Round 10

Tangerine Dreams

Dragon attacks.

This game never stops bringing surprises.

Felines: oh no!

Tangerines: Good boy!

Felines: You probably would’ve slain him anyways, but now it’s gonna be super easy!

6 melee. 1 save!!

Felines: oh boo!

This might help?

Tangerines: Promote: 2 thaumaturgist to wizards, 2 footmen to sergeants, 2 pony riders to lizard riders. I think that’s all eligible, yeah?

You only have 4 x 2 health in the DUA, so only 4 x 1 health can be promoted.

Felines: Looks like he only chose 4 x 1 health. > Promote: 2 thaumaturgist to wizards, 2 footmen to sergeants, 2 pony riders to lizard riders.

Bring on the brass band.

Tangerines: Cast magic.

You couldn’t make this up! 14 magic.

This is where you realise that bringing in two dragons of the same colour might be a good idea.

Felines: And the player who thought that was a good idea can hardly produce enough magic for 1 dragon!

Tangerines: You know, normally I do. Don’t know what I was thinking.

Tangerines: Dancing lights and yellow Wyrm to feral home.

Visitors arrive for tea and cake.

Tangerines: End turn.

Frantic Felines

Dragon first.

This is getting silly!

Felines: Wolf and Badger.

No melee.

Feralize?

Felines: Picture?

Black is the new yellow.

Felines: Common magic to uncommon. Then common magic recruited to frontier. Start with magic roll at home.

19 magic!!

Felines: Let me see his army.

Felines: 3x lightning strike. Sergeant then the two Wizards.

One wizard survives.

Felines: Do I have any dead small units?

No.

Felines: Manoeuvre Frontier to 4 and missile attack his army.

You mean 5?

Felines: Sure. I haven’t seen the frontier in a long time.

No missile results.

Felines: All my reserves are missile units? Send them to Frontier. I don’t know what the board looks like, so I might need to see an update. But that’s probably it since there’s only 2 turns left.

Any use?