SBB - AFTERPARTY SALE- 3 day event 1750 corals. Our Largest sale ever!

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CodyBot

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War amongst the four bending nations has broken out! Will the Fire Nation scorch the Earth? Can the Water Tribe flood their enemies? Will the Earth Kingdom persevere? Do the Air Nomads have the strength to blow through attackers?! Join the war and fight for your team!


How To Play

Comment “yip yip” in this thread to be randomly assigned to one of the four bending nations. There will be Flash and Regular games all week. For each game you win, you will personally win a prize, and/or troops for your nation. After you win troops, you will then have the opportunity to take control of your nation’s troops on the board, place troops, use your bending ability, attack, and fortify. After the last game this Sunday night, the nation that occupies the most number of territories wins a $250 Gift Card.


Rounds

Enlist

After winning troops, the winner can place the troops in any territory that their nation controls. The winner can also use their nation’s Bending Ability during this part.

Attack

They can then attack any bordering enemy-controlled territory until they defeat the defenders, or their attacking troops lose. The attacking territory uses up to three troops to attack per roll. The attacker gets the same number of dice to roll as how many troops they attack with, up to three dice maximum per roll. One attacking troop cannot attack and must remain in the currently controlled territory to occupy it. Defenders get up to two dice per roll. The defender gets the same number of dice to roll as how many troops they defend with, up to two dice maximum per roll. The highest rolled dice numbers for both the attacker and defender will be compared. The higher numbers win, and in the event of a tie, the defender wins.

For instance, if an attacker uses the three troop maximum, then they attack with three dice. The defender will use two dice, so long as they have at least two troops. If they are only defending with one troop, then they get one die. If the attacker rolls a 6, 5, and 5, while the defender rolls a 5 and 4, then the 6 beats the 5, the 5 beats the 4, and the defender loses two troops. If the attacker rolls a 4, 3, and 2, while the defender rolls a 6 and 3, then the 6 beats the 4, and the two 3s tie, thus the defender wins, and the attacker looses two troops.

Fortify

After all attacking is done, the attacking nation can move troops from one territory they occupy to another, so long as the territories connect to each other. They can also place their Bending Ability in one of the territories they occupy for use in their next turn.


Nation Bonus

If a nation occupies all of their nation’s territories at the beginning of their turn, then they get additional troops. The additional troop counts are as follows:

Water Tribe: 3 Troops
Earth Kingdom: 4 Troops
Air Nomads: 7 Troops
Fire Nation: 2 Troops


Bending Abilities

Bending abilities Can be used at the start of every turn, or placed/moved in the fortify phase of your turn. A bending ability stays in a territory until it is moved or the territory where it is placed is taken. If it's taken, then the next player from your team can place it in a new location at the end of their turn in the fortify phase.

Fire Nation: Shozin’s Comet - Place three additional offensive troops at one of your locations. These troops can not defend. These troops will be replenished once they are defeated or moved to a new territory or the territory is defeated. These troops remain in that territory until moved or defeated.

Water Tribe: Full Moon - Freeze three enemy troops that border one of your occupied territories. Frozen troops can neither defend, attack, nor fortify. They remain frozen until the Full Moon ability is moved to another territory to freeze different troops or the territory is defeated.

Earth Kingdom: Earth column - Place three additional defensive troops in a territory that you occupy. These troops can not attack. These troops can defend the instance they’re placed in a territory, and are replenished once they are defeated or moved to a new territory. These troops remain in that territory until moved or defeated.

Air Nomads: Whirlwind - You can fortify the territory where your bending ability is placed during the Enlist phase of your turn, in addition to the Fortify part of your turn. Also, move from any territory you occupy to another that you occupy during fortification, regardless of if they are connected or not, during either phase of fortification.


Rules
1) A nation’s capital can not be attacked.

2) All attacking is Blitz style, meaning if you attack, you will use all the available attacking troops until you win or are defeated.

3) In the event of a dispute, CodyBot will have the final verdict. The game will be played in the spirit of the board game Risk. If you have any questions about what can or can not do then ask CodyBot for clarification.

4) More to come.


Avatar Avatar Points

Once you're assigned to a nation, change your account avatar to the one for your nation and comment "Momo" in this thread to receive 2 troops for your team. Just save these images and use them without editing. They will fit perfectly.
avatar water.png
avatar earth.png
avatar fire.png
avatar air.png
 

Thuan

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War amongst the four bending nations has broken out! Will the Fire Nation scorch the Earth? Can the Water Tribe flood their enemies? Will the Earth Kingdom persevere? Do the Air Nomads have the strength to blow through attackers?! Join the war and fight for your team!



