Welcome to Talking Time's third iteration! If you would like to register for an account, or have already registered but have not yet been confirmed, please read the following:
Once you have completed these steps, Moderation Staff will be able to get your account approved.
#211
|
|||
|
|||
Round 3
Chaos Action 8+ Power: 8 Doom: 9 Elder Signs: 1 Action: Move Cultists from South Asia to Indian Ocean, North Pacific, and Central America. Control Gates in each Region. (3 Power) Action: Summon Hunting Horror to Indian Ocean (3 Power) Action: Summon Flying Polyp to Central America (2 Power) And that looks like the end of the round! I'll update the map now. Power: 0 Doom: 9 Elder Signs: 1 |
#212
|
|||
|
|||
Alright, so! Gather Power phase! I don't suppose it matters who does this, as long as everyone confirms its accurate.
Great Cthulhu: 2 Cultists + 1 Controlled gate = 4 Power Yellow Sign: 6 Cultists + 2 Controlled gates + 3 Desecration tokens + 2 Captured cultists = 15 Power Windwalker: 5 Stored Power + 5 Cultists + 3 Controlled gates = 16 Power Crawling Chaos: 6 Cultists + 6 Controlled gates + 2 Captured cultists = 20 Power Black Goat: 1 Cultist + 1 Controlled gate = 3 Power Minimum Power is 10; Great Cthulhu and Black Goat are boosted to this. Crawling Chaos is the first player. |
#213
|
|||
|
|||
Looks right to me.
|
#214
|
|||
|
|||
That looks right to me, too. I might as well start the Doom Phase now, assuming no one has any objections. This round, Play will proceed to the right.
Doom Phase Crawling Chaos I gain 6 Doom from Gates. I will also spend 6 power to Ritual for 6 Doom points and 1 Elder Sign. The Ritual marker advances one space; the next Ritual will cost 6 Power. periodical is up next. Power: 14 Doom: 21 Elder Signs: 2 |
#215
|
|||
|
|||
Yeesh, this game can move fast! Round 4 and you're potentially a spellbook and 1 good elder sign away from winning.
Last edited by Sarcasmorator; 10-05-2014 at 01:32 PM. |
#216
|
|||
|
|||
1 Doom for 1 Gate, no ritual.
|
#217
|
|||
|
|||
Same.
Power: 10 Doom: 7 Elder Signs: 1 |
#218
|
|||
|
|||
2 doomses for 2 gateses, no ritual.
Power: 15 Doom: 4 Signs: 0 |
#219
|
|||
|
|||
Three gates, no ritual
Power: 16 Doom: 7 |
#220
|
|||
|
|||
That's everyone, then. On to Round 4 actions with MrChris!
Found some sharp photos I hadn't seen before of the resin prototype figures from the game. The final versions are plastic, but from the look of things they'll be nearly as detailed. Gives you an idea of how some of the GOOs and monster in this match would look on the table. Last edited by Sarcasmorator; 10-05-2014 at 10:30 PM. |
#222
|
|||
|
|||
Not me. I ain't got much.
|
#223
|
|||
|
|||
I'll do it and I will not perform any hostile actions against players other than Crawling Chaos this turn if everybody will agree to do the same for me.
|
#224
|
|||
|
|||
I find this arrangement acceptable.
|
#225
|
|||
|
|||
Agreed.
|
#226
|
|||
|
|||
I'm down.
|
#227
|
|||
|
|||
14 power for me and Black Goat is up, then.
|
#228
|
|||
|
|||
In class til 9 and also a little bit lost as to what to do. I'll post as soon as I can though.
|
#229
|
|||
|
|||
If you leave your guys in East Africa there for me to attack, I'll otherwise leave you be this round as well.
|
#230
|
|||
|
|||
So I'd be a spoiler by letting you get spellbooks right? I can't consult the rulebook easily right now but I'm down for going down in flames to normalize the standings.
|
#231
|
|||
|
|||
Precisely. The rules note that alliances of convenience are just fine, albeit unenforceable. And it would only cost you 1 power to replace those three units (plus any others you might want) anyway.
|
#232
|
|||
|
|||
Ok then
Black Goat Round 4 Action 1 Power:10 Move Mi-Go from North Atlantic to South Atlantic. Power:9 |
#233
|
|||
|
|||
Very good, then.
Round 4 Cthulhu Action 1 Power: 10 Doom: 7 Elder Signs: 1 Action: Battle against Black Goat in East Africa. Cthulhu Devours a unit of periodical's choice and I take the Regenerate spellbook (effective at battle's end). Choose before reading the following and roll attack dice if necessary: Then I roll 11 attack dice (6 for Cthulhu, 3 for the Star Spawn, 2 for the Deep Ones), with results: 3 - 3 - 2 - 2 - 2 - 1 - 4 - 4 - 4 - 1 - 5 Which means I Pain the heck out of the other two units, but don't kill them. Once periodical has decided which unit was Devoured, MrChris decides where they retreat via Madness (note: they cannot retreat to the Indian Ocean or North Pacific because I have units there). Power: 9 Last edited by Sarcasmorator; 10-07-2014 at 08:03 PM. |
#234
|
|||
|
|||
Quote:
|
#235
|
|||
|
|||
Take a Ghoul I say.
|
#236
|
|||
|
|||
All right, roll your die for your Mi-Go.
Last edited by Sarcasmorator; 10-07-2014 at 08:03 PM. |
#237
|
|||
|
|||
Got a 1, so miss.
|
#238
|
|||
|
|||
In that case, the remaining Ghoul and the Mi-Go are Pained into Arabia. If that concludes the battle, I believe Gerad is up next.
|
#239
|
|||
|
|||
Yep. I'll do a map if no one else gets to it first.
|
#240
|
|||
|
|||
I've got it.
|