Risk, Game 1 - the silent speaker wins
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the silent speaker Mafia Scum
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Okaaay.
3 armies on EAu.
Thither NGu, moving in max armies when successful; then NGu-WAu, also moving in max armies; then WAu-Ino, again moing in all available troops. The first four rolls in this campaign (first three dice of each are mine, last one the defenders):
Original Roll String: 4d64 6-Sided Dice: (2, 1, 3, 5) = 11
Original Roll String: 4d64 6-Sided Dice: (3, 4, 5, 3) = 15
Original Roll String: 4d64 6-Sided Dice: (5, 2, 1, 2) = 10
Original Roll String: 4d64 6-Sided Dice: (3, 6, 5, 6) = 20I think it's pretty clear that TSS's awesomeness did alter the roles each of us recieved, and thus he's obviously pro-town. -- Save The Dragons-
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Oh good, I won all three on the first rolls (5 1 1 beating 4 for NGu, 4 1 5 beating 1 for WAu, and 4 3 6 beating 2 for Ino making the fourth roll superfluous).
Second wave. Per-Ven (maximum invasion) followed by Ven-Bra. The first three rolls:
Original Roll String: 4d64 6-Sided Dice: (2, 1, 6, 4) = 13
Original Roll String: 4d64 6-Sided Dice: (4, 5, 6, 2) = 17
Original Roll String: 4d64 6-Sided Dice: (4, 4, 1, 5) = 14I think it's pretty clear that TSS's awesomeness did alter the roles each of us recieved, and thus he's obviously pro-town. -- Save The Dragons-
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Hah. Should have gone for Bra-Arg. Well, I'll do that now; I should have six in Brazil.
Original Roll String: 4d64 6-Sided Dice: (1, 6, 1, 2) = 10
Original Roll String: 4d64 6-Sided Dice: (4, 2, 6, 2) = 14I think it's pretty clear that TSS's awesomeness did alter the roles each of us recieved, and thus he's obviously pro-town. -- Save The Dragons-
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the silent speaker Mafia Scum
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I move max armies from Argentina to Brazil, which ends my turn. I think I've earned my risk card -- and if I'm not mistaken, STD's, too. I should have five armies now on Brazil, six on Siam, and one each on:
Ino
WAu
EAu
NGu
Arg
Ven
Per
Ind
Bigben, Coolbot, rajr and Windslicer:I'm interested in a one-round truce with all and sundry. For all who accept, you don't attack me on your turn, and I won't attack you on my upcoming turn. If you accept, just say so before you start attacking things!I think it's pretty clear that TSS's awesomeness did alter the roles each of us recieved, and thus he's obviously pro-town. -- Save The Dragons-
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the silent speaker Mafia Scum
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Um... are you saying that you do want an alliance, or that you do not, or that you'll make up your mind when it's your turn?tss, i dont mind attacking you.
but i dont think i have any control of that.I think it's pretty clear that TSS's awesomeness did alter the roles each of us recieved, and thus he's obviously pro-town. -- Save The Dragons-
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Two armies in India, three in Siam.
Sia-Chi (as before, first three dice mine, fourth die defending):
Original Roll String: 4d64 6-Sided Dice: (1, 5, 2, 5) = 13
Original Roll String: 4d64 6-Sided Dice: (2, 2, 6, 3) = 13
Original Roll String: 4d64 6-Sided Dice: (4, 6, 3, 4) = 17I think it's pretty clear that TSS's awesomeness did alter the roles each of us recieved, and thus he's obviously pro-town. -- Save The Dragons-
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First roll takes it and max armies move in. I should have 8 on each of India and China, 1 on Siam, the rest unchanged. End turn.
Coolbot:Are you interested in a two-round truce?I think it's pretty clear that TSS's awesomeness did alter the roles each of us recieved, and thus he's obviously pro-town. -- Save The Dragons-
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5 armies on China.
Chi-Afg: first 3 rolls mine, last 2 rolls winslicer's as applicable.
