Redbone Coonhound

Smallworld


Round 1

Kevin spends 1VP to take the Diplomat Humans, gains 10 tokens, places 2 in Fa1, 3 in Sw1 (1 Lost Tribe token eliminated), 3 in H1 (1 Lost Tribe token eliminated), and 2 in Fa3.  Gains 6VP, and designates Bill as the one who cannot attack him.

Christopher spends 3VP to take the Mounted Priestesses, gains 9 tokens, places 1 in H7, 2 in H5 (1 Lost Tribe token eliminated), 1 in Fa4, 2 in Fa5 (1 Lost Tribe token eliminated), 2 in Fo7, and 1 in M8 (reinforcement dr = 2, success).  Gains 6VP.

Andy spends 2VP to take the Peace-Loving Pygmies, gainnig 10 tokens and 1VP, places 2 in Fa6, 3 in Fo5 (1 Lost Tribe token eliminated), 3 in M4, and 2 in H4.  Gains 7VP.

Bill spends 3VP to take the Barricade Barbarians, gaining 13 tokens, places 3 in M2, 3 in Fo3 (1 Lost Tribe token eliminated), 3 in M1, 2 in Sw2, and 2 in Fo2.  Gains 5VP.

Round 2

Kevin's Diplomat Humans maintain 1 token in all occupied areas, collecting the excess, place 3 in Fa2 (1 Lost Tribe token eliminated), 3 in Fo1 (1 Lost Tribe token eliminated), redeploy 1 token from Fo1 to H1 and 1 from Fa2 to Sw1, gain 9VP, and designates Christopher as the one who cannot attack him.

Christopher's Mounted Priestesses go into decline, creating a 6-stack ivory tower in Fo7 and gaining 6VP.

Andy's Peace-Loving Pygmies maintain 1 token in all occupied areas, collecting the excess, place 3 in M5, 2 in Fo5, and 1 in M3 (reinforcement dr = 0, fails), and redeploying so that there are 2 each in Fo4, H4, Fo5, and Fa6, and 1 each in M4 and M5, and gain 9VP.

Bill's Barricade Barbarians maintain 1 token in all occupied areas, collecting the excess, place 3 in Fa3 (1 Human token eliminated), and 5 in Fa2 (1 Human token eliminated, 1 returned) and gaining 7VP.

Round 3

Kevin's Diplomat Humans maintain take both tokens from Fo1 and leave 1 in each other area, places 5 in Fa2 (1 Barbarian token eliminated, 2 returned), gaining 6VP, and designates Andy as the one who cannot attack him.

Christopher selects the Pillaging Fauns, gaining 10 tokens and 4VP, places 3 in Fa1 (1 Human token eliminated), 3 in Sw1 (1 Human token eliminated), 3 in H1 (1 Human token eliminated), and 1 in Sw3 (reinforcement dr = 0, fails), gains 3 tokens and redeploys to 4 additional tokens to H1.  Gains 12 tokens.

Andy's Peace-Loving Pygmies maintain 1 token in all occupied areas, collecting the excess, place 3 in M6 and 1 in H6 (reinforcement dr = 1, success), redeploys 1 token from M6 to each of Fo4 and H4, and collects 11VP.

Bill's Barricade Barbarians go into decline, gaining 6VP.

Round 4

Kevin's Diplomat Humans go into decline, gaining 1VP.

Christopher's Pillaging Fauns maintain 1 token in all occupied areas, collecting the excess, place 4 in Fo4 (1 Pygmy token lost, 1 returned, reinforcement die roll = 0), 4 in H4 (1 Pygmy token lost, 1 returned, reinforcement die roll = 1), and 2 in Fo5 (reinforcement die roll = 1, succeeds, 1 Pygmy token lost, reinforcement die roll = 0), gains 3 tokens in reinforcement, ending up with 1 token each in Fo4 and Fo5, 3 each in H1 and H4, and 4 each in Fa1 and Sw1, and gains 15VP.  The Pygmies gain 3 tokens.

Andy's Peace-Loving Pygmies retain their on-board tokens, place 2 in Fa7, 3 in M7, and 1 in M8 (reinforcement die roll = 0, fails), moves 1 token from M7 to each of M4 and M5, 1 token from Fa7 to M6, and the remaining token in Fa6, gaining 10VP.

