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  #61  
Old 02-20-2019, 10:22 AM
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Quote:
Originally Posted by Patrick View Post
Law of Root 1.3.1: Agreements. Players are free to discuss the game during play, but agreements between players are non-binding.
If that's you probing for a tentative, non-binding cease-fire, then I'm certainly game. I'm much more interested in driving these greedy mercenaries out of the woods ATM than I am in cleaning up the kitty litter.

ETA: Either of us paying for Mercenaries/Riverboats would be a great way to roll over the other, but I'd just as soon not hand them the game like that.
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  #62  
Old 02-20-2019, 10:37 AM
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I was just quoting it because I love that rule and I usually bring it up once people start discussing which factions we need to team up against.

And I think an alliance would be tempting, but the Eyrie probably has the biggest potential for wiping me out in the long run, and I'm keeping an eye on all three other factions equally. This is super early in the game, and things are still very much wide open.
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  #63  
Old 02-20-2019, 11:38 AM
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Iíll be doing my turn after work, but I wanted to ask: can I choose to not slip, or is it mandatory?
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  #64  
Old 02-20-2019, 11:42 AM
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It's optional. It is a free move though, which is nice to have.
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  #65  
Old 02-20-2019, 12:00 PM
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Yeah if you like where you are you can stay there.
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  #66  
Old 02-20-2019, 03:24 PM
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Do I need to have two rabbit trading posts uncovered on my board to build these double rabbit cards, or just one and two funds?

Also do I actually need the trading post, since they're removed instead of returned when destroyed?
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  #67  
Old 02-20-2019, 03:39 PM
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Since you craft by committing funds to the empty space where the trade post was, you just need to have built two rabbit trade posts at some point during the game. You also can only craft one of them a turn (unlike the Eyrie or Marquise, who could potentially have four rabbit roosts/workshops but probably won't). You don't need the trade post to craft, but you do need them to score dividends during Birdsong, and having them out lets other players purchase extra services.
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  #68  
Old 02-20-2019, 03:45 PM
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It's another great day in the forest!

Birdsong:

I thought about visiting the trading post, but a very stern bird kept yelling at me and the prices were just so high!

I Refresh my tea, my torch, and my boot. Hooray!

I don't slip.

Daylight:



I give a speech! I Exhaust my torch and tea to finish the Give a Speech Quest. I tell all the bunnies about tea, and how amazing it is. Have you heard of tea? It's so great!

I then Exhaust my boot to move to the mouse clearing directly East.



While there, I Exhaust my hammer and make a satchel! This also gives me one Victory Point. They call it a Birdy Bindle, but I had to find a mouse to help me. What a world!

That's it for Daylight. Boy! What a day!
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  #69  
Old 02-20-2019, 05:15 PM
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I think you need to choose a reward from your quest still? Although I guess it's pretty likely you want the VP.
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  #70  
Old 02-20-2019, 05:21 PM
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I'm going to assume you're taking the 2 VP for the rabbit quest. In either case, your new quest is this:



Evening:

I'll PM you your new card and get the boards updated, and then go to the Marquise's turn.
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  #71  
Old 02-20-2019, 05:30 PM
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Like so!



Birdsong:

Buy stuff if you want, and get one wood at your sawmill.

Daylight:

Craft stuff with your fox workshop if you are willing and able, then take your three actions.
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  #72  
Old 02-20-2019, 06:01 PM
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Sorry! Yes, I want the VP. I donít want to overload my hand.
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  #73  
Old 02-20-2019, 08:20 PM
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Ah, it appears that the Riverfolk Company is even more industrious than I had first guessed. Well, there's nothing wrong with some healthy competition.

When I hear Birdsong

I place one stack of Wood at my Sawmill next to my Keep, in the bottom right Rabbit clearing.

During the glorious Daylight

(1) I will Overwork the sawyers at my Sawmill to produce one extra stack of Wood. However, as I am a generous employer, I will spend my Sappers (bird) card to pay them a bonus.

(2) My workers will bring both stacks of wood to the bottom Mouse clearing (at the bend in the river) and Build a new station for Recruiters (scoring two victory points, and allowing me to draw two cards in the Evening).

(3) I will Recruit again, placing friendly, well dressed soldiers at the central Mouse clearing, the central Fox clearing, and the bottom Mouse clearing

I will spend my Crossbow (bird) card to add an extra action.

(4) I will consolidate my forces in order to make sure that I am protecting my workers from any unscrupulous ruffians who might be lurking in the woods. The two valiant soldiers in the upper right Mouse clearing will March to the right Fox clearing. One will stay there and one of them will continue all the way to the bottom right Rabbit clearing to receive new orders from my generals at the Keep.

Finally, in the Evening

I will draw two cards.