Original Roll String: 5d65 6-Sided Dice: (2, 2, 6, 4, 1) = 15
Original Roll String: 5d65 6-Sided Dice: (1, 3, 4, 5, 3) = 16
Original Roll String: 5d65 6-Sided Dice: (4, 6, 5, 5, 1) = 21I think it's pretty clear that TSS's awesomeness did alter the roles each of us recieved, and thus he's obviously pro-town. -- Save The Dragons-
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Taken in the first two rolls with no loss; 12 move into Afghanistan.
Afg-Ura:
Original Roll String: 4d64 6-Sided Dice: (5, 5, 4, 4) = 18
Original Roll String: 4d64 6-Sided Dice: (4, 6, 6, 5) = 21
Original Roll String: 4d64 6-Sided Dice: (3, 3, 3, 6) = 15I think it's pretty clear that TSS's awesomeness did alter the roles each of us recieved, and thus he's obviously pro-town. -- Save The Dragons-
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the silent speaker Mafia Scum
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No kidding. And it's in my best interest for him to attack CoolBot through you. The real question is, where is WindSlicer's best interest? And he'll have a harder fight if he goes for the land war in Asia than over the top of North America.It is in my best interest for WindSlicer to attack you through TSS instead of me.I think it's pretty clear that TSS's awesomeness did alter the roles each of us recieved, and thus he's obviously pro-town. -- Save The Dragons-
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You never get fewer than 3 armies for territory, Windslicer. Even if you have fewer than nine armies, you still get three plus whatever sets you turn in, continents, etc.I think it's pretty clear that TSS's awesomeness did alter the roles each of us recieved, and thus he's obviously pro-town. -- Save The Dragons-
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I get 5 armies, all on Ural and Ura-Sib.
Original Roll String: 4d64 6-Sided Dice: (2, 4, 4, 3) = 13
Original Roll String: 4d64 6-Sided Dice: (5, 3, 2, 1) = 11
Original Roll String: 4d64 6-Sided Dice: (3, 6, 2, 2) = 13I think it's pretty clear that TSS's awesomeness did alter the roles each of us recieved, and thus he's obviously pro-town. -- Save The Dragons-
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I have to say no, CoolBot. I was going to wait on the map and the you-McCoyn situation to decide my answer, but it looks doubtful an update will come soon enough for me to answer without holding up the game an extra two days.I think it's pretty clear that TSS's awesomeness did alter the roles each of us recieved, and thus he's obviously pro-town. -- Save The Dragons-
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Alberta Horse
Western Australia Cannon
Argentina Soldier
That's two on WAu and 12 more for the set. Added to the five I have for territory and continent I have seventeen to deploy.
Five in Ural, five in India, five in China and two in Siberia. Starting attack, Ura-Ukr. First three dice mine, last two CoolBot's; if Coolbot gets reduced to one army delete the fifth die, and if I get reduced to three delete the third (and CoolBot stays with the fourth and fifth).
Original Roll String: 5d65 6-Sided Dice: (6, 4, 6, 4, 2) = 22
Original Roll String: 5d65 6-Sided Dice: (3, 2, 5, 6, 2) = 18
Original Roll String: 5d65 6-Sided Dice: (1, 5, 6, 5, 3) = 20
Original Roll String: 5d65 6-Sided Dice: (3, 2, 6, 1, 4) = 16I think it's pretty clear that TSS's awesomeness did alter the roles each of us recieved, and thus he's obviously pro-town. -- Save The Dragons-
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Alberta Horse
Western Australia Cannon
Argentina Soldier
That's two on WAu and 12 more for the set. Added to the five I have for territory and continent I have seventeen to deploy.
Five in Ural, five in India, five in China and two in Siberia. Starting attack, Ura-Ukr. First three dice mine, last two CoolBot's; if Coolbot gets reduced to one army delete the fifth die, and if I get reduced to three delete the third (and CoolBot stays with the fourth and fifth).
Original Roll String: 5d65 6-Sided Dice: (5, 2, 4, 4, 6) = 21
Original Roll String: 5d65 6-Sided Dice: (1, 1, 5, 5, 5) = 17
Original Roll String: 5d65 6-Sided Dice: (6, 3, 1, 1, 5) = 16
Original Roll String: 5d65 6-Sided Dice: (2, 1, 2, 2, 4) = 11I think it's pretty clear that TSS's awesomeness did alter the roles each of us recieved, and thus he's obviously pro-town. -- Save The Dragons-
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Aii, double post. I think the fairest thing is to pretend the second post didn't exist.
