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Author Topic: Mage Knight I (Game over, theorel wins)  (Read 77802 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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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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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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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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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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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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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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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?

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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.

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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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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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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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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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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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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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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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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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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 (Signups, 2/4)
« Reply #25 on: March 11, 2013, 12:22:00 pm »

Galzria, I will help you as good as I can. No problem.

And I guess I could start two games, probably. And with no PvP there should be no problem if I play in one of them to fill up empty spots.

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Re: Mage Knight - The Board Game (Signups, 2/4)
« Reply #26 on: March 11, 2013, 12:23:05 pm »

I believe I voted for MK. It's the only Chvatil game I haven't played yet.

Since we're looking at moves every other day, I could be /in. Like I said, I'll have to refer to the map at home…possibly on my phone. I just wouldn't be as responsive to the game as I am in other games.

I haven't even read the rules yet, so I don't know which mode I want. I can certainly see the pitfall of turns taking longer due to table talk in a cooperative game. But I'll try either mode.
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Qvist

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Re: Mage Knight - The Board Game (Signups, 5/8)
« Reply #27 on: March 11, 2013, 12:24:28 pm »

I guess we'll do competive, but without PvP. And maybe I can start one game which goes faster and one which goes slower.
Then maybe Lekkit and Insomniac could even join the slower one if they want to.

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Re: Mage Knight - The Board Game (Signups, 5/8)
« Reply #28 on: March 11, 2013, 01:46:32 pm »

Inininininininin
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Jorbles

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Re: Mage Knight - The Board Game (Signups, 5/8)
« Reply #29 on: March 11, 2013, 02:02:16 pm »

Further I voted for this too. I'm really excited to learn this game. I've watched a few let's plays already so am familiar with the gameplay, but I'll go over the rules again to make sure I have it down. I'd prefer to do something competetive, but will play coop if everyone wants that.
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popsofctown

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Re: Mage Knight - The Board Game (Signups, 6/8)
« Reply #30 on: March 11, 2013, 05:33:54 pm »

I am excited too. I wish I had meatworld friends to play games like this with face to face. 

I do have friends, but this is a little too complex for their kind, which is a shame.
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Re: Mage Knight - The Board Game (Signups, 6/8)
« Reply #31 on: March 11, 2013, 05:41:36 pm »

Yeah, I'm in the same position, people rarely want to sit down and play a 3+ hour game.
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Re: Mage Knight - The Board Game (Signups, 6/8)
« Reply #32 on: March 11, 2013, 05:45:15 pm »

Ill /in
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Re: Mage Knight - The Board Game (Signups, 6/8)
« Reply #33 on: March 11, 2013, 05:52:09 pm »

Cool. One more? Lekkit?

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Re: Mage Knight - The Board Game (Signups, 7/8)
« Reply #34 on: March 11, 2013, 05:57:50 pm »

Will i be able to invade France? If not, then /out
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Re: Mage Knight - The Board Game (Signups, 7/8)
« Reply #35 on: March 11, 2013, 06:01:21 pm »

You could pretend that we were playing in the French countryside, than it would be like you were rampaging through France.
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Watno

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Re: Mage Knight - The Board Game (Signups, 7/8)
« Reply #36 on: March 11, 2013, 06:06:46 pm »

Note, however, that we're discovering a world that already exists, not a city in medieval France
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Re: Mage Knight - The Board Game (Signups, 7/8)
« Reply #37 on: March 11, 2013, 06:24:05 pm »

You could pretend that we were playing in the French countryside, than it would be like you were rampaging through France.

I do that in my mind during the downtime anyways...
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Re: Mage Knight - The Board Game (Signups, 7/8)
« Reply #38 on: March 11, 2013, 06:48:34 pm »

So we have 7 players. One spot left. If no-one enters I take the last spot.

Any preference regarding how to split the group? Most are beginners, so we can't split experienced players and new players from another.
And I think we can't split by time zone. So maybe a faster game and a slower game?

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Re: Mage Knight - The Board Game (Signups, 7/8)
« Reply #39 on: March 11, 2013, 06:51:43 pm »

I'm in for a faster game.

How will you handle knowing other players hands if playing yourself.
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popsofctown

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Re: Mage Knight - The Board Game (Signups, 7/8)
« Reply #40 on: March 11, 2013, 06:57:22 pm »

faster faster
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Re: Mage Knight - The Board Game (Signups, 7/8)
« Reply #41 on: March 11, 2013, 06:59:49 pm »

I'm in for a faster game.

How will you handle knowing other players hands if playing yourself.

That's what I said. If no-one has a problem with it, I play. Knowing other players hands is IMO only a problem in PBF PvP. But a 3-player game works too.
« Last Edit: March 11, 2013, 07:06:28 pm by Qvist »
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Watno

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Re: Mage Knight - The Board Game (Signups, 7/8)
« Reply #42 on: March 11, 2013, 07:01:42 pm »

I guess that's ok, feel free to play. After all, we're here to have fun.
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popsofctown

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Re: Mage Knight - The Board Game (Signups, 7/8)
« Reply #43 on: March 11, 2013, 07:06:54 pm »

I'm in for a faster game.

How will you handle knowing other players hands if playing yourself.

That's what I said. If no-one has a problem with it, I play. Knowing other players hands is IMO only a problem in PBF. But a 3-player game works too.
PBF?  Does that mean PvP? 
Why not level the playing field and just play the game with hands revealed?  It seems better to me than Qvist trying to forget seeing that Watno had enough movepoints in hand to beat him out to the next village if he doesn't burn a mana to get there, then deciding not to go and then wondering if that's what he would have done with less information and lalala.

Just show everyone's hands to everybody and it's more fair.  It would also help us learn and discuss the game, like they recommend in the rules. 
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Re: Mage Knight - The Board Game (Signups, 7/8)
« Reply #44 on: March 11, 2013, 07:08:22 pm »

PBF?  Does that mean PvP? 

Ha, I editted faster. But I guess, it's better if I don't play on second thought.

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Re: Mage Knight - The Board Game (Signups, 7/8)
« Reply #45 on: March 11, 2013, 07:12:32 pm »

I start this game tomorrow. So, you have one more day for signups ... and reading the rules.

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Re: Mage Knight - The Board Game (Signups, 7/8)
« Reply #46 on: March 11, 2013, 09:23:04 pm »

"Consult the Scenario description to
see of which level this city has to be"

Does the Scenario description have supply piles in it?
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Re: Mage Knight - The Board Game (Signups, 7/8)
« Reply #47 on: March 11, 2013, 09:43:03 pm »

I feel like I'm kind of in the middle for game-speed?  You guys have played enough games with me to know how frequently I post.  This game should see me active about as often as all the others.
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Re: Mage Knight - The Board Game (Signups, 7/8)
« Reply #48 on: March 11, 2013, 10:06:22 pm »

I think everyone in terra mystica I can be considered fast.
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Re: Mage Knight - The Board Game (Signups, 7/8)
« Reply #49 on: March 12, 2013, 05:13:34 am »

Ok, I think I could start the faster game already with Watno, pops, theorel and Jorbles. Insomniac, Kuildeous and Galzria will then be in the slower game and we'll wait for a fourth player.

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Re: Mage Knight - The Board Game I "The adventure begins" (Game starts)
« Reply #50 on: March 12, 2013, 05:32:32 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:
theorel
Jorbles
pops
Watno

theorel, please select your hero.

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Re: Mage Knight - The Board Game I "The adventure begins" (Game starts)
« Reply #51 on: March 12, 2013, 06:45:45 am »

I'll take Norowas.
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Re: Mage Knight - The Board Game I "The adventure begins" (Game starts)
« Reply #52 on: March 12, 2013, 07:02:17 am »

Jorbles, please select your hero.

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Re: Mage Knight - The Board Game (Signups, 0/4)
« Reply #53 on: March 12, 2013, 09:23:39 am »

2: Rethink 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.
3: Mana Steal 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.
I think this should be the other way round, right?

I'll take the hero left over when it's my turn.
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Re: Mage Knight - The Board Game (Signups, 0/4)
« Reply #54 on: March 12, 2013, 10:21:04 am »

2: Rethink 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.
3: Mana Steal 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.
I think this should be the other way round, right?

Right & Fixed.

I'll take the hero left over when it's my turn.

You have no other choice.  :P

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Re: Mage Knight - The Board Game I "The adventure begins" (Game starts)
« Reply #55 on: March 12, 2013, 10:23:34 am »

Isn't flipping the table an option as well?
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Re: Mage Knight - The Board Game I "The adventure begins" (Game starts)
« Reply #56 on: March 12, 2013, 10:25:03 am »

Isn't flipping the table an option as well?

I'd prefer you didn't :(.
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...spin-offs are still better for all of the previously cited reasons.
But not strictly better, because the spinoff can have a different cost than the expansion.

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Re: Mage Knight - The Board Game I "The adventure begins" (Game starts)
« Reply #57 on: March 12, 2013, 10:56:34 am »

I'll take Goldyx.
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Re: Mage Knight - The Board Game I "The adventure begins" (Game starts)
« Reply #58 on: March 12, 2013, 10:57:14 am »

pops, you may choose between Tovak and Arythea.

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Re: Mage Knight - The Board Game (Signups, 2/4)
« Reply #59 on: March 12, 2013, 11:20:43 am »

Theorel!

Can I be Tovak?  He looks way OP.  Ice block can be used as a normal block right?
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Re: Mage Knight - The Board Game I "The adventure begins" (Game starts)
« Reply #60 on: March 12, 2013, 11:35:32 am »

Right. I forgot about this. pops takes Tovak and Watno takes Arythea. I already done all the game state stuff. Now I only have to build the map and send you your hands. Then we can start.

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Re: Mage Knight - The Board Game I "The adventure begins" (Game starts)
« Reply #61 on: March 12, 2013, 12:35:08 pm »

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

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

Advanced Actions:
Intimidate   Influence 4 or Attack 3. Get Reputation -1 at the end of your turn. /// Influence 8 or Attack 7. Get Reputation -2 at the end of your turn.
Heroic Tale Influence 3. For each Unit you recruited this turn, Reputation +1 at the end of your turn. /// Influence 6. For each Unit you recruited this turn, Fame +1 and Reputation +1 at the end of your turn.
Regeneration Heal 1. Ready a Level I or II Unit you control. /// Heal 2. Ready a Level I, II or III Unit you control.

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.
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.
Fireball / Firestorm Ranged Fire Attack 5 /// Take a Wound. Siege Fire Attack 8                           

Units:
Peasants Cost 4 / Level 1 / Armour 3 / Recruitable in   Village / Attack or Block 2 /// Influence 2 /// Move 2
Northern Monks Cost 7 / Level 2 / Armour 4 / Recruitable in Monastery / Attack or Block 3 /// Ice Attack or Ice Block 4   
Utem Crossbowmen Cost 6 / Level 2 / Armour 4 / Recruitable in Village or Keep / Attack or Block 3 /// Ranged Attack 2
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
Guardian Golems Cost 7 / Level 2 / Armour 3 / Recruitable in Keep or Mage Tower / Attack or Block 2 /// Fire Block 4 /// Ice Block 4   

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

Map:


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

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

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

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

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Re: Mage Knight - The Board Game I "The adventure begins" (Game starts)
« Reply #62 on: March 12, 2013, 12:36:05 pm »

I'll send you your hand now. Then theorel has to choose the Day Tactics.

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Re: Mage Knight - The Board Game I "The adventure begins" (Game starts)
« Reply #63 on: March 12, 2013, 12:51:59 pm »

PMs are out. Remember that you should find every info in post 2 of this thread.
If there any questions, just ask me.
If I should display something differently, just tell me.

I think the only info missing currently, is the enemies info. I'll add this soon.

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Re: Mage Knight - The Board Game I "The adventure begins" (Game starts)
« Reply #64 on: March 12, 2013, 01:07:33 pm »

The thing in the forest on the top tile is a magic glade, right?
And the reward in the ruins is an artifact?
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Re: Mage Knight - The Board Game I "The adventure begins" (Game starts)
« Reply #66 on: March 12, 2013, 01:12:58 pm »

Okay, I'm going to go with:
Great Start
And see how that works out.
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Re: Mage Knight - The Board Game I "The adventure begins" (Game starts)
« Reply #67 on: March 12, 2013, 01:22:49 pm »

I don't like my hand.

Rethink.
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Re: Mage Knight - The Board Game I "The adventure begins" (Game starts)
« Reply #68 on: March 12, 2013, 02:37:30 pm »

Does Planning let you draw an additional card if you have two Wounds left in your hand, or no?

And I wasn't sure what scenario we are playing, I'll look for full conquest in the rules..
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Re: Mage Knight - The Board Game I "The adventure begins" (Game starts)
« Reply #69 on: March 12, 2013, 02:42:07 pm »

You know what, either way I'll just wait for The Right Moment

Can I use the card to get an extra turn, then skip that turn to call end of round (if I meet the condition and have no cards in deck)?
Or would that not exactly be "taking an extra turn after this one".
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Re: Mage Knight - The Board Game I "The adventure begins" (Game starts)
« Reply #70 on: March 12, 2013, 03:04:52 pm »

Does Planning let you draw an additional card if you have two Wounds left in your hand, or no?
Yes

And I wasn't sure what scenario we are playing, I'll look for full conquest in the rules..

Full Conquest: No special rules. 3 days and nights. Normal scoring.

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Re: Mage Knight - The Board Game I "The adventure begins" (Game starts)
« Reply #71 on: March 12, 2013, 03:05:42 pm »

You know what, either way I'll just wait for The Right Moment

Can I use the card to get an extra turn, then skip that turn to call end of round (if I meet the condition and have no cards in deck)?
Or would that not exactly be "taking an extra turn after this one".

I guess you can do that, but I guess this is not what you would normally do.

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Re: Mage Knight - The Board Game I "The adventure begins" (Game starts)
« Reply #72 on: March 12, 2013, 03:07:17 pm »

Watno is next in choosing a Tactics card.

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Re: Mage Knight - The Board Game I "The adventure begins" (Game starts)
« Reply #73 on: March 12, 2013, 03:10:07 pm »

And I wasn't sure what scenario we are playing, I'll look for full conquest in the rules..

Full Conquest: No special rules. 3 days and nights. Normal scoring.

Do I need to go read the PvP section of the rules? I skipped that.
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Re: Mage Knight - The Board Game I "The adventure begins" (Game starts)
« Reply #74 on: March 12, 2013, 03:12:34 pm »

I take planning
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Re: Mage Knight - The Board Game I "The adventure begins" (Game starts)
« Reply #75 on: March 12, 2013, 03:13:00 pm »

And I wasn't sure what scenario we are playing, I'll look for full conquest in the rules..

Full Conquest: No special rules. 3 days and nights. Normal scoring.

Do I need to go read the PvP section of the rules? I skipped that.

No need. This is without PvP.

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Re: Mage Knight - The Board Game I "The adventure begins" (Game starts)
« Reply #76 on: March 12, 2013, 03:15:35 pm »

And I wasn't sure what scenario we are playing, I'll look for full conquest in the rules..

Full Conquest: No special rules. 3 days and nights. Normal scoring.

Do I need to go read the PvP section of the rules? I skipped that.

Nevermind, I saw where you said no PvP.
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Re: Mage Knight - The Board Game I "The adventure begins" (Game starts)
« Reply #77 on: March 12, 2013, 03:20:00 pm »

Jorbles it's your turn i believe
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Re: Mage Knight - The Board Game I "The adventure begins" (Game starts)
« Reply #78 on: March 12, 2013, 03:21:01 pm »

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

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

Advanced Actions:
Intimidate   Influence 4 or Attack 3. Get Reputation -1 at the end of your turn. /// Influence 8 or Attack 7. Get Reputation -2 at the end of your turn.
Heroic Tale Influence 3. For each Unit you recruited this turn, Reputation +1 at the end of your turn. /// Influence 6. For each Unit you recruited this turn, Fame +1 and Reputation +1 at the end of your turn.
Regeneration Heal 1. Ready a Level I or II Unit you control. /// Heal 2. Ready a Level I, II or III Unit you control.

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.
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.
Fireball / Firestorm Ranged Fire Attack 5 /// Take a Wound. Siege Fire Attack 8                           

Units:
Peasants Cost 4 / Level 1 / Armour 3 / Recruitable in   Village / Attack or Block 2 /// Influence 2 /// Move 2
Northern Monks Cost 7 / Level 2 / Armour 4 / Recruitable in Monastery / Attack or Block 3 /// Ice Attack or Ice Block 4   
Utem Crossbowmen Cost 6 / Level 2 / Armour 4 / Recruitable in Village or Keep / Attack or Block 3 /// Ranged Attack 2
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
Guardian Golems Cost 7 / Level 2 / Armour 3 / Recruitable in Keep or Mage Tower / Attack or Block 2 /// Fire Block 4 /// Ice Block 4   

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

Map:


Goldyx (Jorbles):
Level 0 / Armour 2 / Hand Limit 5 / Piles (Draw/Hand/Discard): 11/5/0 / 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.                                       
No Skills
No Crystals
No Units

Arythea (Watno): 0
Level 0 / Armour 2 / Hand Limit 5 / Piles (Draw/Hand/Discard): 11/5/0 / 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.                                       
No Skills
No Crystals
No Units

Norowas (theorel):
Level 0 / Armour 2 / Hand Limit 5 / Piles (Draw/Hand/Discard): 9/7/0 / Tactics: 5 - Great Start: You may immediately draw 2 cards.                                       
No Skills
No Crystals
No Units

Tovak (pops): 0
Level 0 / Armour 2 / Hand Limit 5 / Piles (Draw/Hand/Discard): 11/5/0 / 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.                                       
No Skills
No Crystals
No Units

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Re: Mage Knight - The Board Game I "The adventure begins" (Game starts)
« Reply #79 on: March 12, 2013, 03:22:29 pm »

Jorbles goes first.
2 extra notes. Please note when your turn is over with something like "End of turn" just to avoid confusion.
Also please re-roll the mana source.

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Re: Mage Knight I "The Adventure begins" (Day 1, Turn 1, Jorbles' turn)
« Reply #80 on: March 12, 2013, 03:25:57 pm »

When rerolling mana, am I correct to assume that all dice have even distributions? (Blue-Green-Red-White-Day-Night)
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Re: Mage Knight I "The Adventure begins" (Day 1, Turn 1, Jorbles' turn)
« Reply #81 on: March 12, 2013, 03:26:19 pm »

Or Gold, Black to use the correct terminology.
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Re: Mage Knight I "The Adventure begins" (Day 1, Turn 1, Jorbles' turn)
« Reply #82 on: March 12, 2013, 03:28:19 pm »

1 = Gold / 2 = White / 3 = Red / 4 = Green / 5 = Blue / 6 = Black

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Re: Mage Knight I "The Adventure begins" (Day 1, Turn 1, Jorbles' turn)
« Reply #83 on: March 12, 2013, 03:37:43 pm »

K here goes:

Play Crystallize Using Gold mana die to gain 1 White Crystal
Rolled 1d6 : 6, total 6
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Re: Mage Knight I "The Adventure begins" (Day 1, Turn 1, Jorbles' turn)
« Reply #84 on: March 12, 2013, 03:39:05 pm »

Play Mana Draw and Threaten sideways for 2 Move
Flip Flight and spend 2 move to Fly to the Green Mine
<--Watno pointed out I don't have this skill yet.
« Last Edit: March 12, 2013, 03:47:43 pm by Jorbles »
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Re: Mage Knight I "The Adventure begins" (Day 1, Turn 1, Jorbles' turn)
« Reply #85 on: March 12, 2013, 03:41:20 pm »

Did I do good or did I break all the rules?
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Re: Mage Knight I "The Adventure begins" (Day 1, Turn 1, Jorbles' turn)
« Reply #86 on: March 12, 2013, 03:43:19 pm »

Um, you don't have flight yet I think. It's just a skill you can learn.
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Re: Mage Knight I "The Adventure begins" (Day 1, Turn 1, Jorbles' turn)
« Reply #87 on: March 12, 2013, 03:46:18 pm »

Ohhhhh, I thought we started with all those skills. Man we're not nearly as cool as I thought we were.
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Re: Mage Knight I "The Adventure begins" (Day 1, Turn 1, Jorbles' turn)
« Reply #88 on: March 12, 2013, 03:48:34 pm »

Um, you don't have flight yet I think. It's just a skill you can learn.

Yeah, I was just going to say that. Sorry for the confusion. You have no skills at the moment. You learn a new skill every 2 level ups.

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Re: Mage Knight I "The Adventure begins" (Day 1, Turn 1, Jorbles' turn)
« Reply #89 on: March 12, 2013, 03:50:35 pm »

In that case I will:

Spend my 2 move to move 1 hex up.
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Re: Mage Knight I "The Adventure begins" (Day 1, Turn 1, Jorbles' turn)
« Reply #90 on: March 12, 2013, 03:53:23 pm »

If that's all legal.

End of turn.
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Re: Mage Knight I "The Adventure begins" (Day 1, Turn 1, Jorbles' turn)
« Reply #91 on: March 12, 2013, 04:05:39 pm »

Yes, your move is legal. Processing it now.
Btw: Please re-roll the mana source die at the end of your turn.

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Re: Mage Knight I "The Adventure begins" (Day 1, Turn 1, Jorbles' turn)
« Reply #92 on: March 12, 2013, 04:08:05 pm »

Okay, I'll do it at the end in the future. Also sorry for rolling black everyone else. At least I got to use the Gold!  :'( :P :'( :P
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Re: Mage Knight I "The Adventure begins" (Day 1, Turn 1, Jorbles' turn)
« Reply #93 on: March 12, 2013, 04:11:45 pm »

Play March empowered by Gold mana for Move 4
Play Stamina for Move 2
Move to the Village on the top tile.
End turn

Rolled 1d6 : 6, total 6
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Re: Mage Knight I "The Adventure begins" (Day 1, Turn 1, Jorbles' turn)
« Reply #94 on: March 12, 2013, 04:12:14 pm »

More black :P
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Re: Mage Knight - The Board Game I "The adventure begins" (Game starts)
« Reply #95 on: March 12, 2013, 04:13:29 pm »

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

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

Advanced Actions:
Intimidate   Influence 4 or Attack 3. Get Reputation -1 at the end of your turn. /// Influence 8 or Attack 7. Get Reputation -2 at the end of your turn.
Heroic Tale Influence 3. For each Unit you recruited this turn, Reputation +1 at the end of your turn. /// Influence 6. For each Unit you recruited this turn, Fame +1 and Reputation +1 at the end of your turn.
Regeneration Heal 1. Ready a Level I or II Unit you control. /// Heal 2. Ready a Level I, II or III Unit you control.

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.
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.
Fireball / Firestorm Ranged Fire Attack 5 /// Take a Wound. Siege Fire Attack 8                           

Units:
Peasants Cost 4 / Level 1 / Armour 3 / Recruitable in   Village / Attack or Block 2 /// Influence 2 /// Move 2
Northern Monks Cost 7 / Level 2 / Armour 4 / Recruitable in Monastery / Attack or Block 3 /// Ice Attack or Ice Block 4   
Utem Crossbowmen Cost 6 / Level 2 / Armour 4 / Recruitable in Village or Keep / Attack or Block 3 /// Ranged Attack 2
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
Guardian Golems Cost 7 / Level 2 / Armour 3 / Recruitable in Keep or Mage Tower / Attack or Block 2 /// Fire Block 4 /// Ice Block 4   

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

Map:


Goldyx (Jorbles):
Level 0 / Armour 2 / Hand Limit 5 / Piles (Draw/Hand/Discard): 8/5/3 / 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: White
No Skills
No Units

Arythea (Watno): 0
Level 0 / Armour 2 / Hand Limit 5 / Piles (Draw/Hand/Discard): 11/5/0 / 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.                                       
Crystals: None
No Skills
No Units

Norowas (theorel):
Level 0 / Armour 2 / Hand Limit 5 / Piles (Draw/Hand/Discard): 9/7/0 / Tactics: 5 - Great Start: You may immediately draw 2 cards.                                       
Crystals: None
No Skills
No Units

Tovak (pops): 0
Level 0 / Armour 2 / Hand Limit 5 / Piles (Draw/Hand/Discard): 11/5/0 / 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: None
No Skills
No Units

Qvist

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Re: Mage Knight I "The Adventure begins" (Day 1, Turn 1, Jorbles' turn)
« Reply #96 on: March 12, 2013, 04:20:42 pm »

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

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

Advanced Actions:
Intimidate   Influence 4 or Attack 3. Get Reputation -1 at the end of your turn. /// Influence 8 or Attack 7. Get Reputation -2 at the end of your turn.
Heroic Tale Influence 3. For each Unit you recruited this turn, Reputation +1 at the end of your turn. /// Influence 6. For each Unit you recruited this turn, Fame +1 and Reputation +1 at the end of your turn.
Regeneration Heal 1. Ready a Level I or II Unit you control. /// Heal 2. Ready a Level I, II or III Unit you control.

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.
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.
Fireball / Firestorm Ranged Fire Attack 5 /// Take a Wound. Siege Fire Attack 8                           

Units:
Peasants Cost 4 / Level 1 / Armour 3 / Recruitable in   Village / Attack or Block 2 /// Influence 2 /// Move 2
Northern Monks Cost 7 / Level 2 / Armour 4 / Recruitable in Monastery / Attack or Block 3 /// Ice Attack or Ice Block 4   
Utem Crossbowmen Cost 6 / Level 2 / Armour 4 / Recruitable in Village or Keep / Attack or Block 3 /// Ranged Attack 2
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
Guardian Golems Cost 7 / Level 2 / Armour 3 / Recruitable in Keep or Mage Tower / Attack or Block 2 /// Fire Block 4 /// Ice Block 4   

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

Map:


Goldyx (Jorbles):
Level 0 / Armour 2 / Hand Limit 5 / Piles (Draw/Hand/Discard): 8/5/3 / 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: White
No Skills
No Units

Arythea (Watno): 0
Level 0 / Armour 2 / Hand Limit 5 / Piles (Draw/Hand/Discard): 8/6/2 / 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.                                       
Crystals: None
No Skills
No Units

Norowas (theorel):
Level 0 / Armour 2 / Hand Limit 5 / Piles (Draw/Hand/Discard): 9/7/0 / Tactics: 5 - Great Start: You may immediately draw 2 cards.                                       
Crystals: None
No Skills
No Units

Tovak (pops): 0
Level 0 / Armour 2 / Hand Limit 5 / Piles (Draw/Hand/Discard): 11/5/0 / 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: None
No Skills
No Units

theorel

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Re: Mage Knight I "The Adventure begins" (Day 1, Turn 1, Jorbles' turn)
« Reply #97 on: March 12, 2013, 04:44:54 pm »

Okay, I'm going to play:
empowered March.
Swiftness

To get to the village in the south.
I did not draw the cards that I wanted.
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popsofctown

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Re: Mage Knight I "The Adventure begins" (Day 1, Turn 1, Jorbles' turn)
« Reply #98 on: March 12, 2013, 04:46:48 pm »

Does it cost move points to challenge a rampaging enemy to battle?  Or can you just stand in an adjacent space and yell "Fight me"?
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popsofctown

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Re: Mage Knight I "The Adventure begins" (Day 1, Turn 1, Jorbles' turn)
« Reply #99 on: March 12, 2013, 04:48:57 pm »

Theorel, if that's all you are going to turn you should clearly indicate that you are ending your turn.

And if you are powering March with mana you have to reroll the mana die at that point too.
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Jorbles

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Re: Mage Knight I "The Adventure begins" (Day 1, Turn 1, Jorbles' turn)
« Reply #100 on: March 12, 2013, 04:50:18 pm »

Okay, I'm going to play:
empowered March.
Swiftness

To get to the village in the south.
I did not draw the cards that I wanted.

Neither did I, I started with little ability to move, then I redrew 3 cards and none of them were move cards either.
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Qvist

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Re: Mage Knight I "The Adventure begins" (Day 1, Turn 1, Jorbles' turn)
« Reply #101 on: March 12, 2013, 04:52:37 pm »

Okay, I'm going to play:
empowered March.
Swiftness

To get to the village in the south.
I did not draw the cards that I wanted.

Just to be clear. This will leave you with 5 cards still in hand. So you won't draw any new cards next turn unless you discard some of your cards.
You know that you may still interact in the village in this turn, right?

Qvist

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Re: Mage Knight I "The Adventure begins" (Day 1, Turn 1, Jorbles' turn)
« Reply #102 on: March 12, 2013, 04:56:19 pm »

Does it cost move points to challenge a rampaging enemy to battle?  Or can you just stand in an adjacent space and yell "Fight me"?

Just yell "Fight me". Those orcs will come and try to beat you down.

popsofctown

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Re: Mage Knight I "The Adventure begins" (Day 1, Turn 1, Jorbles' turn)
« Reply #103 on: March 12, 2013, 05:04:55 pm »

When you level up to an even level do you get a random skill?
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Qvist

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Re: Mage Knight I "The Adventure begins" (Day 1, Turn 1, Jorbles' turn)
« Reply #104 on: March 12, 2013, 05:06:11 pm »

You draw 2 skills and choose 1.

Edit: Later you can choose between those 2 skills or one of the previous discarded ones (from the other players). But then you have to take the Advanced Action card in the lowest position.
« Last Edit: March 12, 2013, 05:08:46 pm by Qvist »
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Watno

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Re: Mage Knight I "The Adventure begins" (Day 1, Turn 1, Jorbles' turn)
« Reply #105 on: March 12, 2013, 05:06:55 pm »

You only get Skills on odd levels. If you do, you can either take on from the common skill pool (which doesn't exist yet), or pick one of 2 random skills of your own. The other goes to the Skill Pool.
I think so at least.
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popsofctown

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Re: Mage Knight I "The Adventure begins" (Day 1, Turn 1, Jorbles' turn)
« Reply #106 on: March 12, 2013, 05:08:41 pm »

And the skills each have an equal chance of appearing?
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Qvist

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Re: Mage Knight I "The Adventure begins" (Day 1, Turn 1, Jorbles' turn)
« Reply #107 on: March 12, 2013, 05:09:09 pm »

And the skills each have an equal chance of appearing?

Yes.

Ozle

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Re: Mage Knight I "The Adventure begins" (Day 1, Turn 1, Jorbles' turn)
« Reply #108 on: March 12, 2013, 06:03:29 pm »

I invade France
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Try the Ozle Google Map Challenge!
http://forum.dominionstrategy.com/index.php?topic=7466.0

Sullying players Enjoyment of Innovation since 2013 Apparently!

Qvist

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popsofctown

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Re: Mage Knight I "The Adventure begins" (Day 1, Turn 1, Jorbles' turn)
« Reply #110 on: March 12, 2013, 06:18:58 pm »

I selected the option for "notify me about this topic", but nothing happened when Ozle invade France.  Does the forum not consider him a threat?
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Jorbles

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Re: Mage Knight I "The Adventure begins" (Day 1, Turn 1, Jorbles' turn)
« Reply #111 on: March 12, 2013, 06:19:33 pm »

Mostly harmless.
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popsofctown

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Re: Mage Knight I "The Adventure begins" (Day 1, Turn 1, Jorbles' turn)
« Reply #112 on: March 12, 2013, 06:51:13 pm »

Qvist, please change the thread title so theorel knows to adjust his turn as necessary.
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Jorbles

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Re: Mage Knight I "The Adventure begins" (Day 1, Turn 1, theorel's turn)
« Reply #113 on: March 12, 2013, 07:00:55 pm »

Or maybe if it's too much work to keep on top of just take whose turn it is out of the main title? That way we'll all keep checking to see if it's our turn, and there won't be the danger of one of us thinking it's still someone else's turn when it's actually our own.
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popsofctown

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Re: Mage Knight I "The Adventure begins" (Day 1, Turn 1, theorel's turn)
« Reply #114 on: March 12, 2013, 07:01:22 pm »

Or maybe if it's too much work to keep on top of just take whose turn it is out of the main title? That way we'll all keep checking to see if it's our turn, and there won't be the danger of one of us thinking it's still someone else's turn when it's actually our own.
Upvote
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Qvist

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Re: Mage Knight I "The Adventure begins" (Day 1, Turn 1, theorel's turn)
« Reply #115 on: March 12, 2013, 07:06:24 pm »

Or maybe if it's too much work to keep on top of just take whose turn it is out of the main title? That way we'll all keep checking to see if it's our turn, and there won't be the danger of one of us thinking it's still someone else's turn when it's actually our own.
It's not too much work, I just forgot it.

theorel

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Re: Mage Knight I "The Adventure begins" (Day 1, Turn 1, theorel's turn)
« Reply #116 on: March 12, 2013, 08:03:50 pm »

Sorry, I knew I forgot something...
End of Turn
Rolled 1d6 : 6, total 6

To replace the green mana die.
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theorel

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Re: Mage Knight I "The Adventure begins" (Day 1, Turn 1, theorel's turn)
« Reply #117 on: March 12, 2013, 08:04:05 pm »

Wow, more black mana.  This game hates us...
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Qvist

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Re: Mage Knight I "The Adventure begins" (Day 1, Turn 1, Jorbles' turn)
« Reply #118 on: March 12, 2013, 08:06:34 pm »

Okay, I'm going to play:
empowered March.
Swiftness

To get to the village in the south.
I did not draw the cards that I wanted.

Just to be clear. This will leave you with 5 cards still in hand. So you won't draw any new cards next turn unless you discard some of your cards.
You know that you may still interact in the village in this turn, right?

You didn't answer this. Are you sure this is your final move?

theorel

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Re: Mage Knight I "The Adventure begins" (Day 1, Turn 1, theorel's turn)
« Reply #119 on: March 12, 2013, 08:07:31 pm »

Yep...I should have taken a different Tactic.  But that was a really terrible card draw for what I wanted.
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theorel

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Re: Mage Knight I "The Adventure begins" (Day 1, Turn 1, theorel's turn)
« Reply #120 on: March 12, 2013, 08:08:27 pm »

Oh, I can just discard right...I discard a Rage.
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Qvist

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Re: Mage Knight I "The Adventure begins" (Day 1, Turn 1, theorel's turn)
« Reply #121 on: March 12, 2013, 08:09:24 pm »

Yes, you should discard at the end of your turn. Ok, processing things now.

Qvist

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Re: Mage Knight I "The Adventure begins" (Day 1, Turn 1, Jorbles' turn)
« Reply #122 on: March 12, 2013, 08:13:52 pm »

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

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

Advanced Actions:
Intimidate   Influence 4 or Attack 3. Get Reputation -1 at the end of your turn. /// Influence 8 or Attack 7. Get Reputation -2 at the end of your turn.
Heroic Tale Influence 3. For each Unit you recruited this turn, Reputation +1 at the end of your turn. /// Influence 6. For each Unit you recruited this turn, Fame +1 and Reputation +1 at the end of your turn.
Regeneration Heal 1. Ready a Level I or II Unit you control. /// Heal 2. Ready a Level I, II or III Unit you control.

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.
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.
Fireball / Firestorm Ranged Fire Attack 5 /// Take a Wound. Siege Fire Attack 8                           

Units:
Peasants Cost 4 / Level 1 / Armour 3 / Recruitable in   Village / Attack or Block 2 /// Influence 2 /// Move 2
Northern Monks Cost 7 / Level 2 / Armour 4 / Recruitable in Monastery / Attack or Block 3 /// Ice Attack or Ice Block 4   
Utem Crossbowmen Cost 6 / Level 2 / Armour 4 / Recruitable in Village or Keep / Attack or Block 3 /// Ranged Attack 2
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
Guardian Golems Cost 7 / Level 2 / Armour 3 / Recruitable in Keep or Mage Tower / Attack or Block 2 /// Fire Block 4 /// Ice Block 4   

Mana Source:
Black / Black / White / White / Red / Black

Map:


Goldyx (Jorbles):
Level 0 / Armour 2 / Hand Limit 5 / Piles (Draw/Hand/Discard): 8/5/3 / 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: White
No Skills
No Units

Arythea (Watno): 0
Level 0 / Armour 2 / Hand Limit 5 / Piles (Draw/Hand/Discard): 8/6/2 / 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.                                       
Crystals: None
No Skills
No Units

Norowas (theorel):
Level 0 / Armour 2 / Hand Limit 5 / Piles (Draw/Hand/Discard): 8/5/3 / Tactics: 5 - Great Start: You may immediately draw 2 cards.                                       
Crystals: None
No Skills
No Units

Tovak (pops): 0
Level 0 / Armour 2 / Hand Limit 5 / Piles (Draw/Hand/Discard): 11/5/0 / 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: None
No Skills
No Units
« Last Edit: March 12, 2013, 08:19:38 pm by Qvist »
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Qvist

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Re: Mage Knight I "The Adventure begins" (Day 1, Turn 1, pops' turn)
« Reply #123 on: March 12, 2013, 08:15:50 pm »

pops plays Swiftness, sideways Promise, and sideways Crystallize to walk next to the rampaging/roaming orc riding a wolf.  Challenge it to fight, taking the wounds without trying to block, then killing it with an empowered rage, using the red mana available in the source.

He therefore takes 2 Wounds to hand and levels up. Give me a sec.
« Last Edit: March 12, 2013, 08:16:56 pm by Qvist »
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Qvist

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Re: Mage Knight I "The Adventure begins" (Day 1, Turn 1, pops' turn)
« Reply #124 on: March 12, 2013, 08:27:02 pm »

pops draws

Double Move Once a turn: Move 2 (during the Day), or Move 1 (during the 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 blue mana token. You cannot use another motivation skill until the end of your next turn.

Which skill do you want and which Advanced Action do you want?

Re-roll the dice, so that I can update and Jorbles can already make his next turn.
Rolled 1d6 : 3, total 3

Qvist

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Re: Mage Knight I "The Adventure begins" (Day 1, Turn 1, Jorbles' turn)
« Reply #125 on: March 12, 2013, 08:30:01 pm »

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

Fame: Goldyx: 0 / Norowas: 0 / Tovak: 3 / Arythea: 0
Influence: Goldyx: 0 / Norowas: 0 / Tovak: 0 / Arythea: 0

Advanced Actions:
Intimidate   Influence 4 or Attack 3. Get Reputation -1 at the end of your turn. /// Influence 8 or Attack 7. Get Reputation -2 at the end of your turn.
Heroic Tale Influence 3. For each Unit you recruited this turn, Reputation +1 at the end of your turn. /// Influence 6. For each Unit you recruited this turn, Fame +1 and Reputation +1 at the end of your turn.
Regeneration Heal 1. Ready a Level I or II Unit you control. /// Heal 2. Ready a Level I, II or III Unit you control.

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.
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.
Fireball / Firestorm Ranged Fire Attack 5 /// Take a Wound. Siege Fire Attack 8                           

Units:
Peasants Cost 4 / Level 1 / Armour 3 / Recruitable in   Village / Attack or Block 2 /// Influence 2 /// Move 2
Northern Monks Cost 7 / Level 2 / Armour 4 / Recruitable in Monastery / Attack or Block 3 /// Ice Attack or Ice Block 4   
Utem Crossbowmen Cost 6 / Level 2 / Armour 4 / Recruitable in Village or Keep / Attack or Block 3 /// Ranged Attack 2
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
Guardian Golems Cost 7 / Level 2 / Armour 3 / Recruitable in Keep or Mage Tower / Attack or Block 2 /// Fire Block 4 /// Ice Block 4   

Mana Source:
Black / Black / White / White / Red / Black

Map:


Goldyx (Jorbles):
Level 0 / Armour 2 / Hand Limit 5 / Piles (Draw/Hand/Discard): 8/5/3 / 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: White
Skills: None
No Units

Arythea (Watno): 0
Level 0 / Armour 2 / Hand Limit 5 / Piles (Draw/Hand/Discard): 8/6/2 / 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.                                       
Crystals: None
Skills: None
No Units

Norowas (theorel):
Level 0 / Armour 2 / Hand Limit 5 / Piles (Draw/Hand/Discard): 8/5/3 / Tactics: 5 - Great Start: You may immediately draw 2 cards.                                       
Crystals: None
Skills: None
No Units

Tovak (pops): 0
Level 1 / Armour 2 / Hand Limit 5 / Piles (Draw/Hand/Discard): 10/5/4 / 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: None
Skills: pending
No Units
« Last Edit: March 12, 2013, 08:32:46 pm by Qvist »
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Jorbles

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Re: Mage Knight I "The Adventure begins" (Day 1, Turn 2, Jorbles' turn)
« Reply #126 on: March 12, 2013, 09:09:31 pm »

Realized I probably should have gained a Green crystal last turn instead of a white one, since I couldn't make it to the mine. Oh well though.

Spend March (move: 2) and Determination (sideways)
Move to Green Crystal Mine

Feel unsatisfied with my options.

End turn
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Re: Mage Knight I "The Adventure begins" (Day 1, Turn 2, Jorbles' turn)
« Reply #127 on: March 12, 2013, 09:31:43 pm »

Play Promise powered with white die from Source: Influence 4
Recruit Peasants


Reroll die:
Rolled 1d6 : 4, total 4
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Jorbles

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Re: Mage Knight I "The Adventure begins" (Day 1, Turn 2, Jorbles' turn)
« Reply #128 on: March 12, 2013, 09:32:33 pm »

Not black for once!
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Re: Mage Knight I "The Adventure begins" (Day 1, Turn 2, Jorbles' turn)
« Reply #129 on: March 12, 2013, 09:33:26 pm »

End of Turn
Die comes up green.
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Re: Mage Knight I "The Adventure begins" (Day 1, Turn 2, Jorbles' turn)
« Reply #130 on: March 12, 2013, 09:46:32 pm »

Ok it turns out I do have a moment here..
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popsofctown

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Re: Mage Knight I "The Adventure begins" (Day 1, Turn 2, Jorbles' turn)
« Reply #131 on: March 12, 2013, 09:47:45 pm »

I want Heroic Tale and Double Move
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Re: Mage Knight I "The Adventure begins" (Day 1, Turn 1, Jorbles' turn)
« Reply #132 on: March 12, 2013, 10:08:51 pm »

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

Fame: Goldyx: 0 / Norowas: 0 / Tovak: 3 / Arythea: 0
Influence: Goldyx: 0 / Norowas: 0 / Tovak: 0 / Arythea: 0

Advanced Actions:
Pure Magic When you play this, pay a mana. If you paid Green, Move 4. If you paid White, Influence 4. If you paid Blue, Block 4. If you paid Red, Attack 4. /// When you play this, pay a mana. If you paid Green, Move 7. If you paid White, Influence 7. If you paid Blue, Block 7. If you paid Red, Attack 7.
Intimidate   Influence 4 or Attack 3. Get Reputation -1 at the end of your turn. /// Influence 8 or Attack 7. Get Reputation -2 at the end of your turn.
Regeneration Heal 1. Ready a Level I or II Unit you control. /// Heal 2. Ready a Level I, II or III Unit you control.

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.
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.
Fireball / Firestorm Ranged Fire Attack 5 /// Take a Wound. Siege Fire Attack 8                           

Units:
Peasants Cost 4 / Level 1 / Armour 3 / Recruitable in   Village / Attack or Block 2 /// Influence 2 /// Move 2
Northern Monks Cost 7 / Level 2 / Armour 4 / Recruitable in Monastery / Attack or Block 3 /// Ice Attack or Ice Block 4   
Utem Crossbowmen Cost 6 / Level 2 / Armour 4 / Recruitable in Village or Keep / Attack or Block 3 /// Ranged Attack 2
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
Guardian Golems Cost 7 / Level 2 / Armour 3 / Recruitable in Keep or Mage Tower / Attack or Block 2 /// Fire Block 4 /// Ice Block 4   

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.
                                                            
Mana Source:
Black / Black / White / White / Red / Black

Map:


Goldyx (Jorbles):
Level 0 / Armour 2 / Hand Limit 5 / Piles (Draw/Hand/Discard): 6/5/5 / 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: White
Skills: None
No Units

Arythea (Watno):
Level 0 / Armour 2 / Hand Limit 5 / Piles (Draw/Hand/Discard): 8/6/2 / 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.                                       
Crystals: None
Skills: None
No Units

Norowas (theorel):
Level 0 / Armour 2 / Hand Limit 5 / Piles (Draw/Hand/Discard): 8/5/3 / Tactics: 5 - Great Start: You may immediately draw 2 cards.                                       
Crystals: None
Skills: None
No Units

Tovak (pops):
Level 1 / Armour 2 / Hand Limit 5 / Piles (Draw/Hand/Discard): 10/5/4 / 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: None
Skills: Double Move Once a turn: Move 2 (during the Day), or Move 1 (during the Night)                                                            
No Units

Qvist

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Re: Mage Knight I "The Adventure begins" (Day 1, Turn 2, Watno's turn)
« Reply #133 on: March 12, 2013, 10:17:00 pm »

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

Fame: Goldyx: 0 / Norowas: 0 / Tovak: 3 / Arythea: 0
Influence: Goldyx: 0 / Norowas: 0 / Tovak: 0 / Arythea: 0

Advanced Actions:
Pure Magic When you play this, pay a mana. If you paid Green, Move 4. If you paid White, Influence 4. If you paid Blue, Block 4. If you paid Red, Attack 4. /// When you play this, pay a mana. If you paid Green, Move 7. If you paid White, Influence 7. If you paid Blue, Block 7. If you paid Red, Attack 7.
Intimidate   Influence 4 or Attack 3. Get Reputation -1 at the end of your turn. /// Influence 8 or Attack 7. Get Reputation -2 at the end of your turn.
Regeneration Heal 1. Ready a Level I or II Unit you control. /// Heal 2. Ready a Level I, II or III Unit you control.

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.
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.
Fireball / Firestorm Ranged Fire Attack 5 /// Take a Wound. Siege Fire Attack 8                           

Units:
empty
Northern Monks Cost 7 / Level 2 / Armour 4 / Recruitable in Monastery / Attack or Block 3 /// Ice Attack or Ice Block 4   
Utem Crossbowmen Cost 6 / Level 2 / Armour 4 / Recruitable in Village or Keep / Attack or Block 3 /// Ranged Attack 2
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
Guardian Golems Cost 7 / Level 2 / Armour 3 / Recruitable in Keep or Mage Tower / Attack or Block 2 /// Fire Block 4 /// Ice Block 4   

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

Map:


Goldyx (Jorbles):
Level 0 / Armour 2 / Hand Limit 5 / Piles (Draw/Hand/Discard): 6/5/5 / 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: White, Green
Skills: None
No Units

Arythea (Watno):
Level 0 / Armour 2 / Hand Limit 5 / Piles (Draw/Hand/Discard): 7/6/3 / 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.                                       
Crystals: None
Skills: None
Units: Peasants Cost 4 / Level 1 / Armour 3 / Attack or Block 2 /// Influence 2 /// Move 2

Norowas (theorel):
Level 0 / Armour 2 / Hand Limit 5 / Piles (Draw/Hand/Discard): 8/5/3 / Tactics: 5 - Great Start: You may immediately draw 2 cards.                                       
Crystals: None
Skills: None
No Units

Tovak (pops):
Level 1 / Armour 2 / Hand Limit 5 / Piles (Draw/Hand/Discard): 10/5/4 / 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: None
Skills: Double Move Once a turn: Move 2 (during the Day), or Move 1 (during the Night)                                                            
No Units

Watno

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Re: Mage Knight I "The Adventure begins" (Day 1, Turn 2, theorel's turn)
« Reply #134 on: March 12, 2013, 10:34:04 pm »

I think something is wrong with pops' cards. He shouldn't have a total if 19, should he?
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Qvist

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Re: Mage Knight I "The Adventure begins" (Day 1, Turn 2, theorel's turn)
« Reply #135 on: March 13, 2013, 04:14:40 am »

I think something is wrong with pops' cards. He shouldn't have a total if 19, should he?

He gained 2 Wounds in hand and an Advanced Action through Leveling Up, it's correct.

theorel

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Re: Mage Knight I "The Adventure begins" (Day 1, Turn 2, theorel's turn)
« Reply #136 on: March 13, 2013, 07:23:31 am »

Okay, I'm going to:
Use Concentration to gain a Red Mana Token
Empower Noble Manners with White Mana from source (Influence 4, +1 Fame, +1 Rep)
Play Improvisation sideways for Influence 1
Recruit Foresters
End of Turn

Rolled 1d6 : 3, total 3

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theorel

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Re: Mage Knight I "The Adventure begins" (Day 1, Turn 2, theorel's turn)
« Reply #137 on: March 13, 2013, 07:23:59 am »

Return the Red mana to the source.
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theorel

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Re: Mage Knight I "The Adventure begins" (Day 1, Turn 2, theorel's turn)
« Reply #138 on: March 13, 2013, 07:26:37 am »

Wait, I lose the mana token at the end of turn, not round...so I don't play Concentration.
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Qvist

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Re: Mage Knight I "The Adventure begins" (Day 1, Turn 2, theorel's turn)
« Reply #139 on: March 13, 2013, 07:33:40 am »

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

Fame: Goldyx: 0 / Norowas: 1 / Tovak: 3 / Arythea: 0
Influence: Goldyx: 0 / Norowas: 0 / Tovak: 0 / Arythea: 0

Advanced Actions:
Pure Magic When you play this, pay a mana. If you paid Green, Move 4. If you paid White, Influence 4. If you paid Blue, Block 4. If you paid Red, Attack 4. /// When you play this, pay a mana. If you paid Green, Move 7. If you paid White, Influence 7. If you paid Blue, Block 7. If you paid Red, Attack 7.
Intimidate   Influence 4 or Attack 3. Get Reputation -1 at the end of your turn. /// Influence 8 or Attack 7. Get Reputation -2 at the end of your turn.
Regeneration Heal 1. Ready a Level I or II Unit you control. /// Heal 2. Ready a Level I, II or III Unit you control.

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.
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.
Fireball / Firestorm Ranged Fire Attack 5 /// Take a Wound. Siege Fire Attack 8                           

Units:
empty
Northern Monks Cost 7 / Level 2 / Armour 4 / Recruitable in Monastery / Attack or Block 3 /// Ice Attack or Ice Block 4   
Utem Crossbowmen Cost 6 / Level 2 / Armour 4 / Recruitable in Village or Keep / Attack or Block 3 /// Ranged Attack 2
empty
Guardian Golems Cost 7 / Level 2 / Armour 3 / Recruitable in Keep or Mage Tower / Attack or Block 2 /// Fire Block 4 /// Ice Block 4   

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.
                                                            
Mana Source:
Black / Black / Red / Green / Red / Black

Map:


Goldyx (Jorbles):
Level 0 / Armour 2 / Hand Limit 5 / Piles (Draw/Hand/Discard): 6/5/5 / 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: White, Green
Skills: None
Units (0/1): None

Arythea (Watno):
Level 0 / Armour 2 / Hand Limit 5 / Piles (Draw/Hand/Discard): 7/6/3 / 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.                                       
Crystals: None
Skills: None
Units (1/1): Peasants Cost 4 / Level 1 / Armour 3 / Attack or Block 2 /// Influence 2 /// Move 2

Norowas (theorel):
Level 0 / Armour 2 / Hand Limit 5 / Piles (Draw/Hand/Discard): 6/5/5 / Tactics: 5 - Great Start: You may immediately draw 2 cards.                                       
Crystals: None
Skills: None
Units (1/1): 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

Tovak (pops):
Level 1 / Armour 2 / Hand Limit 5 / Piles (Draw/Hand/Discard): 10/5/4 / 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: None
Skills: Double Move Once a turn: Move 2 (during the Day), or Move 1 (during the Night)                                                            
Units (0/1): None

popsofctown

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Re: Mage Knight I "The Adventure begins" (Day 1, Turn 2, pops' turn)
« Reply #140 on: March 13, 2013, 11:36:22 am »

I use Green mana from the source to power March, and then use Double Move and play a Concentration sideways all for movement points.  I move to the Crystal Mine to the south and end my turn there.
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popsofctown

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Re: Mage Knight I "The Adventure begins" (Day 1, Turn 2, pops' turn)
« Reply #141 on: March 13, 2013, 11:36:45 am »

End my turn
Rolled 1d6 : 3, total 3
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popsofctown

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Re: Mage Knight I "The Adventure begins" (Day 1, Turn 2, pops' turn)
« Reply #142 on: March 13, 2013, 11:37:58 am »

Wait, if that gives me enough left over movement point to explore, then I want to look and reveal the area to the southeast.
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Watno

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Re: Mage Knight I "The Adventure begins" (Day 1, Turn 2, pops' turn)
« Reply #143 on: March 13, 2013, 11:42:22 am »

I think you're one movement point short of exploring, but you could have kept your Concentration.
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Qvist

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Re: Mage Knight I "The Adventure begins" (Day 1, Turn 2, pops' turn)
« Reply #144 on: March 13, 2013, 11:52:21 am »

I think you're one movement point short of exploring, but you could have kept your Concentration.

This. Would you like to play another card sideways to explore or do you want to keep Concentration?

popsofctown

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Re: Mage Knight I "The Adventure begins" (Day 1, Turn 2, pops' turn)
« Reply #145 on: March 13, 2013, 05:02:19 pm »

I said what I meant and meant what I said, if I can't afford to explore, then I don't want to.
Playing Concentration was another way of discarding it, I don't want it in my hand.
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popsofctown

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Re: Mage Knight I "The Adventure begins" (Day 1, Turn 2, pops' turn)
« Reply #146 on: March 13, 2013, 05:06:43 pm »

The idea behind doing that was to make sure I definitely had enough move points to at least get to the mine to keep the game moving, but now instead the game has been held up because my play looked weird >_<.

I didn't realize the mine is on a hill. 


It would have been sketchy to let me have a takeback after rolling the mana die anyway (although, again, I wouldn't have chosen any differently). I already had some new information from rolling Red
« Last Edit: March 13, 2013, 05:12:31 pm by popsofctown »
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Jorbles

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Re: Mage Knight I "The Adventure begins" (Day 1, Turn 2, pops' turn)
« Reply #147 on: March 13, 2013, 05:44:25 pm »

Here's my turn. It's complicated so I'm not going to end my turn immediately in case I made a mistake or misinterpreted the rules.

Use Green Crystal to play Will Focus gain a Green Crystal and play Stamina at the stronger value for +7 movement.
Spend 6 Move to get to the Magic Glade provoking the Diggers to come attack me there.
Eat the damage (2 wounds).
Use Red Mana Die to play Rage for Attack 4 killing Diggers

+2 fame, +1 reputation, +2 wounds.
Heal a wound for being on a magic glade.
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popsofctown

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Re: Mage Knight I "The Adventure begins" (Day 1, Turn 2, pops' turn)
« Reply #148 on: March 13, 2013, 05:58:40 pm »

I think you don't gain a Green Crystal when you use the powerful half of Will Focus.  But other than that your turn looks legal.
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popsofctown

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Re: Mage Knight I "The Adventure begins" (Day 1, Turn 2, pops' turn)
« Reply #149 on: March 13, 2013, 06:00:00 pm »

"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."

The green crystal gain belongs to the weak version of the action.  You can't get both.
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Jorbles

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Re: Mage Knight I "The Adventure begins" (Day 1, Turn 2, pops' turn)
« Reply #150 on: March 13, 2013, 06:01:09 pm »

Ohh, that makes sense actually. I wasn't sure whether "When you play this,..." meant to do both things on the card or whether it meant just do the bonus. I can live without the extra crystal.
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Qvist

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Re: Mage Knight I "The Adventure begins" (Day 1, Turn 2, pops' turn)
« Reply #151 on: March 13, 2013, 06:20:28 pm »

I said what I meant and meant what I said, if I can't afford to explore, then I don't want to.
Playing Concentration was another way of discarding it, I don't want it in my hand.

The idea behind doing that was to make sure I definitely had enough move points to at least get to the mine to keep the game moving, but now instead the game has been held up because my play looked weird >_<.

I didn't realize the mine is on a hill. 


It would have been sketchy to let me have a takeback after rolling the mana die anyway (although, again, I wouldn't have chosen any differently). I already had some new information from rolling Red

Sorry. I like to double check because this is no easy game and it's hard to miss things. And I don't think anyone would have had any objections if you changed your move slightly. The only new knowledge is the mana dice re-roll. (and btw. if you had wished to explore you just could have powered Concentration instead of March to get the required movement).

I am processing now.

popsofctown

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Re: Mage Knight I "The Adventure begins" (Day 1, Turn 2, pops' turn)
« Reply #152 on: March 13, 2013, 06:25:09 pm »

Quote
(and btw. if you had wished to explore you just could have powered Concentration instead of March to get the required movement).
Shitoki mushrooms.  Yeah, my neural pathways snaked around that somehow amongst all the options I was considering.  Player error.
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Qvist

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Re: Mage Knight I "The Adventure begins" (Day 1, Turn 2, pops' turn)
« Reply #153 on: March 13, 2013, 06:28:11 pm »

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

Fame: Goldyx: 0 / Norowas: 1 / Tovak: 3 / Arythea: 0
Influence: Goldyx: 0 / Norowas: 0 / Tovak: 0 / Arythea: 0

Advanced Actions:
Pure Magic When you play this, pay a mana. If you paid Green, Move 4. If you paid White, Influence 4. If you paid Blue, Block 4. If you paid Red, Attack 4. /// When you play this, pay a mana. If you paid Green, Move 7. If you paid White, Influence 7. If you paid Blue, Block 7. If you paid Red, Attack 7.
Intimidate   Influence 4 or Attack 3. Get Reputation -1 at the end of your turn. /// Influence 8 or Attack 7. Get Reputation -2 at the end of your turn.
Regeneration Heal 1. Ready a Level I or II Unit you control. /// Heal 2. Ready a Level I, II or III Unit you control.

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.
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.
Fireball / Firestorm Ranged Fire Attack 5 /// Take a Wound. Siege Fire Attack 8                           

Units:
empty
Northern Monks Cost 7 / Level 2 / Armour 4 / Recruitable in Monastery / Attack or Block 3 /// Ice Attack or Ice Block 4   
Utem Crossbowmen Cost 6 / Level 2 / Armour 4 / Recruitable in Village or Keep / Attack or Block 3 /// Ranged Attack 2
empty
Guardian Golems Cost 7 / Level 2 / Armour 3 / Recruitable in Keep or Mage Tower / Attack or Block 2 /// Fire Block 4 /// Ice Block 4   

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.
                                                            
Mana Source:
Black / Black / Red / Red / Red / Black

Map:


Goldyx (Jorbles):
Level 0 / Armour 2 / Hand Limit 5 / Piles (Draw/Hand/Discard): 6/5/5 / 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: White, Green
Skills: None
Units (0/1): None

Arythea (Watno):
Level 0 / Armour 2 / Hand Limit 5 / Piles (Draw/Hand/Discard): 7/6/3 / 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.                                       
Crystals: None
Skills: None
Units (1/1): Peasants Cost 4 / Level 1 / Armour 3 / Attack or Block 2 /// Influence 2 /// Move 2

Norowas (theorel):
Level 0 / Armour 2 / Hand Limit 5 / Piles (Draw/Hand/Discard): 6/5/5 / Tactics: 5 - Great Start: You may immediately draw 2 cards.                                       
Crystals: None
Skills: None
Units (1/1): 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

Tovak (pops):
Level 1 / Armour 2 / Hand Limit 5 / Piles (Draw/Hand/Discard): 8/5/6 / 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: White
Skills: Double Move Once a turn: Move 2 (during the Day), or Move 1 (during the Night)                                                            
Units (0/1): None

Qvist

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Re: Mage Knight I "The Adventure begins" (Day 1, Turn 2, pops' turn)
« Reply #154 on: March 13, 2013, 06:32:40 pm »

Here's my turn. It's complicated so I'm not going to end my turn immediately in case I made a mistake or misinterpreted the rules.

Use Green Crystal to play Will Focus gain a Green Crystal and play Stamina at the stronger value for +7 movement.
Spend 6 Move to get to the Magic Glade provoking the Diggers to come attack me there.
Eat the damage (2 wounds).
Use Red Mana Die to play Rage for Attack 4 killing Diggers

+2 fame, +1 reputation, +2 wounds.
Heal a wound for being on a magic glade.

Beside that you not get the green Crystal (as already pointed out), this seems fine. End of turn?

popsofctown

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 3, Jorbles' turn)
« Reply #155 on: March 13, 2013, 06:36:09 pm »

This game is awesome so far.
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Jorbles

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 3, Jorbles' turn)
« Reply #156 on: March 13, 2013, 06:47:06 pm »

Roll to replace mana die:
Rolled 1d6 : 6, total 6


End of turn
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Watno

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 3, Jorbles' turn)
« Reply #157 on: March 13, 2013, 06:47:40 pm »

You serious?
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Jorbles

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 3, Jorbles' turn)
« Reply #158 on: March 13, 2013, 06:48:03 pm »

I apparently only like rolling bad things.
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Watno

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 3, Jorbles' turn)
« Reply #159 on: March 13, 2013, 06:48:59 pm »

I pillage that Village
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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 3, Jorbles' turn)
« Reply #160 on: March 13, 2013, 06:49:47 pm »

I've never seen so many black dice so early, I think. Wow. Processing now.

popsofctown

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 3, Jorbles' turn)
« Reply #161 on: March 13, 2013, 06:50:13 pm »

I apparently only like rolling bad things.
SNORLAX used Sleep Talk!
SNORLAX used Rest!
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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 3, Jorbles' turn)
« Reply #162 on: March 13, 2013, 06:52:18 pm »

I apparently only like rolling bad things.
SNORLAX used Sleep Talk!
SNORLAX used Rest!

Zzzzzzzzzzzzzzzzzzzzzzzzzz!
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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 3, Jorbles' turn)
« Reply #163 on: March 13, 2013, 06:52:53 pm »

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

Fame: Goldyx: 2 / Norowas: 1 / Tovak: 3 / Arythea: 0
Influence: Goldyx: 0 / Norowas: 0 / Tovak: 0 / Arythea: 0

Advanced Actions:
Pure Magic When you play this, pay a mana. If you paid Green, Move 4. If you paid White, Influence 4. If you paid Blue, Block 4. If you paid Red, Attack 4. /// When you play this, pay a mana. If you paid Green, Move 7. If you paid White, Influence 7. If you paid Blue, Block 7. If you paid Red, Attack 7.
Intimidate   Influence 4 or Attack 3. Get Reputation -1 at the end of your turn. /// Influence 8 or Attack 7. Get Reputation -2 at the end of your turn.
Regeneration Heal 1. Ready a Level I or II Unit you control. /// Heal 2. Ready a Level I, II or III Unit you control.

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.
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.
Fireball / Firestorm Ranged Fire Attack 5 /// Take a Wound. Siege Fire Attack 8                           

Units:
empty
Northern Monks Cost 7 / Level 2 / Armour 4 / Recruitable in Monastery / Attack or Block 3 /// Ice Attack or Ice Block 4   
Utem Crossbowmen Cost 6 / Level 2 / Armour 4 / Recruitable in Village or Keep / Attack or Block 3 /// Ranged Attack 2
empty
Guardian Golems Cost 7 / Level 2 / Armour 3 / Recruitable in Keep or Mage Tower / Attack or Block 2 /// Fire Block 4 /// Ice Block 4   

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.
                                                            
Mana Source:
Black / Black / Black / Red / Red / Black

Map:


Goldyx (Jorbles):
Level 0 / Armour 2 / Hand Limit 5 / Piles (Draw/Hand/Discard): 4/5/8 / 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: White
Skills: None
Units (0/1): None

Arythea (Watno):
Level 0 / Armour 2 / Hand Limit 5 / Piles (Draw/Hand/Discard): 7/6/3 / 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.                                       
Crystals: None
Skills: None
Units (1/1): Peasants Cost 4 / Level 1 / Armour 3 / Attack or Block 2 /// Influence 2 /// Move 2

Norowas (theorel):
Level 0 / Armour 2 / Hand Limit 5 / Piles (Draw/Hand/Discard): 6/5/5 / Tactics: 5 - Great Start: You may immediately draw 2 cards.                                       
Crystals: None
Skills: None
Units (1/1): 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

Tovak (pops):
Level 1 / Armour 2 / Hand Limit 5 / Piles (Draw/Hand/Discard): 8/5/6 / 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: White
Skills: Double Move Once a turn: Move 2 (during the Day), or Move 1 (during the Night)                                                            
Units (0/1): None

Watno

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 3, Jorbles' turn)
« Reply #164 on: March 13, 2013, 06:58:44 pm »

Play Swiftness to move to Anient Ruins
(I'd like to know what's in that Mage Tower.)
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Qvist

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 3, Jorbles' turn)
« Reply #165 on: March 13, 2013, 07:01:18 pm »

Play Swiftness to move to Anient Ruins
(I'd like to know what's in that Mage Tower.)

This would cause you to fight a green and a brown enemy.

popsofctown

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 3, Jorbles' turn)
« Reply #166 on: March 13, 2013, 07:05:06 pm »

What?  I thought that's an adventure site, and therefore optional.
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Watno

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 3, Jorbles' turn)
« Reply #167 on: March 13, 2013, 07:05:33 pm »

According to my reading of the ruls, entering the ruins is optional, isn't it?
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Qvist

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 3, Jorbles' turn)
« Reply #168 on: March 13, 2013, 07:05:43 pm »

What?  I thought that's an adventure site, and therefore optional.

Let me check this. Maybe I played this wrong.

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 3, Jorbles' turn)
« Reply #169 on: March 13, 2013, 07:07:27 pm »

Some copypasta:
"Find and read the Ruin
Description card.
Ruins are another
adventure site where you
may move into the space
and choose to ignore
the site or enter it. But
beware, Ruins can contain... well... anything; including the most
challenging adventures that can be found in the land.
When revealed, place a yellow ruins token there. If it is Day, place
the token face up – if it is Night, place it face down. A face down
token does not get revealed until the start of a Day Round, or until
someone moves into the space.
Ruins contain two diƲ erent types of adventure for you to complete:"
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Qvist

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 3, Jorbles' turn)
« Reply #170 on: March 13, 2013, 07:08:46 pm »

What?  I thought that's an adventure site, and therefore optional.

Let me check this. Maybe I played this wrong.

You're right. Nice, another thing learned.

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 3, Jorbles' turn)
« Reply #171 on: March 13, 2013, 07:11:03 pm »

That's the Ice Golems, right?
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popsofctown

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 3, Jorbles' turn)
« Reply #172 on: March 13, 2013, 07:12:12 pm »

Yes
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popsofctown

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 3, Jorbles' turn)
« Reply #173 on: March 13, 2013, 07:13:08 pm »

You should attack immediately.
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Watno

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 3, Jorbles' turn)
« Reply #174 on: March 13, 2013, 07:17:53 pm »

Yeah, figuring out the best way.
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popsofctown

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 3, Jorbles' turn)
« Reply #175 on: March 13, 2013, 07:25:53 pm »

Wait, really?  You must have a really nice hand.

EDIT: Oh, not really.  If he has his Arythea unique card he can do it with ease.
« Last Edit: March 13, 2013, 07:32:04 pm by popsofctown »
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Jorbles

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 3, Jorbles' turn)
« Reply #176 on: March 13, 2013, 07:31:54 pm »

I think he's got 7 cards (8 - Swiftness), plus Peasants, it actually seems pretty reasonable that he could attack it.
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popsofctown

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 3, Jorbles' turn)
« Reply #177 on: March 13, 2013, 07:33:45 pm »

And I felt like such a big shot for taking down a little orc riding a wolf  :'(
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Watno

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 3, Jorbles' turn)
« Reply #178 on: March 13, 2013, 07:34:28 pm »

I think this should work, but probably i missed something.
Play Concentration for a blue mana token.
Play March to move to and assault Mage Tower. (-1 rep)
No ranged combat.
Play Determination powered by blue token to Block.
Play Battle Versatiliy powered by red die from source for Fire Attack 3, use Peasants for Attack 2, killing Ice Golems.
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popsofctown

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 3, Jorbles' turn)
« Reply #179 on: March 13, 2013, 07:38:00 pm »

Ok, so his reputation is really crappy now.  That makes me feel slightly better.
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popsofctown

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 3, Jorbles' turn)
« Reply #180 on: March 13, 2013, 07:39:34 pm »

That all looked about right to my untrained eye.  What spell do you desire?
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Watno

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 3, Jorbles' turn)
« Reply #181 on: March 13, 2013, 07:41:18 pm »

Oh yeah, that Fire Ball looks cool.
Reroll Red power die:
Rolled 1d6 : 3, total 3
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popsofctown

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 3, Jorbles' turn)
« Reply #182 on: March 13, 2013, 07:42:53 pm »

Fireball is a good choice considering the way the dice seem to be loaded..
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Qvist

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 3, Jorbles' turn)
« Reply #183 on: March 13, 2013, 07:43:38 pm »

You level up.

You can choose:

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.
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.

or the skill in the skill offer. Which Advanced Action do you want?

