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Author Topic: Mage Knight I (Game over, theorel wins)  (Read 77564 times)

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Qvist

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Mage Knight I (Game over, theorel wins)
« on: March 09, 2013, 06:31:52 am »

Note: Mage Knight - The Board Game is no simple game. I will accept players which are new to the game. But please spend some time to read the rulebook(s).
Also, this game will probably last a while. So, I expect that you commit to the game and send in your move within 1-2 days.


Link to the introductionary Walkthrough (read this if you are learning the game)
Link to the rulebook (basically a full reference)

On BGG are some pretty good Referece sheets, e.g. this or this.

I want to do either the "Full Conquest" or the "Full Cooperation" scenario. Basically the standard game either in a competitive or a cooperative mode.
The "Full Conquest" will be without PvP attacks though because this would make it even harder for newer players.
This game will be without the newly released expansion, mainly because I don't know it yet.
So, if you signup, tell me which scenario you like to play.
If we get more than 4 players, I will make 2 games.

Forum rules:
You will receive cards via PM.
When you make a move please make it bold, so that I know that this is your final decision.
Mana dice rolls could be done now with the die here.
1 = Gold / 2 = White / 3 = Red / 4 = Green / 5 = Blue / 6 = Black

Signups (7/8)
Watno
popsofctown
Kuildeous
theorel
Galzria
Jorbles
Insomniac
« Last Edit: June 11, 2013, 08:04:45 pm by Qvist »
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Qvist

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Re: Mage Knight - The Board Game (Signups, 0/4)
« Reply #1 on: March 09, 2013, 06:31:59 am »

Movement (Day/Night)
Exploring 2/2
Grassland 2/2
Hills 3/3
Forests 3/5
Wasteland 4/4
Desert 5/3
Swamp 5/5
City 2/2
(Lakes and Mountains are impassable)



Locations

Ancient Ruins
When Revealed: Place a yellow token here face up if it is Day, face down if it is Night. A face down token is revealed at the start of the next Day Round, or if someone enters the space.
While Unconquered: You can enter the ancient ruins as your action for the turn. There will either be an altar there, or enemies to fight.
Altar: You can pay 3 mana of the color shown on the yellow token as tribute to the altar. If you do, mark the space with a Shield token and gain 7 Fame as your reward.
Enemies: Draw the enemies depicted on the yellow token and fight them. Any undefeated enemies remain on the space and can be fought later. If you defeat the last enemy here, mark the space with a Shield token and get the reward depicted on the yellow token.

City
When Revealed: Place the city figure of the corresponding color on the space. Find that city's description card and place it on the table. Put the enemy tokens depicted on that figure face down on the City card. The tokens are revealed when a player is adjacent to the city (even at Night).
While Unconquered: Can be assaulted by one or more players and assaulting players get Reputation -1. Defending enemies are fortified and get the bonuses indicated on the upper part of the City card. Whenever a player defeats a defending enemy, he puts a Shield token on the City card. If all enemies are defeated, the city is conquered and the player with the most Shield tokens is the city leader (if a tie, the player who first placed a Shield token is the leader).
While Conquered: Multiple players can occupy the city and player vs. player combat is not allowed here. Units with the city symbol can be recruited here. See the light side of the City card for other interaction options. During interaction in the city, players get an Influence bonus equal to the number of Shield tokens he has here.
Bonus: When you end your turn on or adjacent to a city, draw 2 extra cards if you are that city's leader, or 1 extra card if you have at least one Shield token on the city.

Crystal Mines
Mining: If you end your turn on a mine, gain one mana crystal of the color that the mine produces to your Inventory.

Draconum
When Revealed: Place a red Draconum enemy token face up on this space.
Effect: No one can enter a space that is occupied by a Draconum enemy token. Draconum can be provoked into combat by a player who moves from one space adjacent to it to another space adjacent to it.
Action: You can challenge a Draconum from an adjacent space as your action. If you defeat it, discard the enemy token and you get Reputation +2.

Dungeon
While Unconquered: You can enter a dungeon as your action for the turn. If you do, reveal a brown enemy token and fight it. Night rules apply for this combat and Units cannot be used. If you defeat the enemy, mark the space with a Shield token and roll a mana die to determine your reward. For gold or black, gain a Spell; otherwise, gain an Artifact.
While Conquered: You can enter a conquered dungeon to fight a random brown enemy token. If you defeat it, you get no reward (other than the Fame) and you do not mark the space with a Shield token.

