1
Non-Mafia Game Threads / Mage Knight Game 3: Night 2, Round 4 (Goldyx - EgorK)
« on: July 07, 2014, 09:20:27 am »
Game State: https://docs.google.com/spreadsheets/d/1NKnGDtT0wPk-1uyO4t15qw51ReZ2jMZQX9nO47UheTs/edit?usp=sharing
Rules: http://wizkidsgames.com/wp-content/uploads/mage/MK_rulebook_ENG_searchable-mar2012.pdf
Walkthrough/Intro-Rules: http://wizkidsgames.com/wp-content/uploads/mage/MK_walkthrough_ENG_searchable-mar2012.pdf
Mana Dice: 1=Gold / 2=White / 3=Red / 4=Green / 5=Blue / 6=Black
Fame: Arythea: 45 /Goldyx: 33 /Norowas: 35 /Tovak: 59
Influence Arythea: -1 /Goldyx: X /Norowas: 1 /Tovak: 2
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.
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.
Blood Ritual Take a Wound. Gain a red crystal to your Inventory and a mana token of any color (including non-basic). /// Take a Wound. Gain three mana tokens of any colors (including non-basic). You may pay one mana of a basic color to gain a crystal of that color to your Inventory.
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.
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:
empty
empty
empty
Altem Guardians Cost 11 / Level 4 / Armour 7 / Recruitable in City / Attack 5 /// Block 8. Counts twice against an attack with Swiftness./// All units you control gain all resistances this turn.
Peasants Cost 4 / Level 1 / Armour 3 / Recruitable in Village / Attack or Block 2 /// Influence 2/// Move 2
empty
Monastery Advanced Actions:
Swift Bolt Gain a white crystal to you Inventory. /// Ranged Attack 4
empty
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 red mana token. You cannot use another motivation skill until the end of your next turn.
Freezing Powers: Once a turn: Siege Attack 1, or Ice Siege Attack 1
Night Sharpshooting: Once a turn: Ranged attack 1 (durng the Day), or Ranged attack 2 (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.
Dark Fire Magic: Once a Round: Flip this to gain one red crystal to your inventory, and one red or one black 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.
Day Sharpshooting: Once a turn: Ranged Attack 2 (during the Day), or Ranged attack 1 (at Night)
I Feel No Pain: Once a turn, except in combat: Discard one wound from hand. If you do, draw a new card.
Burning Power: Once a turn: Siege Attack 1, or Fire Siege Attack 1
Inspiration: Once a Round, except in combat: Flip this to Ready or Heal a 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.
Mana Source:
Gold / Black / Green / Black / Blue (Cursed) / Gold
Map:
Tovak (ghostofmars):
Level 7 / Armour 4 / Hand Limit 6 / Piles (Draw/Hand/Discard): 0/3/19 / Tactics: 1: From The Dusk
Crystals: Green Green Red Blue White
Skills: 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.
Cold Swordsmanship: Once a turn: Attack 2, or Ice attack 2
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 (4/4):Utem Crossbowmen Cost 6 / Level 2 / Armour 4 / Recruitable in Village or Keep / Attack or Block 3 /// Ranged Attack 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
Ice Golems Cost 8 / Level 3 / Armour 4 (Physical and Ice Resistance) / Recruitable in Keep or Mage Tower / Attack or Block 3 /// Ice Attack 6
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.
Goldyx (EgorK):
Level 5 / Armour 3 / Hand Limit 6 / Piles (Draw/Hand/Discard): 10/6/8 / 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: Red Blue
Skills: White Crystal Craft: Once a round: Flip this to gain a blue crystal to your Inventory and a white mana token
Red Crystal Craft: Once a Round: Flip this to gain one blue crystal to your Inventory, and one red mana token.
Units (2/3): Red Cape Monks Cost 7 / Level 2 / Armour 4 / Recruitable in Monastery / Attack or Block 3 /// Fire Attack or Fire Block 4/// Block 3
Utem Crossbowmen Cost 6 / Level 2 / Armour 4 / Recruitable in Village or Keep / Attack or Block 3 /// Ranged Attack 2
Norowas (pops):
Level 6 / Armour 3 / Hand Limit 6 / Piles (Draw/Hand/Discard): 0/5/18 / 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 Red White White Blue Blue Green
Skills: Forward March: Once a turn: Get Move 1 for each Ready and Unwounded Unit you control, to maximum of Move 3
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 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.
Units (3/3): 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
Illusionists Cost 7 / Level 2 / Armour 2 (Physical Resistance) / Recruitable in Mage Tower or Monastery / Influence 4 /// Target unfortified enemy does not attack this combat./// Gain a white crystal to your Inventory.