EDIT: cards spent/discarded this turn:




Last edited by Patrick; 02-22-2019 at 09:57 AM. Reason: adding images of discarded cards
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  #74  
Old 02-20-2019, 09:01 PM
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

BY ROYAL DECREE, THE GREAT AND CHARISMATIC JBEAR THE KIND,
LORD OF THE ROOST, HEIR TO THE EYRIE DYNASTIES, LONG MAY HE REIGN,
ISSUES FORTH THE FOLLOWING PROCLAMATION TO HIS LOYAL SUBJECTS:

A band of foxes will hasten our forces to their destination via hidden trails.

At that destination, our dominant avian brethren will craft a new roost to expand our forces further.

That is all.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


Read: I am adding a Dominance (Fox) card to the Move section of my Decree, and a Dominance (Bird) card to the Build section.

Decree resolution:
  • Recruit at my only roost, adding 2 warriors to the top-left fox clearing.
  • Move 1 warrior south-east from the top-left fox clearing to the centre rabbit clearing.
  • Move 2 warriors east from the top-left fox clearing to the top rabbit clearing.
  • Battle the wily otters at the centre rabbit clearing.
  • Built a roost at one of the rabbit clearings, pending the results of the Battle.
Then score 1 VP and draw a single card.
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  #75  
Old 02-20-2019, 10:50 PM
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Well, the Riverfolk can't ambush you with a public hand that contains no ambushes, so we'll just skip to you rolling 1 and 1 on the dice, removing a warrior for each of you. Between that and all of the stuff the Marquise did...



This should be the state of the woodland just before your build. (I'll add your 1 VP after we officially resolve Daylight because I'm a stickler.) Where do you want it placed?

(Also, if you have specific requests for when and how to use your ambush cards, let me know so I can manage the bookkeeping a bit more cleanly and don't speed past you wanting to ambush, or stall too long waiting for you to decide on one. This applies even if you don't have any yet!)
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  #76  
Old 02-21-2019, 05:54 AM
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I think I've changed my mind about 6 times in the last 20 minutes of staring at the board, but I'm going to build my roost in the centre rabbit clearing.
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  #77  
Old 02-21-2019, 09:07 AM
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It is done. Moving on to the Riverfolk again.



Birdsong:

Nobody bought your stuff! Why are they punishing you for being successful?

Thankfully, your Protectionism kicks in, and you get two payments from your own supply of warriors to work with.

Daylight:

Which means you have 5 funds to work with hereabouts.
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  #78  
Old 02-21-2019, 09:13 AM
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Question: Are the Riverfolk allowed to spend 2 of their own funds to built a trading post in a clearing that they themselves rule, or does it have to be another faction?
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  #79  
Old 02-21-2019, 09:17 AM
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They can spend their own funds to establish a trade post in a clearing they rule.

It's not often they'll end up ruling a clearing without a trade post there to begin with, but sometimes it happens.
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  #80  
Old 02-21-2019, 10:33 AM
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Commit 1 to draw a card.
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  #81  
Old 02-21-2019, 10:46 AM
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Well. Hm. That is a card the Riverfolk could have.
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  #82  
Old 02-21-2019, 10:53 AM
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Commit 1 to send one of my mercenaries down the river from the central mouse clearing to the lower left rabbit clearing.
Spend 2 of my own pawns to build a Trading post there.
Commit 1 more to draw another card.
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  #83  
Old 02-21-2019, 10:56 AM
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If you want to head to the rabbit clearing via river you'd have to commit 2, since there's the south mouse clearing along the way.
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  #84  
Old 02-21-2019, 10:58 AM
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Spaced on that somehow.

Instead we'll send one overland from the central rabbit clearing to the eastern mouse clearing and build there.
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  #85  
Old 02-21-2019, 11:10 AM
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All right. That puts us with the following board state and card draw:





Evening:

As usual, set up your service costs, accounting for your new cards, and then we'll be at turn 3 for the Vagabond!
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  #86  
Old 02-21-2019, 12:06 PM
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ATTENTION: For Immediate Release

The Riverfolk Company is now restocked and ready to offer you prime ambushes, baked goods and knapsacks:


Cards: 3

Riverboats: 2

Mercenaries: 1


Don't be the only one without a knapsack this back to school season!
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  #87  
Old 02-21-2019, 12:28 PM
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Very good. The boards in the first post should be up to date, too.



Back to this guy!

Birdsong:

Buy stuff if you want, then refresh stuff. As is, one of your items will still be exhausted after the fact since you've exhausted your tea. And then, of course, you can slip to an adjacent clearing.

Daylight:

The adventure continues!
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  #88  
Old 02-21-2019, 01:28 PM
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If I make an attack and an Ambush removes all of my attackers and cancels the combat, have I still satisfied my Battle decree requirement?
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  #89  
Old 02-21-2019, 01:41 PM
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Yes. You initiated the battle, which is the part that the decree cares about.
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  #90  
Old 02-21-2019, 03:42 PM
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Boy oh boy! Good morning, everybody!

Birdsong:

I'll Refresh my tea, my torch, and my hammer. Then I'll Slip to the fox clearing directly below me.

Daylight

First off, I'll Exhaust my torch to explore those ~spooky~ ruins. What'd I get? What'd I get?
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