Keep
When Revealed: Place a grey enemy token face down on this space. This token is revealed during the Day if a player is adjacent to it.
Unconquered Keep: Can be assaulted and you get Reputation -1. The defending enemies are fortified. If successfully assaulted, mark it with a Shield token. You now own that keep.
Other Player's Keeps: Can be assaulted and you get Reputation -1. If the owner is not present, draw a random grey enemy token as the defender. They are fortified. If successful, you get half Fame (rounded up) for defeating the defenders and you replace the owner's shield token with one of your own.
Your Keep: You can recruit Units with the keep icon here. If you end your turn on or adjacent to a keep you own, draw an extra card for each keep you own.

Mage Tower
When Revealed: Place a violet enemy token face down on this space. The token is revealed during the Day if a player is adjacent to it.
While Unconquered: Can be assaulted and you get Reputation -1. The defending enemy is fortified. If successfully assaulted, mark it with a Shield token and gain a Spell as your reward.
While Conquered: Any player can recruit Units and buy Spells here. Spells can be bought for 7 Influence plus a mana that is the same color as the Spell being bought.

Magical Glade
Healing Essence: If you end your turn on a magical glade, you can throw away one Wound card from your hand or discard pile. This is not the same as Healing and the effect cannot be combined with other Healing effects.
Imbued With Magic: If you start your turn on a magical glade during the Day, you gain a gold mana token. If you start your turn on a magical glade during the Night, you gain a black mana token.

Marauding Orcs
When Revealed: Place a green Orc enemy token face up on this space.
Effect: No one can enter a space that is occupied by an Orc enemy token. Orcs can be provoked into combat by a player who moves from one space adjacent to them to another space adjacent to them.
Action: You can challenge Orcs from an adjacent space as your action. If you defeat them, discard the enemy token and you get Reputation +1.

Monastery
Recruiting: Units with the monastery icon can be recruited here.
Healing: You can buy 1 point of Healing for 2 Influence here.
Training: When a monastery is revealed, put the top card of the Advanced Actions deck face up in the Units offer. Advanced Actions in the Units offer can be bought at any monastery for 6 Influence.
Burning a Monastery: You can try to burn a monastery as your action for the turn. If you do, you get Reputation -3. Draw a random violet enemy token to fight. Your Units cannot be used in this combat. If you defeat the enemy, mark the space with a Shield token and get an Artifact as your reward. The monastery is now destroyed.

Monster Den
When Revealed: Place a brown enemy token face down on this space.
While Unconquered: You can enter the monster den as your action for the turn. If you do, reveal the enemy token and fight it.
Reward: If you defeat the enemy, mark the space with a Shield token and get two random mana crystals as your reward. Roll a mana die two times to determine the mana crystals for the reward: if gold is rolled, you choose the color you gain, if black is rolled you get Fame +1 instead of a crystal.

Spawning Grounds
When Revealed: Place two brown enemy tokens face down on this space.
When Unconquered: You can choose to enter a spawning grounds as your action for the turn. If you do, reveal both enemy tokens and fight them. If you fail to defeat them, any undefeated tokens remain on the space and any defeated enemies are replaced with a new face down brown enemy token.
Reward: If you defeat both enemies, mark the space with a Shield token and gain an Artifact and three random mana crystals as your reward. Roll a mana die three times to determine the mana crystals for the reward: if gold is rolled, you choose the color you gain, if black is rolled you get Fame +1 instead of a crystal.

Tomb
While Unconquered: You can enter a tomb as your action for the turn. If you do, draw a red Draconum enemy token to fight. Night rules apply for this combat, and Units cannot be used. If you defeat the enemy, mark the tomb with a Shield token and gain one Spell and one Artifact as your reward. Otherwise, discard the enemy token.
While Conquered: You can enter a conquered dungeon to fight a random red enemy token. If you defeat it, you get no reward (other than the Fame) for defeating the enemy and you do not mark the space with a Shield token.

Village
Recruiting: Units with the village icon can be recruited here.
Healing: You can buy 1 point of Healing for 3 Influence here.
Plundering: You can plunder a village during another player's turn. You can only plunder a village once between each of your turns. If you do, draw two cards and you get Reputation -1.



Tactics

Day Tactics
1: Early Bird
2: Rethink When you take this Tactic, discard up to 3 cards (including Wounds) from your hand, then draw that many cards. Shuffle your discard pile back into your Deed deck.
3: Mana Steal When you take this Tactic, take one mana die of a basic color from the Source and put it on this card. You can use that mana on any of your turns this Day. If you do, reroll it at the end of that turn and return it to the Source.
4: Planning If at the end of your turn you have at least 2 deed cards in your hand, draw your next hand as if your hand limit is increased by one.
5: Great Start You may immediately draw 2 cards.
6: The Right Moment One time this Day during your turn, you can announce that you will take another turn immediately after this. If you do, flip this card face down.

