uses that number)
Your scout withdraws to safety.
confirmed :)a1s: I offer you 5 gold for your 4 wood this turn.Accepted
TURN ONE REPORTSon the map I see 3 (the status of this village did not change since the above report)
[.. Marquess Ambrosio Vulk ..]
Scout Q13-Q12-Q11: You scout through the first land, discovering a village. The hamlet is defended by two Squelsh barbarians.
Your scout withdraws to safety.
[snip]on the map I see 3?
[.. Enemy phase ..]
- Squelshman Reprisals:
--[Vulk 5%] The Squelsh launch a reprisal attack! Six Squelsh barbarians attack the undefended village of O14!
[Marquess Fritz Ferdinand von Bockhoven]My intention with this order was to transport two armies on the same boat, with the first army marching and the second army scouting. Is this allowed? Or do all armies on a boat / ship need to perform the same action? The roll indicates that only the one army wearing the cape was attacking, so "your armies attack" also seems like a minor inconsistency.
Two armies sail to B11 by boat, with the Rhuddy Cape
=> the first army marches on B11, with the Rhuddy Cape equipped: Your armies attack (one wearing the Rhuddy Cape) (8, 9 and 5), defeating two of the enemies (Squelsh barbarian and Squelsh barbarian).
All enemies are defeated and the forest is absorbed into your county. x1 wood is discovered.
=> the second army scouts B11-B10-B9
[ no result ]
B11 and B10 still need to be a little bit updated on the map though, technically :PIt would help if I actually uploaded the image I'd just amended, yes. Now done.
(or maybe you accidentally reposted the wrong image)
Just to be sure: is it possible for the sort-of-half-revealed-lair on E10 to spawn additional monsters yet?It won't do anything until anyone knows a bit more about it by properly scouting it or marching on it.
Also if anyone wants to buy armies, I'm interested in selling a few this turn. Was thinking probably 3 for 4 gold?May I instead (of gold) interest you in some wood?
You're welcome for the dead Thorns Egan_BW, plz save me.
You're welcome for the dead Thorns Egan_BW, plz save me.
What do you need saving from? I think you can clear one holdout. :p
I don't want to immediately go broke again, but 4 gold for 4 wood would serve me well here.
Also, that rod next to my land seems valuable, but it's not immediately useful for me.
A few very minor nitpicksThanks for spotting. Now fixed.
Is there an equal chance that the extra Moot barbarians attack any player who gets a reprisal, NQT, or are those higher on the list at greater risk?The person they hate the most out of those receiving reprisals gets the Moot barbarians, as the reprisals happen in order of highest to lowest chance.
Question about the "fully mountain" provinces like Q10 and P5, are they immune to being scouted/conquered, I think I can't move into them because mountains block movement and they have a mountain province on all sides? And if left unconquered would they count as "unclaimed land" for bordering provinces for Squelshman retaliation?Unless you have an artefact that says otherwise, these tiles (and full ocean tiles) can't be conquered, and the mountain tiles can't be scouted. Squelshman can't retaliate through them. Until something says otherwise, treat them like map edges.
Agreed.I don't want to immediately go broke again, but 4 gold for 4 wood would serve me well here.
Well, a1s, it seems like we have our triangle trade? I send 3 armies to A1s, A1s sends 4 wood to Egan, Egan sends 4 gold to me. Bing bang bosh jobs a donen?
Question: since archers are vulnerable to 5s, but regular armies are not, does that mean that an archer is guaranteed to die to a 5, or do you later roll to see who the 5 was directed at?I think they're guaranteed to die to a 5. The way the engine works at the moment is it tries to assign the dice to whomever is valid, with it rolling randomly if there are giants or skeletons that it might hit or not hit.
Also: boars are insane. Each is more than half as bad as a giant, comes in packs of 1d4 and drops no loot.Giving them both attacks-twice and haste is pretty nasty. Funny that I thought that would be easier than the Bone Reckoners, who just have a lot of guys. I'm glad though, as it means players can't just steamroll with big armies every challenge.
Bloodsinger (has an artefact, if undefended, will flee if fails to win counterattack and if unoccupied zone adjacent)Does this mean that the Bloodsinger on A7 owns an additional artifact that can be gained from defeating him, in addition to the two artifacts that are already revealed on this tile?
a Bloodsinger sitting upon the Marrowfat Throne (when owned by someone of Squelsh heritage, one Squelsh defector will join your cause at the start of each turn (+1 army production) and adjacent Squelsh armies will join your attacks on non-Squelsh; when owned by an Alkabrian or other, +30 reprisal chance, +100 reprisal chance if destroyed.)When / how would the throne be destroyed, rather than owned? Does a gold sacrifice on the F12 pit reset this reprisal chance?
edit: another question. If you fight barbarians your armies get +1 attack because the barbarians have weak defense. What happens when you fight a mixed army that includes a barbarian? Do all of your units get the +1 on their attack roll?Currently in the engine the barbarians make both sides reckless, granting +1 to both sides. I guess I need to make a ruling on this. To make it simpler for me, I think I'll keep it as it is: the precence of barbarians in a host makes everything more chaotic and all their defence worse (+1 Lord attack) but also makes them more brutal and quick (+1 enemy attack). So, while barbarians are still on the field, all of their allies are also honoury barbarians.
Could I pay another player to aid me in a fight for A7?Other players can send you armies or whatever, but currently only you have access to A7. If you bordered an ally, they could send troops through your lands as if they were their own, but you don't border anyone.
Does this mean that the Bloodsinger on A7 owns an additional artifact that can be gained from defeating him, in addition to the two artifacts that are already revealed on this tile?No, the artefacts revealed are explicitly held by the two Bloodsingers, and will go with them wherever they go.
1. When / how would the throne be destroyed, rather than owned? 2. Does a gold sacrifice on the F12 pit reset this reprisal chance?1. Currently there aren't any rules for destroying artefacts, but if a site or artefact allowed for artefact destruction then this would happen. 2. Yes.
I see two capital B on A7 on the map and no barbarian.. from the report I would expect one B and one S? Maybe I misread something.Those capital Bs are the two Bloodsingers. There was one barbarian from the throne, but it immediately left for the moot! (See enemy phase.)
edit: one more question. A dragon attacks first, does that mean that other monsters in the same fight would attack first as well? I guess not, but better double check.No, just the dragon. Same as if boar accompany other units. If someone attacked that lair, it would go:
@NQT: The Hill report at G12 seems to be mixing up East and West directions, except to the North. Also, it looks like Lake Sorrow spills over into the neighbouring tiles, does that mean you can't step around it diagonally? Also also, as it is impassable, is it pointless sending a Scout to it, or is there more to learn?Thanks, I've amended the description. Lake Sorrow spills out and prevents diagonal movement. Good question. There's nothing more to learn from sending a scout into water.
The description of Bog Cats doesn't mention yet that they give -1 attack, can turn areas into swamp and get a bonus there.That is because I had completely forgotten about the cat rules. I'll update it.
(By the way how does this bonus / penalty work in a mixed army with Bog Cats? Same as with Barbarians?)Mixed armies are normal for the cats, so I should probably just make it apply to the cats as that's what the wording in the OP implies.
Does an army wearing the Rhuddy Cape also count as three units for the purpose of deciding whether you retreat from a fight?Not currently. Should it? Hmm...
A question: I have 13 army max, I also have 10 armies and am recruiting 5 this turn, giving me 2 more then max. Can I send the extra 2 to a fort, or do they dissolve before that is possible? I noticed that in a previous turn another player sent to a fort before overflow dissolved, but I'm a bit unsure if that's how one is suppose to treat the order of operations. Other order of operations questions, can I sell/trade the extra armies before they dissolve?
Also a small thing, but if you want, you can turn on "don't use smileys" which will stop eights followed by parentheses turning into the "cool" emote. it's an option under attachments and other options below the typing box.I've checked the box each turn, it just isn't working (maybe because it's text in a spoiler??).
Edit: This is assuming that giving people pass though access to your lands works how I assumed, which is that then your lands would act as if they were their lands for matching and scouting, allowing me to march from A8 to B9, if it doesn't work like that then we're up a creek without a paddle on getting my boys that far up north.If another player gives you permission to march or through their lands, then their lands count as yours for that turn for movement purposes... but you have to actually be next to one another for that to work. So for you to assist you would need permission to pass through the conjoined lands of the three Lords in between and the Prince would have to next to the lands of Bockelstein. So it couldn't happen this turn, but perhaps next turn.
