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Author Topic: When Gods Play(SG)  (Read 6892 times)

Weirdsound

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Re: When Gods Play(SG)
« Reply #60 on: August 26, 2014, 01:18:06 pm »

Kerbump!
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Mlamlah

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Re: When Gods Play(SG)
« Reply #61 on: August 29, 2014, 10:23:29 pm »

Marok the Forgotten Titan
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Deck
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Pawns

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You play two cards, both as Pawns, though you do not modify either of them with an additional "background" card.
The first is a Ten of Spades, and a piece is made your pawn. A Lizard Priest, particularly vicious and cunning, poorly liked by some of his fellows, though few risk his ire. Some few weak priests call him ally, and seek his favor.

Interesting... that's not quite the pawn you intended to play. It would seem that you do not yet know just how to control which pawns are picked on the board, if you can at all.

Playing a second card, a seven of clubs, you find that a similiar result occurs. A lizardling slave aligns herself to you, a scrapper who has before fought against some of the denizens of the deep. She is a miner like the rest of her kin, but also tougher than some of her fellows, as evidenced by a variety of scars. Combat has shaken fear from her though, and she begins to wonder why her much more numerous kin bow to their cruel overlords.

...

"Those are good Pawns." Your opponent acknowledges the strength of your decisions, perhaps unaware that the results were not quite what you had planned.
Your first play done, the King draws a new card from the ether, examines it and then plays his turn. He grants a boon to his pawn, an eight of diamonds.

The adventurer stumbles into a clearing, the site of an ancient battle, and within it lies a wealth of forgotten treasures and instruments of war. He combs the battle, and arms himself with a variety of weapons, stripping many forgotten pieces of their jewels. Armed to the teeth, wealth in hand, an unknown compulsion settles upon the traveller. Filling him with the need to find some place where his new wealth might have some meaning, and setting forth into the wilderness.

The Demigod also plays a second pawn, a two of spades. Aligned to him now is a weak willed and quite stupid lizardling slave, loyal to his masters mostly due to complacency and a lack of awareness.

...

It is apparently your turn now, as a compulsion settles upon you to draw a new card. Now in your hand is a Queen of Spades, in addition to the nine of diamonds, seven of spades, and seven of diamonds. You feel upon your mind a presence, two presences in fact, whispers of conciousness. Perhaps your pawns feel the same? Is this how you influence your playing pieces?
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NRDL

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Re: When Gods Play(SG)
« Reply #62 on: August 29, 2014, 10:43:56 pm »

Let's play the lizardfolk against each other.  Manipulate the priest into becoming more draconic towards the lower classes, with as much fatalities as possible, whilst the scrapper will attempt to lead a revolution.
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GOD DAMN IT NRDL.
NRDL will roll a die and decide how sadistic and insane he's feeling well you do.

ShadowHammer

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Re: When Gods Play(SG)
« Reply #63 on: August 30, 2014, 12:43:51 am »

Let's play the lizardfolk against each other.  Manipulate the priest into becoming more draconic towards the lower classes, with as much fatalities as possible, whilst the scrapper will attempt to lead a revolution.
+1
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Comrade Shamrock

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Re: When Gods Play(SG)
« Reply #64 on: August 30, 2014, 04:03:09 am »

Let's play the lizardfolk against each other.  Manipulate the priest into becoming more draconic towards the lower classes, with as much fatalities as possible, whilst the scrapper will attempt to lead a revolution.
+1
I now support another plan.
« Last Edit: August 30, 2014, 03:12:30 pm by Comrade Shamrock »
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3man75

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Re: When Gods Play(SG)
« Reply #65 on: August 30, 2014, 02:05:51 pm »

Let's play the lizardfolk against each other.  Manipulate the priest into becoming more draconic towards the lower classes, with as much fatalities as possible, whilst the scrapper will attempt to lead a revolution.
+1
+1

+1 use the queen of spades on the scapper lizard and the 7 of spades on the priest. That'll get them started.
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Weirdsound

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Re: When Gods Play(SG)
« Reply #66 on: August 30, 2014, 03:01:12 pm »

Let's play the lizardfolk against each other.  Manipulate the priest into becoming more draconic towards the lower classes, with as much fatalities as possible, whilst the scrapper will attempt to lead a revolution.
+1
+1

+1 use the queen of spades on the scapper lizard and the 7 of spades on the priest. That'll get them started.

-1. Lets not play our hand yet, literally or figuratively. Let us play towards obvious interpretations of our goal for now, and conserve cards. We want to make him commit to stopping us, and then after he has burnt his hand, go in for the kill. Also, we should not set our pawns directly against each other; We lose if they both die.

