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The_Red_Chef
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PostSubject: Blue Team Cards   Mon Sep 21, 2009 11:21 am

Post your played cards and additions from caches and purchases here. Keep it updated.
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The_Red_Chef
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PostSubject: Re: Blue Team Cards   Mon Sep 21, 2009 12:11 pm

20 Sep 1457


    # Light Infanty Mercenary (npc agent, 1FC at 1gp/day)
    # Light Infanty Mercenary (npc agent, 1FC at 1gp/day)
    # Medium Infantry Mercenary (npc agent, 3FC at 2gp/day)
    # Medium Infantry Mercenary (npc agent, 3FC at 2gp/day)
    # Medium Infantry Mercenary (npc agent, 3FC at 2gp/day)

    # Group of Peasant Levies (2x1FC farmers in town we control, no movement, for 3 days or ownership of native town changes)
    # Group of Peasant Levies (2x1FC farmers in town we control, no movement, for 3 days or ownership of native town changes)
    # Group of Peasant Levies (2x1FC farmers in town we control, no movement, for 3 days or ownership of native town changes)
    # Crowd of Peasant Levies (4x1FC farmers in town we control, no movement, for 3 days or ownership of native town changes)
    # Mob of Peasant Levies (6x1FC farmers in town we control, no movement, for 3 days or ownership of native town changes)
    # Mob of Peasant Levies (6x1FC farmers in town we control, no movement, for 3 days or ownership of native town changes)
    # Mob of Peasant Levies (6x1FC farmers in town we control, no movement, for 3 days or ownership of native town changes)


    # Band of Privateers (4-6x1FC friendly troops on a node)
    # Band of Privateers (4-6x1FC friendly troops on a node)
    # Pack of Privateers (7-9x1FC friendly troops on a node)
    # Pack of Privateers (7-9x1FC friendly troops on a node)
    # Pack of Privateers (7-9x1FC friendly troops on a node)
    # Pack of Privateers (7-9x1FC friendly troops on a node)
    # Pack of Privateers (7-9x1FC friendly troops on a node)

    # Pack of Brigands (7-9x1FC independent troops on a node)
    # Pack of Brigands (7-9x1FC independent troops on a node)
    # Pack of Brigands (7-9x1FC independent troops on a node)
    # Horde of Brigands (10-12x1FC independent troops on a node)

    # Gang of Wolf Robbers (1-3x3FC rogue troops)
    # Pack of Wolf Robbers (7-9x3FC rogue troops)

    # Puny Patrol (2x1FC troops patrolling a node)
    # Minor Patrol (4x1FC troops patrolling a node)
    # Major Patrol (6x1FC troops patrolling a node)
    # Major Patrol (6x1FC troops patrolling a node)

    # Minor fifth column (4x1FC peasants aiding a revolt)
    # Major fifth column (6x1FC peasants aiding a revolt)

    # Scout (Gives full information on target node)
    # Scout (Gives full information on target node)

    # Stone Trade with Chester (+20 gold per each stone mine the team controls)
    # Stone Deal with Sussex (+60 gold per each stone mine the team controls)
    # Iron Sale (+25gp/controlled iron mine)
    # Iron Sale (+25gp/controlled iron mine)
    # Beggar's Cup (10-60 gold)
    # Axe Armory (1-7 axes)
    # Shield Armory (1-8 shields)
    # Sword Armory (1-3 swords)
    # Sword Armory (1-3 swords)
    # Blacksmith (20% discount on all equipment bought this turn)

    # Levy Deserter (target levy card removed from play)
    # Mercenary Deserter (target mercenary card removed from play)

    # Stockpile Spy (Shows you the total quantity of gold and equipment owned by target team.)
    # Stockpile Spy (Shows you the total quantity of gold and equipment owned by target team.)