To Quarque, depending on the specifics and payment, I would be interested in helping you kill The Marrowfat Host if you're looking for killing partners. I'm fairly confident I could kill that many, abet maybe with some losses to the dragon. I don't have any pressing targets in my own land this turn. If we can finagle it properly I'm also about to (assuming I can get access) pay off my reprisal chance, so if I end up with the throne after an attack it's probably not a big downside for me (although of course an artifact, no matter if it's negative, I'm sure still has some value of course.)I appreciate the interest, but unfortunately no one can directly aid me in a fight right now, because no one borders my terrain.
imho a giant along your side would inspire courage, but maybe it should depend on wound status. ie, perhaps a giant at 1/3 health could count as 1 unit and a healthy giant as 3, for the purpose of the retreat count?Does an army wearing the Rhuddy Cape also count as three units for the purpose of deciding whether you retreat from a fight?Not currently. Should it? Hmm...
Also a small thing, but if you want, you can turn on "don't use smileys" which will stop eights followed by parentheses turning into the "cool" emote. it's an option under attachments and other options below the typing box.I've checked the box each turn, it just isn't working (maybe because it's text in a spoiler??).
If another player gives you permission to march or through their lands, then their lands count as yours for that turn for movement purposes... but you have to actually be next to one another for that to work. So for you to assist you would need permission to pass through the conjoined lands of the three Lords in between and the Prince would have to next to the lands of Bockelstein. So it couldn't happen this turn, but perhaps next turn.
imho a giant along your side would inspire courage, but maybe it should depend on wound status. ie, perhaps a giant at 1/3 health could count as 1 unit and a healthy giant as 3, for the purpose of the retreat count?I'll have a think. It probably makes sense for them and dragons to count in this way. That way attacking dragons will flee properly when injured.
also, nqt: How likely is a dragon or giant to absorb hits? If you fight one dragon and one wolf and you score one hit on them, is the chance to hit the dragon 1/2 or 5/6?5/6. Each dragon or giant part is counted separately for hits. I should note, that they count for armies in a negative way as well: they roll less dice the more hits they take.
If two players attack the same province, and they are trying to do it co-cooperatively, would their armies be able to merge, or would they have to do two subsequent battles? And would there be a risk of them attacking each other?No risk of them attacking each other unless one of the players told me that that was their intention. I'll count it as one big force attacking as one if players tell me that that is their intention. The prime attacker will get the loot and take the county if they succeed (and may decide to share if they want).
Not sure about M10. I think I got a research result and put it on but had to reroll due to the item appearing elsewhere in the same round. I'll remove it from the map.Spoiler: Marchioness Aywen Ayes - The Oak and Ash (click to show/hide)Spoiler: orders (click to show/hide)
Questions: can I build a second barracks? Or only towers work like that? What is that ! on M10? I seem to have missed it's description.
That would work for the attack bonus in marshes, but I guess the -1 attack penalty vs Cats would apply to all rolls of the attacking Lord?(By the way how does this bonus / penalty work in a mixed army with Bog Cats? Same as with Barbarians?)Mixed armies are normal for the cats, so I should probably just make it apply to the cats as that's what the wording in the OP implies.
Oh! Well then there are three artefacts in A7 I guess.Spoiler: Orders (click to show/hide)Spoiler: Marquess Fritz Ferdinand von Bockhoven (click to show/hide)
Minor error in the scout report for A8, it reports that the Wolf Crystal is found there instead of A7.
That's right, as long as there are cats and it's a marsh.That would work for the attack bonus in marshes, but I guess the -1 attack penalty vs Cats would apply to all rolls of the attacking Lord?(By the way how does this bonus / penalty work in a mixed army with Bog Cats? Same as with Barbarians?)Mixed armies are normal for the cats, so I should probably just make it apply to the cats as that's what the wording in the OP implies.
Yeah, that makes sense. A bit of a shame since I think I'd rather have a quarry than a fort in that location.RULE UPDATE
Can one deconstruct a fort? I don't see any rules for it, so I'd assume no, but I figure I should ask.
((PtW or waitlist this looks cool.))If someone ever drops out or is eliminated and there's enough space on the map, I'll let you join. Probably 6 players is the maximum number I should run with.
Sheet updated, but no actions yet.Action!
Fort names are a bit weird with there being two of them called "Fort Ivy" right now, the one at P11 and the one at I11. Dug back though the thread to figure out how that happened, sorta a mildly amusing series of events during turn 4 seems to have caused it. From what I can tell originally P11 was called fort Ivy and I11 was called fort Holly, turn 4 when I took fort Ivy you said that fort Ivy at P11 recruited a bannerman when it was suppose to be fort Holly at I11, Kashyyk corrected you about it being at I11 but not about the name (presumably not noticing the names since they are somewhat hard to keep track of) and since then Fort Holly has been renamed to fort Ivy in both the GM and player turns.Haha oh dear, well I guess it's not just me who's confused here. At least we have the co-ordinates. It would have been a better idea to name fort names after the letter co-ordinate they appear on. (Holly on H, Ivy on I etc.)
((Preciate it))((PtW or waitlist this looks cool.))If someone ever drops out or is eliminated and there's enough space on the map, I'll let you join. Probably 6 players is the maximum number I should run with.
If we wanted to get rid of a cursed item could we not just send a single army wielding it to attack someone's castle? :pCertainly! And that's probably a good approach for some of the items. If you do it to another player, I suspect they might not be very pleased.
I would be willing to sell some armies to the highest bidder. I'm looking for gold or stone.Victory points at the end and access to adjoining lands... but that's about it.
Also, hags suck. They are a danger to lords, but offer no benefit and live in useless swamps. Other than by blindly invading why would anyone ever fight one?
I would be willing to sell some armies to the highest bidder. I'm looking for gold or stone.How many armies do you have available?
The wild animals here are pretty frickin' wild.(https://i.pinimg.com/736x/88/a0/ce/88a0cea1d9beb5bddabc3e512f0b7ecf--princess-mononoke-hayao-miyazaki.jpg)
A question regarding beseiging boars. Have they had their one turn of double-hit first strike, or do they get to do that every turn of a Siege?Well... it depends. If left to their devices, they'll attack the fort again and won't get a double strike. But if someone attacks them, then it'll be a different combat and they'll be back to their old tricks straight away.
Let's say up to 5 armies are for sale.I would be willing to sell some armies to the highest bidder. I'm looking for gold or stone.How many armies do you have available?
Ok. With a 5 army assist this fight is much safer. I would offer 2 stone and 2 gold.How many armies do you have available?Let's say up to 5 armies are for sale.
And 12 wood.
Questions: Are fully wooden forts 4/4 defense?Yes, this is what the OP says:
Forts give +4 defence at base. You can repace wood for stone in the construction of your fort, giving +1 defence for each stone spent this way.
Ok. With a 5 army assist this fight is much safer. I would offer 2 stone and 2 gold.That's a bit lower than I expected. How about instead of the gold, a futures contract on 3 stone deliverable 3 turns from now? (basically your quarry production, but insured against you losing the site)
Not for buying them, because my army cap would delete them. Instead I'd pay you to march those armies to A7 this turn and aid me in my fight there. Any surviving armies would return, of course.
That is on the expensive side, but if the other parties involved agree (and do not make a cheaper offer ;) ) I will take it. Please wait for them to weigh in before committing the action.Ok. With a 5 army assist this fight is much safer. I would offer 2 stone and 2 gold.That's a bit lower than I expected. How about instead of the gold, a futures contract on 3 stone deliverable 3 turns from now? (basically your quarry production, but insured against you losing the site)
Not for buying them, because my army cap would delete them. Instead I'd pay you to march those armies to A7 this turn and aid me in my fight there. Any surviving armies would return, of course.
Note: I know this isn't risky ventures, I'm trusting you to keep faith with the contract. Because I belive in your high moral character and because I would be violently angry, if you don't keep it.Trust appreciated - though instead of my dubious moral character, I'd say you can trust me because no one would ever deal with me again in online games if I broke my word. ;)
BTW, since I'm getting these back, 5 armies are still for sale, if anyone else needs them.I'll start the bid with 1 gold. :D
I can get 2 gold for them on the market, so obviously the lowest bid I will accept is 3 gold. :PBTW, since I'm getting these back, 5 armies are still for sale, if anyone else needs them.I'll start the bid with 1 gold. :D
I'm looking for assistance in the fight against the lair with the dragon.
If you're paying the way up north (assuming A1s would even accept the offer since I'm directly competing against them) I'd do it for 1 stone with 6 armies with the additional condition that I'd be sending the last femur to pick up skeletons in the fight, and if it's somehow lost and it ends up in there, when it's recovered it comes back to me.Yes, I pay the Lords in between. This is a good offer, I would agree to those terms.
I will do it for 1 stone.If you're paying the way up north (assuming A1s would even accept the offer since I'm directly competing against them) I'd do it for 1 stone with 6 armies with the additional condition that I'd be sending the last femur to pick up skeletons in the fight, and if it's somehow lost and it ends up in there, when it's recovered it comes back to me.Yes, I pay the Lords in between. This is a good offer, I would agree to those terms.
a1s, would you agree to let the skeltons pass if I pay you 1 gold?