For now, have the mastermind deal with our opponents' Pawns. Instruct him to purchase, or otherwise acquire ownership of the slave-pawn, and set it up with some task where it works in isolation far from the others where it can do no harm. Also warn him of the wanderer, and instruct him to use his cunning and reputation to oppose any attempt by said adventurer to assimilate himself into Lizard-Priest society.

I'm not sure if we should play a card this turn. It might be best to build up hand advantage. If we do, I'd recommend playing a diamond in attempt to get a merchant or supply officer among the lizard adventurers, that way our pawns are more spread out and harder to kill in one fell swoop, or drop a spade as a boon to have our miner breach a tomb full of magical knowledge and artifacts. 
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Comrade Shamrock

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Re: When Gods Play(SG)
« Reply #67 on: August 30, 2014, 03:12:01 pm »

Let's play the lizardfolk against each other.  Manipulate the priest into becoming more draconic towards the lower classes, with as much fatalities as possible, whilst the scrapper will attempt to lead a revolution.
+1
+1

+1 use the queen of spades on the scapper lizard and the 7 of spades on the priest. That'll get them started.

-1. Lets not play our hand yet, literally or figuratively. Let us play towards obvious interpretations of our goal for now, and conserve cards. We want to make him commit to stopping us, and then after he has burnt his hand, go in for the kill. Also, we should not set our pawns directly against each other; We lose if they both die.

For now, have the mastermind deal with our opponents' Pawns. Instruct him to purchase, or otherwise acquire ownership of the slave-pawn, and set it up with some task where it works in isolation far from the others where it can do no harm. Also warn him of the wanderer, and instruct him to use his cunning and reputation to oppose any attempt by said adventurer to assimilate himself into Lizard-Priest society.

I'm not sure if we should play a card this turn. It might be best to build up hand advantage. If we do, I'd recommend playing a diamond in attempt to get a merchant or supply officer among the lizard adventurers, that way our pawns are more spread out and harder to kill in one fell swoop, or drop a spade as a boon to have our miner breach a tomb full of magical knowledge and artifacts.
Actually, I prefer this plan and all its deviousness. +1

Weirdsound

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Re: When Gods Play(SG)
« Reply #68 on: August 30, 2014, 03:22:25 pm »

Honestly, I'd prefer to just go hyper aggressive here, and burn all/most of our cards to slaughter the lizardlings, but I can't for the life of me think of a good way to turn high spades into mass murder.

At this point, I'm thinking getting Mr. Manipulative to align with the lizard explorers, and steal the scepter, may just be a better win condition for us.

Edit: Got it! Ignore my last suggestion!

Tell the scrapper to leave her people and begin wandering the jungles for a time. While she is gone, play the Queen of Spades as a boon to give her powerful magic and great wisdom; perhaps through communion with a wise spirit. Next turn, she can come back and attempt to lead what few small lizards remain to freedom.

Then drop both the diamonds as Challenges against the Lizardlings. I'm thinking a mighty earthquake to collapse their underground homes with the 10, and a terrible plague that breaks out in the aftermath with the 7.

Have the manipulator provide bureaucratic hurdles to any attempt by the Lizard Priests to provide relief to the small lizards.

Hold onto the Seven of Spades, just in case.
« Last Edit: August 30, 2014, 03:38:40 pm by Weirdsound »
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Iituem

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Re: When Gods Play(SG)
« Reply #69 on: August 30, 2014, 05:00:12 pm »

+1 to the new plan!
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Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

No slaughtering every man, woman and child we see just to teleport to the moon.

3man75

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Re: When Gods Play(SG)
« Reply #70 on: August 30, 2014, 05:51:26 pm »

Honestly, I'd prefer to just go hyper aggressive here, and burn all/most of our cards to slaughter the lizardlings, but I can't for the life of me think of a good way to turn high spades into mass murder.

At this point, I'm thinking getting Mr. Manipulative to align with the lizard explorers, and steal the scepter, may just be a better win condition for us.

Edit: Got it! Ignore my last suggestion!

Tell the scrapper to leave her people and begin wandering the jungles for a time. While she is gone, play the Queen of Spades as a boon to give her powerful magic and great wisdom; perhaps through communion with a wise spirit. Next turn, she can come back and attempt to lead what few small lizards remain to freedom.

Then drop both the diamonds as Challenges against the Lizardlings. I'm thinking a mighty earthquake to collapse their underground homes with the 10, and a terrible plague that breaks out in the aftermath with the 7.

Have the manipulator provide bureaucratic hurdles to any attempt by the Lizard Priests to provide relief to the small lizards.

Hold onto the Seven of Spades, just in case.

It's so crazy it just might work! +1 and ignore my last post GM.
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ShadowHammer

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Re: When Gods Play(SG)
« Reply #71 on: August 30, 2014, 08:24:08 pm »

Honestly, I'd prefer to just go hyper aggressive here, and burn all/most of our cards to slaughter the lizardlings, but I can't for the life of me think of a good way to turn high spades into mass murder.