How To Play

Comment “yip yip” in this thread to be randomly assigned to one of the four bending nations. There will be Flash and Regular games all week. For each game you win, you will personally win a prize, and/or troops for your nation. After you win troops, you will then have the opportunity to take control of your nation’s troops on the board, place troops, use your bending ability, attack, and fortify. After the last game this Sunday night, the nation that occupies the most number of territories wins a $250 Gift Card.


Rounds

Enlist

After winning troops, the winner can place the troops in any territory that their nation controls. The winner can also use their nation’s Bending Ability during this part.

Attack

They can then attack any bordering enemy-controlled territory until they defeat the defenders, or their attacking troops lose. The attacking territory uses up to three troops to attack per roll. The attacker gets the same number of dice to roll as how many troops they attack with, up to three dice maximum per roll. One attacking troop cannot attack and must remain in the currently controlled territory to occupy it. Defenders get up to two dice per roll. The defender gets the same number of dice to roll as how many troops they defend with, up to two dice maximum per roll. The highest rolled dice numbers for both the attacker and defender will be compared. The higher numbers win, and in the event of a tie, the defender wins.

For instance, if an attacker uses the three troop maximum, then they attack with three dice. The defender will use two dice, so long as they have at least two troops. If they are only defending with one troop, then they get one die. If the attacker rolls a 6, 5, and 5, while the defender rolls a 5 and 4, then the 6 beats the 5, the 5 beats the 4, and the defender loses two troops. If the attacker rolls a 4, 3, and 2, while the defender rolls a 6 and 3, then the 6 beats the 4, and the two 3s tie, thus the defender wins, and the attacker looses two troops.


Fortify

After all attacking is done, the attacking nation can move troops from one territory they occupy to another, so long as the territories connect to each other. They can also place their Bending Ability in one of the territories they occupy for use in their next turn.


Nation Bonus

If a nation occupies all of their nation’s territories at the beginning of their turn, then they get additional troops. The additional troop counts are as follows:

Water Tribe: 3 Troops
Earth Kingdom: 4 Troops
Air Nomads: 7 Troops
Fire Nation: 2 Troops



Bending Abilities

Bending abilities Can be used at the start of every turn, or placed/moved in the fortify phase of your turn. A bending ability stays in a territory until it is moved or the territory where it is placed is taken. If it's taken, then the next player from your team can place it in a new location at the end of their turn in the fortify phase.

Fire Nation: Shozin’s Comet - Place three additional offensive troops at one of your locations. These troops can not defend. These troops will be replenished once they are defeated or moved to a new territory or the territory is defeated. These troops remain in that territory until moved or defeated.

Water Tribe: Full Moon - Freeze three enemy troops that border one of your occupied territories. Frozen troops can neither defend, attack, nor fortify. They remain frozen until the Full Moon ability is moved to another territory to freeze different troops or the territory is defeated.

Earth Kingdom: Earth column - Place three additional defensive troops in a territory that you occupy. These troops can not attack. These troops can defend the instance they’re placed in a territory, and are replenished once they are defeated or moved to a new territory. These troops remain in that territory until moved or defeated.

Air Nomads: Whirlwind - You can fortify the territory where your bending ability is placed during the Enlist phase of your turn, in addition to the Fortify part of your turn. Also, move from any territory you occupy to another that you occupy during fortification, regardless of if they are connected or not, during either phase of fortification.



Rules
1) A nation’s capital can not be attacked.

2) All attacking is Blitz style, meaning if you attack, you will use all the available attacking troops until you win or are defeated.

3) In the event of a dispute, CodyBot will have the final verdict. The game will be played in the spirit of the board game Risk. If you have any questions about what can or can not do then ask CodyBot for clarification.

4) More to come.



Avatar Avatar Points

Once you're assigned to a nation, change your account avatar to the one for your nation and comment "Momo" in this thread to receive 2 troops for your team. Just save these images and use them without editing. They will fit perfectly.
avatar water.png
avatar earth.png
avatar fire.png
avatar air.png
I just watched the original series again
 

felda001

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War amongst the four bending nations has broken out! Will the Fire Nation scorch the Earth? Can the Water Tribe flood their enemies? Will the Earth Kingdom persevere? Do the Air Nomads have the strength to blow through attackers?! Join the war and fight for your team!