I will do it for 1 stone.Deal. In fact, I offer Vermilionskies and Kashyyk the choice of being paid in the resource of their choice as well (1 gold, 1 stone or 1 wood)
I'd offer that to Quarque, so you don't have to also use the grove of tusks. Of course, this comes at the cost of me obtaining the throne, so you'd have to decide if you value having it more then you value not having those bonus anger points. I'm okay either way, just an offer in case you actively don't want the throne.That is generous, you can certainly have the throne. I feel that you deserve a bonus for keeping it, so will also give you the Pellucid Orb then (as soon as I have it - with bad luck a bloodsinger could escape).
You win this race Egan lol rip that mountain pass.Yeah, 15 bog cats right on the pass is unfortunate luck for you.
there's no reward for defeating them.
My scouting is a bit weird,I switch them round in my head too.when I absorbed the hill I see "From the hill: NW: you see unusual site" However, NW was already scouted last turn and is as far as I can tell, just a normal marsh? Am I misunderstanding something there or bug?Criptifeind can't tell east from west.
Also I scouted O9 and found a dragon with stone+gold but the dragon was placed on O8, displacing whatever the unusual site is I think?It displaced another marshland. I've swapped it back round. Good spot.
As a question to the notquitethere: If me and Quarque attacked the marrowthrone and I ended up holding the throne, and then paid the grove of tusks in that same turn, would that end up as I wish it too, with me holding the marrowthrone and 0 retaliation percentage?Sure, if the payment is made before the next enemy phase, and you don't kill any more barbarians after that, it would be zero for the enemy phase.
If a player's fort/castle runs out of defenders it falls to the enemy, right?Correct, even if it has defence left. This is why Keeps are good.
@NQT: My reprisal odds didn't increase after taking the Village at F15.Fixed.
Giants in sieges, how do they work vis-a-vis being 3 armies? Do they regenerate every turn?Good question... I suppose they should do because:
Also I think when you fixed the swamp swap you accidentally left in the partially processed turn. Spoiler alert!Oops. Uh... should be fixed now!
If you break a fort/castles defenses down to 0 during a round, it turns into just a normal combat next round right? If so, does it still only do the siege battle that turn, and the normal battle rounds would have to take place next turn, or would the normal battle immediately commence at the end of the siege round?A normal battle commences as soon as the walls are completely destroyed.
it's interesting to me that siege engines don't actually break walls (they kill people but the chance to destory a wall is still 3/8).This would be a better way of implementing the siege engines:
I'd be quite tempted to move over to this, but it's not good form to chop-and-change the mechanics mid-game.We could take a vote on this: if no one minds (i.e. unanimous approval) we will switch.
If this rule is going to be changed, we should be careful to reconsider the cost and durability of siege engines. These currently last only one combat round. As it stands they are expensive and good. Let's not make them expensive and bad.It's a good point. Destroying walls on long seiges is useful (essential vs. anywhere with a Keep), but killing defenders is strictly better. Maybe they don't get exhausted?
If this rule is going to be changed, we should be careful to reconsider the cost and durability of siege engines. These currently last only one combat round. As it stands they are expensive and good. Let's not make them expensive and bad.
If this rule is going to be changed, we should be careful to reconsider the cost and durability of siege engines. These currently last only one combat round. As it stands they are expensive and good. Let's not make them expensive and bad.It's a good point. Destroying walls on long seiges is useful (essential vs. anywhere with a Keep), but killing defenders is strictly better. Maybe they don't get exhausted?
orders:
March 3 on N9
March 9 on O9
Scout N9-O8-P7
Your total losses: one. The 10 gold that would have been looted remains.Gosh darnit! The one good thing I was hoping to get out of this debacle :'(
Well rip. I'll send the orb back to you Quarque since our plan for the marrowfat failed. I guess "undefended" means "not behind a wall" not " notdefended by other monsters". At least you have tons of gold to pay it off later.That's kind, but you can keep it if you like, you earned it. Not your fault that the bugger escaped.
3 armies 2 skeletons 1 skeleton archer continue sieging fort Hawthorn 1/5 at Q14: Your armies attack (with two skeletons) (7, 7, 7, 4 and 4), damaging the walls (1) and breaking through into the fort, defeating two of the enemies (Thornish holdout and Thornish holdout).
All enemies are defeated and the marshland is absorbed into your county.
Well rip. I'll send the orb back to you Quarque since our plan for the marrowfat failed. I guess "undefended" means "not behind a wall" not " notdefended by other monsters". At least you have tons of gold to pay it off later.That's kind, but you can keep it if you like, you earned it. Not your fault that the bugger escaped.
@Kashyyk: I see you have a wolf problem. I'll let you use my wolf crystal for a turn if I can have half of the wolves.Yeah, I'll take that deal.
Another question for notquitethere when he gets back from camping. How do blood forges work? Specifically, are they one use or multi use?Multiuse, but only once set of sacrifices per turn.
Digging into this more, am I understanding correctly that what happened here is that the first 7 caused the wall to break and then it immediately went into "normal" combat mid rolls with the subsequent sevens killing the enemies under normal combat rules? If so, how do archers and their +1 fit into the instantly swapping combat rules? Siege weapons as well?Currently, the engine gives the archers and seige engines the bonus when the roll is made, and each dice is assigned one-by-one to the walls or, if no more walls, to normal combat.
Question: what does releasing an unfriendly cat from a bag do? or is that a surprise?It would act as a unit hostile to Alkabarian (and Thornish etc. forces), and friendly to monster-aligned forces. If let loose by a scout, the scout would flee as if they had encountered it in the wild naturally.
Edit: Since scouts can go though the hag market, I think my scout last turn should also have scouted O7, if I understand correctly. (Both me and a1s scouted the hag market this turn and you only edited their scouting results.)Right you are. I've updated accordingly with the O7 result
Did you decide yet?imho a giant along your side would inspire courage, but maybe it should depend on wound status. ie, perhaps a giant at 1/3 health could count as 1 unit and a healthy giant as 3, for the purpose of the retreat count?I'll have a think. It probably makes sense for them and dragons to count in this way. That way attacking dragons will flee properly when injured.
Yes I think I will amend the engine to take into account giant and dragon health when weighing up whether to flee. It's more consistent that way too.Did you decide yet?imho a giant along your side would inspire courage, but maybe it should depend on wound status. ie, perhaps a giant at 1/3 health could count as 1 unit and a healthy giant as 3, for the purpose of the retreat count?I'll have a think. It probably makes sense for them and dragons to count in this way. That way attacking dragons will flee properly when injured.
A few questions about player-aligned wolves.No, monster units cannot perform actions unaccompanied. (This helps keep the action economy pegged to your max army count even though there's no limit on monster units.)
Are they allowed to perform actions on their own, such as marching or scouting?
What happens if they flee during a fight, do they remain under your ownership?I had in mind that they would revert back to being wild wolves, but the artefact description doesn't say that, and units, once joined to your army, usually remain. So they will remain under ownership. I could have had weilding the artefact necessary for continued monster unit control, but I didn't go down that route, so I guess it's fine.
I think they only flee when a fellow wolf dies (or half army strength), not when a regular army dies. Correct?Correct, they only care about wolf deaths.
Does the bitter brew prevent them from fleeing, if you have it?Sure, that makes sense to me.
Send a scout to F12 to sacrifice 10 gold, then continue scouting* - E13 - E14Yes, units who scout to a special site can continue scouting if they have tiles remaining to play with.
[/b]*: if that is allowed, otherwise just sac the gold
So, if I have no good mission for my wolves for a turn and just want to prevent losing them, am I allowed to keep them playing in front of my castle or something?Unassigned units will always just defend your castle, this is true for wolves, cats, skeletons etc.
The hag market might need some tuning if you run this game again. That's a unit that ignores army cap, is available in unlimited amount, lowers pvm damage by 33% and pvp damage by 25% and gives a bonus in swamps. With no drawbacks. Given how much income we have already, they're worth closer to 12 gold a piece than 4 gold.I wouldn't go as far as saying they are worth 12 gold, but they are certainly a steal at 4. Also the amount is limited to 27.
Also blackclaw+catmarket=effectively infinite cats for sale?Only if battles near the cat-market are infinite, but yes that can add a few cats to the stockpile.
Not exactly. I am willing to simultaneously give you 3 gold for 2 of your stone, or 2 wood for 1 of your stone. And then you can pay me the 6 gold.I'll just change my orders to be able to pay directly.. next turn, that is. Since your scout first needs to pick up the cats, I don't think you can instantly sell them this turn yet?
Taking a peek at your finances, I can see that this is not for you. I can also sell you a cat on credit, if you promise to pay me 2 gold for the next 4 turns. 1 creditCat per customer.
