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 Post subject: Re: Erfworld Empires
 Post Posted: Tue Aug 31, 2010 2:46 am 
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WaterMonkey314 wrote:
All Suddewmen traitors are cwoaked.


"A just end to such treacherous wretches. Bah! I spit on them all. The Suddewmen disavow any knowledge of that Army's intentions."

{A side note: you would think, having designed the rules, that I would have thought about a Ditto-mancer coming along and spoiling my plans, but no! What a twerp.}


Since The Black Hand is on Autopilot, should I wait the remaining days to give him a chance, or do we assume that ENCOM is dead in most senses of the word?

I can't post a turn now, but I hope to do so in a few hours once the kids are in bed.


Also, you only go into Auto-pilot if you miss two turns in a row. At this point, that's being inactive for a fortnight.

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     Post subject: Re: Erfworld Empires
     Post Posted: Tue Aug 31, 2010 6:21 am 
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    Ok, so I figure that Black Hand has had enough time to post something if he was willing. Therefore, he remains on Autopilot, and as such cannot retake his capital.

    Therefore his side folds, and all units and cities are removed.

    Time for the treacherous and untrustworthy Suddewmen to take their next turn:

    Empire: Suddewmen
    Colour: Pink
    Player: LTDave
    Turn: 9

    Starting Schmuckers: 385
    Total Income from Cities: 200
    Upgrade Costs:
    Cities
    Orlan [G8] Lv 5
    Wessud [E10] Lv 4
    Sudside [G10] Lv 3
    Norsud [E8] Lv 4
    Sudwessud [C10] Lv 4

    Units
    Pop units: Pop 5 Flyers at Orlan, 3 Infantry at Sudside, 4 Infantry at Norsud, 4 Infantry at Sudwessud.

    Before Movement
    Location :
    G8 Orlan [lv5] 5 Flyers, 0 Cavalry, 4 Infantry, 0 Siege, 2 Characters Foolamancer "Snowbwind"
    E10 Wessud [lv4] 0 Flyers, 0 Cavalry, 1 Infantry, 0 Siege, 0 Characters
    G10 Sudside [lv3] 0 Flyers, 0 Cavalry, 4 Infantry, 0 Siege, 0 Characters
    E8 Norsud [lv4] 0 Flyers, 0 Cavalry, 11 Infantry, 0 Siege, 0 Characters
    C10 Sudwessud [lv4] 0 Flyers, 0 Cavalry, 10 Infantry, 0 Siege, 0 Characters



    Movement
    From G8 Orlan to H9 "JUMP POINT" 5 Flyers, 1 Warlord {Using the FOOLAMANCERS power}
    From H9 "JUMP POINT" to J9 via i9 1 Flyer
    From H9 "JUMP POINT" to K8 Auria via i9, H9 4 Flyers {Attack Escotian Capital! Deny all knowledge!}
    From G10 Sudside to G8 Orlan 3 Infantry


    Location After Movement:
    G8 Orlan [lv5] 0 Flyers, 0 Cavalry, 7 Infantry, 0 Siege, 1 Characters Foolamancer "Snowbwind"
    E10 Wessud [lv4] 0 Flyers, 0 Cavalry, 1 Infantry, 0 Siege, 0 Characters
    G10 Sudside [lv3] 0 Flyers, 0 Cavalry, 1 Infantry, 0 Siege, 0 Characters
    E8 Norsud [lv4] 0 Flyers, 0 Cavalry, 11 Infantry, 0 Siege, 0 Characters
    C10 Sudwessud [lv4] 0 Flyers, 0 Cavalry, 10 Infantry, 0 Siege, 0 Characters
    J9 "block point" 1 Flyers, 0 Cavalry, 0 Infantry, 0 Siege, 0 Characters
    K8 "Auria" 4 Flyers, 0 Cavalry, 0 Infantry, 0 Siege, 1 Characters Warlord Fwosty, Level 2


    UPKEEP COSTS: -155
    Ending Schmuckers: 430
    COMBAT: K8 Auria

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     Post subject: Re: Erfworld Empires
     Post Posted: Tue Aug 31, 2010 6:25 am 
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    And sweet, I rolled a 10!

