Nature
Follow This Easy Process To Get Started Playing Alamaze
Step #1 - Register for Forum Account      Step #2 - Create New Player Account      Step #3 - Sign In  (to issue turn orders and join games)
ATTENTION: After Creating Player Account and Signing In, select the GAME QUEUE link in the Order System screen to Create or Join games.
Alamaze Website                 Search Forum              Contact Support@Alamaze.net


Player Aids             Rulebook             Spellbook             Help Guides             Kingdom Set-Ups             Kingdom Abbreviations             Valhalla             Discord

Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Changed Steel
#31
Could always start another game. Rick mentioned that he wanted to be in the first but it filled fast. Just start another game...
Reply

#32
(07-27-2022, 03:24 AM)Windstar Wrote: I'll take the Death Knights.

In my opinion, this is the most challenging kingdom of them all by design. That ever-present plague which kills off the census population will be a constant drain in the entire region (of which the Deathknights can convert into skeleton brigades). So, the first decision that you have to make is whether to keep your groups within your home region (destroying your own population) or move them into neighboring regions (to whittle down others the chance of recruiting from their pc's). The Deathknights is an aggressive kingdom by its very nature so take heed...
Reply

#33
1. DuPont - Free Traders
2. VBall - Giants
3. PTRiley - Lycan
4. Windstar - Death Knights
5. Wookie - DE
6. Brekk
7. Drogo
8. Lord Garth
9. Ruingruth
10. Lt. Gisgo
11. Uncledarkside2
12. Rellgar

What can I say, immortality was hard to resist.  It sure was tempting to pick a good region with the 5th pick though.  Have we ever had a game where it was hard to choose?
Brek is up.
Reply

#34
You kids today with your "new" Kingdoms oohhhhh look at my shinny Evil Immortal. Back in my day we played the Westmen now that was a Kingdom. We played the Swampman in the SothernSands and we liked it!!!!......And we had to wait by the mailbox too, god forbid you had a bad mailman you could wait days longer than others in your turn. ohhh "I got my turn three days ago did you not get yours yet"? You brats are spoiled. And STAY OFF MY LAWN!!!!!!
Reply

#35
(07-27-2022, 02:09 PM)Ruingurth Wrote: You kids today with your "new" Kingdoms oohhhhh look at my shinny Evil Immortal. Back in my day we played the Westmen now that was a Kingdom. We played the Swampman in the SothernSands and we liked it!!!!......And we had to wait by the mailbox too, god forbid you had a bad mailman you could wait days longer than others in your turn. ohhh "I got my turn three days ago did you not get yours yet"? You brats are spoiled. And STAY OFF MY LAWN!!!!!!

You should have given the postal carrier a bottle of hooch for Christmas like the rest of us did.
Reply

#36
(07-27-2022, 11:38 AM)unclemike Wrote:
(07-27-2022, 03:24 AM)Windstar Wrote: I'll take the Death Knights.

In my opinion, this is the most challenging kingdom of them all by design. That ever-present plague which kills off the census population will be a constant drain in the entire region (of which the Deathknights can convert into skeleton brigades). So, the first decision that you have to make is whether to keep your groups within your home region (destroying your own population) or move them into neighboring regions (to whittle down others the chance of recruiting from their pc's). The Deathknights is an aggressive kingdom by its very nature so take heed...

unclemike, please tell me that the attrition is only 1% to 5% and not the full 15% of a famine spell. That would be very devastating.
Reply

#37
Question for Uncle Mike.
Do the new summoned troops have any special abilities?  Fear, for example.
Reply

#38
(07-27-2022, 02:21 PM)Wookie Panz Wrote: Question for Uncle Mike.
Do the new summoned troops have any special abilities?  Fear, for example.

I think in one of his update post there was no troop special, except kingdom trait?
Reply

#39
1. DuPont - Free Traders
2. VBall - Giants
3. PTRiley - Lycan
4. Windstar - Death Knights
5. Wookie - DE
6. Brekk - Give me the Fae Folk,
7. Drogo
8. Lord Garth
9. Ruingruth
10. Lt. Gisgo
11. Uncledarkside2
12. Rellgar
Reply

#40
(07-27-2022, 02:16 PM)Windstar Wrote:
(07-27-2022, 11:38 AM)unclemike Wrote:
(07-27-2022, 03:24 AM)Windstar Wrote: I'll take the Death Knights.

In my opinion, this is the most challenging kingdom of them all by design. That ever-present plague which kills off the census population will be a constant drain in the entire region (of which the Deathknights can convert into skeleton brigades). So, the first decision that you have to make is whether to keep your groups within your home region (destroying your own population) or move them into neighboring regions (to whittle down others the chance of recruiting from their pc's). The Deathknights is an aggressive kingdom by its very nature so take heed...

unclemike, please tell me that the attrition is only 1% to 5% and not the full 15% of a famine spell. That would be very devastating.

Ohh, it's the full 15% sweetheart!
Reply



Forum Jump:


Users browsing this thread:
1 Guest(s)

Powered By MyBB, © 2002-2025 Melroy van den Berg.