    # Privateer Spy (Shows you the current location and strength of one of the target team's played privateer cards.)
    # Privateer Spy (Shows you the current location and strength of one of the target team's played privateer cards.)
    # Well Placed Privateer Spy (Shows you the current location and strength of all of the target team's played privateer cards)

    # Minor Mine Upgrade (+1 to target mine's income)

    # Minor Mine Downgrade (-1 to target mine's income)
    # Minor Mine Downgrade (-1 to target mine's income)


    # Puny Wolves of Sherwood Revolt (2xFC3 wolves revolt in any town)
    # Minor Wolves of Sherwood Revolt (4xFC3 wolves revolt in any town)
    # Minor Wolves of Sherwood Revolt (4xFC3 wolves revolt in any tow
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PostSubject: Re: Blue Team Cards   Mon Sep 21, 2009 5:04 pm

Day 9 (I suppose this is still 20th of Sep, please allow me to use turns or days, it is easier to keep track with all the timezones etc)

Playing 1 group of peasant levies on Shrewsburry and 1 mob (total of 8 levies)
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PostSubject: Re: Blue Team Cards   Mon Sep 21, 2009 5:05 pm

Day 9:

Playing 2 packs of privateers on node between Birm/Lich to intercept Jorne
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PostSubject: Re: Blue Team Cards   Mon Sep 21, 2009 5:05 pm

The member 'The_Vindicator' has done the following action : Cards Dealt

'Brig/Priv/Wolf Size' : 2, 1
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PostSubject: Re: Blue Team Cards   Mon Sep 21, 2009 5:05 pm

Deck of wrote:
The member 'The_Vindicator' has done the following action : Cards Dealt

'Brig/Priv/Wolf Size' : 2, 1

one group of 8 and one group of 7
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PostSubject: Re: Blue Team Cards   Mon Sep 21, 2009 5:19 pm

Cards


  1. Light Infanty Mercenary (npc agent, 1FC at 1gp/day)
  2. Light Infanty Mercenary (npc agent, 1FC at 1gp/day)
  3. Medium Infantry Mercenary (npc agent, 3FC at 2gp/day)
  4. Medium Infantry Mercenary (npc agent, 3FC at 2gp/day)
  5. Medium Infantry Mercenary (npc agent, 3FC at 2gp/day)

  6. Group of Peasant Levies (2x1FC farmers in town we control, no movement, for 3 days or ownership of native town changes)
  7. Group of Peasant Levies (2x1FC farmers in town we control, no movement, for 3 days or ownership of native town changes)
  8. Group of Peasant Levies (2x1FC farmers in town we control, no movement, for 3 days or ownership of native town changes)
  9. Crowd of Peasant Levies (4x1FC farmers in town we control, no movement, for 3 days or ownership of native town changes)
  10. Mob of Peasant Levies (6x1FC farmers in town we control, no movement, for 3 days or ownership of native town changes)
  11. Mob of Peasant Levies (6x1FC farmers in town we control, no movement, for 3 days or ownership of native town changes)
  12. Mob of Peasant Levies (6x1FC farmers in town we control, no movement, for 3 days or ownership of native town changes)

  13. Band of Privateers (4-6x1FC friendly troops on a node)
  14. Band of Privateers (4-6x1FC friendly troops on a node)
  15. Pack of Privateers (7-9x1FC friendly troops on a node)
  16. Pack of Privateers (7-9x1FC friendly troops on a node)
  17. Pack of Privateers (7-9x1FC friendly troops on a node)
  18. Pack of Privateers (7-9x1FC friendly troops on a node)
  19. Pack of Privateers (7-9x1FC friendly troops on a node)

  20. Pack of Brigands (7-9x1FC independent troops on a node)
  21. Pack of Brigands (7-9x1FC independent troops on a node)
  22. Pack of Brigands (7-9x1FC independent troops on a node)
  23. Horde of Brigands (10-12x1FC independent troops on a node)

  24. Gang of Wolf Robbers (1-3x3FC rogue troops)
  25. Pack of Wolf Robbers (7-9x3FC rogue troops)

  26. Puny Patrol (2x1FC troops patrolling a node)
  27. Minor Patrol (4x1FC troops patrolling a node)
  28. Major Patrol (6x1FC troops patrolling a node)
  29. Major Patrol (6x1FC troops patrolling a node)