Since your scout first needs to pick up the cats, I don't think you can instantly sell them this turn yet?This is correct. It's unlikely, but in theory something could happen to the scout on the way due to some other event.
Do player owned cats turn the terrain into marshes on victory like normal cats, presumably destroying forests/villages/unique terrain? And, if so, what would that do to quarries and mines, which as terrain features I guess there's no rules that they can't exist in marshes, but will never generate in a marsh naturally outside of some sort of unique terrain/artifact?Yep. You're asking the right kind of question.
Which happens first then, the scouting from a hill or the turning the terrain into marsh?Turning into marshland, because it's an effect that triggers at the end of combat , and the scouting happens when combat is over and the terrain is seized.
So that's one way to permanently destroy the Grove... Gonna have to save up for some cats!The Grove is undefended so I'm not sure how you'd orchestrate that but I suppose it might be possible with some co-ordination.
Minor error, I should gain vision on C15 to E15 because of the hill.Good spot. Now included.
Is it possible to attack the dragon on F11 by boat? If a cat is included in the fight, can it turn the water into swamp?Yes and yes.
@a1s wtb 2 cats for 12 gold this turnSending you two cats. Not sure where you got 12 gold, but that's your business I guess.
@Kashyyk: I think the going rate is 3 wood for 2 gold, so that would be a deal. Also, if I can have your dragon, you can have a new marsh next turn..Deal.
If I had to guess where this tiny confusion comes from my best guess would be you probably looked at an old turn of his last turn where he spent 10 gold paying off reprisals at the Grove of Tusks when you were thinking about cat selling, but he changed his turn to one where he didn't do that, thus he was up 10 gold from what you thought?@a1s wtb 2 cats for 12 gold this turnSending you two cats. Not sure where you got 12 gold, but that's your business I guess.
Thanks. I changed my orders last turn to be able to afford this (delaying the sacrifice to the barbarians).@a1s wtb 2 cats for 12 gold this turnSending you two cats. Not sure where you got 12 gold, but that's your business I guess.
I notice that there's only 5 people in the reprisals section, looks like maybe Bockhoven wasn't put into it.Originally he was paying off the Squelsh that turn. But it's now in and freshly rolled and nothing has to change.
:D
The ancient Dusk Dragon trembles in fear before the might of the two terrible monsters that are coming to kill him.Spoiler (click to show/hide)
So can I submit an action for the previous turn?This is what I said:
No turn submitted. Everyone is defending. You can still get all your resources from the missed turn. Next turn, to make up for lost time, each scout may go on two separate scouting missions.
how many armies can I get for 2 Gold? Can I get more if I promise to pay more next turn?I could borrow you two wolves for a turn. As payment I'd take an extra wolf next turn.
@a1s (or anyone else): Willing to buy 1 army this turn for 1 stone.Agreed.
@a1s, how many armies can I get for 2 Gold? Can I get more if I promise to pay more next turn?2 armies. And not really. I expect to take some casualties clearing out that lair.
Quarque and a1s, I'll take both deals.For sake of clarity, this means I receive 1 wolf from you this turn. (That's easier bookkeeping than receiving 3 and sending 2 back.)
Yeah, probably won't make that. Will have to read two turns and actually figure out what I should be prioritizing, so...I'm happy to give a little longer, but not too much longer. I'll give you another day if you think that would help, but otherwise I'll have to time you out and let your castle fall into ruin to keep this moving.
Hey, VermilionSkies, I can offer you 1 gold to not attack that lair. Otherwise you might learn first-hand the might of [checks notes] a cat.or, bear with me, you can pay me 1 gold to f-off, so I can go help Kashyyk.
Seriously though, this is a bad idea for both of us.
I have 4 Gold right now, I'm willing to pay 2 Gold and some promises in exchange for both of you helping me?In exchange for 5 troops and the cat (cat is a safety issue, my men will not march without it giving the enemies -1 to hit) I would expect 6 gold paid out over the next 3 turns (2gp/turn.)
Turns out the Defenders get first strike, which is not ideal.Ouch. Missed that detail. So that is what a watchtower does.
You've bought a cat, right? Would you be interested in trading it away for some Wolves?Yes.
@a1s: That's quite a lot for rental, considering you sold me armies for the same price earlier.You drive a hard bargain. 2 gold up front and you agree to rent my cat?
send 2 gold to Marquess Ambrosio Vulk
march 5 armies to the Broken Spire, under Prince Mackial FitzHarbort's command.Note that this is only possible if Wright gives you explicit permission first.
Right.march 5 armies to the Broken Spire, under Prince Mackial FitzHarbort's command.Note that this is only possible if Wright gives you explicit permission first.
There.Hey, VermilionSkies, I can offer you 1 gold to not attack that lair. Otherwise you might learn first-hand the might of [checks notes] a cat.or, bear with me, you can pay me 1 gold and the permission, good only for this turn to cross your lands to f-off, so I can go help Kashyyk.
Seriously though, this is a bad idea for both of us.
Woke up and this has been revised without me ever seeing it. As apologies for a lack of communication, have 2 Gold and 2 Wood instead of 1 Gold.Right.march 5 armies to the Broken Spire, under Prince Mackial FitzHarbort's command.Note that this is only possible if Wright gives you explicit permission first.There.Hey, VermilionSkies, I can offer you 1 gold to not attack that lair. Otherwise you might learn first-hand the might of [checks notes] a cat.or, bear with me, you can pay me 1 gold and the permission, good only for this turn to cross your lands to f-off, so I can go help Kashyyk.
Seriously though, this is a bad idea for both of us.
Hmm, I assume that P11 should have black outlines on the map and a fuck ton of monsters in it? Also, how did they pick up the wolf from N10? Also I didn't have an archer to loose in P11.No I wrote it down wrong, they picked N11 instead. And yes N10 was taken over by a wolf which then joined the march.
Heck, what happened to N10, why doesn't Aywen Ayes own it, was it taken over by the wolf? And what happened to N11?
Also this is a strictly good error for me I think, but I think thornish forts are suppose to attack the nearest tile, not nearest fort? So M11... which doesn't exist and I think it should have been M7 should have attacked N8, not P11?Oops. I'm not retconning it now, but that was a genuine mistake. Oh well. Next time...
Was the curse that my march on I13 got devoured by Eldritch time beasts?Got lost in the wash maybe. I'll have a look... OK and it's done. I didn't even have to edit the map.
Whoops, looks like my scout skipped over N7, where cats bane is and he should have turned around and went right into N6.Quite.
May we build forts in the same turn we march to take that tile? Before the enemy phase that is? I don't think so because combat happens after spending resources, hmm.No.
No wait, I think that monsterball actually attacked A1s and it's just the narration that's wrong. N11 is colored black for monsters and has an asterisk on it indicating that there's a heckton of monsters on it.Yes, I mixed up the numbers. The random number generator said the first of two, and that was N11.
Should I take that as implying that the bloodsinger is solo? Or would that be the bloodsinger+his unknown but presumably high number of allies were deep in their cave :PNo, he's alone. He's very unpopular.
I don't understand what happened in the fight with the dusk dragon. I had a bog cat, so I thought it would only hit on a 7+. But it scored hits on 6+?That's right, you'll see the dragon didn't roll any 8s. Sometimes when people face cats they're shown as rolling 0s. This is why. A similar thing happens against barbarians, where both sides are sometimes shown as rolling 9s.
Edit: perhaps the shown results are the final rolls, after deducting the penalty?
In any case, the tile of G11 was taken by Fitzharbort and should be colored orange rather than yellow.Thanks, now fixed.
And a question. If two players cooperate to kill 10 barbarians, do they both gain 10% reprisal? Or only proportional to the number killed by each player?If they're acting as a single army, they both get the blame for each Squelsh kill, so it would be 10%.
Ok. What does a moat do, exactly?Nothing special, just extra defence.
@a1s: Are you still interested in renting out 5 Armies and a Cat for this turn?You are, surely, joking?
@A1: If I consider the other things I want to do this turn, I can freely send 4 armies and the last femur to help you fight off your monster invasion. Do you think that'll be enough? Helping you out here is a higher priority then... anything else I'd be doing I think, but those 4 wouldn't be doing much of anything else anyway, so that's how many I want to send, but if I need to send more I could :P.I am not 3 down from max, the extra casualties came from a fort. I will advise you upfront that a good chunk of our enemies are undead and will not leave a ghost for you to harvest with the last femur. It would also be nice if you could commit 5 armies to the fight so as to raise the retreat threshold by 1.
If you're not at full army cap (if I did the math right, you're down 3 from your max? I think?) I can also sell you up to 3 armies cheaply to refill in preparation for the fight as well by emptying out my forts.
