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#121
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OK, here's my revised thoughts: if I can spare 1, I could also spare 2. But somebody has to give me a good reason why we need to stop Crawling Chaos getting this power first. |
#122
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It's not necessarily that I don't want Crawling Chaos to get 5 power. East Africa, as it stands, is very vulnerable to a Dreams attack, and I'd rather not let Cthulhu have the power to steal yet another gate.
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#123
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Eh, if he does, he gets captured right away.
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#124
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Oh, that's true, I guess. Forgot about that. Hmm.
Well...you raise a good point. Sure, Nyarls, take the power. |
#125
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My plannnnnns
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#126
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You don't like it? You and periodical are welcome to contribute the 5 power between the two of you.
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#127
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Heh, nah. MrChris can go for it. I mainly just realized I've been missing opportunities to post Zoidberg gifs.
Not necessarily; I could always Devolve the Cultist into a Deep Spawn to deprive Black Goat of the gate, then summon a Cultist there later. Last edited by Sarcasmorator; 09-26-2014 at 10:05 AM. |
#128
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Well, it's been 22.5 hours at this point, and periodical hasn't weighed in but doesn't have enough power to lose 5 alone, so I'm calling it. Crawling Chaos gets 5 power, and play moves to Windwalker.
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#129
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Fair.
Windwalker, Turn 3 Power: 5 Doom: 2 Action: Make a Gate in the Arctic Ocean. Power: 2 Doom: 2 As a note, when you make a new Gate layer, guys, please name the layer based on where it is. (also please don't stack like four/five gates all together but i'm pretty sure those are accidents so okay) |
#130
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I did this initially so there'd be one go-to spot for new gates in the early going.
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#131
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Everyone knows how to duplicate a layer, right? |
#132
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I'm kind of busy tonight and tomorrow so it may take me a little to get my turn up. Hopefully it'll be soon, but at least by Sat night.
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#133
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All right. If you decide what you want to do but don't have time to deal with the files, you can always post and I'll update the map.
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#134
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Round 2
Yellow Sign Turn 3 Power: 4 Doom: 1 Signs: 0 ACTION: Use the Screaming Dead to move the King and his cohort to the North Atlantic (EDIT: Whoops, meant North Pacific). (1 power) Before I go on, does Cthulu wish to interrupt? Last edited by Gerad; 09-26-2014 at 10:51 PM. |
#135
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North Atlantic? Nope, go about your business. If you meant the North Pacific, then maybe.
Last edited by Sarcasmorator; 09-26-2014 at 10:24 PM. |
#136
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Uh, totally did, sorry. Edited in a clarification accordingly.
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#137
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I'll Devolve my Cultist there.
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#138
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Then the second action is to move in the Byakhee from central America (1 power).
Power: 2 Doom: 1 Signs: 0 I'll get to the map tomorrow if you don't get to it first. |
#139
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Did your move and mine in one map.
Round 2 Cthulhu Action 4 Power: 3 Doom: 3 Elder Signs: 0 Action: Recruit Cultist to North Pacific, place on Gate. Power: 2 |
#140
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Round 2
Black Go-at Action 4 Power: 3 Doom: 1 Elder Signs: 0 Action: Open a Gate in South Atlantic. Power:0 |
#141
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Round 2
Crawling Chaos Turn 4 Power: 6 Doom: 3 Elder Signs: 0 Action: Move Nyarlathotep to South Atlantic (1 Power) Power: 5 |
#142
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Windwalker: Turn 4
Power: 2 Doom: 2 Action: Hibernate. Gain 2 power for 2 enemy GOOs. [no map update necessary] Power: 0 (4 stored) Doom: 2 |
#143
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Here's the current map:
Gerad is up. Last edited by Sarcasmorator; 09-27-2014 at 07:55 PM. |
#144
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Round 2
Yellow Turn 4 Power: 2 Doom: 1 Signs: 0 Action: Use tSD to move the King and his Court to Indian Ocean. (1 power) Does Cthulu interrupt? |
#145
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Devolve.
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#146
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Action: Move Byakhee back to Central America.
Power: 0 Doom: 1 Signs: 0 My dropbox is out of space, so I can't upload the new one. I'll work on a fix. |
#147
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You can't upload the file to my dropbox? Shouldn't it just use up my capacity?
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#148
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Round 2
Cthulhu Action 5 Power: 2 Doom: 3 Elder Signs: 0 Action: Capture Cultist in Indian Ocean |
#149
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Nope. Ithaqua's Ferox passive prevents you from capturing any of my cultists with a monster, regardless of if the cultist has friends in the Area or not.
Try again. |
#150
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Sorry for the inconvenience. |