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Author Topic: Mage Knight II "Exploring in the dark" (Night 1, Turn 3, Galzria's turn)  (Read 28256 times)

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Qvist

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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

So far we have Galzria, Insomniac and Kuildeous. 1 more player is needed.
« Last Edit: June 24, 2013, 01:16:50 pm by Qvist »
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Qvist

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Re: Mage Knight - The Board Game II (1 player more needed)
« Reply #1 on: March 12, 2013, 05:41:16 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 25, 2013, 12:02:15 pm by Qvist »
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Qvist

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Re: Mage Knight - The Board Game II (1 player more needed)
« Reply #2 on: March 12, 2013, 05:41:43 am »

Game state: https://docs.google.com/spreadsheet/ccc?key=0AjovnuYeeSkidFB5Z0t1Qm5XeHdTZ041VUVwdVFwRHc

Fame: Goldyx: 5 / Norowas: 10 / Tovak: 2 / Arythea: 4
Influence: Goldyx: 0 / Norowas: 0 / Tovak: 0 / Arythea: 0

Advanced Actions:
Mana Storm Choose a mana die in the Source that is showing a basic color. Gain a crystal of that color to your Inventory, then immediately reroll that die and return it to the Source. /// Reroll all dice in the Source. You can use three extra dice from the Source, and you can use dice showing black or gold as mana of any basic color, regardless of the Round.
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.
Into the Heat Play this card at the start of the combat. All of your Units get their Attack and Block values increased by 2 this combat. You cannot assign damage to Units this turn. /// Play this card at the start of the combat. All of your Units get their Attack and Block values increased by 3 this combat. You cannot assign damage to Units this turn.

Spells:
Burning Shield / Exploding Shield Fire Block 4. If this card is used as part of a successful Block, you may use it during your Attack phase as Fire Attack 4 /// Fire Block 4. If this card is used as part of a successful Block, destroy the blocked enemy.
Mana Meltdown / Mana Radiance Each other player must randomly choose a crystal in their Inventory to be lost. You may gain one crystal lost this way to your Inventory. Any player that had no crystal in their Inventory when you played this, takes a Wound instead. /// When you play this, choose a basic mana color. Each player, including you, takes a Wound for each crystal of that color they own. Gain two crystal of the chosen color to your Inventory.
Chill / Lethal Chill Target enemy does not attack this combat. If it has Fire Resistance, it loses it for the rest of the turn. /// Target enemy does not attack this combat and gets Armor -4 (to a minimum of 1) for the rest of the turn.            

Units:
Peasants Cost 4 / Level 1 / Armour 3 / Recruitable in   Village / Attack or Block 2 /// Influence 2 /// Move 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.
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.
Peasants Cost 4 / Level 1 / Armour 3 / Recruitable in   Village / Attack or Block 2 /// Influence 2 /// Move 2
empty

Monastery Advanced Actions                                                       
Path Finding /// Move 2. The Move cost of all terrains is reduced by 1, to a minimum of 2, this turn. /// Move 4. The Move cost of all terrains is reduced to 2 this turn.

Common Skill Offer:
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.
Bright Negotiation Once a turn: Influence 3 (during the Day) or Influence 2 (at Night)
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.

Mana Source:
Blue / White / Black / Black / Black / Black

Map:


Norowas (Galzria):
Level 3 / Armour 3 / Hand 5 / Piles (Draw/Hand/Discard): 2/5/15 / Tactics: 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.
Skills: Day Sharpshooting Once a turn: Ranged Attack 2 (during the Day), or Ranged attack 1 (at Night)
Crystals: Blue
Units (0/2)

Goldyx (pops):
Level 2 / Armour 2 / Hand 5 / Piles (Draw/Hand/Discard): 0/6/12 / Tactics: 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.
Skills: Green Crystal Craft Once a round: Flip this to gain a blue crystal to your Inventory and a green mana token.
Crystals: White, Green
Units (0/1)

Arythea (Kuildeous):
Level 2 / Armour 2 / Hand 5 / Piles (Draw/Hand/Discard): 0/2/15 / Tactics: 5: Great Start You may immediately draw 2 cards.
Skills: Hot Swordsmanship Once a turn: Attack 2, or Fire Attack 2.
Crystals: Red
Units (0/1)

Tovak (Insomniac):
Level 1 / Armour 2 / Hand 5 / Piles (Draw/Hand/Discard): 0/2/14 / 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.
Skills: None
Crystals: None
Units (1/1): Savage Monks Cost 7 / Level 2 / Armour 4 / Recruitable in Monastery / Attack or Block 3 /// Siege Attack 4
« Last Edit: April 25, 2013, 10:42:25 am by Qvist »
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Qvist