At this point, I'm thinking getting Mr. Manipulative to align with the lizard explorers, and steal the scepter, may just be a better win condition for us.

Edit: Got it! Ignore my last suggestion!

Tell the scrapper to leave her people and begin wandering the jungles for a time. While she is gone, play the Queen of Spades as a boon to give her powerful magic and great wisdom; perhaps through communion with a wise spirit. Next turn, she can come back and attempt to lead what few small lizards remain to freedom.

Then drop both the diamonds as Challenges against the Lizardlings. I'm thinking a mighty earthquake to collapse their underground homes with the 10, and a terrible plague that breaks out in the aftermath with the 7.

Have the manipulator provide bureaucratic hurdles to any attempt by the Lizard Priests to provide relief to the small lizards.

Hold onto the Seven of Spades, just in case.

It's so crazy it just might work! +1 and ignore my last post GM.
I'm also changing my vote.
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High tyrol

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Re: When Gods Play(SG)
« Reply #72 on: September 06, 2014, 10:45:12 pm »

Let's play the lizardfolk against each other.  Manipulate the priest into becoming more draconic towards the lower classes, with as much fatalities as possible, whilst the scrapper will attempt to lead a revolution.
+1
+1

+1 use the queen of spades on the scapper lizard and the 7 of spades on the priest. That'll get them started.

-1. Lets not play our hand yet, literally or figuratively. Let us play towards obvious interpretations of our goal for now, and conserve cards. We want to make him commit to stopping us, and then after he has burnt his hand, go in for the kill. Also, we should not set our pawns directly against each other; We lose if they both die.

For now, have the mastermind deal with our opponents' Pawns. Instruct him to purchase, or otherwise acquire ownership of the slave-pawn, and set it up with some task where it works in isolation far from the others where it can do no harm. Also warn him of the wanderer, and instruct him to use his cunning and reputation to oppose any attempt by said adventurer to assimilate himself into Lizard-Priest society.

I'm not sure if we should play a card this turn. It might be best to build up hand advantage. If we do, I'd recommend playing a diamond in attempt to get a merchant or supply officer among the lizard adventurers, that way our pawns are more spread out and harder to kill in one fell swoop, or drop a spade as a boon to have our miner breach a tomb full of magical knowledge and artifacts.
Actually, I prefer this plan and all its deviousness. +1

1+
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Zanzetkuken The Great

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Re: When Gods Play(SG)
« Reply #73 on: September 06, 2014, 11:53:13 pm »

Honestly, I'd prefer to just go hyper aggressive here, and burn all/most of our cards to slaughter the lizardlings, but I can't for the life of me think of a good way to turn high spades into mass murder.

At this point, I'm thinking getting Mr. Manipulative to align with the lizard explorers, and steal the scepter, may just be a better win condition for us.

Edit: Got it! Ignore my last suggestion!

Tell the scrapper to leave her people and begin wandering the jungles for a time. While she is gone, play the Queen of Spades as a boon to give her powerful magic and great wisdom; perhaps through communion with a wise spirit. Next turn, she can come back and attempt to lead what few small lizards remain to freedom.

Then drop both the diamonds as Challenges against the Lizardlings. I'm thinking a mighty earthquake to collapse their underground homes with the 10, and a terrible plague that breaks out in the aftermath with the 7.

Have the manipulator provide bureaucratic hurdles to any attempt by the Lizard Priests to provide relief to the small lizards.

Hold onto the Seven of Spades, just in case.

+1
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Re: When Gods Play(SG)
« Reply #74 on: September 11, 2014, 07:44:45 pm »

Quote
Honestly, I'd prefer to just go hyper aggressive here, and burn all/most of our cards to slaughter the lizardlings, but I can't for the life of me think of a good way to turn high spades into mass murder.

At this point, I'm thinking getting Mr. Manipulative to align with the lizard explorers, and steal the scepter, may just be a better win condition for us.

Edit: Got it! Ignore my last suggestion!

Tell the scrapper to leave her people and begin wandering the jungles for a time. While she is gone, play the Queen of Spades as a boon to give her powerful magic and great wisdom; perhaps through communion with a wise spirit. Next turn, she can come back and attempt to lead what few small lizards remain to freedom.

Then drop both the diamonds as Challenges against the Lizardlings. I'm thinking a mighty earthquake to collapse their underground homes with the 10, and a terrible plague that breaks out in the aftermath with the 7.

Have the manipulator provide bureaucratic hurdles to any attempt by the Lizard Priests to provide relief to the small lizards.

Hold onto the Seven of Spades, just in case.
+1
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