  30. Minor fifth column (4x1FC peasants aiding a revolt)
  31. Major fifth column (6x1FC peasants aiding a revolt)

  32. Scout (Gives full information on target node)
  33. Scout (Gives full information on target node)

  34. Stone Trade with Chester (+20 gold per each stone mine the team controls)
  35. Stone Deal with Sussex (+60 gold per each stone mine the team controls)
  36. Iron Sale (+25gp/controlled iron mine)
  37. Iron Sale (+25gp/controlled iron mine)
  38. Beggar's Cup (10-60 gold)
  39. Axe Armory (1-7 axes)
  40. Shield Armory (1-8 shields)
  41. Sword Armory (1-3 swords)
  42. Sword Armory (1-3 swords)
  43. Blacksmith (20% discount on all equipment bought this turn)

  44. Levy Deserter (target levy card removed from play)
  45. Mercenary Deserter (target mercenary card removed from play)

  46. Stockpile Spy (Shows you the total quantity of gold and equipment owned by target team.)
  47. Stockpile Spy (Shows you the total quantity of gold and equipment owned by target team.)
  48. Privateer Spy (Shows you the current location and strength of one of the target team's played privateer cards.)
  49. Privateer Spy (Shows you the current location and strength of one of the target team's played privateer cards.)
  50. Well Placed Privateer Spy (Shows you the current location and strength of all of the target team's played privateer cards)

  51. Minor Mine Upgrade (+1 to target mine's income)

  52. Minor Mine Downgrade (-1 to target mine's income)
  53. Minor Mine Downgrade (-1 to target mine's income)

  54. Puny Wolves of Sherwood Revolt (2xFC3 wolves revolt in any town)
  55. Minor Wolves of Sherwood Revolt (4xFC3 wolves revolt in any town)
  56. Minor Wolves of Sherwood Revolt (4xFC3 wolves revolt in any town)
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PostSubject: Re: Blue Team Cards   Mon Sep 21, 2009 5:41 pm

Another pack of privateers on the node between birm/lich
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PostSubject: Re: Blue Team Cards   Mon Sep 21, 2009 5:41 pm

The member 'The_Vindicator' has done the following action : Cards Dealt

'Brig/Priv/Wolf Size' : 1
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PostSubject: Re: Blue Team Cards   Mon Sep 21, 2009 5:41 pm

Deck of wrote:
The member 'The_Vindicator' has done the following action : Cards Dealt

'Brig/Priv/Wolf Size' : 1

7

Total number of privateers on node = 22
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PostSubject: Re: Blue Team Cards   Mon Sep 21, 2009 5:42 pm

Cards


  1. Light Infanty Mercenary (npc agent, 1FC at 1gp/day)
  2. Light Infanty Mercenary (npc agent, 1FC at 1gp/day)
  3. Medium Infantry Mercenary (npc agent, 3FC at 2gp/day)
  4. Medium Infantry Mercenary (npc agent, 3FC at 2gp/day)
  5. Medium Infantry Mercenary (npc agent, 3FC at 2gp/day)

  6. Group of Peasant Levies (2x1FC farmers in town we control, no movement, for 3 days or ownership of native town changes)
  7. Group of Peasant Levies (2x1FC farmers in town we control, no movement, for 3 days or ownership of native town changes)
  8. Group of Peasant Levies (2x1FC farmers in town we control, no movement, for 3 days or ownership of native town changes)
  9. Crowd of Peasant Levies (4x1FC farmers in town we control, no movement, for 3 days or ownership of native town changes)
  10. Mob of Peasant Levies (6x1FC farmers in town we control, no movement, for 3 days or ownership of native town changes)
  11. Mob of Peasant Levies (6x1FC farmers in town we control, no movement, for 3 days or ownership of native town changes)
  12. Mob of Peasant Levies (6x1FC farmers in town we control, no movement, for 3 days or ownership of native town changes)

  13. Band of Privateers (4-6x1FC friendly troops on a node)
  14. Band of Privateers (4-6x1FC friendly troops on a node)
  15. Pack of Privateers (7-9x1FC friendly troops on a node)
  16. Pack of Privateers (7-9x1FC friendly troops on a node)
  17. Pack of Privateers (7-9x1FC friendly troops on a node)
  18. Pack of Privateers (7-9x1FC friendly troops on a node)
  19. Pack of Privateers (7-9x1FC friendly troops on a node)