    COMBAT!
    Spoiler: show
    Battle is joined in hex: K8 Auria
    TIME OF POST (minutes and seconds): 2112
    Attacker: 4 Fliers
    0 Cavalry
    0 Infantry
    0 Siege
    2 Level Warlord
    Total Combat Factors: 4
    Random Number: 10
    Tactical Bonus Result: 2
    Total Combat: 12
    Combat Result: SUPERIOR
    Hits Inflicted: 3

    Defender: 0 Fliers
    0 Cavalry
    1 Infantry
    0 Siege
    5 Defence Factor (City Level less Siege - minimum of 1)
    0 Level Warlord
    Total Combat Factors: 5
    Random Number: 4
    Tactical Bonus Result: 1
    Total Combat: 5
    Combat Result: INFERIOR
    Hits Inflicted: 2
    VICTORY TO: ATTACKER

    Escotia's Capital falls in a totally deniable act of subterfuge. Watermonkey, your Economancer is cwoaked, and you have 1 turn to retake the capital.

    I'll prepare a map, and off we go!

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     Post subject: Re: Erfworld Empires
     Post Posted: Tue Aug 31, 2010 6:42 am 
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    Spoiler: show
    Image


    And, on a personal note:
    Spoiler: show
    BLANDCorporatio, I could kiss you. I mean, not literally, well, I suppose I could literally kiss you, but that would involve a great deal of travel and a lot of embarassment for us both. Or at least for me. I mean, I don't know about you. Embarassment wise, I mean. But here I am, planning my long-shot strike, and didn't even look at where you had put your Infantry. Lovely. And so, I could (but almost certainly won't) kiss you.It's still a long shot, but you have helped a great deal.

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     Post subject: Re: Erfworld Empires
     Post Posted: Tue Aug 31, 2010 11:59 am 
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    Crovius' turn.

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     Post subject: Re: Erfworld Empires
     Post Posted: Tue Aug 31, 2010 1:41 pm 
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    AOL: maxusbrimstone
    Turn 7: Blastoise

    1. Income:

    41 schmuckers from turnover
    +242 from income
    283 Schmuckers

    2. Build/Upgrade Cities:

    None

    3. Pop units:

    None

    4. Pay upkeep:

    39 x infantry @ 3 = 117
    14 x cavalry @ 6 = 84
    1 x flier @ 9 = 9
    3 x character @ 10 = 30
    Total: 240

    43 schmuckers left after upkeep.

    5. Move units:

    2 Calvalry move from Indigo(E2) to G4

    6. Resolve combat:

    No combat this turn

    7. End turn report:

    C3 - Azure (Lvl 5, capital): 12 Infantry, 4 Calvalry, 1 Flier, 1 Warlord(Wartortle), 1 Econamancer (Lovedisc), 1 Thinkamancer (Golduck)
    E2 - Indigo (Lvl 4): 8 Infantry, 2 Calvalry
    D1 - Cerulean (Lvl 4): 3 Infantry
    G1 - Amethyst (Lv 4): 10 Infantry, 4 Calvalry
    I1 - Navy (Lv 4): 10 Infantry, 2 Calvalry
    G4 - 2 Calvalry in the field

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     Post subject: Re: Erfworld Empires
     Post Posted: Tue Aug 31, 2010 2:54 pm 
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    Empire: Kingdom of Nawnia.
    Colour: Red.
    Player: Twoy.
    Turn: 9.
    Starting Schmuckers: 11.
    Total Income from Cities: 50+40+40+40+20+30+50=270
    Income from Economaster +40.5.
    Total: 321
    Upgrade Costs: None

    Cities:
    L4: Caer Paravel Lv 5.
    L2: White Witch's Castle Lv 4.
    N3: Beaver's Dam Lv 4.
    A1: Aslan's Camp Lv 4.
    K5: Hakin9 Lv 2.
    I4: Serverfarm Lv 3.
    H3: Mainframe Lv 5.

    Units:
    Pop units: 5 Infantry in Caer Paravel; 4 Infantry in White Witch's Castle; 4 Infantry in Beaver's Dam; 2 Infantry in Hakin 9; 3 Cavalry in Serverfarm; 5 Infantry in Mainframe.