Watno

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 3, Jorbles' turn)
« Reply #184 on: March 13, 2013, 07:45:41 pm »

I'll take Power of Pain and Regeneration.
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popsofctown

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 3, Jorbles' turn)
« Reply #185 on: March 13, 2013, 07:47:58 pm »

Thread title still says Jorbles
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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 3, theorel's turn)
« Reply #186 on: March 13, 2013, 07:58:31 pm »

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

Fame: Goldyx: 2 / Norowas: 1 / Tovak: 3 / Arythea: 5
Influence: Goldyx: 0 / Norowas: 0 / Tovak: 0 / Arythea: -1

Advanced Actions:
Crystal Mastery Gain a crystal to your Inventory of the same color as a crystal you already own. /// Any crystal you spend this turn are returned to your Inventory at the end of the turn.
Pure Magic When you play this, pay a mana. If you paid Green, Move 4. If you paid White, Influence 4. If you paid Blue, Block 4. If you paid Red, Attack 4. /// When you play this, pay a mana. If you paid Green, Move 7. If you paid White, Influence 7. If you paid Blue, Block 7. If you paid Red, Attack 7.
Intimidate   Influence 4 or Attack 3. Get Reputation -1 at the end of your turn. /// Influence 8 or Attack 7. Get Reputation -2 at the end of your turn.

Spells:
Mana Bolt / Mana Thunderbolt When you play this, pay a mana. If you paid blue, Ice Attack 8. If you paid red, Cold Fire Attack 7. If you paid white, Ranged Ice Attack 6. If you paid green, Siege Ice Attack 5. /// When you play this, pay a mana. If you paid blue, Ice Attack 11. If you paid red, Cold Fire Attack 10. If you paid white, Ranged Ice Attack 9. If you paid green, Siege Ice Attack 8.   
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.
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:
empty
Northern Monks Cost 7 / Level 2 / Armour 4 / Recruitable in Monastery / Attack or Block 3 /// Ice Attack or Ice Block 4   
Utem Crossbowmen Cost 6 / Level 2 / Armour 4 / Recruitable in Village or Keep / Attack or Block 3 /// Ranged Attack 2
empty
Guardian Golems Cost 7 / Level 2 / Armour 3 / Recruitable in Keep or Mage Tower / Attack or Block 2 /// Fire Block 4 /// Ice Block 4   

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.
                                                            
Mana Source:
Black / Black / Black / Red / Red / Black

Map:


Goldyx (Jorbles):
Level 0 / Armour 2 / Hand Limit 5 / Piles (Draw/Hand/Discard): 4/5/8 / 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: White
Skills: None
Units (0/1): None

Arythea (Watno):
Level 1 / Armour 2 / Hand Limit 5 / Piles (Draw/Hand/Discard): 4/6/8 / 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.                                       
Crystals: None
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.                                                            
Units (1/1): Peasants (used) Cost 4 / Level 1 / Armour 3 / Attack or Block 2 /// Influence 2 /// Move 2

Norowas (theorel):
Level 0 / Armour 2 / Hand Limit 5 / Piles (Draw/Hand/Discard): 6/5/5 / Tactics: 5 - Great Start: You may immediately draw 2 cards.                                       
Crystals: None
Skills: None
Units (1/1): 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

Tovak (pops):
Level 1 / Armour 2 / Hand Limit 5 / Piles (Draw/Hand/Discard): 8/5/6 / 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: White
Skills: Double Move Once a turn: Move 2 (during the Day), or Move 1 (during the Night)                                                            
Units (0/1): None
« Last Edit: March 13, 2013, 09:07:46 pm by Qvist »
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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 3, Jorbles' turn)
« Reply #187 on: March 13, 2013, 08:00:47 pm »

Thread title still says Jorbles

Sorry, I'm not that fast. A lot happened, so I double checked everything and I didn't have to update the thread title since Jorbles because Watno already sent in his move while I was updating Jorbles's move.

theorel

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 3, theorel's turn)
« Reply #188 on: March 13, 2013, 10:06:05 pm »

Okay, fun times now...I'm pretty sure this should all work:
Play Concentration for a White mana token.
Spend Woodsman for Move 2, reduce all Woods/Hills by 1.
Play Stamina for Move 2.
Use 4 Move to move into/Assault the Keep (-1 Rep).
Pass Ranged/Siege Attack
Take a wound on the woodsman from the Guardsmen
Play Empowered Rage using Source Mana (Attack 4)
Play Empowered Swiftness using White mana token (Ranged Attack 3)
Total attack 7 defeats the guardsmen.

And replacing the mana die yields:
This dice roll may have been tampered with!
Rolled 1d6 : 6, total 6

« Last Edit: March 13, 2013, 10:09:35 pm by theorel »
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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 3, theorel's turn)
« Reply #189 on: March 13, 2013, 10:07:30 pm »

This randomizer is broken...seriously (not seriously).
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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 3, theorel's turn)
« Reply #190 on: March 13, 2013, 10:10:10 pm »

Gah, I called him "defender" and corrected it to guardsmen...stupid "tampered die roll"
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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 3, theorel's turn)
« Reply #191 on: March 14, 2013, 07:31:24 am »

Move seems fine. You level up.

Choose a skill:
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
or one of the skills in the common skill offer.

Choose an Advanced Action.

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 3, theorel's turn)
« Reply #192 on: March 14, 2013, 07:34:51 am »

Alright, I'm going to take:
Leaves in the Wind
and
Crystal Mastery
Because those seem to go together nicely.
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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 3, pops' turn)
« Reply #193 on: March 14, 2013, 07:44:31 am »

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

Fame: Goldyx: 2 / Norowas: 4 / Tovak: 3 / Arythea: 5
Influence: Goldyx: 0 / Norowas: 0 / Tovak: 0 / Arythea: -1

Advanced Actions:
Blood Ritual Take a Wound. Gain a red mana token and a mana token of any color (including non-basic). /// Take a Wound. Gain three mana tokens of any colors (including non-basic).
Pure Magic When you play this, pay a mana. If you paid Green, Move 4. If you paid White, Influence 4. If you paid Blue, Block 4. If you paid Red, Attack 4. /// When you play this, pay a mana. If you paid Green, Move 7. If you paid White, Influence 7. If you paid Blue, Block 7. If you paid Red, Attack 7.
Intimidate   Influence 4 or Attack 3. Get Reputation -1 at the end of your turn. /// Influence 8 or Attack 7. Get Reputation -2 at the end of your turn.

Spells:
Mana Bolt / Mana Thunderbolt When you play this, pay a mana. If you paid blue, Ice Attack 8. If you paid red, Cold Fire Attack 7. If you paid white, Ranged Ice Attack 6. If you paid green, Siege Ice Attack 5. /// When you play this, pay a mana. If you paid blue, Ice Attack 11. If you paid red, Cold Fire Attack 10. If you paid white, Ranged Ice Attack 9. If you paid green, Siege Ice Attack 8.   
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.
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:
empty
Northern Monks Cost 7 / Level 2 / Armour 4 / Recruitable in Monastery / Attack or Block 3 /// Ice Attack or Ice Block 4   
Utem Crossbowmen Cost 6 / Level 2 / Armour 4 / Recruitable in Village or Keep / Attack or Block 3 /// Ranged Attack 2
empty
Guardian Golems Cost 7 / Level 2 / Armour 3 / Recruitable in Keep or Mage Tower / Attack or Block 2 /// Fire Block 4 /// Ice Block 4   

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)
                                                            
Mana Source:
Black / Black / Black / Black / Red / Black

Map:


Goldyx (Jorbles):
Level 0 / Armour 2 / Hand Limit 5 / Piles (Draw/Hand/Discard): 4/5/8 / 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: White
Skills: None
Units (0/1): None

Arythea (Watno):
Level 1 / Armour 2 / Hand Limit 5 / Piles (Draw/Hand/Discard): 4/6/8 / 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.                                       
Crystals: None
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.                                                            
Units (1/1): Peasants (used) Cost 4 / Level 1 / Armour 3 / Attack or Block 2 /// Influence 2 /// Move 2

Norowas (theorel):
Level 1 / Armour 2 / Hand Limit 5 / Piles (Draw/Hand/Discard): 2/6/9 / Tactics: 5 - Great Start: You may immediately draw 2 cards.                                       
Crystals: None
Skills: Leaves in the Wind Once a Round: Flip this to gain one green crystal to your Inventory, and one white mana token or one of the skills in the common skill offer.
Units (1/1): Foresters (used/wounded) 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

Tovak (pops):
Level 1 / Armour 2 / Hand Limit 5 / Piles (Draw/Hand/Discard): 8/5/6 / 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: White
Skills: Double Move Once a turn: Move 2 (during the Day), or Move 1 (during the Night)                                                            
Units (0/1): None
« Last Edit: March 14, 2013, 07:47:08 am by Qvist »
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Qvist

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 3, pops' turn)
« Reply #194 on: March 14, 2013, 07:58:14 am »

Ok, I see now that I got confused with the names and coloring. I used the coloring right. But I just noticed that I somehow switched the heroes from Norowas and Tovak on the map. I now moved Norowas correctly, but Tovak should be on the mine.

So, here the clarification: Norowas is the white character, but has the lighter blue model. Tovak is the blue character, but has the greyish model.
Never got confused before, but now it seems so confusing.  :o

popsofctown

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 3, pops' turn)
« Reply #195 on: March 14, 2013, 09:28:16 am »

The last picture you drew depicts no one on the south mine.  I should be on the south mine.
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Qvist

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 3, pops' turn)
« Reply #196 on: March 14, 2013, 09:29:24 am »

popsofctown

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 3, pops' turn)
« Reply #197 on: March 14, 2013, 09:38:49 am »

Ooooh, this is awesome.

I use my Double Move skill to step into the adjacent Village.  I interact there, getting Influence +1 from my reputation because they know I'm a badass that kills wolf riders. 
Then I use red mana from the source to power Improvisation, discarding a Stamina from my hand to get 5 more influence.
Then I use the white crystal in my pocket to power Heroic Tale, getting six more influence and one Fame and Reputation for each unit I recruit this turn.

That gives me 12 total influence, so I can afford to recruit Utem Crossbowmen and still have enough left over for 2 points of healing.

I end my turn, rolling the red mana die I used.
Rolled 1d6 : 4, total 4
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popsofctown

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 3, pops' turn)
« Reply #198 on: March 14, 2013, 09:44:26 am »

WTF am I reading Leaves in the Wind right?  That seems ridiculously powerful.  Why would you ever take a common skill offer skill over it when you can just use it to gain whatever you wanted?
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Watno

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 3, pops' turn)
« Reply #199 on: March 14, 2013, 09:47:12 am »

You don't get +1 from reputation, you only got to the better 0 space so far.
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WinterSpartan

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 3, pops' turn)
« Reply #200 on: March 14, 2013, 09:48:13 am »

(Lurker interjection) You are not reading Leaves in the Wind right. The "or one of the skills in the common offer" referred to his choices for skill selection. Leaves in the Wind is just a green crystal and a white token (which isn't bad, but isn't nearly as good as "take a skill from the center" would be.)
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popsofctown

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 3, pops' turn)
« Reply #201 on: March 14, 2013, 09:49:23 am »

OHHH, that makes so much sense, thanks Spartan.
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popsofctown

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 3, pops' turn)
« Reply #202 on: March 14, 2013, 09:51:04 am »

Ok, I will only heal 1 then.
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theorel

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 3, pops' turn)
« Reply #203 on: March 14, 2013, 09:56:57 am »

Also, @QVist: whenever you get around to it, I'd like to get my hand...(which 2 cards did I not get?)
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Qvist

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 3, pops' turn)
« Reply #204 on: March 14, 2013, 10:04:17 am »

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

Fame: Goldyx: 2 / Norowas: 4 / Tovak: 4 / Arythea: 5
Influence: Goldyx: 0 / Norowas: 0 / Tovak: 1 / Arythea: -1

Advanced Actions:
Blood Ritual Take a Wound. Gain a red mana token and a mana token of any color (including non-basic). /// Take a Wound. Gain three mana tokens of any colors (including non-basic).
Pure Magic When you play this, pay a mana. If you paid Green, Move 4. If you paid White, Influence 4. If you paid Blue, Block 4. If you paid Red, Attack 4. /// When you play this, pay a mana. If you paid Green, Move 7. If you paid White, Influence 7. If you paid Blue, Block 7. If you paid Red, Attack 7.
Intimidate   Influence 4 or Attack 3. Get Reputation -1 at the end of your turn. /// Influence 8 or Attack 7. Get Reputation -2 at the end of your turn.

Spells:
Mana Bolt / Mana Thunderbolt When you play this, pay a mana. If you paid blue, Ice Attack 8. If you paid red, Cold Fire Attack 7. If you paid white, Ranged Ice Attack 6. If you paid green, Siege Ice Attack 5. /// When you play this, pay a mana. If you paid blue, Ice Attack 11. If you paid red, Cold Fire Attack 10. If you paid white, Ranged Ice Attack 9. If you paid green, Siege Ice Attack 8.   
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.
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:
empty
Northern Monks Cost 7 / Level 2 / Armour 4 / Recruitable in Monastery / Attack or Block 3 /// Ice Attack or Ice Block 4   
empty
empty
Guardian Golems Cost 7 / Level 2 / Armour 3 / Recruitable in Keep or Mage Tower / Attack or Block 2 /// Fire Block 4 /// Ice Block 4   

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)
                                                            
Mana Source:
Black / Black / Black / Black / Green / Black

Map:


Goldyx (Jorbles):
Level 0 / Armour 2 / Hand Limit 5 / Piles (Draw/Hand/Discard): 4/5/8 / 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: White
Skills: None
Units (0/1): None

Arythea (Watno):
Level 1 / Armour 2 / Hand Limit 5 / Piles (Draw/Hand/Discard): 4/6/8 / 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.                                       
Crystals: None
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.                                                            
Units (1/1): Peasants (used) Cost 4 / Level 1 / Armour 3 / Attack or Block 2 /// Influence 2 /// Move 2

Norowas (theorel):
Level 1 / Armour 2 / Hand Limit 5 / Piles (Draw/Hand/Discard): 2/6/9 / Tactics: 5 - Great Start: You may immediately draw 2 cards.                                       
Crystals: None
Skills: Leaves in the Wind Once a Round: Flip this to gain one green crystal to your Inventory, and one white mana token or one of the skills in the common skill offer.
Units (1/1): Foresters (used/wounded) 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

Tovak (pops):
Level 1 / Armour 2 / Hand Limit 5 / Piles (Draw/Hand/Discard): 4/5/9 / 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: None
Skills: Double Move Once a turn: Move 2 (during the Day), or Move 1 (during the Night)                                                            
Units (1/1): Utem Crossbowmen Cost 6 / Level 2 / Armour 4 / Recruitable in Village or Keep / Attack or Block 3 /// Ranged Attack 2

Qvist

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 4, Jorbles' turn)
« Reply #205 on: March 14, 2013, 10:11:21 am »

Thanks, pops. Now I didn't have to update the map.  :P

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 4, Jorbles' turn)
« Reply #206 on: March 14, 2013, 10:41:10 am »

Oh man, I was about to take the crossbowmen, now what am I going to do?
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Jorbles

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 4, Jorbles' turn)
« Reply #207 on: March 14, 2013, 10:42:47 am »

Use Swiftness for Move 2. Explore to the north. (Wait to see what is discovered.)
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Qvist

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 4, Jorbles' turn)
« Reply #208 on: March 14, 2013, 10:47:57 am »



Ruins, Keep, Monster Den

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 4, Jorbles' turn)
« Reply #209 on: March 14, 2013, 10:49:11 am »

And don't forget that you have a Gold Mana token this turn.

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 4, Jorbles' turn)
« Reply #210 on: March 14, 2013, 10:51:53 am »

You moved Tovak back to the mine...he's in the village.
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Qvist

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 4, Jorbles' turn)
« Reply #211 on: March 14, 2013, 10:53:02 am »

You moved Tovak back to the mine...he's in the village.
Haha, damn. Yeah. Maximum confusion now. Sorry.

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 4, Jorbles' turn)
« Reply #212 on: March 14, 2013, 10:54:31 am »

I was wondering if better tokens for the characters might be less confusing?  (in particular a less BLUE Norowas)
I grabbed a BGG image of the tokens, and made some pngs out of them...



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Watno

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 4, Jorbles' turn)
« Reply #213 on: March 14, 2013, 10:54:48 am »

What's the reward in those ruins?
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Jorbles

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 4, Jorbles' turn)
« Reply #214 on: March 14, 2013, 11:04:09 am »

Blurgh, I don't even know what's useful for me to do. I was really counting on taking those Crossbowmen, but now I don't really want to do anything. With my wound I can't realistically Move and then fight anything.
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Jorbles

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 4, Jorbles' turn)
« Reply #215 on: March 14, 2013, 11:23:16 am »

I guess I'll end my turn. I don't want to explore an area that only other players will be able to get to.
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Watno

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 4, Jorbles' turn)
« Reply #216 on: March 14, 2013, 11:46:15 am »

Play empowered Tranquility to draw 2 cards.
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Qvist

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 4, Jorbles' turn)
« Reply #217 on: March 14, 2013, 12:22:18 pm »

I was wondering if better tokens for the characters might be less confusing?  (in particular a less BLUE Norowas)
I grabbed a BGG image of the tokens, and made some pngs out of them...





Thanks for this. But then I have to change the VASSAL module now and recreate the game state which I won't do now. Maybe if I have time, but at least for the next game, sorry.

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 3, pops' turn)
« Reply #218 on: March 14, 2013, 12:30:55 pm »

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

Fame: Goldyx: 2 / Norowas: 4 / Tovak: 4 / Arythea: 5
Influence: Goldyx: 0 / Norowas: 0 / Tovak: 1 / Arythea: -1

Advanced Actions:
Blood Ritual Take a Wound. Gain a red mana token and a mana token of any color (including non-basic). /// Take a Wound. Gain three mana tokens of any colors (including non-basic).
Pure Magic When you play this, pay a mana. If you paid Green, Move 4. If you paid White, Influence 4. If you paid Blue, Block 4. If you paid Red, Attack 4. /// When you play this, pay a mana. If you paid Green, Move 7. If you paid White, Influence 7. If you paid Blue, Block 7. If you paid Red, Attack 7.
Intimidate   Influence 4 or Attack 3. Get Reputation -1 at the end of your turn. /// Influence 8 or Attack 7. Get Reputation -2 at the end of your turn.

Spells:
Mana Bolt / Mana Thunderbolt When you play this, pay a mana. If you paid blue, Ice Attack 8. If you paid red, Cold Fire Attack 7. If you paid white, Ranged Ice Attack 6. If you paid green, Siege Ice Attack 5. /// When you play this, pay a mana. If you paid blue, Ice Attack 11. If you paid red, Cold Fire Attack 10. If you paid white, Ranged Ice Attack 9. If you paid green, Siege Ice Attack 8.   
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.
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:
empty
Northern Monks Cost 7 / Level 2 / Armour 4 / Recruitable in Monastery / Attack or Block 3 /// Ice Attack or Ice Block 4   
empty
empty
Guardian Golems Cost 7 / Level 2 / Armour 3 / Recruitable in Keep or Mage Tower / Attack or Block 2 /// Fire Block 4 /// Ice Block 4   

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)
                                                            
Mana Source:
Black / Black / Black / Black / Green / Black

Map:


Goldyx (Jorbles):
Level 0 / Armour 2 / Hand Limit 5 / Piles (Draw/Hand/Discard): 2/5/9 / 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: White
Skills: None
Units (0/1): None

Arythea (Watno):
Level 1 / Armour 2 / Hand Limit 5 / Piles (Draw/Hand/Discard): 4/6/8 / 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.                                       
Crystals: None
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.                                                            
Units (1/1): Peasants (used) Cost 4 / Level 1 / Armour 3 / Attack or Block 2 /// Influence 2 /// Move 2

Norowas (theorel):
Level 1 / Armour 2 / Hand Limit 5 / Piles (Draw/Hand/Discard): 2/6/9 / Tactics: 5 - Great Start: You may immediately draw 2 cards.                                       
Crystals: None
Skills: Leaves in the Wind Once a Round: Flip this to gain one green crystal to your Inventory, and one white mana token or one of the skills in the common skill offer.
Units (1/1): Foresters (used/wounded) 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

Tovak (pops):
Level 1 / Armour 2 / Hand Limit 5 / Piles (Draw/Hand/Discard): 4/5/9 / 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: None
Skills: Double Move Once a turn: Move 2 (during the Day), or Move 1 (during the Night)                                                            
Units (1/1): Utem Crossbowmen Cost 6 / Level 2 / Armour 4 / Recruitable in Village or Keep / Attack or Block 3 /// Ranged Attack 2

Qvist

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 4, Jorbles' turn)
« Reply #219 on: March 14, 2013, 12:33:20 pm »

What's the reward in those ruins?

A unit of your choice

Watno

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 4, Watno's turn)
« Reply #220 on: March 14, 2013, 12:41:25 pm »

Play Stamina, Swiftness and sidewise Mana Draw to move on the hill to the north and explore
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Qvist

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 4, Watno's turn)
« Reply #221 on: March 14, 2013, 12:50:02 pm »

Watno

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 4, Watno's turn)
« Reply #222 on: March 14, 2013, 12:52:59 pm »

What type of terrain is that? Looks ugly anyway.
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Qvist

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 4, Watno's turn)
« Reply #223 on: March 14, 2013, 12:53:43 pm »

What type of terrain is that? Looks ugly anyway.

Wasteland 4/4

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 4, Watno's turn)
« Reply #224 on: March 14, 2013, 01:05:24 pm »

Play Regeneration to ready Peasants
Use Peasants, Play Improvisation discarding Fire Ball to move to the village in the wasteland.
Challenge Orc.
Take 2 wounds on Hero.
Play Rage and Wound sideways to kill Orc (+1 rep, +2 fame)
End turn


Green die used from source is now:
Rolled 1d6 : 2, total 2
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popsofctown

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 4, Watno's turn)
« Reply #225 on: March 14, 2013, 02:55:46 pm »

Raise your hand if you think Watno is going to destroy us all.
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popsofctown

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 4, Watno's turn)
« Reply #226 on: March 14, 2013, 03:00:16 pm »

Can you use a Wound you just gained to play Rage? (I have no idea whether that wound was in Watno's hand at start of turn)
Another rules question I had, the crystallization skill theorel got, if you play it using a blue mana crystal does the blue mana crystal itself get returned along with the others?
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Jorbles

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 4, Watno's turn)
« Reply #227 on: March 14, 2013, 03:22:03 pm »

Raise your hand if you think Watno is going to destroy us all.

Raises hand.
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Ozle

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 4, Watno's turn)
« Reply #228 on: March 14, 2013, 03:42:35 pm »

*raises hand*
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Try the Ozle Google Map Challenge!
http://forum.dominionstrategy.com/index.php?topic=7466.0

Sullying players Enjoyment of Innovation since 2013 Apparently!

Qvist

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 4, Watno's turn)
« Reply #229 on: March 14, 2013, 04:19:38 pm »

<accidently deleted> oops  ::)
« Last Edit: March 14, 2013, 06:35:09 pm by Qvist »
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Qvist

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 4, Watno's turn)
« Reply #230 on: March 14, 2013, 04:23:02 pm »

Can you use a Wound you just gained to play Rage? (I have no idea whether that wound was in Watno's hand at start of turn)
Another rules question I had, the crystallization skill theorel got, if you play it using a blue mana crystal does the blue mana crystal itself get returned along with the others?

With his Power of Pain skill, yes he can.
And I don't know which Crystallation skill you are referring to.

theorel

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 4, theorel's turn)
« Reply #231 on: March 14, 2013, 04:27:30 pm »

He means Crystal Mastery...and according to something I read (FAQ maybe?) a crystal used to activate it is also returned.

I'm going to use the white source mana to empower Mana Draw.
I'll take a black die, and change it to blue gaining two Blue mana tokens
then I'll use one of the blue mana to play Stamina.
I'll use 2 of my move to explore the area to the east (the only one I can)

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Qvist

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 4, theorel's turn)
« Reply #232 on: March 14, 2013, 04:41:57 pm »

popsofctown

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 4, theorel's turn)
« Reply #233 on: March 14, 2013, 04:54:11 pm »

Am I allowed to try to conquer theorel's keep with PvP disabled?
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popsofctown

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 4, theorel's turn)
« Reply #234 on: March 14, 2013, 04:55:09 pm »

Not sayin I'm gonna do that to you theorel... just asking I swear. 

Actually I'm pretty sure that'd be a bad idea even if successful.
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Qvist

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 4, theorel's turn)
« Reply #235 on: March 14, 2013, 04:59:02 pm »

Am I allowed to try to conquer theorel's keep with PvP disabled?

Yes. It's only the direct combat that's prohibited.

theorel

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 4, theorel's turn)
« Reply #236 on: March 14, 2013, 04:59:34 pm »

You can, but not while I'm there :)
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Ozle

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 4, theorel's turn)
« Reply #237 on: March 14, 2013, 05:02:09 pm »

CRUSH HIM!!!
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Try the Ozle Google Map Challenge!
http://forum.dominionstrategy.com/index.php?topic=7466.0

Sullying players Enjoyment of Innovation since 2013 Apparently!

Jorbles

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 4, theorel's turn)
« Reply #238 on: March 14, 2013, 05:02:33 pm »

We get an extra turn if Watno ends the round right?
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popsofctown

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 4, theorel's turn)
« Reply #239 on: March 14, 2013, 05:04:16 pm »

Or two in my case :P
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popsofctown

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 4, theorel's turn)
« Reply #240 on: March 14, 2013, 05:06:47 pm »

I have trouble understanding where the extended coastline is.  Graphically, it looks like the area to the north that Jorbles explored would be beyond the extended coastline.  Is there some clear algorithm you can use?  Because I want to be clear on where I can explore and where I can't.
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theorel

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 4, theorel's turn)
« Reply #241 on: March 14, 2013, 05:07:24 pm »

Okay,
I'll use Leaves in the wind for a green crystal/white mana token.
I'll spend the green crystal to play an empowered March.
I'll use 6 move to go to the white crystal mine.
I'll play tranquility to heal my woodsmen.
I'll use the blue mana with crystallize to get a blue crystal.
I'll use Crystal Mastery to duplicate the Blue Crystal.
End of Turn.

Rolled 1d6 : 4, total 4

to see what the white die becomes.
Return the blue die.
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popsofctown

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 4, theorel's turn)
« Reply #242 on: March 14, 2013, 05:14:07 pm »

I want to use my skill to explore, but I have no idea whether I can explore 0, 1, or 2 possible directions from my current hex due to my lack of coastline understanding.
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Jorbles

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 4, theorel's turn)
« Reply #243 on: March 14, 2013, 05:16:46 pm »

I think it's 0 or 1 (to your south), but I'm not sure either.
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theorel

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 4, theorel's turn)
« Reply #244 on: March 14, 2013, 05:27:44 pm »

I believe it's 0...but confirmation would be good.
certainly you can't go West, because the tile would share an edge with water.

Note: The tile down DOES line up with Jorbles' tile.  but based on the picture in the back of the rules, it appears to me that there cannot be a tile lining up there.
---
EDIT: this is clearest to me in the "4-column" map.  The open map is just an extension of that.
« Last Edit: March 14, 2013, 05:38:14 pm by theorel »
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Qvist

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 4, theorel's turn)
« Reply #245 on: March 14, 2013, 06:17:43 pm »

I want to use my skill to explore, but I have no idea whether I can explore 0, 1, or 2 possible directions from my current hex due to my lack of coastline understanding.

From your current location you can't explore. You could explore southeast from the white mine.

Edit: I'll show you this in the next update.
« Last Edit: March 14, 2013, 06:19:07 pm by Qvist »
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popsofctown

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 4, theorel's turn)
« Reply #246 on: March 14, 2013, 06:19:06 pm »

:/ I wish I understood why.
Thinking.
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popsofctown

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 4, theorel's turn)
« Reply #247 on: March 14, 2013, 06:20:51 pm »

I can't explore southeast from the white mine, didn't theorel move there?
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Qvist

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 4, theorel's turn)
« Reply #248 on: March 14, 2013, 06:23:15 pm »

I can't explore southeast from the white mine, didn't theorel move there?

I don't know. I'm currently processing his move.

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 4, theorel's turn)
« Reply #249 on: March 14, 2013, 06:34:48 pm »

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

Fame: Goldyx: 2 / Norowas: 4 / Tovak: 4 / Arythea: 7
Influence: Goldyx: 0 / Norowas: 0 / Tovak: 1 / Arythea: 0

Advanced Actions:
Blood Ritual Take a Wound. Gain a red mana token and a mana token of any color (including non-basic). /// Take a Wound. Gain three mana tokens of any colors (including non-basic).
Pure Magic When you play this, pay a mana. If you paid Green, Move 4. If you paid White, Influence 4. If you paid Blue, Block 4. If you paid Red, Attack 4. /// When you play this, pay a mana. If you paid Green, Move 7. If you paid White, Influence 7. If you paid Blue, Block 7. If you paid Red, Attack 7.
Intimidate   Influence 4 or Attack 3. Get Reputation -1 at the end of your turn. /// Influence 8 or Attack 7. Get Reputation -2 at the end of your turn.

Spells:
Mana Bolt / Mana Thunderbolt When you play this, pay a mana. If you paid blue, Ice Attack 8. If you paid red, Cold Fire Attack 7. If you paid white, Ranged Ice Attack 6. If you paid green, Siege Ice Attack 5. /// When you play this, pay a mana. If you paid blue, Ice Attack 11. If you paid red, Cold Fire Attack 10. If you paid white, Ranged Ice Attack 9. If you paid green, Siege Ice Attack 8.   
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.
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:
empty
Northern Monks Cost 7 / Level 2 / Armour 4 / Recruitable in Monastery / Attack or Block 3 /// Ice Attack or Ice Block 4   
empty
empty
Guardian Golems Cost 7 / Level 2 / Armour 3 / Recruitable in Keep or Mage Tower / Attack or Block 2 /// Fire Block 4 /// Ice Block 4   

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)
                                                            
Mana Source:
Black / Black / Black / Blue / Green / Black

Map:


Goldyx (Jorbles):
Level 0 / Armour 2 / Hand Limit 5 / Piles (Draw/Hand/Discard): 2/5/9 / 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: White
Skills: None
Units (0/1): None

Arythea (Watno):
Level 1 / Armour 2 / Hand Limit 5 / Piles (Draw/Hand/Discard): 0/3/17 / 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.                                       
Crystals: None
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.                                                            
Units (1/1): Peasants (used) Cost 4 / Level 1 / Armour 3 / Attack or Block 2 /// Influence 2 /// Move 2

Norowas (theorel):
Level 1 / Armour 2 / Hand Limit 5 / Piles (Draw/Hand/Discard): 0/2/15 / Tactics: 5 - Great Start: You may immediately draw 2 cards.                                       
Crystals: Blue, Blue, White
Skills: Leaves in the Wind (used) Once a Round: Flip this to gain one green crystal to your Inventory, and one white mana token.
Units (1/1): Foresters (used) 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

Tovak (pops):
Level 1 / Armour 2 / Hand Limit 5 / Piles (Draw/Hand/Discard): 4/5/9 / 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: None
Skills: Double Move Once a turn: Move 2 (during the Day), or Move 1 (during the Night)                                                            
Units (1/1): Utem Crossbowmen Cost 6 / Level 2 / Armour 4 / Recruitable in Village or Keep / Attack or Block 3 /// Ranged Attack 2
« Last Edit: March 14, 2013, 06:37:51 pm by Qvist »
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Qvist

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 4, theorel's turn)
« Reply #250 on: March 14, 2013, 06:35:48 pm »

This is the outer bound. I hope it's more clear now.

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 4, pops' turn)
« Reply #251 on: March 14, 2013, 06:37:05 pm »

thanks.

Ok, the truth is that I'm not exactly thinking.  I am kinda in the middle of an ninnovation game on iso
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popsofctown

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 4, pops' turn)
« Reply #252 on: March 14, 2013, 06:53:50 pm »

Play Mana Draw sideways for movement (+1), use Double Move (+2), and Blue mana from the source for Stamina (+4).  Move to the space between the poisonous orc and the conquered Mage Tower.  Use my Heal card to heal a wound.  Flip the right moment.  End turn.

Qvist when you check the legality of that you can roll the die for me so i can take my time walk turn
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Qvist

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 4, pops' turn)
« Reply #253 on: March 14, 2013, 07:14:17 pm »

Seems fine. I'll send you your new hand in a second.
Rolled 1d6 : 3, total 3

popsofctown

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 4, pops' turn)
« Reply #254 on: March 14, 2013, 07:20:16 pm »

What would happen if I assaulted theorel's keep?  I fight two enemies at once?  What color would the second one be?
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Qvist

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Re: Mage Knight - The Board Game (Signups, 0/4)
« Reply #255 on: March 14, 2013, 07:22:34 pm »

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.

So you would had to fight a grey enemy and the Cursed Hag.

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 4, pops' turn)
« Reply #256 on: March 14, 2013, 07:24:47 pm »

I use my Double Move skill to move to the Mage Tower. 

I interact with the mages, getting Influence+1 because I'm a badass that kills wolf riders and steals recruits from Jorbles.
Then I play unpowered Threaten for Influence+2.
Then I play all the other cards in my hand sideways for Influence+1 each.
That gets me to 7 influence, so I give them a red mana from the source and buy the red spell (I can't buy a blue spell with red mana iirc).
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popsofctown

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 4, pops' turn)
« Reply #257 on: March 14, 2013, 07:25:27 pm »

Rolled 1d6 : 3, total 3
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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 4, pops' turn)
« Reply #258 on: March 14, 2013, 07:26:51 pm »

Those other cards I played sideways were:

Rage Attack or Block 2 /// Attack 4
March Move 2 /// Move 4
Cold Toughness 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).
Swiftness Move 2 /// Ranged Attack 3
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Qvist

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 4, theorel's turn)
« Reply #259 on: March 14, 2013, 07:33:37 pm »

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

Fame: Goldyx: 2 / Norowas: 4 / Tovak: 4 / Arythea: 7
Influence: Goldyx: 0 / Norowas: 0 / Tovak: 1 / Arythea: 0

Advanced Actions:
Blood Ritual Take a Wound. Gain a red mana token and a mana token of any color (including non-basic). /// Take a Wound. Gain three mana tokens of any colors (including non-basic).
Pure Magic When you play this, pay a mana. If you paid Green, Move 4. If you paid White, Influence 4. If you paid Blue, Block 4. If you paid Red, Attack 4. /// When you play this, pay a mana. If you paid Green, Move 7. If you paid White, Influence 7. If you paid Blue, Block 7. If you paid Red, Attack 7.
Intimidate   Influence 4 or Attack 3. Get Reputation -1 at the end of your turn. /// Influence 8 or Attack 7. Get Reputation -2 at the end of your turn.

Spells:
Flame Wall / Flame Wave Fire Attack 5 or Fire Block 7 /// Fire Attack 5 or Fire Block 7. This attack or block gets increased by 2 for each enemy token you are facing.
Mana Bolt / Mana Thunderbolt When you play this, pay a mana. If you paid blue, Ice Attack 8. If you paid red, Cold Fire Attack 7. If you paid white, Ranged Ice Attack 6. If you paid green, Siege Ice Attack 5. /// When you play this, pay a mana. If you paid blue, Ice Attack 11. If you paid red, Cold Fire Attack 10. If you paid white, Ranged Ice Attack 9. If you paid green, Siege Ice Attack 8.   
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:
empty
Northern Monks Cost 7 / Level 2 / Armour 4 / Recruitable in Monastery / Attack or Block 3 /// Ice Attack or Ice Block 4   
empty
empty
Guardian Golems Cost 7 / Level 2 / Armour 3 / Recruitable in Keep or Mage Tower / Attack or Block 2 /// Fire Block 4 /// Ice Block 4   

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)
                                                            
Mana Source:
Black / Black / Black / Red / Green / Black

Map:


Goldyx (Jorbles):
Level 0 / Armour 2 / Hand Limit 5 / Piles (Draw/Hand/Discard): 2/5/9 / 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: White
Skills: None
Units (0/1): None

Arythea (Watno):
Level 1 / Armour 2 / Hand Limit 5 / Piles (Draw/Hand/Discard): 0/3/17 / 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.                                       
Crystals: None
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.                                                            
Units (1/1): Peasants (used) Cost 4 / Level 1 / Armour 3 / Attack or Block 2 /// Influence 2 /// Move 2

Norowas (theorel):
Level 1 / Armour 2 / Hand Limit 5 / Piles (Draw/Hand/Discard): 0/2/15 / Tactics: 5 - Great Start: You may immediately draw 2 cards.                                       
Crystals: Blue, Blue, White
Skills: Leaves in the Wind (used) Once a Round: Flip this to gain one green crystal to your Inventory, and one white mana token.
Units (1/1): Foresters (used) 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

Tovak (pops):
Level 1 / Armour 2 / Hand Limit 5 / Piles (Draw/Hand/Discard): 0/1/17 / 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: None
Skills: Double Move Once a turn: Move 2 (during the Day), or Move 1 (during the Night)                                                            
Units (1/1): Utem Crossbowmen Cost 6 / Level 2 / Armour 4 / Recruitable in Village or Keep / Attack or Block 3 /// Ranged Attack 2

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Re: Mage Knight I "The first dusk" (Day 1, Turn 5, Jorbles' turn)
« Reply #260 on: March 14, 2013, 09:16:40 pm »

Play Swiftness and Tranquility (sideways) for 3 move. Move to the ruins. (do not enter them)

What's in the Keep?
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Qvist

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Re: Mage Knight I "The first dusk" (Day 1, Turn 5, Jorbles' turn)
« Reply #261 on: March 14, 2013, 09:59:46 pm »

Crossbowmen 4 Attack (Swift) / 4 Armour / 3 Fame

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Re: Mage Knight I "The first dusk" (Day 1, Turn 5, Jorbles' turn)
« Reply #262 on: March 14, 2013, 10:00:47 pm »

Sorry, I didn't see to the Ruins. I'll fix that the next time.

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Re: Mage Knight I "The first dusk" (Day 1, Turn 5, Jorbles' turn)
« Reply #263 on: March 15, 2013, 10:44:08 am »

Sorry, I didn't see to the Ruins. I'll fix that the next time.

No worries, I was moving there in case something I couldn't beat this turn or next popped up on the Keep, which I am assaulting. (unless there's some advantage to having walked past them that I'm unaware of)

Use Improvisation to discard Promise for Move 3.

Use gold mana (not the red die) to power Rage for attack 4. Eating the wounds, and killing the Crossbowmen.


(I didn't want to use the red die, because I think Red has been around so long that it's probably a less useful color for dice to be. I only just realized this now or I could have used Tranquility to draw two and burn the green die which I think is useful, but oh well, next time.)

-1 reputation, +3 fame, Level up!
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Re: Mage Knight I "The first dusk" (Day 1, Turn 5, Jorbles' turn)
« Reply #264 on: March 15, 2013, 10:46:56 am »

play wound sideways for move 2 to explore
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Re: Mage Knight I "The first dusk" (Day 1, Turn 5, Jorbles' turn)
« Reply #265 on: March 15, 2013, 12:35:46 pm »

Goldyx levels up.

You can choose between:
Red Crystal Craft Once a Round: Flip this to gain one blue crystal to your Inventory, and one red mana token.
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.

and a skill in the common skill offer.
You can also choose an Advanced Action.


Arythea explores:

New regions: Monastery and Dungeon
Monastery's Advanced Action Card:
Firebolt Gain a red crystal to your Inventory. /// Ranged Fire Attack 3

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Re: Mage Knight I "The first dusk" (Day 1, Turn 5, Jorbles' turn)
« Reply #266 on: March 15, 2013, 12:42:40 pm »

I have to leave now. Won't be able to update in the next few hours.

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Re: Mage Knight I "The first dusk" (Day 1, Turn 5, Jorbles' turn)
« Reply #267 on: March 15, 2013, 12:45:15 pm »

crystallize the red die.
End of turn

Red due comes up:
Rolled 1d6 : 3, total 3
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Re: Mage Knight I "The first dusk" (Day 1, Turn 5, Jorbles' turn)
« Reply #268 on: March 15, 2013, 12:57:01 pm »

I will take Pure Magic and Universal Power.
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Re: Mage Knight I "The first dusk" (Day 1, Turn 5, Jorbles' turn)
« Reply #269 on: March 15, 2013, 01:38:57 pm »

It's on you, theorel
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Re: Mage Knight I "The first dusk" (Day 1, Turn 5, Jorbles' turn)
« Reply #270 on: March 15, 2013, 07:00:24 pm »

I'm back. Update comes in a few minutes.

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Re: Mage Knight I "The first dusk" (Day 1, Turn 5, theorel's turn)
« Reply #271 on: March 15, 2013, 07:17:40 pm »

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

Fame: Goldyx: 5 / Norowas: 4 / Tovak: 4 / Arythea: 7
Influence: Goldyx: 0 / Norowas: 0 / Tovak: 1 / Arythea: 0

Advanced Actions:
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.
Blood Ritual Take a Wound. Gain a red mana token and a mana token of any color (including non-basic). /// Take a Wound. Gain three mana tokens of any colors (including non-basic).
Intimidate   Influence 4 or Attack 3. Get Reputation -1 at the end of your turn. /// Influence 8 or Attack 7. Get Reputation -2 at the end of your turn.

Spells:
Flame Wall / Flame Wave Fire Attack 5 or Fire Block 7 /// Fire Attack 5 or Fire Block 7. This attack or block gets increased by 2 for each enemy token you are facing.
Mana Bolt / Mana Thunderbolt When you play this, pay a mana. If you paid blue, Ice Attack 8. If you paid red, Cold Fire Attack 7. If you paid white, Ranged Ice Attack 6. If you paid green, Siege Ice Attack 5. /// When you play this, pay a mana. If you paid blue, Ice Attack 11. If you paid red, Cold Fire Attack 10. If you paid white, Ranged Ice Attack 9. If you paid green, Siege Ice Attack 8.   
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:
empty
Northern Monks Cost 7 / Level 2 / Armour 4 / Recruitable in Monastery / Attack or Block 3 /// Ice Attack or Ice Block 4   
empty
empty
Guardian Golems Cost 7 / Level 2 / Armour 3 / Recruitable in Keep or Mage Tower / Attack or Block 2 /// Fire Block 4 /// Ice Block 4   

Monastery Advanced Actions                                                            
Fire Bolt Gain a red crystal to your Inventory. /// Ranged Fire Attack 3                           

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)
Red Crystal Craft Once a Round: Flip this to gain one blue crystal to your Inventory, and one red mana token.
                                                            
Mana Source:
Black / Black / Black / Red / Green / Black

Map:


Goldyx (Jorbles):
Level 1 / Armour 2 / Hand Limit 5 / Piles (Draw/Hand/Discard): 0/3/14 / 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: 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.
Units (0/1): None

Arythea (Watno):
Level 1 / Armour 2 / Hand Limit 5 / Piles (Draw/Hand/Discard): 0/1/19 / 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.                                       
Crystals: 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.                                                            
Units (1/1): Peasants (used) Cost 4 / Level 1 / Armour 3 / Attack or Block 2 /// Influence 2 /// Move 2

Norowas (theorel):
Level 1 / Armour 2 / Hand Limit 5 / Piles (Draw/Hand/Discard): 0/2/15 / Tactics: 5 - Great Start: You may immediately draw 2 cards.                                       
Crystals: Blue, Blue, White
Skills: Leaves in the Wind (used) Once a Round: Flip this to gain one green crystal to your Inventory, and one white mana token.
Units (1/1): Foresters (used) 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

Tovak (pops):
Level 1 / Armour 2 / Hand Limit 5 / Piles (Draw/Hand/Discard): 0/1/17 / 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: None
Skills: Double Move Once a turn: Move 2 (during the Day), or Move 1 (during the Night)                                                            
Units (1/1): Utem Crossbowmen Cost 6 / Level 2 / Armour 4 / Recruitable in Village or Keep / Attack or Block 3 /// Ranged Attack 2

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Re: Mage Knight I "The first dusk" (Day 1, Turn 5, theorel's turn)
« Reply #272 on: March 15, 2013, 07:18:14 pm »

I hope I made no mistakes.

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Re: Mage Knight I "The first dusk" (Day 1, Turn 5, theorel's turn)
« Reply #273 on: March 15, 2013, 07:52:47 pm »

I discard Determination
Gain a White Crystal.
End of Turn.

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popsofctown

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Re: Mage Knight I "The first dusk" (Day 1, Turn 5, theorel's turn)
« Reply #274 on: March 16, 2013, 10:25:36 am »

The status says we are all level 1.
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Re: Mage Knight I "The first dusk" (Day 1, Turn 5, theorel's turn)
« Reply #275 on: March 16, 2013, 10:36:52 am »

What happens if i kill only one enemy at the adventure site?
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Re: Mage Knight I "The first dusk" (Day 1, Turn 5, theorel's turn)
« Reply #276 on: March 16, 2013, 10:52:17 am »

Depends on the adventure site I think.
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Re: Mage Knight I "The first dusk" (Day 1, Turn 5, theorel's turn)
« Reply #277 on: March 16, 2013, 10:57:31 am »

The one next to my hex
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Re: Mage Knight I "The first dusk" (Day 1, Turn 5, theorel's turn)
« Reply #278 on: March 16, 2013, 10:59:55 am »

The rules seem to indicate that I can wait a while and finish off the other enemy later.  Therefore,


Use Double Move to move to the nearby ruins
Discard the spell in my hand (mandatory)
End my turn
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Re: Mage Knight I "The first dusk" (Day 1, Turn 5, theorel's turn)
« Reply #279 on: March 16, 2013, 11:16:11 am »

Yeah, the undefeated enemies stay there.
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Re: Mage Knight I "The first dusk" (Day 1, Turn 5, theorel's turn)
« Reply #280 on: March 16, 2013, 12:31:49 pm »

So, I was flipping through the rules and reading about the knockout rule.  The rule says if you take a number of wounds equal or greater to your handsize limit, you discard your hand.  Then it says "This minotaur here is a good example, look what it does to your starting stats".

But the Minotaur is brutal with attack of 4.  Since it does 8 damage unblocked, and you have 2 armor to start with, you should take 4 wounds, and not get knocked out right? 
I'm rather confused, the first time I read the rules I wasn't paying that much attention and I was like, "oh ok, they're using a basic example of a monster that can knock you out on its own, that's smart", but now when I reread I'm like hey, that's not making sense to me.
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Re: Mage Knight I "The first dusk" (Day 1, Turn 5, theorel's turn)
« Reply #281 on: March 16, 2013, 06:15:48 pm »

The status says we are all level 1.
We all started at level 0...so we are all at level 1.
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Re: Mage Knight I "The first dusk" (Day 1, Turn 5, theorel's turn)
« Reply #282 on: March 16, 2013, 06:21:57 pm »

So, I was flipping through the rules and reading about the knockout rule.  The rule says if you take a number of wounds equal or greater to your handsize limit, you discard your hand.  Then it says "This minotaur here is a good example, look what it does to your starting stats".

But the Minotaur is brutal with attack of 4.  Since it does 8 damage unblocked, and you have 2 armor to start with, you should take 4 wounds, and not get knocked out right? 
I'm rather confused, the first time I read the rules I wasn't paying that much attention and I was like, "oh ok, they're using a basic example of a monster that can knock you out on its own, that's smart", but now when I reread I'm like hey, that's not making sense to me.

Minotaur has attack 5...at least the image in the back of the walkthrough does.  Brutal attack 4 is the orc ironclad (which is pictured on the previous page of the walkthrough when describing the "Physical Resistance" modifier.
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popsofctown

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Re: Mage Knight I "The first dusk" (Day 1, Turn 5, theorel's turn)
« Reply #283 on: March 16, 2013, 06:38:58 pm »

I get it.  Is it Jorbles turn now?
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theorel

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Re: Mage Knight I "The first dusk" (Day 1, Turn 5, theorel's turn)
« Reply #284 on: March 16, 2013, 07:28:35 pm »

Yes, we're back to Jorbles.
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Jorbles

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Re: Mage Knight I "The first dusk" (Day 1, Turn 5, theorel's turn)
« Reply #285 on: March 16, 2013, 09:14:20 pm »

Oh cool, back to me. One second.
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Re: Mage Knight I "The first dusk" (Day 1, Turn 5, theorel's turn)
« Reply #286 on: March 16, 2013, 09:20:27 pm »

Use White Crystal and play Pure Magic for 4 Influence.
Play March sideways for Influence, use Universal Power and the Green mana die to make it 4 Influence.
Spend 7 Influence to convince the locals to give me their Guardian Golems.
Use my final 1 point of influence to convince the owner of the keep to loan me some money to buy a beer.
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Re: Mage Knight I "The first dusk" (Day 1, Turn 5, theorel's turn)
« Reply #287 on: March 16, 2013, 09:21:41 pm »

Does that check out? If it does here's my roll for the new mana die:

Rolled 1d6 : 5, total 5
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Re: Mage Knight I "The first dusk" (Day 1, Turn 5, theorel's turn)
« Reply #288 on: March 16, 2013, 09:22:07 pm »

5 = Blue.
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Watno

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Re: Mage Knight I "The first dusk" (Day 1, Turn 5, theorel's turn)
« Reply #289 on: March 16, 2013, 09:23:58 pm »

I declare end of round.
1 more turn for everyone.
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Re: Mage Knight I "The first dusk" (Day 1, Turn 5, theorel's turn)
« Reply #290 on: March 16, 2013, 09:48:58 pm »

I think it's theorel's turn, but in advance, I will do nothing else until end of round
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Re: Mage Knight I "The first dusk" (Day 1, Turn 5, theorel's turn)
« Reply #291 on: March 16, 2013, 09:53:02 pm »

Hypothetically, if I wanted to move with no cards in hand, would I be permitted to?  I know if end of round had not yet been called, I would be obligated to call it, but I'm not sure what happens when it's already been called.
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Re: Mage Knight I "The first dusk" (Day 1, Turn 5, theorel's turn)
« Reply #292 on: March 17, 2013, 08:40:05 am »

If you have no cards in deck and no hand you are required to do nothing.

I Threaten the crystal mine for a useless influence 2.  Gaining a white crystal.
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popsofctown

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Re: Mage Knight I "The first dusk" (Day 1, Turn 5, theorel's turn)
« Reply #293 on: March 17, 2013, 10:05:30 am »

Jorbles turn, I do nothing and nothing happens either.

If I was on a crystal mine with no cards in hand would I draw a crystal?
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popsofctown

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Re: Mage Knight I "The first dusk" (Day 1, Turn 5, theorel's turn)
« Reply #294 on: March 17, 2013, 10:08:04 am »

Qvist, with your knowledge of Jorbles hand it may or may not be possible to determine that he cant' do anything with his last card, and go ahead to setting up Night.
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Re: Mage Knight I "The first dusk" (Day 1, Turn 5, theorel's turn)
« Reply #295 on: March 17, 2013, 10:09:06 am »

I wanted to check to be sure...relevant rules are Page 5: A Player's Turn 2d, and 3.  quoted below, short answer is you get nothing.
Quote
d. If you have no cards in your hand and Deed deck, but the
End of the Round has already been announced by another
player, you must forfeit your turn.
3. If you forfeit your turn, your turn ends immediately; you cannot
even use the benefits of a map space you occupy (mines or
magical glade).
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Jorbles

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Re: Mage Knight I "The first dusk" (Day 1, Turn 5, theorel's turn)
« Reply #296 on: March 17, 2013, 02:24:39 pm »

Actually I can do one thing which is use my last non-Wound card to Rest discarding my Wound cards.
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Re: Mage Knight I "The first dusk" (Day 1, Turn 5, theorel's turn)
« Reply #297 on: March 17, 2013, 02:37:13 pm »

You don't have any Wound cards in hand though.  You are resting in order to discard 0 Wound cards?
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Jorbles

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Re: Mage Knight I "The first dusk" (Day 1, Turn 5, theorel's turn)
« Reply #298 on: March 17, 2013, 02:40:33 pm »

I should have 2 wound cards from when I took the Keep. I think Qvist forgot to put them in my hand.
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popsofctown

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Re: Mage Knight I "The first dusk" (Day 1, Turn 5, theorel's turn)
« Reply #299 on: March 17, 2013, 02:45:12 pm »

I see.  Discarding the wounds doesn't actually do anything though, right?  Either way, they get shuffled in for the next round.
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Watno

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Re: Mage Knight I "The first dusk" (Day 1, Turn 5, theorel's turn)
« Reply #300 on: March 17, 2013, 03:28:49 pm »

He didn't say it would make a difference.
I'll pass my turn.
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Re: Mage Knight I "The first dusk" (Day 1, Turn 5, theorel's turn)
« Reply #301 on: March 17, 2013, 03:48:49 pm »

@watno: I don't think you get a turn.
Quote from: rulebook, Pg. 5
If your Deed deck is empty at the start of your turn, and if the
End of the Round has not been announced yet, you may forfeit
your turn and announce the End of the Round. If you do, each
other player takes one more turn, and then the Round is over.
Emphasis mine.

I'd like to be sure of that before we come up on the end of next round, though.

I wanted to check, so it looks like order for Night Tactics choice should be:
pops
me
jorbles
watno

And as I was reading that I noticed:
We did order of choice for day tactics backward, watno should have had first choice, I should have chosen last.
Quote from: rulebook, Pg. 4
Note: This means that in the first Round, the player who
picked his Hero last chooses his Tactic card first.
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Re: Mage Knight I "The first dusk" (Day 1, Turn 5, theorel's turn)
« Reply #302 on: March 17, 2013, 04:03:33 pm »

I don't like any of the night tactics :/
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Re: Mage Knight I "The first dusk" (Day 1, Turn 5, theorel's turn)
« Reply #303 on: March 17, 2013, 04:07:54 pm »

I have the least fame :(
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Jorbles

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Re: Mage Knight I "The first dusk" (Day 1, Turn 5, theorel's turn)
« Reply #304 on: March 17, 2013, 06:38:45 pm »

I see.  Discarding the wounds doesn't actually do anything though, right?  Either way, they get shuffled in for the next round.

Oh I guess not, I thought I would be stuck with them at the beginning of next turn. Oh well.

I don't like any of the night tactics :/

Then just go first?
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Re: Mage Knight I "The first dusk" (Day 1, Turn 5, theorel's turn)
« Reply #305 on: March 17, 2013, 07:21:17 pm »

I don't see the benefit to going first if you're not racing to see who gets to something first
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Re: Mage Knight I "The first dusk" (Day 1, Turn 5, theorel's turn)
« Reply #306 on: March 17, 2013, 08:46:21 pm »

I have the least fame :(
I'm tied with you for fame.

I dunno, I like the tactics available.
Tactic 2: There's a disadvantage to declaring the end of the round (because you forfeit your turn while everyone else still gets a turn).  If you push your deck at around the same speed as everyone else (which we did last round), this lets you have a useful final turn.  (Note how last round by the time watno forfeited his turn the rest of us were doing almost nothing with the extra time).
Tactic 3: Lets you try to get the mana you want...this seems like a relatively weak tactic, but especially at night the black and gold are going to be essentially worthless (except for your spells...if you have another source for the mana to power it).  I think this will be a valuable tactic to keeping mana alive through the round, and it gives you some more control over it.  (i.e. if everything drains by the end of your turn, no big deal, you can probably get something at the start of your turn to help you)
Tactic 4: Shuffling up to 5 cards into your deck, means you can try to get a hand that has all cards you want.  Trying to combine your influence cards into one hand, or your attack/block cards into one hand or even just trying to pull some move cards.  This is strictly superior to "rethink" from day tactics.
Tactic 5: Keeping in mind that you know your starting hand before you choose this tactic.  This lets you get precisely the card you want to make that hand better.  Just short on block to fight something?  search for your Determination.  Just short on attack? pull a Rage.  Pick up some wounds in your starting hand?  pull Tranquility to clean up your deck.  Lots of potential here.
Tactic 6: This tactic is probably pretty weak right now, but will get better as our decks get bigger.  Basically if you store just 2 cards here, you can get the benefit of plundering a village without the reputation loss.  I'm still not entirely sure how quickly we'll go through our decks, but I think this could make your last turn of the round something more significant.  It's sort of a reverse "Great Start" if used that way.
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Re: Mage Knight I "The first dusk" (Day 1, Turn 5, theorel's turn)
« Reply #307 on: March 17, 2013, 09:23:04 pm »

You sold me pretty hard on tactic 4.  Why are you helping your opponents?

And when I said I had the least fame, I meant tied.  I've been playing lots of innovation, where your highest top card is any card tied for your highest, etc.

Where is Qvist :(
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Re: Mage Knight I "The first dusk" (Day 1, Turn 5, theorel's turn)
« Reply #308 on: March 18, 2013, 08:03:43 am »

Well, conceptually I like the idea that helping one another to improve helps us all to improve faster.  i.e. discussing strategy and helping your opponent be better means that you have to be better too.

But realistically, I just like discussing strategy; it's part of playing games for me.
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Re: Mage Knight I "The first dusk" (Day 1, Turn 5, theorel's turn)
« Reply #309 on: March 18, 2013, 11:45:41 am »

QVIST
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Re: Mage Knight I "The first dusk" (Day 1, Turn 5, theorel's turn)
« Reply #310 on: March 18, 2013, 06:04:06 pm »

I'm back. I'm currently catching up. It seems that you played the rest of day 1 on your own. Nice. So I'll post the current state and distribute the staring hand for the first night now.

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Re: Mage Knight I "The first dusk" (Day 1, Turn 5, theorel's turn)
« Reply #311 on: March 18, 2013, 06:13:16 pm »

End of Day 1

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

Fame: Goldyx: 5 / Norowas: 4 / Tovak: 4 / Arythea: 7
Influence: Goldyx: 0 / Norowas: 0 / Tovak: 1 / Arythea: 0

Advanced Actions:
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.
Blood Ritual Take a Wound. Gain a red mana token and a mana token of any color (including non-basic). /// Take a Wound. Gain three mana tokens of any colors (including non-basic).
Intimidate   Influence 4 or Attack 3. Get Reputation -1 at the end of your turn. /// Influence 8 or Attack 7. Get Reputation -2 at the end of your turn.

Spells:
Flame Wall / Flame Wave Fire Attack 5 or Fire Block 7 /// Fire Attack 5 or Fire Block 7. This attack or block gets increased by 2 for each enemy token you are facing.
Mana Bolt / Mana Thunderbolt When you play this, pay a mana. If you paid blue, Ice Attack 8. If you paid red, Cold Fire Attack 7. If you paid white, Ranged Ice Attack 6. If you paid green, Siege Ice Attack 5. /// When you play this, pay a mana. If you paid blue, Ice Attack 11. If you paid red, Cold Fire Attack 10. If you paid white, Ranged Ice Attack 9. If you paid green, Siege Ice Attack 8.   
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:
empty
Northern Monks Cost 7 / Level 2 / Armour 4 / Recruitable in Monastery / Attack or Block 3 /// Ice Attack or Ice Block 4   
empty
empty
empty

Monastery Advanced Actions                                                            
Fire Bolt Gain a red crystal to your Inventory. /// Ranged Fire Attack 3                           

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)
Red Crystal Craft Once a Round: Flip this to gain one blue crystal to your Inventory, and one red mana token.
                                                            
Mana Source:
Black / Black / Black / Red / Blue / Black

Map:


Goldyx (Jorbles):
Level 1 / Armour 2 / Hand Limit 5 / Piles (Draw/Hand/Discard): 0/0/19 / 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: None
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.
Units (1/1): Guardian Golems Cost 7 / Level 2 / Armour 3 / Recruitable in Keep or Mage Tower / Attack or Block 2 /// Fire Block 4 /// Ice Block 4   

Arythea (Watno):
Level 1 / Armour 2 / Hand Limit 5 / Piles (Draw/Hand/Discard): 0/0/20 / 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.                                       
Crystals: 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.                                                            
Units (1/1): Peasants (used) Cost 4 / Level 1 / Armour 3 / Attack or Block 2 /// Influence 2 /// Move 2

Norowas (theorel):
Level 1 / Armour 2 / Hand Limit 5 / Piles (Draw/Hand/Discard): 0/0/17 / Tactics: 5 - Great Start: You may immediately draw 2 cards.                                       
Crystals: Blue, Blue, White, White, White
Skills: Leaves in the Wind (used) Once a Round: Flip this to gain one green crystal to your Inventory, and one white mana token.
Units (1/1): Foresters (used) 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

Tovak (pops):
Level 1 / Armour 2 / Hand Limit 5 / Piles (Draw/Hand/Discard): 0/0/18 / 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: None
Skills: Double Move Once a turn: Move 2 (during the Day), or Move 1 (during the Night)                                                            
Units (1/1): Utem Crossbowmen Cost 6 / Level 2 / Armour 4 / Recruitable in Village or Keep / Attack or Block 3 /// Ranged Attack 2

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Re: Mage Knight I "The first dusk" (End of Day 1)
« Reply #312 on: March 18, 2013, 06:13:57 pm »

I hope that I didn't made any mistakes or miss anything. Preparing Night 1 now.

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Re: Mage Knight I "The first dusk" (End of Day 1)
« Reply #313 on: March 18, 2013, 06:17:56 pm »

Rerolling the mana

Rolled 6d6 : 3, 2, 5, 5, 5, 2, total 22

popsofctown

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Re: Mage Knight I "The first dusk" (End of Day 1)
« Reply #314 on: March 18, 2013, 06:34:48 pm »

Ice, ice, baby
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Qvist

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Re: Mage Knight I "The first dusk" (Day 1, Turn 5, theorel's turn)
« Reply #315 on: March 18, 2013, 07:02:39 pm »

Start of Night 1

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

Fame: Goldyx: 5 / Norowas: 4 / Tovak: 4 / Arythea: 7
Influence: Goldyx: 0 / Norowas: 0 / Tovak: 1 / Arythea: 0

Advanced Actions:
Learning Influence 2. Once during this turn, you may pay Influence 6 to gain an Advanced Action card from the Advanced Actions offer to your discard pile. /// Influence 4. Once during this turn, you may pay Influence 9 to gain an Advanced Action card from the Advanced Actions offer to your hand.
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.
Blood Ritual Take a Wound. Gain a red mana token and a mana token of any color (including non-basic). /// Take a Wound. Gain three mana tokens of any colors (including non-basic).

Spells:
Meditation / Trance Randomly pick two cards from your discard pile and place them either on the top or bottom of your Deed deck. At the end of this turn, draw two cards over your hand limit. /// Same as the basic effect, except you choose the cards instead of picking them randomly.
Flame Wall / Flame Wave Fire Attack 5 or Fire Block 7 /// Fire Attack 5 or Fire Block 7. This attack or block gets increased by 2 for each enemy token you are facing.
Mana Bolt / Mana Thunderbolt When you play this, pay a mana. If you paid blue, Ice Attack 8. If you paid red, Cold Fire Attack 7. If you paid white, Ranged Ice Attack 6. If you paid green, Siege Ice Attack 5. /// When you play this, pay a mana. If you paid blue, Ice Attack 11. If you paid red, Cold Fire Attack 10. If you paid white, Ranged Ice Attack 9. If you paid green, Siege Ice Attack 8.   

Units:
Savage Monks Cost 7 / Level 2 / Armour 4 / Recruitable in Monastery / Attack or Block 3   /// Siege Attack 4
Illusionists Cost 7 / Level 2 / Armour 2 / Recruitable in Mage Tower or Monastery / Influence 4 /// Target unfortified enemy does not attack this combat. /// Gain a white crystal to your Inventory.
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
Illusionists Cost 7 / Level 2 / Armour 2 / Recruitable in Mage Tower or Monastery /    Influence 4 /// Target unfortified enemy does not attack this combat. /// Gain a white crystal to your Inventory.
Guardian Golems Cost 7 / Level 2 / Armour 3 / Recruitable in Keep or Mage Tower / Attack or Block 2 /// Fire Block 4 /// Ice Block 4
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                                                            
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.

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)
Red Crystal Craft Once a Round: Flip this to gain one blue crystal to your Inventory, and one red mana token.
                                                            
Mana Source:
Red / White / Blue / Blue / Blue / White

Map:


Goldyx (Jorbles):
Level 1 / Armour 2 / Hand Limit 5 / Piles (Draw/Hand/Discard): 13/6/0 / Tactics: -                              
Crystals: None
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.
Units (1/1): Guardian Golems Cost 7 / Level 2 / Armour 3 / Recruitable in Keep or Mage Tower / Attack or Block 2 /// Fire Block 4 /// Ice Block 4   

Arythea (Watno):
Level 1 / Armour 2 / Hand Limit 5 / Piles (Draw/Hand/Discard): 15/5/0 / Tactics: -                  
Crystals: 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.                                                            
Units (1/1): Peasants Cost 4 / Level 1 / Armour 3 / Attack or Block 2 /// Influence 2 /// Move 2

Norowas (theorel):
Level 1 / Armour 2 / Hand Limit 5 / Piles (Draw/Hand/Discard): 12/5/0 / Tactics: -
Crystals: Blue, Blue, White, White, White
Skills: Leaves in the Wind Once a Round: Flip this to gain one green crystal to your Inventory, and one white mana token.
Units (1/1): 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

Tovak (pops):
Level 1 / Armour 2 / Hand Limit 5 / Piles (Draw/Hand/Discard): 13/5/0 / Tactics: -
Crystals: None
Skills: Double Move Once a turn: Move 2 (during the Day), or Move 1 (during the Night)                                                            
Units (1/1): Utem Crossbowmen Cost 6 / Level 2 / Armour 4 / Recruitable in Village or Keep / Attack or Block 3 /// Ranged Attack 2

Qvist

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Re: Mage Knight I "Darkness covers the land" (Start of Night 1)
« Reply #316 on: March 18, 2013, 07:04:52 pm »

Hands go out in a second. Then choose the Night Tactics.

As pointed out I made a mistake in the order of choosing on the first day. Sorry.
The order now is: pops, theorel, Jorbles, Watno.

popsofctown

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Re: Mage Knight I "Darkness covers the land" (Start of Night 1)
« Reply #317 on: March 18, 2013, 07:12:20 pm »

midnight meditation
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Qvist

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Re: Mage Knight I "Darkness covers the land" (Start of Night 1)
« Reply #318 on: March 18, 2013, 07:14:11 pm »

theorel is next.

theorel

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Re: Mage Knight I "Darkness covers the land" (Start of Night 1)
« Reply #319 on: March 18, 2013, 08:59:07 pm »

I take Preparation
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Jorbles

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Re: Mage Knight I "Darkness covers the land" (Start of Night 1)
« Reply #320 on: March 18, 2013, 09:07:51 pm »

I was accidentally dealt a 6 card hand. I'm waiting for Qvist to redraw for me before I decide.
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popsofctown

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Re: Mage Knight I "Darkness covers the land" (Start of Night 1)
« Reply #321 on: March 18, 2013, 09:10:07 pm »

You are next to a keep that you own, are you not?
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Jorbles

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Re: Mage Knight I "Darkness covers the land" (Start of Night 1)
« Reply #322 on: March 18, 2013, 09:10:59 pm »

You get an extra card for that?!
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popsofctown

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Re: Mage Knight I "Darkness covers the land" (Start of Night 1)
« Reply #323 on: March 18, 2013, 09:12:09 pm »

If you are in a keep that you own, or in a hex adjacent to a keep that you own, your maximum hand size is increased by 1 for each keep that you own (even if some of those other keeps are far away).  This effect only works if you start the turn in a space in your keep or adjacent to your keep.
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popsofctown

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Re: Mage Knight I "Darkness covers the land" (Start of Night 1)
« Reply #324 on: March 18, 2013, 09:12:47 pm »

Staying next to your keep is like finding a potion for your alchemist.
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Jorbles

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Re: Mage Knight I "Darkness covers the land" (Start of Night 1)
« Reply #325 on: March 18, 2013, 09:18:53 pm »

Then I'll take Sparing Power.
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theorel

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Re: Mage Knight I "Darkness covers the land" (Start of Night 1)
« Reply #326 on: March 18, 2013, 09:23:31 pm »

Yeah, keeps are pretty cool.

Basically anything you attack gives a bonus of some sort, as follows (this is all in the first post, but this is a summary of just the rewards)
(-3 reputation)
Burning a Monastery: Artifact

(-1 reputation)
Mage Tower: free spell
Keep: extra cards
City: extra cards, and bonus influence within the city according to the # of defenders you personally defeated.

