This is a game filled with good players, although Kalten, Red stands above the crowd with a ranking of 12. The others: Road Runner, Green (31); Isildur, Blue (23); Sir Phoenix, Black (33) Kalten starts big -- building pegasi! (You know you all wanted to). All warlords take a second hero. On turn 2, Black builds griffins. On turn 3, Blue builds heavy cavalry and then elephants on turn 4, when Green builds minotaurs, so everybody is building some two-turn units other than archers. This will be a hard-fought game. Blue names his cities after pop-rock groups from the eighties, while Green does almost more roleplaying with city names than in his turn reports: > Cities renamed as follows: > 05 to 05 Roadrunner > 07 to 07 will defend > 08 to 08 all of Green > 02 to 02 Territories > 11 to 11 from would > 12 to 12 be conquers. > 13 to 13 Fight > 17 to 17 somewhere Though, to be fair, RoadRunner is always "running down the road wishing for more victories" or armies, or offense, or defense, or any of a number of things, so it's not like he never says anything. On turn 4, Sir Phoenix (Black) offers peace to Kalten (Red). The fighting begins on Turn 5. A number of units exchanged, including a Black and Green hero that both fell during a Black attack. >From turn 4 through turn 8 parity is the name of this game, with all players having between 11 and 13 cities, and fairly even victories by all sides. On turn 7, the Red Hero Freddy Mercury takes over the Blue city Queen (notable for the names, not the strategic value)! And then on turn 8, Red sacrifices his demon in a battle to kill the last Blue hero. Red finally has begun to separate himself from the pack. Blue quits after this, and the best roleplay of the game is logged by Barry Brook, the moderator. Black and Green decide that Red will grow too strong if left unchecked, and agree to ally against Red, but Black is a little concerned that the alliance will be unfair to Red, so he suggests two turns of grace before attacking Red, which may be the nicest thing done all tournament. Lots of people boast about not attacking their allies, few can say the same for their enemies! On turn 9, Red is up to 19 cities, Green has 11 and Black has 13. Green agrees to wait until turn 11 to fight Red. By turn 11, Red has 21 cities. Red's pegasi are being used to devastating effect at this point, fighting in nearly every battle and crushing all comers. Were the rest of us crazy not to build them? On Turn 13, Red destroys seven Green navies, including a minotaur and an archer, at the cost of a single pegasus. He then uses another to kill the Green hero - his hero now has three command items! Then, on Turn 14, just when the reader finds himself wondering if Red will have time to take over the map, Black kills the Red hero and takes possession of all eight magic items! He used the little-known (but slowly leaking out) naval-units-plus-fliers-shell-land-units trick that caught so many warlords unaware this round. Now the pegasi begin to fall like flies to the powerful hero. In the end, the game ends much as it began - in parity. Red had 14 cities, Green 15, and Black 17 (static blue held on to 2). It is interesting to imagine what would have been the result had Red known about the infamous navy landing. It is hard to think of another game where such a small trick mattered so much. Expect all three of these warlords to be powers in League play, though some might find themselves in final Tournament rounds as well.