    Location Before Movement:
    L4: Caer Paravel 0 Flyers, 0 Cavalry, 8 Infantry, 0 Siege, 1 Characters--Trumpkin the Economancer.
    L2: White Witch's Castle 0 Flyers, 0 Cavalry, 7 Infantry, 0 Siege, 0 Characters.
    N3: Beaver's Dam 0 Flyers, 1 Cavalry, 10 Infantry, 0 Siege, 0 Characters.
    A1: Aslan's Camp 0 Flyers, 1 Cavalry, 6 Infantry, 0 Siege, 1 Characters.
    K5: Hakin9 0 Flyers, 0 Cavalry, 6 Infantry, 0 Siege 0 Characters.
    I4: Serverfarm 0 Flyers, 3 Cavalry, 4 Infantry, 0 Siege, 0 Characters
    H3: Mainframe 1 Flyers, 1 Cavalry, 23 Infantry, 0 Siege, 2 Characters--Warlord King Edmund (4); Andrew the Foolamancer.

    Movement:
    From H3 to I4 via I3 1 Flyers, 1 Cavalry, 8 Infantry, 2 Characters--Warlord King Edmund (4); Andrew the Foolamancer.
    From N3 to L4 via M3 4 Infantry.
    From L4 to K5 via K4 8 Infantry.
    From I4 to H6 via I5 3 Infantry.
    From I4 to K5 via J5 1 Infantry.
    From I4 to J7 via J5 and J6 3 Cavalry.
    From K5 to J7 via J6 6 Infantry.

    Location After Movement:
    L4: Caer Paravel 0 Flyers, 0 Cavalry, 4 Infantry, 0 Siege, 1 Characters--Trumpkin the Economancer.
    L2: White Witch's Castle 0 Flyers, 0 Cavalry, 7 Infantry, 0 Siege, 0 Characters.
    N3: Beaver's Dam 0 Flyers, 1 Cavalry, 6 Infantry, 0 Siege, 0 Characters.
    A1: Aslan's Camp 0 Flyers, 1 Cavalry, 6 Infantry, 0 Siege, 0 Characters.
    K5: Hakin9 0 Flyers, 0 Cavalry, 9 Infantry, 0 Siege 0 Characters.
    I4: Serverfarm 1 Flyers, 1 Cavalry, 8 Infantry, 0 Siege, 2 Characters--Warlord King Edmund (4); Andrew the Foolamancer.
    H3: Mainframe 0 Flyers, 0 Cavalry, 15 Infantry, 0 Siege, 0 Characters.

    Field Units
    H6: 3 Infantry.
    J7: 3 Cavalry and 6 Infantry.

    UPKEEP COSTS:
    1 Flyers=-9
    6 Cavalry=-18
    0 Siege=-0
    64 Infantry=-192
    3 Characters=-30
    Upgrades=-0

    Total: 321-249=72

    Combat at J7, Natria:

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     Post subject: Re: Erfworld Empires
     Post Posted: Tue Aug 31, 2010 2:55 pm 
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    LT_Dave, that's just evil... and BLAND isn't helping. I doubt Auria can be retaken with what I've got available... so expect something interesting at your own capital.

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     Post subject: Re: Erfworld Empires
     Post Posted: Tue Aug 31, 2010 3:00 pm 
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    COMBAT!
    Battle is joined in hex: J7
    TIME OF POST (minutes and seconds): 5429
    Attacker: 0 Fliers
    3 Cavalry
    6 Infantry
    0 Siege
    0 Level Warlord
    Total Combat Factors: 9
    Random Number: 5
    Tactical Bonus Result: 1
    Total Combat:6
    Combat Result: SUPERIOR
    Hits Inflicted: 6

    Defender: 0 Fliers
    0 Cavalry
    1 Infantry
    0 Siege
    3 Defence Factor (City Level less Siege - minimum of 1)
    0 Level Warlord
    Total Combat Factors: 3
    Random Number: 5
    Tactical Bonus Result: 0
    Total Combat: 5
    Combat Result: INFERIOR
    Hits Inflicted: 1

    VICTORY TO: ATTACKER

    Nawnia loses 1 Cavalry, All Escotian forces are destroyed.

    Location After Combat
    L4: Caer Paravel 0 Flyers, 0 Cavalry, 4 Infantry, 0 Siege, 1 Characters--Trumpkin the

    Economancer.
    L2: White Witch's Castle 0 Flyers, 0 Cavalry, 7 Infantry, 0 Siege, 0 Characters.
    N3: Beaver's Dam 0 Flyers, 1 Cavalry, 6 Infantry, 0 Siege, 0 Characters.
    A1: Aslan's Camp 0 Flyers, 1 Cavalry, 6 Infantry, 0 Siege, 0 Characters.
    K5: Hakin9 0 Flyers, 0 Cavalry, 9 Infantry, 0 Siege 0 Characters.
    I4: Serverfarm 1 Flyers, 1 Cavalry, 8 Infantry, 0 Siege, 2 Characters--Warlord King Edmund (4); Andrew the Foolamancer.
    H3: Mainframe 0 Flyers, 0 Cavalry, 15 Infantry, 0 Siege, 0 Characters.
    J7: Natria 0 Flyers, 2 Cavalry, 6 Infantry, 0 Siege, 0 Characters.