  20. Pack of Brigands (7-9x1FC independent troops on a node)
  21. Pack of Brigands (7-9x1FC independent troops on a node)
  22. Pack of Brigands (7-9x1FC independent troops on a node)
  23. Horde of Brigands (10-12x1FC independent troops on a node)

  24. Gang of Wolf Robbers (1-3x3FC rogue troops)
  25. Pack of Wolf Robbers (7-9x3FC rogue troops)

  26. Puny Patrol (2x1FC troops patrolling a node)
  27. Minor Patrol (4x1FC troops patrolling a node)
  28. Major Patrol (6x1FC troops patrolling a node)
  29. Major Patrol (6x1FC troops patrolling a node)

  30. Minor fifth column (4x1FC peasants aiding a revolt)
  31. Major fifth column (6x1FC peasants aiding a revolt)

  32. Scout (Gives full information on target node)
  33. Scout (Gives full information on target node)

  34. Stone Trade with Chester (+20 gold per each stone mine the team controls)
  35. Stone Deal with Sussex (+60 gold per each stone mine the team controls)
  36. Iron Sale (+25gp/controlled iron mine)
  37. Iron Sale (+25gp/controlled iron mine)
  38. Beggar's Cup (10-60 gold)
  39. Axe Armory (1-7 axes)
  40. Shield Armory (1-8 shields)
  41. Sword Armory (1-3 swords)
  42. Sword Armory (1-3 swords)
  43. Blacksmith (20% discount on all equipment bought this turn)

  44. Levy Deserter (target levy card removed from play)
  45. Mercenary Deserter (target mercenary card removed from play)

  46. Stockpile Spy (Shows you the total quantity of gold and equipment owned by target team.)
  47. Stockpile Spy (Shows you the total quantity of gold and equipment owned by target team.)
  48. Privateer Spy (Shows you the current location and strength of one of the target team's played privateer cards.)
  49. Privateer Spy (Shows you the current location and strength of one of the target team's played privateer cards.)
  50. Well Placed Privateer Spy (Shows you the current location and strength of all of the target team's played privateer cards)

  51. Minor Mine Upgrade (+1 to target mine's income)

  52. Minor Mine Downgrade (-1 to target mine's income)
  53. Minor Mine Downgrade (-1 to target mine's income)

  54. Puny Wolves of Sherwood Revolt (2xFC3 wolves revolt in any town)
  55. Minor Wolves of Sherwood Revolt (4xFC3 wolves revolt in any town)
  56. Minor Wolves of Sherwood Revolt (4xFC3 wolves revolt in any town)
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PostSubject: Re: Blue Team Cards   Mon Sep 21, 2009 6:47 pm

=========================================================================

Turn 9, 22 Sep 1457 Begins now
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PostSubject: Re: Blue Team Cards   Tue Sep 22, 2009 12:08 pm

Day 9: Starting Cards


  1. Light Infanty Mercenary (npc agent, 1FC at 1gp/day)
  2. Light Infanty Mercenary (npc agent, 1FC at 1gp/day)
  3. Medium Infantry Mercenary (npc agent, 3FC at 2gp/day)
  4. Medium Infantry Mercenary (npc agent, 3FC at 2gp/day)
  5. Medium Infantry Mercenary (npc agent, 3FC at 2gp/day)

  6. Group of Peasant Levies (2x1FC farmers in town we control, no movement, for 3 days or ownership of native town changes)
  7. Group of Peasant Levies (2x1FC farmers in town we control, no movement, for 3 days or ownership of native town changes)
  8. Crowd of Peasant Levies (4x1FC farmers in town we control, no movement, for 3 days or ownership of native town changes)
  9. Mob of Peasant Levies (6x1FC farmers in town we control, no movement, for 3 days or ownership of native town changes)
  10. Mob of Peasant Levies (6x1FC farmers in town we control, no movement, for 3 days or ownership of native town changes)

  11. Band of Privateers (4-6x1FC friendly troops on a node)
  12. Band of Privateers (4-6x1FC friendly troops on a node)
  13. Pack of Privateers (7-9x1FC friendly troops on a node)
  14. Pack of Privateers (7-9x1FC friendly troops on a node)

