Whosit
Entropic Knight
OK, so I got a little impatient . . . .
So now, I proudly cut the ribbon for RaNDom-0?!
Here are the game settings:
And we drew . . . .
Our Unique Unit:
Our Unique Building:
Well, we could have drawn better, but it's not terrible. There's no particular synergy (the building would have gone much better with a Financial leader) and the unique unit is just an archer that may get an extra first strike . . . but them's the cards we drew.
And, of course, the Start:
Honestly, I've seen much worse starts on Fantasy_Realm. Try being surrounded by jungled ice. Our settler is on a jungled tundra, but if we settle there, no harm. And, yes, that is a corn in the desert. I think we can still build a farm there. At least they have irrigation.
What surprises me the most is that we appear to have access to a sea. I usually don't see anything larger than big lakes on Fantasy. Anyway, we can move the warrior south perhaps? I'd just as soon as settle in place, though, because there's no way to guess what might be out there. I'm not really sure what kind of town our capital might become. There's probably enough food to keep it running, but not much else.
Oh, what fun!
Oops, I always forget something. Here's the roster:
1. sturick (the Flagship)
2. Sweetacshon (on deck)
3. Sengir
4. Mighty Dwaarf
5. OJimiJam
6. Whosit (laughing maniacally--yet sad that he ended up last)
I'm not going to be terribly strict about turn lengths, though the average turns per set is usually around 20. You can take a bit longer in the first few sets, but if you want to play less (run out of time, something major occurs during your set) that's fine, and you can play a bit more than 20, but try to avoid that. We can negotiate on this, though.
So now, I proudly cut the ribbon for RaNDom-0?!
Here are the game settings:
Spoiler :

And we drew . . . .
Spoiler :

Our Unique Unit:
Spoiler :

Our Unique Building:
Spoiler :

Well, we could have drawn better, but it's not terrible. There's no particular synergy (the building would have gone much better with a Financial leader) and the unique unit is just an archer that may get an extra first strike . . . but them's the cards we drew.
And, of course, the Start:
Spoiler :

Honestly, I've seen much worse starts on Fantasy_Realm. Try being surrounded by jungled ice. Our settler is on a jungled tundra, but if we settle there, no harm. And, yes, that is a corn in the desert. I think we can still build a farm there. At least they have irrigation.
What surprises me the most is that we appear to have access to a sea. I usually don't see anything larger than big lakes on Fantasy. Anyway, we can move the warrior south perhaps? I'd just as soon as settle in place, though, because there's no way to guess what might be out there. I'm not really sure what kind of town our capital might become. There's probably enough food to keep it running, but not much else.
Oh, what fun!

Oops, I always forget something. Here's the roster:
1. sturick (the Flagship)
2. Sweetacshon (on deck)
3. Sengir
4. Mighty Dwaarf
5. OJimiJam
6. Whosit (laughing maniacally--yet sad that he ended up last)
I'm not going to be terribly strict about turn lengths, though the average turns per set is usually around 20. You can take a bit longer in the first few sets, but if you want to play less (run out of time, something major occurs during your set) that's fine, and you can play a bit more than 20, but try to avoid that. We can negotiate on this, though.