Bill spends 3VP to take the Alchemist Pixies, gaining 15 tokens, places 8 in Fo7 (6 Priestess tokesn eliminated), 3 in M8, 2 in Fa5, and 2 in Sw4, gaining 12VP.

Round 5

Kevin spends 1VP to take the Hill Wizards, gaining 2VP and 9 tokens, place 2 in H7, 2 in H5, 3 in Fa5 (1 Pixie token eliminated), and 2 in Fo6 (reinforcement dr = 0, fails), redistributes so that there are 3 tokens in each area, and gains 7VP.

Christopher's Pillaging Fauns maintain 1 token in all occupied areas, collecting the excess, place 4 in M6 (1 Pygmy token lost, 1 returned, reinforcement die roll = 0), 3 in H6 (1 Pygmy token lost, reinforcement die roll = 0), Fa7 (1 Pygmy token lost, reinforcement die roll = 0), and 2 tokens in M7 (reinforcement die roll = 0, fails), gains 3 tokens, redistributes his tokens so that there are 2 in each area, gains 12VP.  Pygmies gain 3 tokens.

Andy's Peace-Loving Pygmies go into decline, gaining 4VP.

Bill's Alchemist Pixies place 4 tokens in M7 (1 Pygmy token eliminated), 4 in Fa7 (1 Faun token eliminated, 1 returned), 2 in Fa4, and 1 in Sw6 (reinforcement die roll = 2, success, 1 Lost Tribe token eliminated), and gains 15VP.

Round 6

Kevin's Hill Wizards collect 1 token from each area and place them in Fo6 (1 Lost Tribe token eliminated), and redeploy 1 token from Fo6 to H7, gaining 9VP.

Christopher's Pillaging Fauns maintain 1 token in all occupied ares, collecting the excess, place 3 in Fa7 (1 Pixie token eliminated), 3 in Fa2 (1 Barbarian token eliminated), and 3 in Fa3 (1 Human token eliminated), gain 1 token for redeployment, placing it in H6, and gain 12VP.  The Pixies gain 1 token.

Andy selects the Historian Gypsies, gaining 7VP and 11 tokens, places 2 in Fo1, 3 in H2 (1 Lost Tribe token eliminated), 3 in Sw2 (1 Barbarian token eliminated), and 3 in Fo2 (1 Barbarian token eliminated), moves 1 token from Sw2 to Fo1, and gains 7VP.

Bill collects the token from Fo7, places 5 in Fa7 (1 Faun token eliminated, 2 returned), and 4 in H5 (1 Faun token eliminated, 1 returned), and gain 12VP.

Round 7

Kevin's Hill Wizards maintain 1 token in each area and place 3 tokens in Sw4 (1 Pixie token eliminated), 2 in Fo3 (reinforcement die roll = 1, success, 1 Barbarian token eliminated), and gain 11VP.

Christopher's Pillaging Fauns maintain 1 token in each area, place 3 tokens in H6 (1 Pixie token eliminated), 3 in Fa7 (1 Pixie token eliminated), and 1 in Fo6 (reinforcement die roll = 0, fails), gains 2 reinforcements, placing them in Fa2 and Fa3 and placing the last one in Fo2, and gains 13VP.  The Pixies gain 2 tokens.

Andy's Historian Gypsies, collect all tokens except 1 from Fo1, leaving a VP token each in H2, Sw2, and Fo2, place 4 tokens in Fa2 (1 Faun token eliminated, 1 returned), 3 in H1 (1 Faun token eliminated), and 3 in Sw1 (1 Faun token eliminated), redeploys 1 token from Fa2 to Fo1, and gains 10VP.

Bill's Alchemist Pixies go into decline, gaining 4VP, and the Barbarians are removed.  The Historian Gypsies gain 1VP.

Round 8

Kevin's Hill Wizards go into decline, gaining 6VP.  The Historian Gypsies gain 1VP.

Christopher's Pillaging Fauns maintain 1 token in each area, place 5 tokens in H1 (1 Gypsy token eliminated, 2 returned), and 2 in Fa2 (reinforcement die roll = 1, fails), adds 3 more tokens to H1, and gains 10VP.  The Gypsies gain 1 token.

Andy's Historian Gypsies maintain 1 token in Fo1, leaving a VP token each in Sw1 and Fa2, place 2 tokens in H2, 2 in Sw2, 2 in Fo2, 3 in M2, and 1 in Fa3 (reinforcement die roll = 3, success, 1 Faun token eliminated), redistributes 1 token from M2 to Fa2, and 1 token from Fo2 to Fo1, and gain 8VP.