  15. Pack of Brigands (7-9x1FC independent troops on a node)
  16. Pack of Brigands (7-9x1FC independent troops on a node)
  17. Pack of Brigands (7-9x1FC independent troops on a node)
  18. Horde of Brigands (10-12x1FC independent troops on a node)

  19. Gang of Wolf Robbers (1-3x3FC rogue troops)
  20. Pack of Wolf Robbers (7-9x3FC rogue troops)

  21. Puny Patrol (2x1FC troops patrolling a node)
  22. Minor Patrol (4x1FC troops patrolling a node)
  23. Major Patrol (6x1FC troops patrolling a node)
  24. Major Patrol (6x1FC troops patrolling a node)

  25. Minor fifth column (4x1FC peasants aiding a revolt)
  26. Major fifth column (6x1FC peasants aiding a revolt)

  27. Scout (Gives full information on target node)
  28. Scout (Gives full information on target node)

  29. Stone Trade with Chester (+20 gold per each stone mine the team controls)
  30. Stone Deal with Sussex (+60 gold per each stone mine the team controls)
  31. Iron Sale (+25gp/controlled iron mine)
  32. Iron Sale (+25gp/controlled iron mine)
  33. Beggar's Cup (10-60 gold)
  34. Axe Armory (1-7 axes)
  35. Shield Armory (1-8 shields)
  36. Sword Armory (1-3 swords)
  37. Sword Armory (1-3 swords)
  38. Blacksmith (20% discount on all equipment bought this turn)

  39. Levy Deserter (target levy card removed from play)
  40. Mercenary Deserter (target mercenary card removed from play)

  41. Stockpile Spy (Shows you the total quantity of gold and equipment owned by target team.)
  42. Stockpile Spy (Shows you the total quantity of gold and equipment owned by target team.)
  43. Privateer Spy (Shows you the current location and strength of one of the target team's played privateer cards.)
  44. Privateer Spy (Shows you the current location and strength of one of the target team's played privateer cards.)
  45. Well Placed Privateer Spy (Shows you the current location and strength of all of the target team's played privateer cards)

  46. Minor Mine Upgrade (+1 to target mine's income)

  47. Minor Mine Downgrade (-1 to target mine's income)
  48. Minor Mine Downgrade (-1 to target mine's income)

  49. Puny Wolves of Sherwood Revolt (2xFC3 wolves revolt in any town)
  50. Minor Wolves of Sherwood Revolt (4xFC3 wolves revolt in any town)
  51. Minor Wolves of Sherwood Revolt (4xFC3 wolves revolt in any town)
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PostSubject: Re: Blue Team Cards   Tue Sep 22, 2009 12:53 pm

Day 9: 1st card played

Stone Deal with Sussex (+60 gold per each stone mine the team controls)

+60gp treasury
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PostSubject: Re: Blue Team Cards   Tue Sep 22, 2009 1:05 pm

Day 9: Free Card

A mob of peasant levies in Coventry (6xFC1)
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PostSubject: Re: Blue Team Cards   Tue Sep 22, 2009 1:10 pm

Day 9: 2nd card

Major fifth column (6 FC1) + Crowd of levies (4 FC1) to aid in Al's revolt against Derby


Last edited by The_Vindicator on Tue Sep 22, 2009 1:22 pm; edited 1 time in total
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PostSubject: Re: Blue Team Cards   Tue Sep 22, 2009 1:17 pm

Day 9: Mid-day update of Cards


  1. Light Infanty Mercenary (npc agent, 1FC at 1gp/day)
  2. Light Infanty Mercenary (npc agent, 1FC at 1gp/day)
  3. Medium Infantry Mercenary (npc agent, 3FC at 2gp/day)
  4. Medium Infantry Mercenary (npc agent, 3FC at 2gp/day)
  5. Medium Infantry Mercenary (npc agent, 3FC at 2gp/day)