Resources:
Army: 13 (+4/turn) = 13 - 6(curr) + 4(inc) +2(from FitzHarbort)
Gold: 1 (+1/turn) = 0(curr) + 1(inc)
Stone: 3 (+2/turn) = 1(curr) + 2(inc)
Wood: 9 (+3/turn) = 6(curr) +3(inc)
I should note before it becomes relevant: each hag can only curse each Lord once but a Hedge Lord can have curses from multiple hags at once.
I'm assuming the squelsh are not monsters and will not march just because there's more than 10 of them?Yes, I had a note on this a few updates back. Squelsh and Thornish don't monster-march, unless they're aligned units of a monster (as in the Marrowfat throne case). Other artefacts and sites may cause them to move but on their own the stack isn't going anywhere.
Assuming a1 has no issue with me marching through their lands:No issue, no.
Curse you catburt.Catburt now produces -1 gold, -1 wood and -1 stone
@Quarque: I know you're concerned about Reprisals atm, would you like a loan? Can pay it back from that Dragon's hoard perhaps?Much appreciated, yes I would like to borrow 10 gold. Will repay as soon as possible. And yes we can work out a way to repay from dragon hoard. Killing that thing this turn would make a lot of sense in any case. I can build you a ship for you for 6 wood, or perhaps build it for myself and borrow it to you?
No, I've updated it for Bockhoven and FitzHarbort
Were all five casualties of the Spire mine?
Fort Heather (H13)'s icon needs updating to show 4 DefenceI'll fix that shortly. And it's up to the players involved who has access.
Do other players beed access permission to reach the Alkabrian Outpost?
Oh, also, in situations like that with a 3 way battle, how is it determined who each army strikes? And if they overkill, are the rest of the rolls on their attack wasted or do they spread to the other enemies?In a three way fight, each side's attack treats the other two sides as if they were the same, so hits are randomly apportioned and all used up as usual. So in that last fight, if Cuthbert hadn't already ran away, the cats would have killed him at the same time as you.
Also, wait getting a castle increases your army capacity by 10? Can you send those armies out to do things or are they stuck defending the castle like a fort?Yep, it's a mid-game power boost... and if I've built the end-game threats, you'll need it... They work just the same as your first castle, so you can send armies out from them.
If you can send them out that seems like a really huge deal when actions are, in theory, somewhat gated by army size, basically doubles the amount of stuff you can do in a turn.
Cn the fight vs Cuthbert I think the last femur was activated for some reason, doesn't matter since the cats killed everything.That was me forgetting to untoggle the option, oops. No harm done.
Also are the crumbled enemy skeletons suppose to strike back on the turn they are crumbled? Makes sense either way but they seem to be doing so in my fight vs the lair, so I thought I'd check. Doesn't matter since they didn't kill anything though. Also the lair doesn't mention that I get the 11 gold from it, I assume I do, but most of the time it says so explicitly in the turn so I figured I'd check.Yep, you got the treasure, the omission wasn't deliberate. And when they're dead (through crumbling etc.) they shouldn't fight back so that sounds like a bug to me. The code gets pretty fiddly with that bit. I'll have to check.
Looks like you missed scouting S1 and didn't mark R4 as a bog.Now fixed.
Also move the Shield of Earth on the known artifacts list.OK.
Also, uhh, if I'm defending a tile with the shield of earth and the 1 defense isn't broken, does it turn into a siege? Does the shield of earth give enemies -1 attack when fighting on hills?The description was a bit terse for this one. It doesn't turn into a siege, but while the shield is up, rolls are made as if it was a siege (killing attackers on 7+, defenders on 8+) , but without it being a siege. It has no interaction with hills.
rolls are made as if it was a siege (killing attackers on 7+, defenders on 8+)To be clear, the owner of the shield is always counting as the "defender", even if it's being brought on a march? What happens if it's brought to a siege? Both sides defend as if siege defenders?
Yes to both, you get the benefit from it even if you're marching. And in a siege, both would count as siege defenders while it lasts.rolls are made as if it was a siege (killing attackers on 7+, defenders on 8+)To be clear, the owner of the shield is always counting as the "defender", even if it's being brought on a march? What happens if it's brought to a siege? Both sides defend as if siege defenders?
I think that just means the +1 defense. Since it's a shield of EARTH, I imagine it doing some earthbending shit erupting basic fortifications out of the ground.
But, we have heard that artifacts can be destroyed. Just haven't found out how yet. And they can be shipped to the king of course. :p
Anyone found Mount Doom yet?We found some pretty nasty places but I feel the worst is yet to come.
Questions about the Selkie court:6 points.
It has 31 defense, but what part of that defense score is added by moats?
Can moats be destroyed, like walls?
Do the moats have to be destroyed before the final defending unit can be killed (since it has a keep)?
Moat: +6/6 defencemoats are effectively walls.
Keep: +3/+3 defence, your last defender cannot be killed during a siege until your defence is less than 3.
I'm guessing we already know this, but I don't want to dig through the thread: Do friendly wolves remain friendly after they retreat?Yeah, I clarified that in an earlier post. They retreat in the same way as your normal armies retreat (i.e. leave the fight, and not being present for any secondary battles in the same tile). You can use them again the following turn.
Questions about the Selkie court:A1s's explanations were all correct.
I'm maybe too hard-line with the update schedule, but most forum games give out mid-way and I'm quite keen on seeing them through.I think it's a refreshing change of pace tbh. Not just the update schedule (although that too is something I quite enjoy) but most forum games are pretty half baked (if even that), whereas this seems like a much more fully realized game.
That does immediately expose a flaw with the way the game works. [snip]Sorry, but I do think you could have avoided this clash by communicating with Egan before sending units. But if we are getting into pvp, we'll probably have to send our orders by pm instead of publicly.
That dragon is rolling hot!His luck is going to run out eventually but he's had a good run so far! He needs to join up with some friends like the Dawn Dragon.
If an archer has the marrowfat shield, does that protect him from 5s until everyone else is dead?Sure, it makes a unit untargetable while allies on the field live.
Does anything stop us from taking back villages we give to the host to farm Reprisal reduction? Even if the host leaves behind a warrior to protect it that's still 4% reduction overall? Abet at the cost of a couple of army turns. That seems like it shouldn't work but am unsure if there'd be something else to stop it?Good point. I remembered something I'd meant to add (which probably should have always been there from the beginning).
While Owain lives, conquering Squelsh villages generates +5 reprisal chance.
That dragon is rolling hot!No kidding.
The Host has a chance of attacking the owner of a Marrowfat artefact instead of a village if any are present on the map.What is the probability that he attacks the owner of a Marrowfat artefact? Which square does he attack in such a case, is this random? Does Owain join in these attacks in person?
If he happens to attack K12 on his first roll that might be the end of us. Which would be pretty funny.Might be a bit tricky, but even then I think you'd have some clever ways to beat him.
There are a few different "first strike" effects now, (Owain, the Watchtower, Boars, Crimson Drum...) what takes precedence if opposing armies both claim first strike?The general principle is the more specific rules supersede general rules. So in this case, the order should go, from first to last:
What is the probability that he attacks the owner of a Marrowfat artefact? Which square does he attack in such a case, is this random? Does Owain join in these attacks in person?It's an even probability (if there are 26 player-owned villages, and one Marrowfat artefact, he has a 1 in 27 chance of attacking it). Artefacts are held in the main castle unless explicitly assigned to a scout or marching army or set of defenders in another castle or fort. Owain marches with the army and will move from place to place each turn.
The Host of Prince Owain is not in the list of unique locations yet btw.One moment...
I somewhat wonder if having the libraries are more of a danger then they are worth, they make the game a lot more interesting for sure, but they do seem to be popping out hard to deal with threats at a high rate. In this case, if I understand correctly, owain is going to be picking off a random village every turn, and making it a very dicey proposition to take them back, until basically we go conquer K4, which is, minimum, 4 turns away (and that'd be with A1 bombing for it as fast as possible and assuming no other threats popped up in the way)Well, they raise both the power and danger level, as they seed many more artefacts into the world than would appear with normal tile generation. Most of the sites offer some sort of reward for beating them (even Owain does), but whether that balances out the danger they present is debatable.
Edit to add: Also, does the "march to random village" equate to a teleport or do they interact with each territory they pass through on the way?
Edit2: Will destroying the Blasted Oak force its Skeletons to crumble?
Edit3: Is it conquering "any" Squelsh Village that nets reprisal, or just ones that owe fealty to Owain? Also is he at all concerned with unaligned villages?
Edit to add: Also, does the "march to random village" equate to a teleport or do they interact with each territory they pass through on the way?They sneak their way into the villages, bypassing other tiles. They still can't travel on water or mountain tiles, which might be more relevant if you pick up the right artefacts.
Edit2: Will destroying the Blasted Oak force its Skeletons to crumble?That's a reasonable assumption to make. There are rules in the OP about destroying terrain.