Night Tactics
1: From The Dusk
2: Long Night One time this Night, if your Deed deck is empty, you may shuffle your discard pile and put 3 cards at random back into your Deed deck. Then flip this card face down.
3: Mana Search Once per turn, before you use mana from the Source, you may reroll up to two mana dice in the Source. When choosing dice to reroll, you must pick gold (depleted) dice first, if there are any.
4: Midnight Meditation One time this Night, before any of your turns, you may shuffle up to 5 cards (including Wounds) from your hand back into your Deed deck and then draw that many cards. Then, flip this card face down.
5: Preparation When you take this Tactic, search your deck for any one card and put it into your hand, then shuffle your deck.
6: Sparing Power Once before the start of each of your turns, choose one: Put the top card of your Deed deck face down under this card, or flip this card face down and put all Deed cards under it into your hand.



Starting Deck

2x Rage Attack or Block 2 /// Attack 4
1x Determination Attack or Block 2 /// Block 5
2x Swiftness Move 2 /// Ranged Attack 3
2x March Move 2 /// Move 4
2x Stamina Move 2 /// Move 4
1x Tranquility Heal 1 or Draw a Card /// Heal 2 or Draw two Cards
1x Promise Influence 2 /// Influence 4
1x Threaten Influence 2 /// Influence 5. At the end of your turn, Reputation -1
1x Crystallize When you play this, also pay one mana of a basic color. Gain a crystal of that color to your Inventory. /// Gain a crystal of any color to your Inventory.
1x Mana Draw You can use one additional mana die from the Source this turn. /// Take a mana die from the source and set it to any color except gold. Gain two mana tokens of that color. Do not reroll this die when you return it to the Source.
1x Concentration Gain a blue, white or red mana token. /// When you play this, play another Action card with it. Get the stronger effect of that card for free. If that effect gives you Move, Influence, Block or any type of Attack, get that amount plus 2.
1x Improvisation Discard another card from your hand to get Move 3, Influence 3, Attack 3 or Block 3 /// Discard another card from your hand to get Move 5, Influence 5, Attack 5 or Block 5



Heroes

Goldyx
Will Focus (replaces Concentration) Gain a blue, white or red mana token, or gain a green crystal to your Inventory. /// When you play this, play another Action card with it. Get the stronger effect of that card for free. If that effect gives you Move, Influence, Block or any type of Attack, get that amount plus 3.

Skills:
Freezing Powers Once a turn: Siege Attack 1, or Ice Siege Attack 1
Potion Making Once a round, except during combat, flip this for Heal 2
White Crystal Craft Once a round: Flip this to gain a blue crystal to your Inventory and a white mana token
Green Crystal Craft Once a round: Flip this to gain a blue crystal to your Inventory and a green mana token
Red Crystal Craft Once a Round: Flip this to gain one blue crystal to your Inventory, and one red mana token.
Glittering Fortune Once a turn, during interaction: Get Influence 1 for each different color crystal in your Inventory. This Influence cannot be used outside of interaction.
Flight Once a Round: Flip this to move to an adjacent space for free, or to move two spaces for 2 Move points. You must end this move in a safe space. This move does not provoke rampaging enemies.
Universal Power Once a turn: You may add one mana to a card played sideways. If you do, the card gives +3 instead of +1. If it is an Action or Spell card of the same color as that mana, it gives +4.
Motivation Once a round, on any players turn: Flip this to draw 2 cards. If you have the least fame (not tied), also gain a green mana token. You cannot use another motivation skill until the end of your next turn.
Source Freeze Once a Round: Put this skill token in the Source. While it is there other players cannot use their usual one die from the Source. On your next turn, gain one crystal of any basic color represented in the Source to your inventory (do not reroll that die) then take this token back and flip it.

Norowas
Noble Manners (replaces Promise) Influence 2. If you use this during interaction you get Fame +1 at the end of the turn. /// Influence 4. If you use this during interaction you get Fame +1 and Reputation +1 at the end of the turn.

Skills:
Forward March Once a turn: Get Move 1 for each Ready and Unwounded Unit you control, to maximum of Move 3
Day Sharpshooting Once a turn: Ranged Attack 2 (during the Day), or Ranged attack 1 (at Night)
Inspiration Once a Round, except in combat: Flip this to Ready or Heal a Unit
Bright Negotiation Once a turn: Influence 3 (during the Day) or Influence 2 (at Night)
Leaves in the Wind Once a Round: Flip this to gain one green crystal to your Inventory, and one white mana token
Whispers in the Treetops Once a Round: Flip this to gain one white crystal to your Inventory, and one green mana token.
Leadership Once a turn: When activating a Unit, add +3 to its Block, or +2 to its Attack. or +1 to its Ranged (not Siege) Attack, regardless of its elements.
Bonds of Loyalty When you gain this Skill, add two Regular Units to the Units offer. Put this Skill in you Unit area as a Command token. It costs 5 less Influence (minimum 0) to recruit a Unit under this Command token. This Unit can be used even when the use of Units would normally not be allowed. You cannot disband this Unit.
Motivation Once a round, on any players turn: Flip this to draw 2 cards. If you have the least fame (not tied), also gain a white mana token. You cannot use another motivation skill until the end of your next turn.
Prayer of Weather Once a Round: Put this Skill token in the center. Until start of your next turn, the Move cost of all terrain is reduced by 2 for you (to a minimum of 1), and is increased by 1 for all other players (to a maximum of 5). Then take this token back and flip it.