(0 reputation)
Ruins: bonus varies according to ruin tile, can be spell, artifact, advanced action, free unit, etc
Dungeon: Spell (33%) OR Artifact (66%)
Monster Den: 2 random mana crystals (or fame if black)
Spawning Grounds: Artifact + 3 random mana crystals
Tomb: Spell AND Artifact

Marauding Orcs: +1 Reputation (that's it)
Draconum: +2 Reputation (that's it)

Those are all the situations in which you can fight enemies.
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Jorbles

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Re: Mage Knight I "Darkness covers the land" (Start of Night 1)
« Reply #327 on: March 18, 2013, 09:29:14 pm »

And I thought I was just taking the Keep so I could become more famous and steal their Golems.
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Jorbles

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Re: Mage Knight I "Darkness covers the land" (Start of Night 1)
« Reply #328 on: March 18, 2013, 09:29:37 pm »

I did read the rules, but apparently I forgot a lot of what I read after I read them.
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theorel

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Re: Mage Knight I "Darkness covers the land" (Start of Night 1)
« Reply #329 on: March 18, 2013, 09:48:39 pm »

Well, there were a lot of rules...:)
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Qvist

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Re: Mage Knight I "Darkness covers the land" (Start of Night 1)
« Reply #330 on: March 19, 2013, 04:41:26 am »

theorel takes Diabolic Tutor Preparation and Jorbles takes Native Village Sparing Power. Watno's next.

popsofctown

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Re: Mage Knight I "Darkness covers the land" (Start of Night 1)
« Reply #331 on: March 19, 2013, 09:51:22 am »

TECHNICALLY doesn't theorel select the card he wants to search for before he finds out what the next tactic choice is?
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Qvist

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Re: Mage Knight I "Darkness covers the land" (Start of Night 1)
« Reply #332 on: March 19, 2013, 09:52:41 am »

TECHNICALLY doesn't theorel select the card he wants to search for before he finds out what the next tactic choice is?

He did.

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Re: Mage Knight I "Darkness covers the land" (Start of Night 1)
« Reply #333 on: March 19, 2013, 10:04:59 am »

Ill take Long Night.

That makes me go first:
Play Stamina for Move 2 to go to Monastery.
Play Threaten with red crystal from Inventory and Wound for Influence 7 to gain Mana Storm.
Play Crystallize, paying a blue mana from source to get a blue crystal.


Reroll blue die:
Rolled 1d6 : 1, total 1
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Qvist

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Re: Mage Knight I "The first dusk" (Day 1, Turn 5, theorel's turn)
« Reply #334 on: March 19, 2013, 11:28:14 am »

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

Fame: Goldyx: 5 / Norowas: 4 / Tovak: 4 / Arythea: 7
Influence: Goldyx: 0 / Norowas: 0 / Tovak: 1 / Arythea: -1

Advanced Actions:
Learning Influence 2. Once during this turn, you may pay Influence 6 to gain an Advanced Action card from the Advanced Actions offer to your discard pile. /// Influence 4. Once during this turn, you may pay Influence 9 to gain an Advanced Action card from the Advanced Actions offer to your hand.
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.
Blood Ritual Take a Wound. Gain a red mana token and a mana token of any color (including non-basic). /// Take a Wound. Gain three mana tokens of any colors (including non-basic).

Spells:
Meditation / Trance Randomly pick two cards from your discard pile and place them either on the top or bottom of your Deed deck. At the end of this turn, draw two cards over your hand limit. /// Same as the basic effect, except you choose the cards instead of picking them randomly.
Flame Wall / Flame Wave Fire Attack 5 or Fire Block 7 /// Fire Attack 5 or Fire Block 7. This attack or block gets increased by 2 for each enemy token you are facing.
Mana Bolt / Mana Thunderbolt When you play this, pay a mana. If you paid blue, Ice Attack 8. If you paid red, Cold Fire Attack 7. If you paid white, Ranged Ice Attack 6. If you paid green, Siege Ice Attack 5. /// When you play this, pay a mana. If you paid blue, Ice Attack 11. If you paid red, Cold Fire Attack 10. If you paid white, Ranged Ice Attack 9. If you paid green, Siege Ice Attack 8.   

Units:
Savage Monks Cost 7 / Level 2 / Armour 4 / Recruitable in Monastery / Attack or Block 3   /// Siege Attack 4
Illusionists Cost 7 / Level 2 / Armour 2 / Recruitable in Mage Tower or Monastery / Influence 4 /// Target unfortified enemy does not attack this combat. /// Gain a white crystal to your Inventory.
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
Illusionists Cost 7 / Level 2 / Armour 2 / Recruitable in Mage Tower or Monastery /    Influence 4 /// Target unfortified enemy does not attack this combat. /// Gain a white crystal to your Inventory.
Guardian Golems Cost 7 / Level 2 / Armour 3 / Recruitable in Keep or Mage Tower / Attack or Block 2 /// Fire Block 4 /// Ice Block 4
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)
Red Crystal Craft Once a Round: Flip this to gain one blue crystal to your Inventory, and one red mana token.
                                                            
Mana Source:
Red / White / Gold / Blue / Blue / White

Map:


Arythea (Watno):
Level 1 / Armour 2 / Hand Limit 5 / Piles (Draw/Hand/Discard): 12/5/4 / Tactics: 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.                  
Crystals: Red, Blue
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.                                                            
Units (1/1): Peasants Cost 4 / Level 1 / Armour 3 / Attack or Block 2 /// Influence 2 /// Move 2

Tovak (pops):
Level 1 / Armour 2 / Hand Limit 5 / Piles (Draw/Hand/Discard): 13/5/0 / Tactics: 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.
Crystals: None
Skills: Double Move Once a turn: Move 2 (during the Day), or Move 1 (during the Night)                                                            
Units (1/1): Utem Crossbowmen Cost 6 / Level 2 / Armour 4 / Recruitable in Village or Keep / Attack or Block 3 /// Ranged Attack 2
[/quote]

Norowas (theorel):
Level 1 / Armour 2 / Hand Limit 5 / Piles (Draw/Hand/Discard): 11/6/0 / Tactics: 5: Preparation When you take this Tactic, search your deck for any one card and put it into your hand, then shuffle your deck.
Crystals: Blue, Blue, White, White, White
Skills: Leaves in the Wind Once a Round: Flip this to gain one green crystal to your Inventory, and one white mana token.
Units (1/1): 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

Goldyx (Jorbles):
Level 1 / Armour 2 / Hand Limit 5 / Piles (Draw/Hand/Discard): 13/6/0 / Tactics: 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.                              
Crystals: None
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.
Units (1/1): Guardian Golems Cost 7 / Level 2 / Armour 3 / Recruitable in Keep or Mage Tower / Attack or Block 2 /// Fire Block 4 /// Ice Block 4

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Re: Mage Knight I "Darkness covers the land" (Night 1, Turn 1, pops' turn)
« Reply #335 on: March 19, 2013, 02:31:41 pm »

Take blue mana from the source to power Crystallization, gaining a green mana crystal.  End my turn. 

Rolled 1d6 : 4, total 4
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Re: Mage Knight I "Darkness covers the land" (Night 1, Turn 1, pops' turn)
« Reply #336 on: March 19, 2013, 02:34:01 pm »

I shouldn't have the red crystal any more
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theorel

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Re: Mage Knight I "Darkness covers the land" (Night 1, Turn 1, pops' turn)
« Reply #337 on: March 19, 2013, 03:00:39 pm »

Use Green Mana from source to empower March for move 4
Play Tranquility sideways for move 1
Flip Leaves in the Wind for a white token and green crystal
Empower Crystallize with a blue crystal from inventory to gain a red crystal.
Move to the space under the poisonous orcs, and provoke them.
Use white mana token to empower Swiftness for Ranged Attack 3.
Use a white crystal to empower my other swiftness for Ranged Attack 3.
Defeat the orcs.

End Result should be: Reputation +1, Fame +3, -1 white crystal, -1 blue crystal +1 green crystal, +1 red crystal.

Replace the green mana with:
Rolled 1d6 : 4, total 4
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Watno

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Re: Mage Knight I "Darkness covers the land" (Night 1, Turn 1, pops' turn)
« Reply #338 on: March 19, 2013, 03:16:12 pm »

Also I'd like to get my new hand.
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Jorbles

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Re: Mage Knight I "Darkness covers the land" (Night 1, Turn 1, pops' turn)
« Reply #339 on: March 19, 2013, 03:25:22 pm »

Set a card aside using Native Village Sparing Power.

Play Tranquility to heal 1 Wound.
Use a blue die from the source to power Stamina for Move 4.
Play Swiftness for Move 2 (total 6)
Move to the Monster Den. Do not enter it.


Replace the blue mana with:
Rolled 1d6 : 6, total 6


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theorel

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Re: Mage Knight I "Darkness covers the land" (Night 1, Turn 1, pops' turn)
« Reply #340 on: March 19, 2013, 03:32:19 pm »

Just a reminder to everyone (no one has done anything for it to come into play, but it feels easy to forget especially without the components, and Jorbles is right next to a forest)
Deserts are 3 move and forests are 5, because it's night.
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Jorbles

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Re: Mage Knight I "Darkness covers the land" (Night 1, Turn 1, pops' turn)
« Reply #341 on: March 19, 2013, 03:34:25 pm »

Yeah I know, I considered skipping the Monster Den, because of it. Stupid forests.
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popsofctown

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Re: Mage Knight I "Darkness covers the land" (Night 1, Turn 1, pops' turn)
« Reply #342 on: March 19, 2013, 03:38:11 pm »

Use Green Mana from source to empower March for move 4
Play Tranquility sideways for move 1
Flip Leaves in the Wind for a white token and green crystal
Empower Crystallize with a blue crystal from inventory to gain a red crystal.
Move to the space under the poisonous orcs, and provoke them.
Use white mana token to empower Swiftness for Ranged Attack 3.
Use a white crystal to empower my other swiftness for Ranged Attack 3.
Defeat the orcs.

End Result should be: Reputation +1, Fame +3, -1 white crystal, -1 blue crystal +1 green crystal, +1 red crystal.

Replace the green mana with:
This dice roll may have been tampered with!
Rolled 1d6 : 4, total 4

cards remaining in hand?
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popsofctown

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Re: Mage Knight I "Darkness covers the land" (Night 1, Turn 1, pops' turn)
« Reply #343 on: March 19, 2013, 03:42:12 pm »

Jorbles, I'm pretty sure that's a dungeon, not a Monster den.  It's almost the same thing, except you can't use Units to help you fight the Brown enemy token and you get a bigger prize (a spell or artifact at random)
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popsofctown

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Re: Mage Knight I "Darkness covers the land" (Night 1, Turn 1, pops' turn)
« Reply #345 on: March 19, 2013, 04:06:58 pm »

Which he typed next in the same post as an image contradicting that description.  I checked twice.
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Jorbles

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Re: Mage Knight I "Darkness covers the land" (Night 1, Turn 1, pops' turn)
« Reply #346 on: March 19, 2013, 04:13:00 pm »

Which he typed next in the same post as an image contradicting that description.  I checked twice.

Oh hmmm, I'll wait for Qvist to rule on it then. I don't think I can fight a monster without my unit.
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popsofctown

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Re: Mage Knight I "Darkness covers the land" (Night 1, Turn 1, pops' turn)
« Reply #347 on: March 19, 2013, 04:42:02 pm »

I believe in you though.
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Qvist

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Re: Mage Knight I "Darkness covers the land" (Night 1, Turn 1, pops' turn)
« Reply #348 on: March 19, 2013, 06:39:52 pm »

Which he typed next in the same post as an image contradicting that description.  I checked twice.

It's a Monster Den. The brown enemy token depicts a Dungeon though. I guess that's where the confusion is coming from.
Update comes in a second. Then I submit the new hands. You guys are too fast for me.  :P

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Re: Mage Knight I "The first dusk" (Day 1, Turn 5, theorel's turn)
« Reply #349 on: March 19, 2013, 06:50:31 pm »

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

Fame: Goldyx: 5 / Norowas: 7 / Tovak: 4 / Arythea: 7
Influence: Goldyx: 0 / Norowas: 0 / Tovak: 1 / Arythea: -1

Advanced Actions:
Learning Influence 2. Once during this turn, you may pay Influence 6 to gain an Advanced Action card from the Advanced Actions offer to your discard pile. /// Influence 4. Once during this turn, you may pay Influence 9 to gain an Advanced Action card from the Advanced Actions offer to your hand.
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.
Blood Ritual Take a Wound. Gain a red mana token and a mana token of any color (including non-basic). /// Take a Wound. Gain three mana tokens of any colors (including non-basic).

Spells:
Meditation / Trance Randomly pick two cards from your discard pile and place them either on the top or bottom of your Deed deck. At the end of this turn, draw two cards over your hand limit. /// Same as the basic effect, except you choose the cards instead of picking them randomly.
Flame Wall / Flame Wave Fire Attack 5 or Fire Block 7 /// Fire Attack 5 or Fire Block 7. This attack or block gets increased by 2 for each enemy token you are facing.
Mana Bolt / Mana Thunderbolt When you play this, pay a mana. If you paid blue, Ice Attack 8. If you paid red, Cold Fire Attack 7. If you paid white, Ranged Ice Attack 6. If you paid green, Siege Ice Attack 5. /// When you play this, pay a mana. If you paid blue, Ice Attack 11. If you paid red, Cold Fire Attack 10. If you paid white, Ranged Ice Attack 9. If you paid green, Siege Ice Attack 8.   

Units:
Savage Monks Cost 7 / Level 2 / Armour 4 / Recruitable in Monastery / Attack or Block 3   /// Siege Attack 4
Illusionists Cost 7 / Level 2 / Armour 2 / Recruitable in Mage Tower or Monastery / Influence 4 /// Target unfortified enemy does not attack this combat. /// Gain a white crystal to your Inventory.
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
Illusionists Cost 7 / Level 2 / Armour 2 / Recruitable in Mage Tower or Monastery /    Influence 4 /// Target unfortified enemy does not attack this combat. /// Gain a white crystal to your Inventory.
Guardian Golems Cost 7 / Level 2 / Armour 3 / Recruitable in Keep or Mage Tower / Attack or Block 2 /// Fire Block 4 /// Ice Block 4
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)
Red Crystal Craft Once a Round: Flip this to gain one blue crystal to your Inventory, and one red mana token.
                                                            
Mana Source:
Red / White / Gold / Green / Black / White

Map:


Arythea (Watno):
Level 1 / Armour 2 / Hand Limit 5 / Piles (Draw/Hand/Discard): 12/5/4 / Tactics: 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.                  
Crystals: Blue
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.                                                            
Units (1/1): Peasants Cost 4 / Level 1 / Armour 3 / Attack or Block 2 /// Influence 2 /// Move 2

Tovak (pops):
Level 1 / Armour 2 / Hand Limit 5 / Piles (Draw/Hand/Discard): 12/5/1 / Tactics: 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.
Crystals: Green
Skills: Double Move Once a turn: Move 2 (during the Day), or Move 1 (during the Night)                                                            
Units (1/1): Utem Crossbowmen Cost 6 / Level 2 / Armour 4 / Recruitable in Village or Keep / Attack or Block 3 /// Ranged Attack 2

Norowas (theorel):
Level 1 / Armour 2 / Hand Limit 5 / Piles (Draw/Hand/Discard): 7/5/5 / Tactics: 5: Preparation When you take this Tactic, search your deck for any one card and put it into your hand, then shuffle your deck.
Crystals: Red, Blue, White, White, Green
Skills: Leaves in the Wind Once a Round: Flip this to gain one green crystal to your Inventory, and one white mana token.
Units (1/1): 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

Goldyx (Jorbles):
Level 1 / Armour 2 / Hand Limit 5 / Piles (Draw/Hand/Discard): 9 (1)/5/3 / Tactics: 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.                              
Crystals: None
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.
Units (1/1): Guardian Golems Cost 7 / Level 2 / Armour 3 / Recruitable in Keep or Mage Tower / Attack or Block 2 /// Fire Block 4 /// Ice Block 4

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Re: Mage Knight I "Darkness covers the land" (Night 1, Turn 2, Watno's turn)
« Reply #350 on: March 19, 2013, 07:11:04 pm »

Use mana Storm powered by white mana from source
Rerolling all dies in the source:
Rolled 6d6 : 1, 1, 5, 1, 4, 1, total 13
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Re: Mage Knight I "Darkness covers the land" (Night 1, Turn 2, Watno's turn)
« Reply #351 on: March 19, 2013, 07:12:19 pm »

Great, 4 times Gold, lol.

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Re: Mage Knight I "Darkness covers the land" (Night 1, Turn 2, Watno's turn)
« Reply #352 on: March 19, 2013, 07:14:58 pm »

Didn't Watno have a negative influence bonus from Reputation at the start of the round?
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Watno

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Re: Mage Knight I "Darkness covers the land" (Night 1, Turn 2, Watno's turn)
« Reply #353 on: March 19, 2013, 07:16:13 pm »

1 = Gold / 2 = White / 3 = Red / 4 = Green / 5 = Blue / 6 = Black
Source is now: Gold, Gold, Blue, Gold, Green, Gold
Play March powered by green mana from source,  Wound and Tranquility sideways for Move 7 to go to Altar.
Pay blue crystal, a blue and a gold die die from source to get 7 fame.
End of turn, rerolling Blue, Green and Gold die:

Rolled 3d6 : 1, 1, 6, total 8

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Watno

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Re: Mage Knight I "Darkness covers the land" (Night 1, Turn 2, Watno's turn)
« Reply #354 on: March 19, 2013, 07:17:42 pm »

pops, my reputation only dropped to -1 after I played Threaten. But I had a spare Influence point anyway.
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popsofctown

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Re: Mage Knight I "Darkness covers the land" (Night 1, Turn 2, Watno's turn)
« Reply #355 on: March 19, 2013, 07:18:55 pm »

When did you gain reputation then?  You lost 2 reputation points during round 1

I guess you killed a rampaging enemy and i forgot?
« Last Edit: March 19, 2013, 07:21:08 pm by popsofctown »
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Watno

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Re: Mage Knight I "Darkness covers the land" (Night 1, Turn 2, Watno's turn)
« Reply #356 on: March 19, 2013, 07:21:52 pm »

Yeah, I did
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Jorbles

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Re: Mage Knight I "Darkness covers the land" (Night 1, Turn 2, Watno's turn)
« Reply #357 on: March 19, 2013, 07:23:32 pm »

So there's 1 die left that is not Gold or Black now?
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Watno

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Re: Mage Knight I "Darkness covers the land" (Night 1, Turn 2, Watno's turn)
« Reply #358 on: March 19, 2013, 07:24:16 pm »

No, they're all black or gold. Lol.
5 gold and 1 black. Have fun with that.
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Jorbles

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Re: Mage Knight I "Darkness covers the land" (Night 1, Turn 2, Watno's turn)
« Reply #359 on: March 19, 2013, 07:25:02 pm »

Oh jeez, you are the worst at rolling Watno... or the best. We're not going get much done this round now though.
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popsofctown

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Re: Mage Knight I "Darkness covers the land" (Night 1, Turn 2, Watno's turn)
« Reply #360 on: March 19, 2013, 07:26:14 pm »

Did you level up from the 7 fame, watno?
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Re: Mage Knight I "Darkness covers the land" (Night 1, Turn 2, Watno's turn)
« Reply #361 on: March 19, 2013, 07:29:18 pm »

Did you level up from the 7 fame, watno?

Yes he did. He has now 3 Armour and can have 2 Units. I just noticed btw that Levels begin at 1, not 0. I'm an IT guy, you see it here. So he's now Level 3, all others Level 2.

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Re: Mage Knight I "Darkness covers the land" (Night 1, Turn 2, Watno's turn)
« Reply #362 on: March 19, 2013, 07:29:43 pm »

1 short of double level up :(
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popsofctown

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Re: Mage Knight I "Darkness covers the land" (Night 1, Turn 2, Watno's turn)
« Reply #363 on: March 19, 2013, 07:29:47 pm »

Watno can't use his spell right? because he has no crystals and there's no colored mana in the source. (the spell that is somewhere in his deck, I'm worried about him using the night mana and casting it to pull even further ahead)
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Re: Mage Knight I "Darkness covers the land" (Night 1, Turn 2, pops' turn)
« Reply #364 on: March 19, 2013, 07:31:15 pm »

I can with the Concentration card, or if you reroll something.
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popsofctown

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Re: Mage Knight I "Darkness covers the land" (Night 1, Turn 2, pops' turn)
« Reply #365 on: March 19, 2013, 07:32:24 pm »

I think spells are not considered "actions", so that they are excluded from Concentration.  Because otherwise that'd be kinda busted. 

Nothing can get rerolled, i don't think we have any abilities in play that reroll gold dice.
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Re: Mage Knight I "Darkness covers the land" (Night 1, Turn 2, pops' turn)
« Reply #366 on: March 19, 2013, 07:34:00 pm »

And I btw, I can't remember that I played a game with such strange rolls.

popsofctown

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Re: Mage Knight I "Darkness covers the land" (Night 1, Turn 2, pops' turn)
« Reply #367 on: March 19, 2013, 07:36:03 pm »

There's no oxygen.  We must rely only on anaerobic respiration.
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Watno

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Re: Mage Knight I "Darkness covers the land" (Night 1, Turn 2, pops' turn)
« Reply #368 on: March 19, 2013, 07:36:18 pm »

well, concentration can give me a red mana, which i can then use to cast the spell. I could also discover a mine.
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popsofctown

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Re: Mage Knight I "Darkness covers the land" (Night 1, Turn 2, pops' turn)
« Reply #369 on: March 19, 2013, 07:36:47 pm »

Oh, crap.
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Re: Mage Knight I "Darkness covers the land" (Night 1, Turn 2, pops' turn)
« Reply #370 on: March 19, 2013, 07:41:48 pm »

pops uses Midnight Meditation for 2 cards

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Re: Mage Knight I "The first dusk" (Day 1, Turn 5, theorel's turn)
« Reply #371 on: March 19, 2013, 07:44:56 pm »

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

Fame: Goldyx: 5 / Norowas: 7 / Tovak: 4 / Arythea: 14
Influence: Goldyx: 0 / Norowas: 0 / Tovak: 1 / Arythea: -1

Advanced Actions:
Learning Influence 2. Once during this turn, you may pay Influence 6 to gain an Advanced Action card from the Advanced Actions offer to your discard pile. /// Influence 4. Once during this turn, you may pay Influence 9 to gain an Advanced Action card from the Advanced Actions offer to your hand.
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.
Blood Ritual Take a Wound. Gain a red mana token and a mana token of any color (including non-basic). /// Take a Wound. Gain three mana tokens of any colors (including non-basic).

Spells:
Meditation / Trance Randomly pick two cards from your discard pile and place them either on the top or bottom of your Deed deck. At the end of this turn, draw two cards over your hand limit. /// Same as the basic effect, except you choose the cards instead of picking them randomly.
Flame Wall / Flame Wave Fire Attack 5 or Fire Block 7 /// Fire Attack 5 or Fire Block 7. This attack or block gets increased by 2 for each enemy token you are facing.
Mana Bolt / Mana Thunderbolt When you play this, pay a mana. If you paid blue, Ice Attack 8. If you paid red, Cold Fire Attack 7. If you paid white, Ranged Ice Attack 6. If you paid green, Siege Ice Attack 5. /// When you play this, pay a mana. If you paid blue, Ice Attack 11. If you paid red, Cold Fire Attack 10. If you paid white, Ranged Ice Attack 9. If you paid green, Siege Ice Attack 8.   

Units:
Savage Monks Cost 7 / Level 2 / Armour 4 / Recruitable in Monastery / Attack or Block 3   /// Siege Attack 4
Illusionists Cost 7 / Level 2 / Armour 2 / Recruitable in Mage Tower or Monastery / Influence 4 /// Target unfortified enemy does not attack this combat. /// Gain a white crystal to your Inventory.
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
Illusionists Cost 7 / Level 2 / Armour 2 / Recruitable in Mage Tower or Monastery /    Influence 4 /// Target unfortified enemy does not attack this combat. /// Gain a white crystal to your Inventory.
Guardian Golems Cost 7 / Level 2 / Armour 3 / Recruitable in Keep or Mage Tower / Attack or Block 2 /// Fire Block 4 /// Ice Block 4
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)
Red Crystal Craft Once a Round: Flip this to gain one blue crystal to your Inventory, and one red mana token.
                                                            
Mana Source:
Gold / Gold / Gold / Gold / Gold / Black

Map:


Arythea (Watno):
Level 3 / Armour 3 / Hand Limit 5 / Piles (Draw/Hand/Discard): 8/5/8 / Tactics: 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.                  
Crystals: None
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.                                                            
Units (1/2): Peasants Cost 4 / Level 1 / Armour 3 / Attack or Block 2 /// Influence 2 /// Move 2

Tovak (pops):
Level 2 / Armour 2 / Hand Limit 5 / Piles (Draw/Hand/Discard): 12/5/1 / Tactics: 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.
Crystals: Green
Skills: Double Move Once a turn: Move 2 (during the Day), or Move 1 (during the Night)                                                            
Units (1/1): Utem Crossbowmen Cost 6 / Level 2 / Armour 4 / Recruitable in Village or Keep / Attack or Block 3 /// Ranged Attack 2

Norowas (theorel):
Level 2 / Armour 2 / Hand Limit 5 / Piles (Draw/Hand/Discard): 7/5/5 / Tactics: 5: Preparation When you take this Tactic, search your deck for any one card and put it into your hand, then shuffle your deck.
Crystals: Red, Blue, White, White, Green
Skills: Leaves in the Wind Once a Round: Flip this to gain one green crystal to your Inventory, and one white mana token.
Units (1/1): 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

Goldyx (Jorbles):
Level 2 / Armour 2 / Hand Limit 5 / Piles (Draw/Hand/Discard): 9 (1)/5/3 / Tactics: 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.                              
Crystals: None
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.
Units (1/1): Guardian Golems Cost 7 / Level 2 / Armour 3 / Recruitable in Keep or Mage Tower / Attack or Block 2 /// Fire Block 4 /// Ice Block 4
[/quote]

popsofctown

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Re: Mage Knight I "Darkness covers the land" (Night 1, Turn 2, pops' turn)
« Reply #372 on: March 19, 2013, 07:47:52 pm »

This is a disgusting amount of bad luck.

I enter the adventure site
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Re: Mage Knight I "Darkness covers the land" (Night 1, Turn 2, pops' turn)
« Reply #373 on: March 19, 2013, 07:57:38 pm »

This is a disgusting amount of bad luck.

I enter the adventure site

Just to be clear: I guess you mean you want to fight the enemies in the Ruins.

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Re: Mage Knight I "Darkness covers the land" (Night 1, Turn 2, pops' turn)
« Reply #374 on: March 19, 2013, 07:59:50 pm »

yeah.
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popsofctown

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Re: Mage Knight I "Darkness covers the land" (Night 1, Turn 2, pops' turn)
« Reply #375 on: March 19, 2013, 08:00:05 pm »

It might prove foolish
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Qvist

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Re: Mage Knight I "Darkness covers the land" (Night 1, Turn 2, pops' turn)
« Reply #376 on: March 19, 2013, 08:02:41 pm »

You are forcing your luck.

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Re: Mage Knight I "Darkness covers the land" (Night 1, Turn 2, pops' turn)
« Reply #377 on: March 19, 2013, 08:09:54 pm »

I'm confused, why would you say I'm forcing my luck when I pulled such an easy monster?
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Re: Mage Knight I "Darkness covers the land" (Night 1, Turn 2, pops' turn)
« Reply #378 on: March 19, 2013, 08:19:40 pm »

I use my green crystal to use Concentration, performing a concentrated Swiftness.
That deals 5 ranged damage to the Minotaur, killing him effortlessly.

I use my Archers for block 3 and play Stamina sideways for block 1 to block the orc.  Then I play Rage+ promise sideways for attack 3 to kill the orc.

That should leave me with nothing in my hand, yeah?
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Qvist

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Re: Mage Knight I "Darkness covers the land" (Night 1, Turn 2, pops' turn)
« Reply #379 on: March 19, 2013, 08:34:48 pm »

I'm confused, why would you say I'm forcing my luck when I pulled such an easy monster?

I said this and then revealed the monsters, it wasn't related to them.

I use my green crystal to use Concentration, performing a concentrated Swiftness.
That deals 5 ranged damage to the Minotaur, killing him effortlessly.

I use my Archers for block 3 and play Stamina sideways for block 1 to block the orc.  Then I play Rage+ promise sideways for attack 3 to kill the orc.

That should leave me with nothing in my hand, yeah?

Yeah. You level up and get an Artifact (send you a PM in a second).

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Re: Mage Knight I "Darkness covers the land" (Night 1, Turn 2, pops' turn)
« Reply #380 on: March 19, 2013, 08:44:10 pm »

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

Fame: Goldyx: 5 / Norowas: 7 / Tovak: 10 / Arythea: 14
Influence: Goldyx: 0 / Norowas: 0 / Tovak: 1 / Arythea: -1

Advanced Actions:
Learning Influence 2. Once during this turn, you may pay Influence 6 to gain an Advanced Action card from the Advanced Actions offer to your discard pile. /// Influence 4. Once during this turn, you may pay Influence 9 to gain an Advanced Action card from the Advanced Actions offer to your hand.
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.
Blood Ritual Take a Wound. Gain a red mana token and a mana token of any color (including non-basic). /// Take a Wound. Gain three mana tokens of any colors (including non-basic).

Spells:
Meditation / Trance Randomly pick two cards from your discard pile and place them either on the top or bottom of your Deed deck. At the end of this turn, draw two cards over your hand limit. /// Same as the basic effect, except you choose the cards instead of picking them randomly.
Flame Wall / Flame Wave Fire Attack 5 or Fire Block 7 /// Fire Attack 5 or Fire Block 7. This attack or block gets increased by 2 for each enemy token you are facing.
Mana Bolt / Mana Thunderbolt When you play this, pay a mana. If you paid blue, Ice Attack 8. If you paid red, Cold Fire Attack 7. If you paid white, Ranged Ice Attack 6. If you paid green, Siege Ice Attack 5. /// When you play this, pay a mana. If you paid blue, Ice Attack 11. If you paid red, Cold Fire Attack 10. If you paid white, Ranged Ice Attack 9. If you paid green, Siege Ice Attack 8.   

Units:
Savage Monks Cost 7 / Level 2 / Armour 4 / Recruitable in Monastery / Attack or Block 3   /// Siege Attack 4
Illusionists Cost 7 / Level 2 / Armour 2 / Recruitable in Mage Tower or Monastery / Influence 4 /// Target unfortified enemy does not attack this combat. /// Gain a white crystal to your Inventory.
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
Illusionists Cost 7 / Level 2 / Armour 2 / Recruitable in Mage Tower or Monastery /    Influence 4 /// Target unfortified enemy does not attack this combat. /// Gain a white crystal to your Inventory.
Guardian Golems Cost 7 / Level 2 / Armour 3 / Recruitable in Keep or Mage Tower / Attack or Block 2 /// Fire Block 4 /// Ice Block 4
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)
Red Crystal Craft Once a Round: Flip this to gain one blue crystal to your Inventory, and one red mana token.
                                                            
Mana Source:
Gold / Gold / Gold / Gold / Gold / Black

Map:


Arythea (Watno):
Level 3 / Armour 3 / Hand Limit 5 / Piles (Draw/Hand/Discard): 8/5/8 / Tactics: 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.                  
Crystals: None
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.                                                            
Units (1/2): Peasants Cost 4 / Level 1 / Armour 3 / Attack or Block 2 /// Influence 2 /// Move 2

Tovak (pops):
Level 3 / Armour 3 / Hand Limit 5 / Piles (Draw/Hand/Discard): 8/5/6 / Tactics: 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.
Crystals: None
Skills: Double Move Once a turn: Move 2 (during the Day), or Move 1 (during the Night)                                                            
Units (1/2): Utem Crossbowmen Cost 6 / Level 2 / Armour 4 / Recruitable in Village or Keep / Attack or Block 3 /// Ranged Attack 2

Norowas (theorel):
Level 2 / Armour 2 / Hand Limit 5 / Piles (Draw/Hand/Discard): 7/5/5 / Tactics: 5: Preparation When you take this Tactic, search your deck for any one card and put it into your hand, then shuffle your deck.
Crystals: Red, Blue, White, White, Green
Skills: Leaves in the Wind Once a Round: Flip this to gain one green crystal to your Inventory, and one white mana token.
Units (1/1): 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

Goldyx (Jorbles):
Level 2 / Armour 2 / Hand Limit 5 / Piles (Draw/Hand/Discard): 9 (1)/5/3 / Tactics: 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.                              
Crystals: None
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.
Units (1/1): Guardian Golems Cost 7 / Level 2 / Armour 3 / Recruitable in Keep or Mage Tower / Attack or Block 2 /// Fire Block 4 /// Ice Block 4

popsofctown

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skill offer, now that I selected an artifact?
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theorel

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level 3 gives you another unit to command, and works on your armor/hand limit instead of giving you a skill.

You get skills/advanced actions every even level, and improve armor/hand limit and gain a command token on the odd levels.
« Last Edit: March 19, 2013, 09:05:34 pm by theorel »
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popsofctown

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oh, right.
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theorel

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I'm a card short...need to see what I draw before I decide what to do.
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popsofctown

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Did Qvist miss your keep bonus?
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theorel

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yes
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popsofctown

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What type of terrain is the hex southeast of Watno?
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theorel

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I'm guessing more wasteland.
EDIT: oh, or maybe swamp...
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theorel

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Actually, I think that's swamp, and the previous terrain should have been swamp also.

Based on this image:


EDIT: I got confused about where watno was...no wait, pops is confused.  (I get confused because I have trouble with the whole east-west thing)
The terrain southWEST of watno is swamp I think...although qvist originally said it was wasteland.  The terrain southEAST of the monastery is also swamp I thnk.
« Last Edit: March 19, 2013, 09:37:25 pm by theorel »
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Qvist

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Oh, right. It was Swamp from the beginning. It's a while since I played this the last time. I somehow thought Swamps only occur at Core tiles.
We haven't seen Wasteland on this map yet. Sorry for that error. But I don't think it mattered that much.

theorel

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It's okay...if watno wins it's because he walked over the swamp for one less move I'm sure :P

I'm going to play March and Rage sideways for Move 3 and move onto the Mage Tower.
Let's see what I get to fight.
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popsofctown

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It's okay...if watno wins it's because he walked over the swamp for one less move I'm sure :P
This would bother me, actually.  But I looked back and Watno wasted a movepoint the turn he walked over the swamp.  So there was no effect anyway.
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Qvist

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theorel

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Pass Ranged/Siege attack
Play Determination for Block 2
Use Foresters for Block 3 (total 5)
Block the Monks
Use Green Crystal to empower Concentration to play Rage for Attack 6 killing the monks.
Gain 4 fame

Hang on to one card for later...
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theorel

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Oh, I'll take Mana Bolt for my reward.
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Qvist

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Oh, I'll take Mana Bolt for my reward.

Yes, and -1 reputation.  ;D

Qvist

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Re: Mage Knight I "Darkness covers the land" (Night 1, Turn 2, pops' turn)
« Reply #397 on: March 20, 2013, 07:27:06 pm »

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

Fame: Goldyx: 5 / Norowas: 11 / Tovak: 10 / Arythea: 14
Influence: Goldyx: 0 / Norowas: 0 / Tovak: 1 / Arythea: -1

Advanced Actions:
Learning Influence 2. Once during this turn, you may pay Influence 6 to gain an Advanced Action card from the Advanced Actions offer to your discard pile. /// Influence 4. Once during this turn, you may pay Influence 9 to gain an Advanced Action card from the Advanced Actions offer to your hand.
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.
Blood Ritual Take a Wound. Gain a red mana token and a mana token of any color (including non-basic). /// Take a Wound. Gain three mana tokens of any colors (including non-basic).

Spells:
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.   
Meditation / Trance Randomly pick two cards from your discard pile and place them either on the top or bottom of your Deed deck. At the end of this turn, draw two cards over your hand limit. /// Same as the basic effect, except you choose the cards instead of picking them randomly.
Flame Wall / Flame Wave Fire Attack 5 or Fire Block 7 /// Fire Attack 5 or Fire Block 7. This attack or block gets increased by 2 for each enemy token you are facing.

Units:
Savage Monks Cost 7 / Level 2 / Armour 4 / Recruitable in Monastery / Attack or Block 3   /// Siege Attack 4
Illusionists Cost 7 / Level 2 / Armour 2 / Recruitable in Mage Tower or Monastery / Influence 4 /// Target unfortified enemy does not attack this combat. /// Gain a white crystal to your Inventory.
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
Illusionists Cost 7 / Level 2 / Armour 2 / Recruitable in Mage Tower or Monastery /    Influence 4 /// Target unfortified enemy does not attack this combat. /// Gain a white crystal to your Inventory.
Guardian Golems Cost 7 / Level 2 / Armour 3 / Recruitable in Keep or Mage Tower / Attack or Block 2 /// Fire Block 4 /// Ice Block 4
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)
Red Crystal Craft Once a Round: Flip this to gain one blue crystal to your Inventory, and one red mana token.
                                                            
Mana Source:
Gold / Gold / Gold / Gold / Gold / Black

Map:


Arythea (Watno):
Level 3 / Armour 3 / Hand Limit 5 / Piles (Draw/Hand/Discard): 8/5/8 / Tactics: 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.                  
Crystals: None
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.                                                            
Units (1/2): Peasants Cost 4 / Level 1 / Armour 3 / Attack or Block 2 /// Influence 2 /// Move 2

Tovak (pops):
Level 3 / Armour 3 / Hand Limit 5 / Piles (Draw/Hand/Discard): 8/5/6 / Tactics: 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.
Crystals: None
Skills: Double Move Once a turn: Move 2 (during the Day), or Move 1 (during the Night)                                                            
Units (1/2): Utem Crossbowmen Cost 6 / Level 2 / Armour 4 / Recruitable in Village or Keep / Attack or Block 3 /// Ranged Attack 2

Norowas (theorel):
Level 3 / Armour 3 / Hand Limit 5 / Piles (Draw/Hand/Discard): 3/5/10 / Tactics: 5: Preparation When you take this Tactic, search your deck for any one card and put it into your hand, then shuffle your deck.
Crystals: Red, Blue, White, White
Skills: Leaves in the Wind Once a Round: Flip this to gain one green crystal to your Inventory, and one white mana token.
Units (1/2): 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

Goldyx (Jorbles):
Level 2 / Armour 2 / Hand Limit 5 / Piles (Draw/Hand/Discard): 9 (1)/5/3 / Tactics: 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.                              
Crystals: None
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.
Units (1/1): Guardian Golems Cost 7 / Level 2 / Armour 3 / Recruitable in Keep or Mage Tower / Attack or Block 2 /// Fire Block 4 /// Ice Block 4

theorel

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It may just be non-obvious on the current map, but since I can see my shield token on the mage tower, I figured I'd ask...do Arythea and Tovak have shield tokens on the ruins they're at?
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Jorbles

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Bah, this lack of mana sucks.

Set aside a card.

Discard Stamina, Threaten, Crystallize.
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Qvist

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Bah, this lack of mana sucks.

Set aside a card.

Discard Stamina, Threaten, Crystallize.


Just to be sure. You could use black mana to use Universal Power. But only for the +3 bonus of course.

Qvist

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It may just be non-obvious on the current map, but since I can see my shield token on the mage tower, I figured I'd ask...do Arythea and Tovak have shield tokens on the ruins they're at?

I forgot about those because the Shields are only for counting the points at the end of the game.

Jorbles

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Bah, this lack of mana sucks.

Set aside a card.

Discard Stamina, Threaten, Crystallize.


Just to be sure. You could use black mana to use Universal Power. But only for the +3 bonus of course.

Cool, that's good to know, but I'll still discard those cards. That may be useful next turn though.
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Watno

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I fear I might regret what I'm gonna do now.
Play Swiftness and use Peasants for Move 4 to move to Monastery.
Play Concentration to gain a red mana. (unless this can be done after seeing my opponent)
Attempt to burn Monastery (-3 Rep)
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Jorbles

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I fear I might regret what I'm gonna do now.

Come onnnnnn super monks!
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popsofctown

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I fear I might regret what I'm gonna do now.
Play Swiftness and use Peasants for Move 4 to move to Monastery.
Play Concentration to gain a red mana. (unless this can be done after seeing my opponent)
Attempt to burn Monastery (-3 Rep)


Ok, after all the fiery blitzing Watno has done, I'm convinced the antichrist has come
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theorel

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We need special PvP where we can build reputation by attacking watno :P  (I'm sure the townsfolk would appreciate it if we put down that menace ;))
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Watno

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Are you sure you wanna attack the guy with the fireball who kills innocent monks?
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popsofctown

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I wish Watno had a keep so I could attack it.  Best I can do is try to draft stuff I think he wants.
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theorel

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I think my mana thunderbolt could take you out :)  (or rather, we'd both die painful deaths and pops/Jorbles would win...)
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popsofctown

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Jorbles is definitely a sleeper cantidate for victory.
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Watno

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Yeah, take away the units I'd take. O wait.
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popsofctown

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Nobody wants to be your unit now, Watno.  Nobody likes you.

Especially not the Savage Monks.
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Watno

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Actually, the villagers should be thankful. I wouldn't wanna live next to savage monks.
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popsofctown

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They're not really that Savage unless you use green mana to drive them crazy.  And green mana is not a very common thing in this land.  Because, you know.  You destroyed all the mana.
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Qvist

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unless this can be done after seeing my opponent

I'm pretty sure you can do this later.

Watno

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Play Concentration for Red Mana
Unleash Fire Storm with red mana just taken and black die from source, killing the Fire Mages
(Since this is a red card, and they do have Fire Resistance, do I not get a wound?)
Discard Promise (that one won't get me far anyway)
End of Turn, rerolling black die
Rolled 1d6 : 2, total 2
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Watno

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Hey, that's not black or gold. This RNG is broken.
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Qvist

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Burning Power Once a turn: Siege Attack 1, or Fire Siege Attack 1.
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.

You level up. Choose a skill and an Advanced Action

Qvist

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do I not get a wound?

I don't understand. Why shouldn't you get one?

Watno

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Re: Mage Knight I "Arythea's destructiveness" (Night 1, Turn 3, pops' turn)
« Reply #420 on: March 22, 2013, 10:14:22 am »

Because Fire Resistance ignores non-attack effects from red cards (ok, it makes sense that ot ignores effects that affect the monster only, but was worth a try :P).
I also get an artifact.
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popsofctown

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Re: Mage Knight I "Arythea's destructiveness" (Night 1, Turn 3, pops' turn)
« Reply #421 on: March 22, 2013, 10:28:00 am »

Play Tranquility to draw a card and see what I want to do from there
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Re: Mage Knight I "Darkness covers the land" (Night 1, Turn 2, pops' turn)
« Reply #422 on: March 22, 2013, 10:28:16 am »

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

Fame: Goldyx: 5 / Norowas: 11 / Tovak: 10 / Arythea: 19
Influence: Goldyx: 0 / Norowas: 0 / Tovak: 1 / Arythea: -3

Advanced Actions:
Learning Influence 2. Once during this turn, you may pay Influence 6 to gain an Advanced Action card from the Advanced Actions offer to your discard pile. /// Influence 4. Once during this turn, you may pay Influence 9 to gain an Advanced Action card from the Advanced Actions offer to your hand.
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.
Blood Ritual Take a Wound. Gain a red mana token and a mana token of any color (including non-basic). /// Take a Wound. Gain three mana tokens of any colors (including non-basic).

Spells:
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.   
Meditation / Trance Randomly pick two cards from your discard pile and place them either on the top or bottom of your Deed deck. At the end of this turn, draw two cards over your hand limit. /// Same as the basic effect, except you choose the cards instead of picking them randomly.
Flame Wall / Flame Wave Fire Attack 5 or Fire Block 7 /// Fire Attack 5 or Fire Block 7. This attack or block gets increased by 2 for each enemy token you are facing.

Units:
Savage Monks Cost 7 / Level 2 / Armour 4 / Recruitable in Monastery / Attack or Block 3   /// Siege Attack 4
Illusionists Cost 7 / Level 2 / Armour 2 / Recruitable in Mage Tower or Monastery / Influence 4 /// Target unfortified enemy does not attack this combat. /// Gain a white crystal to your Inventory.
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
Illusionists Cost 7 / Level 2 / Armour 2 / Recruitable in Mage Tower or Monastery /    Influence 4 /// Target unfortified enemy does not attack this combat. /// Gain a white crystal to your Inventory.
Guardian Golems Cost 7 / Level 2 / Armour 3 / Recruitable in Keep or Mage Tower / Attack or Block 2 /// Fire Block 4 /// Ice Block 4
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)
Red Crystal Craft Once a Round: Flip this to gain one blue crystal to your Inventory, and one red mana token.
Pending
                                                            
Mana Source:
Gold / Gold / Gold / Gold / Gold / White

Map:


Arythea (Watno):
Level 4 / Armour 3 / Hand Limit 5 / Piles (Draw/Hand/Discard): 7/5/12 / Tactics: 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.                  
Crystals: None
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.
         Pending                                                            
Units (1/2): Peasants Cost 4 / Level 1 / Armour 3 / Attack or Block 2 /// Influence 2 /// Move 2

Tovak (pops):
Level 3 / Armour 3 / Hand Limit 5 / Piles (Draw/Hand/Discard): 8/5/6 / Tactics: 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.
Crystals: None
Skills: Double Move Once a turn: Move 2 (during the Day), or Move 1 (during the Night)                                                            
Units (1/2): Utem Crossbowmen Cost 6 / Level 2 / Armour 4 / Recruitable in Village or Keep / Attack or Block 3 /// Ranged Attack 2

Norowas (theorel):
Level 3 / Armour 3 / Hand Limit 5 / Piles (Draw/Hand/Discard): 3/5/10 / Tactics: 5: Preparation When you take this Tactic, search your deck for any one card and put it into your hand, then shuffle your deck.
Crystals: Red, Blue, White, White
Skills: Leaves in the Wind Once a Round: Flip this to gain one green crystal to your Inventory, and one white mana token.
Units (1/2): 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

Goldyx (Jorbles):
Level 2 / Armour 2 / Hand Limit 5 / Piles (Draw/Hand/Discard): 5 (2)/5/6 / Tactics: 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.                              
Crystals: None
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.
Units (1/1): Guardian Golems Cost 7 / Level 2 / Armour 3 / Recruitable in Keep or Mage Tower / Attack or Block 2 /// Fire Block 4 /// Ice Block 4

Watno

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Re: Mage Knight I "Arythea's destructiveness" (Night 1, Turn 3, pops' turn)
« Reply #423 on: March 22, 2013, 10:36:10 am »

I take Burning power, Blood Ritual, and Artifact as per PM.
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Jorbles

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Jorbles is definitely a sleeper cantidate for victory.

I don't know about that, but I appreciate your confidence.
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popsofctown

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Re: Mage Knight I "Arythea's destructiveness" (Night 1, Turn 3, pops' turn)
« Reply #425 on: March 22, 2013, 11:24:54 am »

Play Mana Draw sideways and use Double Move to get move 2.  Move to the Mage Tower. 
Interact with Mage Tower, getting +1 Influence due to reputation.
Use white mana from the source to power Heroic Tale (Influence +6, +1 Fame and +1 Influence for each unit I recruit this turn)
Recruit Illusionists
Activate the Illusionists immediately for Influence 4.
Play Horn of Plenty Wrath, Stamina, and March, all three sideways, all for Influence.  Total +3.
Recruit Illusionists, disbanding my Utem Crossbowmen.

+2 fame and +2 rep at end of turn!

reroll the mana die
Rolled 1d6 : 1, total 1
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popsofctown

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Re: Mage Knight I "Arythea's destructiveness" (Night 1, Turn 3, pops' turn)
« Reply #426 on: March 22, 2013, 11:26:26 am »

Unbelievable.
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theorel

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Re: Mage Knight I "Arythea's destructiveness" (Night 1, Turn 3, pops' turn)
« Reply #427 on: March 22, 2013, 11:27:26 am »

You need to roll like this during the day!
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theorel

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Re: Mage Knight I "Arythea's destructiveness" (Night 1, Turn 3, pops' turn)
« Reply #428 on: March 22, 2013, 11:30:11 am »

Well, I go back to my planned action.
Play 2 Staminas and sideways threaten to move to the dungeon north of me
Play crystallize to duplicate the blue crystal
enter dungeon
Kill the monster with a mana bolt powered with white & blue mana crystals


Note: if it's a Crypt Worm I take 2 wounds...otherwise I should be clear.
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theorel

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Re: Mage Knight I "Arythea's destructiveness" (Night 1, Turn 3, pops' turn)
« Reply #429 on: March 22, 2013, 11:31:39 am »

I was really hoping you'd roll green, and I'd be able to kill the crypt worm without taking wounds also.
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Qvist

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Re: Mage Knight I "Arythea's destructiveness" (Night 1, Turn 3, pops' turn)
« Reply #430 on: March 22, 2013, 11:53:44 am »

Roll for theorel's reward.
Rolled 1d6 : 5, total 5

theorel

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Re: Mage Knight I "Arythea's destructiveness" (Night 1, Turn 3, pops' turn)
« Reply #431 on: March 22, 2013, 11:59:30 am »

Note: I'm going to need to know the new advanced action before I can do my level up also...
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Watno

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Re: Mage Knight I "Arythea's destructiveness" (Night 1, Turn 3, pops' turn)
« Reply #432 on: March 22, 2013, 12:02:21 pm »

Can we get the text of all artifacts once they're used? pops, what does Horn of Plenty do?
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Qvist

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Re: Mage Knight I "Arythea's destructiveness" (Night 1, Turn 3, pops' turn)
« Reply #433 on: March 22, 2013, 12:04:10 pm »

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

Fame: Goldyx: 5 / Norowas: 16 / Tovak: 12 / Arythea: 19
Influence: Goldyx: 0 / Norowas: 0 / Tovak: 1 / Arythea: -3

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.
Learning Influence 2. Once during this turn, you may pay Influence 6 to gain an Advanced Action card from the Advanced Actions offer to your discard pile. /// Influence 4. Once during this turn, you may pay Influence 9 to gain an Advanced Action card from the Advanced Actions offer to your hand.
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:
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.   
Meditation / Trance Randomly pick two cards from your discard pile and place them either on the top or bottom of your Deed deck. At the end of this turn, draw two cards over your hand limit. /// Same as the basic effect, except you choose the cards instead of picking them randomly.
Flame Wall / Flame Wave Fire Attack 5 or Fire Block 7 /// Fire Attack 5 or Fire Block 7. This attack or block gets increased by 2 for each enemy token you are facing.

Units:
Savage Monks Cost 7 / Level 2 / Armour 4 / Recruitable in Monastery / Attack or Block 3   /// Siege Attack 4
empty
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
empty
Guardian Golems Cost 7 / Level 2 / Armour 3 / Recruitable in Keep or Mage Tower / Attack or Block 2 /// Fire Block 4 /// Ice Block 4
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)
Red Crystal Craft Once a Round: Flip this to gain one blue crystal to your Inventory, and one red mana token.
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.                                                            
                                                            
Mana Source:
Gold / Gold / Gold / Gold / Gold / Gold

Map:


Arythea (Watno):
Level 4 / Armour 3 / Hand Limit 5 / Piles (Draw/Hand/Discard): 7/5/12 / Tactics: 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.                  
Crystals: None
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.
Units (1/2): Peasants Cost 4 / Level 1 / Armour 3 / Attack or Block 2 /// Influence 2 /// Move 2

Tovak (pops):
Level 3 / Armour 3 / Hand Limit 5 / Piles (Draw/Hand/Discard): 2/5/12 / Tactics: 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.
Crystals: None
Skills: Double Move Once a turn: Move 2 (during the Day), or Move 1 (during the Night)                                                            
Units (1/2): Utem Crossbowmen Cost 6 / Level 2 / Armour 4 / Recruitable in Village or Keep / Attack or Block 3 /// Ranged Attack 2

Norowas (theorel):
Level 4 / Armour 3 / Hand Limit 5 / Piles (Draw/Hand/Discard): 0/5/15 / Tactics: 5: Preparation When you take this Tactic, search your deck for any one card and put it into your hand, then shuffle your deck.
Crystals: Red, Blue, White
Skills: Leaves in the Wind Once a Round: Flip this to gain one green crystal to your Inventory, and one white mana token.
         Pending
Units (1/2): 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

Goldyx (Jorbles):
Level 2 / Armour 2 / Hand Limit 5 / Piles (Draw/Hand/Discard): 5 (2)/5/6 / Tactics: 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.                              
Crystals: None
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.
Units (1/1): Guardian Golems Cost 7 / Level 2 / Armour 3 / Recruitable in Keep or Mage Tower / Attack or Block 2 /// Fire Block 4 /// Ice Block 4
« Last Edit: March 22, 2013, 12:14:04 pm by Qvist »
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Qvist

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This was the enemy theorel destroyed with a Ranged Ice Attack.

You level up. Choose:

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.
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.

or any Skill from the Offer and an Advanced Action.

Qvist

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Re: Mage Knight I "Arythea's destructiveness" (Night 1, Turn 3, pops' turn)
« Reply #435 on: March 22, 2013, 12:07:09 pm »

Can we get the text of all artifacts once they're used? pops, what does Horn of Plenty do?

Horn of Wrath Siege Attack 6. Roll a mana die. If you roll black or red, you get a Wound. /// Siege Attack 5. You may add up to +5 to this Siege Attack. For each +1 you added roll a mana die. You get a Wound for each black or red rolled.

popsofctown

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I'd like to take a moment to point out that Watno is still winning, and Watno is also using the Long Night tactic.  It's crucial that someone call end of round as soon as possible.  I would if I could but I can't.
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theorel

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This was the enemy theorel destroyed with a Ranged Ice Attack.

You level up. Choose:

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.
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.

or any Skill from the Offer and an Advanced Action.


Tough choice.  I think I'll take Learning and Leadership.
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popsofctown

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He posted an image of the game board, with that enemy visible next to your hero

Wait, I could have sworn I was answering a post where theorel was asking about what enemy he killed.  Where'd it go?
« Last Edit: March 22, 2013, 12:42:07 pm by popsofctown »
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theorel

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I saw it after posting, and ninja-edited my post.
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Jorbles

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I put all cards from Sparing Power into my hand.

I enter the Monster Den.
What do I fight?
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popsofctown

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You were not ninja enough though.  I still managed to explain in time.  It still counts.

Don't take away from me the imaginary respect that I give to myself in the forum games subforum because theory won't let me get real ephemeral respect in the forum games subforum.
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theorel

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Also, although watno has the highest fame at the moment, I think I'm technically winning at this point.
He has gained something around 4 wounds?  Which is -8 points at the end of the game.
The other end-game scores are pretty similar at this stage I think.
We're tied on greatest leader, pops and jorbles winning.
I'm not sure about knowledge...I think we're tied with a spell +2 advanced actions each.
We're tied on conqueror.
We're tied on adventurer.
We're tied on loot.

So, If the game ended immediately, I would win by around 8 points (since watno would get -3 for "greatest beating" in addition to the -2 per wound).
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theorel

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Note: I'm really bad at the whole "persuade everyone to gang up on the apparent leader"-type games.
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Jorbles

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What's up with that werewolf in the unexplored territory?
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theorel

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He posted an image of the game board, with that enemy visible next to your hero

That's what pops is referencing here...
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Jorbles

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He posted an image of the game board, with that enemy visible next to your hero

That's what pops is referencing here...

Ohhh, gotcha.
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popsofctown

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Note: I'm really bad at the whole "persuade everyone to gang up on the apparent leader"-type games.
You are.

Like Dominion, the player who currently has the most victory points is not necessarily the player who has the best chance of winning at that point.
Watno's power of pain skill means that all of Watno's wounds give him +2 in whatever category he wants.  That means as long as he doesn't draw them together, they are about as good as Improvisation.  The negative VP associated with those wounds is worth it because they allow him to build his character and acquire other forms of VP.  Furthermore, he can just wait until the very last round of the game and trash some or all of them.

Watno has an artifact, theorel does not.  Artifacts are pretty powerful, you saw mine, it costs 0 mana to get Siege Attack 6 with only a 1/3 risk of getting wounded. 
Watno has the highest fame, which means he's closest to the next level up, which means he's closer to upgrading his "engine" further.


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Watno

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I have -3 rep as well
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theorel

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I agree that the player with the most points is not necessarily the player who has the best chance of winning.  Power of pain seems really good, but those wounds may still come back to hurt him.

Also, I do have an artifact (from my dungeon raid, just now)

Oh, he does have one more advanced action than me right now (I forgot about the one he purchased from the monastery).
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popsofctown

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I didn't know you had an artifact.  That changes things.

Jorbles, we need to form a coalition.
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Jorbles

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I didn't know you had an artifact.  That changes things.

Jorbles, we need to form a coalition.

I don't really see how it would work without PvP, but I am down in spirit.
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popsofctown

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I think we are allowed to conquer cities jointly even without pvp.  You're kinda geographically far though.
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Jorbles

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Oh that's a good point. Okay yes, if we get to jointly conquer a city I am interested.
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popsofctown

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i'm trying to read the city assault rules but the rulebook doesn't load all the pages for some reason :(
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popsofctown

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Qvist, I think you gave me Fame+2 but not Reputation+2 for my last turn.
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popsofctown

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If Jorbles and I conquer a city, can we exclude theorel and Watno, boys' club treehouse style?
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theorel

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I'm not sure how you mean...
when conquering a city, you don't need to include us, even if we are adjacent.
Once conquered, we may go interact there, just like how you can interact at conquered mage towers.
You get a benefit when interacting at a city according to how many shields you have (+1 influence per shield I think?)  You get 1 shield per defender you defeat.

You also get bonus VP at the end for each conquered city (+7 for each city you are leader of (i.e. you have majority shields there, ties broken by whoever defeated first defender) +4 for any other city where you have a shield, and player with most VP from this gets a +5 bonus as well).
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theorel

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Are there any special rules in the open map about core tile placement?
There's a rule in the "wedge" set-up that core tiles can't be coastal...but I don't see anything in the open map.
Also, should we know anything about when core tiles are coming up?  or are they just like the countryside tiles on the back?
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popsofctown

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Ok.
Well if we conquer one of the cities that cost lots of influence to get special effects, we can maybe be the only ones to use it effectively since theorel and Watno won't have any shields.
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Qvist

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Qvist

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Qvist, I think you gave me Fame+2 but not Reputation+2 for my last turn.

That's right. Feel free to correct me. It's hard to keep track of everything.

popsofctown

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Are villages the only thing that you can pillage?

Corollary question: does that have to do with rhyme?
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Qvist

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Are there any special rules in the open map about core tile placement?
There's a rule in the "wedge" set-up that core tiles can't be coastal...but I don't see anything in the open map.
Also, should we know anything about when core tiles are coming up?  or are they just like the countryside tiles on the back?

Actually I didn't even remember the coast placement rule.
There are 11 Countryside tiles and 7 Core tiles. When the 11 Countryside tiles are gone, the Core tiles will be placed.
The 4 Countryside tiles currently forming the border are the 4 remaining ones.

Are villages the only thing that you can pillage?

Burning down a Monastery is the only thing that's similar to that.

popsofctown

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Does that mean there is a zero chance that the next exploration finds a city? 
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Jorbles

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Oh good, the one thing that's really hard to block.

Let my Golems eat 3 damage for. Take 2 wounds for the remaining 4 damage.

Play Rage, Rage, and Determination for 2 attack each (total: 6) killing the Werewolf.

Gain some amount of fame
(I can't read the tile). Gain a level. Gain 2 rewards as determined by these dice rolls:

Rolled 2d6 : 3, 4, total 7
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Jorbles

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3 = Red Crystal
4 = Green Crystal
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Jorbles

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Oh and umm I forgot to finish this sentence, but my Golems are now wounded.
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theorel

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You get 5 fame.
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Qvist

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Does that mean there is a zero chance that the next exploration finds a city?

Yes, there's a zero chance that the next 4 explorations will find a city. Then the chance is 4/7

popsofctown

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Jorbles we're going to have to call the joint city thing off for now then.  I think I want to head south.  It might be wise of me to attack theorel's keep, but I'm not sure I want to.
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theorel

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Does that mean there is a zero chance that the next exploration finds a city?
(now that I've gotten an answer it's easier to find the rules)
Yes, we need to explore 4 more "countryside" tiles before we can get a chance of a city.
After that each exploration will be a core tile. There are 7 "Core" tiles, 4 with cities 3 without.

After that, I think we can't explore any more.

Also, in case anyone didn't notice: the game goes 3 days and 3 nights (or until all cities have been conquered).  So we are almost 1/3 of the way through the game time (of course, each round is longer than the previous as we get more cards, so we're really less than 1/3 of the way through)

All good stuff to know.

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Jorbles

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Jorbles we're going to have to call the joint city thing off for now then.  I think I want to head south.  It might be wise of me to attack theorel's keep, but I'm not sure I want to.

Do it!
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popsofctown

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The loss of reputation is annoying.  But, I guess I probably ought to do it
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Qvist

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Re: Mage Knight I "Arythea's destructiveness" (Night 1, Turn 3, pops' turn)
« Reply #474 on: March 22, 2013, 05:28:20 pm »

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

Fame: Goldyx: 10 / Norowas: 16 / Tovak: 12 / Arythea: 19
Influence: Goldyx: 0 / Norowas: 0 / Tovak: 2 / Arythea: -3

Advanced Actions:
Training Throw away an Action card from your hand, then take a card of the same color from the Advanced Actions offer and put it into your discard pile. /// Throw away an Action card from your hand, then take a card of the same color from the Advanced Actions offer and put it into your hand.
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.
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:
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.   
Meditation / Trance Randomly pick two cards from your discard pile and place them either on the top or bottom of your Deed deck. At the end of this turn, draw two cards over your hand limit. /// Same as the basic effect, except you choose the cards instead of picking them randomly.
Flame Wall / Flame Wave Fire Attack 5 or Fire Block 7 /// Fire Attack 5 or Fire Block 7. This attack or block gets increased by 2 for each enemy token you are facing.

Units:
Savage Monks Cost 7 / Level 2 / Armour 4 / Recruitable in Monastery / Attack or Block 3   /// Siege Attack 4
empty
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
empty
Guardian Golems Cost 7 / Level 2 / Armour 3 / Recruitable in Keep or Mage Tower / Attack or Block 2 /// Fire Block 4 /// Ice Block 4
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)
Red Crystal Craft Once a Round: Flip this to gain one blue crystal to your Inventory, and one red mana token.
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.
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.                                                            
                                                            
Mana Source:
Gold / Gold / Gold / Gold / Gold / Gold

Map:


Arythea (Watno):
Level 4 / Armour 3 / Hand Limit 5 / Piles (Draw/Hand/Discard): 7/5/12 / Tactics: 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.                  
Crystals: None
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.
Units (1/2): Peasants Cost 4 / Level 1 / Armour 3 / Attack or Block 2 /// Influence 2 /// Move 2

Tovak (pops):
Level 3 / Armour 3 / Hand Limit 5 / Piles (Draw/Hand/Discard): 2/5/12 / Tactics: 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.
Crystals: None
Skills: Double Move Once a turn: Move 2 (during the Day), or Move 1 (during the Night)                                                            
Units (1/2): Utem Crossbowmen Cost 6 / Level 2 / Armour 4 / Recruitable in Village or Keep / Attack or Block 3 /// Ranged Attack 2

Norowas (theorel):
Level 4 / Armour 3 / Hand Limit 5 / Piles (Draw/Hand/Discard): 0/5/15 / Tactics: 5: Preparation When you take this Tactic, search your deck for any one card and put it into your hand, then shuffle your deck.
Crystals: Red, Blue, White
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.
Units (1/2): 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

Goldyx (Jorbles):
Level 3 / Armour 3 / Hand Limit 5 / Piles (Draw/Hand/Discard): 5/6/9 / Tactics: 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.                              
Crystals: Red, Green
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.
Units (1/1): Guardian Golems (wounded) Cost 7 / Level 2 / Armour 3 / Recruitable in Keep or Mage Tower / Attack or Block 2 /// Fire Block 4 /// Ice Block 4

Qvist

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I hope I made no mistakes. I send the cards now.

popsofctown

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Movement
1 #Double Move   
3 -Improvisation   
   .....Discarding a Flame Shield
1 -Rage             
1 -Threaten         

Move across the hill to the South, then the hill to the Southeast.  End my turn.
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Qvist

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I rather wait until Watno made his turn or did I miss it?

popsofctown

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could have sworn the headline said pops' turn
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Jorbles

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I hope I made no mistakes. I send the cards now.

My cards look good... or well correct, I'd prefer less wounds honestly.
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Watno

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Play Regeneration for Heal 1 (not using that yet) and readying Peasants.
Use Peasants and play Wound from hand for Move 4, to move to the North and explore.
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popsofctown

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Wait, are you saving the Heal 1 for use later in your turn?  Like a mana token?
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Watno

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Yeah, it only gets lost when I fight I think.
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Qvist

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Yeah, it only gets lost when I fight I think.

True.

Mage Tower, Keep and Dungeon. This time all on Wasteland.

Watno

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play ruby ring. End turn.
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Qvist

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Ruby Ring Gain a red mana token and a red crystal to your Inventory. Fame +1 /// You have an endless supply of red and black mana this turn. Fame +1 for each red Spell you cast this turn.

Processing both turns now.

popsofctown

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Ok

Look at that thing.

Clearly Watno has the edge
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Qvist

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Re: Mage Knight I "Arythea's destructiveness" (Night 1, Turn 3, pops' turn)
« Reply #487 on: March 23, 2013, 06:53:11 pm »

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

Fame: Goldyx: 10 / Norowas: 16 / Tovak: 12 / Arythea: 20
Influence: Goldyx: 0 / Norowas: 0 / Tovak: 2 / Arythea: -3

Advanced Actions:
Training Throw away an Action card from your hand, then take a card of the same color from the Advanced Actions offer and put it into your discard pile. /// Throw away an Action card from your hand, then take a card of the same color from the Advanced Actions offer and put it into your hand.
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.
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:
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.   
Meditation / Trance Randomly pick two cards from your discard pile and place them either on the top or bottom of your Deed deck. At the end of this turn, draw two cards over your hand limit. /// Same as the basic effect, except you choose the cards instead of picking them randomly.
Flame Wall / Flame Wave Fire Attack 5 or Fire Block 7 /// Fire Attack 5 or Fire Block 7. This attack or block gets increased by 2 for each enemy token you are facing.

Units:
Savage Monks Cost 7 / Level 2 / Armour 4 / Recruitable in Monastery / Attack or Block 3   /// Siege Attack 4
empty
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
empty
Guardian Golems Cost 7 / Level 2 / Armour 3 / Recruitable in Keep or Mage Tower / Attack or Block 2 /// Fire Block 4 /// Ice Block 4
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)
Red Crystal Craft Once a Round: Flip this to gain one blue crystal to your Inventory, and one red mana token.
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.
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.                                                            
                                                            
Mana Source:
Gold / Gold / Gold / Gold / Gold / Gold

Map:


Arythea (Watno):
Level 4 / Armour 3 / Hand Limit 5 / Piles (Draw/Hand/Discard): 4/5/15 / Tactics: 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.                  
Crystals: 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.
Units (1/2): Peasants Cost 4 / Level 1 / Armour 3 / Attack or Block 2 /// Influence 2 /// Move 2

Tovak (pops):
Level 3 / Armour 3 / Hand Limit 5 / Piles (Draw/Hand/Discard): 0/3/16/ Tactics: 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.
Crystals: None
Skills: Double Move Once a turn: Move 2 (during the Day), or Move 1 (during the Night)                                                            
Units (2/2): Illusionists Cost 7 / Level 2 / Armour 2 / Recruitable in Mage Tower or Monastery / Influence 4 /// Target unfortified enemy does not attack this combat. /// Gain a white crystal to your Inventory.
                 Illusionists Cost 7 / Level 2 / Armour 2 / Recruitable in Mage Tower or Monastery / Influence 4 /// Target unfortified enemy does not attack this combat. /// Gain a white crystal to your Inventory.

Norowas (theorel):
Level 4 / Armour 3 / Hand Limit 5 / Piles (Draw/Hand/Discard): 0/5/15 / Tactics: 5: Preparation When you take this Tactic, search your deck for any one card and put it into your hand, then shuffle your deck.
Crystals: Red, Blue, White
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.
Units (1/2): 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

Goldyx (Jorbles):
Level 3 / Armour 3 / Hand Limit 5 / Piles (Draw/Hand/Discard): 5/6/9 / Tactics: 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.                              
Crystals: Red, Green
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.
Units (1/1): Guardian Golems (wounded) Cost 7 / Level 2 / Armour 3 / Recruitable in Keep or Mage Tower / Attack or Block 2 /// Fire Block 4 /// Ice Block 4
« Last Edit: March 23, 2013, 06:54:50 pm by Qvist »
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theorel

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I don't disagree...that's a nice artifact.

I'm debating between two moves...can I use Learning/build the influence for it etc...and then move?
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theorel

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EDIT: (looks like this is legal...based on the answers here)  Changed order of cards to make it all 100% good.

