Sorry about my misplay, as that likely affected the game a lot. I did
have one area (in the corner by Jacob's original spot) that always had
two cultists on it, so I at least got one token each round, but I
likely stopped other players from getting two dial turns once or
twice. As such, I think Jacob would have come out the winner. After
looking on the 'geek though, it looks like FFG misprinted the Slaneesh
player card to say it only needed 1 corruption, so it makes me feel a
little better about my misplay there.

Having Heroes stay changes a lot of things, but I still haven't found
a solid word on whether they would be moved around should an Old World
card ask for more heroes than you have available or if they just stay
where they are forever and always.

As for the Khorne card, I agree with it being placed, but I still
don't know that it would necessarily cause dice to be rolled if there
is no battle in the area. I don't remember the wording exactly, but it
does say something to the effect of "roll two free dice at the start
of a battle in the area," as if it's triggered off the battle. If
there's no battle, there's no trigger.

Also, I found a thread on Tzeeentch's teleport card that makes me
think that it can't count as summoning. The thread says that you can
use the teleport card on anyone's unit; and as you can't summon units
of another player, I can only believe that you're not summoning your
own units when you play it on them. Either way, you can always summon
your own units from the board whenever you want, and as long as it's a
cultist, the cost is the same.

Anyway, it was still a great, fun game. And I wouldn't mind giving it
another go. It was well worth the time to learn and play.


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