Tovak
Cold Toughness (replaces Determination) Ice Attack 2 or Ice Block 3 /// Ice Block 5. Get +1 Ice Block for each special ability, color of attack and resistance on the blocked enemy token (or for each mana spent by an opponent during the attack).

Skills:
Double Move Once a turn: Move 2 (during the Day), or Move 1 (during the Night)
Night Sharpshooting Once a turn: Ranged attack 1 (durng the Day), or Ranged attack 2 (during the Night)
Cold Swordsmanship Once a turn: Attack 2, or Ice attack 2
Shield Mastery Once a turn: Block 3, or Fire block 2, or Ice block 2
Resistance Break Once a turn: Choose an enemy token. It gets armor -1 for each resistance it has to a minimum of 0.
I Feel No Pain Once a turn, except in combat: Discard one wound from hand. If you do, draw a new card.
I Don't Give a Damn Once a turn: One card played sideways gives you +2 instead of +1. If it's an advanced action, spell or artifact, it gives +3 instead.
Who Needs Magic? Once a turn: One card played sideways gives you +2 instead of +1. If you use no die from the source this turn, it gives +3 instead.
Motivation Once a round, on any players turn: Flip this to draw 2 cards. If you have the least fame (not tied), also gain a blue mana token. You cannot use another motivation skill until the end of your next turn.
Mana Exploit Once a Round: Choose a color other than gold and gain a mana token of that color. Put this Skill token in the center and mark it with a second token of that color. Until the start of your next turn, other players get wound when they use mana of any other color on their turn, limit 1 Wound per color for each player. (if they use gold, count it as the color it is used for.) Then take this token back and flip it.

Arythea
Battle Versatility (replaces Rage) Attack 2, Block 2 or Ranged Attack 1 /// Attack 4, Block 4, Fire Attack 3, Fire Block 3, Ranged Attack 3 or Siege Attack 2

Skills:
Dark Paths Once a turn: Move 1 (during the Day), or Move 2 (at Night).
Burning Power Once a turn: Siege Attack 1, or Fire Siege Attack 1.
Hot Swordsmanship Once a turn: Attack 2, or Fire Attack 2.
Dark Negotiation Once a turn: Influence 2 (during the Day), or Influence 3 (at Night).
Dark Fire Magic Once a Round: Flip this to gain one red crystal to your inventory, and one red or one black mana token.
Power of Pain Once a turn: You can play one Wound sideways, as if it were a non-Wound card. It gives +2 instead of +1. At the end of your turn, put that Wound in your discard pile.
Invocation Once a turn: Discard a Wound card to gain a red or black mana token, or discard a non-wound card to gain a white or green mana token. You must spend a mana token gained this way immediately, or you cannot use the ability.
Polarization Once a turn: You can use one mana as a mana of the opposite color (red<->blue, white<->green, gold<->black). During the Day, you could use a black mana as any color other than black (not to power the stronger effect of spells). At Night, you could use a gold mana as black to power the stronger effect of a Spell, but not as any other color.
Motivation Once a round, on any players turn: Flip this to draw 2 cards. If you have the least fame (not tied), also gain a red mana token. You cannot use another motivation skill until the end of your next turn.
Healing Ritual Once a Round, except in combat: Flip this to throw away up to two Wounds from your hand. One of them goes to the hand of the closest hero (if tied, you choose) instead of to the Wound pile.
« Last Edit: March 12, 2013, 12:26:24 pm by Qvist »
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Qvist

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Re: Mage Knight - The Board Game (Signups, 0/4)
« Reply #2 on: March 09, 2013, 06:32:05 am »

Game state: https://docs.google.com/spreadsheet/ccc?key=0AjovnuYeeSkidG9MNFRlQW5VaTRleFQtT3dZV2k4S3c&usp=sharing

Fame: Goldyx: 60 / Norowas: 69 / Tovak: 75 / Arythea: 86
Influence: Goldyx: -1 / Norowas: -1 / Tovak: 3 / Arythea: X

Advanced Actions:
empty
Ice Bolt Gain a blue crystal to your Inventory. /// Ranged Ice Attack 3
Steady Tempo Move 2. At the end of your turn, instead of putting this card in your discard pile, you may place it on the bottom of your deed deck as long as it is not empty. /// Move 4. At the end of your turn, instead of putting this card in your discard pile, you may place it on top of your Deed deck.