  6. Group of Peasant Levies (2x1FC farmers in town we control, no movement, for 3 days or ownership of native town changes)
  7. Group of Peasant Levies (2x1FC farmers in town we control, no movement, for 3 days or ownership of native town changes)
  8. Crowd of Peasant Levies (4x1FC farmers in town we control, no movement, for 3 days or ownership of native town changes)
  9. Mob of Peasant Levies (6x1FC farmers in town we control, no movement, for 3 days or ownership of native town changes)
  10. Mob of Peasant Levies (6x1FC farmers in town we control, no movement, for 3 days or ownership of native town changes)

  11. Band of Privateers (4-6x1FC friendly troops on a node)
  12. Band of Privateers (4-6x1FC friendly troops on a node)
  13. Pack of Privateers (7-9x1FC friendly troops on a node)
  14. Pack of Privateers (7-9x1FC friendly troops on a node)

  15. Pack of Brigands (7-9x1FC independent troops on a node)
  16. Pack of Brigands (7-9x1FC independent troops on a node)
  17. Pack of Brigands (7-9x1FC independent troops on a node)
  18. Horde of Brigands (10-12x1FC independent troops on a node)

  19. Gang of Wolf Robbers (1-3x3FC rogue troops)
  20. Pack of Wolf Robbers (7-9x3FC rogue troops)

  21. Puny Patrol (2x1FC troops patrolling a node)
  22. Minor Patrol (4x1FC troops patrolling a node)
  23. Major Patrol (6x1FC troops patrolling a node)
  24. Major Patrol (6x1FC troops patrolling a node)

  25. Minor fifth column (4x1FC peasants aiding a revolt)
  26. Major fifth column (6x1FC peasants aiding a revolt)

  27. Scout (Gives full information on target node)
  28. Scout (Gives full information on target node)

  29. Stone Trade with Chester (+20 gold per each stone mine the team controls)
  30. Stone Deal with Sussex (+60 gold per each stone mine the team controls)
  31. Iron Sale (+25gp/controlled iron mine)
  32. Iron Sale (+25gp/controlled iron mine)
  33. Beggar's Cup (10-60 gold)
  34. Axe Armory (1-7 axes)
  35. Shield Armory (1-8 shields)
  36. Sword Armory (1-3 swords)
  37. Sword Armory (1-3 swords)
  38. Blacksmith (20% discount on all equipment bought this turn)

  39. Levy Deserter (target levy card removed from play)
  40. Mercenary Deserter (target mercenary card removed from play)

  41. Stockpile Spy (Shows you the total quantity of gold and equipment owned by target team.)
  42. Stockpile Spy (Shows you the total quantity of gold and equipment owned by target team.)
  43. Privateer Spy (Shows you the current location and strength of one of the target team's played privateer cards.)
  44. Privateer Spy (Shows you the current location and strength of one of the target team's played privateer cards.)
  45. Well Placed Privateer Spy (Shows you the current location and strength of all of the target team's played privateer cards)

  46. Minor Mine Upgrade (+1 to target mine's income)

  47. Minor Mine Downgrade (-1 to target mine's income)
  48. Minor Mine Downgrade (-1 to target mine's income)

  49. Puny Wolves of Sherwood Revolt (2xFC3 wolves revolt in any town)
  50. Minor Wolves of Sherwood Revolt (4xFC3 wolves revolt in any town)
  51. Minor Wolves of Sherwood Revolt (4xFC3 wolves revolt in any town)


Last edited by The_Vindicator on Tue Sep 22, 2009 1:22 pm; edited 1 time in total
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PostSubject: Re: Blue Team Cards   Tue Sep 22, 2009 1:20 pm

Day 9: Free Cards

A mob and a group of peasant levies in Shrewsburry (8xFC1)
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PostSubject: Re: Blue Team Cards   Tue Sep 22, 2009 1:24 pm

Day 9: 3rd Card

Medium Infantry Mercenary in Birmingham
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PostSubject: Re: Blue Team Cards   Tue Sep 22, 2009 1:25 pm

Day 9: End of day update of Cards


  1. Light Infanty Mercenary (npc agent, 1FC at 1gp/day)
  2. Light Infanty Mercenary (npc agent, 1FC at 1gp/day)
  3. Medium Infantry Mercenary (npc agent, 3FC at 2gp/day)
  4. Medium Infantry Mercenary (npc agent, 3FC at 2gp/day)
  5. Medium Infantry Mercenary (npc agent, 3FC at 2gp/day)

