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Castle Game: avante en garde
[Suddenly, you hear the wailing of a horn. Outside, tension is turning to panic. You can't see anything, but you can hear people gathering up their things, sobbing in fear or speaking in harsh whispers. A lone voice calls from the distance:
The enemy approaches!
Upon the map, an unfamiliar geography appears -- several small nations, clustered together. Outside of them, an endless sea of enemy forces, identified only by a symbol of a cracked skull. Each of the small nations is marked with a flag in one unit's colour, and a tiny model of a castle.
You are at war. How will you protect your people and yourself?
(Rules & questions are here. Cleo is your gamerunner!)
The enemy approaches!
Upon the map, an unfamiliar geography appears -- several small nations, clustered together. Outside of them, an endless sea of enemy forces, identified only by a symbol of a cracked skull. Each of the small nations is marked with a flag in one unit's colour, and a tiny model of a castle.
You are at war. How will you protect your people and yourself?
(Rules & questions are here. Cleo is your gamerunner!)

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I guess if we get really fucked over, we could try to make a desperate grab on the next two rounds.
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Is there anyone who wants to play differently?
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But I can't really tell what Nemesis wants. Or Moonboy, for that matter.
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There's always the option to go aggressive if we've really found ourselves in a hole after round one, right?
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