First roll: split. I'm down to nine, Ukraine four.
Second roll: Ukraine loses two, down to two.
Third roll: Ukraine loses two. Eight armies move in from Ural. Final roll irrelevant.
New attack: Ind (13)-Mid (8.) Same dice rules, same rule in the event of a double post.
Original Roll String: 5d65 6-Sided Dice: (4, 6, 6, 3, 6) = 25
Original Roll String: 5d65 6-Sided Dice: (5, 2, 6, 5, 5) = 23
Original Roll String: 5d65 6-Sided Dice: (3, 6, 2, 4, 6) = 21
Original Roll String: 5d65 6-Sided Dice: (2, 1, 4, 6, 4) = 17I think it's pretty clear that TSS's awesomeness did alter the roles each of us recieved, and thus he's obviously pro-town. -- Save The Dragons-
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First roll: Mideast loses two, down to six.
Second roll: India loses two, down to 11.
Third roll: split. India down to 10, mideast 5.
Fourth roll: I lose two. India 8.
Original Roll String: 5d65 6-Sided Dice: (1, 2, 2, 5, 5) = 15
Original Roll String: 5d65 6-Sided Dice: (3, 3, 3, 4, 5) = 18
Original Roll String: 5d65 6-Sided Dice: (1, 1, 3, 4, 1) = 10I think it's pretty clear that TSS's awesomeness did alter the roles each of us recieved, and thus he's obviously pro-town. -- Save The Dragons-
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Fifth roll: split. India 7, mideast 4.
Sixth roll: split. India 6, mideast 3.
Seventh roll: split. India 5, mideast 2.
Try once from Ukraine to Mideast before continuing from India.
Original Roll String: 5d65 6-Sided Dice: (4, 1, 2, 1, 4) = 12I think it's pretty clear that TSS's awesomeness did alter the roles each of us recieved, and thus he's obviously pro-town. -- Save The Dragons-
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It is a split. Mideast down to one. Ukraine has seven.
India again. Mideast can now roll only one die.
Original Roll String: 4d64 6-Sided Dice: (4, 1, 4, 4) = 13
Original Roll String: 4d64 6-Sided Dice: (1, 5, 1, 6) = 13I think it's pretty clear that TSS's awesomeness did alter the roles each of us recieved, and thus he's obviously pro-town. -- Save The Dragons-
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It is a split. Mideast down to one. Ukraine has seven.
India again. Mideast can now roll only one die.
Original Roll String: 4d64 6-Sided Dice: (3, 4, 6, 1) = 14
Original Roll String: 4d64 6-Sided Dice: (5, 4, 1, 6) = 16I think it's pretty clear that TSS's awesomeness did alter the roles each of us recieved, and thus he's obviously pro-town. -- Save The Dragons-
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I win on the first roll in the first post; the second, being a double, is ignored. Four armies move into Mideast from India.
Siberia (6) to Yakutsk (1).
Original Roll String: 4d64 6-Sided Dice: (2, 4, 5, 3) = 14
Original Roll String: 4d64 6-Sided Dice: (1, 2, 3, 1) = 7I think it's pretty clear that TSS's awesomeness did alter the roles each of us recieved, and thus he's obviously pro-town. -- Save The Dragons-
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I lose the first, win the second. Four amies move in. Yakutsk (4) to Irkutsk (1).
Original Roll String: 4d64 6-Sided Dice: (3, 4, 4, 1) = 12
If I lose the first, I will only be able to roll two dice, but the attack will continue anyway.
Original Roll String: 3d63 6-Sided Dice: (4, 2, 2) = 8I think it's pretty clear that TSS's awesomeness did alter the roles each of us recieved, and thus he's obviously pro-town. -- Save The Dragons-
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I win the first, which is a relief as I would have lost the second. Three armies move into Irkutsk.
China (10) to Mongolia (1).