  6. Group of Peasant Levies (2x1FC farmers in town we control, no movement, for 3 days or ownership of native town changes)
  7. Group of Peasant Levies (2x1FC farmers in town we control, no movement, for 3 days or ownership of native town changes)
  8. Crowd of Peasant Levies (4x1FC farmers in town we control, no movement, for 3 days or ownership of native town changes)
  9. Mob of Peasant Levies (6x1FC farmers in town we control, no movement, for 3 days or ownership of native town changes)
  10. Mob of Peasant Levies (6x1FC farmers in town we control, no movement, for 3 days or ownership of native town changes)

  11. Band of Privateers (4-6x1FC friendly troops on a node)
  12. Band of Privateers (4-6x1FC friendly troops on a node)
  13. Pack of Privateers (7-9x1FC friendly troops on a node)
  14. Pack of Privateers (7-9x1FC friendly troops on a node)

  15. Pack of Brigands (7-9x1FC independent troops on a node)
  16. Pack of Brigands (7-9x1FC independent troops on a node)
  17. Pack of Brigands (7-9x1FC independent troops on a node)
  18. Horde of Brigands (10-12x1FC independent troops on a node)

  19. Gang of Wolf Robbers (1-3x3FC rogue troops)
  20. Pack of Wolf Robbers (7-9x3FC rogue troops)

  21. Puny Patrol (2x1FC troops patrolling a node)
  22. Minor Patrol (4x1FC troops patrolling a node)
  23. Major Patrol (6x1FC troops patrolling a node)
  24. Major Patrol (6x1FC troops patrolling a node)

  25. Minor fifth column (4x1FC peasants aiding a revolt)
  26. Major fifth column (6x1FC peasants aiding a revolt)

  27. Scout (Gives full information on target node)
  28. Scout (Gives full information on target node)

  29. Stone Trade with Chester (+20 gold per each stone mine the team controls)
  30. Stone Deal with Sussex (+60 gold per each stone mine the team controls)
  31. Iron Sale (+25gp/controlled iron mine)
  32. Iron Sale (+25gp/controlled iron mine)
  33. Beggar's Cup (10-60 gold)
  34. Axe Armory (1-7 axes)
  35. Shield Armory (1-8 shields)
  36. Sword Armory (1-3 swords)
  37. Sword Armory (1-3 swords)
  38. Blacksmith (20% discount on all equipment bought this turn)

  39. Levy Deserter (target levy card removed from play)
  40. Mercenary Deserter (target mercenary card removed from play)

  41. Stockpile Spy (Shows you the total quantity of gold and equipment owned by target team.)
  42. Stockpile Spy (Shows you the total quantity of gold and equipment owned by target team.)
  43. Privateer Spy (Shows you the current location and strength of one of the target team's played privateer cards.)
  44. Privateer Spy (Shows you the current location and strength of one of the target team's played privateer cards.)
  45. Well Placed Privateer Spy (Shows you the current location and strength of all of the target team's played privateer cards)

  46. Minor Mine Upgrade (+1 to target mine's income)

  47. Minor Mine Downgrade (-1 to target mine's income)
  48. Minor Mine Downgrade (-1 to target mine's income)

  49. Puny Wolves of Sherwood Revolt (2xFC3 wolves revolt in any town)
  50. Minor Wolves of Sherwood Revolt (4xFC3 wolves revolt in any town)
  51. Minor Wolves of Sherwood Revolt (4xFC3 wolves revolt in any town)
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The_Red_Chef
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Posts : 281
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PostSubject: Re: Blue Team Cards   Tue Sep 22, 2009 7:27 pm

=========================================================================

Turn 10, 23 Sep 1457 Begins now
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The_Red_Chef
Admin


Posts : 281
Join date : 2009-09-05

PostSubject: Re: Blue Team Cards   Tue Sep 22, 2009 7:45 pm


  1. Light Infanty Mercenary (npc agent, 1FC at 1gp/day)
  2. Light Infanty Mercenary (npc agent, 1FC at 1gp/day)
  3. Medium Infantry Mercenary (npc agent, 3FC at 2gp/day)
  4. Medium Infantry Mercenary (npc agent, 3FC at 2gp/day)
  5. Medium Infantry Mercenary (npc agent, 3FC at 2gp/day)