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Re: Mage Knight - The Board Game II (1 player more needed)
« Reply #3 on: March 14, 2013, 08:12:28 pm »

Bump! One player more needed. Otherwise I start this tomorrow with 3 players.

popsofctown

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Re: Mage Knight - The Board Game II (1 player more needed)
« Reply #4 on: March 14, 2013, 08:24:18 pm »

I want to join so badly lol
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Galzria

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Re: Mage Knight - The Board Game II (1 player more needed)
« Reply #5 on: March 14, 2013, 08:42:14 pm »

I want to join so badly lol

I'm ok with you being in two games.
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Derphammering is when quickhammers go derp.

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

popsofctown

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Re: Mage Knight - The Board Game II (1 player more needed)
« Reply #6 on: March 14, 2013, 08:48:46 pm »

If no one has a problem with it, I'm in, on the condition that I get a different character (any other character, I don't care).
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Insomniac

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Re: Mage Knight - The Board Game II (1 player more needed)
« Reply #7 on: March 14, 2013, 09:50:21 pm »

Not a problem for me. I've only played as the Dragon IRL so I wouldn't mind playing any of the other 3.
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Kuildeous

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Re: Mage Knight - The Board Game II (1 player more needed)
« Reply #8 on: March 15, 2013, 08:57:00 am »

Ack! Still in the middle of the quick-start rules. Haven't even tackled the real rules yet.

Maybe I'll take my tablet to rehearsal tonight so I can read in between scenes.
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popsofctown

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Re: Mage Knight - The Board Game II (1 player more needed)
« Reply #9 on: March 15, 2013, 09:53:23 am »

The first document Qvist linked is pretty comprehensive.  The complete rules just have some edge cases, and restate some things in a way that isn't as easy to misinterpret.
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Galzria

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Re: Mage Knight - The Board Game II (1 player more needed)
« Reply #10 on: March 15, 2013, 11:33:01 am »

Oh! Rules! I should read those!

And soon too! The ATH launches in a few hours...
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Quote from: Voltgloss
Derphammering is when quickhammers go derp.

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

Qvist

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Re: Mage Knight - The Board Game II (1 player more needed)
« Reply #11 on: March 15, 2013, 12:40:17 pm »

You could look in the other Mage Knight game. Most rules had been covered yet. Maybe it'll help (or confuse more).

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Re: Mage Knight - The Board Game II (1 player more needed)
« Reply #12 on: March 16, 2013, 11:23:38 am »

So what's the status here
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Re: Mage Knight - The Board Game II (1 player more needed)
« Reply #13 on: March 18, 2013, 07:12:53 pm »

Sorry. I'm planning to start this tomorrow.

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Re: Mage Knight - The Board Game II (Game starts)
« Reply #14 on: March 19, 2013, 05:10:00 am »

Game starts

I found these images on BGG. You can use these images for your posts or signature if you want.






You'll find a legend in post 2 of this thread. Post 3 will contain the current game state.

First pick a hero.
Each hero starts basically with the same starting deck. But one card is replaced with a better version fitting to the hero.
Also each hero has a different set of skills.
Goldyx has skills fitting to the green color. This means gaining more mana/crystals, healing and movement
Norowas has skills fitting to the white color. This means Influence/Recruiting Units and Ranged Attack
Tovak has skills fitting to the blue color. This means Ice, Blocking and Flexibility
Arythea has skills fitting to the red color. This means Fire, Attacking and Dealing with Wounds

I randomize players:
Galzria
pops
Insomniac
Kuildeous

Galzria, please select your hero.

Kuildeous

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Re: Mage Knight - The Board Game II (Game starts)
« Reply #15 on: March 19, 2013, 08:02:48 am »

Whew, I'm last. I still have time to finish the rulebook.
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popsofctown

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Re: Mage Knight - The Board Game II (Game starts)
« Reply #16 on: March 19, 2013, 09:49:14 am »

Which one is the dragon?  Goldyx?  I can play that to help Insomniac out.
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popsofctown

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Re: Mage Knight - The Board Game II (Game starts)
« Reply #17 on: March 19, 2013, 09:52:03 am »

My activity level might drop until thursday
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Galzria

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Re: Mage Knight - The Board Game II (Game starts)
« Reply #18 on: March 19, 2013, 10:57:56 am »

I could pick randomly, but give me a little bit to cover everything in the rulebook. I've been lazy. :P Besides, if Pops is limited 'till Thursday this won't slow us down too much. ;D
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Quote from: Voltgloss
Derphammering is when quickhammers go derp.