Arythea (Davio):
Level 6 / Armour 3 / Hand Limit 6 / Piles (Draw/Hand/Discard): 1/6/17 / 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 Red
Skills: 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.
Hot Swordsmanship: Once a turn: Attack 2, or Fire Attack 2
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 (2/3):(Wounded)Utem Guardsmen Cost 5 / Level 2 / Armour 5 / Recruitable in Village or Keep / Attack 2
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. /// Up to 3 enemies do not attack this combat.
(Wounded)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
Rules: http://wizkidsgames.com/wp-content/uploads/mage/MK_rulebook_ENG_searchable-mar2012.pdf
Walkthrough/Intro-Rules: http://wizkidsgames.com/wp-content/uploads/mage/MK_walkthrough_ENG_searchable-mar2012.pdf
Mana Dice: 1=Gold / 2=White / 3=Red / 4=Green / 5=Blue / 6=Black
Fame: Arythea: 45 /Goldyx: 33 /Norowas: 35 /Tovak: 59
Influence Arythea: -1 /Goldyx: X /Norowas: 1 /Tovak: 2
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.
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.
Blood Ritual Take a Wound. Gain a red crystal to your Inventory and a mana token of any color (including non-basic). /// Take a Wound. Gain three mana tokens of any colors (including non-basic). You may pay one mana of a basic color to gain a crystal of that color to your Inventory.
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.
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:
empty
empty
empty
Altem Guardians Cost 11 / Level 4 / Armour 7 / Recruitable in City / Attack 5 /// Block 8. Counts twice against an attack with Swiftness./// All units you control gain all resistances this turn.
Peasants Cost 4 / Level 1 / Armour 3 / Recruitable in Village / Attack or Block 2 /// Influence 2/// Move 2
empty
Monastery Advanced Actions:
Swift Bolt Gain a white crystal to you Inventory. /// Ranged Attack 4
empty
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 red mana token. You cannot use another motivation skill until the end of your next turn.
Freezing Powers: Once a turn: Siege Attack 1, or Ice Siege Attack 1
Night Sharpshooting: Once a turn: Ranged attack 1 (durng the Day), or Ranged attack 2 (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.
Dark Fire Magic: Once a Round: Flip this to gain one red crystal to your inventory, and one red or one black 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.
Day Sharpshooting: Once a turn: Ranged Attack 2 (during the Day), or Ranged attack 1 (at Night)
I Feel No Pain: Once a turn, except in combat: Discard one wound from hand. If you do, draw a new card.
Burning Power: Once a turn: Siege Attack 1, or Fire Siege Attack 1
Inspiration: Once a Round, except in combat: Flip this to Ready or Heal a 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.
Mana Source:
Gold / Black / Green / Black / Blue (Cursed) / Gold
Map:
Tovak (ghostofmars):
Level 7 / Armour 4 / Hand Limit 6 / Piles (Draw/Hand/Discard): 0/3/19 / Tactics: 1: From The Dusk
Crystals: Green Green Red Blue White
Skills: 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.
Cold Swordsmanship: Once a turn: Attack 2, or Ice attack 2
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 (4/4):
Goldyx (EgorK):
Level 5 / Armour 3 / Hand Limit 6 / Piles (Draw/Hand/Discard): 10/6/8 / 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: Red Blue
Skills: White Crystal Craft: Once a round: Flip this to gain a blue crystal to your Inventory and a white mana token
Red Crystal Craft: Once a Round: Flip this to gain one blue crystal to your Inventory, and one red mana token.
Units (2/3): Red Cape Monks Cost 7 / Level 2 / Armour 4 / Recruitable in Monastery / Attack or Block 3 /// Fire Attack or Fire Block 4/// Block 3
Utem Crossbowmen Cost 6 / Level 2 / Armour 4 / Recruitable in Village or Keep / Attack or Block 3 /// Ranged Attack 2
Norowas (pops):
Level 6 / Armour 3 / Hand Limit 6 / Piles (Draw/Hand/Discard): 0/5/18 / 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 Red White White Blue Blue Green
Skills: Forward March: Once a turn: Get Move 1 for each Ready and Unwounded Unit you control, to maximum of Move 3
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.
Units (3/3): 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
Arythea (Davio):
Level 6 / Armour 3 / Hand Limit 6 / Piles (Draw/Hand/Discard): 1/6/17 / Tactics:
Crystals: Red Red
Skills: 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.
Hot Swordsmanship: Once a turn: Attack 2, or Fire Attack 2
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 (2/3):