Play Amulet of the Sun gaining a gold mana token.
Use gold token to empower Mana Draw, switching die to white, and gaining 2 white tokens.
Empower Learning for 4 influence, also playing:
Use white token to empower Noble Manners for 4 Influnce +1 Fame, +1 Reputation
Improvisation sideways for 1 influence
Pay 9 influence to gain path finding into hand.
Use a gold mana from the source to empower path finding for Move 4.  Explore the only tile that I can.


I'll decide where I'm going to move after I see the new tile.
« Last Edit: March 23, 2013, 09:27:29 pm by theorel »
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Qvist

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Amulet of Sun Gain a gold mana token. If played during the Night, forests have their move cost reduced to 3, you can use gold mana, and you reveal garrisons of nearby fortified sites and all ruins as if it were day. /// Same as the basic effect, except you get three gold mana tokens instead of one.

And I don't think you get +1 Fame and +1 Reputation for that because I don't think that counts as interaction.

I'm pretty tired right now, so I only update the picture and add the 2 new Advanced Actions (for the Monastery and to replace the one you just took) later if this is okay.

« Last Edit: March 24, 2013, 04:12:34 pm by Qvist »
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Watno

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That adds an advanced action to the unit offer, doesn't it?
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Qvist

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That adds an advanced action to the unit offer, doesn't it?

Right, that's why I said 2 new AAs. Checking out now, sorry.

Watno

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Oh sorry, didn't read properly.
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popsofctown

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My interpretation is that it is an interaction, and he does get fame and rep.
I think the point of the clause is to keep him from using it in the middle of the boonies just for the fame.
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theorel

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@pops: I think QVist's right...interaction is the action taken at a location.  For instance, you don't get reputation bonuses for Learning, UNLESS you're at a village/keep/etc, and use your action for it.  I just didn't notice the clause.  Unfortunate, as I might have tried to work this differently if I had noticed...but I don't think it would have been worth it.

I'll move to the magical glade to the northeast.

Return 1 white mana and 1 ??? mana to the source.
???=
Rolled 1d6 : 2, total 2
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theorel

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Hope you want white mana jorbles :)
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Watno

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Without actually rereading, I agree with Qvist and theorel.
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popsofctown

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Oh, you ARE in the middle of the boonies.  Well we are actually in agreement on interpretation, the reason I was confused was that I thought you moved to a village before playing your cards for influence
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theorel

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Yeah, the monsters in the dungeon didn't care to spread word of my "nobility".
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Qvist

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Re: Mage Knight I "Arythea's destructiveness" (Night 1, Turn 3, pops' turn)
« Reply #500 on: March 25, 2013, 07:50:20 am »

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

Fame: Goldyx: 10 / Norowas: 16 / Tovak: 12 / Arythea: 20
Influence: Goldyx: 0 / Norowas: 0 / Tovak: 2 / Arythea: -3

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.
Training Throw away an Action card from your hand, then take a card of the same color from the Advanced Actions offer and put it into your discard pile. /// Throw away an Action card from your hand, then take a card of the same color from the Advanced Actions offer and put it into your hand.
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:
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.   
Meditation / Trance Randomly pick two cards from your discard pile and place them either on the top or bottom of your Deed deck. At the end of this turn, draw two cards over your hand limit. /// Same as the basic effect, except you choose the cards instead of picking them randomly.
Flame Wall / Flame Wave Fire Attack 5 or Fire Block 7 /// Fire Attack 5 or Fire Block 7. This attack or block gets increased by 2 for each enemy token you are facing.

Units:
Savage Monks Cost 7 / Level 2 / Armour 4 / Recruitable in Monastery / Attack or Block 3   /// Siege Attack 4
empty
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
empty
Guardian Golems Cost 7 / Level 2 / Armour 3 / Recruitable in Keep or Mage Tower / Attack or Block 2 /// Fire Block 4 /// Ice Block 4
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
In Need Influence 2. Get an additional Influence 1 for each Wound card in your hand or on a Unit you control. /// Influence 4. Get an additional Influence 2 for each Wound card in your hand or on a Unit you control.

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)
Red Crystal Craft Once a Round: Flip this to gain one blue crystal to your Inventory, and one red mana token.
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.
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.                                                            
                                                            
Mana Source:
White / White / Gold / Gold / Gold / Gold

Map:


Arythea (Watno):
Level 4 / Armour 3 / Hand Limit 5 / Piles (Draw/Hand/Discard): 4/5/15 / Tactics: 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.                  
Crystals: 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.
Units (1/2): Peasants Cost 4 / Level 1 / Armour 3 / Attack or Block 2 /// Influence 2 /// Move 2

Tovak (pops):
Level 3 / Armour 3 / Hand Limit 5 / Piles (Draw/Hand/Discard): 0/3/16/ Tactics: 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.
Crystals: None
Skills: Double Move Once a turn: Move 2 (during the Day), or Move 1 (during the Night)                                                            
Units (2/2): Illusionists Cost 7 / Level 2 / Armour 2 / Recruitable in Mage Tower or Monastery / Influence 4 /// Target unfortified enemy does not attack this combat. /// Gain a white crystal to your Inventory.
                 Illusionists Cost 7 / Level 2 / Armour 2 / Recruitable in Mage Tower or Monastery / Influence 4 /// Target unfortified enemy does not attack this combat. /// Gain a white crystal to your Inventory.

Norowas (theorel):
Level 4 / Armour 3 / Hand Limit 5 / Piles (Draw/Hand/Discard): 0/0/21 / Tactics: 5: Preparation When you take this Tactic, search your deck for any one card and put it into your hand, then shuffle your deck.
Crystals: Red, Blue, White
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.
Units (1/2): 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

Goldyx (Jorbles):
Level 3 / Armour 3 / Hand Limit 5 / Piles (Draw/Hand/Discard): 5/6/9 / Tactics: 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.                              
Crystals: Red, Green
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.
Units (1/1): Guardian Golems (wounded) Cost 7 / Level 2 / Armour 3 / Recruitable in Keep or Mage Tower / Attack or Block 2 /// Fire Block 4 /// Ice Block 4

Jorbles

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Hope you want white mana jorbles :)

Any mana is good. :)

Use March, March, and Promise sideways using one white mana die and Universal Power for 8 Move.
Spend 7 Move to Enter the Forest and explore the tile to the east.
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popsofctown

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Entering the Forest.  Sounds dramatic.  Like Saria's Lost Woods
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Qvist

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Village, Rampaging Enemy and Magical Glade
1 Green Tile left. Updated the border with brown Core tiles.

Jorbles

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End of turn. Here's the new die:

Rolled 1d6 : 6, total 6
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Qvist

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And I put a card on you Native Village mat. I assume you forgot that.

popsofctown

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uh.  He already popped it.   You have to exhaust it to pop it don't you?
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Qvist

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

Fame: Goldyx: 10 / Norowas: 16 / Tovak: 12 / Arythea: 20
Influence: Goldyx: 0 / Norowas: 0 / Tovak: 2 / Arythea: -3

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.
Training Throw away an Action card from your hand, then take a card of the same color from the Advanced Actions offer and put it into your discard pile. /// Throw away an Action card from your hand, then take a card of the same color from the Advanced Actions offer and put it into your hand.
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:
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.   
Meditation / Trance Randomly pick two cards from your discard pile and place them either on the top or bottom of your Deed deck. At the end of this turn, draw two cards over your hand limit. /// Same as the basic effect, except you choose the cards instead of picking them randomly.
Flame Wall / Flame Wave Fire Attack 5 or Fire Block 7 /// Fire Attack 5 or Fire Block 7. This attack or block gets increased by 2 for each enemy token you are facing.

Units:
Savage Monks Cost 7 / Level 2 / Armour 4 / Recruitable in Monastery / Attack or Block 3   /// Siege Attack 4
empty
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
empty
Guardian Golems Cost 7 / Level 2 / Armour 3 / Recruitable in Keep or Mage Tower / Attack or Block 2 /// Fire Block 4 /// Ice Block 4
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
In Need Influence 2. Get an additional Influence 1 for each Wound card in your hand or on a Unit you control. /// Influence 4. Get an additional Influence 2 for each Wound card in your hand or on a Unit you control.

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)
Red Crystal Craft Once a Round: Flip this to gain one blue crystal to your Inventory, and one red mana token.
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.
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.                                                            
                                                            
Mana Source:
White / Black / Gold / Gold / Gold / Gold

Map:


Arythea (Watno):
Level 4 / Armour 3 / Hand Limit 5 / Piles (Draw/Hand/Discard): 4/5/15 / Tactics: 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.                  
Crystals: 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.
Units (1/2): Peasants Cost 4 / Level 1 / Armour 3 / Attack or Block 2 /// Influence 2 /// Move 2

Tovak (pops):
Level 3 / Armour 3 / Hand Limit 5 / Piles (Draw/Hand/Discard): 0/3/16/ Tactics: 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.
Crystals: None
Skills: Double Move Once a turn: Move 2 (during the Day), or Move 1 (during the Night)                                                            
Units (2/2): Illusionists Cost 7 / Level 2 / Armour 2 / Recruitable in Mage Tower or Monastery / Influence 4 /// Target unfortified enemy does not attack this combat. /// Gain a white crystal to your Inventory.
                 Illusionists Cost 7 / Level 2 / Armour 2 / Recruitable in Mage Tower or Monastery / Influence 4 /// Target unfortified enemy does not attack this combat. /// Gain a white crystal to your Inventory.

Norowas (theorel):
Level 4 / Armour 3 / Hand Limit 5 / Piles (Draw/Hand/Discard): 0/0/21 / Tactics: 5: Preparation When you take this Tactic, search your deck for any one card and put it into your hand, then shuffle your deck.
Crystals: Red, Blue, White
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.
Units (1/2): 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

Goldyx (Jorbles):
Level 3 / Armour 3 / Hand Limit 5 / Piles (Draw/Hand/Discard): 3/5/12 / Tactics: 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.                              
Crystals: Red, Green
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.
Units (1/1): Guardian Golems (wounded) Cost 7 / Level 2 / Armour 3 / Recruitable in Keep or Mage Tower / Attack or Block 2 /// Fire Block 4 /// Ice Block 4

Qvist

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uh.  He already popped it.   You have to exhaust it to pop it don't you?

D'oh. Yes. Dumb me.

Watno

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I'm a bit confused about the map. Doesn't the location of the core tiles depend on the orde4r we discover them in?
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popsofctown

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Yeah.  I think he has an uber-realistic vassal module, and thus he is out of countryside tiles to use to demonstrate where the unexplored regions are
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Watno

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Play Mana draw empowered by white mana from source to turn the black die to blue and gain 2 blue mana tokens.
Play Stamina empowered by one blue Mana token to move to the Mage tower and attack it.
My repuation is not bad enough yet.
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Qvist

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Yeah.  I think he has an uber-realistic vassal module, and thus he is out of countryside tiles to use to demonstrate where the unexplored regions are

This. It's only to demonstrate the borders. The location of the Core tiles depend on your exploring. It should avoid confusion and not make more confusion. Sorry.

Qvist

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6 Armour, Ice Resistance, 5 Ice Attack, 5 Fame and it's fortified (because of the Mage Tower)

Watno

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Take 2 wounds
Play Determination, Wound, and Battle Versatility to kill them.
Take Flame Wall
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popsofctown

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roll the white mana?
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Watno

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Oh yeah.
End turn
Rolled 1d6 : 6, total 6
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Watno

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:P
But you still have the blue.
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popsofctown

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I only speak for myself and the monks, but I hate you.
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popsofctown

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Double Move + Swiftness + Cold Toughness sideways for 4 movement.
Move to the village to the south (no one has called end of round yet, correct?)
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popsofctown

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Contingent on that last inquiry, I end my turn.
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Qvist

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

Fame: Goldyx: 10 / Norowas: 16 / Tovak: 12 / Arythea: 25
Influence: Goldyx: 0 / Norowas: 0 / Tovak: 2 / Arythea: -5

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.
Training Throw away an Action card from your hand, then take a card of the same color from the Advanced Actions offer and put it into your discard pile. /// Throw away an Action card from your hand, then take a card of the same color from the Advanced Actions offer and put it into your hand.
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:
Wings of Wind / Wings of Night When you play this, spend 1-5 Move points and move one revealed space on the map for each. You must end your move in a safe space. Moving this way does not provoke rampaging enemies. /// Play this during combat. If you entered combat with at least as many unspent Move points as the number of enemies you are facing, skip the Block and Assign Damage phases of this combat.
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.   
Meditation / Trance Randomly pick two cards from your discard pile and place them either on the top or bottom of your Deed deck. At the end of this turn, draw two cards over your hand limit. /// Same as the basic effect, except you choose the cards instead of picking them randomly.

Units:
Savage Monks Cost 7 / Level 2 / Armour 4 / Recruitable in Monastery / Attack or Block 3   /// Siege Attack 4
empty
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
empty
Guardian Golems Cost 7 / Level 2 / Armour 3 / Recruitable in Keep or Mage Tower / Attack or Block 2 /// Fire Block 4 /// Ice Block 4
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
In Need Influence 2. Get an additional Influence 1 for each Wound card in your hand or on a Unit you control. /// Influence 4. Get an additional Influence 2 for each Wound card in your hand or on a Unit you control.

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)
Red Crystal Craft Once a Round: Flip this to gain one blue crystal to your Inventory, and one red mana token.
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.
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.                                                            
                                                            
Mana Source:
Black / Blue / Gold / Gold / Gold / Gold

Map:


Arythea (Watno):
Level 5 / Armour 3 / Hand Limit 6 / Piles (Draw/Hand/Discard): 1/6/20 / Tactics: 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.                  
Crystals: 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.
Units (1/3): Peasants Cost 4 / Level 1 / Armour 3 / Attack or Block 2 /// Influence 2 /// Move 2

Tovak (pops):
Level 3 / Armour 3 / Hand Limit 5 / Piles (Draw/Hand/Discard): 0/1/18 / Tactics: 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.
Crystals: None
Skills: Double Move Once a turn: Move 2 (during the Day), or Move 1 (during the Night)                                                            
Units (2/2): Illusionists Cost 7 / Level 2 / Armour 2 / Recruitable in Mage Tower or Monastery / Influence 4 /// Target unfortified enemy does not attack this combat. /// Gain a white crystal to your Inventory.
                 Illusionists Cost 7 / Level 2 / Armour 2 / Recruitable in Mage Tower or Monastery / Influence 4 /// Target unfortified enemy does not attack this combat. /// Gain a white crystal to your Inventory.

Norowas (theorel):
Level 4 / Armour 3 / Hand Limit 5 / Piles (Draw/Hand/Discard): 0/0/21 / Tactics: 5: Preparation When you take this Tactic, search your deck for any one card and put it into your hand, then shuffle your deck.
Crystals: Red, Blue, White
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.
Units (1/2): 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

Goldyx (Jorbles):
Level 3 / Armour 3 / Hand Limit 5 / Piles (Draw/Hand/Discard): 3/5/12 / Tactics: 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.                              
Crystals: Red, Green
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.
Units (1/1): Guardian Golems (wounded) Cost 7 / Level 2 / Armour 3 / Recruitable in Keep or Mage Tower / Attack or Block 2 /// Fire Block 4 /// Ice Block 4
« Last Edit: March 25, 2013, 06:37:05 pm by Qvist »
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Qvist

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Contingent on that last inquiry, I end my turn.

Yes, it wasn't announced yet.

popsofctown

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Then I indeed end my turn
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Watno

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theorel is forced to call end of round, right? BTW, the map in the post above isnt the right one.
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Qvist

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theorel is forced to call end of round, right? BTW, the map in the post above isnt the right one.

Ah, right. theorel announces End of Round. Jorbles' last turn.
What is wrong with the map, Watno?

Watno

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Somehow I thought I was at the wrong place. Anyway, I see it's right now.
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Jorbles

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theorel is forced to call end of round, right? BTW, the map in the post above isnt the right one.

Ah, right. theorel announces End of Round. Jorbles' last turn.

Cards that I drew please!
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Jorbles

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Use Universal Power and blue mana die from source to play Pure Magic sideways for 4 Move. Play Swiftness for Move 2 and Mana Draw sideways for 1 Move. Move to Magical Glade.

Do not call out the orcs (yet), heal my Guardian Golems. End turn.
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Jorbles

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Here's the new die:

Rolled 1d6 : 3, total 3
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Jorbles

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Red.
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Watno

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If the healing is supposed to come from the Magical Glade, that doesn't work. It doesn't allow you to heal, but to thow away a wound from your hand or discard pile.
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Jorbles

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If the healing is supposed to come from the Magical Glade, that doesn't work. It doesn't allow you to heal, but to thow away a wound from your hand or discard pile.

Oh boo, then I guess I'll just heal myself from my hand. This is a crappy magic glade if it can't heal units. I guess units are only healable via villages and your own powers?
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theorel

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Monasteries also.
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Watno

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With heal effects, not with all those effects labeled "This is not the same as healing"
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Watno

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Play Wound, March and Swiftness for 6 move to assault the keep.
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Qvist

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Arythea loses another rep and cannot interact anymore.
Enemy has Attack 4 with Swiftness, Armour 4, Fame 3 and is fortified

Qvist

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Full update comes after work.

Watno

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Play Blood Ritual for 2 red tokens, putting wound on peasants if possible (taking it myself otherwise)
Play Flame Wave with red token and black die from source for Fire Block 9.
Play empowered Rage for Attack 4, killing that guy.
End turn

Reroll black die
Rolled 1d6 : 5, total 5

Use Long Night tactics to put 3 cards from discard in deck (because I can :P)
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popsofctown

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Could you flip Long Night midway through the process of drawing to 5?  Kinda like reordering stash midway to drawing to five in dominion.
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Watno

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It's "before your turn", so I can't actually do it :(
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popsofctown

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oh ok
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theorel

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Um...the tactic is not "before your turn."
Double-checking on BGG, see here: http://www.boardgamegeek.com/article/10619567#10619567
« Last Edit: March 27, 2013, 01:17:46 pm by theorel »
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theorel

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It's still just as useless since it's the end of the round, but you get to draw up to your full hand size.
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popsofctown

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It's still just as useless since it's the end of the round, but you get to draw up to your full hand size.

So regarding my question?  Could you draw 2 cards, flip it to restore three to your deck, then finish drawing to max handsize? or would it be forbidden mid-event
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theorel

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As soon as your deck is out you can shuffle in the cards.
So, if there are only 2 cards left and your hand is empty, you can draw 2, reshuffle in 3 random cards from your discard and draw them.
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Watno

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I actually got confuseed there.

pops, your turn.
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Qvist

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

Fame: Goldyx: 10 / Norowas: 16 / Tovak: 12 / Arythea: 28
Influence: Goldyx: 0 / Norowas: 0 / Tovak: 2 / Arythea: X

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.
Training Throw away an Action card from your hand, then take a card of the same color from the Advanced Actions offer and put it into your discard pile. /// Throw away an Action card from your hand, then take a card of the same color from the Advanced Actions offer and put it into your hand.
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:
Wings of Wind / Wings of Night When you play this, spend 1-5 Move points and move one revealed space on the map for each. You must end your move in a safe space. Moving this way does not provoke rampaging enemies. /// Play this during combat. If you entered combat with at least as many unspent Move points as the number of enemies you are facing, skip the Block and Assign Damage phases of this combat.
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.   
Meditation / Trance Randomly pick two cards from your discard pile and place them either on the top or bottom of your Deed deck. At the end of this turn, draw two cards over your hand limit. /// Same as the basic effect, except you choose the cards instead of picking them randomly.

Units:
Savage Monks Cost 7 / Level 2 / Armour 4 / Recruitable in Monastery / Attack or Block 3   /// Siege Attack 4
empty
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
empty
Guardian Golems Cost 7 / Level 2 / Armour 3 / Recruitable in Keep or Mage Tower / Attack or Block 2 /// Fire Block 4 /// Ice Block 4
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
In Need Influence 2. Get an additional Influence 1 for each Wound card in your hand or on a Unit you control. /// Influence 4. Get an additional Influence 2 for each Wound card in your hand or on a Unit you control.

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)
Red Crystal Craft Once a Round: Flip this to gain one blue crystal to your Inventory, and one red mana token.
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.
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.                                                            
                                                            
Mana Source:
Blue / Red / Gold / Gold / Gold / Gold

Map:


Arythea (Watno):
Level 5 / Armour 3 / Hand Limit 6 / Piles (Draw/Hand/Discard): 0/2/26 / Tactics: 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.                  
Crystals: 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.
Units (1/3): Peasants Cost 4 / Level 1 / Armour 3 / Attack or Block 2 /// Influence 2 /// Move 2

Tovak (pops):
Level 3 / Armour 3 / Hand Limit 5 / Piles (Draw/Hand/Discard): 0/1/18 / Tactics: 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.
Crystals: None
Skills: Double Move Once a turn: Move 2 (during the Day), or Move 1 (during the Night)                                                            
Units (2/2): Illusionists Cost 7 / Level 2 / Armour 2 / Recruitable in Mage Tower or Monastery / Influence 4 /// Target unfortified enemy does not attack this combat. /// Gain a white crystal to your Inventory.
                 Illusionists Cost 7 / Level 2 / Armour 2 / Recruitable in Mage Tower or Monastery / Influence 4 /// Target unfortified enemy does not attack this combat. /// Gain a white crystal to your Inventory.

Norowas (theorel):
Level 4 / Armour 3 / Hand Limit 5 / Piles (Draw/Hand/Discard): 0/0/21 / Tactics: 5: Preparation When you take this Tactic, search your deck for any one card and put it into your hand, then shuffle your deck.
Crystals: Red, Blue, White
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.
Units (1/2): 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

Goldyx (Jorbles):
Level 3 / Armour 3 / Hand Limit 5 / Piles (Draw/Hand/Discard): 0/4/15 / Tactics: 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.                              
Crystals: Red, Green
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.
Units (1/1): Guardian Golems (wounded) Cost 7 / Level 2 / Armour 3 / Recruitable in Keep or Mage Tower / Attack or Block 2 /// Fire Block 4 /// Ice Block 4

Qvist

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putting wound on peasants if possible (taking it myself otherwise)

I guess you can't because it's not get X damage, it's take a Wound. But if anyone reads it anywhere otherwise I will change that.

popsofctown

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Exhaust illusionists to gain a white crystal.
Discard the card in my hand.
End my turn
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Qvist

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Preparing Day 2 now...

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Rerolling the mana
Rolled 6d6 : 5, 2, 2, 5, 1, 4, total 19

Qvist

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

Fame: Goldyx: 10 / Norowas: 16 / Tovak: 12 / Arythea: 28
Influence: Goldyx: 0 / Norowas: 0 / Tovak: 2 / Arythea: X

Advanced Actions:
Decompose When you play this card, throw away an Action card from hand. Gain two crystals to your Inventory that are the same color as the thrown away card. /// When you play this card, throw away an Action card from hand. Gain a crystal to your Inventory of each basic color that does not match the color of the thrown away card.
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.
Training Throw away an Action card from your hand, then take a card of the same color from the Advanced Actions offer and put it into your discard pile. /// Throw away an Action card from your hand, then take a card of the same color from the Advanced Actions offer and put it into your hand.

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.
Wings of Wind / Wings of Night When you play this, spend 1-5 Move points and move one revealed space on the map for each. You must end your move in a safe space. Moving this way does not provoke rampaging enemies. /// Play this during combat. If you entered combat with at least as many unspent Move points as the number of enemies you are facing, skip the Block and Assign Damage phases of this combat.
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:
Herbalists Cost 3 / Level 1 / Armour 2 / Recruitable in Village or Monastery / Heal 2 /// Ready a level I or II Unit /// Gain a green mana token                                   
Red Cape Monks Cost 7 / Level 2 / Armour 4 / Recruitable in Monastery / Attack or Block 3 /// Fire Attack or Fire Block 4                                 
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
Herbalists Cost 3 / Level 1 / Armour 2 / Recruitable in Village or Monastery / Heal 2 /// Ready a level I or II Unit /// Gain a green mana token                                   
Peasants Cost 4 / Level 1 / Armour 3 / Recruitable in Village / Attack or Block 2 /// Influence 2 /// Move 2

Monastery Advanced Actions                                                            
Ice Bolt Gain a blue crystal to your Inventory. /// Ranged Ice Attack 3

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)
Red Crystal Craft Once a Round: Flip this to gain one blue crystal to your Inventory, and one red mana token.
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.
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.                                                            
                                                            
Mana Source:
Blue / White / White / Blue / Gold / Green

Map:


Arythea (Watno):
Level 5 / Armour 3 / Hand Limit 6 / Piles (Draw/Hand/Discard): 21/7/0 / Tactics:                   
Crystals: 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.
Units (1/3): Peasants Cost 4 / Level 1 / Armour 3 / Attack or Block 2 /// Influence 2 /// Move 2

Tovak (pops):
Level 3 / Armour 3 / Hand Limit 5 / Piles (Draw/Hand/Discard): 14/5/0 / Tactics:
Crystals: White
Skills: Double Move Once a turn: Move 2 (during the Day), or Move 1 (during the Night)                                                            
Units (2/2): Illusionists Cost 7 / Level 2 / Armour 2 / Recruitable in Mage Tower or Monastery / Influence 4 /// Target unfortified enemy does not attack this combat. /// Gain a white crystal to your Inventory.
                 Illusionists Cost 7 / Level 2 / Armour 2 / Recruitable in Mage Tower or Monastery / Influence 4 /// Target unfortified enemy does not attack this combat. /// Gain a white crystal to your Inventory.

Norowas (theorel):
Level 4 / Armour 3 / Hand Limit 5 / Piles (Draw/Hand/Discard): 16/5/0 / Tactics:
Crystals: Red, Blue, White
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.
Units (1/2): 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

Goldyx (Jorbles):
Level 3 / Armour 3 / Hand Limit 5 / Piles (Draw/Hand/Discard): 14/5/0 / Tactics:                               
Crystals: Red, Green
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.
Units (1/1): Guardian Golems (wounded) Cost 7 / Level 2 / Armour 3 / Recruitable in Keep or Mage Tower / Attack or Block 2 /// Fire Block 4 /// Ice Block 4
« Last Edit: March 27, 2013, 07:52:26 pm by Qvist »
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Qvist

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Re: Mage Knight I "In search of the cities" (Day 2 starts, choosing Tactics)
« Reply #553 on: March 27, 2013, 07:41:29 pm »

Please point out errors, sending hands out now.
Then choose tactics in this order:
Jorbles, pops, theorel, Watno

Watno

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Re: Mage Knight I "In search of the cities" (Day 2 starts, choosing Tactics)
« Reply #554 on: March 27, 2013, 07:48:51 pm »

There should only be one monastery advanced action I think, since I burned one of them after they taught me.
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Qvist

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Re: Mage Knight I "In search of the cities" (Day 2 starts, choosing Tactics)
« Reply #555 on: March 27, 2013, 07:52:07 pm »

There should only be one monastery advanced action I think, since I burned one of them after they taught me.

Right, thanks.

popsofctown

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Re: Mage Knight I "In search of the cities" (Day 2 starts, choosing Tactics)
« Reply #556 on: March 27, 2013, 07:59:23 pm »

There should only be one monastery advanced action I think, since I burned one of them after they taught me.
I still hate you
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Jorbles

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Re: Mage Knight I "In search of the cities" (Day 2 starts, choosing Tactics)
« Reply #557 on: March 27, 2013, 11:35:39 pm »

I'll take Planning.
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popsofctown

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Re: Mage Knight I "In search of the cities" (Day 2 starts, choosing Tactics)
« Reply #558 on: March 28, 2013, 11:55:14 am »

The Right Moment
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theorel

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Re: Mage Knight I "In search of the cities" (Day 2 starts, choosing Tactics)
« Reply #559 on: March 28, 2013, 12:04:36 pm »

Rethink
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Watno

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Re: Mage Knight I "In search of the cities" (Day 2 starts, choosing Tactics)
« Reply #560 on: March 28, 2013, 12:11:58 pm »

Early Bird

Play Stamina to explore (to the bottom, but i think i can't explore the other one anyway, right?
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Qvist

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Re: Mage Knight I "In search of the cities" (Day 2 starts, choosing Tactics)
« Reply #561 on: March 28, 2013, 12:20:34 pm »

Early Bird

Play Stamina to explore (to the bottom, but i think i can't explore the other one anyway, right?

You could. Like I said, it's only a placeholder. Either way, whatever tile you explore it's a green one.

Watno

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Re: Mage Knight I "In search of the cities" (Day 2 starts, choosing Tactics)
« Reply #562 on: March 28, 2013, 12:26:26 pm »

Yeah, but wasn't there some rule it's required to be adjacent to at least 2 already explored tiles? Anyway, i want the one to the bottom.
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Qvist

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Re: Mage Knight I "In search of the cities" (Day 2 starts, choosing Tactics)
« Reply #563 on: March 28, 2013, 12:39:52 pm »

Quote from: Rulebook
Countryside tiles (green tile back) can only be placed
such that they will be adjacent to at least two other tiles,
or adjacent to a tile that borders at least two other tiles.

Core tiles (brown tile back) can only be placed such that
they will be adjacent to at least two other tiles.

Monster Den, Crystal Mine, Rampaging Enemy with Attack 3 and Swiftness, Armour 4 and 3 Fame.

Watno

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Re: Mage Knight I "In search of the cities" (Day 2 starts, choosing Tactics)
« Reply #564 on: March 28, 2013, 12:48:33 pm »

Play Stamina and Promise (sideways) to go to monster den. Enter it.
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Qvist

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Re: Mage Knight I "In search of the cities" (Day 2 starts, choosing Tactics)
« Reply #565 on: March 28, 2013, 12:55:01 pm »

Attack 5, Brutal, Armour 5, 4 Fame

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Re: Mage Knight I "In search of the cities" (Day 2 starts, choosing Tactics)
« Reply #566 on: March 28, 2013, 01:02:45 pm »

Play Ruby Ring.
Play Swiftness empowered by Gold mana from source and Battle Versatility empowered by red token from ruby ring for ranged attack 6, killing that thing.
End turn.
Reward:
Rolled 2d6 : 6, 6, total 12

Rerolling gold die:
Rolled 1d6 : 4, total 4

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Watno

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Re: Mage Knight I "In search of the cities" (Day 2 starts, choosing Tactics)
« Reply #567 on: March 28, 2013, 01:03:29 pm »

My rolls are great. Even here I roll black. Level up.
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Qvist

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Re: Mage Knight I "In search of the cities" (Day 2 starts, choosing Tactics)
« Reply #568 on: March 28, 2013, 01:20:22 pm »

Choose a skill. Take either:

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).

or any Skill in the Common Offer. Also take an Advanced Action.

Watno

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Re: Mage Knight I "In search of the cities" (Day 2 starts, choosing Tactics)
« Reply #569 on: March 28, 2013, 01:22:56 pm »

I cant take my own skill from the offer, right? And if I take one from there, I get the lowest advanced action?
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Re: Mage Knight I "In search of the cities" (Day 2 starts, choosing Tactics)
« Reply #570 on: March 28, 2013, 01:25:19 pm »

If that's right, I get decompose and hot swordsmanship.dark negotiation looks like a skill only useful to weaklings.
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Qvist

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No, you can't take your own old skills, right.
And then you have to take Training as Advanced Action if you do take one from the offer, correct.

popsofctown

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Re: Mage Knight I "In search of the cities" (Day 2 starts, choosing Tactics)
« Reply #572 on: March 28, 2013, 01:28:36 pm »

Oh, now everyone with reputation high enough to interact is a "weakling"??
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Qvist

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Re: Mage Knight I "In search of the cities" (Day 2 starts, choosing Tactics)
« Reply #573 on: March 28, 2013, 01:30:58 pm »

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

Fame: Goldyx: 10 / Norowas: 16 / Tovak: 12 / Arythea: 35
Influence: Goldyx: 0 / Norowas: 0 / Tovak: 2 / Arythea: X

Advanced Actions:
Ice Shield Ice Block 3 /// Ice Block 3. Reduce the Armor of one enemy blocked this way by 3. Armor cannot be reduced below 1.
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.
Training Throw away an Action card from your hand, then take a card of the same color from the Advanced Actions offer and put it into your discard pile. /// Throw away an Action card from your hand, then take a card of the same color from the Advanced Actions offer and put it into your hand.

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.
Wings of Wind / Wings of Night When you play this, spend 1-5 Move points and move one revealed space on the map for each. You must end your move in a safe space. Moving this way does not provoke rampaging enemies. /// Play this during combat. If you entered combat with at least as many unspent Move points as the number of enemies you are facing, skip the Block and Assign Damage phases of this combat.
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:
Herbalists Cost 3 / Level 1 / Armour 2 / Recruitable in Village or Monastery / Heal 2 /// Ready a level I or II Unit /// Gain a green mana token                                   
Red Cape Monks Cost 7 / Level 2 / Armour 4 / Recruitable in Monastery / Attack or Block 3 /// Fire Attack or Fire Block 4                                 
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
Herbalists Cost 3 / Level 1 / Armour 2 / Recruitable in Village or Monastery / Heal 2 /// Ready a level I or II Unit /// Gain a green mana token                                   
Peasants Cost 4 / Level 1 / Armour 3 / Recruitable in Village / Attack or Block 2 /// Influence 2 /// Move 2

Monastery Advanced Actions                                                            
Ice Bolt Gain a blue crystal to your Inventory. /// Ranged Ice Attack 3

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)
Red Crystal Craft Once a Round: Flip this to gain one blue crystal to your Inventory, and one red mana token.
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.
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.                                                            
Dark Negotiation Once a turn: Influence 2 (during the Day), or Influence 3 (at Night).
                                                            
Mana Source:
Blue / White / White / Blue / Green / Green

Map:


Arythea (Watno):
Level 6 / Armour 3 / Hand Limit 6 / Piles (Draw/Hand/Discard): 16/7/6 / Tactics: 1: Early Bird                  
Crystals: Red, 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.
Units (1/3): Peasants Cost 4 / Level 1 / Armour 3 / Attack or Block 2 /// Influence 2 /// Move 2

Norowas (theorel):
Level 4 / Armour 3 / Hand Limit 5 / Piles (Draw/Hand/Discard): 16/5/0 / 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: Red, Blue, White
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.
Units (1/2): 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

Goldyx (Jorbles):
Level 3 / Armour 3 / Hand Limit 5 / Piles (Draw/Hand/Discard): 14/5/0 / 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.                              
Crystals: Red, Green
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.
Units (1/1): Guardian Golems (wounded) Cost 7 / Level 2 / Armour 3 / Recruitable in Keep or Mage Tower / Attack or Block 2 /// Fire Block 4 /// Ice Block 4

Tovak (pops):
Level 3 / Armour 3 / Hand Limit 5 / Piles (Draw/Hand/Discard): 14/5/0 / 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: White
Skills: Double Move Once a turn: Move 2 (during the Day), or Move 1 (during the Night)                                                            
Units (2/2): Illusionists Cost 7 / Level 2 / Armour 2 / Recruitable in Mage Tower or Monastery / Influence 4 /// Target unfortified enemy does not attack this combat. /// Gain a white crystal to your Inventory.
                 Illusionists Cost 7 / Level 2 / Armour 2 / Recruitable in Mage Tower or Monastery / Influence 4 /// Target unfortified enemy does not attack this combat. /// Gain a white crystal to your Inventory.
« Last Edit: March 28, 2013, 01:33:45 pm by Qvist »
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Qvist

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Re: Mage Knight I "In search of the cities" (Day 2 starts, choosing Tactics)
« Reply #574 on: March 28, 2013, 01:31:30 pm »

Wrong picture, one second.

Watno

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Re: Mage Knight I "In search of the cities" (Day 2 starts, choosing Tactics)
« Reply #575 on: March 28, 2013, 01:32:29 pm »

Just wait what will happen when I meet someone who claims I'm not able to interact with him. (I will interact with him, but I doubt he'll ever interact again.)
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popsofctown

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Re: Mage Knight I "In search of the cities" (Day 2 starts, choosing Tactics)
« Reply #576 on: March 28, 2013, 01:33:27 pm »

You're a monster.
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theorel

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Re: Mage Knight I "In search of the cities" (Day 2 starts, choosing Tactics)
« Reply #577 on: March 28, 2013, 01:34:43 pm »

Empower Crystallize with the gold token for a green crystal
Empower Crystal Mastery with a blue source mana, I get back all spent crystals this turn.
Empower Concentration with green crystal and Stamina for Move 6
Move to the Monastery and provoke the diggers, fighting diggers and wolf riders.
Use the Foresters w/Leadership to block the Wolf Riders (because I can).  Take the hit from the diggers on the foresters
Play Mana Bolt using blue and red crystal for Cold Fire Attack 7, killing both the Orcs.


That should leave me with one of each crystal. +5 fame, and +2 Reputation
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Re: Mage Knight I "In search of the cities" (Day 2, Turn 1, theorel's turn)
« Reply #579 on: March 28, 2013, 01:45:24 pm »

Why do you have a gold token?
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theorel

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Re: Mage Knight I "In search of the cities" (Day 2, Turn 1, theorel's turn)
« Reply #580 on: March 28, 2013, 01:47:57 pm »

I started the turn on a magical glade
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Watno

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Re: Mage Knight I "In search of the cities" (Day 2, Turn 1, theorel's turn)
« Reply #581 on: March 28, 2013, 01:50:55 pm »

Ah, your figure covered it pretty well.
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Qvist

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Re: Mage Knight I "In search of the cities" (Day 2, Turn 1, theorel's turn)
« Reply #582 on: March 28, 2013, 01:59:41 pm »

Re-roll
Rolled 1d6 : 2, total 2

Qvist

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Re: Mage Knight I "In search of the cities" (Day 2 starts, choosing Tactics)
« Reply #583 on: March 28, 2013, 02:05:35 pm »

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

Fame: Goldyx: 10 / Norowas: 21 / Tovak: 12 / Arythea: 35
Influence: Goldyx: 0 / Norowas: 0 / Tovak: 2 / Arythea: X

Advanced Actions:
Ice Shield Ice Block 3 /// Ice Block 3. Reduce the Armor of one enemy blocked this way by 3. Armor cannot be reduced below 1.
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.
Training Throw away an Action card from your hand, then take a card of the same color from the Advanced Actions offer and put it into your discard pile. /// Throw away an Action card from your hand, then take a card of the same color from the Advanced Actions offer and put it into your hand.

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.
Wings of Wind / Wings of Night When you play this, spend 1-5 Move points and move one revealed space on the map for each. You must end your move in a safe space. Moving this way does not provoke rampaging enemies. /// Play this during combat. If you entered combat with at least as many unspent Move points as the number of enemies you are facing, skip the Block and Assign Damage phases of this combat.
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:
Herbalists Cost 3 / Level 1 / Armour 2 / Recruitable in Village or Monastery / Heal 2 /// Ready a level I or II Unit /// Gain a green mana token                                   
Red Cape Monks Cost 7 / Level 2 / Armour 4 / Recruitable in Monastery / Attack or Block 3 /// Fire Attack or Fire Block 4                                 
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
Herbalists Cost 3 / Level 1 / Armour 2 / Recruitable in Village or Monastery / Heal 2 /// Ready a level I or II Unit /// Gain a green mana token                                   
Peasants Cost 4 / Level 1 / Armour 3 / Recruitable in Village / Attack or Block 2 /// Influence 2 /// Move 2

Monastery Advanced Actions                                                            
Ice Bolt Gain a blue crystal to your Inventory. /// Ranged Ice Attack 3

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)
Red Crystal Craft Once a Round: Flip this to gain one blue crystal to your Inventory, and one red mana token.
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.
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.                                                            
Dark Negotiation Once a turn: Influence 2 (during the Day), or Influence 3 (at Night).
                                                            
Mana Source:
White / White / White / Blue / Green / Green

Map:


Arythea (Watno):
Level 6 / Armour 3 / Hand Limit 6 / Piles (Draw/Hand/Discard): 16/7/6 / Tactics: 1: Early Bird                  
Crystals: Red, 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.
Units (1/3): Peasants Cost 4 / Level 1 / Armour 3 / Attack or Block 2 /// Influence 2 /// Move 2

Norowas (theorel):
Level 4 / Armour 3 / Hand Limit 5 / Piles (Draw/Hand/Discard): 11/5/5 / 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: Red, Blue, White, Green
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.
Units (1/2): Foresters (wounded) 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

Goldyx (Jorbles):
Level 3 / Armour 3 / Hand Limit 5 / Piles (Draw/Hand/Discard): 14/5/0 / 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.                              
Crystals: Red, Green
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.
Units (1/1): Guardian Golems (wounded) Cost 7 / Level 2 / Armour 3 / Recruitable in Keep or Mage Tower / Attack or Block 2 /// Fire Block 4 /// Ice Block 4

Tovak (pops):
Level 3 / Armour 3 / Hand Limit 5 / Piles (Draw/Hand/Discard): 14/5/0 / 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: White
Skills: Double Move Once a turn: Move 2 (during the Day), or Move 1 (during the Night)                                                            
Units (2/2): Illusionists Cost 7 / Level 2 / Armour 2 / Recruitable in Mage Tower or Monastery / Influence 4 /// Target unfortified enemy does not attack this combat. /// Gain a white crystal to your Inventory.
                 Illusionists Cost 7 / Level 2 / Armour 2 / Recruitable in Mage Tower or Monastery / Influence 4 /// Target unfortified enemy does not attack this combat. /// Gain a white crystal to your Inventory.

Jorbles

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Re: Mage Knight I "In search of the cities" (Day 2, Turn 1, Jorbles' turn)
« Reply #584 on: March 31, 2013, 12:20:07 pm »

Sorry about the delay. Taking my turn now.
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Re: Mage Knight I "In search of the cities" (Day 2, Turn 1, Jorbles' turn)
« Reply #585 on: March 31, 2013, 12:27:54 pm »

Power Tranquility with a Green Mana die for Heal 2, healing my Guardian Golems.
Challenge the Orcs.
Use Guardian Golems Ice Block/Fire Block 4 to block all damage.
Use Universal Power and my Gold mana from the Glade to play Stamina sideways for +4 attack. Play Determination for an additional +2 attack.
Kill the Orcs for +4 fame, +1 Reputation.


Not quite levelling up, :(.
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Re: Mage Knight I "In search of the cities" (Day 2, Turn 1, Jorbles' turn)
« Reply #586 on: March 31, 2013, 12:29:24 pm »

If that checks out here is the new die. Come onnnn not a 6.

Rolled 1d6 : 3, total 3
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theorel

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Re: Mage Knight I "In search of the cities" (Day 2, Turn 1, Jorbles' turn)
« Reply #587 on: March 31, 2013, 01:47:45 pm »

Use Guardian Golems Ice Block/Fire Block 4 to block all damage.


This requires you to spend a mana.  The Fire Block requires red mana, the ice block requires blue mana.
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popsofctown

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Re: Mage Knight I "In search of the cities" (Day 2, Turn 1, Jorbles' turn)
« Reply #588 on: March 31, 2013, 05:32:13 pm »

What's this talk about a Glade giving mana? I thought glades heal you.  Are there two kinds?
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Watno

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Re: Mage Knight I "In search of the cities" (Day 2, Turn 1, Jorbles' turn)
« Reply #589 on: March 31, 2013, 05:54:03 pm »

It does both:
Quote
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.
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Jorbles

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Re: Mage Knight I "In search of the cities" (Day 2, Turn 1, Jorbles' turn)
« Reply #590 on: March 31, 2013, 06:55:51 pm »

Use Guardian Golems Ice Block/Fire Block 4 to block all damage.


This requires you to spend a mana.  The Fire Block requires red mana, the ice block requires blue mana.

In that case I'll use my Red Crystal to do that.
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popsofctown

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Re: Mage Knight I "In search of the cities" (Day 2, Turn 1, Jorbles' turn)
« Reply #591 on: March 31, 2013, 07:00:39 pm »

Use double move to explore southwards
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popsofctown

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Re: Mage Knight I "In search of the cities" (Day 2, Turn 1, Jorbles' turn)
« Reply #592 on: March 31, 2013, 07:05:29 pm »

No matter what flips off that, I'll also Use Tranquility to draw 1 card
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Qvist

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Re: Mage Knight I "In search of the cities" (Day 2 starts, choosing Tactics)
« Reply #593 on: April 02, 2013, 03:00:25 am »

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

Fame: Goldyx: 14 / Norowas: 21 / Tovak: 12 / Arythea: 35
Influence: Goldyx: 0 / Norowas: 0 / Tovak: 2 / Arythea: X

Advanced Actions:
Ice Shield Ice Block 3 /// Ice Block 3. Reduce the Armor of one enemy blocked this way by 3. Armor cannot be reduced below 1.
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.
Training Throw away an Action card from your hand, then take a card of the same color from the Advanced Actions offer and put it into your discard pile. /// Throw away an Action card from your hand, then take a card of the same color from the Advanced Actions offer and put it into your hand.

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.
Wings of Wind / Wings of Night When you play this, spend 1-5 Move points and move one revealed space on the map for each. You must end your move in a safe space. Moving this way does not provoke rampaging enemies. /// Play this during combat. If you entered combat with at least as many unspent Move points as the number of enemies you are facing, skip the Block and Assign Damage phases of this combat.
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:
Herbalists Cost 3 / Level 1 / Armour 2 / Recruitable in Village or Monastery / Heal 2 /// Ready a level I or II Unit /// Gain a green mana token                                   
Red Cape Monks Cost 7 / Level 2 / Armour 4 / Recruitable in Monastery / Attack or Block 3 /// Fire Attack or Fire Block 4                                 
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
Herbalists Cost 3 / Level 1 / Armour 2 / Recruitable in Village or Monastery / Heal 2 /// Ready a level I or II Unit /// Gain a green mana token                                   
Peasants Cost 4 / Level 1 / Armour 3 / Recruitable in Village / Attack or Block 2 /// Influence 2 /// Move 2

Monastery Advanced Actions                                                            
Ice Bolt Gain a blue crystal to your Inventory. /// Ranged Ice Attack 3

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)
Red Crystal Craft Once a Round: Flip this to gain one blue crystal to your Inventory, and one red mana token.
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.
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.                                                            
Dark Negotiation Once a turn: Influence 2 (during the Day), or Influence 3 (at Night).
                                                            
Mana Source:
White / White / White / Blue / Red / Green

Map:


Arythea (Watno):
Level 6 / Armour 3 / Hand Limit 6 / Piles (Draw/Hand/Discard): 16/7/6 / Tactics: 1: Early Bird                  
Crystals: Red, 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.
Units (1/3): Peasants Cost 4 / Level 1 / Armour 3 / Attack or Block 2 /// Influence 2 /// Move 2

Norowas (theorel):
Level 4 / Armour 3 / Hand Limit 5 / Piles (Draw/Hand/Discard): 11/5/5 / 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: Red, Blue, White, Green
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.
Units (1/2): Foresters (wounded) 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

Goldyx (Jorbles):
Level 3 / Armour 3 / Hand Limit 5 / Piles (Draw/Hand/Discard): 10/6/3 / 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.                              
Crystals: Green
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.
Units (1/1): Guardian Golems (wounded) Cost 7 / Level 2 / Armour 3 / Recruitable in Keep or Mage Tower / Attack or Block 2 /// Fire Block 4 /// Ice Block 4

Tovak (pops):
Level 3 / Armour 3 / Hand Limit 5 / Piles (Draw/Hand/Discard): 14/5/0 / 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: White
Skills: Double Move Once a turn: Move 2 (during the Day), or Move 1 (during the Night)                                                            
Units (2/2): Illusionists Cost 7 / Level 2 / Armour 2 / Recruitable in Mage Tower or Monastery / Influence 4 /// Target unfortified enemy does not attack this combat. /// Gain a white crystal to your Inventory.
                 Illusionists Cost 7 / Level 2 / Armour 2 / Recruitable in Mage Tower or Monastery / Influence 4 /// Target unfortified enemy does not attack this combat. /// Gain a white crystal to your Inventory.

Qvist

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Re: Mage Knight I "In search of the cities" (Day 2, Turn 1, pops' turn)
« Reply #594 on: April 02, 2013, 03:05:43 am »

Red City
Dragon with 9 Fire Attack, 7 Armour, Fire and Physical Resistance, 8 Fame
Dragon with 6 Cold Fire Attack, 9 Armour, Fire and Ice Resistance, 9 Fame
Ruin with Brown and Purple Enemy for Spell and Crystals
Red Crystal Mine

Edit: I forgot to remove the Orc, it's correct in the next update.
« Last Edit: April 02, 2013, 03:09:18 am by Qvist »
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popsofctown

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Re: Mage Knight I "In search of the cities" (Day 2, Turn 1, pops' turn)
« Reply #595 on: April 02, 2013, 09:46:23 am »

Play Mana Draw.
Begin interacting with the locals, Influence +2 from rep.
Exhaust both illusionists, Influence +8.
Take a white mana from the source to power Promise, Influence +4
Take a White mana from the source to power Heroic Tale, Influence +6.
2+8+4+6=20 Influence.
Recruit Herbalists, disbanding Illusionists. (17)
Exhaust Herbalists to gain a Green Mana crystal.
Recruit Peasants, disbanding Herbalists.  (13)
Exhaust Peasants for Influence 2.          (15)
Recruit Herbalists, disbanding Peasants   (12)
Exhaust Herbalists to gain a Green Mana crystal.
Recruit Utem Crossbowmen, disbanding Herbalists (6)
Recruit Utem Swordsmen, disbanding Illusionists (1)


Definitely need for Qvist to look over that before I roll the mana dice.  But if that all checks out, I'll get fame +5 and rep +5 at end of turn.
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theorel

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Re: Mage Knight I "In search of the cities" (Day 2, Turn 1, pops' turn)
« Reply #596 on: April 02, 2013, 10:32:42 am »

Guardsmen not Swordsmen right?
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theorel

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Re: Mage Knight I "In search of the cities" (Day 2, Turn 1, pops' turn)
« Reply #597 on: April 02, 2013, 10:33:57 am »

Also, and this is way more important:
Herbalists give Mana Tokens not Mana Crystals

You could use them with the Illusionists to gain white crystals.
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popsofctown

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Re: Mage Knight I "In search of the cities" (Day 2, Turn 1, pops' turn)
« Reply #598 on: April 02, 2013, 01:59:46 pm »

Guardsmen, not swordsmen.

Swap out the Green "crystals" for White crystals like theorel suggested.  Normally I'd chastise him for helping his opponents, but I had already noticed the trick on my own, I just had a slight preference for Green.
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Qvist

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Re: Mage Knight I "In search of the cities" (Day 2, Turn 1, pops' turn)
« Reply #599 on: April 02, 2013, 04:33:58 pm »

Mana-reroll
Rolled 2d6 : 6, 2, total 8


You level up. Choose:

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

or any Skill from the Offer and choose an Advanced Action.

Qvist

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Re: Mage Knight I "In search of the cities" (Day 2 starts, choosing Tactics)
« Reply #600 on: April 02, 2013, 04:38:51 pm »

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

Fame: Goldyx: 14 / Norowas: 21 / Tovak: 17 / Arythea: 35
Influence: Goldyx: 0 / Norowas: 0 / Tovak: 5 / Arythea: X

Advanced Actions:
Ice Shield Ice Block 3 /// Ice Block 3. Reduce the Armor of one enemy blocked this way by 3. Armor cannot be reduced below 1.
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.
Training Throw away an Action card from your hand, then take a card of the same color from the Advanced Actions offer and put it into your discard pile. /// Throw away an Action card from your hand, then take a card of the same color from the Advanced Actions offer and put it into your hand.

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.
Wings of Wind / Wings of Night When you play this, spend 1-5 Move points and move one revealed space on the map for each. You must end your move in a safe space. Moving this way does not provoke rampaging enemies. /// Play this during combat. If you entered combat with at least as many unspent Move points as the number of enemies you are facing, skip the Block and Assign Damage phases of this combat.
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:
empty                                   
Red Cape Monks Cost 7 / Level 2 / Armour 4 / Recruitable in Monastery / Attack or Block 3 /// Fire Attack or Fire Block 4                                 
empty
empty
empty
empty

Monastery Advanced Actions                                                            
Ice Bolt Gain a blue crystal to your Inventory. /// Ranged Ice Attack 3

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)
Red Crystal Craft Once a Round: Flip this to gain one blue crystal to your Inventory, and one red mana token.
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.
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.                                                            
Dark Negotiation Once a turn: Influence 2 (during the Day), or Influence 3 (at Night).
                                                            
Mana Source:
Black / White / White / Blue / Red / Green

Map:


Arythea (Watno):
Level 6 / Armour 3 / Hand Limit 6 / Piles (Draw/Hand/Discard): 16/7/6 / Tactics: 1: Early Bird                  
Crystals: Red, 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.
Units (1/3): Peasants Cost 4 / Level 1 / Armour 3 / Attack or Block 2 /// Influence 2 /// Move 2

Norowas (theorel):
Level 4 / Armour 3 / Hand Limit 5 / Piles (Draw/Hand/Discard): 11/5/5 / 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: Red, Blue, White, Green
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.
Units (1/2): Foresters (wounded) 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

Goldyx (Jorbles):
Level 3 / Armour 3 / Hand Limit 5 / Piles (Draw/Hand/Discard): 10/6/3 / 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.                              
Crystals: Green
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.
Units (1/1): Guardian Golems Cost 7 / Level 2 / Armour 3 / Recruitable in Keep or Mage Tower / Attack or Block 2 /// Fire Block 4 /// Ice Block 4

Tovak (pops):
Level 4 / Armour 3 / Hand Limit 5 / Piles (Draw/Hand/Discard): 11/5/4 / 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: White, White, White
Skills: Double Move Once a turn: Move 2 (during the Day), or Move 1 (during the Night)                                                            
Units (2/2): Illusionists Cost 7 / Level 2 / Armour 2 / Recruitable in Mage Tower or Monastery / Influence 4 /// Target unfortified enemy does not attack this combat. /// Gain a white crystal to your Inventory.
                 Utem Guardsmen Cost 5 / Level 2 / Armour 5 / Recruitable in Village or Keep / Attack 2 /// Block 4. Any enemy blocked this way loses Swiftness.
« Last Edit: April 02, 2013, 04:47:24 pm by Qvist »
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Watno

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Re: Mage Knight I "In search of the cities" (Day 2, Turn 2, Watno's turn)
« Reply #601 on: April 02, 2013, 04:43:15 pm »

Jorbles' Guardian golems are healed, aren't they?
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Watno

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Re: Mage Knight I "In search of the cities" (Day 2, Turn 2, Watno's turn)
« Reply #602 on: April 02, 2013, 04:46:52 pm »

Play March empowered by Green mana from Source for Move 4 to move to my keep
Use Peasants for Move 2 to explore
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Qvist

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Re: Mage Knight I "In search of the cities" (Day 2, Turn 2, Watno's turn)
« Reply #603 on: April 02, 2013, 04:56:49 pm »

Blue City: Grey, Purple and White Enemy
Dragon with 5 Attack with Swiftness and Poison, 9 Armour and 7 Fame
Monastery adds following Advanced Action:
Ambush Move 2. Add +1 to your first Attack card of any type or +2 to your first Block card of any type, whichever you play first this turn. /// Move 4. Add +2 to your first Attack card of any type or +4 to your first Block card of any type, whichever you play first this turn.

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Re: Mage Knight I "In search of the cities" (Day 2, Turn 2, Watno's turn)
« Reply #604 on: April 02, 2013, 05:22:03 pm »

Play Swiftness and Mana Draw sideways for Move 3
Move to the right and challenge Dragon.
Take 1 Wound in hand, 1 in discard, and 2 on Peasants
Play Wound and Flame Wall (with crystal from inventory) and use my skills for Attack 10, killing the Dragon

Reroll Green die:
Rolled 1d6 : 6, total 6
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Qvist

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Re: Mage Knight I "In search of the cities" (Day 2 starts, choosing Tactics)
« Reply #605 on: April 02, 2013, 05:36:10 pm »

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

Fame: Goldyx: 14 / Norowas: 21 / Tovak: 17 / Arythea: 42
Influence: Goldyx: 0 / Norowas: 0 / Tovak: 5 / Arythea: -3

Advanced Actions:
Ice Shield Ice Block 3 /// Ice Block 3. Reduce the Armor of one enemy blocked this way by 3. Armor cannot be reduced below 1.
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.
Training Throw away an Action card from your hand, then take a card of the same color from the Advanced Actions offer and put it into your discard pile. /// Throw away an Action card from your hand, then take a card of the same color from the Advanced Actions offer and put it into your hand.

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.
Wings of Wind / Wings of Night When you play this, spend 1-5 Move points and move one revealed space on the map for each. You must end your move in a safe space. Moving this way does not provoke rampaging enemies. /// Play this during combat. If you entered combat with at least as many unspent Move points as the number of enemies you are facing, skip the Block and Assign Damage phases of this combat.
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:
empty                                   
Red Cape Monks Cost 7 / Level 2 / Armour 4 / Recruitable in Monastery / Attack or Block 3 /// Fire Attack or Fire Block 4                                 
empty
empty
empty
empty

Monastery Advanced Actions                                                            
Ice Bolt Gain a blue crystal to your Inventory. /// Ranged Ice Attack 3
Ambush Move 2. Add +1 to your first Attack card of any type or +2 to your first Block card of any type, whichever you play first this turn. /// Move 4. Add +2 to your first Attack card of any type or +4 to your first Block card of any type, whichever you play first this turn.

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)
Red Crystal Craft Once a Round: Flip this to gain one blue crystal to your Inventory, and one red mana token.
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.
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.                                                            
Dark Negotiation Once a turn: Influence 2 (during the Day), or Influence 3 (at Night).
                                                            
Mana Source:
Black / White / White / Blue / Red / Black

Map:


Arythea (Watno):
Level 6 / Armour 3 / Hand Limit 6 / Piles (Draw/Hand/Discard): 12/7/12 / Tactics: 1: Early Bird                  
Crystals: 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.
Units (1/3): Peasants (double wounded) Cost 4 / Level 1 / Armour 3 / Attack or Block 2 /// Influence 2 /// Move 2

Norowas (theorel):
Level 4 / Armour 3 / Hand Limit 5 / Piles (Draw/Hand/Discard): 11/5/5 / 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: Red, Blue, White, Green
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.
Units (1/2): Foresters (wounded) 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

Goldyx (Jorbles):
Level 3 / Armour 3 / Hand Limit 5 / Piles (Draw/Hand/Discard): 10/6/3 / 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.                              
Crystals: Green
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.
Units (1/1): Guardian Golems Cost 7 / Level 2 / Armour 3 / Recruitable in Keep or Mage Tower / Attack or Block 2 /// Fire Block 4 /// Ice Block 4

Tovak (pops):
Level 4 / Armour 3 / Hand Limit 5 / Piles (Draw/Hand/Discard): 11/5/4 / 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: White, White, White
Skills: Double Move Once a turn: Move 2 (during the Day), or Move 1 (during the Night)                                                            
Units (2/2): Illusionists Cost 7 / Level 2 / Armour 2 / Recruitable in Mage Tower or Monastery / Influence 4 /// Target unfortified enemy does not attack this combat. /// Gain a white crystal to your Inventory.
                 Utem Guardsmen Cost 5 / Level 2 / Armour 5 / Recruitable in Village or Keep / Attack 2 /// Block 4. Any enemy blocked this way loses Swiftness.

Qvist

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Re: Mage Knight I "In search of the cities" (Day 2, Turn 2, theorel's turn)
« Reply #606 on: April 02, 2013, 05:38:54 pm »

Enemies in Blue City:
Grey: 2 Attack, 5 Armour with Physical Resistance, 4 Fame
Purple: Summuning an Brown Enemy for Attack, 3 Armour with Physical Resistance, 4 Fame
White: 4 Cold Fire Attack with Brutal and Poison, 8 Armour Fortified with Physical Resistance, 8 Fame

and still waiting for pops' choice...

popsofctown

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Re: Mage Knight I "In search of the cities" (Day 2, Turn 2, theorel's turn)
« Reply #607 on: April 02, 2013, 07:13:07 pm »

Take red crystal craft and Training
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Jorbles

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Re: Mage Knight I "In search of the cities" (Day 2, Turn 1, pops' turn)
« Reply #608 on: April 02, 2013, 07:20:21 pm »

Play Mana Draw.
Begin interacting with the locals, Influence +2 from rep.
Exhaust both illusionists, Influence +8.
Take a white mana from the source to power Promise, Influence +4
Take a White mana from the source to power Heroic Tale, Influence +6.
2+8+4+6=20 Influence.
Recruit Herbalists, disbanding Illusionists. (17)
Exhaust Herbalists to gain a Green Mana crystal.
Recruit Peasants, disbanding Herbalists.  (13)
Exhaust Peasants for Influence 2.          (15)
Recruit Herbalists, disbanding Peasants   (12)
Exhaust Herbalists to gain a Green Mana crystal.
Recruit Utem Crossbowmen, disbanding Herbalists (6)
Recruit Utem Swordsmen, disbanding Illusionists (1)


Definitely need for Qvist to look over that before I roll the mana dice.  But if that all checks out, I'll get fame +5 and rep +5 at end of turn.

Guardsmen, not swordsmen.

Swap out the Green "crystals" for White crystals like theorel suggested.  Normally I'd chastise him for helping his opponents, but I had already noticed the trick on my own, I just had a slight preference for Green.

If pops uses his Illusionists to gain White Crystals how does he use them to gain 8 Influence? Am I missing something?
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popsofctown

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Re: Mage Knight I "In search of the cities" (Day 2, Turn 2, theorel's turn)
« Reply #609 on: April 02, 2013, 07:28:37 pm »

The Herbalists can ready the Illusionists, allowing me to reuse them.

Replace the "Exhaust Herbalists, gaining a green mana crystal" with "Exhaust Herbalists, ready Illusionists.  Exhaust Illusionists, gaining a White mana crystal"
« Last Edit: April 02, 2013, 07:30:05 pm by popsofctown »
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Jorbles

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Re: Mage Knight I "In search of the cities" (Day 2, Turn 2, theorel's turn)
« Reply #610 on: April 02, 2013, 07:38:15 pm »

So you play your cards in some order followed by:

Exhaust both Illusions for influence.
Recruit Herbalist (disband Illusionist).
Exhaust Herbalist ready Illusionist.
Exhaust Illusionist. (Gain White Crystal)
Recruit Herbalist (disband Herbalist).
Exhaust Herbalist ready Illusionist.
Exhaust Illusionist. (Gain White Crystal)
Recruit Peasant (disband Herbalist).
Exhaust Peasant (influence).
Recruit Utem Crossbowmen (disband Peasant).
Recruit Utem Guardsmen (disband Illusionists).

Okay I understand that now, though it's a bit dizzying. I didn't check the math, but if it worked before I believe you. I think Qvist hasn't updated your units yet as he still has you with a spent Illusionist.
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popsofctown

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Re: Mage Knight I "In search of the cities" (Day 2, Turn 2, theorel's turn)
« Reply #611 on: April 02, 2013, 07:40:10 pm »

Yeah, I think he just made a mistake there.  I'm supposed to have 2 utems
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Watno

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Re: Mage Knight I "In search of the cities" (Day 2, Turn 2, theorel's turn)
« Reply #612 on: April 02, 2013, 07:54:20 pm »

Killing Dragons has bad side effects. People don't hate me as much anymore...
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popsofctown

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Re: Mage Knight I "In search of the cities" (Day 2, Turn 2, theorel's turn)
« Reply #613 on: April 02, 2013, 08:00:55 pm »

Pillage
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Watno

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Re: Mage Knight I "In search of the cities" (Day 2, Turn 2, theorel's turn)
« Reply #614 on: April 02, 2013, 08:02:51 pm »

Have you been tempted by the dark side?
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popsofctown

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Re: Mage Knight I "In search of the cities" (Day 2, Turn 2, theorel's turn)
« Reply #615 on: April 02, 2013, 08:05:42 pm »

Maybe.
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theorel

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Re: Mage Knight I "In search of the cities" (Day 2, Turn 2, theorel's turn)
« Reply #616 on: April 02, 2013, 09:05:36 pm »

Okay, I'll:
Interact at the Monastery...(+1 for reputation, this is wrong in the summary, but correct on spreadsheet)
Empower Improvisation with red mana from the source, discarding March for 5 influence. (6)
Empower Threaten with red mana crystal for 5 influence (11)
Play Swiftness sideways for 1 influence (12)
Play Path Finding sideways for 1 influence (13)
Recruit Red Cape Monks for 7 influence (6)
Gain Ambush for 6 influence (0)

return to source:
Rolled 1d6 : 5, total 5
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popsofctown

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Re: Mage Knight I "In search of the cities" (Day 2, Turn 2, theorel's turn)
« Reply #617 on: April 02, 2013, 09:13:39 pm »

Don't forget reputation-1!
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theorel

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Re: Mage Knight I "In search of the cities" (Day 2, Turn 2, theorel's turn)
« Reply #618 on: April 02, 2013, 09:16:48 pm »

Right, back to Reputation 1.
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Re: Mage Knight I "In search of the cities" (Day 2 starts, choosing Tactics)
« Reply #619 on: April 03, 2013, 04:54:23 am »

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

Fame: Goldyx: 14 / Norowas: 21 / Tovak: 17 / Arythea: 42
Influence: Goldyx: 0 / Norowas: 0 / Tovak: 5 / Arythea: -3

Advanced Actions:
Swift Bolt Gain a white crystal to you Inventory. /// Ranged Attack 4
Ice Shield Ice Block 3 /// Ice Block 3. Reduce the Armor of one enemy blocked this way by 3. Armor cannot be reduced below 1.
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:
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.
Wings of Wind / Wings of Night When you play this, spend 1-5 Move points and move one revealed space on the map for each. You must end your move in a safe space. Moving this way does not provoke rampaging enemies. /// Play this during combat. If you entered combat with at least as many unspent Move points as the number of enemies you are facing, skip the Block and Assign Damage phases of this combat.
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:
empty
empty
empty
empty
empty
empty

Monastery Advanced Actions                                                            
Ice Bolt Gain a blue crystal to your Inventory. /// Ranged Ice Attack 3
empty

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.
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.                                                            
Dark Negotiation Once a turn: Influence 2 (during the Day), or Influence 3 (at 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
                                                            
Mana Source:
Black / White / White / Blue / Blue / Black

Map:


Arythea (Watno):
Level 6 / Armour 3 / Hand Limit 6 / Piles (Draw/Hand/Discard): 12/7/12 / Tactics: 1: Early Bird                  
Crystals: 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.
Units (1/3): Peasants (double wounded) Cost 4 / Level 1 / Armour 3 / Attack or Block 2 /// Influence 2 /// Move 2

Norowas (theorel):
Level 4 / Armour 3 / Hand Limit 5 / Piles (Draw/Hand/Discard): 7/5/10 / 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, White, Green
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.
Units (2/2): Foresters (wounded) 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

Goldyx (Jorbles):
Level 3 / Armour 3 / Hand Limit 5 / Piles (Draw/Hand/Discard): 10/6/3 / 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.                              
Crystals: Green
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.
Units (1/2): Guardian Golems Cost 7 / Level 2 / Armour 3 / Recruitable in Keep or Mage Tower / Attack or Block 2 /// Fire Block 4 /// Ice Block 4

Tovak (pops):
Level 4 / Armour 3 / Hand Limit 5 / Piles (Draw/Hand/Discard): 11/5/4 / 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: White, White, 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.
Units (2/2): 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.

popsofctown

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Re: Mage Knight I "In search of the cities" (Day 2, Turn 2, Jorbles' turn)
« Reply #620 on: April 03, 2013, 09:22:39 am »

Qvist, send me cards for the pillage.  I want to pillage. 

Out of curiosity, are the dragons worth 1 reputation or 2?
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theorel

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Re: Mage Knight I "In search of the cities" (Day 2, Turn 2, Jorbles' turn)
« Reply #621 on: April 03, 2013, 09:25:42 am »

2
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Re: Mage Knight I "In search of the cities" (Day 2, Turn 2, Jorbles' turn)
« Reply #622 on: April 03, 2013, 09:32:04 am »

Qvist, send me cards for the pillage.  I want to pillage. 

Out of curiosity, are the dragons worth 1 reputation or 2?

Sorry, I didn't understand that at first. I'll send you the cards in a second.

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Re: Mage Knight I "In search of the cities" (Day 2, Turn 2, Jorbles' turn)
« Reply #623 on: April 03, 2013, 01:09:59 pm »

Do we draw new cards at the beginning of our turn or at the end of our previous turn? (I'm asking if I could have used the Magic Glade after I drew my cards.)
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Re: Mage Knight I "In search of the cities" (Day 2, Turn 2, Jorbles' turn)
« Reply #624 on: April 03, 2013, 01:28:44 pm »

If you read the "End of turn" section of the rulebook, you see that drawing new cards is the very last thing you do on your turn, so after using the Magic Glade. So you couldn't have used it.