    Field Units
    H6: 3 Infantry.

    END TURN


    Last edited by Twoy on Tue Aug 31, 2010 4:01 pm, edited 1 time in total.
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     Post subject: Re: Erfworld Empires
     Post Posted: Tue Aug 31, 2010 3:04 pm 
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    Sorry, Escotia, but I had to take Natria before it disappeared from the map.

    If Escotia takes Orlan, he will still be in the game.

    Oh, by the way, it's Escotia's turn.

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     Post subject: Re: Erfworld Empires
     Post Posted: Tue Aug 31, 2010 3:10 pm 
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    Twoy wrote:
    Sorry, Escotia, but I had to take Natria before it disappeared from the map.

    If Escotia takes Orlan, he will still be in the game.

    Oh, by the way, it's Escotia's turn.


    Good thinking - and it wouldn't help me much anyway.

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     Post subject: Re: Erfworld Empires
     Post Posted: Tue Aug 31, 2010 11:32 pm 
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    Forewarned, the Suddewmen put all forces in Orlan on full alert. "Keep one eye on the sky, and one on your neighbours back!"

    A Courier is dispatched to meet the fierce and Noble Nawnians. "Well met, High King! We, the treasonous traitors of the treacherous Suddewmen offer you the left-hand of friendship..."

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     Post subject: Re: Erfworld Empires
     Post Posted: Wed Sep 01, 2010 4:55 am 
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    LtDave, you're welcome. Obviously an attack on Feria I was not expecting- bold choice that!- but was hoping for a more prolonged siege.

    Oh well.

    Also, the map is slightly wrong. I should be having 1 Infantry at B5 also.

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     Post subject: Re: Erfworld Empires
     Post Posted: Wed Sep 01, 2010 11:41 am 
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    We accept your hand of friendship, Suddewmen, but be forewarned, we will brook no treachery on your part, and we will not allow our friendship to stand in the way of the Titan's will.

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     Post subject: Re: Erfworld Empires
     Post Posted: Wed Sep 01, 2010 10:40 pm 
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    Turn 8: Commonwealth of Escotia

    1. Income:

    31 Schmucker surplus
    plus
    80 Income from cities (lvl 4, lvl 4)
    yields
    111 Schmuckers available

    2. Build/Upgrade Cities:

    none
    (If possible, RAZE Arsenia for half refund (lvl 4 => 50)
    111 Schmuckers available

    3. Pop units:
    3 Infantry, 1 Flyer at Feria
    2 Infantry, 1 Flyer at Natria
    4 Infantry at Arsenia

    Disband ALL units at Arsenia (17 infantry, 1 cavalry, 1 flyer, 1 warlord) (If razing of Arsenia is allowed, maintain 8 infantry, 1 cav, 1 flyer, warlord)
    Disband Dittomancer at Feria


    4. Pay upkeep:

    14 x infantry @ 3 = 42
    4 x cavalry @ 6 = 24
    5 x flyer @ 9 = 45
    Total: 111 (!)

    ZERO Schmuckers available (Who needs Schmuckers when you're on the verge on annihilation? :D )

    5. Move units:


    Beginning unit disposition:
    K10 - City Argenta, lvl 4 - 1 infantry, 1 cavalry, 3 flyer
    M7 - City Arsenia, lvl 4 (or empty field with various units -see above- if razing is allowed)
    I8 - City Feria, lvl 4 - 13 Infantry, 3 cavalry, 2 flyer

    Move 13 Infantry, 3 cavalry, 2 flyer from Feria to Orlan.
    Move 1 infantry, 1 cavalry, 3 flyer from Argenta to Auria.

    Ending unit disposition:
    K8 - City Auria, lvl 5 (held by Suddewmen) - 1 infantry, 1 cavalry, 3 flyer - ENGAGED!
    K10 - City Argenta, lvl 4 - empty
    M7 - City Arsenia, lvl 4 - empty (or empty field with various units -see above- if razing is allowed)
    I8 - City Feria, lvl 4 - empty
    G8 - City Orlan (CAPITAL: SUDDEWMEN, LVL 5) - 13 Infantry, 3 cavalry, 2 flyer - ENGAGED!