Edit3: Is it conquering "any" Squelsh Village that nets reprisal, or just ones that owe fealty to Owain? Also is he at all concerned with unaligned villages?They care about all Squelsh villages (I should have made it give reprisal from the beginning). I'll rule that they won't give reprisal for taking a monster or Thornish aligned villages (as it's not making things worse) but they will still try and retake any Lord-owned village.
Does that match with people's intuitions here? I'm prevaricating a bit on the last two, but my thinking is that boars are inherently more prone to charging than the barbarians.
Owain marches with the army and will move from place to place each turn.
I came here to ask the same question. I'm assuming if I sent a cat in to turn that forest into a marsh it would kill the evil oak?I think I said before that unique site forests specifically can be destroyed by bog cats, yes.
I think it'd be simpler to just have all strikes first effects work, and things that are striking first would then go in the standard order of attacker defender. So if you have say an army of boars+skeletons attack an army of with the drum it'd goOh that's more simple and I don't have remember what I ruled on to be consistent. Let's go with this.
Attacking boars attack
Defenders attack
Attacking skeletons attack
Normal combat rounds from then on and such.
Ah, does that mean he'll effectively spends a turn "defending" every village he takes? And thus would be open to a reprisal attack? If so, that makes him much less of a threat, abet still one that will require player co-operation to take down.Yes that's right.
If two battles happen near the oak, and it's occupied, will there be two battles against skeletons or one?Two, as the summons happen at the end of each individual combat.
Does the skeletons appearing via Summon count as "attacking" the territory?If two battles happen near the oak, and it's occupied, will there be two battles against skeletons or one?Two, as the summons happen at the end of each individual combat.
Can a ship reach B2 from A3?It can land there but not sail along the water that way to B1 etc
If a player conquers it and a new enemy unit spawns in a player-owned tile, that enemy unit counts as attacking.Does the skeletons appearing via Summon count as "attacking" the territory?If two battles happen near the oak, and it's occupied, will there be two battles against skeletons or one?Two, as the summons happen at the end of each individual combat.
Since I have no gold, I'm willing to repay my debt in the form of stone, if you'd accept them as discounting two gold of debt each. I have up to 3 stones available this turn.I accept all three Stone
Trade 4 Armies to the Prince as an apology for accidentally murdering the J15 group.Thank you. I've updated my action post to deploy them
This is too much for me, I give everything I own to Horizon for the glory of the sun.Thanks for playing! I've messaged Horizon with the offer.
My attack on the thornish fort is on the map itself (looks like a killed a thorn and the siege is ongoing) but isn't included in my turn report.1. Fixed. 2. You keep it. 3. A fair choice. 4. Fixed.
Do I loose the siege equipment I sent, or get to keep them as there wasn't apparently a battle?
I'm going to choose to be worried about Anathema anyway.
Edit: Also small error on map, I killed cuthburt and own P8 now (apparently)
The Host can retreat in battle if they have any territory left.This here is a relevant detail. Even with 50 units we're highly unlikely to defeat Owain immediately. We'd likely cut his forces in half and force him to flee instead.
I'll /in as a replacement if another one ends up being needed (though the game looks to be closing out). Even as a nonplayer, it's really satisfying to watch the map fill in.Consider yourself waitlisted.
Where is Horizon going to appear btw? Or is that yet to be determined? I assume they'll get their own castle and such?Wouldn't you like to know? Hahaha.
Could Royal Seals be captured in a cat sack?It's more fun if I say yes here I think.
How would a siege on the Selkie Court work, do attackers sail home automatically after a round of combat?Sort of but not actually. It works the same as a regular siege: the units remain on the tile (with the boats) during the whole enemy phase and then on the player's next turn, they can continue whether to continue the siege or redeploy the units and boats elsewhere. What you can't do is sail in with 10 units on a ship and then try to continue the siege in the next round while using the ship somewhere else.
This looks good! One thing: Castle Aubade isn't a fort, it's a castle, which is even better. Fort are like mini-castles which can only hold three guys and ususually no features. As such it has 10 defence, +4 for the tower, so 14/14 defence. Also, you can have your starting 5 gold as well as the stuff the Countess gave you, so that puts you at 26!Spoiler: Sol, Inheritor of Swearing (click to show/hide)
The Host can retreat in battle if they have any territory left.This here is a relevant detail. Even with 50 units we're highly unlikely to defeat Owain immediately. We'd likely cut his forces in half and force him to flee instead.
Bockhoven gets a 4 Gold share from the Dragon Hoard, and then immediately gives it to me to pay off the last of the loanok, updating sheet
Edit: Unless someone else has a better use for it this turn can I hire out your wolf Crystal to hit R5 Quarque?I already worked out a deal with Horizon, can it wait a turn? In any case, before we talk about this I technically need a confirmation from a1s that I'm getting it back.
How many people do we realistically need to take him out? Assuming we use a cat he'll strike out with 31 6+s, probably kill 12 dudes, then we strike back needing 31 5+s, which is about 62 dudes. So 74 dudes should give us even odds on taking him down? 80-90 to "make sure" (so long as we don't have as bad luck as you did vs the dragon) That is, I'll admit, a lot. But not past what we're capable of. But yeah, it's a lot.With 74 dudes (including a cat) we would are like 95% likely to wipe them out in one go. They would need crazy luck to kill more than 16 in the first round. I can show the math, the binomial distribution tells you the odds of killing a certain number of units in a combat round, given the number of attacking units and the odds per unit.
I already worked out a deal with Horizon, can it wait a turn? In any case, before we talk about this I technically need a confirmation from a1s that I'm getting it back.
Send The Wolf Crystal to Bockhoven with a complimentary wolf.Thank you.
I feel like people with 2x castles should be expected to provide 2x forces.
So are we taking Owain down or what?
(It is worth noting that a cat will destroy the village, but compared to the destruction of Owain this is a small loss)I think I read somewhere that a cat only transforms the terrain type, but does not destroy features like villages / mines.
Seems like not this turn. My understanding is that Quarque and Kashyyk want to capture another castle/expand more first. Which is fair enough, it'll be a nice boost of power to deal with him. It's a bit of a gamble, because once he rolls k12 it becomes tremendously more expensive to take him down. But until that happens, it's not too bad of a situation and an extra castle would help.The K12 risk is a good point. If he attacks the village at M11, same problem. And then there is the possibility that he might attack a village that is next to a new reprisal.
I feel like people with 2x castles should be expected to provide 2x forces.Reasonable. If the people with 1 castle send 10 units each and the people with 2 castles send 20, we're at 70 total. (Horizon can't send units yet because he doesn't border the rest of us.)
You're right, but a village is a terrain type not a feature. That's why players can stick a fort on their village.(It is worth noting that a cat will destroy the village, but compared to the destruction of Owain this is a small loss)I think I read somewhere that a cat only transforms the terrain type, but does not destroy features like villages / mines.
It is lucky that we have a week to figure this mess out.Wait, what? Did NQT mention this in another thread, or did I finally lose the ability to read?
I think I read somewhere that a cat only transforms the terrain type, but does not destroy features like villages / mines.Mines and forts, but not villages or forests:
TURN 10 REPORTas you can see my village became a swamp, but my fort did not.Spoiler: Marchioness Aywen Ayes - The Oak and Ash (click to show/hide)
(https://i.imgur.com/gABcFCy.png)
I'm going on another holiday on Wednesday, for a week this time. I'll have a laptop but I'll probably have better things to be doing with my time, so you'll all have a little break then. [snip]
It is a bit frustrating for me to have to delay the Selkie Court after preparing for multiple turns
If the people with 1 castle send 10 units each and the people with 2 castles send 20, we're at 70 total. (Horizon can't send units yet because he doesn't border the rest of us.)
I would be down.
I'm happy to smack Owain about, but I've also promised to help with the Selkie Court.
Unless we do 31 hits in the first round (after biting the First Strike with +1 from the Squelsh), then Owain and his army will retreat. I don't mind that, as we'll have crippled his forces, but worth noting.
orders:
Send The Wolf Crystal to Bockhoven with a complimentary wolf.
Send 10 armies to K10
Send 3 armies a wolf and a cat to L7
Send 1 army and a wolf to M7
Scout J7-I6-J6
Repair N11 with 1 wood (to 1/4)
Am I correct in understanding that there is no path from K7 to L6, nor from M7 to N6?Correct.
I'm happy to smack Owain about, but I've also promised to help with the Selkie Court.The idea would be to delay the Selkie Court until next turn. Sorry for not communicating that more clearly. Would you be on board?
Although vermilionskies might not be 100% necessary, if, for instance, I put in 26, and then Kashyyk did 22, and Quarque and a1s put in 12, that'd pretty much get us there, so we don't need skies confirmation.Sure, we can all send a little extra for good measure. I will bring the cape to deliver 12 effective units, in any case.
vermilionskies is not needed, but appreciated- it would be nice to do something as a team.totally agree. Vermilion, what do you say?