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Re: Mage Knight I "In search of the cities" (Day 2, Turn 2, Jorbles' turn)
« Reply #625 on: April 03, 2013, 01:48:27 pm »

Is there any reason for Jorbls not to use the Glade if he draws certain cards? If there isn't, I'm perfectly ok with him using the Magical Glade, and would actually prefer if the game didn't come down to such trivial oversights.
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popsofctown

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Re: Mage Knight I "In search of the cities" (Day 2, Turn 2, Jorbles' turn)
« Reply #626 on: April 03, 2013, 02:24:04 pm »

Is there any reason for Jorbls not to use the Glade if he draws certain cards? If there isn't, I'm perfectly ok with him using the Magical Glade, and would actually prefer if the game didn't come down to such trivial oversights.
I think he had no wounds in his hand at the time he "chose" not to use the Magical Glade, since he couldn't.  But then he drew a Wound at the end of his turn, from a previous round.
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Watno

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Re: Mage Knight I "In search of the cities" (Day 2, Turn 2, Jorbles' turn)
« Reply #627 on: April 03, 2013, 02:28:51 pm »

Ah, that makes sense.
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Re: Mage Knight I "In search of the cities" (Day 2, Turn 2, Jorbles' turn)
« Reply #628 on: April 03, 2013, 06:14:41 pm »

Is there any reason for Jorbls not to use the Glade if he draws certain cards? If there isn't, I'm perfectly ok with him using the Magical Glade, and would actually prefer if the game didn't come down to such trivial oversights.
I think he had no wounds in his hand at the time he "chose" not to use the Magical Glade, since he couldn't.  But then he drew a Wound at the end of his turn, from a previous round.

Yeah, that's what I was asking about. Qvist cleared it up. Thinking about what I'll do now.
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popsofctown

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Re: Mage Knight I "In search of the cities" (Day 2, Turn 2, Jorbles' turn)
« Reply #629 on: April 03, 2013, 07:05:58 pm »

Ok, so I was reading through the rules, and I found what appears to me to be a contradiction:

1. The beginner's intro says "Cities never sleep.  If you are in the space adjacent to them, you can always flip the defending monsters and see what they are".
2. The city assault rules say, you must be adjacent to a city to launch an assault, especially a cooperative assault.
3. The cooperative assault rules say, "Each player chooses how many of the enemies he will fight, but not which ones.  Randomly distribute the chosen number of enemies according to how many each player agreed to take on. Do this without even looking at the reverse side

But the reverse side HAS to be revealed at that point ANYWAY.  What's up with that?  Are both rulebooks from the same edition?
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Watno

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Re: Mage Knight I "In search of the cities" (Day 2, Turn 2, Jorbles' turn)
« Reply #630 on: April 03, 2013, 07:08:52 pm »

For assigning them to players, you shuffle them again. The reverse side is the one you see first, which only shows the category. It is emphasized that you can't say: "I'll take the brown one, and you take the white". You just say: "I take one, you take one" and then it's randomly determined who fights what.
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popsofctown

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Re: Mage Knight I "In search of the cities" (Day 2, Turn 2, Jorbles' turn)
« Reply #631 on: April 03, 2013, 07:16:02 pm »

That seems unclear, it should say to flip them back over.  It's instructing you NOT to reverse what side is currently being revealed.
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theorel

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Re: Mage Knight I "In search of the cities" (Day 2, Turn 2, Jorbles' turn)
« Reply #632 on: April 03, 2013, 09:59:28 pm »

It seems like they're trying to say you shouldn't even know which brown your facing, or which white or whatever...but, then if you're randomizing in such a way that you might know which brown you're fighting you'd know whether it's brown or white which defeats the randomization part of it.  I think it's extraneous text, either due to a rules change or just a poorly worded addition trying to emphasize that you shouldn't know which part of the defenses you're facing.
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Qvist

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Re: Mage Knight I "In search of the cities" (Day 2, Turn 2, Jorbles' turn)
« Reply #633 on: April 04, 2013, 04:18:39 am »

This is indeed strange wording. I looked up the German rules and there it says "without looking at the front side". I guess it's either an error or ambiguos wording.

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Re: Mage Knight I "In search of the cities" (Day 2, Turn 2, Jorbles' turn)
« Reply #634 on: April 04, 2013, 04:16:45 pm »

Use Stamina and a Blue mana die for 4 move to move to the Village and explore the adjoining tile.
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Watno

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Re: Mage Knight I "In search of the cities" (Day 2, Turn 2, Jorbles' turn)
« Reply #635 on: April 04, 2013, 04:29:52 pm »

For assigning them to players, you shuffle them again. The reverse side is the one you see first, which only shows the category. It is emphasized that you can't say: "I'll take the brown one, and you take the white". You just say: "I take one, you take one" and then it's randomly determined who fights what.

No, I don't think it is. The front side is the one with all the monster stats. The reverse side is the one that just shows the type/colour.
When randomizing, you're not supposed to look at either side, not even the reverse one.
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Re: Mage Knight I "In search of the cities" (Day 2, Turn 2, Jorbles' turn)
« Reply #636 on: April 05, 2013, 04:31:58 am »

You guys are great in finding cities.
2x Rampaging Enemy with Summoning Brown Enemy Attack, 4 Armour and 4 Fame
Village
Magical Glade
Green City with Grey, Brown and White Enemy

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Re: Mage Knight I "In search of the cities" (Day 2, Turn 2, Jorbles' turn)
« Reply #637 on: April 05, 2013, 10:29:05 am »

Challenge the Summoner. What does it summon?
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Re: Mage Knight I "In search of the cities" (Day 2, Turn 2, Jorbles' turn)
« Reply #638 on: April 05, 2013, 11:23:14 am »

Dos he get to see the summon before deciding whether to use ranged attack?
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theorel

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Re: Mage Knight I "In search of the cities" (Day 2, Turn 2, Jorbles' turn)
« Reply #639 on: April 05, 2013, 11:27:01 am »

No, that happens at the start of the Block Phase.

So, Jorbles should probably confirm: you're skipping Ranged Attack?
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Re: Mage Knight I "In search of the cities" (Day 2, Turn 2, Jorbles' turn)
« Reply #640 on: April 05, 2013, 12:16:20 pm »

If I could kill it with a ranged attack I already would have.  :'( :'(
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Re: Mage Knight I "In search of the cities" (Day 2, Turn 2, Jorbles' turn)
« Reply #641 on: April 06, 2013, 03:01:43 pm »

Gargoyle with 5 Attack

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Re: Mage Knight I "In search of the cities" (Day 2, Turn 2, Jorbles' turn)
« Reply #642 on: April 06, 2013, 10:03:58 pm »

I think this works.

Use Improvisation and a Gold mana from the magic glade for 5 Block (discard Crystallization). Block the attack.

Use Green mana crystal and Universal Power to play Swiftness sideways for 3 attack. Play Promise sideways for 1 attack (total 4). Kill the summoner.

+4 fame, +1 rep. Level up!
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Re: Mage Knight I "In search of the cities" (Day 2 starts, choosing Tactics)
« Reply #643 on: April 07, 2013, 07:16:18 am »

Re-roll
Rolled 1d6 : 6, total 6


You level up. Choose:

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.
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.

or any Skill in the Offer. Choose also an Advanced Action.

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Re: Mage Knight I "In search of the cities" (Day 2, Turn 2, Jorbles' turn)
« Reply #644 on: April 07, 2013, 07:24:54 am »

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

Fame: Goldyx: 18 / Norowas: 21 / Tovak: 17 / Arythea: 42
Influence: Goldyx: 1 / Norowas: 0 / Tovak: 3 / Arythea: -3

Advanced Actions:
Swift Bolt Gain a white crystal to you Inventory. /// Ranged Attack 4
Ice Shield Ice Block 3 /// Ice Block 3. Reduce the Armor of one enemy blocked this way by 3. Armor cannot be reduced below 1.
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:
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.
Wings of Wind / Wings of Night When you play this, spend 1-5 Move points and move one revealed space on the map for each. You must end your move in a safe space. Moving this way does not provoke rampaging enemies. /// Play this during combat. If you entered combat with at least as many unspent Move points as the number of enemies you are facing, skip the Block and Assign Damage phases of this combat.
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:
empty
empty
empty
empty
empty
empty

Monastery Advanced Actions                                                            
Ice Bolt Gain a blue crystal to your Inventory. /// Ranged Ice Attack 3
empty

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.
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.                                                            
Dark Negotiation Once a turn: Influence 2 (during the Day), or Influence 3 (at 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
                                                            
Mana Source:
Black / White / White / Blue / Black / Black

Map:


Arythea (Watno):
Level 6 / Armour 3 / Hand Limit 6 / Piles (Draw/Hand/Discard): 12/7/12 / Tactics: 1: Early Bird                  
Crystals: 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.
Units (1/3): Peasants (double wounded) Cost 4 / Level 1 / Armour 3 / Attack or Block 2 /// Influence 2 /// Move 2

Norowas (theorel):
Level 4 / Armour 3 / Hand Limit 5 / Piles (Draw/Hand/Discard): 7/5/10 / 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, White, Green
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.
Units (2/2): Foresters (wounded) 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

Goldyx (Jorbles):
Level 4 / Armour 3 / Hand Limit 5 / Piles (Draw/Hand/Discard): 7/5/8 / 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.                              
Crystals: none
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.
Units (1/2): Guardian Golems Cost 7 / Level 2 / Armour 3 / Recruitable in Keep or Mage Tower / Attack or Block 2 /// Fire Block 4 /// Ice Block 4

Tovak (pops):
Level 4 / Armour 3 / Hand Limit 5 / Piles (Draw/Hand/Discard): 11/5/4 / 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: White, White, 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.
Units (2/2): 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.

popsofctown

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Re: Mage Knight I "In search of the cities" (Day 2, Turn 2, pops' turn)
« Reply #645 on: April 07, 2013, 09:18:49 am »

I need to know what the next advanced aaction is gonna be to move.
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popsofctown

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Re: Mage Knight I "In search of the cities" (Day 2, Turn 2, pops' turn)
« Reply #646 on: April 07, 2013, 09:33:52 am »

Use Double Move, Stamina, and March to move to the desert ruins.
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Qvist

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Re: Mage Knight I "In search of the cities" (Day 2, Turn 2, pops' turn)
« Reply #647 on: April 07, 2013, 10:15:22 am »

I guess you want to enter the Ruins?

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Re: Mage Knight I "In search of the cities" (Day 2, Turn 2, pops' turn)
« Reply #648 on: April 07, 2013, 10:26:47 am »

No, I want to see what's in the city.
Remember, ruins are optional.
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Qvist

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Re: Mage Knight I "In search of the cities" (Day 2, Turn 2, pops' turn)
« Reply #649 on: April 07, 2013, 10:39:14 am »

Yes, I know. But you didn't end your turn so I wasn't sure what you were waiting for.

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Re: Mage Knight I "In search of the cities" (Day 2, Turn 2, pops' turn)
« Reply #650 on: April 07, 2013, 10:46:10 am »

You can assault a city over several turns, right?  picking the enemies off one by one?

Either way, I probably am going to have to wait and see what Jorbles takes for his AA
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Qvist

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Re: Mage Knight I "In search of the cities" (Day 2, Turn 2, pops' turn)
« Reply #651 on: April 07, 2013, 10:58:13 am »

You can assault a city over several turns, right?  picking the enemies off one by one?

Either way, I probably am going to have to wait and see what Jorbles takes for his AA

Yes, you can. Every enemy remaining attack you at once, then you are allowed to tell which enemies you're attacking. For each enemy defeated you get a shield token. The player with the most shield tokens on it is its leader.

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Re: Mage Knight I "In search of the cities" (Day 2, Turn 2, pops' turn)
« Reply #652 on: April 07, 2013, 01:57:11 pm »

I'll take Ice Shield and Flight.
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popsofctown

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Re: Mage Knight I "In search of the cities" (Day 2, Turn 2, pops' turn)
« Reply #653 on: April 07, 2013, 02:12:12 pm »

Use blue mana from the source for Stamina, move to the red crystal mine.
Use an unpowered training on Concentration, gaining the Crushing Bolt.
Flip my red crystal craft skill.  Use Crystallization to preserve the token it produces for later.
End my turn, keeping my Cold toughness in my hand.  Gain a red crystal and reroll the mana die.

Rolled 1d6 : 1, total 1
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Watno

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Re: Mage Knight I "In search of the cities" (Day 2, Turn 2, pops' turn)
« Reply #654 on: April 07, 2013, 03:00:15 pm »

Unimpressive turn incoming:
Play Regeneration empowered by gold mana from source for Heal 2 , readying Peasants (that possible even though they're wounded, right?)
Play Tranquility for Heal 1.
Throw away 3 Wounds from hand.
End turn

reroll gold die:
Rolled 1d6 : 4, total 4
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Re: Mage Knight I "In search of the cities" (Day 2, Turn 2, pops' turn)
« Reply #655 on: April 07, 2013, 03:29:53 pm »

Yeah.  I don't think you can use them until you heal them up though (neither assign them damage nor activate any of their abilities)
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Re: Mage Knight I "In search of the cities" (Day 2, Turn 2, pops' turn)
« Reply #656 on: April 07, 2013, 03:30:32 pm »

I recommend going to a village in order to heal your peasants.  See how that turns out for you.
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Watno

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Re: Mage Knight I "In search of the cities" (Day 2, Turn 2, pops' turn)
« Reply #657 on: April 07, 2013, 03:31:18 pm »

They're so far away, but I'd like some extra cards.
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Re: Mage Knight I "In search of the cities" (Day 2, Turn 2, pops' turn)
« Reply #658 on: April 07, 2013, 04:18:07 pm »

I lol'ed after the several seconds to realize what you meant.
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Qvist

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Re: Mage Knight I "In search of the cities" (Day 2, Turn 2, Jorbles' turn)
« Reply #659 on: April 07, 2013, 04:45:25 pm »

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

Fame: Goldyx: 18 / Norowas: 21 / Tovak: 17 / Arythea: 42
Influence: Goldyx: 1 / Norowas: 0 / Tovak: 3 / Arythea: -3

Advanced Actions:
Blood Rage Attack 2. You can take a Wound to increase this to Attack 5. /// Attack 4. You can take a Wound to increase this to Attack 9.
Swift Bolt Gain a white crystal to you Inventory. /// Ranged Attack 4
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:
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.
Wings of Wind / Wings of Night When you play this, spend 1-5 Move points and move one revealed space on the map for each. You must end your move in a safe space. Moving this way does not provoke rampaging enemies. /// Play this during combat. If you entered combat with at least as many unspent Move points as the number of enemies you are facing, skip the Block and Assign Damage phases of this combat.
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:
empty
empty
empty
empty
empty
empty

Monastery Advanced Actions                                                            
Ice Bolt Gain a blue crystal to your Inventory. /// Ranged Ice Attack 3
empty

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.
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.                                                            
Dark Negotiation Once a turn: Influence 2 (during the Day), or Influence 3 (at 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
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.                                                            
                                                            
Mana Source:
Black / White / White / Green / Black / Black

Map:


Arythea (Watno):
Level 6 / Armour 3 / Hand Limit 6 / Piles (Draw/Hand/Discard): 7/7/13 / Tactics: 1: Early Bird                  
Crystals: 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.
Units (1/3): Peasants (double wounded) Cost 4 / Level 1 / Armour 3 / Attack or Block 2 /// Influence 2 /// Move 2

Norowas (theorel):
Level 4 / Armour 3 / Hand Limit 5 / Piles (Draw/Hand/Discard): 7/5/10 / 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, White, Green
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.
Units (2/2): Foresters (wounded) 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

Goldyx (Jorbles):
Level 4 / Armour 3 / Hand Limit 5 / Piles (Draw/Hand/Discard): 7/5/8 / 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.                              
Crystals: none
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.                                                            
Units (1/2): Guardian Golems Cost 7 / Level 2 / Armour 3 / Recruitable in Keep or Mage Tower / Attack or Block 2 /// Fire Block 4 /// Ice Block 4

Tovak (pops):
Level 4 / Armour 3 / Hand Limit 5 / Piles (Draw/Hand/Discard): 5/5/10 / 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: White, White, White, Blue, Red, Red
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.
Units (2/2): 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.

Qvist

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Re: Mage Knight I "In search of the cities" (Day 2, Turn 3, theorel's turn)
« Reply #660 on: April 07, 2013, 04:46:37 pm »

In case anyone was wondering, I PM'd pops the next Advanced Action and he took it. It was:
Crushing Bolt Gain a green crystal to you Inventory. /// Siege Attack 3

I'll send out your hands in a second.

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Re: Mage Knight I "In search of the cities" (Day 2, Turn 3, theorel's turn)
« Reply #661 on: April 07, 2013, 09:35:00 pm »

Play empowered Ambush using green die from the source.  Let's go exploring (i.e. explore east).
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Re: Mage Knight I "In search of the cities" (Day 2, Turn 3, theorel's turn)
« Reply #662 on: April 08, 2013, 02:45:38 pm »

You guys are really great in finding the cities. Congrats.

White city
Ice Dragon with 6 Ice Attack and Petrify, 7 Armour with Ice and Physical Resistance, 8 Fame
Keep: 2 Attack, 5 Armour with Physical Resistance, 4 Fame
Spawning Grounds

theorel

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Re: Mage Knight I "In search of the cities" (Day 2, Turn 3, theorel's turn)
« Reply #663 on: April 08, 2013, 04:44:55 pm »

Play March for Move 2.
Use 4 move to move onto Keep.
Flip Leaves in the Wind for a white token and green crystal.
Take the 2 damage as a wound in hand.
Play Swiftness with white token for attack 3 + 2 for ambush.
Use Red Monks with Leadership for attack 5 (total 10).
Defeat the Keep's defenders.
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Re: Mage Knight I "In search of the cities" (Day 2, Turn 3, theorel's turn)
« Reply #664 on: April 08, 2013, 04:45:20 pm »

replace that green mana with...
Rolled 1d6 : 3, total 3
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Re: Mage Knight I "In search of the cities" (Day 2, Turn 3, theorel's turn)
« Reply #665 on: April 08, 2013, 05:09:05 pm »

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

Fame: Goldyx: 18 / Norowas: 25 / Tovak: 17 / Arythea: 42
Influence: Goldyx: 1 / Norowas: 0 / Tovak: 3 / Arythea: -3

Advanced Actions:
Blood Rage Attack 2. You can take a Wound to increase this to Attack 5. /// Attack 4. You can take a Wound to increase this to Attack 9.
Swift Bolt Gain a white crystal to you Inventory. /// Ranged Attack 4
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:
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.
Wings of Wind / Wings of Night When you play this, spend 1-5 Move points and move one revealed space on the map for each. You must end your move in a safe space. Moving this way does not provoke rampaging enemies. /// Play this during combat. If you entered combat with at least as many unspent Move points as the number of enemies you are facing, skip the Block and Assign Damage phases of this combat.
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:
empty
empty
empty
empty
empty
empty

Monastery Advanced Actions                                                            
Ice Bolt Gain a blue crystal to your Inventory. /// Ranged Ice Attack 3
empty

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.
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.                                                            
Dark Negotiation Once a turn: Influence 2 (during the Day), or Influence 3 (at 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
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.                                                            
                                                            
Mana Source:
Black / White / White / Red / Black / Black

Map:


Arythea (Watno):
Level 6 / Armour 3 / Hand Limit 6 / Piles (Draw/Hand/Discard): 7/7/13 / Tactics: 1: Early Bird                  
Crystals: 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.
Units (1/3): Peasants (double wounded) Cost 4 / Level 1 / Armour 3 / Attack or Block 2 /// Influence 2 /// Move 2

Norowas (theorel):
Level 5 / Armour 3 / Hand Limit 6 / Piles (Draw/Hand/Discard): 2/8/13 / 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, White, Green, Green
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.
Units (2/3): Foresters (wounded) 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

Goldyx (Jorbles):
Level 4 / Armour 3 / Hand Limit 5 / Piles (Draw/Hand/Discard): 7/5/8 / 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.                              
Crystals: none
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.                                                            
Units (1/2): Guardian Golems Cost 7 / Level 2 / Armour 3 / Recruitable in Keep or Mage Tower / Attack or Block 2 /// Fire Block 4 /// Ice Block 4

Tovak (pops):
Level 4 / Armour 3 / Hand Limit 5 / Piles (Draw/Hand/Discard): 5/5/10 / 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: White, White, White, Blue, Red, Red
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.
Units (2/2): 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.

Qvist

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Re: Mage Knight I "In search of the cities" (Day 2, Turn 3, Jorbles' turn)
« Reply #666 on: April 08, 2013, 05:11:10 pm »

I forgot to show the enemies in the city, I'll do that in the next update.

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Re: Mage Knight I "In search of the cities" (Day 2, Turn 3, Jorbles' turn)
« Reply #667 on: April 08, 2013, 05:48:44 pm »

Theorel gets a reputation loss (I don't know whether his reputation changed or not, because I don't remember what it was before.  Just posting reminder.)
I'm a bit of a paranoid parrot ever since the one time I caught Qvist making a mistake.
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Qvist

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Re: Mage Knight I "In search of the cities" (Day 2, Turn 3, Jorbles' turn)
« Reply #668 on: April 08, 2013, 05:56:14 pm »

Theorel gets a reputation loss (I don't know whether his reputation changed or not, because I don't remember what it was before.  Just posting reminder.)
I'm a bit of a paranoid parrot ever since the one time I caught Qvist making a mistake.

Thanks for the reminder. Please double check everything. But I already considered that in the spreadsheet.

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Re: Mage Knight I "In search of the cities" (Day 2, Turn 3, Jorbles' turn)
« Reply #669 on: April 08, 2013, 06:35:42 pm »

Use a white mana die to play Mana Draw sideways using Universal Power for +4 Influence. Play Threaten for +2 influence.

Interact with the locals (I think I get a +1 bonus here, but it doesn't really matter.)

Spend 6 Influence for Heal 2. Heal 2 Wounds from hand. 


...

...

...
...
...

Pillage the village.
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Re: Mage Knight I "In search of the cities" (Day 2, Turn 3, theorel's turn)
« Reply #670 on: April 08, 2013, 06:40:22 pm »

Rolled 1d6 : 1, total 1

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Re: Mage Knight I "In search of the cities" (Day 2, Turn 3, Jorbles' turn)
« Reply #671 on: April 08, 2013, 06:41:41 pm »

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

Fame: Goldyx: 18 / Norowas: 25 / Tovak: 17 / Arythea: 42
Influence: Goldyx: 0 / Norowas: 0 / Tovak: 3 / Arythea: -3

Advanced Actions:
Blood Rage Attack 2. You can take a Wound to increase this to Attack 5. /// Attack 4. You can take a Wound to increase this to Attack 9.
Swift Bolt Gain a white crystal to you Inventory. /// Ranged Attack 4
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:
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.
Wings of Wind / Wings of Night When you play this, spend 1-5 Move points and move one revealed space on the map for each. You must end your move in a safe space. Moving this way does not provoke rampaging enemies. /// Play this during combat. If you entered combat with at least as many unspent Move points as the number of enemies you are facing, skip the Block and Assign Damage phases of this combat.
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:
empty
empty
empty
empty
empty
empty

Monastery Advanced Actions                                                            
Ice Bolt Gain a blue crystal to your Inventory. /// Ranged Ice Attack 3
empty

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.
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.                                                            
Dark Negotiation Once a turn: Influence 2 (during the Day), or Influence 3 (at 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
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.                                                            
                                                            
Mana Source:
Black / Gold / White / Red / Black / Black

Map:


Arythea (Watno):
Level 6 / Armour 3 / Hand Limit 6 / Piles (Draw/Hand/Discard): 7/7/13 / Tactics: 1: Early Bird                  
Crystals: 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.
Units (1/3): Peasants (double wounded) Cost 4 / Level 1 / Armour 3 / Attack or Block 2 /// Influence 2 /// Move 2

Norowas (theorel):
Level 5 / Armour 3 / Hand Limit 6 / Piles (Draw/Hand/Discard): 2/8/13 / 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, White, Green, Green
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.
Units (2/3): Foresters (wounded) 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

Goldyx (Jorbles):
Level 4 / Armour 3 / Hand Limit 5 / Piles (Draw/Hand/Discard): 1/7/10 / 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.                              
Crystals: none
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.                                                            
Units (1/2): Guardian Golems Cost 7 / Level 2 / Armour 3 / Recruitable in Keep or Mage Tower / Attack or Block 2 /// Fire Block 4 /// Ice Block 4

Tovak (pops):
Level 4 / Armour 3 / Hand Limit 5 / Piles (Draw/Hand/Discard): 5/5/10 / 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: White, White, White, Blue, Red, Red
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.
Units (2/2): 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.

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Re: Mage Knight I "In search of the cities" (Day 2, Turn 3, pops' turn)
« Reply #672 on: April 08, 2013, 07:18:24 pm »

Use Double Move to assault the city.  Reputation -1
Pass on the siege attack phase
Use gold mana from source to use Cold Toughness for Ice Block 7 to block one of the pyros.
Use red mana crystal to use Flame Shield and add Fire Block 4 against the Gargoyle
Play Improvisation sideways for Block 1 against the Gargoyle
Take 2 wounds from the unblocked pyro.
Reuse Flame Shield as an attack to kill the Gargoyle
Use a white crystal to play Swiftness as Attack 3.
Play Rage for Attack 2.
Use those 5 points of attack to kill a pyro.
Use my units to kill the other pyro.

Reroll the mana die
Rolled 1d6 : 5, total 5

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Re: Mage Knight I "In search of the cities" (Day 2, Turn 3, pops' turn)
« Reply #673 on: April 08, 2013, 07:46:51 pm »

You get 4 Wounds from the unblocked enemy because everyone in the red city is brutal. Are you fine with that?

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Re: Mage Knight I "In search of the cities" (Day 2, Turn 3, pops' turn)
« Reply #674 on: April 08, 2013, 07:56:55 pm »

Only enemies with physical attack are brutal.

"In the Red city, all defenders that have
physical Attack gain the Brutal ability."

From the full rulebook.
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Re: Mage Knight I "In search of the cities" (Day 2, Turn 3, pops' turn)
« Reply #675 on: April 08, 2013, 07:58:54 pm »

Only enemies with physical attack are brutal.

"In the Red city, all defenders that have
physical Attack gain the Brutal ability."

From the full rulebook.

Cool. That's right. I just had in mind "All enemies are brutal". Fine. Cool turn, man.

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Re: Mage Knight I "In search of the cities" (Day 2, Turn 3, Jorbles' turn)
« Reply #676 on: April 08, 2013, 08:07:41 pm »

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

Fame: Goldyx: 18 / Norowas: 25 / Tovak: 31 / Arythea: 42
Influence: Goldyx: 0 / Norowas: 0 / Tovak: 3 / Arythea: -3

Advanced Actions:
Blood Rage Attack 2. You can take a Wound to increase this to Attack 5. /// Attack 4. You can take a Wound to increase this to Attack 9.
Swift Bolt Gain a white crystal to you Inventory. /// Ranged Attack 4
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:
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.
Wings of Wind / Wings of Night When you play this, spend 1-5 Move points and move one revealed space on the map for each. You must end your move in a safe space. Moving this way does not provoke rampaging enemies. /// Play this during combat. If you entered combat with at least as many unspent Move points as the number of enemies you are facing, skip the Block and Assign Damage phases of this combat.
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:
empty
empty
empty
empty
empty
empty

Monastery Advanced Actions                                                            
Ice Bolt Gain a blue crystal to your Inventory. /// Ranged Ice Attack 3
empty

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.
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.                                                            
Dark Negotiation Once a turn: Influence 2 (during the Day), or Influence 3 (at 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
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.                                                            
                                                            
Mana Source:
Black / Blue / White / Red / Black / Black

Map:


Arythea (Watno):
Level 6 / Armour 3 / Hand Limit 6 / Piles (Draw/Hand/Discard): 7/7/13 / Tactics: 1: Early Bird                  
Crystals: 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.
Units (1/3): Peasants (double wounded) Cost 4 / Level 1 / Armour 3 / Attack or Block 2 /// Influence 2 /// Move 2

Norowas (theorel):
Level 5 / Armour 3 / Hand Limit 6 / Piles (Draw/Hand/Discard): 2/8/13 / 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, White, Green, Green
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.
Units (2/3): Foresters (wounded) 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

Goldyx (Jorbles):
Level 4 / Armour 3 / Hand Limit 5 / Piles (Draw/Hand/Discard): 1/7/10 / 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.                              
Crystals: none
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.                                                            
Units (1/2): Guardian Golems Cost 7 / Level 2 / Armour 3 / Recruitable in Keep or Mage Tower / Attack or Block 2 /// Fire Block 4 /// Ice Block 4

Tovak (pops):
Level 5 / Armour 3 / Hand Limit 6 / Piles (Draw/Hand/Discard): 0/7/15 / 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: White, White, Blue, Red
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.
Units (2/3): 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.

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Re: Mage Knight I "One city is conquered" (Day 2, Turn 4, Watno's turn)
« Reply #677 on: April 08, 2013, 08:09:36 pm »

Surely a I levelled up from all that fame? I can't read the fame in the image, but 3 kills seems like a lot..
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Re: Mage Knight I "One city is conquered" (Day 2, Turn 4, Watno's turn)
« Reply #678 on: April 08, 2013, 08:11:19 pm »

You gained 14 fame, so you're now level 5 as shown in the update and in the spreadsheet.

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Re: Mage Knight I "One city is conquered" (Day 2, Turn 4, Watno's turn)
« Reply #679 on: April 08, 2013, 08:13:08 pm »

Ok.  Why did you deal me 7 cards when my max hand size is listed as 6?  Is it a city thing?
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Re: Mage Knight I "One city is conquered" (Day 2, Turn 4, Watno's turn)
« Reply #680 on: April 08, 2013, 08:14:43 pm »

Yeah, your hand limit is currently 8 because your city adds 2 to your hand limit.

Also, btw, don't forget your Tactics card.

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Re: Mage Knight I "One city is conquered" (Day 2, Turn 4, Watno's turn)
« Reply #681 on: April 08, 2013, 08:17:41 pm »

Do I have to be in the city to enjoy the handsize bonus?
Also, can I challenge rampaging enemies from a city?
« Last Edit: April 08, 2013, 08:19:00 pm by popsofctown »
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Re: Mage Knight - The Board Game (Signups, 0/4)
« Reply #682 on: April 08, 2013, 08:27:54 pm »

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.

Yes, you can attack rampaging enemies from cities.

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Re: Mage Knight I "One city is conquered" (Day 2, Turn 4, Watno's turn)
« Reply #683 on: April 08, 2013, 08:54:51 pm »

Play March, Wound, sideways Blood Ritual and Determination for Move 6 to move 2 spaces to the southwest.
Challenge the Orcs. Play Fire Ball empowered by red mana from source to kill Orcs.
Discard Rage
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Re: Mage Knight I "One city is conquered" (Day 2, Turn 4, Watno's turn)
« Reply #684 on: April 08, 2013, 09:00:31 pm »

End turn I guess!?
Rolled 1d6 : 6, total 6

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Re: Mage Knight I "One city is conquered" (Day 2, Turn 4, Watno's turn)
« Reply #685 on: April 08, 2013, 09:02:02 pm »

Oh yeah, forgot that. Sorry.
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Re: Mage Knight I "One city is conquered" (Day 2, Turn 4, Watno's turn)
« Reply #686 on: April 08, 2013, 09:04:20 pm »

No problem. You discarded Rage, so it was obvious on second thought.

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Re: Mage Knight I "In search of the cities" (Day 2, Turn 3, Jorbles' turn)
« Reply #687 on: April 08, 2013, 09:04:49 pm »

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

Fame: Goldyx: 18 / Norowas: 25 / Tovak: 31 / Arythea: 45
Influence: Goldyx: 0 / Norowas: 0 / Tovak: 3 / Arythea: -2

Advanced Actions:
Blood Rage Attack 2. You can take a Wound to increase this to Attack 5. /// Attack 4. You can take a Wound to increase this to Attack 9.
Swift Bolt Gain a white crystal to you Inventory. /// Ranged Attack 4
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:
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.
Wings of Wind / Wings of Night When you play this, spend 1-5 Move points and move one revealed space on the map for each. You must end your move in a safe space. Moving this way does not provoke rampaging enemies. /// Play this during combat. If you entered combat with at least as many unspent Move points as the number of enemies you are facing, skip the Block and Assign Damage phases of this combat.
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:
empty
empty
empty
empty
empty
empty

Monastery Advanced Actions                                                            
Ice Bolt Gain a blue crystal to your Inventory. /// Ranged Ice Attack 3
empty

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.
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.                                                            
Dark Negotiation Once a turn: Influence 2 (during the Day), or Influence 3 (at 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
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.                                                            
                                                            
Mana Source:
Black / Blue / White / Black / Black / Black

Map:


Arythea (Watno):
Level 6 / Armour 3 / Hand Limit 6 / Piles (Draw/Hand/Discard): 1/7/19 / Tactics: 1: Early Bird                  
Crystals: 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.
Units (1/3): Peasants (double wounded) Cost 4 / Level 1 / Armour 3 / Attack or Block 2 /// Influence 2 /// Move 2

Norowas (theorel):
Level 5 / Armour 3 / Hand Limit 6 / Piles (Draw/Hand/Discard): 2/8/13 / 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, White, Green, Green
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.
Units (2/3): Foresters (wounded) 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

Goldyx (Jorbles):
Level 4 / Armour 3 / Hand Limit 5 / Piles (Draw/Hand/Discard): 1/7/10 / 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.                              
Crystals: none
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.                                                            
Units (1/2): Guardian Golems Cost 7 / Level 2 / Armour 3 / Recruitable in Keep or Mage Tower / Attack or Block 2 /// Fire Block 4 /// Ice Block 4

Tovak (pops):
Level 5 / Armour 3 / Hand Limit 6 / Piles (Draw/Hand/Discard): 0/7/15 / 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: White, White, Blue, Red
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.
Units (2/3): 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.

theorel

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Re: Mage Knight I "One city is conquered" (Day 2, Turn 4, theorel's turn)
« Reply #688 on: April 08, 2013, 09:58:26 pm »

Okay, I
interact at the keep...
Play Mana Draw empowered by white source mana.
Flip a black mana to white, gaining 2 white tokens.
Empower Noble Manners for +4 Influence, +1 Fame, +1 Reputation
(that should work this time)
Play Rage sideways for +1 Influence (5)
Empower Learning for +4 Influence (9)
Gain Blood Rage to hand with learning.
End of Turn

Replace the white mana.  And rerolling the other we get:
Rolled 1d6 : 3, total 3


(maybe there will be a mana still available on my next turn???)
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Qvist

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Re: Mage Knight I "In search of the cities" (Day 2, Turn 3, Jorbles' turn)
« Reply #689 on: April 09, 2013, 01:05:29 pm »

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

Fame: Goldyx: 18 / Norowas: 26 / Tovak: 31 / Arythea: 45
Influence: Goldyx: 0 / Norowas: 0 / Tovak: 3 / Arythea: -2

Advanced Actions:
Maximal Effect When you play this, play another Action card with it. Use the basic effect of that card three times. Then, throw away that card. /// When you play this, play another Action card with it. Use the advanced effect of that card two times (for free). Then, throw away that card.
Swift Bolt Gain a white crystal to you Inventory. /// Ranged Attack 4
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:
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.
Wings of Wind / Wings of Night When you play this, spend 1-5 Move points and move one revealed space on the map for each. You must end your move in a safe space. Moving this way does not provoke rampaging enemies. /// Play this during combat. If you entered combat with at least as many unspent Move points as the number of enemies you are facing, skip the Block and Assign Damage phases of this combat.
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:
empty
empty
empty
empty
empty
empty

Monastery Advanced Actions                                                            
Ice Bolt Gain a blue crystal to your Inventory. /// Ranged Ice Attack 3
empty

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.
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.                                                            
Dark Negotiation Once a turn: Influence 2 (during the Day), or Influence 3 (at 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
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.                                                            
                                                            
Mana Source:
White / Blue / Red / Black / Black / Black

Map:


Arythea (Watno):
Level 6 / Armour 3 / Hand Limit 6 / Piles (Draw/Hand/Discard): 1/7/19 / Tactics: 1: Early Bird                  
Crystals: 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.
Units (1/3): Peasants (double wounded) Cost 4 / Level 1 / Armour 3 / Attack or Block 2 /// Influence 2 /// Move 2

Norowas (theorel):
Level 5 / Armour 3 / Hand Limit 6 / Piles (Draw/Hand/Discard): 0/7/17 / 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, White, Green, Green
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.
Units (2/3): Foresters (wounded) 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

Goldyx (Jorbles):
Level 4 / Armour 3 / Hand Limit 5 / Piles (Draw/Hand/Discard): 1/7/10 / 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.                              
Crystals: none
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.                                                            
Units (1/2): Guardian Golems Cost 7 / Level 2 / Armour 3 / Recruitable in Keep or Mage Tower / Attack or Block 2 /// Fire Block 4 /// Ice Block 4

Tovak (pops):
Level 5 / Armour 3 / Hand Limit 6 / Piles (Draw/Hand/Discard): 0/7/15 / 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: White, White, Blue, Red
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.
Units (2/3): 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.

Jorbles

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Re: Mage Knight I "One city is conquered" (Day 2, Turn 4, Jorbles' turn)
« Reply #690 on: April 09, 2013, 01:07:34 pm »

My turn? I use Flight to fly to the RuinsDungeon in the badlands and enter it. What do I fight?
« Last Edit: April 09, 2013, 01:09:00 pm by Jorbles »
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Qvist

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Re: Mage Knight I "One city is conquered" (Day 2, Turn 4, Jorbles' turn)
« Reply #691 on: April 09, 2013, 01:08:56 pm »

My turn? I use Flight to fly to the Ruin in the badlands and enter it. What do I fight?

I guess you mean the dungeon, right?

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Re: Mage Knight I "One city is conquered" (Day 2, Turn 4, Jorbles' turn)
« Reply #692 on: April 09, 2013, 01:09:21 pm »

My turn? I use Flight to fly to the Ruin in the badlands and enter it. What do I fight?

I guess you mean the dungeon, right?

yes, I was just noticing that and fixing it in the OP.
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Qvist

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Re: Mage Knight I "One city is conquered" (Day 2, Turn 4, Jorbles' turn)
« Reply #693 on: April 09, 2013, 01:10:53 pm »

Do you need a picture?

You fight a Medusa with 6 Attack with Petrify, 4 Armour and 5 Fame

Edit: This was the last brown enemy by the way.

popsofctown

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Re: Mage Knight I "One city is conquered" (Day 2, Turn 4, Jorbles' turn)
« Reply #694 on: April 09, 2013, 01:18:13 pm »

Will they get reshuffled after this?
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Qvist

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Re: Mage Knight I "One city is conquered" (Day 2, Turn 4, Jorbles' turn)
« Reply #695 on: April 09, 2013, 01:21:44 pm »

Will they get reshuffled after this?

Exactly.

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Re: Mage Knight I "One city is conquered" (Day 2, Turn 4, Jorbles' turn)
« Reply #696 on: April 09, 2013, 01:43:20 pm »

Do you need a picture?

You fight a Medusa with 6 Attack with Petrify, 4 Armour and 5 Fame

Edit: This was the last brown enemy by the way.

I don't need a picture. One sec.
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Jorbles

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Re: Mage Knight I "One city is conquered" (Day 2, Turn 4, Jorbles' turn)
« Reply #697 on: April 09, 2013, 01:51:19 pm »

Spend a Blue mana die to use Ice Shield for Ice Block 3. And reduce the Medusa's armour to 1. Use Rage for Block 2. Play March Sideways for 1 Block. (total: 6)
Play Swiftness for 1 attack sideways killing the Medusa.

+5 fame, gain whatever this roll gives me:


Rolled 1d6 : 5, total 5
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Jorbles

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Re: Mage Knight I "One city is conquered" (Day 2, Turn 4, Jorbles' turn)
« Reply #698 on: April 09, 2013, 01:52:47 pm »

An artifact.

Here's the new mana die.

'd6' is not a valid dice string!
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Jorbles

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Re: Mage Knight I "One city is conquered" (Day 2, Turn 4, Jorbles' turn)
« Reply #699 on: April 09, 2013, 01:53:03 pm »

woops

Rolled 1d6 : 2, total 2
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Re: Mage Knight I "One city is conquered" (Day 2, Turn 4, Jorbles' turn)
« Reply #700 on: April 09, 2013, 01:58:06 pm »


Challenge coldfire dragon
Use White mana from the source to power Swiftness for Ranged attack 3.
Play Horn of Wrath for Siege Attack 6.
Flip the Right Moment

Here's the roll for whether Horn of Wrath wounds me.
Rolled 1d6 : 1, total 1

And here's the mana roll
Rolled 1d6 : 1, total 1

I take another turn but I need to wait to process levelup
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Qvist

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Re: Mage Knight I "One city is conquered" (Day 2, Turn 4, Jorbles' turn)
« Reply #701 on: April 09, 2013, 02:34:40 pm »

Choose:

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.
Shield Mastery Once a turn: Block 3, or Fire block 2, or Ice block 2

or any Skill from the offer. Also choose an Advanced Action.

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Re: Mage Knight I "In search of the cities" (Day 2, Turn 3, Jorbles' turn)
« Reply #702 on: April 09, 2013, 02:45:33 pm »

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

Fame: Goldyx: 23 / Norowas: 26 / Tovak: 40 / Arythea: 45
Influence: Goldyx: 0 / Norowas: 0 / Tovak: 5 / Arythea: -2

Advanced Actions:
Maximal Effect When you play this, play another Action card with it. Use the basic effect of that card three times. Then, throw away that card. /// When you play this, play another Action card with it. Use the advanced effect of that card two times (for free). Then, throw away that card.
Swift Bolt Gain a white crystal to you Inventory. /// Ranged Attack 4
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:
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.
Wings of Wind / Wings of Night When you play this, spend 1-5 Move points and move one revealed space on the map for each. You must end your move in a safe space. Moving this way does not provoke rampaging enemies. /// Play this during combat. If you entered combat with at least as many unspent Move points as the number of enemies you are facing, skip the Block and Assign Damage phases of this combat.
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:
empty
empty
empty
empty
empty
empty

Monastery Advanced Actions                                                            
Ice Bolt Gain a blue crystal to your Inventory. /// Ranged Ice Attack 3
empty

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.
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.                                                            
Dark Negotiation Once a turn: Influence 2 (during the Day), or Influence 3 (at 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
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.
Pending                                                            
                                                            
Mana Source:
White / Gold / Red / Black / Black / Black

Map:


Arythea (Watno):
Level 6 / Armour 3 / Hand Limit 6 / Piles (Draw/Hand/Discard): 1/7/19 / Tactics: 1: Early Bird                  
Crystals: 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.
Units (1/3): Peasants (double wounded) Cost 4 / Level 1 / Armour 3 / Attack or Block 2 /// Influence 2 /// Move 2

Norowas (theorel):
Level 5 / Armour 3 / Hand Limit 6 / Piles (Draw/Hand/Discard): 0/7/17 / 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, White, Green, Green
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.
Units (2/3): Foresters (wounded) 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

Goldyx (Jorbles):
Level 4 / Armour 3 / Hand Limit 5 / Piles (Draw/Hand/Discard): 0/5/14 / 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.                              
Crystals: none
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.                                                         
Units (1/2): Guardian Golems Cost 7 / Level 2 / Armour 3 / Recruitable in Keep or Mage Tower / Attack or Block 2 /// Fire Block 4 /// Ice Block 4

Tovak (pops):
Level 6 / Armour 3 / Hand Limit 6 / Piles (Draw/Hand/Discard): 0/5/17 / 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: White, White, Blue, Red
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.
Units (2/3): 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.

popsofctown

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Re: Mage Knight I "One city is conquered" (Day 2, Turn 4, Jorbles' turn)
« Reply #703 on: April 09, 2013, 02:50:33 pm »

I don't give a damn
and
Maximal Effect
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Re: Mage Knight I "One city is conquered" (Day 2, Turn 4, Jorbles' turn)
« Reply #704 on: April 09, 2013, 02:56:21 pm »


Pops interacts
.....Getting 5 Influence from Reputation
Pops plays a Maximal Effect
.....Playing a Threaten for +2 Influence
.....Playing Threaten again for +2 Influence
.....Playing Threaten a third time for +2 Influence
.....Throwing away the Threaten
Pops plays March sideways for +1 Influence.
Pops buys an artifact
.....Putting it on top of his deck

End my turn.
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Re: Mage Knight I "One city is conquered" (Day 2, Turn 4, Jorbles' turn)
« Reply #705 on: April 09, 2013, 02:59:41 pm »

Just for your info. You have +5 Influence from your Reputation and +3 Influence because of your Shield tokens. Do you want to change your move?

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Re: Mage Knight I "One city is conquered" (Day 2, Turn 4, Jorbles' turn)
« Reply #706 on: April 09, 2013, 03:04:06 pm »

Holy crap! Yes, I do want to change my move.
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Re: Mage Knight I "One city is conquered" (Day 2, Turn 4, Jorbles' turn)
« Reply #707 on: April 09, 2013, 03:05:34 pm »

Actually, I can't improve on that very much.  I'll just keep the March in hand since I don't need it.
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Re: Mage Knight I "In search of the cities" (Day 2, Turn 3, Jorbles' turn)
« Reply #708 on: April 09, 2013, 03:12:18 pm »

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

Fame: Goldyx: 23 / Norowas: 26 / Tovak: 40 / Arythea: 45
Influence: Goldyx: 0 / Norowas: 0 / Tovak: 5 / Arythea: -2

Advanced Actions:
Magic Talent Discard a card from your hand. You may play one Spell card in the Spells offer this turn as if it were in your hand. That card remains in the Spells offer. /// When you play this, pay a mana of any color. Gain a Spell card of that color from the Spells offer and put it in your discard pile.
Swift Bolt Gain a white crystal to you Inventory. /// Ranged Attack 4
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:
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.
Wings of Wind / Wings of Night When you play this, spend 1-5 Move points and move one revealed space on the map for each. You must end your move in a safe space. Moving this way does not provoke rampaging enemies. /// Play this during combat. If you entered combat with at least as many unspent Move points as the number of enemies you are facing, skip the Block and Assign Damage phases of this combat.
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:
empty
empty
empty
empty
empty
empty

Monastery Advanced Actions                                                            
Ice Bolt Gain a blue crystal to your Inventory. /// Ranged Ice Attack 3
empty

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.
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.                                                            
Dark Negotiation Once a turn: Influence 2 (during the Day), or Influence 3 (at 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
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.
Shield Mastery Once a turn: Block 3, or Fire block 2, or Ice block 2                           
                                                            
Mana Source:
White / Gold / Red / Black / Black / Black

Map:


Arythea (Watno):
Level 6 / Armour 3 / Hand Limit 6 / Piles (Draw/Hand/Discard): 1/7/19 / Tactics: 1: Early Bird                  
Crystals: 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.
Units (1/3): Peasants (double wounded) Cost 4 / Level 1 / Armour 3 / Attack or Block 2 /// Influence 2 /// Move 2

Norowas (theorel):
Level 5 / Armour 3 / Hand Limit 6 / Piles (Draw/Hand/Discard): 0/7/17 / 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, White, Green, Green
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.
Units (2/3): Foresters (wounded) 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

Goldyx (Jorbles):
Level 4 / Armour 3 / Hand Limit 5 / Piles (Draw/Hand/Discard): 0/5/14 / 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.                              
Crystals: none
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.                                                         
Units (1/2): Guardian Golems Cost 7 / Level 2 / Armour 3 / Recruitable in Keep or Mage Tower / Attack or Block 2 /// Fire Block 4 /// Ice Block 4

Tovak (pops):
Level 6 / Armour 3 / Hand Limit 6 / Piles (Draw/Hand/Discard): 0/5/18 / 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: White, White, Blue, Red
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.
Units (2/3): 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.

popsofctown

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Re: Mage Knight I "One city is conquered" (Day 2, Turn 5, Arythea's turn)
« Reply #709 on: April 09, 2013, 03:16:04 pm »

I can't recruit units or heal in cities, can I? 
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Qvist

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Re: Mage Knight I "One city is conquered" (Day 2, Turn 5, Arythea's turn)
« Reply #710 on: April 09, 2013, 03:22:04 pm »

I can't recruit units or heal in cities, can I?

You can only spend influence in a city for what the city can says. So you could recruit units in a white city for example, but not in your red one.
You can only heal in villages and monasteries.

Qvist

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Re: Mage Knight I "One city is conquered" (Day 2, Turn 5, Arythea's turn)
« Reply #711 on: April 09, 2013, 03:27:14 pm »

I can't recruit units or heal in cities, can I?

You can only spend influence in a city for what the city can says. So you could recruit units in a white city for example, but not in your red one.
You can only heal in villages and monasteries.

Actually, this is partially true. You can recruit units at a city, but only some Elite Units. They will be added at the start of the next night. But in the white City you could recruit all units.

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Re: Mage Knight I "One city is conquered" (Day 2, Turn 5, Arythea's turn)
« Reply #712 on: April 09, 2013, 03:36:17 pm »

Play Decompose empowered by gold mana from source to throw away threaten for a blue, a green and a white crystal.
Play Mana Storm to get a red crystal, rerolling red die in source

Rolled 1d6 : 4, total 4
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Watno

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Re: Mage Knight I "One city is conquered" (Day 2, Turn 5, Arythea's turn)
« Reply #713 on: April 09, 2013, 03:38:33 pm »

Play concentrtion for a white mana token.
Crystallize white mana.
Play Wound and Improvise sideways to move to the hills in the southeast.
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Watno

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Re: Mage Knight I "One city is conquered" (Day 2, Turn 5, Arythea's turn)
« Reply #714 on: April 09, 2013, 03:38:56 pm »

End turn
Rerolling gold die

Rolled 1d6 : 4, total 4
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Qvist

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Re: Mage Knight I "In search of the cities" (Day 2, Turn 3, Jorbles' turn)
« Reply #715 on: April 09, 2013, 03:59:53 pm »

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

Fame: Goldyx: 23 / Norowas: 26 / Tovak: 40 / Arythea: 45
Influence: Goldyx: 0 / Norowas: 0 / Tovak: 5 / Arythea: -2

Advanced Actions:
Magic Talent Discard a card from your hand. You may play one Spell card in the Spells offer this turn as if it were in your hand. That card remains in the Spells offer. /// When you play this, pay a mana of any color. Gain a Spell card of that color from the Spells offer and put it in your discard pile.
Swift Bolt Gain a white crystal to you Inventory. /// Ranged Attack 4
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:
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.
Wings of Wind / Wings of Night When you play this, spend 1-5 Move points and move one revealed space on the map for each. You must end your move in a safe space. Moving this way does not provoke rampaging enemies. /// Play this during combat. If you entered combat with at least as many unspent Move points as the number of enemies you are facing, skip the Block and Assign Damage phases of this combat.
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:
empty
empty
empty
empty
empty
empty

Monastery Advanced Actions                                                            
Ice Bolt Gain a blue crystal to your Inventory. /// Ranged Ice Attack 3
empty

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.
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.                                                            
Dark Negotiation Once a turn: Influence 2 (during the Day), or Influence 3 (at 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
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.
Shield Mastery Once a turn: Block 3, or Fire block 2, or Ice block 2                           
                                                            
Mana Source:
White / Green / Green / Black / Black / Black

Map:


Arythea (Watno):
Level 6 / Armour 3 / Hand Limit 6 / Piles (Draw/Hand/Discard): 0/1/26 / Tactics: 1: Early Bird                  
Crystals: Red, White, White, Green, Blue
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.
Units (1/3): Peasants (double wounded) Cost 4 / Level 1 / Armour 3 / Attack or Block 2 /// Influence 2 /// Move 2

Norowas (theorel):
Level 5 / Armour 3 / Hand Limit 6 / Piles (Draw/Hand/Discard): 0/7/17 / 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, White, Green, Green
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.
Units (2/3): Foresters (wounded) 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

Goldyx (Jorbles):
Level 4 / Armour 3 / Hand Limit 5 / Piles (Draw/Hand/Discard): 0/5/14 / 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.                              
Crystals: none
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.                                                         
Units (1/2): 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

Tovak (pops):
Level 6 / Armour 3 / Hand Limit 6 / Piles (Draw/Hand/Discard): 0/5/18 / 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: White, White, Blue, Red
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.
Units (2/3): 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.
« Last Edit: April 09, 2013, 04:02:31 pm by Qvist »
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Qvist

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Re: Mage Knight I "One city is conquered" (Day 2, Turn 5, theorel's turn)
« Reply #716 on: April 09, 2013, 04:02:05 pm »

While just preparing the Elite Units which will come out soon, I just noticed that my reference sheet didn't took the Resistance of the Units into account. Sorry for that.
The Illusionists and the Guardian Golems have actually Physical Resistance.

Edit: In the spreadsheet this will be marked by +P, +F or +I for the Resistance respectively. So, the Guardian Golems have 3+P for example. I hope this is clear.
« Last Edit: April 09, 2013, 04:03:50 pm by Qvist »
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theorel

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Re: Mage Knight I "One city is conquered" (Day 2, Turn 5, theorel's turn)
« Reply #717 on: April 09, 2013, 04:26:23 pm »

You guys suck...white and green??? seriously?  You managed to leave all 3 mana active and they're ALL still useless.
Okay, I've got no choice...I'm going to burn down that monastery.

Play Stamina for Move 2 to move onto Monastery, and burn it to the ground.

What do I get to fight?
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Qvist

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Re: Mage Knight I "One city is conquered" (Day 2, Turn 5, theorel's turn)
« Reply #718 on: April 09, 2013, 04:35:31 pm »

You lose 3 Reputation. You encounter a Cursed Hag with 5 Attack and Poison, 5 Armour and 4 Fame

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Re: Mage Knight I "One city is conquered" (Day 2, Turn 5, theorel's turn)
« Reply #719 on: April 09, 2013, 04:58:20 pm »

While just preparing the Elite Units which will come out soon, I just noticed that my reference sheet didn't took the Resistance of the Units into account. Sorry for that.
The Illusionists and the Guardian Golems have actually Physical Resistance.

Edit: In the spreadsheet this will be marked by +P, +F or +I for the Resistance respectively. So, the Guardian Golems have 3+P for example. I hope this is clear.

It's too late now, but I wish I'd known that when I gave them a wound previously. Oh well.
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Watno

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Re: Mage Knight I "One city is conquered" (Day 2, Turn 5, theorel's turn)
« Reply #720 on: April 09, 2013, 04:59:31 pm »

Damn, those units start to seem more and more appealing. :(
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Qvist

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Re: Mage Knight I "One city is conquered" (Day 2, Turn 5, theorel's turn)
« Reply #721 on: April 09, 2013, 05:02:57 pm »

While just preparing the Elite Units which will come out soon, I just noticed that my reference sheet didn't took the Resistance of the Units into account. Sorry for that.
The Illusionists and the Guardian Golems have actually Physical Resistance.

Edit: In the spreadsheet this will be marked by +P, +F or +I for the Resistance respectively. So, the Guardian Golems have 3+P for example. I hope this is clear.

It's too late now, but I wish I'd known that when I gave them a wound previously. Oh well.

Yeah sorry. I just didn't noticed that.

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Re: Mage Knight I "One city is conquered" (Day 2, Turn 5, theorel's turn)
« Reply #722 on: April 09, 2013, 05:18:50 pm »

How many elite units get thrown into the mix?  Is it because a city has been conquered, or just because it's night 2?
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Qvist

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Re: Mage Knight I "One city is conquered" (Day 2, Turn 5, theorel's turn)
« Reply #723 on: April 09, 2013, 05:20:54 pm »

How many elite units get thrown into the mix?  Is it because a city has been conquered, or just because it's night 2?

After the first city has been found the unit offer consits of half elite and half normal units.

theorel

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Re: Mage Knight I "One city is conquered" (Day 2, Turn 5, theorel's turn)
« Reply #724 on: April 09, 2013, 05:43:05 pm »

Play Amulet of the Sun for a gold mana token.
Spend gold token to empower Determination for Block 5.
Play Blood Rage, taking a wound for Attack 5.
Defeat the Hags.
After Combat, I play Tranquility with a Green source mana for Heal 2, healing both wounds from hand.


So, what's my new artifact???
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Qvist

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Re: Mage Knight I "One city is conquered" (Day 2, Turn 5, theorel's turn)
« Reply #725 on: April 10, 2013, 10:16:53 am »

Re-roll
Rolled 1d6 : 1, total 1

Qvist

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Re: Mage Knight I "One city is conquered" (Day 2, Turn 5, Jorbles' turn)
« Reply #726 on: April 10, 2013, 10:21:19 am »

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

Fame: Goldyx: 23 / Norowas: 30 / Tovak: 40 / Arythea: 45
Influence: Goldyx: 0 / Norowas: -1 / Tovak: 5 / Arythea: -2

Advanced Actions:
Magic Talent Discard a card from your hand. You may play one Spell card in the Spells offer this turn as if it were in your hand. That card remains in the Spells offer. /// When you play this, pay a mana of any color. Gain a Spell card of that color from the Spells offer and put it in your discard pile.
Swift Bolt Gain a white crystal to you Inventory. /// Ranged Attack 4
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:
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.
Wings of Wind / Wings of Night When you play this, spend 1-5 Move points and move one revealed space on the map for each. You must end your move in a safe space. Moving this way does not provoke rampaging enemies. /// Play this during combat. If you entered combat with at least as many unspent Move points as the number of enemies you are facing, skip the Block and Assign Damage phases of this combat.
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:
empty
empty
empty
empty
empty
empty

Monastery Advanced Actions                                                            
Ice Bolt Gain a blue crystal to your Inventory. /// Ranged Ice Attack 3
empty

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.
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.                                                            
Dark Negotiation Once a turn: Influence 2 (during the Day), or Influence 3 (at 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
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.
Shield Mastery Once a turn: Block 3, or Fire block 2, or Ice block 2                           
                                                            
Mana Source:
White / Green / Gold / Black / Black / Black

Map:


Arythea (Watno):
Level 6 / Armour 3 / Hand Limit 6 / Piles (Draw/Hand/Discard): 0/1/26 / Tactics: 1: Early Bird                  
Crystals: Red, White, White, Green, Blue
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.
Units (1/3): Peasants (double wounded) Cost 4 / Level 1 / Armour 3 / Attack or Block 2 /// Influence 2 /// Move 2

Norowas (theorel):
Level 5 / Armour 3 / Hand Limit 6 / Piles (Draw/Hand/Discard): 0/3/21 / 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, White, Green, Green
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.
Units (2/3): Foresters (wounded) 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

Goldyx (Jorbles):
Level 4 / Armour 3 / Hand Limit 5 / Piles (Draw/Hand/Discard): 0/5/14 / 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.                              
Crystals: none
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.                                                         
Units (1/2): 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

Tovak (pops):
Level 6 / Armour 3 / Hand Limit 6 / Piles (Draw/Hand/Discard): 0/5/18 / 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: White, White, Blue, Red
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.
Units (2/3): 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.

Jorbles

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Re: Mage Knight I "One city is conquered" (Day 2, Turn 5, Jorbles' turn)
« Reply #727 on: April 10, 2013, 11:06:10 am »

Use Sapphire Ring for blue mana token, blue mana crystal, +1 fame. (Level up!)
Use blue mana token to power Pure Magic and the Gold mana die for +7 move. Use March for +2 move.

Use Will Focus for a red mana token. Play Rage sideways using Universal Power for +4 move. (13 move)


Move to Watno's keep. (costs 12 move)

Reroll for the gold die.
Rolled 1d6 : 2, total 2
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Watno

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Re: Mage Knight I "One city is conquered" (Day 2, Turn 5, Jorbles' turn)
« Reply #728 on: April 10, 2013, 11:21:47 am »

I think you can only move to my keep if you assault it.
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Re: Mage Knight I "One city is conquered" (Day 2, Turn 5, Jorbles' turn)
« Reply #729 on: April 10, 2013, 11:28:26 am »

I think you can only move to my keep if you assault it.

Hmm looking at the rulebook I think you might be right. I'm going to redo my turn I think.
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Re: Mage Knight I "One city is conquered" (Day 2, Turn 5, Jorbles' turn)
« Reply #730 on: April 10, 2013, 11:38:36 am »

Okay instead I will:

Use Sapphire Ring for blue mana token, blue mana crystal, +1 fame. (Level up!)

Play March for 2 move. Play Rage sideways with Universal Power and blue mana token for +3 move.
Move to swamp. Check out enemies in the city.

Provoke orcs. Skip ranged attack phase. What do they summon?
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Qvist

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Re: Mage Knight I "One city is conquered" (Day 2, Turn 5, Jorbles' turn)
« Reply #731 on: April 10, 2013, 01:58:52 pm »

Gargoyle for 5 Attack

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Re: Mage Knight I "One city is conquered" (Day 2, Turn 5, Jorbles' turn)
« Reply #732 on: April 10, 2013, 02:26:05 pm »

Let Guardian Golems absorb 3 damage using their resistance without taking a wound. Take 1 wound to hand.

Use gold mana die to power Pure Magic for 4 attack. Killing orc summoner.

+4 fame, +1 reputation.

Use Will Power to gain 1 green mana crystal.


If that checks out you can reroll the mana die or let my previous roll stand. I'll let Qvist decide what's fairest.
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popsofctown

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Re: Mage Knight I "One city is conquered" (Day 2, Turn 5, Jorbles' turn)
« Reply #733 on: April 10, 2013, 02:33:49 pm »

Are units always shuffled back in?  Or can we expect a Peasants, a Utem Guardsmen, and a Utem Swordsmen next round?
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popsofctown

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Re: Mage Knight I "One city is conquered" (Day 2, Turn 5, Jorbles' turn)
« Reply #734 on: April 10, 2013, 02:41:22 pm »

The answer to that question doesn't affect my move (nor does Jorbles' mana roll).


Use the goldiest green mana available to power March +4 Move
Use Double Move +2 Move
Use I don't give a damn on my artifact for +3 Move
Move to the northeast village, then explore from it.
As long as the exploration doesn't reveal a village or monastery, play Rage sideways for 1 Influence, get 5 influence from rep and heal 2 wounds at the village and end my turn.  Roll for me if that all works out
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Qvist

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Re: Mage Knight I "One city is conquered" (Day 2, Turn 5, Jorbles' turn)
« Reply #735 on: April 10, 2013, 03:35:28 pm »

Let Guardian Golems absorb 3 damage using their resistance without taking a wound. Take 1 wound to hand.

Wait. I don't think that works, unless I understood anything wrong. If you decide to take damage with a unit with physical Resistance it reduces first the damage by their armour value without taking a wound, but if there's still damage left you have to assign them to the unit again.

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Re: Mage Knight I "One city is conquered" (Day 2, Turn 5, Jorbles' turn)
« Reply #736 on: April 10, 2013, 03:38:39 pm »

What if I take a wound first and then give the rest to my Unit?
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Re: Mage Knight I "One city is conquered" (Day 2, Turn 5, Jorbles' turn)
« Reply #737 on: April 10, 2013, 03:43:08 pm »

I just read the rules and you're right. I have to choose if a unit takes damage first, and then they take all the damage they can. I'll just take 2 wounds.
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Re: Mage Knight I "One city is conquered" (Day 2, Turn 5, Jorbles' turn)
« Reply #738 on: April 10, 2013, 03:44:28 pm »

Are units always shuffled back in?  Or can we expect a Peasants, a Utem Guardsmen, and a Utem Swordsmen next round?

Units that were not bought are put to the bottom of the deck. Disbanded units are removed from the game though. I just noticed that I only accidently put 5 instead of 6 units in the offer the first time, d'oh. So, this means we've seen 17 of the 20 normal units so far. Next night 3 Elite and 3 Normal Units will appear. You could calculate that for yourself, but this guarantees that Peasants, Utem Guardsmen, Utem Swordsmen will be the 3 normal units.

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Re: Mage Knight I "One city is conquered" (Day 2, Turn 5, Jorbles' turn)
« Reply #739 on: April 10, 2013, 03:49:22 pm »

I just read the rules and you're right. I have to choose if a unit takes damage first, and then they take all the damage they can. I'll just take 2 wounds.

Alrighty. I re-roll, I think that's fairest.
Rolled 1d6 : 5, total 5


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Re: Mage Knight I "One city is conquered" (Day 2, Turn 5, Jorbles' turn)
« Reply #740 on: April 10, 2013, 03:53:25 pm »

Re-roll for pops' turn.
Rolled 1d6 : 5, total 5

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Re: Mage Knight I "One city is conquered" (Day 2, Turn 5, Jorbles' turn)
« Reply #741 on: April 10, 2013, 03:56:47 pm »

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

Fame: Goldyx: 28 / Norowas: 30 / Tovak: 40 / Arythea: 45
Influence: Goldyx: 1 / Norowas: -1 / Tovak: 5 / Arythea: -2

Advanced Actions:
Magic Talent Discard a card from your hand. You may play one Spell card in the Spells offer this turn as if it were in your hand. That card remains in the Spells offer. /// When you play this, pay a mana of any color. Gain a Spell card of that color from the Spells offer and put it in your discard pile.
Swift Bolt Gain a white crystal to you Inventory. /// Ranged Attack 4
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:
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.
Wings of Wind / Wings of Night When you play this, spend 1-5 Move points and move one revealed space on the map for each. You must end your move in a safe space. Moving this way does not provoke rampaging enemies. /// Play this during combat. If you entered combat with at least as many unspent Move points as the number of enemies you are facing, skip the Block and Assign Damage phases of this combat.
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:
empty
empty
empty
empty
empty
empty

Monastery Advanced Actions                                                            
Ice Bolt Gain a blue crystal to your Inventory. /// Ranged Ice Attack 3
empty

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.
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.                                                            
Dark Negotiation Once a turn: Influence 2 (during the Day), or Influence 3 (at 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
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.
Shield Mastery Once a turn: Block 3, or Fire block 2, or Ice block 2                           
                                                            
Mana Source:
White / Blue / Blue / Black / Black / Black

Map:


Arythea (Watno):
Level 6 / Armour 3 / Hand Limit 6 / Piles (Draw/Hand/Discard): 0/1/26 / Tactics: 1: Early Bird                  
Crystals: Red, White, White, Green, Blue
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.
Units (1/3): Peasants (double wounded) Cost 4 / Level 1 / Armour 3 / Attack or Block 2 /// Influence 2 /// Move 2

Norowas (theorel):
Level 5 / Armour 3 / Hand Limit 6 / Piles (Draw/Hand/Discard): 0/3/21 / 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, White, Green, Green
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.
Units (2/3): Foresters (wounded) 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

Goldyx (Jorbles):
Level 5 / Armour 3 / Hand Limit 5 / Piles (Draw/Hand/Discard): 0/3/18 / 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.                              
Crystals: Blue, Green
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.                                                         
Units (1/3): 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

Tovak (pops):
Level 6 / Armour 3 / Hand Limit 6 / Piles (Draw/Hand/Discard): 0/0/21 / 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: White, White, Blue, Red
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.
Units (2/3): 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.
« Last Edit: April 10, 2013, 04:01:12 pm by Qvist »
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Qvist

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Re: Mage Knight I "One city is conquered" (Day 2, Turn 6, Watno's turn)
« Reply #742 on: April 10, 2013, 03:57:19 pm »

and again, I forgot to exchange the picture  :-[

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Re: Mage Knight I "One city is conquered" (Day 2, Turn 5, Jorbles' turn)
« Reply #743 on: April 10, 2013, 06:24:30 pm »

Are units always shuffled back in?  Or can we expect a Peasants, a Utem Guardsmen, and a Utem Swordsmen next round?

You could calculate that for yourself, but this guarantees that Peasants, Utem Guardsmen, Utem Swordsmen will be the 3 normal units.
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Re: Mage Knight I "One city is conquered" (Day 2, Turn 6, Watno's turn)
« Reply #744 on: April 10, 2013, 06:32:41 pm »

I call End of Round
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Re: Mage Knight I "One city is conquered" (Day 2, Turn 6, theorel's turn)
« Reply #745 on: April 10, 2013, 09:53:32 pm »


Play my new diamond ring for a white crystal, white token and Fame +1.
End Turn.

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Re: Mage Knight I "One city is conquered" (Day 2, Turn 6, Jorbles' turn)
« Reply #746 on: April 11, 2013, 08:16:44 am »

So, only Jorbles' turn left as pops has no cards. Then Night starts.