Bill spends 2VP to take the Commando Shrubmen, gaining 10 tokens, places 2 in Fo4 (1 Faun token eliminated), 2 in H4 (1 Faun token eliminated), 2 in Fo5 (1 Faun token eliminated), 2 in M3, and 2 in H4 (1 Pygmy token eliminated), moves 1 token each from Fo4 and Fo5 into H4, and gains 9VP.

Round 9

Kevin takes the Spirit Giants, gaining 2VP and 11 tokens, places 4 in M7 (1 Pixie token eliminated), 3 in M8 (1 Pixie token eliminated), 2 in Fa7 (1 Faun token eliminated), and 2 in Fo6 (1 Wizard token eliminated), redeploys 2 tokens from M7 to Fa7, and gains 9VP.

Christopher's Pillaging Fauns maintain 1 token in each area, place 4 tokens in Fa3 (1 Gypsy token eliminated, 1 returned), 2 in Fa2, and 1 in H3 (reinforcement die roll = 1, success), gains 1 token, redeploys all excess tokens to Fa2, and gains 8VP.  The Gypsies gain 1 token.

Andy's Historian Gypsies maintain 1 token in M2, leaving a VP token each in Fo1, H2, Sw2, and Fo3, place 3 tokens in Fa4 (1 Pixie token eliminated), 3 in Sw6 (1 Pixie token eliminated), 3 in Fo3 (1 Wizard token eliminated), and 1 in Sw4 (reinforcement die roll = 3, success, 1 Wizard token eliminated), and gain 11VP.

Bill's Commando Shrubmen maintain 1 token in each area except M3, place 2 in H1 (1 Faun token eliminated), 2 in Fa3 (1 Faun token eliminated), and 2 in H3 (1 Faun token eliminated) and redeploy 1 token each from H1, Fa3, and H3 to H4, and gain 7VP.

End of Game

Congratulations to Christopher on his victory!

End of Game Statements

Andy York:  Solid win by Christopher, the Pillaging Fauns were certainly a winning strategy. A bit surprised with my 2nd place, activating only two races. I thought about going for a third, but every time I gamed out replacing the Historian Gypsies I couldn’t find a better fit, maybe the remnants of my first race hanging on so long was a factor?

Thanks to Chris for providing a fun game!

Kevin Wilson:  Turns out this was an aggressive bunch and I didn’t push my factions hard enough. Lesson learned for next time.
Congrats to Christopher on a nice pull away win. Thanks to the others for a fun play and to Chris for running the game.
A classic.

Christopher Hunt:   Thanks to Chris as ever for running the game as effeiceintly as normal.   Especially thnaks for understanding my nonsence moves.

Took the Priestesses to gain the ongoing VPS when in decline.  A declined as soon as possible.  Took the fauns as gain tokens and VPs by conquest.  DId not realise did not gain token by removing declined or native races so many of them survived because I did not attack them.  Saw the fauns as a temporary race untill Priestesses eliminated. But they grew and they even reached their maximum size.  As they were not the subject of a major attack carried on with them. As they did not decine never had a low VP move with them.

Prefer 3 player as races are not destroyed each turn and powers such as aquatic become dominant (because their sea areas cannot be attacked).

Still prefer the game to Vinci with the proviso the game is the choice of nations not the battle on the board.

Bill Scharf:  Interesting game as usual. Main point of the game is identifying a good race/power combination, and knowing when is a good time to switch. There didn’t seem to be much interest in slowing down the leader, it wasn’t until I chose my second race that I was in the position to take down the priestess tower, it’s a very powerful faction, since to remove it you have to give up expansion and points of your own to take it down. Thanks Chris for running it, and congratulations to Christopher on his win.

Players

Name
VPs
Current Race
Tokens
Race in Decline Remaining Tokens
Kevin Wilson
70
Spirit Giants
11
Wizards
3
Christopher Hunt 100
Pillaging Fauns
10


Andy York
85
Historian Gypsies
11
Pygmies
2
Bill Scharf 74
Commando Shrubmen
10



Map
Race Selection

Kevin Wilson

Kevin Wilson

Christopher Hunt

Christopher Hunt

Andy York

Andy York

Bill Scharf

Bill Scharf