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     Post subject: Re: Erfworld Empires
     Post Posted: Wed Sep 01, 2010 10:46 pm 
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    From atop one of the flyers leaving Argenta, the last bastion of the Commonwealth, the Lord Protector sent a final Thinkagram:

    "We have before us an ordeal of the most grievous kind. We have before us a seemingly impossible task to preserve our glorious nation against the forces that seek to destroy it. You ask, what is our aim? I can answer in one word: It is victory, victory at all costs, victory in spite of all terror, victory!

    *God* bless you, valiant soldiers, and may He smite these false Titans that have dared bring these terrible events to pass!

    FOR THE COMMONWEALTH!"

    (Seed for assault on Auria)

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     Post subject: Re: Erfworld Empires
     Post Posted: Wed Sep 01, 2010 10:51 pm 
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    COMBAT!
    Battle is joined in hex: G8
    TIME OF POST (minutes and seconds): 4651
    Attacker: 3 Fliers
    1 Cavalry
    1 Infantry
    0 Siege
    0 Level Warlord
    Total Combat Factors: 5
    Random Number: 1
    Tactical Bonus Result: 2
    Total Combat: 3
    Combat Result: INFERIOR
    Hits Inflicted: 2

    Defender: 2 Fliers
    0 Cavalry
    0 Infantry
    0 Siege
    5 Defence Factor (City Level less Siege - minimum of 1)
    3 Level Warlord
    Total Combat Factors: 10
    Random Number: 5
    Tactical Bonus Result: 1
    Total Combat: 6
    Combat Result: SUPERIOR
    Hits Inflicted: 7

    VICTORY TO: DEFENDER

    Ow... I rolled a 1! ALL forces engaged are cwoaked - Auria now stands empty.

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     Post subject: Re: Erfworld Empires
     Post Posted: Wed Sep 01, 2010 10:56 pm 
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    COMBAT!
    Battle is joined in hex: G8
    TIME OF POST (minutes and seconds): 5115
    Attacker: 2 Fliers
    3 Cavalry
    13 Infantry
    0 Siege
    0 Level Warlord
    Total Combat Factors: 18
    Random Number: 5
    Tactical Bonus Result: 2
    Total Combat: 7
    Combat Result: SUPERIOR
    Hits Inflicted: 12

    Defender: 0 Fliers
    0 Cavalry
    7 Infantry
    0 Siege
    5 Defence Factor (City Level less Siege - minimum of 1)
    0 Level Warlord
    Total Combat Factors: 35
    Random Number: 7
    Tactical Bonus Result: -1
    Total Combat: 6
    Combat Result: INFERIOR
    Hits Inflicted: 12

    VICTORY TO: DEFENDER

    Escotian forces croak all Suddewmen Defenders; Fwosty Cwoaks... yet perversely, the surviving Escotians retreat, only to disband.

    The Commonwealth of Escotia has fallen.

    Good game, all - go get Lt_Dave for me, now - BLAND, I'd appreciate it if you'd walk right into Auria rather than Dave. :P
    And of course, it'd be HILARIOUS if someone marched clear into the empty Orlan. :D

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     Post subject: Re: Erfworld Empires
     Post Posted: Wed Sep 01, 2010 11:15 pm 
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    Thanks for playing, Watermonkey314. It's been fun.

    And now I'm well stuffed, as it is Bland's turn, and there are two empty Capitals within reach of his forces... [sigh].



    Anyone want to play Erfworld Empires IV?

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     Post subject: Re: Erfworld Empires
     Post Posted: Wed Sep 01, 2010 11:45 pm 
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    LTDave wrote:
    Thanks for playing, Watermonkey314. It's been fun.

    And now I'm well stuffed, as it is Bland's turn, and there are two empty Capitals within reach of his forces... [sigh].



    Anyone want to play Erfworld Empires IV?


    Oh... hahahaha! I completely forgot that Orlan was within flyer range from Bwistol! Hurrah - the Escotians at least had some sort of relevance! :P

    BLAND hasn't won quite yet, though - he's still got to hold Orlan and Auria for a whole turn after he (presumably) takes them.

    Anyway, Lt_Dave, I find it rather ironic that we go from pincering BLAND to giving him two free capitals. Karma, perhaps?

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