Spells:
Whirlwind / Tornado Target enemy does not attack this combat. /// Play this only during combat. Destroy target enemy.
Demolish / Disintegrate Ignore site fortifications this turn. Enemies get Armor -1 (to a minimum of 1) /// Play this only during combat. Destroy target enemy token. Enemies get Armor -1 (to a minimum of 1).
Expose / Mass Expose Target enemy loses all fortifications and resistances this combat. Ranged Attack 2. /// Enemies lose all fortifications this combat, or enemies lose all resistances this combat. Ranged Attack 3.

Units:
empty
empty
empty
Guardian Golems Cost 7 / Level 2 / Armour 3 (Physical Resistance) / Recruitable in Keep or Mage Tower / Attack or Block 2 /// Fire Block 4 /// Ice Block 4
empty
Utem Swordsmen Cost 6 / Level 2 / Armour 4 / Recruitable in Keep / Attack or Block 3 /// Attack or Block 6. This Unit becomes Wounded.

Monastery Advanced Actions
None

Common Skill Offer:
Motivation Once a round, on any players turn: Flip this to draw 2 cards. If you have the least fame (not tied), also gain a blue mana token. You cannot use another motivation skill until the end of your next turn.
Motivation Once a round, on any players turn: Flip this to draw 2 cards. If you have the least fame (not tied), also gain a red mana token. You cannot use another motivation skill until the end of your next turn.
Bright Negotiation Once a turn: Influence 3 (during the Day) or Influence 2 (at Night)
Healing Ritual Once a Round, except in combat: Flip this to throw away up to two Wounds from your hand. One of them goes to the hand of the closest hero (if tied, you choose) instead of to the Wound pile.
Night Sharpshooting Once a turn: Ranged attack 1 (durng the Day), or Ranged attack 2 (during the Night)
Cold Swordsmanship Once a turn: Attack 2, or Ice attack 2
Source Freeze Once a Round: Put this skill token in the Source. While it is there other players cannot use their usual one die from the Source. On your next turn, gain one crystal of any basic color represented in the Source to your inventory (do not reroll that die) then take this token back and flip it.
Forward March Once a turn: Get Move 1 for each Ready and Unwounded Unit you control, to maximum of Move 3
Who Needs Magic? Once a turn: One card played sideways gives you +2 instead of +1. If you use no die from the source this turn, it gives +3 instead.
I Feel No Pain Once a turn, except in combat: Discard one wound from hand. If you do, draw a new card.         
Polarization Once a turn: You can use one mana as a mana of the opposite color (red<->blue, white<->green, gold<->black). During the Day, you could use a black mana as any color other than black (not to power the stronger effect of spells). At Night, you could use a gold mana as black to power the stronger effect of a Spell, but not as any other color.
White Crystal Craft Once a round: Flip this to gain a blue crystal to your Inventory and a white mana token
Green Crystal Craft Once a round: Flip this to gain a blue crystal to your Inventory and a green mana token
Day Sharpshooting Once a turn: Ranged Attack 2 (during the Day), or Ranged attack 1 (at Night)
Motivation Once a round, on any players turn: Flip this to draw 2 cards. If you have the least fame (not tied), also gain a white mana token. You cannot use another motivation skill until the end of your next turn.                                       

Mana Source:
Green / Blue / White / White / White / White

Map:


Norowas (theorel):
Level 8 / Armour 4 / Hand Limit 6 / Piles (Draw/Hand/Discard): 10/8/11 / Tactics: 1: Early Bird
Crystals: Blue, Blue, White, White, Red
Skills: Leaves in the Wind Once a Round: Flip this to gain one green crystal to your Inventory, and one white mana token.
         Leadership Once a turn: When activating a Unit, add +3 to its Block, or +2 to its Attack. or +1 to its Ranged (not Siege) Attack, regardless of its elements.
         Bonds of Loyalty When you gain this Skill, add two Regular Units to the Units offer. Put this Skill in you Unit area as a Command token. It costs 5 less Influence (minimum 0) to recruit a Unit under this Command token. This Unit can be used even when the use of Units would normally not be allowed. You cannot disband this Unit.
         Dark Negotiation Once a turn: Influence 2 (during the Day), or Influence 3 (at Night).
Units (5/4+1): Foresters Cost 5 / Level 1 / Armour 4 / Recruitable in Village / Move 2. The move cost of forests, hills and swamps is reduced by 1 this turn, to a minimum of 0 /// Block 3
                 Red Cape Monks Cost 7 / Level 2 / Armour 4 / Recruitable in Monastery / Attack or Block 3 /// Fire Attack or Fire Block 4
                 Catapults Cost 9 / Level 3 / Armour 4 / Recruitable in Keep or City / Siege Attack 3 /// Siege Fire Attack 5 /// Siege Ice Attack 5
                 Bonds of Loyalty: Altem Mages Cost 12 / Level 4 / Armour 5 (Fire and Ice Resistance) / Recruitable in City / Gain 2 mana tokens of any colors /// Cold Fire attack or Cold Fire Block 5. You can pay a blue or red mana to increase this to 7, or pay both to increase this to 9. /// Pay a black mana: Choose one: All attacks you play this combat become Cold Fire Attacks, or all your attacks become Siege Attacks in addition to any elements they have.
                 Fire Mages Cost 9 / Level 3 / Armour 4 (Fire Resistance) / Recruitable in Mage Tower or Monastery / Ranged Fire Attack 3 /// Fire Attack or Fire Block 6 /// Gain a red mana token and a red crystal to your Inventory.

