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This was a 6 player game each controlling 2 kingdoms in the same region. With slugfest PC numbers. Congrats to Warmaster and to the other players that stuck it out until the end.
Victory By Rex Is The Druid Kingdom!
Game End Status Points
Place Kingdom Player Results-29 Grand Total
1 DU Warmaster 18,480 24,345
2 EL Warmaster 7,560 13,740
3 DE Jon Doe 9,285 13,240
4 SO Ohman the Heartless 7,300 12,675
5 NO DuPont 6,500 11,875
6 AM Ohman the Heartless 6,480 10,455
7 AT Jon Doe 5,905 9,663
8 AN DuPont 6,615 9,293
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Congratz to Warmaster. Well played! Thanks to all who survived. I must have spent 25 SO orders to raise influence for both my Kingdoms. I may have had as many as 30+ emmies captured or assassinated.
I had 4 regions early on, but didn't think I would get Amberland back so failed to declare. On that turn Warmaster did me the solid of Destroying Avalon, which was totally unexpected. first game for me seeeing Power 10 Wizards on the map. At game end had over 1,000,000 gold banked for Amazon that I couldn't use. I also noted that Warmaster used 1 kingdom to take ALL the pc's. This seemed to make it much easier to reacquire control of the regions in the later stages.
Again Congratz
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Good write ups. You guys can start another Confluence if you wish. Congrats to Warmaster.
JonDoe, Mike is free to do his idea of an Ice Age scenario which may include more but smaller PC's.
Meanwhile as I struggle to finish Maelstrom, I am confronted with the dilemma that in particular our better players don't really want a lot of changes - they like Alamaze as it is. So, as long as Mike stays willing, I'm looking to finish Maelstrom which I remain excited about, I just need to get my act together free of what has been a dazzling array of distractions. I think we'll get quite a few of our on hiatus players back when Maelstrom is out.
Then I think I will undertake a new game, with lots of Alamaze principles, but simpler to hopefully attract a broader audience. Presently it takes being pretty stalwart to digest all the rules, orders, kingdom abilities, spells, artifacts, traits, character types. Not to mention the learning curve issue for new players. Again, I am a bit different from the top players in that I don't really look at Alamaze as you win or you die (GoT reference), I view it as a strategic adventure game, where a new story unfolds in each game. The broader audience requires as well the full GUI based around the map. Players new to Alamaze are not used to having maybe four applications open to execute a turn.
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AN/NO. I had originally hoped to get the CI/NE but as both region 1 and 3 were taken when I drafted, it seemed like a bad idea. I got my region early and was very surprised to find both the DE and RA contesting for #9. I tried to go after the DE and leave the RA alone, but I kept getting to places right after the RA had taken them and I think I did a fair amount of damage to him. Then the AT came down and took over #8 and that finished him. I had taken 9 by that point and then the back and forth happened. No point giving a blow-by-blow, but I was really hampered by the AN/NO lack of any really good wizards. I had forgotten that the DE was totally immune to sleep - I thought it was just a partial immunity other than the Demon Princes themselves and it was too fast-paced a game for me to look up the DE's startup sheet. All in all a good game and I enjoyed playing against John Doe!
Let's do another one!