Original Roll String: 4d64 6-Sided Dice: (4, 6, 6, 1) = 17
Original Roll String: 4d64 6-Sided Dice: (2, 3, 3, 4) = 12I think it's pretty clear that TSS's awesomeness did alter the roles each of us recieved, and thus he's obviously pro-town. -- Save The Dragons-
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I lose the first and win the second. Eight armies move in. Mongolia (8) to Japan (1).
Original Roll String: 4d64 6-Sided Dice: (3, 5, 3, 2) = 13
Original Roll String: 4d64 6-Sided Dice: (6, 1, 6, 3) = 16I think it's pretty clear that TSS's awesomeness did alter the roles each of us recieved, and thus he's obviously pro-town. -- Save The Dragons-
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I lose the first and win the second. Eight armies move in. Mongolia (8) to Japan (1).
Original Roll String: 4d64 6-Sided Dice: (6, 6, 1, 2) = 15
Original Roll String: 4d64 6-Sided Dice: (6, 5, 2, 5) = 18I think it's pretty clear that TSS's awesomeness did alter the roles each of us recieved, and thus he's obviously pro-town. -- Save The Dragons-
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Oh wait -- Japan has four, doesn't it. I think I have to reroll with 5d6 -- hah, lucky break for me as I was losing the single rolls!
Well, here goes again. Mongolia (8.) at Japan (4). Rules for dice and double posts as above.
Original Roll String: 5d65 6-Sided Dice: (1, 1, 2, 5, 1) = 10
Original Roll String: 5d65 6-Sided Dice: (3, 5, 6, 5, 5) = 24
Original Roll String: 5d65 6-Sided Dice: (1, 4, 5, 2, 5) = 17I think it's pretty clear that TSS's awesomeness did alter the roles each of us recieved, and thus he's obviously pro-town. -- Save The Dragons-
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Oh much better. First roll Japan loses two, down to two.
Second roll Mongolia loses two, down to six.
Third roll split. Mongolia 5, Japan 1.
Japan can now roll only one die.
Original Roll String: 4d64 6-Sided Dice: (3, 2, 3, 2) = 10
Original Roll String: 4d64 6-Sided Dice: (3, 5, 6, 2) = 16I think it's pretty clear that TSS's awesomeness did alter the roles each of us recieved, and thus he's obviously pro-town. -- Save The Dragons-
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I win the first. Six armies move in.
Sca (6)-Ice (1).
Original Roll String: 4d64 6-Sided Dice: (2, 6, 5, 2) = 15
Original Roll String: 4d64 6-Sided Dice: (4, 6, 5, 1) = 16I think it's pretty clear that TSS's awesomeness did alter the roles each of us recieved, and thus he's obviously pro-town. -- Save The Dragons-
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I lose the first, win the second. Four armies move in.
WindSlicer, would you like an asylum home in Tahiti?
All right, I wish I had more armies for it, but you go to war with the armies you have, right? Japan (4)-Kamchatka (5) once and let's see.
Original Roll String: 5d65 6-Sided Dice: (2, 2, 3, 6, 1) = 14I think it's pretty clear that TSS's awesomeness did alter the roles each of us recieved, and thus he's obviously pro-town. -- Save The Dragons-
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I win. Three armies move in.
Troop movement from WAu to Ino of two armies ends my turn.
Changes:
I now own:
Ice 4
Sca 1
Ukr 1
EAf 3
Mid 1
Yak 1
Irk 1
Mon 1
Jap 1
Army size changes:
Chi 1
Sib 1
Ura 1
Ind 1
Ino 3
Enemy army size changes (in territories retained):
Kam 4
Next set 15.
I believe that sums it up.I think it's pretty clear that TSS's awesomeness did alter the roles each of us recieved, and thus he's obviously pro-town. -- Save The Dragons-
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Oookay. Here goes.
Ukraine Cannon
Greenland Cannon
Northern Europe Cannon
I get 15 armies for the set; I have, by my count, 15 territories and so get five armies for that; two more for Australia; all told 22 reinforcements. Furthermore Ukraine gets a bonus 2. I place 15 on Mongolia and 7 on Iceland.
Mon-Jap. First three dice for me, last two for McCoyn; if McCoyn is run down to one army the fifth die is ignored; double posts ignored altogether.