Goldyx (Jorbles):
Level 7 / Armour 4 / Hand Limit 6 / Piles (Draw/Hand/Discard): 8/6/10 / Tactics: 2: Rethink When you take this Tactic, discard up to 3 cards (including Wounds) from your hand, then draw that many cards. Shuffle your discard pile back into your Deed deck.
Crystals: Blue, Red, Red, White
Skills: Universal Power Once a turn: You may add one mana to a card played sideways. If you do, the card gives +3 instead of +1. If it is an Action or Spell card of the same color as that mana, it gives +4.
         Flight Once a Round: Flip this to move to an adjacent space for free, or to move two spaces for 2 Move points. You must end this move in a safe space. This move does not provoke rampaging enemies.
         Shield Mastery Once a turn: Block 3, or Fire block 2, or Ice block 2                                                      
Units (3/4): Guardian Golems (wounded) Cost 7 / Level 2 / Armour 3 (Physical Resistance) / Recruitable in Keep or Mage Tower / Attack or Block 2 /// Fire Block 4 /// Ice Block 4
                 Northern Monks Cost 7 / Level 2 / Armour 4 / Recruitable in Monastery / Attack or Block 3 /// Ice Attack or Ice Block 4
                 -> with Banner of Fear Assign this to a unit you control. During the block phase of combat, you may spend this unit to cancel one attack. If you do, fame +1. /// Skip the block and damage assigning phases of this combat.
                 Altem Guardians Cost 11 / Level 4 / Armour 7 / Recruitable in City / Attack 5 /// Block 8. An enemy blocked this way loses Swiftness. /// All units you control gain all resistances this turn.

Arythea (Watno):
Level 9 / Armour 4 / Hand Limit 7 / Piles (Draw/Hand/Discard): 24/7/5 / Tactics: 5: Great Start You may immediately draw 2 cards.
Crystals: White, Red
Skills: Power of Pain Once a turn: You can play one Wound sideways, as if it were a non-Wound card. It gives +2 instead of +1. At the end of your turn, put that Wound in your discard pile.
         Burning Power Once a turn: Siege Attack 1, or Fire Siege Attack 1.
         Hot Swordsmanship Once a turn: Attack 2, or Fire Attack 2.
         Invocation Once a turn: Discard a Wound card to gain a red or black mana token, or discard a non-wound card to gain a white or green mana token. You must spend a mana token gained this way immediately, or you cannot use the ability.
Units (1/5): Peasants (wounded) Cost 4 / Level 1 / Armour 3 / Attack or Block 2 /// Influence 2 /// Move 2

Tovak (pops):
Level 8 / Armour 4 / Hand Limit 6 / Piles (Draw/Hand/Discard): 5/8/9 / Tactics: 6: The Right Moment One time this Day during your turn, you can announce that you will take another turn immediately after this. If you do, flip this card face down.                                 
Crystals: Green, Blue, Red, Red, White
Skills: Double Move Once a turn: Move 2 (during the Day), or Move 1 (during the Night)
         Red Crystal Craft Once a Round: Flip this to gain one blue crystal to your Inventory, and one red mana token.
         I Don't Give a Damn Once a turn: One card played sideways gives you +2 instead of +1. If it's an advanced action, spell or artifact, it gives +3 instead.
         Prayer of Weather Once a Round: Put this Skill token in the center. Until start of your next turn, the Move cost of all terrain is reduced by 2 for you (to a minimum of 1), and is increased by 1 for all other players (to a maximum of 5). Then take this token back and flip it.
Units (4/4): Utem Crossbowmen Cost 6 / Level 2 / Armour 4 / Recruitable in Village or Keep / Attack or Block 3 /// Ranged Attack 2
                 Utem Guardsmen Cost 5 / Level 2 / Armour 5 / Recruitable in Village or Keep / Attack 2 /// Block 4. Any enemy blocked this way loses Swiftness.
                 Amotep Freezers Cost 8 / Level 3 / Armour 6 / Recruitable in Keep or City / Attack or Block 5 /// Target enemy does not attack this combat and it gets Armor -3 (to a minimum of 1).
                 -> with Banner of Protection Assign this to a unit you control. The assigned unit gets armor +1, fire resistance and ice resistance. /// At the end of your turn, you may throw away all wounds you received this turn.
                 Foresters Cost 5 / Level 1 / Armour 4 / Recruitabke in Village / Move 2. The move cost of forests, hills and swamps is reduced by 1 this turn, to a minimum of 0 /// Block 3
                 -> with Banner of Courage Assign this to a unit you control. Once a round, except during combat, you may flip this card face down to ready this unit. At the beginning of a round, flip it face up again. /// You may play this any time other than combat to ready all units you control.
« Last Edit: May 07, 2013, 07:44:23 pm by Qvist »
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Lekkit