Access to the Alkabrian Outpost or the Grove seems to be averaging at 1 Stone/2 Gold
Total losses 8: (4 Fitzharbort, 1 Wright, 2 Ayes, 1 Bockhoven)
Access to the Alkabrian Outpost or the Grove seems to be averaging at 1 Stone/2 GoldSince we all need access to the grove after we defeated the Squelsh together, could you maybe lower the price for this one time? You'll still get more gold than usual.
I'll also need access though your lands A1s, is 2 gold good for you as well?No, for the same reason. Access to the grove is free from me this turn, and I will take 1 gold for access to the Outpost.
Ah yeah, I was looking for it further up, when the casualties first happened.Total losses 8: (4 Fitzharbort, 1 Wright, 2 Ayes, 1 Bockhoven)
Is that not this bit? Although it doesn't mention the 2 dead skeletons (which is fine, since we knew who lost those)
Quarue, is the wolf crystal unrented for this turn? If so, still wish to use it to capture wolves in R5, shockingly, the single unarmed man I sent there was ripped to pieces.Yes. I'll lend it for a turn in return for three of the wolves.
Heckin yeah, the lair is gone! Epic, awesome for the Hero of Swearing! Alrighty, Quarque maybe now we can talk of the recompense of providing you a hefty sum of gold? And haha yeah sheet whoops!Sure. I'll repay the full 8 gold after conquering the Selkie Court, or if you prefer I could repay in the form of 4 stones now.
Yes. I'll lend it for a turn in return for three of the wolves.
Should the moot be currently depopulated, since it sent it's dude out on a raid? Or is the map right and it has 11 dudes in it still somehow?Fixed.
Hmm, can I talk you into an even split? 2 to 2?Sorry, I stopped offering even wolf splits for free, the deals with a1s and Sol weren't even either (a1s payed a lot of wood when I needed it). My reasoning is that you're not only getting wolves but also a trivial battle. I will split even for 3 gold.
Since we all need access to the grove after we defeated the Squelsh together, could you maybe lower the price for this one time? You'll still get more gold than usual.Sorry a1s, I missed this. Yeah, for post-Owain recovery I'll take 1 Gold.
My reasoning is that you're not only getting wolves but also a trivial battle.
A question, does capturing a village still increase reprisal by +5% now that Owain is dead?I missed that before. No that was an effect from Owain.
I suppose I should actually do a turn, huh?It's a bit of an edge case, but no I think the lair counts as having been defeated by the Squelsh while they occupy it and so no monsters will spawn (and I shouldn't have listed it in the last enemy phase).
Two GM questions:
1. Do the Squelsh at the K9 Lair cause monsters to spawn/monster marches/etc? I might need to change my orders if so
2. I'm building a Marketplace this turn, do I start getting the Gold this turn or next?Next turn. Same goes for building coppicing etc.
orders:
Receive 1 gold from Ambrosio Vulk
Send 1 gold to Mackial FitzHarbort
Sell 22 wood for 11 gold
buy 8 stone for 16 gold
Build a tower.
March 2 armies and a cat to M7
March 6 armies and a wolf on O13
March 2 armies and a wolf to K7
March 2 armies and a wolf on M15
March 1 army on J7
Send scout with Sundering claw to make a tunnel between L6 and L7. If possible scout L6-L5-K5
Send a scout with 10 gold to the sacred grove.
But should the tanglebat that attacked B2 have summoned 3 more tanglebats to help it siege, or is that a defensive only ability?Tanglebats don't get more bats if there are any defensive walls in the way, as in sieges. That is one of their weaknesses.
Also, when you loose max army size, what happens to the units you have above that size?I'll be nice and say Lords still have the excess units, they just can't generate replacements while at cap. (This is how it works when you lose your last castle, after all.)
Edit: Does the moot moat count as a fort as far as me garrisoning units, and shouldn't it have relocated? (I think to B10)It did relocate, to T3, but the old moat is still there. It doesn't count as a fort, but any units patrolling there get the benefit of the moat, as would any fort built there.
Edit: Whoops, found probably a mistake, I think I should have only gotten 16 vp for the orb, it's the third sacrificed artifact thus far.My mistake! Yeah, the stand, the throne then the orb. You're right that should be 16vp.
The Selkie Court still has 31/31 hits in the unique site list.I can see why you would think that but walls aren't damaged on an 8+. We had a whole poll about this.
Also, according to the battle report we only dealt 10 damage to the walls, but I think it should be 17? We went in with a total of 23 units +2 from the cape and every hit was a 5+, so after killing 8 seals there was 17 damage left to be absorbed by walls.
Should I own the forest at K7 or did something horrible happen to it too?The J6 thornish fort attack there and killed your armies and wolf that you sent there last turn during the enemy phase.
I hope we can reconsider the way this works in the next game *grumble*. The current rules make no sense at all. For monsters, defending a castle makes them far more vulnerable than being out in the open. And if you attack a castle with a keep, bringing lots of siege weapons means you deal no damage at all.I agree, and that's why I suggested a change earlier in the game but the it wasn't unanimous among players so I kept it as-is for this game. There are wall-damaging siege engines available if you get a siege workshop (there are two ways of doing so, I think one has yet to be revealed). Think of the basic siege engines as ladders: they're not increasing the chance of damaging the walls at all, and enough of them may even bypass it. Some places you just have to siege, and you'll be pleased that that's the case if you yourself are ever beseiged.
Anyway, there is a special location at D5 missing in the unique location list.Fixed.
Sorta a special case scenario so I figure it's worth asking: Is it guaranteed that territory containing a village from dissolved players (IE: L14) will have the normal village roll of 1d4-1 Squelsh barbarian units defending? Or is it possible that something else moved into the power vacuum?All mystery rolls are within normal parameters. There'll be 0-3 barbarians.
Also I'm not sure if this is a hidden mechanic or not so I figured I'd ask. Bryn the Brawn is described as "will wage war to retake any squares adjacent to his castle" does that mean that if I take a square next to his castle, in the following enemy phase him and his family will come to take it back? What happens if I take multiple squares adjacent to his castle at once?Not meant to be hidden, so the question is fine: he'll try to retake it in the enemy phase, attacking the troops that just took the land, but if you take more than one, he'll pick one to retake at random, and try attacking one tile per turn until he has his land back.
Does the Cave of the Night Scream not get the traditional 2d6 gold that lairs gets by the way? It's not included in the turn or map, but it is called a "Lair" in it's description so I thought that there's at least a chance it was an oversight during the excitement of the bats, but seems like it'd be reasonable either way.Sure, why not. I'll stick some gold in there when I get a moment. Least I can do given the horror it causes.
Questions:The Thornish attacked and took it back in the enemy phase. You lost troops and a wolf, so make a note of that:
Should I own the forest at K7 or did something horrible happen to it too?
[J6] Grows in size and the soldiers march on K7, with Perfidy's Horn! The wolf turns hostile!
The Thornish holdout, Thornish holdout, Thornish holdout and Thornish holdout attack first (6, 4, 2 and 8), killing one of your armies, and the wolf.
Your armies attack (5), defeating one of the enemies (Thornish holdout).
The enemy attacks back (3, 7 and 8), killing one of your armies. Your armies have been defeated.
Your total losses: two armies and wolf. The Thornish all withdraw to their fort.
Does the Black Trotter's grand tusk making abilities only come from the one unit, or the whole army?One unit. Specifically, the one with the Trotter.
We already discussed this, but I can't find where: how do boars interact with sieges? do they attack twice? do they attack first?Boars attack first twice in all situation. Shield of Earth puts up a wall and would prevent new tanglebats from spawning. Scouts can release cats on enemies and then run away, though keep in mind that hostile cats will ally with monster units so they would be on the same team as the bats.
How does Shield of the Earth interact with tanglebats? Does the side with the shield count as "protected"?
Cn a scout be used to release cats out of the cat bag near your enemies? Are cats and bats on the same team?
Not meant to be hidden, so the question is fine: he'll try to retake it in the enemy phase, attacking the troops that just took the land, but if you take more than one, he'll pick one to retake at random, and try attacking one tile per turn until he has his land back.
[Known Unique Sites]This still needs to be adjusted (we did deal 10 damage to the walls).
A11 is the Selkie Court (Castle with Keep, Moat x 3!) 31/31 defence
Sorry for wording my first question probably pretty badly :P. I was wondering about the split, but also if his family will come with him on the attacks, or if they stay behind in his castle as a defensive force.Oh his family will attack as well, yes. Also, they won't attack out if their castle is under siege.
This still needs to be adjusted (we did deal 10 damage to the walls).Sure, now fixed.