Original Roll String: 5d65 6-Sided Dice: (3, 1, 3, 4, 2) = 13
Original Roll String: 5d65 6-Sided Dice: (3, 2, 4, 1, 3) = 13
Original Roll String: 5d65 6-Sided Dice: (4, 3, 6, 1, 1) = 15
Original Roll String: 5d65 6-Sided Dice: (5, 4, 1, 5, 3) = 18I think it's pretty clear that TSS's awesomeness did alter the roles each of us recieved, and thus he's obviously pro-town. -- Save The Dragons-
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First roll: split. Mongolia 15, Japan 2.
Second roll: split. Mongolia 14, Japan 1.
Third roll: Japan wins. Mongolia 13.
Fourth roll: I win. 12 armies move into Japan.
Jap-Kam.
Dice rules and double post rules will be the same throughout my turn.
Original Roll String: 5d65 6-Sided Dice: (2, 5, 4, 6, 6) = 23
Original Roll String: 5d65 6-Sided Dice: (3, 5, 1, 2, 4) = 15
Original Roll String: 5d65 6-Sided Dice: (3, 6, 4, 5, 3) = 21I think it's pretty clear that TSS's awesomeness did alter the roles each of us recieved, and thus he's obviously pro-town. -- Save The Dragons-
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the silent speaker Mafia Scum
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Kamchatka loses two on the first roll and is defeated. 11 armies move into Kamchatka.
Kam-Yak (2).
Original Roll String: 5d65 6-Sided Dice: (2, 5, 2, 3, 2) = 14
Original Roll String: 5d65 6-Sided Dice: (6, 2, 3, 1, 3) = 15
Original Roll String: 5d65 6-Sided Dice: (4, 2, 2, 2, 6) = 16I think it's pretty clear that TSS's awesomeness did alter the roles each of us recieved, and thus he's obviously pro-town. -- Save The Dragons-
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the silent speaker Mafia Scum
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Yakutsk loses two on the first roll and is defeated.3armies -- not all of them -- move in. Yakutsk now has 3; Kamchatka has 8.
Iceland (10) to Greenland (3).
Original Roll String: 5d65 6-Sided Dice: (1, 4, 1, 2, 2) = 10
Original Roll String: 5d65 6-Sided Dice: (4, 4, 1, 1, 5) = 15
Original Roll String: 5d65 6-Sided Dice: (3, 3, 6, 1, 5) = 18
Original Roll String: 5d65 6-Sided Dice: (5, 6, 6, 1, 5) = 23I think it's pretty clear that TSS's awesomeness did alter the roles each of us recieved, and thus he's obviously pro-town. -- Save The Dragons-
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the silent speaker Mafia Scum
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First roll: Greenland loses two and has one remaining.
Second roll: Greenland loses. 9 armies move into Greenland.
Kam (8.)-Ala (1).
Original Roll String: 5d65 6-Sided Dice: (5, 5, 4, 1, 2) = 17
Original Roll String: 5d65 6-Sided Dice: (5, 5, 3, 3, 2) = 18I think it's pretty clear that TSS's awesomeness did alter the roles each of us recieved, and thus he's obviously pro-town. -- Save The Dragons-
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the silent speaker Mafia Scum
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I lose the first, win the second. 6 armies move in.
Ala-NWT.
Original Roll String: 4d64 6-Sided Dice: (4, 1, 1, 2) = 8
Original Roll String: 4d64 6-Sided Dice: (6, 2, 2, 3) = 13I think it's pretty clear that TSS's awesomeness did alter the roles each of us recieved, and thus he's obviously pro-town. -- Save The Dragons-
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the silent speaker Mafia Scum
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I lose the first, win the second. 4 armies move in.
NWT-Alb.
Original Roll String: 4d64 6-Sided Dice: (1, 2, 5, 2) = 10
If I lose, I can only roll two.
Original Roll String: 3d63 6-Sided Dice: (1, 2, 5) = 8I think it's pretty clear that TSS's awesomeness did alter the roles each of us recieved, and thus he's obviously pro-town. -- Save The Dragons-
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