How To Play

Comment “yip yip” in this thread to be randomly assigned to one of the four bending nations. There will be Flash and Regular games all week. For each game you win, you will personally win a prize, and/or troops for your nation. After you win troops, you will then have the opportunity to take control of your nation’s troops on the board, place troops, use your bending ability, attack, and fortify. After the last game this Sunday night, the nation that occupies the most number of territories wins a $250 Gift Card.


Rounds

Enlist

After winning troops, the winner can place the troops in any territory that their nation controls. The winner can also use their nation’s Bending Ability during this part.

Attack

They can then attack any bordering enemy-controlled territory until they defeat the defenders, or their attacking troops lose. The attacking territory uses up to three troops to attack per roll. The attacker gets the same number of dice to roll as how many troops they attack with, up to three dice maximum per roll. One attacking troop cannot attack and must remain in the currently controlled territory to occupy it. Defenders get up to two dice per roll. The defender gets the same number of dice to roll as how many troops they defend with, up to two dice maximum per roll. The highest rolled dice numbers for both the attacker and defender will be compared. The higher numbers win, and in the event of a tie, the defender wins.

For instance, if an attacker uses the three troop maximum, then they attack with three dice. The defender will use two dice, so long as they have at least two troops. If they are only defending with one troop, then they get one die. If the attacker rolls a 6, 5, and 5, while the defender rolls a 5 and 4, then the 6 beats the 5, the 5 beats the 4, and the defender loses two troops. If the attacker rolls a 4, 3, and 2, while the defender rolls a 6 and 3, then the 6 beats the 4, and the two 3s tie, thus the defender wins, and the attacker looses two troops.


Fortify

After all attacking is done, the attacking nation can move troops from one territory they occupy to another, so long as the territories connect to each other. They can also place their Bending Ability in one of the territories they occupy for use in their next turn.


Nation Bonus

If a nation occupies all of their nation’s territories at the beginning of their turn, then they get additional troops. The additional troop counts are as follows:

Water Tribe: 3 Troops
Earth Kingdom: 4 Troops
Air Nomads: 7 Troops
Fire Nation: 2 Troops



Bending Abilities

Bending abilities Can be used at the start of every turn, or placed/moved in the fortify phase of your turn. A bending ability stays in a territory until it is moved or the territory where it is placed is taken. If it's taken, then the next player from your team can place it in a new location at the end of their turn in the fortify phase.

Fire Nation: Shozin’s Comet - Place three additional offensive troops at one of your locations. These troops can not defend. These troops will be replenished once they are defeated or moved to a new territory or the territory is defeated. These troops remain in that territory until moved or defeated.

Water Tribe: Full Moon - Freeze three enemy troops that border one of your occupied territories. Frozen troops can neither defend, attack, nor fortify. They remain frozen until the Full Moon ability is moved to another territory to freeze different troops or the territory is defeated.

Earth Kingdom: Earth column - Place three additional defensive troops in a territory that you occupy. These troops can not attack. These troops can defend the instance they’re placed in a territory, and are replenished once they are defeated or moved to a new territory. These troops remain in that territory until moved or defeated.

Air Nomads: Whirlwind - You can fortify the territory where your bending ability is placed during the Enlist phase of your turn, in addition to the Fortify part of your turn. Also, move from any territory you occupy to another that you occupy during fortification, regardless of if they are connected or not, during either phase of fortification.



Rules
1) A nation’s capital can not be attacked.

2) All attacking is Blitz style, meaning if you attack, you will use all the available attacking troops until you win or are defeated.

3) In the event of a dispute, CodyBot will have the final verdict. The game will be played in the spirit of the board game Risk. If you have any questions about what can or can not do then ask CodyBot for clarification.

4) More to come.



Avatar Avatar Points

Once you're assigned to a nation, change your account avatar to the one for your nation and comment "Momo" in this thread to receive 2 troops for your team. Just save these images and use them without editing. They will fit perfectly.
avatar water.png
avatar earth.png
avatar fire.png
avatar air.png
yip yip
 

billyocean

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War amongst the four bending nations has broken out! Will the Fire Nation scorch the Earth? Can the Water Tribe flood their enemies? Will the Earth Kingdom persevere? Do the Air Nomads have the strength to blow through attackers?! Join the war and fight for your team!