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

Galzria

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Re: Mage Knight - The Board Game II (Game starts)
« Reply #19 on: March 19, 2013, 12:29:49 pm »

Well, I'm halfway(ish) through, and I suppose Norowas seems decent enough.
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Quote from: Voltgloss
Derphammering is when quickhammers go derp.

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

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Re: Mage Knight - The Board Game II (Game starts)
« Reply #20 on: March 19, 2013, 12:34:54 pm »

Fine. Galzria takes Norowas and pops seems to want Goldyx.
Insomniac?

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Re: Mage Knight - The Board Game II (Game starts)
« Reply #21 on: March 19, 2013, 07:37:12 pm »

Tovak please!
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"It is one of [Insomniacs] badges of pride that he will bus anyone, at any time, and he has done it over and over on day 1. I am completely serious, it is like the biggest part of his meta." - Dsell

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Re: Mage Knight - The Board Game II (Game starts)
« Reply #22 on: March 19, 2013, 07:46:35 pm »

Preparing the board now and sending out hands. Then Kuildeous starts with choosing the Day Tactics.

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Re: Mage Knight - The Board Game II (Game starts)
« Reply #23 on: March 19, 2013, 08:08:20 pm »

Rolling the mana
Rolled 6d6 : 4, 3, 6, 1, 4, 2, total 20

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Re: Mage Knight - The Board Game II (Game starts)
« Reply #24 on: March 19, 2013, 08:25:06 pm »

Game state: https://docs.google.com/spreadsheet/ccc?key=0AjovnuYeeSkidFB5Z0t1Qm5XeHdTZ041VUVwdVFwRHc

Fame: Goldyx: 0 / Norowas: 0 / Tovak: 0 / Arythea: 0
Influence: Goldyx: 0 / Norowas: 0 / Tovak: 0 / Arythea: 0

Advanced Actions:
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.
Into the Heat Play this card at the start of the combat. All of your Units get their Attack and Block values increased by 2 this combat. You cannot assign damage to Units this turn. /// Play this card at the start of the combat. All of your Units get their Attack and Block values increased by 3 this combat. You cannot assign damage to Units this turn.
Fire Bolt Gain a red crystal to your Inventory. /// Ranged Fire Attack 3

Spells:
Mana Meltdown / Mana Radiance Each other player must randomly choose a crystal in their Inventory to be lost. You may gain one crystal lost this way to your Inventory. Any player that had no crystal in their Inventory when you played this, takes a Wound instead. /// When you play this, choose a basic mana color. Each player, including you, takes a Wound for each crystal of that color they own. Gain two crystal of the chosen color to your Inventory.
Chill / Lethal Chill Target enemy does not attack this combat. If it has Fire Resistance, it loses it for the rest of the turn. /// Target enemy does not attack this combat and gets Armor -4 (to a minimum of 1) for the rest of the turn.
Restoration / Rebirth Heal 3. If you are in a forest, Heal 5 instead. /// Heal 3. If you are in a forest, Heal 5 instead. Ready up to 3 levels worth of Units. If you are in a forest, Ready up to 5 levels of Units instead.                        

Units:
Peasants Cost 4 / Level 1 / Armour 3 / Recruitable in   Village / Attack or Block 2 /// Influence 2 /// Move 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.
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.
Peasants Cost 4 / Level 1 / Armour 3 / Recruitable in   Village / Attack or Block 2 /// Influence 2 /// Move 2
Savage Monks Cost 7 / Level 2 / Armour 4 / Recruitable in   Monastery / Attack or Block 3 /// Siege Attack 4                  

Monastery Advanced Actions                                                       
Path Finding /// Move 2. The Move cost of all terrains is reduced by 1, to a minimum of 2, this turn. /// Move 4. The Move cost of all terrains is reduced to 2 this turn.

Mana Source:
Green / Red / Black / Gold / Green / White

Map:


Norowas (Galzria):
Level 0 / Armour 2 / Hand 5 / Tactics: x
No Skills
No Crystals

Goldyx (pops):
Level 0 / Armour 2 / Hand 5 / Tactics: x
No Skills
No Crystals

Tovak (Insomniac): 0
Level 0 / Armour 2 / Hand 5 / Tactics: x
No Skills
No Crystals

Arythea (Kuildeous): 0
Level 0 / Armour 2 / Hand 5 / Tactics: x
No Skills
No Crystals
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