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#151
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I think we can safely delete the Round 1 folder at this point, if that'll help.
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#152
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Quote:
I forgot. OK, then, Action: Recruit Cultist in Indian Ocean. Power: 1 |
#153
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OK, done and uploaded. Thanks.
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#154
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Round 2
Chaos Turn 5 Power: 5 Doom: 3 Elder Signs: 0 Action: Capture Cultist in South Atlantic Take spellbook: Emissary of the Outer Gods Power: 4 |
#155
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Round 2
Cthulhu Action 6 Power: 1 Doom: 3 Elder Signs: 0 Action: Recruit Cultist in North Pacific. Power: 0 Once MrChris has used up the rest of his power we are on to Gather Power for Round 3, I believe. Last edited by Sarcasmorator; 09-27-2014 at 11:43 PM. |
#156
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Did I miss how Nyar got to South Atlantic in 1 move?
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#157
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Flight lets him move up to two spaces in one action. South Asia > Indian Ocean > South Atlantic.
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#158
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Round 2
Crawling Chaos Final Actions Power: 4 Doom: 3 Elder Signs: 0 Action: Summon Cultist in South Atlantic, Control Gate. Power: 3 Action: Move Nyarlathotep from South Atlantic to Australia. (I'd pause to offer Cthulhu a chance to Devolve here, but it looks like he can only have 4 Deep Ones on the map at one time; if I'm wrong about this, let me know.) Power: 2 Action: Capture Cultist in Australia. Power: 1 Action: Move Cultist from South Asia to Australia, Control Gate. Power: 0 Unless anyone else can take some action, that looks like the end of the round. I'll update the map now. |
#159
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And that's the round!
On to Gather Power. By my count: Great Cthulhu has 12 (5 from Cultists, 6 from Gates, 1 from uncontrolled Gate) Yellow Sign has 11 (6 from Cultists, 2 from Gate, 2 from Desecrations, 1 from uncontrolled Gate) Windwalker has 15 (6 from Cultists, 4 from Gates, 1 from uncontrolled Gate, 4 from Hibernate) Crawling Chaos has 15 (6 from Cultists, 6 from Gates, 1 from uncontrolled Gate, 2 from captured Cultists) Black Goat has 9 (4 from Cultists, 4 from Gates, 1 from uncontrolled Gate) No minimum power adjustment needed. If no one has any corrections to my count, that makes I break the tie and choose Crawling Chaos as our new first player! MrChris chooses the direction of play. Last edited by Sarcasmorator; 09-28-2014 at 11:10 AM. |
#160
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I believe that Windwalker used Hibernate to carry over 4 power, which would have us tied at 15. As the previous turn's First Player, Cthulhu acts as the tiebreaker, right?
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#161
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Ah, quite right! I'll leave it with Chaos.
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#162
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Order of play will go to the left. Since I have 15 Power at the end of the Gather Power phase, I take the Madness spellbook.
Round 3 Doom Phase Crawling Chaos I gain 3 Doom points from controlled gates. I will use the Ritual this turn I spend 5 power to gain 3 Doom points from controlled gates and 1 Elder Sign for having 1 GOO on the board. The Ritual track marker advances one space. Power: 10 Doom: 9 Elder Signs: 1 It is now Windwalker's turn. |
#163
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SCREW YOUUUUUUUUUUUU CTHULHU!
also nyarls too but i blame cthulhu more Anyway: Not using the Ritual this round, so 15 Power, 4 Doom. |
#164
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Don't blame me! He could never have tied with you if you hadn't backed out of paying for Thousand Forms (on his suggestion!) and given him 5 power instead. He took two gates, captured a Cultist and recruited a Cultist with that power! Counting what he earned for this round, he got 11 power thanks to that one action.
Last edited by Sarcasmorator; 09-28-2014 at 01:15 PM. |
#165
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I actually can blame you, because his actions are all that stopped you from having an equivalent amount of Power.
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#166
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Well, fair enough, there.
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#167
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Quote:
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#168
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Yeah, otherwise I'd probably have gotten a Shoggoth to the board and/or done a Cultist shuffle to take the Central America gate. I lost track of how many plans I discarded in the last few turns.
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#169
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No ritual.
11 power, 2 doom. |
#170
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No Ritual, 3 doom
Power: 12 Doom: 6 Elder Signs: 0 Last edited by Sarcasmorator; 09-28-2014 at 01:43 PM. |
#171
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periodical is up for Doom.
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#172
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No Ritual for me.
Power:9 Doom:3 |
#173
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All right, then, here we gooooooooooo
Crawling Chaos is up. |
#174
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Round 3
Crawling Chaos Action 1 Power: 10 Doom: 9 Elder Signs: 1 Action: Summon Nightgaunt in South Atlantic (1 Power) Power: 9 Windwalker is up. |
#175
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Windwalker, Turn 1
Power: 15 Doom: 4 Action: Summon Rhan-Tegoth in South Pacific. Take Howl spellbook. Power: 9 Doom: 4 |
#176
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Round 3
Yellow Turn 1 Power: 11 Doom: 2 Signs: 0 ACTION: Capture white cultist in Indian Ocean (1 power). Power: 10 Doom: 2 Signs: 0 |
#177
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Round 3
Cthulhu Turn 1 Power: 12 Doom: 6 Elder Signs: 0 Action: SUMMON CTHULHU to South Pacific, take the Submerge spellbook and an Elder Sign (as per Immortal) Power: 2 Elder Signs: 1 Last edited by Sarcasmorator; 09-29-2014 at 09:52 PM. |
#178
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Well, that escalated quickly.
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#179
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From what I've read, round 3 or so is when things get nuts.
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#180
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Ok well I'm gonna continue not knowing how to get spells without getting killed.
Action: Summon Shub-Niggurath to East Africa, sac-ing both cultists there and taking Thousand Young. (How do I get the spellbook for sac-ing cultists? Just do it for fun?) Power:1 Doom:3 |