  6. Group of Peasant Levies (2x1FC farmers in town we control, no movement, for 3 days or ownership of native town changes)
  7. Group of Peasant Levies (2x1FC farmers in town we control, no movement, for 3 days or ownership of native town changes)
  8. Mob of Peasant Levies (6x1FC farmers in town we control, no movement, for 3 days or ownership of native town changes)

  9. Band of Privateers (4-6x1FC friendly troops on a node)
  10. Band of Privateers (4-6x1FC friendly troops on a node)
  11. Pack of Privateers (7-9x1FC friendly troops on a node)
  12. Pack of Privateers (7-9x1FC friendly troops on a node)

  13. Pack of Brigands (7-9x1FC independent troops on a node)
  14. Pack of Brigands (7-9x1FC independent troops on a node)
  15. Pack of Brigands (7-9x1FC independent troops on a node)
  16. Horde of Brigands (10-12x1FC independent troops on a node)

  17. Gang of Wolf Robbers (1-3x3FC rogue troops)
  18. Pack of Wolf Robbers (7-9x3FC rogue troops)

  19. Puny Patrol (2x1FC troops patrolling a node)
  20. Minor Patrol (4x1FC troops patrolling a node)
  21. Major Patrol (6x1FC troops patrolling a node)
  22. Major Patrol (6x1FC troops patrolling a node)

  23. Minor fifth column (4x1FC peasants aiding a revolt)

  24. Scout (Gives full information on target node)
  25. Scout (Gives full information on target node)

  26. Stone Trade with Chester (+20 gold per each stone mine the team controls)
  27. Iron Sale (+25gp/controlled iron mine)
  28. Iron Sale (+25gp/controlled iron mine)
  29. Beggar's Cup (10-60 gold)
  30. Axe Armory (1-7 axes)
  31. Shield Armory (1-8 shields)
  32. Sword Armory (1-3 swords)
  33. Sword Armory (1-3 swords)
  34. Blacksmith (20% discount on all equipment bought this turn)

  35. Levy Deserter (target levy card removed from play)
  36. Mercenary Deserter (target mercenary card removed from play)

  37. Stockpile Spy (Shows you the total quantity of gold and equipment owned by target team.)
  38. Stockpile Spy (Shows you the total quantity of gold and equipment owned by target team.)
  39. Privateer Spy (Shows you the current location and strength of one of the target team's played privateer cards.)
  40. Privateer Spy (Shows you the current location and strength of one of the target team's played privateer cards.)
  41. Well Placed Privateer Spy (Shows you the current location and strength of all of the target team's played privateer cards)

  42. Minor Mine Upgrade (+1 to target mine's income)

  43. Minor Mine Downgrade (-1 to target mine's income)
  44. Minor Mine Downgrade (-1 to target mine's income)

  45. Puny Wolves of Sherwood Revolt (2xFC3 wolves revolt in any town)
  46. Minor Wolves of Sherwood Revolt (4xFC3 wolves revolt in any town)
  47. Minor Wolves of Sherwood Revolt (4xFC3 wolves revolt in any town)
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arthur_loxley



Posts : 89
Join date : 2009-09-05

PostSubject: Re: Blue Team Cards   Wed Sep 23, 2009 7:26 pm

Play
Pack of Privateers (7-9x1FC friendly troops on a node)
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Deck of Cards



Posts : 50
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PostSubject: Re: Blue Team Cards   Wed Sep 23, 2009 7:26 pm

The member 'arthur_loxley' has done the following action : Cards Dealt

'Brig/Priv/Wolf Size' : 1
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arthur_loxley



Posts : 89
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PostSubject: Re: Blue Team Cards   Wed Sep 23, 2009 7:26 pm

arthur_loxley wrote:
Play
Pack of Privateers (7-9x1FC friendly troops on a node)

7 privateers.
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PostSubject: Re: Blue Team Cards   

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Blue Team Cards
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