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#91
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Just realized MrChris was correct above; I DO only need 1 more gate for my spellbook, because Yoggy counts as one.
periodical's up. Last edited by Sarcasmorator; 11-05-2014 at 06:03 PM. |
#92
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Map:
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#93
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This never got added to the map.
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#94
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Sorry, thought I'd gotten everything! I'll add it to the map on my next turn.
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#95
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Whoop sorry forgot to post earlier.
Gonna summon a Moonbeast onto They Break Through. Power:1 |
#96
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All righty!
Opener Round 3 Action 3 Power: 10 Summon Atlach-Nacha to Indian Ocean. Power: 6 Yellow Sign's out of power, so we're on to Goat. Last edited by Sarcasmorator; 11-06-2014 at 12:36 AM. |
#97
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Sorry! I'll get to it in an hour or so.
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#98
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GOAT
Round 3 Turn 4 Power: 6 ACTION: Use Avatar to swap Shub-Niggurath and an Australian Opener cultist (1 power). Power: 5 |
#99
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Sleeper Round 3 Turn 4
Put the last Moonbeast on Million Favored Ones. Power:0 |
#100
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Opener Round 3 Action 4
Power: 6 Move Yog-Sothoth from Indian Ocean to New Zealand and Cultist from West Africa to North Atlantic. Also spend 1 Doom point to clear Moonbeast from The Million Favored Ones. Power: 4 Doom: 1 |
#101
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GOAT
Round 3 Turn 5 Power: 5 ACTION: Avatar back to West Africa, swapping with the Ghoul. Power: 4 I'll get to the map tomorrow if you don't first. |
#102
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Opener Round 3 Action 5
Power: 4 Spinneret in Indian Ocean. We don't have a web token, so I made do with some festive clipart! Power: 3 |
#103
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GOAT
Round 3 Turn 6? Power: 4 Doom: 2 ACTION: Move Dark Young from West Africa to North Atlantic (1 power). Power: 3 Doom: 2 |
#104
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Opener Round 3 Action 6
Power: 3 Abandon Gate in Indian Ocean. Use The Beyond One to transport Atlach-Nacha and the gate to North Atlantic. Control gate with Cultist. Power: 2 Last edited by Sarcasmorator; 11-07-2014 at 08:46 PM. |
#105
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GOAT
Round 3 Action 7 Power: 3 ACTION: Move Dark Young from East Africa to the South Atlantic (1 power). Power: 2 No map-change access right now. |
#106
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Opener Round 3 Action 7
Power: 2 Move Cultist from South Atlantic to North Atlantic. Power: 1 Last edited by Sarcasmorator; 11-07-2014 at 08:45 PM. |
#107
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GOAT Round 3 Action 8
Power: 2 Move Ghoul from East Africa to Indian Ocean. Take the Frenzy spellbook for having units in 6 areas. Power: 1 |
#108
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Opener Round 3 Action 8
Power: 1 Declare battle in East Africa. Roll 1 die: 4, a Pain. You roll 6 dice, I believe. And a free move for one of your units! Power: 0 Also, check out some Yellow Sign units with their final color (right). |
#109
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My least favorite thing about these games are that they really make me want to buy the physical game. But it's not anything I think I can find a group for, and its a bit expensive to buy and not use.
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#110
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I moved a Dark Young and a Ghoul out, so it's only 4 dice. Still fine with the battle?
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#111
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Yep. Forgot about the DY. I either die and get a spellbook or survive and get a better monster; no downside for me!
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#112
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OK.
Dice roll: 1d6=5, 1d6=3, 1d6=3, 1d6=3. One pain. My pained unit will be a Dark Young to Arabia. And I'll recruit a cultist in East Africa with my last power. |
#113
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Huh, I was almost certain you'd capture my Cultist!
My Mutant retreats to Arabia and becomes an Abomination. The attacker retreats first, so you actually have to go somewhere else, because Arabia's the only place I can retreat to. I stuck you in West Africa for now; let me know if you want somewhere else. And that's the round! periodical: If you make it out to Talcon sometime, my copy's arriving next month! Is there a game store around you that does game nights? Last edited by Sarcasmorator; 11-07-2014 at 10:05 PM. |
#114
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Gather power:
Yellow Sign: 8 (6 for Cultists, 2 for Gates) Opener: 12 (6 for Cultists, 6 for Gates (Yog-Sothoth is a gate)) Sleeper: 7 (3 for Cultists, 4 for Gates) Goat: 13 (6 for Cultists, 3 for Dark Young, 4 for Gates) Black Goat is first player. Last edited by Sarcasmorator; 11-07-2014 at 10:41 PM. |
#115
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By my count, Black Goat should have 13 power; Red Sign causes each Dark Young to provide 1 power.
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#116
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Oh, dang, you're right! Forgot all about that. Thought it just let them occupy gates. Post above revised.
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#117
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GOAT Round 4 Doom:
2 doom for 2 gates, no ritual, sac a Cultist in East Africa for an Elder Sign per Blood Sacrifice. Power: 13 Doom: 4 Signs: 1 Still going right, on to Yellow Sign. |
#118
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Yellow Sign, Round 4, Doom
I receive 1 Doom for having 1 gate, and don't perform a ritual. I use The Stars Are Right to turn in 1 Elder Sign for 2 Doom and 2 power. Power: 10 Doom: 3 Elder Signs: 0 |
#119
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Opener
I take 3 Doom points for gates. No Ritual. Power: 12 Doom: 4 Elder Signs: 0 |
#120
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Sleeper
2 Doom for 2 gates, no ritual. Taking a Serpent Man in S. America. Power:7 Doom:6 |