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Re: Mage Knight I "One city is conquered" (Day 2, Turn 6, Jorbles' turn)
« Reply #747 on: April 11, 2013, 11:15:15 am »

Pass. Let's start night.
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Re: Mage Knight I "One city is conquered" (Day 2, Turn 6, Jorbles' turn)
« Reply #748 on: April 11, 2013, 05:17:59 pm »

Re-roll mana dice
Rolled 6d6 : 3, 4, 4, 4, 6, 5, total 26

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Re: Mage Knight I "One city is conquered" (Day 2, Turn 5, Jorbles' turn)
« Reply #749 on: April 11, 2013, 05:28:04 pm »

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

Fame: Goldyx: 28 / Norowas: 31 / Tovak: 40 / Arythea: 45
Influence: Goldyx: 1 / Norowas: -1 / Tovak: 5 / Arythea: -2

Advanced Actions:
Agility Move 2. During combat this turn, you may spend Move points left from Move phase as Attack points one for one. /// Move 4. During combat this turn, you may spend Move points left from Move phase as Attack points one for one, or 2 Move points for 1 point of Ranged Attack.
Magic Talent Discard a card from your hand. You may play one Spell card in the Spells offer this turn as if it were in your hand. That card remains in the Spells offer. /// When you play this, pay a mana of any color. Gain a Spell card of that color from the Spells offer and put it in your discard pile.
Swift Bolt Gain a white crystal to you Inventory. /// Ranged Attack 4

Spells:
Call to Arms / Call to Glory You may use an ability of one Unit in the Units offer this turn, as if it were one of your recruits. You cannot assign damage to this Unit. ///Recruit any one Unit from the Units offer for free. (If you are at your Command limit, you must disband one of your Units first.)
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.
Wings of Wind / Wings of Night When you play this, spend 1-5 Move points and move one revealed space on the map for each. You must end your move in a safe space. Moving this way does not provoke rampaging enemies. /// Play this during combat. If you entered combat with at least as many unspent Move points as the number of enemies you are facing, skip the Block and Assign Damage phases of this combat.

Units:
Fire Golems Cost 8 / Level 3 / Armour 4 (Physical and Fire Resistance) / Recruitable in Keep or Mage Tower / Attack or Block 3 /// Ranged Fire Attack 4
Peasants Cost 4 / Level 1 / Armour 3 / Recruitable in Village / Attack or Block 2 /// Influence 2 /// Move 2
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).
Utem Guardsmen Cost 5 / Level 2 / Armour 5 / Recruitable in Village or Keep / Attack 2 /// Block 4. Any enemy blocked this way loses Swiftness.
Catapults Cost 9 / Level 3 / Armour 4 / Recruitable in Keep or City / Siege Attack 3 /// Siege Fire Attack 5 /// Siege Ice Attack 5
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                                                            
Refreshing Walk Move 2 and Heal 1 /// Move 4 and Heal 2
Song of Wind Move 2. The Move cost of plains, deserts and wastelands is reduced by 1, to a minimum of 0 this turn. /// Move 2. The Move cost of plains, deserts and wastelands is reduced by 2, to a minimum of 0. You may pay a blue mana to be able to travel through lakes for Move cost 0 this turn.

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.
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.                                                            
Dark Negotiation Once a turn: Influence 2 (during the Day), or Influence 3 (at 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
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.
Shield Mastery Once a turn: Block 3, or Fire block 2, or Ice block 2                           
                                                            
Mana Source:
Red / Green / Green / Green / Blue / Black

Map:


Arythea (Watno):
Level 6 / Armour 3 / Hand Limit 6 / Piles (Draw/Hand/Discard): 20/7/0 / Tactics:                  
Crystals: Red, White, White, Green, Blue
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.
Units (1/3): Peasants (double wounded) Cost 4 / Level 1 / Armour 3 / Attack or Block 2 /// Influence 2 /// Move 2

Norowas (theorel):
Level 5 / Armour 3 / Hand Limit 6 / Piles (Draw/Hand/Discard): 16/8/0 / Tactics:
Crystals: Blue, White, Green, Green
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.
Units (2/3): Foresters (wounded) 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

Goldyx (Jorbles):
Level 5 / Armour 3 / Hand Limit 5 / Piles (Draw/Hand/Discard): 15/6/0 / Tactics:          
Crystals: Blue, Green
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.                                                         
Units (1/3): 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

Tovak (pops):
Level 6 / Armour 3 / Hand Limit 6 / Piles (Draw/Hand/Discard): 15/6/0 / Tactics:
Crystals: White, White, Blue, Red
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.
Units (2/3): 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.

Qvist

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Please double check. Sending hands out in a second. Then choose Tactics in the following order Goldyx, Norowas, Tovak, Arythea

Jorbles

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I'll take Long Night.
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theorel

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There's only 1 unburnt monastery...
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I'll take Preparation
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Mana Search
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Native Village
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popsofctown

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Jorbles' turn.
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Jorbles' turn.

This. The spreadsheet is up-to-date.

Jorbles

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Play Sapphire Ring for blue mana token, +1 fame, +1 blue crystal.
Use blue mana token to power Stamina for 4 move.
Use Flight, spending 2 move to fly two spaces to the forest above the blue city.
Spend 2 move to explore the tile to the north of me.
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Qvist

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There's only 1 unburnt monastery...

Sorry, I missed that again. But now there's new one. So I can leave it how it is.

Tomb, Spawning Grounds and Monastery:

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Use black mana die to power Universal Power playing Crystallize sideways for 3 move. Move to hills beneath the spawning grounds.

End of turn.


Rerolling mana die.
Rolled 1d6 : 2, total 2
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popsofctown

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Use Mana search to reroll the white mana Jorbles rolled. 

Rolled 1d6 : 6, total 6
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Qvist

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Re: Mage Knight I "One city is conquered" (Day 2, Turn 5, Jorbles' turn)
« Reply #762 on: April 14, 2013, 11:16:33 am »

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

Fame: Goldyx: 29 / Norowas: 31 / Tovak: 40 / Arythea: 45
Influence: Goldyx: 1 / Norowas: -1 / Tovak: 5 / Arythea: -2

Advanced Actions:
Agility Move 2. During combat this turn, you may spend Move points left from Move phase as Attack points one for one. /// Move 4. During combat this turn, you may spend Move points left from Move phase as Attack points one for one, or 2 Move points for 1 point of Ranged Attack.
Magic Talent Discard a card from your hand. You may play one Spell card in the Spells offer this turn as if it were in your hand. That card remains in the Spells offer. /// When you play this, pay a mana of any color. Gain a Spell card of that color from the Spells offer and put it in your discard pile.
Swift Bolt Gain a white crystal to you Inventory. /// Ranged Attack 4

Spells:
Call to Arms / Call to Glory You may use an ability of one Unit in the Units offer this turn, as if it were one of your recruits. You cannot assign damage to this Unit. ///Recruit any one Unit from the Units offer for free. (If you are at your Command limit, you must disband one of your Units first.)
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.
Wings of Wind / Wings of Night When you play this, spend 1-5 Move points and move one revealed space on the map for each. You must end your move in a safe space. Moving this way does not provoke rampaging enemies. /// Play this during combat. If you entered combat with at least as many unspent Move points as the number of enemies you are facing, skip the Block and Assign Damage phases of this combat.

Units:
Fire Golems Cost 8 / Level 3 / Armour 4 (Physical and Fire Resistance) / Recruitable in Keep or Mage Tower / Attack or Block 3 /// Ranged Fire Attack 4
Peasants Cost 4 / Level 1 / Armour 3 / Recruitable in Village / Attack or Block 2 /// Influence 2 /// Move 2
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).
Utem Guardsmen Cost 5 / Level 2 / Armour 5 / Recruitable in Village or Keep / Attack 2 /// Block 4. Any enemy blocked this way loses Swiftness.
Catapults Cost 9 / Level 3 / Armour 4 / Recruitable in Keep or City / Siege Attack 3 /// Siege Fire Attack 5 /// Siege Ice Attack 5
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                                                            
Refreshing Walk Move 2 and Heal 1 /// Move 4 and Heal 2
Song of Wind Move 2. The Move cost of plains, deserts and wastelands is reduced by 1, to a minimum of 0 this turn. /// Move 2. The Move cost of plains, deserts and wastelands is reduced by 2, to a minimum of 0. You may pay a blue mana to be able to travel through lakes for Move cost 0 this turn.

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.
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.                                                            
Dark Negotiation Once a turn: Influence 2 (during the Day), or Influence 3 (at 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
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.
Shield Mastery Once a turn: Block 3, or Fire block 2, or Ice block 2                           
                                                            
Mana Source:
Red / Green / Green / Green / Blue / Black

Map:


Goldyx (Jorbles):
Level 5 / Armour 3 / Hand Limit 5 / Piles (Draw/Hand/Discard): 12/6/3 / Tactics: 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.      
Crystals: Blue, Green, Blue
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.                                                         
Units (1/3): 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

Tovak (pops):
Level 6 / Armour 3 / Hand Limit 6 / Piles (Draw/Hand/Discard): 15/6/0 / Tactics: 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.                                       
Crystals: White, White, Blue, Red
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.
Units (2/3): 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.

Norowas (theorel):
Level 5 / Armour 3 / Hand Limit 6 / Piles (Draw/Hand/Discard): 16/8/0 / Tactics: 5: Preparation When you take this Tactic, search your deck for any one card and put it into your hand, then shuffle your deck.
Crystals: Blue, White, Green, Green
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.
Units (2/3): Foresters (wounded) 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

Arythea (Watno):
Level 6 / Armour 3 / Hand Limit 6 / Piles (Draw/Hand/Discard): 20/7/0 / Tactics: 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.
Crystals: Red, White, White, Green, Blue
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.
Units (1/3): Peasants (double wounded) Cost 4 / Level 1 / Armour 3 / Attack or Block 2 /// Influence 2 /// Move 2

Jorbles

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I just got rid of that black die!
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popsofctown

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Tough choice.  But I suppose I will use Stamina to enter the desert and explore the ruins.
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Qvist

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Just wanted to make sure as you didn't make it bold: Final choice?

edit: And I guess you use Double Move to accomplish that?
« Last Edit: April 14, 2013, 03:20:47 pm by Qvist »
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popsofctown

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Yeah, using double move to accomplish it.  Flip the monsters, I'm committing to it
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Qvist

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zoomed in a little because I guess you don't need all the map now

popsofctown

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Use red mana from the source to play Burning Shield to block the Gargoyle.  Use a sideways Crystallization to complete the block.
Assign the 5 ice damage to my Utem Guardsmen, wounding it and totally absorbing the damage.
Play the Burning Shield again as Fire Attack 4 to kill the Gargoyle.
Use Improvisation to discard a Mana Draw for attack 3.
Use Utem Crossbowmen for Attack 3.  Kill the Ice mage.
Use Crushing Bolt to gain a Green crystal.

I level up.  So am I allowed to combine the level up choosing with the spell choosing? I'm pretty sure this is an Advanced Action/Skill level up
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popsofctown

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nevermind, it's a command token/stats level up.  thinking.
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popsofctown

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I'll take Wings of Wind/Wings of Night
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Qvist

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Seems good.
Rolled 1d6 : 2, total 2

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Re: Mage Knight I "One city is conquered" (Day 2, Turn 5, Jorbles' turn)
« Reply #772 on: April 14, 2013, 05:05:50 pm »

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

Fame: Goldyx: 29 / Norowas: 31 / Tovak: 49 / Arythea: 45
Influence: Goldyx: 1 / Norowas: -1 / Tovak: 5 / Arythea: -2

Advanced Actions:
Agility Move 2. During combat this turn, you may spend Move points left from Move phase as Attack points one for one. /// Move 4. During combat this turn, you may spend Move points left from Move phase as Attack points one for one, or 2 Move points for 1 point of Ranged Attack.
Magic Talent Discard a card from your hand. You may play one Spell card in the Spells offer this turn as if it were in your hand. That card remains in the Spells offer. /// When you play this, pay a mana of any color. Gain a Spell card of that color from the Spells offer and put it in your discard pile.
Swift Bolt Gain a white crystal to you Inventory. /// Ranged Attack 4

Spells:
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.
Call to Arms / Call to Glory You may use an ability of one Unit in the Units offer this turn, as if it were one of your recruits. You cannot assign damage to this Unit. ///Recruit any one Unit from the Units offer for free. (If you are at your Command limit, you must disband one of your Units first.)
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.

Units:
Fire Golems Cost 8 / Level 3 / Armour 4 (Physical and Fire Resistance) / Recruitable in Keep or Mage Tower / Attack or Block 3 /// Ranged Fire Attack 4
Peasants Cost 4 / Level 1 / Armour 3 / Recruitable in Village / Attack or Block 2 /// Influence 2 /// Move 2
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).
Utem Guardsmen Cost 5 / Level 2 / Armour 5 / Recruitable in Village or Keep / Attack 2 /// Block 4. Any enemy blocked this way loses Swiftness.
Catapults Cost 9 / Level 3 / Armour 4 / Recruitable in Keep or City / Siege Attack 3 /// Siege Fire Attack 5 /// Siege Ice Attack 5
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                                                            
Refreshing Walk Move 2 and Heal 1 /// Move 4 and Heal 2
Song of Wind Move 2. The Move cost of plains, deserts and wastelands is reduced by 1, to a minimum of 0 this turn. /// Move 2. The Move cost of plains, deserts and wastelands is reduced by 2, to a minimum of 0. You may pay a blue mana to be able to travel through lakes for Move cost 0 this turn.

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.
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.                                                            
Dark Negotiation Once a turn: Influence 2 (during the Day), or Influence 3 (at 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
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.
Shield Mastery Once a turn: Block 3, or Fire block 2, or Ice block 2                           
                                                            
Mana Source:
White / Green / Green / Green / Blue / Black

Map:


Goldyx (Jorbles):
Level 5 / Armour 3 / Hand Limit 5 / Piles (Draw/Hand/Discard): 12/6/3 / Tactics: 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.      
Crystals: Blue, Green, Blue
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.                                                         
Units (1/3): 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

Tovak (pops):
Level 7 / Armour 4 / Hand Limit 6 / Piles (Draw/Hand/Discard): 8/8/6 / Tactics: 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.                                       
Crystals: White, White, White, Green, Green, Blue, Blue, Red, Red
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.
Units (2/4): Utem Crossbowmen Cost 6 / Level 2 / Armour 4 / Recruitable in Village or Keep / Attack or Block 3 /// Ranged Attack 2
                 Utem Guardsmen (wounded) Cost 5 / Level 2 / Armour 5 / Recruitable in Village or Keep / Attack 2 /// Block 4. Any enemy blocked this way loses Swiftness.

Norowas (theorel):
Level 5 / Armour 3 / Hand Limit 6 / Piles (Draw/Hand/Discard): 16/8/0 / Tactics: 5: Preparation When you take this Tactic, search your deck for any one card and put it into your hand, then shuffle your deck.
Crystals: Blue, White, Green, Green
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.
Units (2/3): Foresters (wounded) 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

Arythea (Watno):
Level 6 / Armour 3 / Hand Limit 6 / Piles (Draw/Hand/Discard): 20/7/0 / Tactics: 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.
Crystals: Red, White, White, Green, Blue
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.
Units (1/3): Peasants (double wounded) Cost 4 / Level 1 / Armour 3 / Attack or Block 2 /// Influence 2 /// Move 2

theorel

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Play Stamina empowered by Blue Mana from source for Move 4.
Use Green Crystal to empower Concentration and play Threaten for Influence 7 (-1 for Reputation=6)
Play Diamond Ring for White Crystal/Token +1 Fame
Play Empowered Noble manners using white token for +1 Fame, +1 Reputation Influence 4 (10)
Recruit Catapults.
Play Crystallization to duplicate my blue crystal.

No Reputation change...+2 fame.

Rolled 1d6 : 1, total 1
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Watno

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Play Crystallization to duplicate my blue crystal.
I might be mistaken, but I don't think thats possible. You have to pay a mana.
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Qvist

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Play Crystallization to duplicate my blue crystal.
I might be mistaken, but I don't think thats possible. You have to pay a mana.

I think he means:

Crystal Mastery Gain a crystal to your Inventory of the same color as a crystal you already own. /// Any crystal you spend this turn are returned to your Inventory at the end of the turn.

and not

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.

Watno

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Since you know the cards in his hand, that makes sense.
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Qvist

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Recruit Catapults.

But you can't recruit Catapults. They can only be recruited at a Keep or at a City.

Edit: The problem is, you can't recruit any unit there, unfortunately.
« Last Edit: April 15, 2013, 09:28:11 am by Qvist »
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theorel

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Sorry, Crystal Mastery...I keep getting the name wrong.
And I meant to say that I used the Move 4 to move to my keep.  (I played it, just forgot to use it)
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Qvist

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Sorry, Crystal Mastery...I keep getting the name wrong.
And I meant to say that I used the Move 4 to move to my keep.  (I played it, just forgot to use it)

Ah yes, makes much more sense now.  :P

Watno

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That source sucks....
Set aside a card on NV mat
Play Stamina empowered by lue crystal, wound and improvisation sideways to move next to the blue city.
End turn
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popsofctown

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Jorble's turn
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Qvist

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Re: Mage Knight I "One city is conquered" (Day 2, Turn 5, Jorbles' turn)
« Reply #782 on: April 15, 2013, 10:03:49 am »

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

Fame: Goldyx: 29 / Norowas: 33 / Tovak: 49 / Arythea: 45
Influence: Goldyx: 1 / Norowas: -1 / Tovak: 5 / Arythea: -2

Advanced Actions:
Agility Move 2. During combat this turn, you may spend Move points left from Move phase as Attack points one for one. /// Move 4. During combat this turn, you may spend Move points left from Move phase as Attack points one for one, or 2 Move points for 1 point of Ranged Attack.
Magic Talent Discard a card from your hand. You may play one Spell card in the Spells offer this turn as if it were in your hand. That card remains in the Spells offer. /// When you play this, pay a mana of any color. Gain a Spell card of that color from the Spells offer and put it in your discard pile.
Swift Bolt Gain a white crystal to you Inventory. /// Ranged Attack 4

Spells:
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.
Call to Arms / Call to Glory You may use an ability of one Unit in the Units offer this turn, as if it were one of your recruits. You cannot assign damage to this Unit. ///Recruit any one Unit from the Units offer for free. (If you are at your Command limit, you must disband one of your Units first.)
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.

Units:
Fire Golems Cost 8 / Level 3 / Armour 4 (Physical and Fire Resistance) / Recruitable in Keep or Mage Tower / Attack or Block 3 /// Ranged Fire Attack 4
Peasants Cost 4 / Level 1 / Armour 3 / Recruitable in Village / Attack or Block 2 /// Influence 2 /// Move 2
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).
Utem Guardsmen Cost 5 / Level 2 / Armour 5 / Recruitable in Village or Keep / Attack 2 /// Block 4. Any enemy blocked this way loses Swiftness.
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                                                            
Refreshing Walk Move 2 and Heal 1 /// Move 4 and Heal 2
Song of Wind Move 2. The Move cost of plains, deserts and wastelands is reduced by 1, to a minimum of 0 this turn. /// Move 2. The Move cost of plains, deserts and wastelands is reduced by 2, to a minimum of 0. You may pay a blue mana to be able to travel through lakes for Move cost 0 this turn.

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.
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.                                                            
Dark Negotiation Once a turn: Influence 2 (during the Day), or Influence 3 (at 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
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.
Shield Mastery Once a turn: Block 3, or Fire block 2, or Ice block 2                           
                                                            
Mana Source:
White / Green / Green / Green / Gold / Black

Map:


Goldyx (Jorbles):
Level 5 / Armour 3 / Hand Limit 5 / Piles (Draw/Hand/Discard): 12/6/3 / Tactics: 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.      
Crystals: Blue, Green, Blue
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.                                                         
Units (1/3): 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

Tovak (pops):
Level 7 / Armour 4 / Hand Limit 6 / Piles (Draw/Hand/Discard): 8/8/6 / Tactics: 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.                                       
Crystals: White, White, White, Green, Green, Blue, Blue, Red, Red
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.
Units (2/4): Utem Crossbowmen Cost 6 / Level 2 / Armour 4 / Recruitable in Village or Keep / Attack or Block 3 /// Ranged Attack 2
                 Utem Guardsmen (wounded) Cost 5 / Level 2 / Armour 5 / Recruitable in Village or Keep / Attack 2 /// Block 4. Any enemy blocked this way loses Swiftness.

Norowas (theorel):
Level 5 / Armour 3 / Hand Limit 6 / Piles (Draw/Hand/Discard): 10/8/6 / Tactics: 5: Preparation When you take this Tactic, search your deck for any one card and put it into your hand, then shuffle your deck.
Crystals: Blue, Blue, White, White, White, Green
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.
Units (3/3): Foresters (wounded) 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

Arythea (Watno):
Level 6 / Armour 3 / Hand Limit 6 / Piles (Draw/Hand/Discard): 16 (1)/7/3 / Tactics: 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.
Crystals: Red, White, White, Green
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.
Units (1/3): Peasants (double wounded) Cost 4 / Level 1 / Armour 3 / Attack or Block 2 /// Influence 2 /// Move 2

theorel

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crap, I forgot the +1 armor from the white city...which means that siege attack 5 is utterly worthless at this moment (would be great if I was next to some OTHER city)
could I exchange the catapults for freezers?
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Qvist

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Ugh, I'm not sure as Watno already did his turn. I mean he didn't do anything which gave you any advantage of knowledge. If no-one has anything against it...

theorel

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Yeah, if anyone's opposed that's fine.  I also saw my hand for next turn (which is why I started planning the city take-over and realized that the catapults actually didn't kill the one unit they could hurt).  I took them for that specific reason unfortunately...

Freezers would be better, but I can live with the catapults if I need to.
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popsofctown

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I'm not sure I like that.  What if that changes Watno's decisions?  Maybe he wants to position himself in a way that gives him a chance of getting the 'pults now.  We have to ask him whether it does change in order to proceed to Jorbles' turn, and then it sets a preedent for a lot of potential game slowdown.

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theorel

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I think that's sufficient as an objection.
I'll start planning around having the catapults instead...
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Jorbles

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Use Mana Draw.

Use Universal Power to play Swiftness sideways powered by black mana die for 3 move.

Use Will Focus (powered by Green die) to play the improved version of Improvisation for +8 Influence (discarding Rage).

Interact with the locals (+1 influence).

Learn Refreshing Walk, and heal 1 wound from hand.
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Qvist

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Use Mana Draw.

Use Universal Power to play Swiftness sideways powered by black mana die for 3 move.

Use Will Focus (powered by Green die) to play the improved version of Improvisation for +8 Influence (discarding Rage).

Interact with the locals (+1 influence).

Learn Refreshing Walk, and heal 1 wound from hand.


I suppose you go to the Monastery and then end your turn.
Rolled 1d6 : 5, total 5

Qvist

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Meh, another one.
Rolled 1d6 : 6, total 6

popsofctown

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I have not received my hand.
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Qvist

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I have not received my hand.

Oh, really? Sorry. Whenever I don't send your hand in, let's say, the next 30 minutes after updating the game board, please leave me a note.
« Last Edit: April 15, 2013, 02:28:38 pm by Qvist »
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Qvist

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Re: Mage Knight I "One city is conquered" (Day 2, Turn 5, Jorbles' turn)
« Reply #793 on: April 15, 2013, 02:16:28 pm »

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

Fame: Goldyx: 29 / Norowas: 33 / Tovak: 49 / Arythea: 45
Influence: Goldyx: 1 / Norowas: -1 / Tovak: 5 / Arythea: -2

Advanced Actions:
Agility Move 2. During combat this turn, you may spend Move points left from Move phase as Attack points one for one. /// Move 4. During combat this turn, you may spend Move points left from Move phase as Attack points one for one, or 2 Move points for 1 point of Ranged Attack.
Magic Talent Discard a card from your hand. You may play one Spell card in the Spells offer this turn as if it were in your hand. That card remains in the Spells offer. /// When you play this, pay a mana of any color. Gain a Spell card of that color from the Spells offer and put it in your discard pile.
Swift Bolt Gain a white crystal to you Inventory. /// Ranged Attack 4

Spells:
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.
Call to Arms / Call to Glory You may use an ability of one Unit in the Units offer this turn, as if it were one of your recruits. You cannot assign damage to this Unit. ///Recruit any one Unit from the Units offer for free. (If you are at your Command limit, you must disband one of your Units first.)
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.

Units:
Fire Golems Cost 8 / Level 3 / Armour 4 (Physical and Fire Resistance) / Recruitable in Keep or Mage Tower / Attack or Block 3 /// Ranged Fire Attack 4
Peasants Cost 4 / Level 1 / Armour 3 / Recruitable in Village / Attack or Block 2 /// Influence 2 /// Move 2
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).
Utem Guardsmen Cost 5 / Level 2 / Armour 5 / Recruitable in Village or Keep / Attack 2 /// Block 4. Any enemy blocked this way loses Swiftness.
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                                                            
empty
Song of Wind Move 2. The Move cost of plains, deserts and wastelands is reduced by 1, to a minimum of 0 this turn. /// Move 2. The Move cost of plains, deserts and wastelands is reduced by 2, to a minimum of 0. You may pay a blue mana to be able to travel through lakes for Move cost 0 this turn.

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.
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.                                                            
Dark Negotiation Once a turn: Influence 2 (during the Day), or Influence 3 (at 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
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.
Shield Mastery Once a turn: Block 3, or Fire block 2, or Ice block 2                           
                                                            
Mana Source:
White / Green / Green / Blue / Gold / Black

Map:


Goldyx (Jorbles):
Level 5 / Armour 3 / Hand Limit 5 / Piles (Draw/Hand/Discard): 7/6/8 / Tactics: 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.      
Crystals: Blue, Green, Blue
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.                                                         
Units (1/3): 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

Tovak (pops):
Level 7 / Armour 4 / Hand Limit 6 / Piles (Draw/Hand/Discard): 8/8/6 / Tactics: 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.                                       
Crystals: White, White, White, Green, Green, Blue, Blue, Red, Red
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.
Units (2/4): Utem Crossbowmen Cost 6 / Level 2 / Armour 4 / Recruitable in Village or Keep / Attack or Block 3 /// Ranged Attack 2
                 Utem Guardsmen (wounded) Cost 5 / Level 2 / Armour 5 / Recruitable in Village or Keep / Attack 2 /// Block 4. Any enemy blocked this way loses Swiftness.

Norowas (theorel):
Level 5 / Armour 3 / Hand Limit 6 / Piles (Draw/Hand/Discard): 10/8/6 / Tactics: 5: Preparation When you take this Tactic, search your deck for any one card and put it into your hand, then shuffle your deck.
Crystals: Blue, Blue, White, White, White, Green
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.
Units (3/3): Foresters (wounded) 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

Arythea (Watno):
Level 6 / Armour 3 / Hand Limit 6 / Piles (Draw/Hand/Discard): 16 (1)/7/3 / Tactics: 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.
Crystals: Red, White, White, Green
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.
Units (1/3): Peasants (double wounded) Cost 4 / Level 1 / Armour 3 / Attack or Block 2 /// Influence 2 /// Move 2
« Last Edit: April 15, 2013, 02:17:41 pm by Qvist »
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Jorbles

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yes, sorry, end of turn.
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popsofctown

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I think I can't see the map because Imgur is down.

I'm just going to have to remember the map like I'm a grandmaster chess player
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Qvist

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I think I can't see the map because Imgur is down.

I'm just going to have to remember the map like I'm a grandmaster chess player

Hm, I can see it.

popsofctown

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Then maybe they blocked imgur at my school.  Which would suck
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theorel

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yeah, I can see it also.
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popsofctown

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Use 2 Marches, Move +4
Double Move for Move+1.
Take a crooked path back to my city that doesn't upset the rampaging dragon.
Start interacting for Influence + 8
Use a white mana from the source to play Heroic Tale for Influence +6
Give 0 damns about Rage, for Influence +2
Use a white mana crystal to play Promise for Influence +4
Recruit the Freezers and buy an artifact. 
End my turn.
I get Reputation +1 (but I'm capped) and Fame +1.

Rolled 1d6 : 5, total 5
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theorel

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Play March using a green crystal to attack the Spawning Grounds.
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Qvist

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Re: Mage Knight I "One city is conquered" (Day 2, Turn 5, Jorbles' turn)
« Reply #801 on: April 16, 2013, 07:30:24 am »

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

Fame: Goldyx: 29 / Norowas: 33 / Tovak: 50 / Arythea: 45
Influence: Goldyx: 1 / Norowas: -1 / Tovak: 5 / Arythea: -2

Advanced Actions:
Agility Move 2. During combat this turn, you may spend Move points left from Move phase as Attack points one for one. /// Move 4. During combat this turn, you may spend Move points left from Move phase as Attack points one for one, or 2 Move points for 1 point of Ranged Attack.
Magic Talent Discard a card from your hand. You may play one Spell card in the Spells offer this turn as if it were in your hand. That card remains in the Spells offer. /// When you play this, pay a mana of any color. Gain a Spell card of that color from the Spells offer and put it in your discard pile.
Swift Bolt Gain a white crystal to you Inventory. /// Ranged Attack 4

Spells:
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.
Call to Arms / Call to Glory You may use an ability of one Unit in the Units offer this turn, as if it were one of your recruits. You cannot assign damage to this Unit. ///Recruit any one Unit from the Units offer for free. (If you are at your Command limit, you must disband one of your Units first.)
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.

Units:
Fire Golems Cost 8 / Level 3 / Armour 4 (Physical and Fire Resistance) / Recruitable in Keep or Mage Tower / Attack or Block 3 /// Ranged Fire Attack 4
Peasants Cost 4 / Level 1 / Armour 3 / Recruitable in Village / Attack or Block 2 /// Influence 2 /// Move 2
empty
Utem Guardsmen Cost 5 / Level 2 / Armour 5 / Recruitable in Village or Keep / Attack 2 /// Block 4. Any enemy blocked this way loses Swiftness.
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                                                            
empty
Song of Wind Move 2. The Move cost of plains, deserts and wastelands is reduced by 1, to a minimum of 0 this turn. /// Move 2. The Move cost of plains, deserts and wastelands is reduced by 2, to a minimum of 0. You may pay a blue mana to be able to travel through lakes for Move cost 0 this turn.

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.
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.                                                            
Dark Negotiation Once a turn: Influence 2 (during the Day), or Influence 3 (at 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
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.
Shield Mastery Once a turn: Block 3, or Fire block 2, or Ice block 2                           
                                                            
Mana Source:
Blue / Green / Green / Blue / Gold / Black

Map:


Goldyx (Jorbles):
Level 5 / Armour 3 / Hand Limit 5 / Piles (Draw/Hand/Discard): 7/6/8 / Tactics: 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.      
Crystals: Blue, Green, Blue
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.                                                         
Units (1/3): 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

Tovak (pops):
Level 7 / Armour 4 / Hand Limit 6 / Piles (Draw/Hand/Discard): 4/8/11 / Tactics: 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.                                       
Crystals: White, White, Green, Green, Blue, Blue, Red, Red
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.
Units (3/4): Utem Crossbowmen Cost 6 / Level 2 / Armour 4 / Recruitable in Village or Keep / Attack or Block 3 /// Ranged Attack 2
                 Utem Guardsmen (wounded) 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).

Norowas (theorel):
Level 5 / Armour 3 / Hand Limit 6 / Piles (Draw/Hand/Discard): 10/8/6 / Tactics: 5: Preparation When you take this Tactic, search your deck for any one card and put it into your hand, then shuffle your deck.
Crystals: Blue, Blue, White, White, White, Green
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.
Units (3/3): Foresters (wounded) 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

Arythea (Watno):
Level 6 / Armour 3 / Hand Limit 6 / Piles (Draw/Hand/Discard): 16 (1)/7/3 / Tactics: 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.
Crystals: Red, White, White, Green
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.
Units (1/3): Peasants (double wounded) Cost 4 / Level 1 / Armour 3 / Attack or Block 2 /// Influence 2 /// Move 2

Qvist

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theorel

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Gah!  Dang it, there wasn't supposed to be a crypt worm.
Okay, let me see what I'm going to do...
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theorel

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Okay, I'll do this:
Play Mana Draw w/ white crystal to gain 2 blue mana tokens.  (This has to flip the gold?  If not, I use a blue)
Play Mana Bolt with blue crystal and green source mana for Siege Ice Attack 5.
Use Catapults with Blue token for Siege Ice Attack 5. (10 total).
Use my 10 siege attack to kill the 2 monsters.


I have a blue token left over.
I'm going to play crystallize with it.
Can I wait until I collect my rewards from the spawning grounds? (so that I know what crystal I might need)  Or do I have to play it first?

I should have 1 blue crystal and 2 whites before rewards.
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theorel

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If I have to do it first...I play crystallize to gain a red crystal.
Then I get:
Rolled 3d6 : 5, 3, 6, total 14
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theorel

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Blue, Red and +Fame.
Actually, I think I'm happy with that regardless.

then I return the blue mana die to the source (from mana draw), and also return
Rolled 1d6 : 1, total 1
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theorel

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Can't figure out what I read that had to use depleted mana first...but as far as I can tell, it wasn't mana draw.
So, unless someone knows differently I used a blue die, and left it blue.
Source should now be:
Blue, Green, Black, Blue, Gold, Black.
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Qvist

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You level up.

Choose a skill:

Forward March Once a turn: Get Move 1 for each Ready and Unwounded Unit you control, to maximum of Move 3
or
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.

or a skill from the offer. Also choose an Advanced Action.

Qvist

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Re: Mage Knight I "One city is conquered" (Day 2, Turn 5, Jorbles' turn)
« Reply #809 on: April 16, 2013, 10:22:13 am »

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

Fame: Goldyx: 29 / Norowas: 44 / Tovak: 50 / Arythea: 45
Influence: Goldyx: 1 / Norowas: -1 / Tovak: 5 / Arythea: -2

Advanced Actions:
Agility Move 2. During combat this turn, you may spend Move points left from Move phase as Attack points one for one. /// Move 4. During combat this turn, you may spend Move points left from Move phase as Attack points one for one, or 2 Move points for 1 point of Ranged Attack.
Magic Talent Discard a card from your hand. You may play one Spell card in the Spells offer this turn as if it were in your hand. That card remains in the Spells offer. /// When you play this, pay a mana of any color. Gain a Spell card of that color from the Spells offer and put it in your discard pile.
Swift Bolt Gain a white crystal to you Inventory. /// Ranged Attack 4

Spells:
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.
Call to Arms / Call to Glory You may use an ability of one Unit in the Units offer this turn, as if it were one of your recruits. You cannot assign damage to this Unit. ///Recruit any one Unit from the Units offer for free. (If you are at your Command limit, you must disband one of your Units first.)
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.

Units:
Fire Golems Cost 8 / Level 3 / Armour 4 (Physical and Fire Resistance) / Recruitable in Keep or Mage Tower / Attack or Block 3 /// Ranged Fire Attack 4
Peasants Cost 4 / Level 1 / Armour 3 / Recruitable in Village / Attack or Block 2 /// Influence 2 /// Move 2
empty
Utem Guardsmen Cost 5 / Level 2 / Armour 5 / Recruitable in Village or Keep / Attack 2 /// Block 4. Any enemy blocked this way loses Swiftness.
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                                                            
empty
Song of Wind Move 2. The Move cost of plains, deserts and wastelands is reduced by 1, to a minimum of 0 this turn. /// Move 2. The Move cost of plains, deserts and wastelands is reduced by 2, to a minimum of 0. You may pay a blue mana to be able to travel through lakes for Move cost 0 this turn.

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.
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.                                                            
Dark Negotiation Once a turn: Influence 2 (during the Day), or Influence 3 (at 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
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.
Shield Mastery Once a turn: Block 3, or Fire block 2, or Ice block 2                           
Pending
                                                            
Mana Source:
Blue / Green / Gold / Blue / Gold / Black

Map:


Goldyx (Jorbles):
Level 5 / Armour 3 / Hand Limit 5 / Piles (Draw/Hand/Discard): 7/6/8 / Tactics: 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.      
Crystals: Blue, Green, Blue
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.                                                         
Units (1/3): 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

Tovak (pops):
Level 7 / Armour 4 / Hand Limit 6 / Piles (Draw/Hand/Discard): 4/8/11 / Tactics: 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.                                       
Crystals: White, White, Green, Green, Blue, Blue, Red, Red
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.
Units (3/4): Utem Crossbowmen Cost 6 / Level 2 / Armour 4 / Recruitable in Village or Keep / Attack or Block 3 /// Ranged Attack 2
                 Utem Guardsmen (wounded) 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).

Norowas (theorel):
Level 6 / Armour 3 / Hand Limit 6 / Piles (Draw/Hand/Discard): 8/8/10 / Tactics: 5: Preparation When you take this Tactic, search your deck for any one card and put it into your hand, then shuffle your deck.
Crystals: Blue, Blue, Red, Red, White, White
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.
         Pending
Units (3/3): Foresters (wounded) 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

Arythea (Watno):
Level 6 / Armour 3 / Hand Limit 6 / Piles (Draw/Hand/Discard): 16 (1)/7/3 / Tactics: 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.
Crystals: Red, White, White, Green
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.
Units (1/3): Peasants (double wounded) Cost 4 / Level 1 / Armour 3 / Attack or Block 2 /// Influence 2 /// Move 2
« Last Edit: April 16, 2013, 10:26:05 am by Qvist »
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Qvist

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Blue, Green, Black, Blue, Gold, Black.

Hm, let's see... I have one Gold instead of one Black. I think this should be right.

Qvist

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And could you please double check your mana crystals? You had 2x Blue, 3x White and 1x Green.
Then you've spent Green, Blue and White and gained Blue and 2x Red.
So you should have 2x Blue, 2x White and 2x Red, right?

theorel

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I'll take Bonds of Loyalty and Magic Talent.
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theorel

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Crystals are right.  Your mana is right (I switched the gold I rolled to black, because I was just thinking "depleted")
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Qvist

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Northern Monks and Savage Monks are added to the unit offer because of Bonds of Loyalty.

Qvist

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

Fame: Goldyx: 29 / Norowas: 44 / Tovak: 50 / Arythea: 45
Influence: Goldyx: 1 / Norowas: -1 / Tovak: 5 / Arythea: -2

Advanced Actions:
Frost Bridge Move 2. The Move cost of swamps is reduced to 1 this turn. /// Move 4. You are able to travel through lakes, and the Move cost of lakes and swamps is reduced to 1 this turn.
Agility Move 2. During combat this turn, you may spend Move points left from Move phase as Attack points one for one. /// Move 4. During combat this turn, you may spend Move points left from Move phase as Attack points one for one, or 2 Move points for 1 point of Ranged Attack.
Swift Bolt Gain a white crystal to you Inventory. /// Ranged Attack 4

Spells:
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.
Call to Arms / Call to Glory You may use an ability of one Unit in the Units offer this turn, as if it were one of your recruits. You cannot assign damage to this Unit. ///Recruit any one Unit from the Units offer for free. (If you are at your Command limit, you must disband one of your Units first.)
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.

Units:
Fire Golems Cost 8 / Level 3 / Armour 4 (Physical and Fire Resistance) / Recruitable in Keep or Mage Tower / Attack or Block 3 /// Ranged Fire Attack 4
Peasants Cost 4 / Level 1 / Armour 3 / Recruitable in Village / Attack or Block 2 /// Influence 2 /// Move 2
empty
Utem Guardsmen Cost 5 / Level 2 / Armour 5 / Recruitable in Village or Keep / Attack 2 /// Block 4. Any enemy blocked this way loses Swiftness.
empty
Utem Swordsmen Cost 6 / Level 2 / Armour 4 / Recruitable in Keep / Attack or Block 3 /// Attack or Block 6. This Unit becomes Wounded.

Temporary Bonus Units from Bonds of Loyalty   
Northern Monks Cost 7 / Level 2 / Armour 4 / Recruitable in Monastery / Attack or Block 3 /// Ice Attack or Ice Block 4
Savage Monks Cost 7 / Level 2 / Armour 4 / Recruitable in Monastery / Attack or Block 3 /// Siege Attack 4

Monastery Advanced Actions                                                            
empty
Song of Wind Move 2. The Move cost of plains, deserts and wastelands is reduced by 1, to a minimum of 0 this turn. /// Move 2. The Move cost of plains, deserts and wastelands is reduced by 2, to a minimum of 0. You may pay a blue mana to be able to travel through lakes for Move cost 0 this turn.

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.
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.                                                            
Dark Negotiation Once a turn: Influence 2 (during the Day), or Influence 3 (at 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
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.
Shield Mastery Once a turn: Block 3, or Fire block 2, or Ice block 2
Forward March Once a turn: Get Move 1 for each Ready and Unwounded Unit you control, to maximum of Move 3
                                                            
Mana Source:
Blue / Green / Gold / Blue / Gold / Black

Map:


Goldyx (Jorbles):
Level 5 / Armour 3 / Hand Limit 5 / Piles (Draw/Hand/Discard): 7/6/8 / Tactics: 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.      
Crystals: Blue, Green, Blue
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.                                                         
Units (1/3): 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

Tovak (pops):
Level 7 / Armour 4 / Hand Limit 6 / Piles (Draw/Hand/Discard): 4/8/11 / Tactics: 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.                                       
Crystals: White, White, Green, Green, Blue, Blue, Red, Red
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.
Units (3/4): Utem Crossbowmen Cost 6 / Level 2 / Armour 4 / Recruitable in Village or Keep / Attack or Block 3 /// Ranged Attack 2
                 Utem Guardsmen (wounded) 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).

Norowas (theorel):
Level 6 / Armour 3 / Hand Limit 6 / Piles (Draw/Hand/Discard): 8/8/10 / Tactics: 5: Preparation When you take this Tactic, search your deck for any one card and put it into your hand, then shuffle your deck.
Crystals: Blue, Blue, Red, Red, White, White
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.
Units (3/3+1): Foresters (wounded) 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: empty

Arythea (Watno):
Level 6 / Armour 3 / Hand Limit 6 / Piles (Draw/Hand/Discard): 16 (1)/7/3 / Tactics: 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.
Crystals: Red, White, White, Green
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.
Units (1/3): Peasants (double wounded) Cost 4 / Level 1 / Armour 3 / Attack or Block 2 /// Influence 2 /// Move 2

Watno

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Do te extra wounds from poisoon count towards being knocked out? Is this white monster in my city insanely evil?
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Qvist

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Do te extra wounds from poisoon count towards being knocked out?
No.

Is this white monster in my city insanely evil?
Depends.  :P

Watno

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Rest, discarding Decompose and 3 wounds
End turn, obviously
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Jorbles

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Can anyone recruit those Monks or just theorel?
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theorel

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Based on my reading of the skill anyone.  (it says they're added to the offer).  But confirmation would probably be good.
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theorel

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Confirmed.  Anyone can recruit.  They go away at end of round, which is why they are separated.
http://boardgamegeek.com/thread/765393/bonds-of-loyalty-questions
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Jorbles

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Use green mana die to play Tranquility for 2 cards.
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Qvist

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Rest, discarding Decompose and 3 wounds
End turn, obviously


I'm assuming that you use your Native Village mat.

Jorbles

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Play Refreshing Walk for the weaker effect to heal a wound from hand. (2 move) Walk partway into the desert, but then think better of it and turn around and come back, moving nowhere.

Interact with the locals.

Play Promise for 2 Influence. Threaten for 2 Influence.  Spend a green mana crystal to use Universal Power to play March sideways for 4 influence.

Recruit the Northern Monks.

End of turn.


New mana die:
Rolled 1d6 : 1, total 1
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Watno

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Rest, discarding Decompose and 3 wounds
End turn, obviously


I'm assuming that you use your Native Village mat.

Oh yeah, thanks.
Can i get my draw?
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popsofctown

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(2 move) Walk partway into the desert, but then think better of it and turn around and come back, moving nowhere.

It takes one movement point to start moving into the desert, and one movement point to make the return trip.
This math checks out.
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popsofctown

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2 questions:
Is a keep that doesn't belong to you a "safe space"?
Is Horn of Wrath supposed to have up to 8 damage on the self-destruct effect, or up to 10?  I thought I remembered it capping out at 8 but the text you just sent me says 10.
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popsofctown

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3rd question: are advanced action replenished immediately, or at end of turn? (normal ones, not monastery ones)
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Jorbles

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Is a keep that doesn't belong to you a "safe space"?

This one I'm pretty sure is no. I didn't move into Watno's keep because I would have had to assault it when I moved there.
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popsofctown

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Well I don't mind being forced to assault a keep, I just want to know if I can use Wings of Night's special movement to get there.
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popsofctown

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Another question I have:  You can assign damage to an exhausted unit, right?
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theorel

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2 questions:
Is a keep that doesn't belong to you a "safe space"?
Is Horn of Wrath supposed to have up to 8 damage on the self-destruct effect, or up to 10?  I thought I remembered it capping out at 8 but the text you just sent me says 10.
1. No
Quote from: rulebook page 6
. A space is considered to be a safe space if:
 • It is accessible under normal conditions (i.e. if no special
eƲ ects apply).
 • It is not an unconquered forti´ ed site, or a keep owned
by an opponent.
 • It does not contain another hero, except for sites that
allow more heroes (portal, conquered city)
2. I thought the horn of wrath went up to 12?
Quote from: from mage knight wiki
Horn of Wrath
Siege Attack 6.
Roll a mana die. If you roll black or red, you get a Wound.

Siege Attack 6.
You may add up to +6 to this Siege Attack. For each +1 you added roll a mana die. You get a Wound for each black or red rolled.
Which agrees with the image I can find of it in google.
Now I'm kind of confused because the one that he posted in this thread has the normal use from the base game, and the destroyed use from the expansion.

3.
Everything in the rulebook immediately replenishes the offer.  Given that there's no time set to do it at end of turn, I would say that Learning et al replenish it immediately.

4. You can assign damage to an exhausted unit.  The only requirement is that the be unwounded.
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popsofctown

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Quote
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.
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.
Assign both my banners to my Amotep freezers.
Challenge dragon.
Use blue mana from the source to power Amotep Freezers Ice Beam ability.
It's super effective!
Flip Red Crystal Craft.  Use the red mana token to power Maximal effect, Playing Rage twice for 8 total damage and throwing rage away.
That kills the dragon.
Use a green mana crystal Training to throw away Swiftness and swap it out for Agility.  popsofctown's speed rose greatly!
End my turn.

Rolled 1d6 : 6, total 6

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theorel

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Gah, you stole agility.  Why do I have to play this game with other people that keep messing up my plans...;)
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Qvist

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Now I'm kind of confused because the one that he posted in this thread has the normal use from the base game, and the destroyed use from the expansion.

I'm confused too. Not sure how that happened. All cards used here are the unchanged cards. I might change them later if we use Lost Legion, but not for this game. So it caps at +12.
I hope all other questions are answered now.

Qvist

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Assign both my banners to my Amotep freezers.


Unless I'm mistaken you can't assign 2 Banners to one single unit.

Qvist

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Just noticed that it doesn't change the outcome. Just state here what you want to do with which Banner instead, then I'll send you a new hand.

Qvist

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

Fame: Goldyx: 29 / Norowas: 44 / Tovak: 58 / Arythea: 45
Influence: Goldyx: 1 / Norowas: -1 / Tovak: 5 / Arythea: -2

Advanced Actions:
Diplomacy Influence 2. You may use Influence as Block this turn. /// Influence 4. Choose Ice or Fire. You may use Influence as Block for the chosen element this turn.
Frost Bridge Move 2. The Move cost of swamps is reduced to 1 this turn. /// Move 4. You are able to travel through lakes, and the Move cost of lakes and swamps is reduced to 1 this turn.
Swift Bolt Gain a white crystal to you Inventory. /// Ranged Attack 4

Spells:
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.
Call to Arms / Call to Glory You may use an ability of one Unit in the Units offer this turn, as if it were one of your recruits. You cannot assign damage to this Unit. ///Recruit any one Unit from the Units offer for free. (If you are at your Command limit, you must disband one of your Units first.)
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.

Units:
Fire Golems Cost 8 / Level 3 / Armour 4 (Physical and Fire Resistance) / Recruitable in Keep or Mage Tower / Attack or Block 3 /// Ranged Fire Attack 4
Peasants Cost 4 / Level 1 / Armour 3 / Recruitable in Village / Attack or Block 2 /// Influence 2 /// Move 2
empty
Utem Guardsmen Cost 5 / Level 2 / Armour 5 / Recruitable in Village or Keep / Attack 2 /// Block 4. Any enemy blocked this way loses Swiftness.
empty
Utem Swordsmen Cost 6 / Level 2 / Armour 4 / Recruitable in Keep / Attack or Block 3 /// Attack or Block 6. This Unit becomes Wounded.

Temporary Bonus Units from Bonds of Loyalty   
empty
Savage Monks Cost 7 / Level 2 / Armour 4 / Recruitable in Monastery / Attack or Block 3 /// Siege Attack 4

Monastery Advanced Actions                                                            
empty
Song of Wind Move 2. The Move cost of plains, deserts and wastelands is reduced by 1, to a minimum of 0 this turn. /// Move 2. The Move cost of plains, deserts and wastelands is reduced by 2, to a minimum of 0. You may pay a blue mana to be able to travel through lakes for Move cost 0 this turn.

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.
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.                                                            
Dark Negotiation Once a turn: Influence 2 (during the Day), or Influence 3 (at 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
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.
Shield Mastery Once a turn: Block 3, or Fire block 2, or Ice block 2
Forward March Once a turn: Get Move 1 for each Ready and Unwounded Unit you control, to maximum of Move 3
                                                            
Mana Source:
Blue / Gold / Gold / Gold / Black / Black

Map:


Goldyx (Jorbles):
Level 5 / Armour 3 / Hand Limit 5 / Piles (Draw/Hand/Discard): 1/6/13 / Tactics: 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.      
Crystals: Blue, Blue
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.                                                         
Units (2/3): 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
                 Northern Monks Cost 7 / Level 2 / Armour 4 / Recruitable in Monastery / Attack or Block 3 /// Ice Attack or Ice Block 4

Tovak (pops):
Level 7 / Armour 4 / Hand Limit 6 / Piles (Draw/Hand/Discard): 4/8/11 / Tactics: 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.                                       
Crystals: White, White, Green, Blue, Blue, Blue, Red, Red
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.
Units (3/4): Utem Crossbowmen Cost 6 / Level 2 / Armour 4 / Recruitable in Village or Keep / Attack or Block 3 /// Ranged Attack 2
                 Utem Guardsmen (wounded) 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).

Norowas (theorel):
Level 6 / Armour 3 / Hand Limit 6 / Piles (Draw/Hand/Discard): 8/8/10 / Tactics: 5: Preparation When you take this Tactic, search your deck for any one card and put it into your hand, then shuffle your deck.
Crystals: Blue, Blue, Red, Red, White, White
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.
Units (3/3+1): Foresters (wounded) 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: empty

Arythea (Watno):
Level 6 / Armour 3 / Hand Limit 6 / Piles (Draw/Hand/Discard): 16 (1)/7/3 / Tactics: 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.
Crystals: Red, White, White, Green
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.
Units (1/3): Peasants (double wounded) Cost 4 / Level 1 / Armour 3 / Attack or Block 2 /// Influence 2 /// Move 2

popsofctown

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Just leave the Banner that refreshes units in my hand.  Maybe I'll blow it up and ready my whole army later or something.
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theorel

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Okay, this took several tries to get right...but I think this is what I want to do.

Use Leaves in the Wind for a green crystal and white token.
Spend the Green Crystal on Path Finding for move 4, reduce all terrain to 2.
Move to my keep.
Assault the white city (-1 Rep)
Skip Ranged attack phase.
Play Determination powered by blue crystal for Block 5, blocking the 5-attack guy.
Use Monks with leadership for block 6 blocking the 6-attack guy.
take 3 damage as a wound in hand.
--Attack Phase...
Play Magic Talent, discarding Stamina to use Expose, as if in hand.
Use Black Source Mana and white token for Mass Expose: removing all enemy resistances, and getting ranged attack 3.
Use Swiftness with white crystal for attack 3. (6)
Use 2xRage with red crystals for attack 8. (14)
Kill the defense 7(8) and defense 5(6) guys, for +12 fame.

Retreat to the Keep.

Okay, that should leave me with 2 cards in hand (1 a wound).

and with 1 blue, and 1 white crystal.

Rolled 1d6 : 1, total 1
return the formerly black source mana.
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theorel

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Oh, defeating the highly resistant guy, not the 3 attack guy.  should be obvious from my expected fame reward, but I didn't properly specify.
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Watno

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Put a card on NV
Assault City.
Play Fire Storm empowered by black source mana and red crystal for Siege Fire Attack 8, taking a wound killing the grey and the brown monster.
Take 4+4 wounds from white monster :(
Play Concentration for red mana token
Play empowered Battle Versatility (with red token) and use my skills for Fire Attack 6, play Determination and Wound for Attack 4, killing the white monster.
Play Tranquility  empowered by green crystal to heal 2 wounds.
Reroll black die

Rolled 1d6 : 2, total 2
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Watno

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Oh, i forgot i needed to move to the city to assault it.
I do that with Stamina.
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Qvist

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

Fame: Goldyx: 29 / Norowas: 56 / Tovak: 58 / Arythea: 61
Influence: Goldyx: 1 / Norowas: -1 / Tovak: 5 / Arythea: -3

Advanced Actions:
Diplomacy Influence 2. You may use Influence as Block this turn. /// Influence 4. Choose Ice or Fire. You may use Influence as Block for the chosen element this turn.
Frost Bridge Move 2. The Move cost of swamps is reduced to 1 this turn. /// Move 4. You are able to travel through lakes, and the Move cost of lakes and swamps is reduced to 1 this turn.
Swift Bolt Gain a white crystal to you Inventory. /// Ranged Attack 4

Spells:
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.
Call to Arms / Call to Glory You may use an ability of one Unit in the Units offer this turn, as if it were one of your recruits. You cannot assign damage to this Unit. ///Recruit any one Unit from the Units offer for free. (If you are at your Command limit, you must disband one of your Units first.)
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.

Units:
Fire Golems Cost 8 / Level 3 / Armour 4 (Physical and Fire Resistance) / Recruitable in Keep or Mage Tower / Attack or Block 3 /// Ranged Fire Attack 4
Peasants Cost 4 / Level 1 / Armour 3 / Recruitable in Village / Attack or Block 2 /// Influence 2 /// Move 2
empty
Utem Guardsmen Cost 5 / Level 2 / Armour 5 / Recruitable in Village or Keep / Attack 2 /// Block 4. Any enemy blocked this way loses Swiftness.
empty
Utem Swordsmen Cost 6 / Level 2 / Armour 4 / Recruitable in Keep / Attack or Block 3 /// Attack or Block 6. This Unit becomes Wounded.

Temporary Bonus Units from Bonds of Loyalty   
empty
Savage Monks Cost 7 / Level 2 / Armour 4 / Recruitable in Monastery / Attack or Block 3 /// Siege Attack 4

Monastery Advanced Actions                                                            
empty
Song of Wind Move 2. The Move cost of plains, deserts and wastelands is reduced by 1, to a minimum of 0 this turn. /// Move 2. The Move cost of plains, deserts and wastelands is reduced by 2, to a minimum of 0. You may pay a blue mana to be able to travel through lakes for Move cost 0 this turn.

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.
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.                                                            
Dark Negotiation Once a turn: Influence 2 (during the Day), or Influence 3 (at 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
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.
Shield Mastery Once a turn: Block 3, or Fire block 2, or Ice block 2
Forward March Once a turn: Get Move 1 for each Ready and Unwounded Unit you control, to maximum of Move 3
                                                            
Mana Source:
Blue / Gold / Gold / Gold / Gold / White

Map:


Goldyx (Jorbles):
Level 5 / Armour 3 / Hand Limit 5 / Piles (Draw/Hand/Discard): 1/6/13 / Tactics: 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.      
Crystals: Blue, Blue
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.                                                         
Units (2/3): 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
                 Northern Monks Cost 7 / Level 2 / Armour 4 / Recruitable in Monastery / Attack or Block 3 /// Ice Attack or Ice Block 4

Tovak (pops):
Level 7 / Armour 4 / Hand Limit 6 / Piles (Draw/Hand/Discard): 0/8/13 / Tactics: 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.                                       
Crystals: White, White, Green, Blue, Blue, Blue, Red, Red
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.
Units (3/4): Utem Crossbowmen Cost 6 / Level 2 / Armour 4 / Recruitable in Village or Keep / Attack or Block 3 /// Ranged Attack 2
                 Utem Guardsmen (wounded) 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.

Norowas (theorel):
Level 7 / Armour 4 / Hand Limit 6 / Piles (Draw/Hand/Discard): 2/8/17 / Tactics: 5: Preparation When you take this Tactic, search your deck for any one card and put it into your hand, then shuffle your deck.
Crystals: Blue, White
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.
Units (3/4+1): Foresters (wounded) 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: empty

Arythea (Watno):
Level 7 / Armour 4 / Hand Limit 6 / Piles (Draw/Hand/Discard): 5 (3)/8/18 / Tactics: 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.
Crystals: White, White
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.
Units (1/4): Peasants (double wounded) Cost 4 / Level 1 / Armour 3 / Attack or Block 2 /// Influence 2 /// Move 2
« Last Edit: April 18, 2013, 04:31:13 pm by Qvist »
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popsofctown

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You gave my freezers the wrong banner.  Keep the refresher banner in my hand, give the freezers the resistance banner
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Qvist

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Ah, I did understand "leave" as leave on the unit. Ok, I'll change it.

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My Red Cape Monks should be exhausted (I used them to block)
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Qvist

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My Red Cape Monks should be exhausted (I used them to block)

Yeah, thx for the heads up. I did it in the spreadsheet, but forgot to do it here.

Watno

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My level and stats also isn't updated in the post yet.
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Jorbles

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I think I've gotten all I can from this monastery.

Assault the Monastery. What defends it?
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Watno

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That's the spirit!
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Qvist

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What defends it?

Attack: Summoning Brown Enemy
Defense: 3 with Physical Resistance
Fame: 4

Edit: Brown Enemy revealed after Ranged Combat is over

Jorbles

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I don't need no stinking ranged attack (or have any way of doing one). What's it summon?
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popsofctown

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Am I the only one who respects that which is holy?
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Qvist

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I don't need no stinking ranged attack (or have any way of doing one). What's it summon?

Minotaur with 5 Attack and Brutal

Jorbles

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Blue mana die, Ice Block 3 reducing armor of enemy by 3. (they now have an armor of 1 with physical resistance.) Use Determination for Block 2. That's a full block.

Use Rage for Attack 2. Killing the monster.


Reward please?
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Qvist

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Re-roll
Rolled 1d6 : 4, total 4

Qvist

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You will draw only up to 5 cards this turn. I guess you want to use your Tactic cards.

popsofctown

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I don't think that's a safe assumption at all.  I can think of lots of cases where you would choose not to.  They aren't far too edgy either.
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Qvist

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I don't think that's a safe assumption at all.  I can think of lots of cases where you would choose not to.  They aren't far too edgy either.

Yeah, I just wanted to point it out. That's why I'm waiting with the update. Allthough I think I could update and just wait to send him his hand.

Qvist

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

Fame: Goldyx: 33 / Norowas: 56 / Tovak: 58 / Arythea: 61
Influence: Goldyx: 0 / Norowas: -1 / Tovak: 5 / Arythea: -3

Advanced Actions:
Diplomacy Influence 2. You may use Influence as Block this turn. /// Influence 4. Choose Ice or Fire. You may use Influence as Block for the chosen element this turn.
Frost Bridge Move 2. The Move cost of swamps is reduced to 1 this turn. /// Move 4. You are able to travel through lakes, and the Move cost of lakes and swamps is reduced to 1 this turn.
Swift Bolt Gain a white crystal to you Inventory. /// Ranged Attack 4

Spells:
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.
Call to Arms / Call to Glory You may use an ability of one Unit in the Units offer this turn, as if it were one of your recruits. You cannot assign damage to this Unit. ///Recruit any one Unit from the Units offer for free. (If you are at your Command limit, you must disband one of your Units first.)
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.

Units:
Fire Golems Cost 8 / Level 3 / Armour 4 (Physical and Fire Resistance) / Recruitable in Keep or Mage Tower / Attack or Block 3 /// Ranged Fire Attack 4
Peasants Cost 4 / Level 1 / Armour 3 / Recruitable in Village / Attack or Block 2 /// Influence 2 /// Move 2
empty
Utem Guardsmen Cost 5 / Level 2 / Armour 5 / Recruitable in Village or Keep / Attack 2 /// Block 4. Any enemy blocked this way loses Swiftness.
empty
Utem Swordsmen Cost 6 / Level 2 / Armour 4 / Recruitable in Keep / Attack or Block 3 /// Attack or Block 6. This Unit becomes Wounded.

Temporary Bonus Units from Bonds of Loyalty   
empty
Savage Monks Cost 7 / Level 2 / Armour 4 / Recruitable in Monastery / Attack or Block 3 /// Siege Attack 4

Monastery Advanced Actions                                                            
Song of Wind Move 2. The Move cost of plains, deserts and wastelands is reduced by 1, to a minimum of 0 this turn. /// Move 2. The Move cost of plains, deserts and wastelands is reduced by 2, to a minimum of 0. You may pay a blue mana to be able to travel through lakes for Move cost 0 this turn.

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.
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.                                                            
Dark Negotiation Once a turn: Influence 2 (during the Day), or Influence 3 (at 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
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.
Shield Mastery Once a turn: Block 3, or Fire block 2, or Ice block 2
Forward March Once a turn: Get Move 1 for each Ready and Unwounded Unit you control, to maximum of Move 3
                                                            
Mana Source:
Green / Gold / Gold / Gold / Gold / White

Map:


Goldyx (Jorbles):
Level 5 / Armour 3 / Hand Limit 5 / Piles (Draw/Hand/Discard): 2/6/13 / Tactics: 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.      
Crystals: Blue, Blue
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.                                                         
Units (2/3): 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
                 Northern Monks Cost 7 / Level 2 / Armour 4 / Recruitable in Monastery / Attack or Block 3 /// Ice Attack or Ice Block 4

Tovak (pops):
Level 7 / Armour 4 / Hand Limit 6 / Piles (Draw/Hand/Discard): 0/8/13 / Tactics: 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.                                       
Crystals: White, White, Green, Blue, Blue, Blue, Red, Red
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.
Units (3/4): Utem Crossbowmen Cost 6 / Level 2 / Armour 4 / Recruitable in Village or Keep / Attack or Block 3 /// Ranged Attack 2
                 Utem Guardsmen (wounded) 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.

Norowas (theorel):
Level 7 / Armour 4 / Hand Limit 6 / Piles (Draw/Hand/Discard): 2/8/17 / Tactics: 5: Preparation When you take this Tactic, search your deck for any one card and put it into your hand, then shuffle your deck.
Crystals: Blue, White
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.
Units (3/4+1): Foresters (wounded) 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: empty

Arythea (Watno):
Level 7 / Armour 4 / Hand Limit 6 / Piles (Draw/Hand/Discard): 5 (3)/8/18 / Tactics: 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.
Crystals: White, White
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.
Units (1/4): Peasants (double wounded) Cost 4 / Level 1 / Armour 3 / Attack or Block 2 /// Influence 2 /// Move 2

Qvist

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So I'm waiting with giving you the hand. The update assumed you want to use the Tactic card.

popsofctown

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Use a blue mana crystal to play Stamina, Move+4
Flip Double move for Move+1.
Play Swiftness for Move+2.
Use a white crystal for Agility, Move +4, and I can spend move points as attack points this turn.
11 Move points.
Use green mana from the source to play Tranquility and heal my unit.
Use a white crystal, Wings of Wind and 3 move points to move next to the unconquered keep.
Spend 4 move points to assault the keep.

This will upset the dragon, but I don't care, he's just gonna attack my freezers and do nothing to them.
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theorel

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???Freezers have armor 6, that dragon is brutal fire/ice.  So, he'll wound them and you'll have 6 more damage left over to deal with.  (even if he wasn't brutal, the freezers would still be wounded, not having nothing happen)
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popsofctown

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" -> 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.
"
Qvist made a clerical error putting the other banner there earlier.

I did miss the brutality though, so my freezers will be sore in the morning.
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theorel

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Ah yeah, I missed the banner...
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Qvist

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You encounter an enemy with 3 Attack, 7 Defense and fortified, 3 Fame

popsofctown

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Use a blue mana crystal to play Cold Toughness for 10 (!) block.
Finish the block with a damned Banner of Protection.
Block the little guy with my Guardsmen.
Play Horn of Wrath for 6 attack
Add four attack from movement points to kill the big dragon.

Double fortification is really annoying and lame.  As is 7 armor.

done,
Rolled 1d6 : 6, total 6
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Qvist

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Finish the block with a damned Banner of Protection.

Not sure what this means actually. The banner is on your unit.

Edit: I think I understand now. I Don't give a Damn + Banner of Courage, I guess.
« Last Edit: April 19, 2013, 06:44:58 pm by Qvist »
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Qvist

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You level up. Choose a skill:

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.

or any Skill from the Offer. Also choose an Advanced Action.

Qvist

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Also, you forgot to rolll for Horn of Wrath
Rolled 1d6 : 1, total 1

Qvist

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

Fame: Goldyx: 33 / Norowas: 56 / Tovak: 67 / Arythea: 61
Influence: Goldyx: 0 / Norowas: -1 / Tovak: 5 / Arythea: -3

Advanced Actions:
Diplomacy Influence 2. You may use Influence as Block this turn. /// Influence 4. Choose Ice or Fire. You may use Influence as Block for the chosen element this turn.
Frost Bridge Move 2. The Move cost of swamps is reduced to 1 this turn. /// Move 4. You are able to travel through lakes, and the Move cost of lakes and swamps is reduced to 1 this turn.
Swift Bolt Gain a white crystal to you Inventory. /// Ranged Attack 4

Spells:
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.
Call to Arms / Call to Glory You may use an ability of one Unit in the Units offer this turn, as if it were one of your recruits. You cannot assign damage to this Unit. ///Recruit any one Unit from the Units offer for free. (If you are at your Command limit, you must disband one of your Units first.)
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.

Units:
Fire Golems Cost 8 / Level 3 / Armour 4 (Physical and Fire Resistance) / Recruitable in Keep or Mage Tower / Attack or Block 3 /// Ranged Fire Attack 4
Peasants Cost 4 / Level 1 / Armour 3 / Recruitable in Village / Attack or Block 2 /// Influence 2 /// Move 2
empty
Utem Guardsmen Cost 5 / Level 2 / Armour 5 / Recruitable in Village or Keep / Attack 2 /// Block 4. Any enemy blocked this way loses Swiftness.
empty
Utem Swordsmen Cost 6 / Level 2 / Armour 4 / Recruitable in Keep / Attack or Block 3 /// Attack or Block 6. This Unit becomes Wounded.

Temporary Bonus Units from Bonds of Loyalty   
empty
Savage Monks Cost 7 / Level 2 / Armour 4 / Recruitable in Monastery / Attack or Block 3 /// Siege Attack 4

Monastery Advanced Actions                                                            
Song of Wind Move 2. The Move cost of plains, deserts and wastelands is reduced by 1, to a minimum of 0 this turn. /// Move 2. The Move cost of plains, deserts and wastelands is reduced by 2, to a minimum of 0. You may pay a blue mana to be able to travel through lakes for Move cost 0 this turn.

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.
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.                                                            
Dark Negotiation Once a turn: Influence 2 (during the Day), or Influence 3 (at 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
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.
Shield Mastery Once a turn: Block 3, or Fire block 2, or Ice block 2
Forward March Once a turn: Get Move 1 for each Ready and Unwounded Unit you control, to maximum of Move 3
Pending                                                      

Mana Source:
Black / Gold / Gold / Gold / Gold / White

Map:


Goldyx (Jorbles):
Level 5 / Armour 3 / Hand Limit 5 / Piles (Draw/Hand/Discard): 2/6/13 / Tactics: 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.      
Crystals: Blue, Blue
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.                                                         
Units (2/3): 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
                 Northern Monks Cost 7 / Level 2 / Armour 4 / Recruitable in Monastery / Attack or Block 3 /// Ice Attack or Ice Block 4

Tovak (pops):
Level 8 / Armour 4 / Hand Limit 6 / Piles (Draw/Hand/Discard): 0/1/21 / Tactics: 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.                                       
Crystals: Green, Blue, Red, Red
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.
         Pending
Units (3/4): 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.

Norowas (theorel):
Level 7 / Armour 4 / Hand Limit 6 / Piles (Draw/Hand/Discard): 2/8/17 / Tactics: 5: Preparation When you take this Tactic, search your deck for any one card and put it into your hand, then shuffle your deck.
Crystals: Blue, White
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.
Units (3/4+1): Foresters (wounded) 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: empty

Arythea (Watno):
Level 7 / Armour 4 / Hand Limit 6 / Piles (Draw/Hand/Discard): 5 (3)/8/18 / Tactics: 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.
Crystals: White, White
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.
Units (1/4): Peasants (double wounded) Cost 4 / Level 1 / Armour 3 / Attack or Block 2 /// Influence 2 /// Move 2

theorel

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Double fortification is really annoying and lame.  As is 7 armor.