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Re: Mage Knight - The Board Game (Signups, 0/4)
« Reply #3 on: March 09, 2013, 06:57:51 am »

I've been interested in playing this game for a while. Don't think I can commit to it now, though. Will try to follow this.
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Watno

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Re: Mage Knight - The Board Game (Signups, 0/4)
« Reply #4 on: March 09, 2013, 08:09:46 am »

Hey, I /ined already in the other thread
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popsofctown

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Re: Mage Knight - The Board Game (Signups, 0/4)
« Reply #5 on: March 09, 2013, 11:16:35 am »

I am interested, and will spend some time with the rules when I get a chance.  I might /out if the rules make me feel like I really dislike the game.  But otherwise I can play and am willing to be committed to it.  I need a time drain, not playing mafia has left me with too much free time.  There is such a thing.
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popsofctown

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Re: Mage Knight - The Board Game (Signups, 2/4)
« Reply #6 on: March 09, 2013, 02:22:46 pm »

I suspect that since PvP enabled is the normal way to play, we should compensate for the reduced interaction by opting for a competitive game type. 

It's like, if you're not ready to play with Witch yet, at least have a City stack or Dukes right?
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popsofctown

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Re: Mage Knight - The Board Game (Signups, 2/4)
« Reply #7 on: March 09, 2013, 02:24:55 pm »

Do you have to have an empty deck to call "End of Round"? or is it just extremely unlikely that you would want to do so with cards remaining in your deck?

It seems like one of the advantages of going first during daytime is that you can take one of the solar manas and use it, then possibly screw it on the reroll so that the player who goes last doesn't get access to any solar mana.  Is that a correct understanding?
« Last Edit: March 09, 2013, 03:52:39 pm by popsofctown »
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popsofctown

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Re: Mage Knight - The Board Game (Signups, 2/4)
« Reply #8 on: March 10, 2013, 02:34:11 pm »

The rules are making me laugh, I like the flavor all over the place.  "Units will not help you burn down the Monastery, as they feel what you are doing is very wrong".

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popsofctown

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Re: Mage Knight - The Board Game (Signups, 2/4)
« Reply #9 on: March 10, 2013, 02:38:56 pm »

Reading these rules is making me wish I was involved in some sort of local boardgaming group  :'(
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Watno

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Re: Mage Knight - The Board Game (Signups, 2/4)
« Reply #10 on: March 10, 2013, 07:37:20 pm »

Where are all the people who voted for this?

I read through the Walkthrough, and there are less funny things in it than in other Chvatil rulebooks :(

I'd prefer a competitive scenario as well, I think cooperative would take much longer, since everyone would need to chime in on every decision.

@pops rule questions: I think you can't call end of round with cards left in the deck. And I think you're right about the solar mana, but it's unlikely that all of the mana the latter players need will aready be gone after a turn.
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popsofctown

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Re: Mage Knight - The Board Game (Signups, 2/4)
« Reply #11 on: March 10, 2013, 07:48:13 pm »

Yeah, it's weird that there aren't more signups. +thx
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Insomniac

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Re: Mage Knight - The Board Game (Signups, 2/4)
« Reply #12 on: March 11, 2013, 01:12:54 am »

I want to play I'm just not sure I can commit to a turn or 2 a day right now.
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Qvist

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Re: Mage Knight - The Board Game (Signups, 2/4)
« Reply #13 on: March 11, 2013, 05:49:15 am »

Do you have to have an empty deck to call "End of Round"? or is it just extremely unlikely that you would want to do so with cards remaining in your deck?

It seems like one of the advantages of going first during daytime is that you can take one of the solar manas and use it, then possibly screw it on the reroll so that the player who goes last doesn't get access to any solar mana.  Is that a correct understanding?

