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Wars of the Wizards 2

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#440
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Amster
On day 111, took external dwelling of liches at Castle, roads were favorable, by day 113 reached the crossroads, Alamar at level 3 got Earth and took the lead of the parade, by the end of the week already had experience, too bad there was no oil anywhere, a very long road to the green Tower player's town, captured it at the end of the week, started building Mage Guild there. At home, liches + portal, on day 117 started from the stables at the crossroads via double mana, on day 121 broke two Griffin Conservatories 2+2 through 3 resurrections, sent some horses after an Angel to the other two Tower players, on day 123 got to the opponent's desert adjacent zone via a lucky red monolith, scouted the strongest Vidomina in the tavern with 100 skeletons and Swordsmen + cut off 2 horses, since the opponent's situation was dire, decided to rush, on day 126 captured the main town where Angels were built, and placed my own Castle there, on day 127 and 131 took the opponent's two Griffin Conservatories 3+3, already 12 Angels + 18 stack of liches + added Fanatics, on day 133 finally caught up with Septienna near a village, who despite everything managed to break a Dragon Utopia and had a decent army of 400 skeletons and 3 Angels, the final was a formality, the advantage in army and magic left no chance.
Thanks for the game!
The game was not dragging at all with such a rush from the opponent. I had one road leading out of the monolith, while the opponent had the entire map showing roads and intersections. As a result, map control was completely in the opponent's hands. I had a ghost of a chance for victory only if the game went into the late stage, since there were three Necromancers. Played decently, but lost:( Annoying, frustrating, but oh well:(
Thank you, Artyom, for the game and for the proper lesson in playing Dungeon!
ICQ 669307560