Tell me about it...it could be 8 armor :P

EDIT:...I need to wait until pops levels up before I take my turn.
« Last Edit: April 19, 2013, 09:39:55 pm by theorel »
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popsofctown

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Prayer of Weather
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Qvist

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Spreadsheet updated

theorel

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Book of Wisdom: Swiftness->Diplomacy

Then I need to see the new offer.
(I'm going to play Learning and Diplomacy, I'm just not sure how I'm powering it, until I know what I'm getting)
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Qvist

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Updated

theorel

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play Learning unpowered.  Play Diplomacy using a white source mana for 6 influence.  Gain Fire Bolt to Discard Pile.  End Turn
Rolled 1d6 : 4, total 4
replacing the white mana.
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Watno

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Set aside a card.
Play Regeneration empowered by green mana from source to throw away 2 wounds.
Play Swiftness to move to and burn the monastery.
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popsofctown

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Set aside a card.
Play Regeneration empowered by green mana from source to throw away 2 wounds.
Play Swiftness to move to and burn the monastery.

bad dog
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Watno

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I reconsidered and want to use March for Moving instead of Swiftness. Hope that's ok for everyone.
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Qvist

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I reconsidered and want to use March for Moving instead of Swiftness. Hope that's ok for everyone.

That's ok. The rules explicitly say that you can change you decision as long as you haven't got any new information.

I forgot to say that the purple tile is depleted and gets reshuffled now. I guess that's ok.

You encounter an enemy with 5 Ice Attack, 6 Defense with Ice Resistance and 5 Fame.

theorel

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I dunno, you gained the information of pops saying "bad dog".  I think that must have influenced your decision. :P
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Watno

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Take 2 wounds in hand
Play Wound, Rage and use Skills to kill.
End turn,reroll green die:
Rolled 1d6 : 2, total 2

Gain an artifact, then level up
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popsofctown

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I dunno, you gained the information of pops saying "bad dog".  I think that must have influenced your decision. :P
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You level up. Choose one Skill:

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.

or any Skill in the Offer. Then choose and Advanced Action.

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Take Invocation and Frost Bridge.
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Game state: https://docs.google.com/spreadsheet/ccc?key=0AjovnuYeeSkidG9MNFRlQW5VaTRleFQtT3dZV2k4S3c&usp=sharing

Fame: Goldyx: 33 / Norowas: 56 / Tovak: 67 / Arythea: 66
Influence: Goldyx: 0 / Norowas: -1 / Tovak: 5 / Arythea: X

Advanced Actions:
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.
Intimidate Influence 4 or Attack 3. Get Reputation -1 at the end of your turn. /// Influence 8 or Attack 7. Get Reputation -2 at the end of your turn.

Spells:
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.
Call to Arms / Call to Glory You may use an ability of one Unit in the Units offer this turn, as if it were one of your recruits. You cannot assign damage to this Unit. ///Recruit any one Unit from the Units offer for free. (If you are at your Command limit, you must disband one of your Units first.)
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.

Units:
Fire Golems Cost 8 / Level 3 / Armour 4 (Physical and Fire Resistance) / Recruitable in Keep or Mage Tower / Attack or Block 3 /// Ranged Fire Attack 4
Peasants Cost 4 / Level 1 / Armour 3 / Recruitable in Village / Attack or Block 2 /// Influence 2 /// Move 2
empty
Utem Guardsmen Cost 5 / Level 2 / Armour 5 / Recruitable in Village or Keep / Attack 2 /// Block 4. Any enemy blocked this way loses Swiftness.
empty
Utem Swordsmen Cost 6 / Level 2 / Armour 4 / Recruitable in Keep / Attack or Block 3 /// Attack or Block 6. This Unit becomes Wounded.

Temporary Bonus Units from Bonds of Loyalty   
empty
Savage Monks Cost 7 / Level 2 / Armour 4 / Recruitable in Monastery / Attack or Block 3 /// Siege Attack 4

Monastery Advanced Actions                                                            
Song of Wind Move 2. The Move cost of plains, deserts and wastelands is reduced by 1, to a minimum of 0 this turn. /// Move 2. The Move cost of plains, deserts and wastelands is reduced by 2, to a minimum of 0. You may pay a blue mana to be able to travel through lakes for Move cost 0 this turn.

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.
Dark Negotiation Once a turn: Influence 2 (during the Day), or Influence 3 (at 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
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.
Shield Mastery Once a turn: Block 3, or Fire block 2, or Ice block 2
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.                                          

Mana Source:
Black / Gold / Gold / Gold / Gold / White

Map:


Goldyx (Jorbles):
Level 5 / Armour 3 / Hand Limit 5 / Piles (Draw/Hand/Discard): 2/6/13 / Tactics: 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.      
Crystals: Blue, Blue
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.                                                         
Units (2/3): 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
                 Northern Monks Cost 7 / Level 2 / Armour 4 / Recruitable in Monastery / Attack or Block 3 /// Ice Attack or Ice Block 4

Tovak (pops):
Level 8 / Armour 4 / Hand Limit 6 / Piles (Draw/Hand/Discard): 0/1/21 / Tactics: 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.                                       
Crystals: Green, Blue, Red, Red
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 (3/4): 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.

Norowas (theorel):
Level 7 / Armour 4 / Hand Limit 6 / Piles (Draw/Hand/Discard): 0/7/21 / Tactics: 5: Preparation When you take this Tactic, search your deck for any one card and put it into your hand, then shuffle your deck.
Crystals: Blue, White
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.
Units (3/4+1): Foresters (wounded) 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: empty

Arythea (Watno):
Level 8 / Armour 4 / Hand Limit 6 / Piles (Draw/Hand/Discard): 2 (4)/8/22 / Tactics: 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.
Crystals: White, White
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 (1/4): Peasants (double wounded) Cost 4 / Level 1 / Armour 3 / Attack or Block 2 /// Influence 2 /// Move 2
« Last Edit: April 22, 2013, 06:08:00 pm by Qvist »
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Qvist

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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 5, Jorbles' turn)
« Reply #889 on: April 22, 2013, 02:48:54 pm »

The Advanced Action deck is empty now.

Edit: Never happened to me before and I think this case is rather rare. I'm not sure what is done now.  :-[
« Last Edit: April 22, 2013, 02:56:05 pm by Qvist »
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Jorbles

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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 5, Jorbles' turn)
« Reply #890 on: April 22, 2013, 03:54:28 pm »

The Advanced Action deck is empty now.

Edit: Never happened to me before and I think this case is rather rare. I'm not sure what is done now.  :-[

They don't come to a concrete decision on what should be done, but here's a relevant BGG thread:
http://boardgamegeek.com/thread/859890/not-enough-advanced-actions-to-fill-offer
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Watno

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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 5, Jorbles' turn)
« Reply #891 on: April 22, 2013, 03:57:26 pm »

I don't see any option except people not getting any more Advanced actions once they run out.
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Jorbles

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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 5, Jorbles' turn)
« Reply #892 on: April 22, 2013, 04:05:22 pm »

Quote
There is no shuffling of the AAs. There is no AA discard pile; AAs are not "discarded" when removed from the offers.
p.4, One Round of the Game (Day or Night), 2nd print Rulebook wrote:
2c. If there are some Advanced Action cards in the Unit offer, put them to the bottom of the Advanced Action deck.
2d. Refresh the Advanced Action offer - Remove the lowest position Advanced Action card in the offer and put it on the bottom of the Advanced Action deck.

This part seems to imply says that we should have been putting Advanced Actions on the bottom of the deck. If we've been doing that and all the Advanced Actions are in people's decks than I think Watno is right and they are just gone.
« Last Edit: April 22, 2013, 04:06:27 pm by Jorbles »
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theorel

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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 5, Jorbles' turn)
« Reply #893 on: April 22, 2013, 04:23:01 pm »

There are no more monasteries right?  So, we'll get another one back from the monastery offer at the start of day3.

Also, Intimidate is red not green right?
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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 5, Jorbles' turn)
« Reply #894 on: April 22, 2013, 04:37:50 pm »

Quote
There is no shuffling of the AAs. There is no AA discard pile; AAs are not "discarded" when removed from the offers.
p.4, One Round of the Game (Day or Night), 2nd print Rulebook wrote:
2c. If there are some Advanced Action cards in the Unit offer, put them to the bottom of the Advanced Action deck.
2d. Refresh the Advanced Action offer - Remove the lowest position Advanced Action card in the offer and put it on the bottom of the Advanced Action deck.

This part seems to imply says that we should have been putting Advanced Actions on the bottom of the deck. If we've been doing that and all the Advanced Actions are in people's decks than I think Watno is right and they are just gone.
The question would be whether thrownaway AA's could get back into the pile. 
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Qvist

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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 5, Jorbles' turn)
« Reply #895 on: April 22, 2013, 06:08:48 pm »

Yeah, I think there's no other way than just keep playing until they run out. Thrown away AAs definitely won't get back.

Also, Intimidate is red not green right?

Correct & Fixed.

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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 5, Jorbles' turn)
« Reply #896 on: April 22, 2013, 06:41:44 pm »

Use white mana die and Universal Power to play March sideways for 3 Move. Move to and assault the Spawning Ground.
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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 5, Jorbles' turn)
« Reply #897 on: April 22, 2013, 07:00:59 pm »

It's not an assault, i don't think.  It's not fortified.
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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 5, Jorbles' turn)
« Reply #898 on: April 22, 2013, 07:32:09 pm »

Oh well I just walk into it then.
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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 5, Jorbles' turn)
« Reply #899 on: April 22, 2013, 07:32:39 pm »

I'm trying to have a sense of drama here pops!
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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 5, Jorbles' turn)
« Reply #900 on: April 23, 2013, 03:37:03 am »

Medusa with 6 Attack and Petrify, 4 Armour and 5 Fame
Werewolf with 7 Attack and Swiftness, 5 Armour and 5 Fame

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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 5, Jorbles' turn)
« Reply #901 on: April 23, 2013, 10:58:50 am »

Use a blue mana crystal to power Ice Block 4 from the Guardian Golems, Northern Monks block 3. Block the Medusa.

Assign damage from the Werewolf to the Guardian Golems, which makes them double wounded.

Play Sword of Justice, which lets me discard cards for +3 Attack. Discard Pure Magic, Swiftness and Threaten for +9 Attack. Kill both Medusa and Werewolf for +10 fame, +an additional 2 fame from Sword of Justice.


I think I should be getting +12 fame, a level up, and the rewards from beating the Spawning Grounds.
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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 5, Jorbles' turn)
« Reply #902 on: April 23, 2013, 11:05:02 am »

Assign damage from the Werewolf to the Guardian Golems, which makes them double wounded.

This is not true. They get only wounded once and you would get one Wound in hand. Are you ok with this?

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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 5, Jorbles' turn)
« Reply #903 on: April 23, 2013, 11:05:45 am »

Oh yeah, that's even better. I thought I had to assign it all to them.
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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 5, Jorbles' turn)
« Reply #904 on: April 23, 2013, 11:11:22 am »

Just to be sure you could also instead wound your other unit instead for the same effect (1 Wound in hand).

7-3 = 4 -> No Wound
4-3 = 1 -> Wound for Guardian Golems
1-3 = -1 -> Wound for you

7-4 = 3 -> Wound for Northern Monks
3-3 = 0 -> Wound for you

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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 5, Jorbles' turn)
« Reply #905 on: April 23, 2013, 11:14:26 am »

Nah, I'd rather keep the Northern Monks safe. They have a better non-mana costing ability.
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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 5, Jorbles' turn)
« Reply #906 on: April 23, 2013, 11:32:34 am »

Re-roll Source Mana

Rolled 1d6 : 6, total 6


Roll Reward for Spawning Grounds

Rolled 3d6 : 3, 3, 1, total 7

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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 5, Jorbles' turn)
« Reply #907 on: April 23, 2013, 11:33:38 am »

You get 2 Red Mana Crystals and one of your choice. Which one do you want?

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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 5, Jorbles' turn)
« Reply #908 on: April 23, 2013, 11:34:43 am »

I'll take White.
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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 5, Jorbles' turn)
« Reply #909 on: April 23, 2013, 11:35:59 am »

Also you level up. Choose a skill:

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

or any skill from the Skill offer. Also choose an Advanced Action.

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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 5, Jorbles' turn)
« Reply #910 on: April 23, 2013, 11:36:19 am »

From the Advanced Actions I'll take Intimidate.
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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 5, pops' turn)
« Reply #911 on: April 23, 2013, 11:37:56 am »

From the Common Offer I'll take Shield Mastery.
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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 5, pops' turn)
« Reply #912 on: April 23, 2013, 11:41:56 am »

Ok. End of his turn.

pops' turn now. I will update the map later, but spreadsheet is up-to-date. You only have one card in hand, do you want to do anything, pops?

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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 5, pops' turn)
« Reply #913 on: April 23, 2013, 02:42:10 pm »

of course, use Swift Bolt to gain a white crystal.
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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 5, pops' turn)
« Reply #914 on: April 23, 2013, 03:41:36 pm »


Play Amulet of the Sun to make it day for me.
Play Ambush for Move 2, Assault the City. (-1 Rep)
Pass Ranged Combat.
Play Improvisation sideways for 1 Block + 2 from Ambush.  Blocking the defender.
Play Blood Rage using a gold mana token, and taking a wound for attack 9.
Killing the defender for +3 fame, and taking the city.
Play Tranquility powered by gold mana from source, trashing 1 wound from hand and healing the Foresters.
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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 5, pops' turn)
« Reply #915 on: April 23, 2013, 03:44:51 pm »

Oh, rerolling source mana
Rolled 1d6 : 4, total 4
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Game state: https://docs.google.com/spreadsheet/ccc?key=0AjovnuYeeSkidG9MNFRlQW5VaTRleFQtT3dZV2k4S3c&usp=sharing

Fame: Goldyx: 45 / Norowas: 59 / Tovak: 67 / Arythea: 66
Influence: Goldyx: 0 / Norowas: -2 / Tovak: 5 / Arythea: X

Advanced Actions:
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.
empty

Spells:
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.
Call to Arms / Call to Glory You may use an ability of one Unit in the Units offer this turn, as if it were one of your recruits. You cannot assign damage to this Unit. ///Recruit any one Unit from the Units offer for free. (If you are at your Command limit, you must disband one of your Units first.)
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.

Units:
Fire Golems Cost 8 / Level 3 / Armour 4 (Physical and Fire Resistance) / Recruitable in Keep or Mage Tower / Attack or Block 3 /// Ranged Fire Attack 4
Peasants Cost 4 / Level 1 / Armour 3 / Recruitable in Village / Attack or Block 2 /// Influence 2 /// Move 2
empty
Utem Guardsmen Cost 5 / Level 2 / Armour 5 / Recruitable in Village or Keep / Attack 2 /// Block 4. Any enemy blocked this way loses Swiftness.
empty
Utem Swordsmen Cost 6 / Level 2 / Armour 4 / Recruitable in Keep / Attack or Block 3 /// Attack or Block 6. This Unit becomes Wounded.

Temporary Bonus Units from Bonds of Loyalty   
empty
Savage Monks Cost 7 / Level 2 / Armour 4 / Recruitable in Monastery / Attack or Block 3 /// Siege Attack 4

Monastery Advanced Actions                                                            
Song of Wind Move 2. The Move cost of plains, deserts and wastelands is reduced by 1, to a minimum of 0 this turn. /// Move 2. The Move cost of plains, deserts and wastelands is reduced by 2, to a minimum of 0. You may pay a blue mana to be able to travel through lakes for Move cost 0 this turn.

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.
Dark Negotiation Once a turn: Influence 2 (during the Day), or Influence 3 (at 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
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                                          

Mana Source:
Black / Green / Gold / Gold / Gold / Black

Map:


Goldyx (Jorbles):
Level 6 / Armour 3 / Hand Limit 6 / Piles (Draw/Hand/Discard): 0/6/18 / Tactics: 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.      
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 (2/3): 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

Tovak (pops):
Level 8 / Armour 4 / Hand Limit 6 / Piles (Draw/Hand/Discard): 0/0/22 / Tactics: 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.                                       
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 (3/4): 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.

Norowas (theorel):
Level 7 / Armour 4 / Hand Limit 6 / Piles (Draw/Hand/Discard): 0/2/26 / Tactics: 5: Preparation When you take this Tactic, search your deck for any one card and put it into your hand, then shuffle your deck.
Crystals: Blue, White
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.
Units (3/4+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: empty

Arythea (Watno):
Level 8 / Armour 4 / Hand Limit 6 / Piles (Draw/Hand/Discard): 2 (4)/8/22 / Tactics: 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.
Crystals: White, White
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 (1/4): Peasants (double wounded) Cost 4 / Level 1 / Armour 3 / Attack or Block 2 /// Influence 2 /// Move 2

Watno

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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 5, Watno's turn)
« Reply #917 on: April 24, 2013, 03:33:59 pm »

Do not use NV
Play Frost Bridge, Wound and Swiftness for Move 6. Move 2 spaces to the Northwest.
End turn
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theorel

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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 5, Watno's turn)
« Reply #918 on: April 24, 2013, 03:42:16 pm »

@watno: Are you taking down the green city?
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Jorbles

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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 5, Watno's turn)
« Reply #919 on: April 24, 2013, 04:03:55 pm »

I think he's going to... which I dislike, but I don't think I can do it until the beginning of Day 3.
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Watno

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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 5, Watno's turn)
« Reply #920 on: April 24, 2013, 04:07:21 pm »

Didn't you see? I'm not doing anything. I ended my turn.
But actzally I'd like to make a change and set aside a card on my NV.
The rest of my turn remains unchanged.
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theorel

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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 5, Watno's turn)
« Reply #921 on: April 24, 2013, 04:40:24 pm »

Yes, you ended your turn, but now you're going to have like an 11-card final turn for the night...I'm asking if you're going to use those 11 cards to take the city.  You presumably know what they all are, and thus know if you can do it.  (Note: I'm asking facetiously, I don't actually expect you to answer...I just expect you to do it :P)
Assuming you do, I'll just blame pops for taking a white crystal rather than ending the round...
« Last Edit: April 24, 2013, 04:41:29 pm by theorel »
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popsofctown

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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 5, Watno's turn)
« Reply #922 on: April 24, 2013, 05:49:48 pm »

Yes, you ended your turn, but now you're going to have like an 11-card final turn for the night...I'm asking if you're going to use those 11 cards to take the city.  You presumably know what they all are, and thus know if you can do it.  (Note: I'm asking facetiously, I don't actually expect you to answer...I just expect you to do it :P)
Assuming you do, I'll just blame pops for taking a white crystal rather than ending the round...
If I called end of round, he would have just popped it immediately and taken the city, just with more wounds than he would have otherwise taken.
And I need a white crystal, I don't have any, and I have lots of white effects in my deck.
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Jorbles

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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 5, Watno's turn)
« Reply #923 on: April 24, 2013, 06:19:44 pm »

Is it legal for me to explore the tile to the east of the desert?
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Qvist

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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 5, Watno's turn)
« Reply #924 on: April 24, 2013, 08:15:01 pm »

If you mean south east, then yes. Otherwise, no. It has to be adjacent to two other tiles.

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

Fame: Goldyx: 45 / Norowas: 59 / Tovak: 67 / Arythea: 66
Influence: Goldyx: 0 / Norowas: -2 / Tovak: 5 / Arythea: X

Advanced Actions:
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.
empty

Spells:
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.
Call to Arms / Call to Glory You may use an ability of one Unit in the Units offer this turn, as if it were one of your recruits. You cannot assign damage to this Unit. ///Recruit any one Unit from the Units offer for free. (If you are at your Command limit, you must disband one of your Units first.)
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.

Units:
Fire Golems Cost 8 / Level 3 / Armour 4 (Physical and Fire Resistance) / Recruitable in Keep or Mage Tower / Attack or Block 3 /// Ranged Fire Attack 4
Peasants Cost 4 / Level 1 / Armour 3 / Recruitable in Village / Attack or Block 2 /// Influence 2 /// Move 2
empty
Utem Guardsmen Cost 5 / Level 2 / Armour 5 / Recruitable in Village or Keep / Attack 2 /// Block 4. Any enemy blocked this way loses Swiftness.
empty
Utem Swordsmen Cost 6 / Level 2 / Armour 4 / Recruitable in Keep / Attack or Block 3 /// Attack or Block 6. This Unit becomes Wounded.

Temporary Bonus Units from Bonds of Loyalty   
empty
Savage Monks Cost 7 / Level 2 / Armour 4 / Recruitable in Monastery / Attack or Block 3 /// Siege Attack 4

Monastery Advanced Actions                                                            
Song of Wind Move 2. The Move cost of plains, deserts and wastelands is reduced by 1, to a minimum of 0 this turn. /// Move 2. The Move cost of plains, deserts and wastelands is reduced by 2, to a minimum of 0. You may pay a blue mana to be able to travel through lakes for Move cost 0 this turn.

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.
Dark Negotiation Once a turn: Influence 2 (during the Day), or Influence 3 (at 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
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                                          

Mana Source:
Black / Green / Gold / Gold / Gold / Black

Map:


Goldyx (Jorbles):
Level 6 / Armour 3 / Hand Limit 6 / Piles (Draw/Hand/Discard): 0/6/18 / Tactics: 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.      
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 (2/3): 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

Tovak (pops):
Level 8 / Armour 4 / Hand Limit 6 / Piles (Draw/Hand/Discard): 0/0/22 / Tactics: 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.                                       
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 (3/4): 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.

Norowas (theorel):
Level 7 / Armour 4 / Hand Limit 6 / Piles (Draw/Hand/Discard): 0/2/26 / Tactics: 5: Preparation When you take this Tactic, search your deck for any one card and put it into your hand, then shuffle your deck.
Crystals: Blue, White
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.
Units (3/4+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: empty

Arythea (Watno):
Level 8 / Armour 4 / Hand Limit 6 / Piles (Draw/Hand/Discard): 0 (5)/6/25 / Tactics: 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.
Crystals: White, White
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 (1/4): Peasants (double wounded) Cost 4 / Level 1 / Armour 3 / Attack or Block 2 /// Influence 2 /// Move 2

theorel

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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 5, Watno's turn)
« Reply #926 on: April 24, 2013, 10:26:43 pm »

Yes, you ended your turn, but now you're going to have like an 11-card final turn for the night...I'm asking if you're going to use those 11 cards to take the city.  You presumably know what they all are, and thus know if you can do it.  (Note: I'm asking facetiously, I don't actually expect you to answer...I just expect you to do it :P)
Assuming you do, I'll just blame pops for taking a white crystal rather than ending the round...
If I called end of round, he would have just popped it immediately and taken the city, just with more wounds than he would have otherwise taken.
And I need a white crystal, I don't have any, and I have lots of white effects in my deck.

But when he takes the city it's game over.  Taking lots of wounds might have meant not winning at that point...so he might have held off.  Of course the bonus fame from the extra city might just offset that.
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popsofctown

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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 5, Watno's turn)
« Reply #927 on: April 24, 2013, 11:54:18 pm »

Yes, you ended your turn, but now you're going to have like an 11-card final turn for the night...I'm asking if you're going to use those 11 cards to take the city.  You presumably know what they all are, and thus know if you can do it.  (Note: I'm asking facetiously, I don't actually expect you to answer...I just expect you to do it :P)
Assuming you do, I'll just blame pops for taking a white crystal rather than ending the round...
If I called end of round, he would have just popped it immediately and taken the city, just with more wounds than he would have otherwise taken.
And I need a white crystal, I don't have any, and I have lots of white effects in my deck.

But when he takes the city it's game over.  Taking lots of wounds might have meant not winning at that point...so he might have held off.  Of course the bonus fame from the extra city might just offset that.
Wait, what?
I thought we play 6 rounds?
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Qvist

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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 6, Jorbles' turn)
« Reply #928 on: April 25, 2013, 03:40:42 am »

Oh no. I probably should have made that more clear.

Quote from: Rulebook
Your task is to find and conquer all cities in three days and three
nights. Each of you will be on your own, and as usual, you want to
get as much Fame, knowledge and loot as possible. Luckily for you,
conquering cities is a great way to get Fame.

Scenario End
When all cities are conquered, all players (including the one who
conquered the last city) have one last turn. If the Round ends
during this, the game ends immediately.

theorel

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Does that mean there is a zero chance that the next exploration finds a city?
(now that I've gotten an answer it's easier to find the rules)
Yes, we need to explore 4 more "countryside" tiles before we can get a chance of a city.
After that each exploration will be a core tile. There are 7 "Core" tiles, 4 with cities 3 without.

After that, I think we can't explore any more.

Also, in case anyone didn't notice: the game goes 3 days and 3 nights (or until all cities have been conquered).  So we are almost 1/3 of the way through the game time (of course, each round is longer than the previous as we get more cards, so we're really less than 1/3 of the way through)

All good stuff to know.

Just to note, I did mention it a while ago...since I thought it might be an important thing that people wouldn't have noticed.  Back when we were talking about the chances of finding a city.
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theorel

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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 6, Jorbles' turn)
« Reply #930 on: April 25, 2013, 10:07:34 am »

At the time, I didn't think we'd be conquering cities this quickly.
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popsofctown

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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 6, Jorbles' turn)
« Reply #931 on: April 25, 2013, 10:16:39 am »

I thought we were at 2 going on three conquered cities.  Guess I wasn't paying enough attention to other's turns..
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Jorbles

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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 6, Jorbles' turn)
« Reply #932 on: April 25, 2013, 10:57:08 am »

Play Sapphire Ring for +1 fame, +1 mana token, +1 blue crystal.
Use blue mana token to power Intimidate (sideways via Universal Power for 3 Move).
Use green mana die to power Will Focus. Use Will Focus to power Stamina for 7 Move.

Move to the spot in the desert two SE of my current position. Explore a new tile.


I have 2 move left over, which I may or may not use to move into the new tile. (I don't know if you need to process anything but the +1 fame and the crystal, I don't think anything else will affect final game scoring.)
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Qvist

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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 6, Jorbles' turn)
« Reply #933 on: April 25, 2013, 11:06:47 am »

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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 6, Jorbles' turn)
« Reply #934 on: April 25, 2013, 11:07:54 am »

Also, Watno hasn't conquered the city yet, Jorbles.  :P

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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 6, Jorbles' turn)
« Reply #935 on: April 25, 2013, 11:18:10 am »

I'll move south to the razed monastery.
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theorel

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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 6, Jorbles' turn)
« Reply #936 on: April 25, 2013, 11:18:43 am »

You had 10 move right?  So you have 4 move now... (deserts only cost 3 at night)
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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 6, Jorbles' turn)
« Reply #937 on: April 25, 2013, 11:20:17 am »

No I used 8 to move and 2 to explore. Desert, desert, explore, grassland.
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theorel

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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 6, Jorbles' turn)
« Reply #938 on: April 25, 2013, 11:20:42 am »

oh right, forgot the exploring part...
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Qvist

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I assume end of turn then. Re-roll:
Rolled 1d6 : 3, total 3

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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 6, pops' turn)
« Reply #940 on: April 25, 2013, 12:26:06 pm »

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

Fame: Goldyx: 46 / Norowas: 59 / Tovak: 67 / Arythea: 66
Influence: Goldyx: 0 / Norowas: -2 / Tovak: 5 / Arythea: X

Advanced Actions:
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.
empty

Spells:
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.
Call to Arms / Call to Glory You may use an ability of one Unit in the Units offer this turn, as if it were one of your recruits. You cannot assign damage to this Unit. ///Recruit any one Unit from the Units offer for free. (If you are at your Command limit, you must disband one of your Units first.)
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.

Units:
Fire Golems Cost 8 / Level 3 / Armour 4 (Physical and Fire Resistance) / Recruitable in Keep or Mage Tower / Attack or Block 3 /// Ranged Fire Attack 4
Peasants Cost 4 / Level 1 / Armour 3 / Recruitable in Village / Attack or Block 2 /// Influence 2 /// Move 2
empty
Utem Guardsmen Cost 5 / Level 2 / Armour 5 / Recruitable in Village or Keep / Attack 2 /// Block 4. Any enemy blocked this way loses Swiftness.
empty
Utem Swordsmen Cost 6 / Level 2 / Armour 4 / Recruitable in Keep / Attack or Block 3 /// Attack or Block 6. This Unit becomes Wounded.

Temporary Bonus Units from Bonds of Loyalty   
empty
Savage Monks Cost 7 / Level 2 / Armour 4 / Recruitable in Monastery / Attack or Block 3 /// Siege Attack 4

Monastery Advanced Actions                                                            
Song of Wind Move 2. The Move cost of plains, deserts and wastelands is reduced by 1, to a minimum of 0 this turn. /// Move 2. The Move cost of plains, deserts and wastelands is reduced by 2, to a minimum of 0. You may pay a blue mana to be able to travel through lakes for Move cost 0 this turn.

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.
Dark Negotiation Once a turn: Influence 2 (during the Day), or Influence 3 (at 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
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                                          

Mana Source:
Black / Red / Gold / Gold / Gold / Black

Map:


Goldyx (Jorbles):
Level 6 / Armour 3 / Hand Limit 6 / Piles (Draw/Hand/Discard): 0/2/22 / Tactics: 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.      
Crystals: Blue, Red, Red, White, Blue
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 (2/3): 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

Tovak (pops):
Level 8 / Armour 4 / Hand Limit 6 / Piles (Draw/Hand/Discard): 0/0/22 / Tactics: 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.                                       
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 (3/4): 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.

Norowas (theorel):
Level 7 / Armour 4 / Hand Limit 6 / Piles (Draw/Hand/Discard): 0/2/26 / Tactics: 5: Preparation When you take this Tactic, search your deck for any one card and put it into your hand, then shuffle your deck.
Crystals: Blue, White
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.
Units (3/4+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: empty

Arythea (Watno):
Level 8 / Armour 4 / Hand Limit 6 / Piles (Draw/Hand/Discard): 0 (5)/6/25 / Tactics: 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.
Crystals: White, White
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 (1/4): Peasants (double wounded) Cost 4 / Level 1 / Armour 3 / Attack or Block 2 /// Influence 2 /// Move 2

Watno

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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 6, pops' turn)
« Reply #941 on: April 25, 2013, 12:44:03 pm »

pops has to pass because he has no cards in hand, right?
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Qvist

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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 6, pops' turn)
« Reply #942 on: April 25, 2013, 12:44:59 pm »

pops has to pass because he has no cards in hand, right?

Ah right, forgot about that.

pops declares End of Round.
theorel's turn.

theorel

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Well, since Jorbles stole my exploration...I'll just stay put and hope that Watno doesn't end the game.
Discard March.  End Turn.
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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 6, Watno's turn)
« Reply #944 on: April 26, 2013, 07:27:06 am »

Pick up NV mat (Qvist already sent me the contents)
Play March to assault City
Play Ruby Ring for red crystal, red token, fame +1
Play Flame Wave empowered by red token and black die from source for Fire Block 7+6, blocking the white and the brown monster.
Take a wound from the grey monster, and an extra on to discard pile because of poison
Play Swiftness empowered by white crystal (3), Wound (2),  use skills (3), play Mana Draw, Blood Ritual, Mana Storm, Promise and Crystallize sideways (5) for a total of Attack 13, killing the brown and the white monster
Retreat, taking 1 wound
Play Golden Grail for Heal 2, healing 2 wounds, +2 Fame
End turn
Reroll black die
Rolled 1d6 : 1, total 1


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theorel

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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 6, Watno's turn)
« Reply #945 on: April 26, 2013, 07:35:33 am »

So, we have at least one more turn :)

Note for anyone who didn't notice.  When the last city is conquered everyone gets 1 more turn...including the person that conquered the city.
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Qvist

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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 6, Watno's turn)
« Reply #946 on: April 26, 2013, 08:41:23 am »

Retreat, taking 1 wound

Sorry if I'm blind, but why do you take a Wound by the forced withdrawal?

Watno

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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 6, Watno's turn)
« Reply #947 on: April 26, 2013, 08:46:00 am »

I thought you take a wound for each space you have to withdraw? If I don't get that wound, i'll heal one from my unit instead.
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Qvist

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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 6, Watno's turn)
« Reply #948 on: April 26, 2013, 08:47:42 am »

I think that only applies to PvP combat.

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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 6, Watno's turn)
« Reply #949 on: April 26, 2013, 08:52:52 am »

I updated the spreadsheet. I can't update the map currently, but it's only Jorbles who has to take a turn now and he has only 2 cards so I guess that's not that significant.

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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 7, Jorbles' turn)
« Reply #950 on: April 26, 2013, 10:57:16 am »

If I assign the Banner of Fear does it stay assigned for next round or does it get shuffled back in? If it does than I assign it to my Northern Monks, and then end my turn.

Otherwise I just end my turn.
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Qvist

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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 7, Jorbles' turn)
« Reply #951 on: April 26, 2013, 11:16:17 am »

At the start of each round you can choose if you want to let the banner assigned or want to shuffle it back in.
Also, keep in mind that you can't use the strong effect if the banner is assigned.
I'll update the everything in the next few hours.

pops, please let me know if you want to let the Banner assigned.

popsofctown

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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 7, Jorbles' turn)
« Reply #952 on: April 26, 2013, 11:58:32 am »

Keep the banner assigned
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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 7, Jorbles' turn)
« Reply #953 on: April 26, 2013, 12:28:55 pm »

Re-roll mana
Rolled 6d6 : 1, 2, 2, 2, 1, 2, total 10

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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 7, Jorbles' turn)
« Reply #954 on: April 26, 2013, 12:51:28 pm »

Holy crap. I just looked at your gamestate. That's some impressive leveling going on.
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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 I "All 4 Monasteries razed" (Night 2, Turn 6, pops' turn)
« Reply #955 on: April 26, 2013, 12:52:25 pm »

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

Fame: Goldyx: 46 / Norowas: 59 / Tovak: 67 / Arythea: 81
Influence: Goldyx: 0 / Norowas: -2 / Tovak: 5 / Arythea: X

Advanced Actions:
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.      
Song of Wind Move 2. The Move cost of plains, deserts and wastelands is reduced by 1, to a minimum of 0 this turn. /// Move 2. The Move cost of plains, deserts and wastelands is reduced by 2, to a minimum of 0. You may pay a blue mana to be able to travel through lakes for Move cost 0 this turn.

Spells:
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.
Call to Arms / Call to Glory You may use an ability of one Unit in the Units offer this turn, as if it were one of your recruits. You cannot assign damage to this Unit. ///Recruit any one Unit from the Units offer for free. (If you are at your Command limit, you must disband one of your Units first.)

Units:
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.
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
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.
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
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.
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.
Dark Negotiation Once a turn: Influence 2 (during the Day), or Influence 3 (at 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
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                                          

Mana Source:
Gold / Gold / White / White / White / White

Map:


Goldyx (Jorbles):
Level 6 / Armour 3 / Hand Limit 6 / Piles (Draw/Hand/Discard): 17/6/0 / Tactics: -   
Crystals: Blue, Red, Red, White, Blue
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 (2/3): 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.

Tovak (pops):
Level 8 / Armour 4 / Hand Limit 6 / Piles (Draw/Hand/Discard): 16/6/0 / Tactics: -                                 
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 (3/4): 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.

Norowas (theorel):
Level 7 / Armour 4 / Hand Limit 6 / Piles (Draw/Hand/Discard): 20/8/0 / Tactics: -
Crystals: Blue, White
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.
Units (3/4+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: empty

Arythea (Watno):
Level 9 / Armour 4 / Hand Limit 7 / Piles (Draw/Hand/Discard): 30/8/0 / Tactics: -
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

Qvist

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Re: Mage Knight I "The end is near" (Day 3, Turn 1, Choosing Tactics)
« Reply #956 on: April 26, 2013, 12:53:49 pm »

Sending hands out now.
Please double check the game state.

Then you choose Tactics in this order:
Jorbles, theorel, pops, Watno

Qvist

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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 7, Jorbles' turn)
« Reply #957 on: April 26, 2013, 12:54:02 pm »

Holy crap. I just looked at your gamestate. That's some impressive leveling going on.

Yeah, the game is nearly over.

popsofctown

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Re: Mage Knight I "The end is near" (Day 3, Turn 1, Choosing Tactics)
« Reply #958 on: April 26, 2013, 01:13:15 pm »

Can I explore from my space?
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Qvist

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Re: Mage Knight I "The end is near" (Day 3, Turn 1, Choosing Tactics)
« Reply #959 on: April 26, 2013, 01:41:27 pm »

Can I explore from my space?

No-one can explore anymore. There are no tiles left.

popsofctown

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Re: Mage Knight I "The end is near" (Day 3, Turn 1, Choosing Tactics)
« Reply #960 on: April 26, 2013, 01:51:05 pm »

we've practically completed the game in two thirds the allotted time.
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Jorbles

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Re: Mage Knight I "The end is near" (Day 3, Turn 1, Choosing Tactics)
« Reply #961 on: April 26, 2013, 02:05:09 pm »

I guess we should take tactics that let us go ahead of Watno.

I'll take Rethink.
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theorel

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Re: Mage Knight I "The end is near" (Day 3, Turn 1, Choosing Tactics)
« Reply #962 on: April 26, 2013, 10:44:47 pm »

I'll take Early Bird
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popsofctown

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Re: Mage Knight I "The end is near" (Day 3, Turn 1, Choosing Tactics)
« Reply #963 on: April 27, 2013, 11:35:50 am »

If I take The Right Moment, and my first turn turns out to be my last turn (because all cities are conquered), can I still play out the bonus turn?
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Qvist

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Re: Mage Knight I "The end is near" (Day 3, Turn 1, Choosing Tactics)
« Reply #964 on: April 27, 2013, 12:23:22 pm »

If I take The Right Moment, and my first turn turns out to be my last turn (because all cities are conquered), can I still play out the bonus turn?

I guess so.

popsofctown

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Re: Mage Knight I "The end is near" (Day 3, Turn 1, Choosing Tactics)
« Reply #965 on: April 27, 2013, 02:55:10 pm »

Then I take the Right Moment.
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Watno

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Re: Mage Knight I "The end is near" (Day 3, Turn 1, Choosing Tactics)
« Reply #966 on: April 27, 2013, 03:45:38 pm »

I take Great Start
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popsofctown

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Re: Mage Knight I "The end is near" (Day 3, Turn 1, Choosing Tactics)
« Reply #967 on: April 27, 2013, 04:37:28 pm »

Lol.  Yeah that makes lots of sense.
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theorel

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Re: Mage Knight I "The end is near" (Day 3, Turn 1, Choosing Tactics)
« Reply #968 on: April 28, 2013, 09:08:01 pm »

Okay, I:
Play Ambush.
Provoke the Dragon.
Skip Ranged attack phase.
Use Foresters and Monks for Block 6.
Play Blood Rage, March, Stamina, and March sideways for Block 4 + 2 from Ambush, for 6. (12).
Use Catapults with gold mana from source and leadership for Fire Attack 7.  Killing the dragon. End Turn.


Rolled 1d6 : 2, total 2
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WinterSpartan

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Re: Mage Knight I "The end is near" (Day 3, Turn 1, Choosing Tactics)
« Reply #969 on: April 28, 2013, 11:57:37 pm »

Can I explore from my space?

No-one can explore anymore. There are no tiles left.

Lurker comment: There's a spot that should still be open for exploration, even though the normally allotted tiles are all used. If there's a space with three other tiles touching it, you can always explore it; you use whatever tiles are left "in the box", even if they're Countryside tiles.
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Qvist

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Re: Mage Knight I "The end is near" (Day 3, Turn 1, Choosing Tactics)
« Reply #970 on: April 29, 2013, 05:14:39 am »

Can I explore from my space?

No-one can explore anymore. There are no tiles left.

Lurker comment: There's a spot that should still be open for exploration, even though the normally allotted tiles are all used. If there's a space with three other tiles touching it, you can always explore it; you use whatever tiles are left "in the box", even if they're Countryside tiles.

Ok, I didn't knew that. On which page of the rulebook is this?

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Re: Mage Knight I "The end is near" (Day 3, Turn 1, Choosing Tactics)
« Reply #971 on: April 29, 2013, 05:17:54 am »

You level up. Choose a skill:

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.

or any Skill from the Offer. Then choose an Advanced Action from the Offer.

Qvist

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Re: Mage Knight I "The end is near" (Day 3, Turn 1, Choosing Tactics)
« Reply #972 on: April 29, 2013, 05:24:25 am »

Update and new hands for Watno and Jorbles a little bit later...

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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 6, pops' turn)
« Reply #973 on: April 29, 2013, 05:58:08 am »

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

Fame: Goldyx: 46 / Norowas: 67 / Tovak: 67 / Arythea: 81
Influence: Goldyx: 0 / Norowas: -1 / Tovak: 5 / Arythea: X

Advanced Actions:
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.      
Song of Wind Move 2. The Move cost of plains, deserts and wastelands is reduced by 1, to a minimum of 0 this turn. /// Move 2. The Move cost of plains, deserts and wastelands is reduced by 2, to a minimum of 0. You may pay a blue mana to be able to travel through lakes for Move cost 0 this turn.

Spells:
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.
Call to Arms / Call to Glory You may use an ability of one Unit in the Units offer this turn, as if it were one of your recruits. You cannot assign damage to this Unit. ///Recruit any one Unit from the Units offer for free. (If you are at your Command limit, you must disband one of your Units first.)

Units:
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.
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
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.
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
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.
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.
Dark Negotiation Once a turn: Influence 2 (during the Day), or Influence 3 (at 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
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
Pending                                          

Mana Source:
Gold / White / White / White / White / White

Map:


Norowas (theorel):
Level 8 / Armour 4 / Hand Limit 6 / Piles (Draw/Hand/Discard): 16/8/5 / Tactics: 1: Early Bird
Crystals: Blue, White
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.
         Pending
Units (3/4+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: empty

Goldyx (Jorbles):
Level 6 / Armour 3 / Hand Limit 6 / Piles (Draw/Hand/Discard): 17/6/0 / 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, Blue
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 (2/3): 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.

Arythea (Watno):
Level 9 / Armour 4 / Hand Limit 7 / Piles (Draw/Hand/Discard): 28/10/0 / 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): 16/6/0 / 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 (3/4): 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.

WinterSpartan

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Re: Mage Knight I "The end is near" (Day 3, Turn 1, Choosing Tactics)
« Reply #974 on: April 29, 2013, 07:18:46 am »

Can I explore from my space?

No-one can explore anymore. There are no tiles left.

Lurker comment: There's a spot that should still be open for exploration, even though the normally allotted tiles are all used. If there's a space with three other tiles touching it, you can always explore it; you use whatever tiles are left "in the box", even if they're Countryside tiles.

Ok, I didn't knew that. On which page of the rulebook is this?

Page 6, "Movement", section 5e, third bullet point.
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Qvist

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Re: Mage Knight I "The end is near" (Day 3, Turn 1, Choosing Tactics)
« Reply #975 on: April 29, 2013, 07:31:01 am »

Can I explore from my space?

No-one can explore anymore. There are no tiles left.

Lurker comment: There's a spot that should still be open for exploration, even though the normally allotted tiles are all used. If there's a space with three other tiles touching it, you can always explore it; you use whatever tiles are left "in the box", even if they're Countryside tiles.

Ok, I didn't knew that. On which page of the rulebook is this?

Page 6, "Movement", section 5e, third bullet point.

Thanks. I missed this.

theorel

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Re: Mage Knight I "The end is near" (Day 3, Turn 1, Choosing Tactics)
« Reply #976 on: April 29, 2013, 07:36:49 am »

Can I take Bright Negotiation?  Or cannot I not choose my own skills from the offer?  If so, I do that.  If not, I take Dark Negotiation.
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Qvist

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Re: Mage Knight I "The end is near" (Day 3, Turn 1, Choosing Tactics)
« Reply #977 on: April 29, 2013, 07:41:13 am »

Can I take Bright Negotiation?  Or cannot I not choose my own skills from the offer?  If so, I do that.  If not, I take Dark Negotiation.

No, you can't Bright Negotiation. Then, you have to take Dark Negotiation. You also get Song of Wind then.

theorel

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Re: Mage Knight I "The end is near" (Day 3, Turn 1, Choosing Tactics)
« Reply #978 on: April 29, 2013, 07:47:08 am »

Alright, let's do it.
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theorel

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Re: Mage Knight I "The end is near" (Day 3, Turn 1, Choosing Tactics)
« Reply #979 on: April 29, 2013, 09:56:48 pm »

To clarify, I take Dark Negotiation/Song of the Wind.

Jorbles' turn.
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Jorbles

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Re: Mage Knight I "The end is near" (Day 3, Turn 1, Choosing Tactics)
« Reply #980 on: April 30, 2013, 01:54:34 am »

If I assault the Mage Tower will I provoke the dragon?
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Qvist

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Re: Mage Knight I "The end is near" (Day 3, Turn 1, Choosing Tactics)
« Reply #981 on: April 30, 2013, 03:35:37 am »

No.

popsofctown

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Re: Mage Knight I "The end is near" (Day 3, Turn 1, Choosing Tactics)
« Reply #982 on: April 30, 2013, 09:40:55 am »

No.
Unless you want it to.  (You can challenge the dragon to join in on the fight.  You'd fight two enemies, but only one of them would be fortified)
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Re: Mage Knight I "The end is near" (Day 3, Turn 1, Choosing Tactics)
« Reply #983 on: April 30, 2013, 11:11:04 am »

I couldn't kill both of them I was just wondering how many wounds I'd take, none if I don't have to fight the dragon too.

Play Mana Draw to use an additional die from the source.

Use Universal Power to play Swiftness sideways for 4 move (white mana die), use March for 2 move.
Move to and assault the mage tower. (-1 reputation)

Use Northern Monks and Banner of Fear to cancel the attack of the Fire Mages. (+1 fame)

Use gold mana die to power Rage for 4 attack, play another Rage for 2 attack. Killing the defenders.

+5 more fame. Level up. For my spell for taking the Mage Tower I'll take Call to Arms/Call to Glory.
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Re: Mage Knight I "The end is near" (Day 3, Turn 1, Choosing Tactics)
« Reply #984 on: May 01, 2013, 05:50:13 am »

Re-roll
Rolled 2d6 : 3, 1, total 4

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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 6, pops' turn)
« Reply #985 on: May 01, 2013, 05:56:19 am »

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

Fame: Goldyx: 52 / Norowas: 67 / Tovak: 67 / Arythea: 81
Influence: Goldyx: -1 / Norowas: -1 / Tovak: 5 / 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:
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.
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
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.
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
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.
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:
Gold / Red / White / White / White / White

Map:


Norowas (theorel):
Level 8 / Armour 4 / Hand Limit 6 / Piles (Draw/Hand/Discard): 16/8/5 / Tactics: 1: Early Bird
Crystals: Blue, White
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 (3/4+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: empty

Goldyx (Jorbles):
Level 7 / Armour 4 / Hand Limit 6 / Piles (Draw/Hand/Discard): 13/6/5 / 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, Blue
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 (2/3): 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.

Arythea (Watno):
Level 9 / Armour 4 / Hand Limit 7 / Piles (Draw/Hand/Discard): 28/10/0 / 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): 16/6/0 / 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 (3/4): 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.

theorel

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Re: Mage Knight I "The end is near" (Day 3, Turn 1, Watno's turn)
« Reply #986 on: May 01, 2013, 08:00:29 am »

I'm going to need a hand.  Also, I used up my Foresters, Monks, and Catapults.
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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 6, pops' turn)
« Reply #987 on: May 01, 2013, 08:28:16 am »

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

Fame: Goldyx: 52 / Norowas: 67 / Tovak: 67 / Arythea: 81
Influence: Goldyx: -1 / Norowas: -1 / Tovak: 5 / 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:
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.
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
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.
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
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.
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:
Gold / Red / White / White / White / White

Map:


Norowas (theorel):
Level 8 / Armour 4 / Hand Limit 6 / Piles (Draw/Hand/Discard): 16/8/5 / Tactics: 1: Early Bird
Crystals: Blue, White
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 (3/4+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: empty

Goldyx (Jorbles):
Level 7 / Armour 4 / Hand Limit 6 / Piles (Draw/Hand/Discard): 13/6/5 / 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, Blue
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 (2/3): 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.

Arythea (Watno):
Level 9 / Armour 4 / Hand Limit 7 / Piles (Draw/Hand/Discard): 28/10/0 / 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): 16/6/0 / 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 (3/4): 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.

Qvist

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Re: Mage Knight I "The end is near" (Day 3, Turn 1, Watno's turn)
« Reply #988 on: May 01, 2013, 08:28:48 am »

Sorry, last updates were all in passing, the image was also the old one.
Hands to theorel and Jorbles in a second.

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Re: Mage Knight I "The end is near" (Day 3, Turn 1, Watno's turn)
« Reply #989 on: May 01, 2013, 12:39:12 pm »

Play Tranquility empowered by gold Source mana to throw away 2 wounds from hand.
Play Frost Bridge, Wound and Blood Ritual for Move 5, moving to the dungeon in the southwest. Enter it.
(I am aware I won't get a reward except the fame)
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popsofctown

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Re: Mage Knight I "The end is near" (Day 3, Turn 1, Watno's turn)
« Reply #990 on: May 01, 2013, 04:08:53 pm »

whoa.  He's still not entering the city.  Is he behind on score?  I'm gonna check out end of game scoring more closely.
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Re: Mage Knight I "The end is near" (Day 3, Turn 1, Watno's turn)
« Reply #991 on: May 01, 2013, 04:26:57 pm »

I guess he just had to choose between the healing and conquering the city.  Swift poison is admittedly a really nice combo..
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Re: Mage Knight I "The end is near" (Day 3, Turn 1, Watno's turn)
« Reply #992 on: May 01, 2013, 04:50:50 pm »

Werewolf / 7 Attack / Swiftness / 5 Armour / 5 Fame

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Re: Mage Knight I "The end is near" (Day 3, Turn 1, Watno's turn)
« Reply #993 on: May 01, 2013, 05:07:28 pm »

Play Mana Draw to get another mana from the source.
Play Fireball with red die from source to kill Werewolf.
End turn
Reroll red and gold die
Rolled 2d6 : 2, 5, total 7
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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 6, pops' turn)
« Reply #994 on: May 01, 2013, 05:39:05 pm »

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

Fame: Goldyx: 52 / Norowas: 67 / Tovak: 67 / Arythea: 86
Influence: Goldyx: -1 / Norowas: -1 / Tovak: 5 / 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:
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.
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
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.
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
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.
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:
Blue / White / White / White / White / White

Map:


Norowas (theorel):
Level 8 / Armour 4 / Hand Limit 6 / Piles (Draw/Hand/Discard): 16/8/5 / Tactics: 1: Early Bird
Crystals: Blue, White
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 (3/4+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: empty

Goldyx (Jorbles):
Level 7 / Armour 4 / Hand Limit 6 / Piles (Draw/Hand/Discard): 13/6/5 / 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, Blue
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 (2/3): 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.

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): 16/6/0 / 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 (3/4): 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.

WinterSpartan

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Re: Mage Knight I "The end is near" (Day 3, Turn 1, pops' turn)
« Reply #995 on: May 01, 2013, 06:24:28 pm »

Looks like that tile may get explored after all...
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popsofctown

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Re: Mage Knight I "The end is near" (Day 3, Turn 1, pops' turn)
« Reply #996 on: May 01, 2013, 06:51:17 pm »

Use white mana from the source to play Mana Draw.  Set the blue die to green and get two green tokens.  Use one token to power tranquility and draw two cards.
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popsofctown

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Re: Mage Knight I "The end is near" (Day 3, Turn 1, pops' turn)
« Reply #997 on: May 02, 2013, 08:28:45 am »

Use Double Move and an unpowered Stamina to move to the adventure site and enter it
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Qvist

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Re: Mage Knight I "The end is near" (Day 3, Turn 1, pops' turn)
« Reply #998 on: May 02, 2013, 08:32:40 am »

Minotaur / 5 Attack / Brutal / 5 Armour / 4 Fame
Swordsmen   / 6 Attack / 5 Armour / 4 Fame (last grey enemy before reshuffle)

popsofctown

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Re: Mage Knight I "The end is near" (Day 3, Turn 1, pops' turn)
« Reply #999 on: May 02, 2013, 02:11:29 pm »

Minotaur / 5 Attack / Brutal / 5 Armour / 4 Fame
Swordsmen   / 6 Attack / 5 Armour / 4 Fame (last grey enemy before reshuffle)
Wait, so if I had gone into a single-enemy dungeon first, then gone to this site, the Swordsmen would have missed the reshuffle right?  So that monster gets less exposure, just like Dominion?

Oh wait, those enemies aren't of the same type.  Surely there is some edge case where the parallel holds though
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popsofctown

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Re: Mage Knight I "The end is near" (Day 3, Turn 1, pops' turn)
« Reply #1000 on: May 02, 2013, 02:29:25 pm »

Group the enemies together.
Play Horn of Wrath, Crushing Bolt, and Utem Crossbowmen to do 11 Ranged damage.
Discard Cold Toughness.

Roll for Horn
Rolled 1d6 : 5, total 5

Roll the white mana die I used
Rolled 1d6 : 1, total 1


End my turn, but...[/b]
Can I draw my next hand before deciding whether to use The Right Moment?  As far as I can tell I can, because it's similar to Long Night.
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theorel

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Re: Mage Knight I "The end is near" (Day 3, Turn 1, pops' turn)
« Reply #1001 on: May 02, 2013, 03:03:30 pm »

http://boardgamegeek.com/article/8586250#8586250
It has to be before you draw your hand.  (actually, before you begin any end of turn activities, the first of which is rerolling source dice...not that I would count that against you.)
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Qvist

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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 6, pops' turn)
« Reply #1002 on: May 02, 2013, 05:24:39 pm »

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

Fame: Goldyx: 52 / Norowas: 67 / Tovak: 75 / Arythea: 86
Influence: Goldyx: -1 / Norowas: -1 / Tovak: 5 / 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:
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.
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
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.
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
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.
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 / Gold / White / White / White / White

Map:


Norowas (theorel):
Level 8 / Armour 4 / Hand Limit 6 / Piles (Draw/Hand/Discard): 16/8/5 / Tactics: 1: Early Bird
Crystals: Blue, White
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 (3/4+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: empty

Goldyx (Jorbles):
Level 7 / Armour 4 / Hand Limit 6 / Piles (Draw/Hand/Discard): 13/6/5 / 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, Blue
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 (2/3): 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.

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): 11/6/6 / 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 (3/4): 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.

Qvist

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Re: Mage Knight I "The end is near" (Day 3, Turn 1, pops' turn)
« Reply #1003 on: May 02, 2013, 05:25:16 pm »

So, would you like to use your Tactics, pops?

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Re: Mage Knight I "The end is near" (Day 3, Turn 1, pops' turn)
« Reply #1004 on: May 02, 2013, 06:04:21 pm »

Time Walk
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Re: Mage Knight I "The end is near" (Day 3, Turn 1, pops' turn)
« Reply #1005 on: May 02, 2013, 06:06:09 pm »

Wait a sec
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popsofctown

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Re: Mage Knight I "The end is near" (Day 3, Turn 1, pops' turn)
« Reply #1006 on: May 02, 2013, 06:23:19 pm »

In light of the additional information about how i need to commit to the Time Walk or not, I want to additionally discard Stamina, leaving only March in my hand.

At the time when I would have decided whether to discard it, if I knew I had to commit to Time Walk, I would have chosen to leave March in hand because there was green mana available in the source, and I didn't yet know that I would roll a gold. 

Only after that decision would I find out about rolling a gold and drawing Emerald Ring (Green mana producing ring), which I am going to select since March is in my hand.

I'm trying to be clear that I'm preserving the integrity of the game.  This is what I would have done if I knew I had to Time Walk before looking at my next hand.
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Qvist

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Re: Mage Knight I "The end is near" (Day 3, Turn 1, pops' turn)
« Reply #1007 on: May 02, 2013, 06:27:41 pm »

Not sure if I understood this. Are you using The Right Moment or not?

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Re: Mage Knight I "The end is near" (Day 3, Turn 1, pops' turn)
« Reply #1008 on: May 02, 2013, 06:39:22 pm »

Yes, I am using the Right Moment.  I like to call it Time Walk.  Y'know, the power nine card?
http://gatherer.wizards.com/pages/card/details.aspx?name=Time%20Walk
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popsofctown

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Re: Mage Knight I "The end is near" (Day 3, Turn 1, pops' turn)
« Reply #1009 on: May 02, 2013, 07:02:54 pm »

i'm planning out my turn.  My roommates want to play puerto rico, so i might have to get back to you guys on this.  I figure you'll understand though..
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popsofctown

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Re: Mage Knight I "The end is near" (Day 3, Turn 1, pops' turn)
« Reply #1010 on: May 02, 2013, 07:03:58 pm »

The pdf never loads right for me :/ could someone tell me what that structure at the very top right of the map does?
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popsofctown

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Re: Mage Knight I "The end is near" (Day 3, Turn 1, pops' turn)
« Reply #1011 on: May 02, 2013, 07:06:15 pm »

also, is there any end of game scoring bonus for conquering cities?  none of the thingies seemed to apply, it said only monasteries and mage towers and keeps count for conquest.
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Watno

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Re: Mage Knight I "The end is near" (Day 3, Turn 1, pops' turn)
« Reply #1012 on: May 02, 2013, 07:08:20 pm »

its 7 vo for being leader, 4 vp for having shields wothout being leader (per city)
The structure at the top right is a tomb i think, you can fight a dragon there (see first post)
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theorel

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Re: Mage Knight I "The end is near" (Day 3, Turn 1, pops' turn)
« Reply #1013 on: May 02, 2013, 09:52:53 pm »

(just to add to what watno said) Cities bonus VPs is in the main rules under the Full Conquest scenario.  Watno will also get +5 VP for having the highest fame from cities.  (which is guaranteed because even if one of us takes that last green spot, we only get 11 fame total from cities while Watno gets 14, and can't get more, even if he conquers the green city completely).

For end-game scoring it's best to have a shield in each city...which I wish I'd realized earlier :)
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popsofctown

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Re: Mage Knight I "The end is near" (Day 3, Turn 1, pops' turn)
« Reply #1014 on: May 02, 2013, 10:25:02 pm »


Use gold mana from the source to power Agility, for Move +4.
Use Double Move for Move +2.
Move to the Village.
Use Promise to assure the Foresters that, with me, they will have a better life.
Assign my Banner of Courage (You pm'ed me Banner of Protection by mistake, BoP is the banner my Freezers are holding) to the Foresters.
End my turn.  But immediately after my turn ends, I want to Pillage, and also use my Prayer of Weather.

Rolled 1d6 : 5, total 5
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theorel

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Re: Mage Knight I "The end is near" (Day 3, Turn 1, pops' turn)
« Reply #1015 on: May 02, 2013, 10:36:46 pm »

You do know that you're getting no benefit from Prayer of Weather this way?  (you get the benefit on your turn when you use it, and then everyone gets the penalty...you lose the benefit at start of turn).

Anyways, it doesn't actually impact my play.
Play Diamond Ring for some white mana. (+1 fame)
Play Noble Manners with White Mana Token for Influence 4 (+2 from Dark Negotiation, +2 from City Shields, 8 total...also +1 fame and rep)
Play Improvisation discarding Path Finding for Influence 3 (11)
Recruit Fire mages (costing 9, so down to 2 influence)
Use Fire Mages to gain a Red Mana Token and Red Mana Crystal.
Play Threaten with Red Mana Token for Influence 5 (7, and -1 rep to cancel the noble manners)
Recruit Altem Mages under Bonds of Loyalty for 7 influence.

I play Crystallize with the Blue Source Mana for a blue crystal.
End of Turn

Rolled 1d6 : 2, total 2

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theorel

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Re: Mage Knight I "The end is near" (Day 3, Turn 1, pops' turn)
« Reply #1016 on: May 02, 2013, 10:40:56 pm »

Just checking...that ruins in the top right is 3 white mana right?

Also, I said +2 for shields, which was actually +3 from shields, -1 from reputation
« Last Edit: May 02, 2013, 10:42:26 pm by theorel »
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popsofctown

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Re: Mage Knight I "The end is near" (Day 3, Turn 1, pops' turn)
« Reply #1017 on: May 02, 2013, 11:21:20 pm »

I thought it was until end of your next turn.  I don't want to use up Prayer of Weather.  I still want to Pillage though.
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Qvist

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Re: Mage Knight I "The end is near" (Day 3, Turn 1, pops' turn)
« Reply #1018 on: May 03, 2013, 01:32:47 am »

Ok, I process this later. I'm in a hurry now.

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Re: Mage Knight I "The end is near" (Day 3, Turn 1, pops' turn)
« Reply #1019 on: May 05, 2013, 04:40:05 pm »

qviiiiiist
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Qvist

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Re: Mage Knight I "The end is near" (Day 3, Turn 1, pops' turn)
« Reply #1020 on: May 06, 2013, 07:28:16 pm »

Sorry, tournament game and a lot of other things going on. It's already 1.30am here. I promise to update tomorrow.

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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 6, pops' turn)
« Reply #1021 on: May 07, 2013, 11:55:37 am »

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

Fame: Goldyx: 52 / 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
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.
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 / White / 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): 13/6/5 / 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, Blue
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 (2/3): 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.

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.

Jorbles

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Re: Mage Knight I "The end is near" (Day 3, Turn 2, Jorbles' turn)
« Reply #1022 on: May 07, 2013, 01:34:54 pm »

Damn that Ice Dragon is tough. I can't kill it.

Use a blue crystal to get Move 4. Explore to the south. (I think this is allowed because it's surrounded correct?)
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theorel

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Re: Mage Knight I "The end is near" (Day 3, Turn 2, Jorbles' turn)
« Reply #1023 on: May 07, 2013, 01:58:02 pm »

Yes, you can...you'll find a tomb immediately south of you (which means another dragon).
And...you'll crush my hopes for my next turn :(
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Jorbles

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Re: Mage Knight I "The end is near" (Day 3, Turn 2, Jorbles' turn)
« Reply #1024 on: May 07, 2013, 02:06:07 pm »

Oh and though I didn't mention it that blue crystal is powering a Stamina.
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Jorbles

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Re: Mage Knight I "The end is near" (Day 3, Turn 2, Jorbles' turn)
« Reply #1025 on: May 07, 2013, 02:07:27 pm »

Oh have you determined what the last tile will be? I'm just seeing if there's anywhere more useful for me to fly to this turn than the green crystal mine.
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theorel

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popsofctown

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Re: Mage Knight I "The end is near" (Day 3, Turn 2, Jorbles' turn)
« Reply #1027 on: May 07, 2013, 02:30:32 pm »

How will it be oriented?
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theorel

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Re: Mage Knight I "The end is near" (Day 3, Turn 2, Jorbles' turn)
« Reply #1028 on: May 07, 2013, 02:59:57 pm »

Mountain at the top, unless I'm mistaken.
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popsofctown

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Re: Mage Knight I "The end is near" (Day 3, Turn 2, Jorbles' turn)
« Reply #1029 on: May 07, 2013, 04:28:11 pm »

that's not going to do much for Jorbles.. he's free to undo since it's derived info.
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popsofctown

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Re: Mage Knight I "The end is near" (Day 3, Turn 2, Jorbles' turn)
« Reply #1030 on: May 07, 2013, 04:28:20 pm »

unless he can fly
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Jorbles

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Re: Mage Knight I "The end is near" (Day 3, Turn 2, Jorbles' turn)
« Reply #1031 on: May 07, 2013, 05:12:57 pm »

I haven't used Flight yet, but I just realized I have Shield Mastery which I forgot about and may help me kill the dragon. Let me redo my math.
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Jorbles

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Re: Mage Knight I "The end is near" (Day 3, Turn 2, Jorbles' turn)
« Reply #1032 on: May 07, 2013, 05:22:23 pm »

Okay I'll do this instead. Your turn is saved theorel.

Provoke Dragon.

Use Shield Mastery for Fire Block 2.
Use white mana die to power Call to Arms to call up the Altem Guardians for 8 Block.
Block 6 Ice Attack.
Use a red crystal to power Intimidate for 7 Attack, -2 influence.
Use Universal Power to play Stamina sideway for 4 Attack powered by a blue mana crystal
Play Promise sideways (1 attack) and Determination (2 attack). Totally 14 attack. Killing the Dragon.

Gain +2 Influence, +8 Fame.
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Qvist

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Re: Mage Knight I "The end is near" (Day 3, Turn 2, Jorbles' turn)
« Reply #1033 on: May 07, 2013, 07:38:54 pm »

Re-roll
Rolled 1d6 : 5, total 5

Qvist

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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 6, pops' turn)
« Reply #1034 on: May 07, 2013, 07:43:42 pm »

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.

Jorbles

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Re: Mage Knight I "The end is near" (Day 3, Turn 2, Watno's turn)
« Reply #1035 on: May 07, 2013, 08:48:38 pm »

Altem Guardians should still be in the offer I didn't have the extra black mana to allow me to keep them.
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theorel

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Re: Mage Knight I "The end is near" (Day 3, Turn 2, Jorbles' turn)
« Reply #1036 on: May 07, 2013, 10:23:41 pm »

Okay I'll do this instead. Your turn is saved theorel.

yay...I liked my turn. :)
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Watno

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Re: Mage Knight I "The end is near" (Day 3, Turn 2, Watno's turn)
« Reply #1037 on: May 08, 2013, 10:30:10 am »

Enter dungeon.
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Qvist

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Re: Mage Knight I "The end is near" (Day 3, Turn 2, Watno's turn)
« Reply #1038 on: May 08, 2013, 10:40:41 am »

Werewolf / 7 Attack with Swiftness   / 5 Armour / 5 Fame

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Re: Mage Knight I "The end is near" (Day 3, Turn 2, Watno's turn)
« Reply #1039 on: May 08, 2013, 10:47:26 am »

Take 2 wounds
Play Wound and use skills to kill.
Play Regeneration empowered by green source mana to throw away 2 wounds.
Play Mana Storm for blue crystal.
Reroll blue and green dice
Rolled 2d6 : 6, 4, total 10
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Qvist

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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 6, pops' turn)
« Reply #1040 on: May 08, 2013, 11:00:02 am »

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

Fame: Goldyx: 60 / Norowas: 69 / Tovak: 75 / Arythea: 91
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 / Black / 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): 20/7/9 / Tactics: 5: Great Start You may immediately draw 2 cards.
Crystals: White, Red, Blue
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.

popsofctown

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Re: Mage Knight I "The end is near" (Day 3, Turn 2, pops' turn)
« Reply #1041 on: May 08, 2013, 06:01:32 pm »

Big turn here.
Use Double Move for 2 Move points.
Put Prayer of Weather in play.
Flip Foresters for 2 Move Points.
Use Emerald Ring and use the green mana token for March for 4 Move points.
Use 2 move points to cross the Wasteland to the southeast.  Use 0 move points to move to the forest next to the unexplored tile.  Use 2 move points to explore the unexplored tile.  Use 0 movepoints to cross the hill and then 2 move points to enter the dragon lair and explore.

I fight a dragon if it's a.....
Swamp Dragon:
Block it with Utem Guardsmen, it loses Swiftness. Finish the block with a sideways Heroic Tale.  Attack it with the Amotep Freezers.  Don't Give a Damn a Maximal effect sideways and play a Training sideways to get up to 9 damage and kill it.   Use Swift bolt to gain a crystal.  Keep the remaining two cards in my hand and end my turn.
Fire Dragon:
Use a blue Crystal to freeze the dragon with the Freezers.  Use Utem Guardsmen for Attack 2.  Use white source mana for Attack 4 from Swift Bolt.  Don't give a damn about Heroic Tale for Attack 3.  Play Training sideways for Attack 1.  That's Attack 8, killing it. Keep the other two cards in my hand. 
Ice Dragon: There have already been two Ice Dragons so that should not be a possibility.
High Dragon: Ditto

End My turn

A mana die will have to be rolled if I had to use white source mana for Swift Bolt.
« Last Edit: May 09, 2013, 12:10:18 am by popsofctown »
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theorel

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Re: Mage Knight I "The end is near" (Day 3, Turn 2, pops' turn)
« Reply #1042 on: May 08, 2013, 09:50:20 pm »

There have already been 2 high dragons also.  What spell are you taking?
« Last Edit: May 08, 2013, 09:53:48 pm by theorel »
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theorel

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Re: Mage Knight I "The end is near" (Day 3, Turn 2, pops' turn)
« Reply #1043 on: May 08, 2013, 09:57:51 pm »

Also, do you have Stamina?  Cause March is Green so it can't gain an Ice Bolt from Training, since Training requires the gained card to be the same color.
« Last Edit: May 08, 2013, 09:58:59 pm by theorel »
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theorel

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Re: Mage Knight I "The end is near" (Day 3, Turn 2, pops' turn)
« Reply #1044 on: May 08, 2013, 10:13:23 pm »

Also, I'm sad that pops totally destroyed anything I could do on my turn by playing prayer of weather.  My shuffle luck this day has been awful.  (got all my move when I didn't want it, and now I have all my useful cards, but no move perfectly to coincide with everything being harder to move through)
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popsofctown

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Re: Mage Knight I "The end is near" (Day 3, Turn 2, pops' turn)
« Reply #1045 on: May 09, 2013, 12:02:55 am »

No, I don't have a Stamina, nor any blue card.  I'll have to revise my turn.
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popsofctown

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Re: Mage Knight I "The end is near" (Day 3, Turn 2, pops' turn)
« Reply #1046 on: May 09, 2013, 12:11:14 am »

There have already been 2 high dragons also.  What spell are you taking?
I think I get to draw two artifacts and use that information to decide what spell and artifact to take.  Correct me if I'm wrong.
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theorel

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Re: Mage Knight I "The end is near" (Day 3, Turn 2, pops' turn)
« Reply #1047 on: May 09, 2013, 06:47:36 am »

There have already been 2 high dragons also.  What spell are you taking?
I think I get to draw two artifacts and use that information to decide what spell and artifact to take.  Correct me if I'm wrong.
That's correct.  I just wondered if you already knew, since it would help me re-plan my turn.  But, on reflection I need to know the new spell anyways before I can make any decisions.