Yes, you have to have an empty deck.

On the first day the bigger advantage going first is IMO to get to a location you want to go to because it's getting pretty tight at the start.

And yes, where are all those who voted for this?

Qvist

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Re: Mage Knight - The Board Game (Signups, 2/4)
« Reply #14 on: March 11, 2013, 05:52:59 am »

I want to play I'm just not sure I can commit to a turn or 2 a day right now.

That's sad. But it's not 2 turns a day. It'll be more like a turn per 2 days.

Kuildeous

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Re: Mage Knight - The Board Game (Signups, 2/4)
« Reply #15 on: March 11, 2013, 08:16:45 am »

I can't say no to learning a new Chvatil game.

Sounds complex, but then again so are Dungeon Lords and Dungeon Petz.

Quick question: Is this game manageable with just spreadsheets and text, or will there be graphics involved? The game would be more accessible to me if it's text/spreadsheet-based.

If so, then count me /in.

And it'll help me make an informed decision on plunking down $80 for a new board game. Though, it's a Chvatil game, which means I probably can't drum up people to commit to it.
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Watno

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Re: Mage Knight - The Board Game (Signups, 2/4)
« Reply #16 on: March 11, 2013, 08:20:38 am »

I'm pretty sure this won't work without the map.
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Kuildeous

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Re: Mage Knight - The Board Game (Signups, 2/4)
« Reply #17 on: March 11, 2013, 08:43:17 am »

Such a dilemma.

Okay, put me down for a tentative /in. If you get a fifth person, I'll drop out. No worries, no regrets.

If you're hard up for players, though, I can be /in. I'll just confine myself to checking on the game only at home. That should still be within the 1-turn-every-2-days requirement, but it also depends on my rehearsal and performance schedules.
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theorel

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Re: Mage Knight - The Board Game (Signups, 2/4)
« Reply #18 on: March 11, 2013, 10:46:03 am »

I would like to /in.
NOTE: I'm going to be moving at some point in April, so that might cause a temporary disruption to gaming.
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Watno

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Re: Mage Knight - The Board Game (Signups, 2/4)
« Reply #19 on: March 11, 2013, 11:09:24 am »

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popsofctown

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Re: Mage Knight - The Board Game (Signups, 2/4)
« Reply #20 on: March 11, 2013, 11:23:34 am »

Theorel!

Can I be Tovak?  He looks way OP.  Ice block can be used as a normal block right?
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Watno

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Re: Mage Knight - The Board Game (Signups, 2/4)
« Reply #21 on: March 11, 2013, 11:30:59 am »

Yeah, Ice Block can be used as normal block.
I wanna play this right now.
« Last Edit: March 11, 2013, 11:32:13 am by Watno »
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Qvist

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Re: Mage Knight - The Board Game (Signups, 2/4)
« Reply #22 on: March 11, 2013, 12:09:04 pm »

I think I can't see who voted for what in the original poll. So, I don't know if there's still anyone left who wants to play this. I'll wait a little bit longer for now.

Kuildeous, the map has to be done with images. I would take too much time for me to recreate this in a spreadsheet. But the rest will be text.

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Re: Mage Knight - The Board Game (Signups, 2/4)
« Reply #23 on: March 11, 2013, 12:18:58 pm »

Glancing through the QVist Games thread, it looks like Jorbles might have also voted for Mage Knight.
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Galzria

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Re: Mage Knight - The Board Game (Signups, 2/4)
« Reply #24 on: March 11, 2013, 12:19:55 pm »

I love me a good (and which one isn't?) Chvatil game...

I'm just playing so many new games at once right now, and I hate that lost feeling of a new game. Once played I like spending time -really- learning a game. So while I'm enjoying ask these new games, I'm feeling overwhelmed with competing strategies for different games that I'm just starting to understand.

That said, if you don't mind my being terribly overwhelmed, I'll play. Time commitment and being around to take my turns will, at least, be the least of your worries.
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Faust has also been incredibly stubborn this game. In other news, it's hot in the summer, and water falls from the sky when it rains.


Mafia Record:
TOWN Wins: M3, M5, M6, M11, M17, M28, M32, M105, M108, M114, M118, M120, M122, DM1, DoM1, OZ2, RM45, RM47, RM48, RM49, RM55
TOWN Losses: M4, M7, M8, M9, M13, M14, M18, M31, M110, M111, M113, M117, M125, RM3, RM4, RM54
SCUM Wins: M2, M19, M23, M100, DM3, RM1, RM2, RM48, RM50
SCUM Losses: M15 (SK), M102 (Tr), OZ1, RM55

Total Wins: 30
Total Losses: 20
Pages: [1] 2 3 ... 47  All
 

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