How To Play

Comment “yip yip” in this thread to be randomly assigned to one of the four bending nations. There will be Flash and Regular games all week. For each game you win, you will personally win a prize, and/or troops for your nation. After you win troops, you will then have the opportunity to take control of your nation’s troops on the board, place troops, use your bending ability, attack, and fortify. After the last game this Sunday night, the nation that occupies the most number of territories wins a $250 Gift Card.


Rounds

Enlist

After winning troops, the winner can place the troops in any territory that their nation controls. The winner can also use their nation’s Bending Ability during this part.

Attack

They can then attack any bordering enemy-controlled territory until they defeat the defenders, or their attacking troops lose. The attacking territory uses up to three troops to attack per roll. The attacker gets the same number of dice to roll as how many troops they attack with, up to three dice maximum per roll. One attacking troop cannot attack and must remain in the currently controlled territory to occupy it. Defenders get up to two dice per roll. The defender gets the same number of dice to roll as how many troops they defend with, up to two dice maximum per roll. The highest rolled dice numbers for both the attacker and defender will be compared. The higher numbers win, and in the event of a tie, the defender wins.

For instance, if an attacker uses the three troop maximum, then they attack with three dice. The defender will use two dice, so long as they have at least two troops. If they are only defending with one troop, then they get one die. If the attacker rolls a 6, 5, and 5, while the defender rolls a 5 and 4, then the 6 beats the 5, the 5 beats the 4, and the defender loses two troops. If the attacker rolls a 4, 3, and 2, while the defender rolls a 6 and 3, then the 6 beats the 4, and the two 3s tie, thus the defender wins, and the attacker looses two troops.


Fortify

After all attacking is done, the attacking nation can move troops from one territory they occupy to another, so long as the territories connect to each other. They can also place their Bending Ability in one of the territories they occupy for use in their next turn.


Nation Bonus

If a nation occupies all of their nation’s territories at the beginning of their turn, then they get additional troops. The additional troop counts are as follows:

Water Tribe: 3 Troops
Earth Kingdom: 4 Troops
Air Nomads: 7 Troops
Fire Nation: 2 Troops



Bending Abilities

Bending abilities Can be used at the start of every turn, or placed/moved in the fortify phase of your turn. A bending ability stays in a territory until it is moved or the territory where it is placed is taken. If it's taken, then the next player from your team can place it in a new location at the end of their turn in the fortify phase.

Fire Nation: Shozin’s Comet - Place three additional offensive troops at one of your locations. These troops can not defend. These troops will be replenished once they are defeated or moved to a new territory or the territory is defeated. These troops remain in that territory until moved or defeated.

Water Tribe: Full Moon - Freeze three enemy troops that border one of your occupied territories. Frozen troops can neither defend, attack, nor fortify. They remain frozen until the Full Moon ability is moved to another territory to freeze different troops or the territory is defeated.

Earth Kingdom: Earth column - Place three additional defensive troops in a territory that you occupy. These troops can not attack. These troops can defend the instance they’re placed in a territory, and are replenished once they are defeated or moved to a new territory. These troops remain in that territory until moved or defeated.

Air Nomads: Whirlwind - You can fortify the territory where your bending ability is placed during the Enlist phase of your turn, in addition to the Fortify part of your turn. Also, move from any territory you occupy to another that you occupy during fortification, regardless of if they are connected or not, during either phase of fortification.



Rules
1) A nation’s capital can not be attacked.

2) All attacking is Blitz style, meaning if you attack, you will use all the available attacking troops until you win or are defeated.

3) In the event of a dispute, CodyBot will have the final verdict. The game will be played in the spirit of the board game Risk. If you have any questions about what can or can not do then ask CodyBot for clarification.

4) More to come.



Avatar Avatar Points

Once you're assigned to a nation, change your account avatar to the one for your nation and comment "Momo" in this thread to receive 2 troops for your team. Just save these images and use them without editing. They will fit perfectly.
avatar water.png
avatar earth.png
avatar fire.png
avatar air.png
Yip yip
 

HAVE YOU EVER KEPT A RARE/UNCOMMON FISH, CORAL, OR INVERT? SHOW IT OFF IN THE THREAD!

  • Yes!

    Votes: 32 45.7%
  • Not yet, but I have one that I want to buy in mind!

    Votes: 9 12.9%
  • No.

    Votes: 26 37.1%
  • Other (please explain).

    Votes: 3 4.3%
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