Realistically, I'm just hoping you can't take the Fire Dragon without ice bolt...and decide to do something else.
EDIT: oh, you already did kill it.
« Last Edit: May 09, 2013, 09:44:17 am by theorel »
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theorel

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Re: Mage Knight I "The end is near" (Day 3, Turn 2, pops' turn)
« Reply #1048 on: May 09, 2013, 09:44:55 am »

@QVist: could you PM me the new spell that shows up?
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Qvist

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Re: Mage Knight I "The end is near" (Day 3, Turn 2, pops' turn)
« Reply #1049 on: May 09, 2013, 10:26:08 am »

Just wait. What do you mean with Dragon Lair? Do you mean the Tomb on the newly revealed tile?
Then, I have to warn you that your proposed moves aren't valid as you can't use units in the tomb...

theorel

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Re: Mage Knight I "The end is near" (Day 3, Turn 2, pops' turn)
« Reply #1050 on: May 09, 2013, 10:35:39 am »

Oh, that's right...hope returns :P

(I forgot, because I could use my loyal unit there...though I don't need him for this dragon.)
« Last Edit: May 09, 2013, 10:38:18 am by theorel »
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popsofctown

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Re: Mage Knight I "The end is near" (Day 3, Turn 2, pops' turn)
« Reply #1051 on: May 09, 2013, 04:58:54 pm »

balls
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popsofctown

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Re: Mage Knight I "The end is near" (Day 3, Turn 2, pops' turn)
« Reply #1052 on: May 09, 2013, 05:40:30 pm »

If I had known dragon tombs can't let you use units, I would have used all my units on that adventure site earlier :/.

Ok, new move.

Use Double Move for Move 2.
Flip Emerald Ring and use the green mana token to March to the desert Mage Tower
Start interacting for 3 Influence.
Play an unpowered Maximal Effect and KC Heroic Tale for 9 Influence.
Don't give a Damn about Training for 3 Influence.
Use Swift Bolt to gain a white mana crystal.
Flip Red Crystal Craft and use the red mana token to to purchase the red spell.
Use white mana from the source to purchase Expose.
End my turn.

Someone roll a d6 for me if that's valid.
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Qvist

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Re: Mage Knight I "The end is near" (Day 3, Turn 2, pops' turn)
« Reply #1053 on: May 10, 2013, 04:14:07 am »

Couldn't find a mistake this time
Rolled 1d6 : 6, total 6

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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 6, pops' turn)
« Reply #1054 on: May 10, 2013, 04:23:14 am »

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

Fame: Goldyx: 60 / Norowas: 69 / Tovak: 76 / Arythea: 91
Influence: Goldyx: -1 / Norowas: -1 / Tovak: 5 / 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:
Tremor / Earthquake Target enemy gets Armor -3, or all enemies get Armor -2. Armor cannot be reduced below 1. /// Target enemy gets Armor -3 (Armor -6 if it is fortified), or all enemies get Armor -2 (Armor -4 if they are fortified). Armor cannot be reduced below 1.
Mana Claim / Mana Curse Take a mana die of a basic color from the Source and keep it in your Play area until the end of the Round. You can either gain 3 mana tokens of that color this turn, or one mana token of that color each turn for the remainder of the Round (starting with your next turn). /// Same as the basic effect. In addition, until the end of the Round: Each time another player uses one or more mana of that color on their turn (from any source), they take a Wound. Each player can get only one Wound per turn this way.
Whirlwind / Tornado Target enemy does not attack this combat. /// Play this only during combat. Destroy target enemy.

Units:
empty
empty
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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
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.
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 / Black / Black / 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.

Arythea (Watno):
Level 9 / Armour 4 / Hand Limit 7 / Piles (Draw/Hand/Discard): 20/7/9 / Tactics: 5: Great Start You may immediately draw 2 cards.
Crystals: White, Red, Blue
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): 3/6/14 / 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.                                 
Crystals: Green, Green, Blue, Blue, Red, Red, White, 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.

theorel

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Re: Mage Knight I "The end is near" (Day 3, Turn 3, theorel's turn)
« Reply #1055 on: May 10, 2013, 07:12:50 am »

Annnnd, I get all the way back to my original turn.  (yay no prayer for weather)

Play Empowered Crystal Mastery with a Blue Crystal...I get all crystals back at the end of the turn.
Flip Leaves on the Wind for a white token and green crystal.
Play Empowered Mana Draw with a white token, taking the green source mana and flipping it to blue, for 2 blue tokens.
Play Empowered Song of the Wind with a white crystal and a blue token, for 2 move, move -2 for some stuff, and ability to move across lakes.
Play Rage and Book of Wisdom sideways for Move 2. (4 move)
Move SE twice (across the lake) and explore South (-2 move=2), then move South onto the Tomb.
Enter the Tomb.  Encounter a Fire or Swamp Dragon. 
Play Mana Thunderbolt using a blue crystal, a white crystal and a black source mana for Ranged Ice Attack 9.  OHKO regardless of which type.
--
(just in case I made an error above)
Play Pure Magic with a blue token to gain Mana Claim/Mana Curse into my discard pile.
Play Fire Bolt to gain a Red Crystal.

That Uses 2 blue crystals, 2 blue tokens, 2 white crystals, 1 white token, and 1 black source mana.
I get all 4 crystals back, and gain an extra red and green crystal.  So I should have 2 Blue, White, and Red, and 1 Green at the end of it.

black mana becomes:
Rolled 1d6 : 5, total 5

I'll take Whirlwind/Tornado as my Spell-gain from the tomb.
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theorel

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Re: Mage Knight I "The end is near" (Day 3, Turn 3, theorel's turn)
« Reply #1056 on: May 10, 2013, 07:14:35 am »

I said SE but should have said SW.  I'm bad with cardinal directions.
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Re: Mage Knight I "The end is near" (Day 3, Turn 3, theorel's turn)
« Reply #1057 on: May 10, 2013, 07:27:45 am »

Play Mana Thunderbolt using a blue crystal, a white crystal and a black source mana for Ranged Ice Attack 9.  OHKO regardless of which type.

We're having day, you can't use black mana.

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Re: Mage Knight I "The end is near" (Day 3, Turn 3, theorel's turn)
« Reply #1058 on: May 10, 2013, 07:29:48 am »

Tomb, can use black mana
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Re: Mage Knight I "The end is near" (Day 3, Turn 3, theorel's turn)
« Reply #1059 on: May 10, 2013, 07:32:27 am »

Tomb, can use black mana

Ah, missed that. Cool.

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Re: Mage Knight I "The end is near" (Day 3, Turn 3, theorel's turn)
« Reply #1060 on: May 10, 2013, 07:36:34 am »

You encounter a Swamp Dragon and kill it. No error found.

(just in case I made an error above)

This I don't understand. Do you want me to execute Pure Magic and Fire Bolt or not?

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Re: Mage Knight I "The end is near" (Day 3, Turn 3, theorel's turn)
« Reply #1061 on: May 10, 2013, 07:40:01 am »

It was just in case I had made an error and there could be a high dragon or ice dragon that I couldn't kill with Mana Thunderbolt.
(in which case Pure Magic could have helped me kill it)

Oh right, but the point was I was just putting those separate since they could be useful in case of error.  So I only wanted them executed in case of no error.
« Last Edit: May 10, 2013, 07:41:52 am by theorel »
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Re: Mage Knight I "The end is near" (Day 3, Turn 3, theorel's turn)
« Reply #1062 on: May 10, 2013, 07:41:41 am »

Ok, so then you keep those 2 cards in hand?

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Re: Mage Knight I "The end is near" (Day 3, Turn 3, theorel's turn)
« Reply #1063 on: May 10, 2013, 07:42:23 am »

No, play them as stated.  (see edit above...hopefully that clarified  Basically it should read, "only if no errors above")
« Last Edit: May 10, 2013, 07:44:13 am by theorel »
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Re: Mage Knight I "The end is near" (Day 3, Turn 3, theorel's turn)
« Reply #1064 on: May 10, 2013, 07:46:23 am »

So, what I actually meant was: "just in case I made an error above, I want to save these for last."

(trying to clarify too quickly usually makes things less clear.  I need to stop doing that)
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Re: Mage Knight I "The end is near" (Day 3, Turn 3, theorel's turn)
« Reply #1065 on: May 10, 2013, 07:51:30 am »

Play Pure Magic with a blue token to gain Mana Claim/Mana Curse into my discard pile.

Ok, hopefully last question.
You have Magic Talent, not Pure Magic in hand - what makes much more sense with what you want to do.
But, you need to play blue mana to activate the strong effect and a blue mana to take Mana Claim. Correct me if I'm wrong, but you're out of blue mana.

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Re: Mage Knight I "The end is near" (Day 3, Turn 3, theorel's turn)
« Reply #1066 on: May 10, 2013, 07:53:38 am »

Darn my mixing up of card names...
And, I actually remember reading that bit at some point, but I forgot it again. (the bit about having to pay a mana to gain a spell)

I'll use my green crystal (which I crystal Mastery back) and gain Tremor/Earthquake then.
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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 6, pops' turn)
« Reply #1067 on: May 10, 2013, 08:07:09 am »

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

Fame: Goldyx: 60 / Norowas: 76 / Tovak: 76 / Arythea: 91
Influence: Goldyx: -1 / Norowas: -1 / Tovak: 5 / 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:
Mind Read / Mind Steal Choose a color. Gain a crystal of the chosen color to your Inventory. Each other player must discard a Spell or Action card of that color from their hand, or reveal their hand to show that they have none. /// Same as the basic effect. In addition to that, you may decide to permanently steal one of the Action cards (not Spells) discarded this way and put it into your hand.
Energy Flow / Energy Steal Ready a Unit. If you do, you may spend one Unit of level II or less in each other player's Unit area. /// Ready a Unit. If you do, that Unit also gets Healed, and you may spend one unit of level III or less in each other player's Unit area.
Mana Claim / Mana Curse Take a mana die of a basic color from the Source and keep it in your Play area until the end of the Round. You can either gain 3 mana tokens of that color this turn, or one mana token of that color each turn for the remainder of the Round (starting with your next turn). /// Same as the basic effect. In addition, until the end of the Round: Each time another player uses one or more mana of that color on their turn (from any source), they take a Wound. Each player can get only one Wound per turn this way.

Units:
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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
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.
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:
Blue / Blue / Black / White / White / White

Map:


Norowas (theorel):
Level 8 / Armour 4 / Hand Limit 6 / Piles (Draw/Hand/Discard): 6/6/20 / Tactics: 1: Early Bird
Crystals: Blue, Blue, White, White, Red, Red, Green
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.

Arythea (Watno):
Level 9 / Armour 4 / Hand Limit 7 / Piles (Draw/Hand/Discard): 20/7/9 / Tactics: 5: Great Start You may immediately draw 2 cards.
Crystals: White, Red, Blue
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): 3/6/14 / 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.                                 
Crystals: Green, Green, Blue, Blue, Red, Red, White, 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.

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Re: Mage Knight I "The end is near" (Day 3, Turn 3, Jorbles' turn)
« Reply #1068 on: May 10, 2013, 08:16:55 am »

Tovak's shields are missing from the ruins in the south portion of the map.
I'm pretty sure those are both his.
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Re: Mage Knight I "The end is near" (Day 3, Turn 3, Jorbles' turn)
« Reply #1069 on: May 10, 2013, 08:28:06 am »

Tovak's shields are missing from the ruins in the south portion of the map.
I'm pretty sure those are both his.

Thanks for the hint. Will be included in the next update.

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Re: Mage Knight I "The end is near" (Day 3, Turn 3, Jorbles' turn)
« Reply #1070 on: May 10, 2013, 10:36:57 am »

Play Tranquility to heal a Wound from my hand.

Play Threaten and Improvisation sideways for 2 move.

Fly to the white altar spending 2 move.

Play Will Focus for a white mana token.

Spend the token, a white crystal and a white mana die to use the altar.


+7 Fame, level up.
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Re: Mage Knight I "The end is near" (Day 3, Turn 3, Jorbles' turn)
« Reply #1071 on: May 13, 2013, 05:29:46 pm »

Rolled 1d6 : 1, total 1


You level up. Choose a skill or one from the offer:

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.
Freezing Powers Once a turn: Siege Attack 1, or Ice Siege Attack 1

Also choose an Advanced Action from the Offer.

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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 6, pops' turn)
« Reply #1072 on: May 13, 2013, 05:36:43 pm »

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

Fame: Goldyx: 67 / Norowas: 76 / Tovak: 76 / Arythea: 91
Influence: Goldyx: -1 / Norowas: -1 / Tovak: 5 / 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:
Mind Read / Mind Steal Choose a color. Gain a crystal of the chosen color to your Inventory. Each other player must discard a Spell or Action card of that color from their hand, or reveal their hand to show that they have none. /// Same as the basic effect. In addition to that, you may decide to permanently steal one of the Action cards (not Spells) discarded this way and put it into your hand.
Energy Flow / Energy Steal Ready a Unit. If you do, you may spend one Unit of level II or less in each other player's Unit area. /// Ready a Unit. If you do, that Unit also gets Healed, and you may spend one unit of level III or less in each other player's Unit area.
Mana Claim / Mana Curse Take a mana die of a basic color from the Source and keep it in your Play area until the end of the Round. You can either gain 3 mana tokens of that color this turn, or one mana token of that color each turn for the remainder of the Round (starting with your next turn). /// Same as the basic effect. In addition, until the end of the Round: Each time another player uses one or more mana of that color on their turn (from any source), they take a Wound. Each player can get only one Wound per turn this way.

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
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.
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.      
Pending                                 

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

Map:


Norowas (theorel):
Level 8 / Armour 4 / Hand Limit 6 / Piles (Draw/Hand/Discard): 6/6/20 / Tactics: 1: Early Bird
Crystals: Blue, Blue, White, White, Red, Red, Green
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 8 / Armour 4 / Hand Limit 6 / Piles (Draw/Hand/Discard): 4/6/14 / 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
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.

Arythea (Watno):
Level 9 / Armour 4 / Hand Limit 7 / Piles (Draw/Hand/Discard): 20/7/9 / Tactics: 5: Great Start You may immediately draw 2 cards.
Crystals: White, Red, Blue
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): 3/6/14 / 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.                                 
Crystals: Green, Green, Blue, Blue, Red, Red, White, 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.

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Re: Mage Knight I "The end is near" (Day 3, Turn 3, Jorbles' turn)
« Reply #1073 on: May 13, 2013, 05:59:36 pm »

This dice roll may have been tampered with!
Rolled 1d6 : 1, total 1

You level up. Choose a skill or one from the offer:

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.
Freezing Powers Once a turn: Siege Attack 1, or Ice Siege Attack 1

Also choose an Advanced Action from the Offer.

I'll take Source Freeze and Ice Bolt.
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Re: Mage Knight I "The end is near" (Day 3, Turn 3, Watno's turn)
« Reply #1074 on: May 13, 2013, 06:11:03 pm »

If you take Source Freeze, you have to take Steady Tempo - as you have to take the lowest Advanced Action if you choose a skill from the offer.
So, if you want Ice Bolt you have to choose between your own skills.

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Re: Mage Knight I "The end is near" (Day 3, Turn 3, Watno's turn)
« Reply #1075 on: May 13, 2013, 06:21:40 pm »

Then I'll take Steady Tempo I guess.
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Watno

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Re: Mage Knight I "The end is near" (Day 3, Turn 3, Watno's turn)
« Reply #1076 on: May 14, 2013, 12:54:06 pm »

Enter Dungeon
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Re: Mage Knight I "The end is near" (Day 3, Turn 3, Watno's turn)
« Reply #1077 on: May 14, 2013, 03:07:35 pm »

Minotaur / 5 Attack / Brutal / 5 Armour / 4 Fame

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Re: Mage Knight I "The end is near" (Day 3, Turn 3, Watno's turn)
« Reply #1078 on: May 14, 2013, 03:30:04 pm »

Discard wound for red mana token
Play Decompose empowered by red mana, throwing away Crystallize
Play Determination empowered by gold source mana for Block 5.
Play Rage and use Skills for Attack 5 to kill Minotaur.
Reroll gold die:
Rolled 1d6 : 3, total 3
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Re: Mage Knight I "The end is near" (Day 3, Turn 3, Watno's turn)
« Reply #1079 on: May 14, 2013, 09:50:05 pm »

Does physical resistance make a monster unaffected by white spell effects?  Or is it that special white effects and special green effects are "irresistible", even having all three resistances won't protect the creature.
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Re: Mage Knight I "The end is near" (Day 3, Turn 3, Watno's turn)
« Reply #1080 on: May 15, 2013, 05:02:53 am »

Does physical resistance make a monster unaffected by white spell effects?  Or is it that special white effects and special green effects are "irresistible", even having all three resistances won't protect the creature.

Physical Resistance has nothing to do with color of cards. It only halves damage of physical attacks.
So, if you will, white and green effects are "irresistable", yes.

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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 6, pops' turn)
« Reply #1081 on: May 15, 2013, 05:19:14 am »

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

Fame: Goldyx: 67 / Norowas: 76 / Tovak: 76 / Arythea: 95
Influence: Goldyx: -1 / Norowas: -1 / Tovak: 5 / Arythea: X

Advanced Actions:
empty
empty
Ice Bolt Gain a blue crystal to your Inventory. /// Ranged Ice Attack 3

Spells:
Mind Read / Mind Steal Choose a color. Gain a crystal of the chosen color to your Inventory. Each other player must discard a Spell or Action card of that color from their hand, or reveal their hand to show that they have none. /// Same as the basic effect. In addition to that, you may decide to permanently steal one of the Action cards (not Spells) discarded this way and put it into your hand.
Energy Flow / Energy Steal Ready a Unit. If you do, you may spend one Unit of level II or less in each other player's Unit area. /// Ready a Unit. If you do, that Unit also gets Healed, and you may spend one unit of level III or less in each other player's Unit area.
Mana Claim / Mana Curse Take a mana die of a basic color from the Source and keep it in your Play area until the end of the Round. You can either gain 3 mana tokens of that color this turn, or one mana token of that color each turn for the remainder of the Round (starting with your next turn). /// Same as the basic effect. In addition, until the end of the Round: Each time another player uses one or more mana of that color on their turn (from any source), they take a Wound. Each player can get only one Wound per turn this way.

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
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.
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
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.      
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.
Freezing Powers Once a turn: Siege Attack 1, or Ice Siege Attack 1                              

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

Map:


Norowas (theorel):
Level 8 / Armour 4 / Hand Limit 6 / Piles (Draw/Hand/Discard): 6/6/20 / Tactics: 1: Early Bird
Crystals: Blue, Blue, White, White, Red, Red, Green
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 8 / Armour 4 / Hand Limit 6 / Piles (Draw/Hand/Discard): 4/6/14 / 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
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
         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.
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.

Arythea (Watno):
Level 9 / Armour 4 / Hand Limit 7 / Piles (Draw/Hand/Discard): 15/7/13 / Tactics: 5: Great Start You may immediately draw 2 cards.
Crystals: White, White, Red, Red, Green, Blue
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): 3/6/14 / 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.                                 
Crystals: Green, Green, Blue, Blue, Red, Red, White, 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.

popsofctown

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Re: Mage Knight I "The end is near" (Day 3, Turn 3, pops' turn)
« Reply #1082 on: May 15, 2013, 06:32:03 pm »

Put Prayer of Weather in the center.
Play March.
Activate Foresters.
Refresh Foresters with the banner.
Activate Foresters.
Play Double Move.
(Note that Swamps, Hills, and Forests cost 0, other terrain is reduced by 2.)

Move to the tomb in the northeast corner of the map.

If it's a fire dragon, use a white crystal to play Expose, then use a red mana crystal and black source mana to destroy it with Disentegrate.
If it's a Swamp Dragon, just destroy it with Disentigrate.

If that checks out, that ends my turn
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theorel

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Re: Mage Knight I "The end is near" (Day 3, Turn 3, pops' turn)
« Reply #1083 on: May 15, 2013, 09:31:05 pm »

I encountered the swamp dragon, so you get fire.

But, Prayer of weather has minimum 1.  So plains still cost 1.  Deserts cost 3.  Hills, swamp, forest free.
I don't see how you get to the northeast tomb with 8 move.  (best I can do is with 9)
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popsofctown

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Re: Mage Knight I "The end is near" (Day 3, Turn 3, pops' turn)
« Reply #1084 on: May 16, 2013, 12:22:06 am »

Yeah, I forgot that I can't move across a keep without assaulting it.

I'll play an Improvisation sideways to get up to 9 move.
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theorel

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Re: Mage Knight I "The end is near" (Day 3, Turn 3, pops' turn)
« Reply #1085 on: May 16, 2013, 07:39:33 am »

Wait...swamps aren't free either.  -2 from prayer, -2 from foresters = -4.  5 (base swamp) -4=1.

I think you're going to have to chart your path here.
I don't see how the keep made a difference...(i.e. I couldn't do 8 even crossing a keep)

With swamps costing 1, the best I can manage is 13.
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popsofctown

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Re: Mage Knight I "The end is near" (Day 3, Turn 3, pops' turn)
« Reply #1086 on: May 16, 2013, 08:09:00 pm »

I thought swamps costed 4
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Re: Mage Knight I "The end is near" (Day 3, Turn 3, pops' turn)
« Reply #1087 on: May 16, 2013, 08:10:47 pm »

Didn't someone explore and find a tile with a Tomb on it?  I don't see that in the picture.  And it might help me with the shortest route to the tomb. 
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theorel

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Re: Mage Knight I "The end is near" (Day 3, Turn 3, pops' turn)
« Reply #1088 on: May 16, 2013, 09:06:02 pm »

I'm standing on a tomb...and there is a tomb in the northeast.  I believe those are the only 2 tombs.
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popsofctown

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Re: Mage Knight I "The end is near" (Day 3, Turn 3, pops' turn)
« Reply #1089 on: May 17, 2013, 12:35:56 am »

I think I can manage on 12.  Let me check
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Re: Mage Knight I "The end is near" (Day 3, Turn 3, pops' turn)
« Reply #1090 on: May 17, 2013, 12:42:43 am »

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popsofctown

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Re: Mage Knight I "The end is near" (Day 3, Turn 3, pops' turn)
« Reply #1091 on: May 17, 2013, 12:43:34 am »

And I'll achieve that by adding a I don't give a Damn on burning shield for three more move points.
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Re: Mage Knight I "The end is near" (Day 3, Turn 3, pops' turn)
« Reply #1092 on: May 17, 2013, 05:07:08 am »

Have screwed up my VASSAL file. Update has to wait a bit.
I haven't look in detail into this move, but movement seems fine.

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Re: Mage Knight I "The end is near" (Day 3, Turn 3, pops' turn)
« Reply #1093 on: May 20, 2013, 08:18:22 am »

Can we reroll the source mana so I can figure my turn?
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Re: Mage Knight I "The end is near" (Day 3, Turn 3, pops' turn)
« Reply #1094 on: May 20, 2013, 08:22:33 am »

I'm currently nearly finished recreating which tokens are left in the draw piles. Shouldn't take so long. Then I check pops' turn.

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Re: Mage Knight I "The end is near" (Day 3, Turn 3, pops' turn)
« Reply #1095 on: May 20, 2013, 08:35:27 am »

cool.  Sounds good.
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Re: Mage Knight I "The end is near" (Day 3, Turn 3, pops' turn)
« Reply #1096 on: May 20, 2013, 08:41:05 am »

Move seems fine. Re-roll
Rolled 1d6 : 1, total 1

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Re: Mage Knight I "The end is near" (Day 3, Turn 3, pops' turn)
« Reply #1097 on: May 20, 2013, 08:49:12 am »

Play Banner of Glory on Altem Mages.
Play Learning with  Stamina, and Quickness Sideways, and Dark Negotiations for Influence 6.  Gaining Ice Bolt to my discard.
Then I'll enter the tomb, and face a dragon of some sort.
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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 6, pops' turn)
« Reply #1098 on: May 20, 2013, 09:02:45 am »

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

Fame: Goldyx: 67 / Norowas: 76 / Tovak: 84 / Arythea: 95
Influence: Goldyx: -1 / Norowas: -1 / Tovak: 5 / Arythea: X

Advanced Actions:
empty
empty
Ice Bolt Gain a blue crystal to your Inventory. /// Ranged Ice Attack 3

Spells:
Mind Read / Mind Steal Choose a color. Gain a crystal of the chosen color to your Inventory. Each other player must discard a Spell or Action card of that color from their hand, or reveal their hand to show that they have none. /// Same as the basic effect. In addition to that, you may decide to permanently steal one of the Action cards (not Spells) discarded this way and put it into your hand.
Energy Flow / Energy Steal Ready a Unit. If you do, you may spend one Unit of level II or less in each other player's Unit area. /// Ready a Unit. If you do, that Unit also gets Healed, and you may spend one unit of level III or less in each other player's Unit area.
Mana Claim / Mana Curse Take a mana die of a basic color from the Source and keep it in your Play area until the end of the Round. You can either gain 3 mana tokens of that color this turn, or one mana token of that color each turn for the remainder of the Round (starting with your next turn). /// Same as the basic effect. In addition, until the end of the Round: Each time another player uses one or more mana of that color on their turn (from any source), they take a Wound. Each player can get only one Wound per turn this way.

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
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.
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
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.      
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.
Freezing Powers Once a turn: Siege Attack 1, or Ice Siege Attack 1                              

Mana Source:
Blue / Blue / Gold / Red / White / White

Map:


Norowas (theorel):
Level 8 / Armour 4 / Hand Limit 6 / Piles (Draw/Hand/Discard): 6/6/20 / Tactics: 1: Early Bird
Crystals: Blue, Blue, White, White, Red, Red, Green
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 8 / Armour 4 / Hand Limit 6 / Piles (Draw/Hand/Discard): 4/6/14 / 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
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
         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.
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.

Arythea (Watno):
Level 9 / Armour 4 / Hand Limit 7 / Piles (Draw/Hand/Discard): 15/7/13 / Tactics: 5: Great Start You may immediately draw 2 cards.
Crystals: White, White, Red, Red, Green, Blue
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 9 / Armour 4 / Hand Limit 7 / Piles (Draw/Hand/Discard): 0/6/19 / 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, Green, Blue, Blue, 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 (4/5): 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.

Qvist

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Re: Mage Knight I "The end is near" (Day 3, Turn 3, pops' turn)
« Reply #1099 on: May 20, 2013, 09:03:19 am »

I need the Spell choice of pops.

Also, remember that Prayer of Weather is active.

theorel

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Re: Mage Knight I "The end is near" (Day 3, Turn 3, pops' turn)
« Reply #1100 on: May 20, 2013, 09:09:30 am »

I don't think spell choice will effect my turn.  And I don't think the dragon I get will have any significant influence on the spell pops chooses.
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Qvist

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Re: Mage Knight I "The end is near" (Day 3, Turn 3, pops' turn)
« Reply #1101 on: May 20, 2013, 09:11:14 am »

Fire Dragon / Fire Attack 9 / Armour 7 with Fire + Physical Resistance / 8 Fame

theorel

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Re: Mage Knight I "No-one wants to end it" (Day 3, Turn 4, theorel's turn)
« Reply #1102 on: May 20, 2013, 09:27:16 am »

Darn no black mana.  Was really hoping for an Ice Dragon so that the mages could kill it all by themselves.

Spend a white source mana with Tornado, Dragon doesn't attack.
Altem Mages use Cold-Fire attack 5+2 from Leadership to kill the dragon. (+1 Fame from Banner)


Rolled 1d6 : 1, total 1
replacing the white source mana.
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Re: Mage Knight I "No-one wants to end it" (Day 3, Turn 4, theorel's turn)
« Reply #1103 on: May 20, 2013, 09:28:57 am »

Units aren't allowed in a tomb.

theorel

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Re: Mage Knight I "No-one wants to end it" (Day 3, Turn 4, theorel's turn)
« Reply #1104 on: May 20, 2013, 09:29:20 am »

Bonds of Loyalty.
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Re: Mage Knight I "No-one wants to end it" (Day 3, Turn 4, theorel's turn)
« Reply #1105 on: May 20, 2013, 09:29:49 am »

Bonds of Loyalty.

Sorry, forgot about that one.

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Re: Mage Knight I "No-one wants to end it" (Day 3, Turn 4, theorel's turn)
« Reply #1106 on: May 20, 2013, 09:31:01 am »

No worries.  I just figured a quick statement would get it resolved faster :)
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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 6, pops' turn)
« Reply #1107 on: May 20, 2013, 09:40:27 am »

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

Fame: Goldyx: 67 / Norowas: 85 / Tovak: 84 / Arythea: 95
Influence: Goldyx: -1 / Norowas: -1 / Tovak: 5 / Arythea: X

Advanced Actions:
empty
empty
empty

Spells:
Mind Read / Mind Steal Choose a color. Gain a crystal of the chosen color to your Inventory. Each other player must discard a Spell or Action card of that color from their hand, or reveal their hand to show that they have none. /// Same as the basic effect. In addition to that, you may decide to permanently steal one of the Action cards (not Spells) discarded this way and put it into your hand.
Energy Flow / Energy Steal Ready a Unit. If you do, you may spend one Unit of level II or less in each other player's Unit area. /// Ready a Unit. If you do, that Unit also gets Healed, and you may spend one unit of level III or less in each other player's Unit area.
Mana Claim / Mana Curse Take a mana die of a basic color from the Source and keep it in your Play area until the end of the Round. You can either gain 3 mana tokens of that color this turn, or one mana token of that color each turn for the remainder of the Round (starting with your next turn). /// Same as the basic effect. In addition, until the end of the Round: Each time another player uses one or more mana of that color on their turn (from any source), they take a Wound. Each player can get only one Wound per turn this way.

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
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.
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
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.      
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.
Freezing Powers Once a turn: Siege Attack 1, or Ice Siege Attack 1                              

Mana Source:
Blue / Blue / Gold / Gold / Red / White

Map:


Norowas (theorel):
Level 9 / Armour 4 / Hand Limit 7 / Piles (Draw/Hand/Discard): 0/7/26 / Tactics: 1: Early Bird
Crystals: Blue, Blue, White, White, Red, Red, Green
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 (5/5+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.
                 -> with Banner of Glory Assign this to a unit you control. The assigned unit gets armor +1 and +1 to any attacks or blocks it makes. Whenever this unit attacks or blocks, fame +1 /// Units you control get armor +1 and +1 to any attacks or blocks the make this turn. Fame +1 for each unit that attacks or blocks this turn.
                 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 8 / Armour 4 / Hand Limit 6 / Piles (Draw/Hand/Discard): 4/6/14 / 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
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
         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.
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.

Arythea (Watno):
Level 9 / Armour 4 / Hand Limit 7 / Piles (Draw/Hand/Discard): 15/7/13 / Tactics: 5: Great Start You may immediately draw 2 cards.
Crystals: White, White, Red, Red, Green, Blue
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 9 / Armour 4 / Hand Limit 7 / Piles (Draw/Hand/Discard): 0/6/19 / 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, Green, Blue, Blue, 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 (4/5): 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.

theorel

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Re: Mage Knight I "No-one wants to end it" (Day 3, Turn 4, Jorbles' turn)
« Reply #1108 on: May 20, 2013, 09:56:40 am »

Also, I don't know if this matters or not, but I'm pretty sure I only have 25 cards in my discard.
(20 before my turn + 4 played + 1 gained).

I think the issue is that Banner of Glory isn't in the discard.
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Qvist

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Re: Mage Knight I "No-one wants to end it" (Day 3, Turn 4, Jorbles' turn)
« Reply #1109 on: May 20, 2013, 09:59:29 am »

I think the issue is that Banner of Glory isn't in the discard.

Indeed, I did count it.

Jorbles

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Re: Mage Knight I "No-one wants to end it" (Day 3, Turn 4, Jorbles' turn)
« Reply #1110 on: May 20, 2013, 03:07:31 pm »

I totally thought this game would be over by now.

Play Sapphire Ring. +1 fame, +1 blue crystal, +1 blue mana token.
Play Steady Tempo using the blue mana token to activate it for move 4, putting it on top of my Deed deck.
Use gold mana die to power Crystallize gaining a white mana crystal.
Move to the green crystal mine.

End turn, gaining a green crystal.
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Jorbles

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Re: Mage Knight I "No-one wants to end it" (Day 3, Turn 4, Jorbles' turn)
« Reply #1111 on: May 20, 2013, 03:07:47 pm »

Reroll the gold mana.
Rolled 1d6 : 5, total 5
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popsofctown

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Re: Mage Knight I "No-one wants to end it" (Day 3, Turn 4, Jorbles' turn)
« Reply #1112 on: May 20, 2013, 08:10:23 pm »

I thought I choose the artifact and the spell simultaneously.  Unless we're out of artifacts?
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popsofctown

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Re: Mage Knight I "No-one wants to end it" (Day 3, Turn 4, Jorbles' turn)
« Reply #1113 on: May 20, 2013, 08:13:22 pm »

If I'm forced to choose the spell before seeing the artifacts I guess I'll take Mana Claim
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Qvist

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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 6, pops' turn)
« Reply #1114 on: May 21, 2013, 04:46:09 pm »

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

Fame: Goldyx: 68 / Norowas: 85 / Tovak: 84 / Arythea: 95
Influence: Goldyx: -1 / Norowas: -1 / Tovak: 5 / Arythea: X

Advanced Actions:
empty
empty
empty

Spells:
Mind Read / Mind Steal Choose a color. Gain a crystal of the chosen color to your Inventory. Each other player must discard a Spell or Action card of that color from their hand, or reveal their hand to show that they have none. /// Same as the basic effect. In addition to that, you may decide to permanently steal one of the Action cards (not Spells) discarded this way and put it into your hand.
Energy Flow / Energy Steal Ready a Unit. If you do, you may spend one Unit of level II or less in each other player's Unit area. /// Ready a Unit. If you do, that Unit also gets Healed, and you may spend one unit of level III or less in each other player's Unit area.
Mana Claim / Mana Curse Take a mana die of a basic color from the Source and keep it in your Play area until the end of the Round. You can either gain 3 mana tokens of that color this turn, or one mana token of that color each turn for the remainder of the Round (starting with your next turn). /// Same as the basic effect. In addition, until the end of the Round: Each time another player uses one or more mana of that color on their turn (from any source), they take a Wound. Each player can get only one Wound per turn this way.

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
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.
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
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.      
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.
Freezing Powers Once a turn: Siege Attack 1, or Ice Siege Attack 1                              

Mana Source:
Blue / Blue / Blue / Gold / Red / White

Map:


Norowas (theorel):
Level 9 / Armour 4 / Hand Limit 7 / Piles (Draw/Hand/Discard): 0/7/26 / Tactics: 1: Early Bird
Crystals: Blue, Blue, White, White, Red, Red, Green
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 (5/5+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.
                 -> with Banner of Glory Assign this to a unit you control. The assigned unit gets armor +1 and +1 to any attacks or blocks it makes. Whenever this unit attacks or blocks, fame +1 /// Units you control get armor +1 and +1 to any attacks or blocks the make this turn. Fame +1 for each unit that attacks or blocks this turn.
                 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 8 / Armour 4 / Hand Limit 6 / Piles (Draw/Hand/Discard): 2/6/16 / 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, Blue, Red, Red, White, Green
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
         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.
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.

Arythea (Watno):
Level 9 / Armour 4 / Hand Limit 7 / Piles (Draw/Hand/Discard): 15/7/13 / Tactics: 5: Great Start You may immediately draw 2 cards.
Crystals: White, White, Red, Red, Green, Blue
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 9 / Armour 4 / Hand Limit 7 / Piles (Draw/Hand/Discard): 0/6/19 / 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, Green, Blue, Blue, 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 (4/5): 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.

Qvist

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Re: Mage Knight I "No-one wants to end it" (Day 3, Turn 4, Jorbles' turn)
« Reply #1115 on: May 21, 2013, 04:47:30 pm »

I thought I choose the artifact and the spell simultaneously.

Hm. What's the official ruling on this? Also can you choose the order how you put the cards on top of your deck. I can't find anything regarding this...

Watno

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Re: Mage Knight I "No-one wants to end it" (Day 3, Turn 4, Watno's turn)
« Reply #1116 on: May 21, 2013, 04:51:59 pm »

Enter dungeon
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Qvist

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Re: Mage Knight I "No-one wants to end it" (Day 3, Turn 4, Watno's turn)
« Reply #1117 on: May 21, 2013, 04:57:43 pm »

Crypt Worm / 6 Attack / 6 Armour and Fortified   / 5 Fame

Watno

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Re: Mage Knight I "No-one wants to end it" (Day 3, Turn 4, Watno's turn)
« Reply #1118 on: May 21, 2013, 05:08:00 pm »

Take 2 wounds
Play Wound, Improvisation sideways and use Skills to kill.
Play Holy Grail to heal 2 wounds
End turn
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theorel

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Re: Mage Knight I "No-one wants to end it" (Day 3, Turn 4, Watno's turn)
« Reply #1119 on: May 21, 2013, 09:40:56 pm »

Quote from: rules, pg. 9. Section 5, under End of Turn
Rewards from combat: If you won any rewards from a
combat, take them now. Pick your rewards in whatever order
you choose. If you won:...

So, pops should indeed be allowed to choose his Artifact first if he likes.
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theorel

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Re: Mage Knight I "No-one wants to end it" (Day 3, Turn 4, Watno's turn)
« Reply #1120 on: May 21, 2013, 09:42:32 pm »

Now if he takes the artifact first, I'm pretty sure it goes on deck first, followed by spell.  And level-ups happen after other rewards, so level-up advanced action should be the last thing added to deck (not that it matters for this game).
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popsofctown

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Re: Mage Knight I "No-one wants to end it" (Day 3, Turn 4, Watno's turn)
« Reply #1121 on: May 21, 2013, 09:52:51 pm »

I think this game has reached the point where both of those are irrelevant, I don't expect anyone to hoard enough cards in hand that the order of the top of the deck matters.

I would prefer to withhold my official and final spell choice until after I choose my artifact, so I can pick a spell that comboes with that, please.
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Qvist

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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 6, pops' turn)
« Reply #1122 on: May 22, 2013, 08:03:47 am »

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

Fame: Goldyx: 68 / Norowas: 85 / Tovak: 84 / Arythea: 102
Influence: Goldyx: -1 / Norowas: -1 / Tovak: 5 / Arythea: X

Advanced Actions:
empty
empty
empty

Spells:
Mind Read / Mind Steal Choose a color. Gain a crystal of the chosen color to your Inventory. Each other player must discard a Spell or Action card of that color from their hand, or reveal their hand to show that they have none. /// Same as the basic effect. In addition to that, you may decide to permanently steal one of the Action cards (not Spells) discarded this way and put it into your hand.
Energy Flow / Energy Steal Ready a Unit. If you do, you may spend one Unit of level II or less in each other player's Unit area. /// Ready a Unit. If you do, that Unit also gets Healed, and you may spend one unit of level III or less in each other player's Unit area.
Mana Claim / Mana Curse Take a mana die of a basic color from the Source and keep it in your Play area until the end of the Round. You can either gain 3 mana tokens of that color this turn, or one mana token of that color each turn for the remainder of the Round (starting with your next turn). /// Same as the basic effect. In addition, until the end of the Round: Each time another player uses one or more mana of that color on their turn (from any source), they take a Wound. Each player can get only one Wound per turn this way.

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
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.
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
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.      
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.
Freezing Powers Once a turn: Siege Attack 1, or Ice Siege Attack 1                              

Mana Source:
Blue / Blue / Blue / Gold / Red / White

Map:


Norowas (theorel):
Level 9 / Armour 4 / Hand Limit 7 / Piles (Draw/Hand/Discard): 0/7/26 / Tactics: 1: Early Bird
Crystals: Blue, Blue, White, White, Red, Red, Green
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 (5/5+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.
                 -> with Banner of Glory Assign this to a unit you control. The assigned unit gets armor +1 and +1 to any attacks or blocks it makes. Whenever this unit attacks or blocks, fame +1 /// Units you control get armor +1 and +1 to any attacks or blocks the make this turn. Fame +1 for each unit that attacks or blocks this turn.
                 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 8 / Armour 4 / Hand Limit 6 / Piles (Draw/Hand/Discard): 2/6/16 / 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, Blue, Red, Red, White, Green
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
         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.
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.

Arythea (Watno):
Level 10 / Armour 4 / Hand Limit 7 / Piles (Draw/Hand/Discard): 12/7/16 / Tactics: 5: Great Start You may immediately draw 2 cards.
Crystals: White, White, Red, Red, Green, Blue
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 9 / Armour 4 / Hand Limit 7 / Piles (Draw/Hand/Discard): 0/6/19 / 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, Green, Blue, Blue, 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 (4/5): 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.

Qvist

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Re: Mage Knight I "No-one wants to end it" (Day 3, Turn 4, Watno's turn)
« Reply #1123 on: May 22, 2013, 08:05:24 am »

Arythea levels up. Choose a skill:

Dark Fire Magic Once a Round: Flip this to gain one red crystal to your inventory, and one red or one black mana token.
Dark Paths Once a turn: Move 1 (during the Day), or Move 2 (at Night)

or any skill from the offer. There's no AA left, so you can't get one.

popsofctown

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Re: Mage Knight I "No-one wants to end it" (Day 3, Turn 4, pops' turn)
« Reply #1124 on: May 22, 2013, 02:21:59 pm »

my spell is going to be mana claim.
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Qvist

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Re: Mage Knight I "No-one wants to end it" (Day 3, Turn 4, pops' turn)
« Reply #1125 on: May 25, 2013, 07:28:32 pm »

I hope you're not waiting for me.

pops' turn and Watno has still choose a skill.

Watno

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Re: Mage Knight I "No-one wants to end it" (Day 3, Turn 4, pops' turn)
« Reply #1126 on: May 25, 2013, 08:07:50 pm »

Dark paths
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popsofctown

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Re: Mage Knight I "No-one wants to end it" (Day 3, Turn 4, pops' turn)
« Reply #1127 on: May 26, 2013, 02:16:38 am »


Play Double Move for 2 movement
Play Swiftness for 2 movement.
Play Crystallize sideways for 1 Movement
Use Amulet of Darkness to get a blue mana token.
Use the blue mana token to play Mana Claim and get 3 white mana tokens from the source.
Use a white mana token to fly next to the city with Wings of Wind.
Crystallize a white mana token.
Use 2 remaining movement points to assualt the city.
Block the dude with my Guardsmen than smack him in the face with my freezers to kill him.
End my turn.
Rolled 1d6 : 1, total 1

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popsofctown

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Re: Mage Knight I "No-one wants to end it" (Day 3, Turn 4, pops' turn)
« Reply #1128 on: May 26, 2013, 02:17:09 am »

oh.. and i get reputation -1 :)
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theorel

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Re: Mage Knight I "No-one wants to end it" (Day 3, Turn 4, pops' turn)
« Reply #1129 on: May 27, 2013, 07:38:07 am »

Play Tranquility to trash a wound.
Play Diplomacy, Concentration, and Determination sideways to move to the white crystal mine.  Gain a white crystal.
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popsofctown

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Re: Mage Knight I "No-one wants to end it" (Day 3, Turn 4, pops' turn)
« Reply #1130 on: May 27, 2013, 03:06:03 pm »

btw i believe i triggered end of game turns.
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Qvist

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Re: Mage Knight I "No-one wants to end it" (Day 3, Turn 4, pops' turn)
« Reply #1131 on: May 30, 2013, 05:12:45 am »

Sorry for the wait. I'll update later today.

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Re: Mage Knight I "No-one wants to end it" (Day 3, Turn 4, pops' turn)
« Reply #1132 on: June 07, 2013, 07:17:33 am »

lies! all lies! (I know you were busy...bumping since it's fallen off the first page.)
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Qvist

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Re: Mage Knight I "No-one wants to end it" (Day 3, Turn 4, pops' turn)
« Reply #1133 on: June 07, 2013, 12:04:02 pm »

Yeah, sorry. Explained in the V/LA thread. Finally I can update.


Crystallize a white mana token.


You played Crystallize earlier for movement. I just ignore this.
Also you re-rolled a die, but the only die you took doesn't get put back.

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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 6, pops' turn)
« Reply #1134 on: June 07, 2013, 12:21:49 pm »

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

Fame: Goldyx: 68 / Norowas: 85 / Tovak: 87 / Arythea: 102
Influence: Goldyx: -1 / Norowas: -1 / Tovak: 3 / Arythea: X

Advanced Actions:
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empty
empty

Spells:
Underground Travel / Underground Attack Move by up to 3 revealed spaces on the map. You may not move to or through swamps or lakes this way, and you must end your move on a safe space. Moving this way does not provoke rampaging enemies. /// Same as the basic effect, except you have to end you move on a fortified site (or on a space occupied by another player). It ends your movement and counts as an assault (or as an attack on that player). Ignore site fortifications. If withdrawing after the combat, return to your original position.
Mind Read / Mind Steal Choose a color. Gain a crystal of the chosen color to your Inventory. Each other player must discard a Spell or Action card of that color from their hand, or reveal their hand to show that they have none. /// Same as the basic effect. In addition to that, you may decide to permanently steal one of the Action cards (not Spells) discarded this way and put it into your hand.
Energy Flow / Energy Steal Ready a Unit. If you do, you may spend one Unit of level II or less in each other player's Unit area. /// Ready a Unit. If you do, that Unit also gets Healed, and you may spend one unit of level III or less in each other player's Unit area.

Units:
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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
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.
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
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.      
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.
Freezing Powers Once a turn: Siege Attack 1, or Ice Siege Attack 1
Dark Fire Magic Once a Round: Flip this to gain one red crystal to your inventory, and one red or one black mana token.                           

Mana Source:
Blue / Blue / Blue / Gold / Red / White (claimed)

Map:


Norowas (theorel):
Level 9 / Armour 4 / Hand Limit 7 / Piles (Draw/Hand/Discard): 0/2/29 / Tactics: 1: Early Bird
Crystals: Blue, Blue, White, White, White, Red, Red, Green
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 (5/5+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.
                 -> with Banner of Glory Assign this to a unit you control. The assigned unit gets armor +1 and +1 to any attacks or blocks it makes. Whenever this unit attacks or blocks, fame +1 /// Units you control get armor +1 and +1 to any attacks or blocks the make this turn. Fame +1 for each unit that attacks or blocks this turn.
                 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 8 / Armour 4 / Hand Limit 6 / Piles (Draw/Hand/Discard): 2/6/16 / 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, Blue, Red, Red, White, Green
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
         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.
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.

Arythea (Watno):
Level 10 / Armour 4 / Hand Limit 7 / Piles (Draw/Hand/Discard): 12/7/16 / Tactics: 5: Great Start You may immediately draw 2 cards.
Crystals: White, White, Red, Red, Green, Blue
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.
         Dark Paths Once a turn: Move 1 (during the Day), or Move 2 (at Night)
Units (1/5): Peasants (wounded) Cost 4 / Level 1 / Armour 3 / Attack or Block 2 /// Influence 2 /// Move 2

Tovak (pops):
Level 9 / Armour 4 / Hand Limit 7 / Piles (Draw/Hand/Discard): 0/1/24 / 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, Green, Blue, Blue, 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 (4/5): 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.

Qvist

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Re: Mage Knight I "No-one wants to end it" (Day 3, Turn 5, Jorbles' turn)
« Reply #1135 on: June 07, 2013, 12:22:19 pm »

Jorbles, Watno and pops, then the game is over.

Jorbles

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Re: Mage Knight I "No-one wants to end it" (Day 3, Turn 5, Jorbles' turn)
« Reply #1136 on: June 07, 2013, 02:11:27 pm »

Source Freeze.

Use Gold mana die to power Refreshing Walk for Move 4 and Heal 2. Heal Guardian Golems.

Use Blue mana crystal to power Steady Tempo (Move 4).

Move into Swamp and Explore to the south (spending 5 + 2 move).
« Last Edit: June 07, 2013, 04:38:25 pm by Jorbles »
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theorel

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Re: Mage Knight I "No-one wants to end it" (Day 3, Turn 5, Jorbles' turn)
« Reply #1137 on: June 07, 2013, 02:37:26 pm »

there aren't any tiles left to explore.
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Jorbles

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Re: Mage Knight I "No-one wants to end it" (Day 3, Turn 5, Jorbles' turn)
« Reply #1138 on: June 07, 2013, 04:36:17 pm »

Not even the countryside ones? I thought when the core ones ran out I could explore the countryside tiles as long as they would touch at least 3 other tiles.

http://boardgamegeek.com/thread/893471/exploring-the-coastline-with-core-tiles-wedge-ma
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Qvist

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Re: Mage Knight I "No-one wants to end it" (Day 3, Turn 5, Jorbles' turn)
« Reply #1139 on: June 07, 2013, 04:58:19 pm »

The countryside tiles are gone too, sorry.

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Re: Mage Knight I "No-one wants to end it" (Day 3, Turn 5, Jorbles' turn)
« Reply #1140 on: June 07, 2013, 06:48:04 pm »

In that case this is my new turn:

Source Freeze.

Use Gold mana die to power Refreshing Walk for Move 4 and Heal 2. Heal Guardian Golems.


Turn over.
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Qvist

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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 6, pops' turn)
« Reply #1141 on: June 07, 2013, 07:33:20 pm »

Rolled 1d6 : 3, total 3

Qvist

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Re: Mage Knight I "No-one wants to end it" (Day 3, Turn 5, Jorbles' turn)
« Reply #1142 on: June 07, 2013, 07:34:04 pm »

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

Fame: Goldyx: 68 / Norowas: 85 / Tovak: 87 / Arythea: 102
Influence: Goldyx: -1 / Norowas: -1 / Tovak: 3 / Arythea: X

Advanced Actions:
empty
empty
empty

Spells:
Underground Travel / Underground Attack Move by up to 3 revealed spaces on the map. You may not move to or through swamps or lakes this way, and you must end your move on a safe space. Moving this way does not provoke rampaging enemies. /// Same as the basic effect, except you have to end you move on a fortified site (or on a space occupied by another player). It ends your movement and counts as an assault (or as an attack on that player). Ignore site fortifications. If withdrawing after the combat, return to your original position.
Mind Read / Mind Steal Choose a color. Gain a crystal of the chosen color to your Inventory. Each other player must discard a Spell or Action card of that color from their hand, or reveal their hand to show that they have none. /// Same as the basic effect. In addition to that, you may decide to permanently steal one of the Action cards (not Spells) discarded this way and put it into your hand.
Energy Flow / Energy Steal Ready a Unit. If you do, you may spend one Unit of level II or less in each other player's Unit area. /// Ready a Unit. If you do, that Unit also gets Healed, and you may spend one unit of level III or less in each other player's Unit area.

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
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.
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
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.      
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.
Freezing Powers Once a turn: Siege Attack 1, or Ice Siege Attack 1
Dark Fire Magic Once a Round: Flip this to gain one red crystal to your inventory, and one red or one black mana token.                           

Mana Source (frozen):
Blue / Blue / Blue / Red / Red / White (claimed)

Map:


Norowas (theorel):
Level 9 / Armour 4 / Hand Limit 7 / Piles (Draw/Hand/Discard): 0/2/29 / Tactics: 1: Early Bird
Crystals: Blue, Blue, White, White, White, Red, Red, Green
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 (5/5+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.
                 -> with Banner of Glory Assign this to a unit you control. The assigned unit gets armor +1 and +1 to any attacks or blocks it makes. Whenever this unit attacks or blocks, fame +1 /// Units you control get armor +1 and +1 to any attacks or blocks the make this turn. Fame +1 for each unit that attacks or blocks this turn.
                 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 8 / Armour 4 / Hand Limit 6 / Piles (Draw/Hand/Discard): 1/6/17 / 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, Blue, Red, Red, White, Green
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
         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.
Units (3/4): 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
                 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.

Arythea (Watno):
Level 10 / Armour 4 / Hand Limit 7 / Piles (Draw/Hand/Discard): 12/7/16 / Tactics: 5: Great Start You may immediately draw 2 cards.
Crystals: White, White, Red, Red, Green, Blue
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.
         Dark Paths Once a turn: Move 1 (during the Day), or Move 2 (at Night)
Units (1/5): Peasants (wounded) Cost 4 / Level 1 / Armour 3 / Attack or Block 2 /// Influence 2 /// Move 2

Tovak (pops):
Level 9 / Armour 4 / Hand Limit 7 / Piles (Draw/Hand/Discard): 0/1/24 / 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, Green, Blue, Blue, 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 (4/5): 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.
[/quote]

Watno

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Re: Mage Knight I "No-one wants to end it" (Day 3, Turn 5, Watno's turn)
« Reply #1143 on: June 08, 2013, 02:24:14 pm »

Enter dungeon.
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Qvist

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Re: Mage Knight I "No-one wants to end it" (Day 3, Turn 5, Watno's turn)
« Reply #1144 on: June 09, 2013, 09:07:34 pm »

Enter dungeon.

Of course. Booooring. ;)

Crypt Worm / 6 Attack / 6 Armour Fortified / 5 Fame

Watno

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Re: Mage Knight I "No-one wants to end it" (Day 3, Turn 5, Watno's turn)
« Reply #1145 on: June 10, 2013, 08:57:15 am »

Play Flame Wall empowered by red crystal for Block 7
Play Battle Versatility, improvised March and use skills to kill
Play Golden grail to heal 2 wounds for +2 Fame
End turn


Endgame scorings are stupid by the way :D
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popsofctown

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Re: Mage Knight I "No-one wants to end it" (Day 3, Turn 5, Watno's turn)
« Reply #1146 on: June 10, 2013, 09:46:14 am »

Pretty sure I can't do anything to impact my score.

Use I don't Give a Damn on a Rage for movement
Use Double Move for movement.
Move to the magical glade.
Trash a wound from my discard pile, thought i'm 99% sure there's not any wounds in there anyways
end my turn

Who won?
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theorel

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Re: Mage Knight I "No-one wants to end it" (Day 3, Turn 5, Watno's turn)
« Reply #1147 on: June 10, 2013, 11:35:10 am »

Let's see...bonuses we can see:
Cities (7 for city leader, 5 for non-leader, 5 for highest):
Jorbles: +0
theorel: +7
pops: +12
Watno: +14+5

Greatest Leader (+level of units, +3 for highest (+1 if tied)):
Jorbles: +4
theorel: +13 +3
pops: +8
Watno: +0

Greatest Conqueror (+2/mage tower, keep, monastery. +3 highest (+1 if tied)):
Jorbles: +6
theorel: +8
pops: +0
Watno: +10 +3

Greatest Adventurer (+2/adventure site. +3 highest (+1 if tied)):
Jorbles: +8 +1 (Note: missing shield on the ruins above him)
theorel: +6
pops: +8 +1
Watno: +4

Greatest Loot: (+2/artifact, +1/2 crystals.  +3 highest (+1 if tied)):
Jorbles: +3
theorel: +4
pops: +3
Watno: +3
Note: artifacts need to be added here.

So, final scores pre-deck inspection:
Jorbles: 68 + 3 + 9 + 6 + 4 = 90
theorel: 85 + 4 + 6 + 8 + 16 + 7 = 126
pops: 87 + 3 + 9 + 8 + 12 = 119
watno: 102 + 3 + 4 + 13 + 19 = 141

So, to that we need to add 2xartifacts, 1xadvanced actions, 2xspells, and subtract 2xwounds. plus the extra bonuses for highest score in each category.

Now to wait for QVist to let us know the actual end result...
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Jorbles

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Re: Mage Knight I "No-one wants to end it" (Day 3, Turn 5, Watno's turn)
« Reply #1148 on: June 10, 2013, 02:14:33 pm »

Even though I think I did poorly compared to everyone else I really enjoyed learning this game. This was a good way to play this game for the first time. I just had the bad luck of heading off in the same direction as Watno who managed to do things I wanted to do a turn earlier than me quite often.
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theorel

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Re: Mage Knight I "No-one wants to end it" (Day 3, Turn 5, Watno's turn)
« Reply #1149 on: June 10, 2013, 02:52:18 pm »

I think watno took good advantage of going frequently early in the turn order.

Now that we've all learned some, one of you should join MK III.
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Watno

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Re: Mage Knight I "No-one wants to end it" (Day 3, Turn 5, Watno's turn)
« Reply #1150 on: June 10, 2013, 02:53:42 pm »

You are aware that I most probably lost due to having a lot of wounds? (I stopped keeping track at some point)
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theorel

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Re: Mage Knight I "No-one wants to end it" (Day 3, Turn 5, Watno's turn)
« Reply #1151 on: June 10, 2013, 03:02:33 pm »

I'm really not sure what the final count is going to be.  You're a good 15 points up on me before counting decks.  That'd be 6 wounds...and of course there are spells, artifacts, and advanced actions which could counter some of that or add to it.  I think I have more of those than you do, or at least a comparable number.  I think this will be close, but I could be way off.  I have not been paying close enough attention to everyone else's decks to know.  I know you had way fewer wounds than I expected earlier when I actually went back and counted.

BUT, I still think you frequently made good use of going earlier in turn order.  I think I made more out of my turns, but you took several more turns than I did.
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popsofctown

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Re: Mage Knight I "No-one wants to end it" (Day 3, Turn 5, Watno's turn)
« Reply #1152 on: June 10, 2013, 04:55:35 pm »

I think I made more out of my turns, but you took several more turns than I did.
So if you guys tied on fame, you win right?
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Qvist

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Re: Mage Knight I "No-one wants to end it" (Day 3, Turn 5, Jorbles' turn)
« Reply #1153 on: June 11, 2013, 07:11:35 pm »

End of Game

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

Fame: Goldyx: 68 / Norowas: 85 / Tovak: 87 / Arythea: 109
Influence: Goldyx: -1 / Norowas: -1 / Tovak: 3 / Arythea: X

Advanced Actions:
empty
empty
empty

Spells:
Underground Travel / Underground Attack Move by up to 3 revealed spaces on the map. You may not move to or through swamps or lakes this way, and you must end your move on a safe space. Moving this way does not provoke rampaging enemies. /// Same as the basic effect, except you have to end you move on a fortified site (or on a space occupied by another player). It ends your movement and counts as an assault (or as an attack on that player). Ignore site fortifications. If withdrawing after the combat, return to your original position.
Mind Read / Mind Steal Choose a color. Gain a crystal of the chosen color to your Inventory. Each other player must discard a Spell or Action card of that color from their hand, or reveal their hand to show that they have none. /// Same as the basic effect. In addition to that, you may decide to permanently steal one of the Action cards (not Spells) discarded this way and put it into your hand.
Energy Flow / Energy Steal Ready a Unit. If you do, you may spend one Unit of level II or less in each other player's Unit area. /// Ready a Unit. If you do, that Unit also gets Healed, and you may spend one unit of level III or less in each other player's Unit area.

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
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.
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
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.      
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.
Freezing Powers Once a turn: Siege Attack 1, or Ice Siege Attack 1
Dark Fire Magic Once a Round: Flip this to gain one red crystal to your inventory, and one red or one black mana token.                           

Mana Source (frozen):
Blue / Blue / Blue / Red / Red / White (claimed)

Map:


Norowas (theorel):
Level 9 / Armour 4 / Hand Limit 7 / Piles (Draw/Hand/Discard): 0/2/29 / Tactics: 1: Early Bird
Crystals: Blue, Blue, White, White, White, Red, Red, Green
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 (5/5+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.
                 -> with Banner of Glory Assign this to a unit you control. The assigned unit gets armor +1 and +1 to any attacks or blocks it makes. Whenever this unit attacks or blocks, fame +1 /// Units you control get armor +1 and +1 to any attacks or blocks the make this turn. Fame +1 for each unit that attacks or blocks this turn.
                 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 8 / Armour 4 / Hand Limit 6 / Piles (Draw/Hand/Discard): 1/6/17 / 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, Blue, Red, Red, White, Green
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
         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.
Units (3/4): 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
                 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.

Arythea (Watno):
Level 10 / Armour 4 / Hand Limit 7 / Piles (Draw/Hand/Discard): 7/7/19 / Tactics: 5: Great Start You may immediately draw 2 cards.
Crystals: White, White, Red, Green, Blue
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.
         Dark Paths Once a turn: Move 1 (during the Day), or Move 2 (at Night)
Units (1/5): Peasants (wounded) Cost 4 / Level 1 / Armour 3 / Attack or Block 2 /// Influence 2 /// Move 2

Tovak (pops):
Level 9 / Armour 4 / Hand Limit 7 / Piles (Draw/Hand/Discard): 0/0/25 / 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, Green, Blue, Blue, 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 (4/5): 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: June 11, 2013, 07:13:36 pm by Qvist »
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Qvist

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Re: Mage Knight I "No-one wants to end it" (Day 3, Turn 5, Watno's turn)
« Reply #1154 on: June 11, 2013, 07:12:52 pm »

End Game Scoring:

1.) Fame
Jorbles: 68 / theorel: 85 / pospofctown: 87 / Watno: 109

Qvist

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Re: Mage Knight I "No-one wants to end it" (Day 3, Turn 5, Watno's turn)
« Reply #1155 on: June 11, 2013, 07:26:33 pm »

2.) The Greatest Knowledge
Jorbles: 1 Spell, 5 Advanced Actions = 1*2+5 = 7
theorel: 3 Spells, 10 Advanced Actions = 3*2+10 = 16
popsofctown: 2 Spells, 8 Advanced Actions = 2*2+8 = 12
Watno: 2 Spells, 5 Advanced Actions = 2*2+5 = 9
Greatest Knowledge (3 Bonus Points): theorel

Jorbles: 75 / theorel: 104 / pospofctown: 99 / Watno: 118

Qvist

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Re: Mage Knight I "No-one wants to end it" (Day 3, Turn 5, Watno's turn)
« Reply #1156 on: June 11, 2013, 07:30:31 pm »

3.) The Greatest Loot
Jorbles: 3 Artifacts, 6 Crystals = 3*2+6/2 = 9
theorel: 4 Artifacts, 8 Crystals = 4*2+8/2 = 12
popsofctown: 5 Artifacts, 6 Crystals = 5*2+6/2 = 13
Watno: 2 Artifacts, 5 Crystals = 2*2+5/2 = 6
Greatest Loot (3 Bonus Points): popsofctown

Jorbles: 84 / theorel: 116 / pospofctown: 115 / Watno: 124
« Last Edit: June 11, 2013, 07:55:35 pm by Qvist »
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Re: Mage Knight I "No-one wants to end it" (Day 3, Turn 5, Watno's turn)
« Reply #1157 on: June 11, 2013, 07:36:12 pm »

4.) The Greatest Leader
Jorbles: 2 Lvl 2 Units = 4
theorel: 1 Lvl 1 Unit, 1 Lvl 2 Unit, 2 Lvl 3 Units, 1 Lvl 4 Unit = 1+2+2*3+4 = 13
popsofctown: 1 Lvl 1 Unit, 2 Lvl 2 Units, 1 Lvl 3 Unit = 1+2*2+3 = 8
Watno: 1 Lvl Unit (wounded) = 1/2 = 0
Greatest Leader (3 Bonus Points): theorel

Jorbles: 88 / theorel: 132 / pospofctown: 123 / Watno: 124
« Last Edit: June 11, 2013, 07:55:27 pm by Qvist »
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Qvist

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Re: Mage Knight I "No-one wants to end it" (Day 3, Turn 5, Watno's turn)
« Reply #1158 on: June 11, 2013, 07:44:19 pm »

5.) The Greatest Conqueror
Jorbles: 1 Monastery, 1 Keep, 1 Mage Tower = 3*2 = 6
theorel: 1 Monastery, 2 Keeps, 1 Mage Tower = 4*2 = 8
popsofctown: Nothing = 0
Watno: 2 Monasteries, 1 Keep, 2 Mage Towers = 5*2 = 10
Greatest Conqueror (3 Bonus Points): Watno

Jorbles: 94 / theorel: 140 / pospofctown: 123 / Watno: 137
« Last Edit: June 11, 2013, 07:55:20 pm by Qvist »
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Re: Mage Knight I "No-one wants to end it" (Day 3, Turn 5, Watno's turn)
« Reply #1159 on: June 11, 2013, 07:55:12 pm »

6.) The Greatest Adventurer
Jorbles: 1 Monster Den, 1 Dungeon, 1 Ancient Ruins, 1 Spawning Grounds = 4*2 = 8
theorel: 1 Dungeon, 1 Spawning Grounds, 1 Tomb = 3*2 = 6
popsofctown: 3 Ancient Ruins, 1 Tomb = 4*2 = 8
Watno: 1 Monster Den, 1 Ancient Ruins = 2*2 = 4
Greatest Adventurer (Tie, 1 Bonus Point): Jorbles, popsofctown

Jorbles: 103 / theorel: 146 / pospofctown: 132 / Watno: 141

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Re: Mage Knight I "No-one wants to end it" (Day 3, Turn 5, Watno's turn)
« Reply #1160 on: June 11, 2013, 07:58:39 pm »

7.) The Greatest Beating
Jorbles: No Wounds = 0
theorel: No Wounds = 0
popsofctown: No Wounds = 0
Watno: 10 Wounds = -2*10 = -20
Greatest Beating (-3 Penalty): Watno

Jorbles: 103 / theorel: 146 / pospofctown: 132 / Watno: 118

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Re: Mage Knight I "No-one wants to end it" (Day 3, Turn 5, Watno's turn)
« Reply #1161 on: June 11, 2013, 08:03:00 pm »

8.) The Greatest City Leader
Jorbles: No City = 0
theorel: 1 City Leader = 7
popsofctown: 1 City Leader, 1 City Contributor = 7+4 = 11
Watno: 2 City Leaders = 2*7 = 14
Greatest City Leader (5 Bonus Points): Watno

Jorbles: 103 / theorel: 153 / pospofctown: 143 / Watno: 137

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Re: Mage Knight I "No-one wants to end it" (Day 3, Turn 5, Watno's turn)
« Reply #1162 on: June 11, 2013, 08:04:22 pm »

Final Score

1.) theorel 153
2.) popsofctown 143
3.) Watno 137
4.) Jorbles 103

Congrats, theorel

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Re: Mage Knight I (Game over, theorel wins)
« Reply #1163 on: June 11, 2013, 11:56:25 pm »

Congrats theorel, well played!
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theorel

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Re: Mage Knight I (Game over, theorel wins)
« Reply #1164 on: June 12, 2013, 07:40:42 am »

Yay!
I can't believe watno had 10 wounds.  That's way more than I expected.

Also, just out of curiosity...deck size compared to artifacts, spells, and advanced actions:
My deck was 31 cards, with 16 "improved" +1 banner. (15 normal)
pops had 25 cards, with 13 "improved" + 2 banners (12 normal)
Watno had 33 cards with 9 "improved" (and 10 wounds, so 14 normal)
Jorbles had 24 cards with 8 "improved" +1 banner. (16 normal)

I found having no Once a Turn skills* and no "versatility" skills to be annoying.  I kept looking at you guys playing a card as anything or having free attack, or even just free move, and feeling like I was 100% dependent on my hand.  I'm wondering if this was actually a weakness of the skills I chose/Norowas or if it just felt like a weakness.  Maybe it just felt like it given that I won in the end...but I chose wolfhawk in III in part because of the once a turn skills.

*I had Leadership, but it required me to exhaust a unit, so I don't count that as once a turn...given limitations of units.
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Re: Mage Knight I (Game over, theorel wins)
« Reply #1165 on: June 12, 2013, 09:47:00 am »

Congratz. DElaying the game doesn't seem to have helped, but I had to take the chance :(
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