The Golden Net is listed under artifacts as owned by prince fitzHarbort, but they traded it to me.
@NQT: 1. Are the two powers of bats that they always multiply themselves to equal the force their attacking (unless behind fortifications), and 2. armies they kill coming back as monsters?1. Yes, they do that. 2. That's just the ones at the scream because of the artefact they're carrying, the Black Claw.
Also yhe Artifacts list needs updating. I own Ascupart's Bane and the Marrowfat Shield.Thanks, now updated.
@a1s: Any particular reason you're blocking me off at J7?No. It was a free forest and I took it so it wouldn't go to waste, feel free to march right through. Preferably on the fort in J6
@notquitethere: Could you please remind me what happens when a monster group with boars have conquered a fort and you attack them? It came up earlier but I forgot, do the boars still charge?Yes, they do.
Would you be willing to provide four stone, then? Since you're the only one with two castles.Maybe you should give 4 since you have the most stone, the most lairs, and are soonish to take your second castle with a giant pile of treasure (and frankly it looks like an easy third if horizon doesn't show...)? Or kashyyk since he's had two castles the longest? I already contributed the forces to kill the lair. Not feeling much of a sense of civic responsibility from the other players on this one. I understand the irony in me saying that after I attacked egan. But still:p
As for your position, you are far ahead of anyone else. Thanks to the weird ruling about how sieges vs walls work, the ruling that only you voted for, for admittedly selfish reasons, it will take me forever to take the Selkie Court and not "soonish". Meaning I will be cursed for a very long time, too.
Would you loan me a stone? I'll pay back next turn.Yes, sure. Thanks for understanding my point of view. Will edit my orders.
I think someone is about to have 3 castles, while most people haven't had a 2nd one. I am of course talking about Prince Mackial FitzHarbort.Your vote of confidence is lovely, but that isn't happening any time soon
While operational: +2 income, if possible, two Barbarians from two different random squares will leave their post to fight at the start of each enemy phase, one one will return a Squelsh Champion (counts as two units, +1 to its attacks).Could you please explain this? On which side (and against whom) do those barbarians fight?
G6 can be removed from the list of unique locations.They fight each other to the death in the death ring. The winner upgrades to a Champion and returns to its prior location. It converts two barbarians into one champion once per turn.QuoteWhile operational: +2 income, if possible, two Barbarians from two different random squares will leave their post to fight at the start of each enemy phase, one one will return a Squelsh Champion (counts as two units, +1 to its attacks).Could you please explain this? On which side (and against whom) do those barbarians fight?
Will I never be free from tanglebats? How much to borrow those skeletons again, Criptfiend? I can shoot you a boar next time I spawn one.
Order of Obeisance is very bad. Considering my reaction, but I'd say right now that people who help fight against them will certainly get my friendship, people who join them, less so.It might not suprise you that I don't like the Order very much, either.
Aha, didn't catch that they were in a fort. Thanks.Will I never be free from tanglebats? How much to borrow those skeletons again, Criptfiend? I can shoot you a boar next time I spawn one.
Luckily since they are in a fort, tanglebats are turned off. If I send you a cat when you siege they'll only kill on a 8. With 7 siege weapons every attack is a kill and with the black lance you get 3 times the attacks. They'll still kill like... 4 of your dudes if you are loosing the first strike advantage via the lance (on average, with bad luck, more!) so you'll need around 12 dudes (with the cat, that'd be 11) to take it out. More for safety is always appreciated... but that'd be not too bad.
Order of Obeisance is very bad. Considering my reaction, but I'd say right now that people who help fight against them will certainly get my friendship, people who join them, less so.
To A1s and Kashyyk, I'd like to purchase access to the outpost this turn.
Thanks for offering the cat, Criptfiend, but I'm going to pass—I don't want to wreck my only forest.
For some reason the combat results at the Spire says I only lost three units total, which we know is silly.I'll update the artefact list when I get a moment. The combat result correctly records the 8 previous deaths which, added to the 3, makes all 11, it just diplayed the total wrong. I can fix that.
Also, the Black Horn is missing from my section of the Artifacts list.
There's no cost to breaking membership AFAIK, and I could really do with the Gold...
Yeah, I understand the gold is really nice, but I am not going to help you if you join the order. It is basically explicitly sending dudes to attack me and Quarque.Well I understand that the eradication of the order is something that mostly benefits the two of us, while you're just missing income. As such, I am willing to pay you for it Kashyyk. A stone per turn.
I'll mainly be spending that Gold on Stone anyway, so that works for me. I'll update my ordersYeah, I understand the gold is really nice, but I am not going to help you if you join the order. It is basically explicitly sending dudes to attack me and Quarque.Well I understand that the eradication of the order is something that mostly benefits the two of us, while you're just missing income. As such, I am willing to pay you for it Kashyyk. A stone per turn.
It has nine defence. You can tell the health of a fort by the stones on top.Spoiler: Marchioness Aywen Ayes - The Oak and Ash (click to show/hide)
Question: how much defense does the fort at L15 have?
While a player has no castle, they are considered a roving force: they take no resources from features, but they still have access to any resources or equipment they owned (assumed to be smuggled out by loyal servants). Once the last army dies, any remaining resources and equipment are left at the final battlefield. Roving forces can still take resources from terrain they own, and may still buy and sell in order to maintain an army. The roving force can only increase their number of armies through villages and purchases if their force is below 10 armies. All units should be assigned an action that puts them somewhere on the map, as any unassigned units will be lost to desertion.- Ayes is under siege: remember you can't collect resources from any castle features or re-deploy troops in the castle.
Question: do castles generate one gold (without a marketplace?)No, the base 1 income is from being a Lord. It's not tied to the castle. And so you also don't get extra gold just for having more castles.
Orders:And the wolf crystal, I assume? It is still unclear what is happening with the crystal this turn, but I can post the actions now.
send 4 wolves to Bockelstein
send 4 wolves and wolf crystal to Bockelsteinquestions: Do I understand correctly that bats won't spawn reinforcements when besieged? Can I reach K5? (from L6)
Allow Vulk access through my lands
Build 7 siege engines
March 15 armies on J6 with 7 siege engines
March 1 army and 1 wolf on M13
March 2 armies and 1 wolf on L13
March 1 army, a wolf and a cat on K6
manufacture 1 bow
Build a fort on L6 and garrison it with 1 archer
questions: Do I understand correctly that bats won't spawn reinforcements when besieged?As nqt said, yes, but be careful. Only works if the fort has at least 1 point of wall / defense left.
I seem to have the wrong defense for Oak and Ash. What is it really?When it was under siege, the enemy did 4 damage to the walls. I don't think its been damaged at other times.
Send 4 stone to Vulk, receive 6 armies.I'm still in the market for armies.
Pull 3 troops from L15
March 1 army on K4
March 8 armies and a wolf on J7
March 3 armies on L13
March 4 armies and a wolf and a cat on J13
March 5 armies on J6
March 3 units to J9 and garrison there.
March 7 armies to J6
March 3 armies on L10
March 3 armies on L13
Scout K3
Scout L3
Send 16 gold to Marquess Ambrosio Vulk
Receive wolf crystal from Bockhoven
Sell 10 wood
send 5 gold to FitzHarbort in exchange for access.
March 1 army on K14
March 1 army on L14
March 1 army on L15
March 1 army on L2
March 1 on K1
March 3 armies and Perfidy's Horn on K3
March 3 on K11 and immediately garrison
March 1 army and wolf crystal on L10
March 1 army, 1 wolf, 1 cat and black claw on O10
Scout visits the golden toad to request the resource boon (5 gold, etc.)
Scout K3-K2-J2
Scout K3-J3-I3
I suppose the Bonemeal shield should kill a whole giant/dragon/etc! A life for a life.
can an artifact be kept in a fort?Needs to be assigned to a unit, but the unit can be posted in a fort, yes.
Just updating numbers and confirming the access permission for Vulk and Sol
16 armies and Vulk's cat, with two ships, march on Lake I10
Is there any point in sending artifacts to the king, or has that been tapped out?It's all tapped out now.
Does using the kings writ take a dude, or can I just do it for free whenever?You can use it whenever, it doesn't take someone.
If I build multiple libraries, can I write multiple histories of the hedge per turn?Sure, but maximum one library per castle.
Name | Debt | Orphaned Land | County | Renown | Grant Total |
Marquess Ambrosio Vulk of Castle Mysterious | 0 | 1 | 820 | 49 | 870 |
Marquess Bockelstein of Castle Bockelstein | 0 | 1 | 640 | 44 | 685 |
Prince Mackial Fitzharbort of Castle Bacchus | 0 | 0 | 520 | 25 | 545 |
Marchioness Aywen Ayes of The Oak and Ash | 0 | 0 | 440 | 0 | 440 |