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Author Topic: Mage Knight - Interest Check & Sign up  (Read 5409 times)

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popsofctown

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Re: Mage Knight - Interest Check & Sign up
« Reply #25 on: July 02, 2014, 01:51:16 pm »

i think you should call mod privileges on an issue like that one
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Davio

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Re: Mage Knight - Interest Check & Sign up
« Reply #26 on: July 03, 2014, 04:26:29 am »

Yeah, can't wait to get started, how do we pick heroes?
Have we decided on a scenario yet?
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theorel

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Re: Mage Knight - Interest Check & Sign up
« Reply #27 on: July 03, 2014, 07:48:34 am »

Mostly just making sure no one has trouble reading/differentiating colors.

That said, I changed my mind a bit.  I'm going to color actions/advanced actions on the background of the half that costs a mana and spells entirely, with a darker background of some sort on the half that costs black mana (maybe a dark-grey background with colored text).  I'll experiment a bit.

Anyways, power was out last night when I hoped to get most of this finished up.  Should be getting it finished today regardless (just need to get the 4 private decks, artifacts, and units "shuffled", set up the Vassal module for the map, and set up the private spreadsheets).

So, proposal for game:
Full Conquest, no PVP.  I'll leave in the interactive stuff unless people really want them removed.
Let's see, other things that we discussed for MK3...
1. Auctioning Heroes? (Will randomize choice order unless everyone is in favor of auctioning)
2. Random Tile Orientation? (You would have to randomize orientation after rolling for tiles.)
3. City Difficulty: we felt like level 4 was too easy in game 1.  I'll go with level 6 unless people are opposed to it.
4. Rampage? (it's near the end of the rules, basically the rampaging enemies respawn).
5. Map Shape? Shall we stick with Open Map, or should we do Open Map limited to 4 columns.

If we do random orientation I think you would just roll 1d6 after rolling the tile.  On 1 it orients normally, on 2 it rotates 1 position clockwise, 3 2 positions, etc.
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Davio

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Re: Mage Knight - Interest Check & Sign up
« Reply #28 on: July 03, 2014, 12:22:24 pm »

1. Randomize is fine
2. Fine either way
3. Maybe 5?
4. I think Rampage is more annoying than it is useful, more so later on. Maybe Rampage for the first day and night only or something like that?
5. Fine either way
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theorel

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Re: Mage Knight - Interest Check & Sign up
« Reply #29 on: July 03, 2014, 01:39:12 pm »

I'll just note for 3 and 4: the motive behind desiring those was that MK1 was a bit too easy/too quick, and it was hard to get decent fame at the end.

For reference, we were 1 city defender short of ending the game night 2.  Game ended Day3 (so, no night 3 for us).  Of course, we'd exhausted Advanced Actions, and had gone through most of the spells and were all level 8-9, so maybe that's all okay?

-Ultimately I've only played that one game, so others input is always valuable, and it's up to the players as a whole.  (doesn't really impact me)
« Last Edit: July 03, 2014, 01:40:32 pm by theorel »
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ghostofmars

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Re: Mage Knight - Interest Check & Sign up
« Reply #30 on: July 03, 2014, 08:22:07 pm »

1) random is fine
2) I don't need the extra randomness, so I would use the default orientation
3) I'm fine with whatever is chosen
4) fine either way
5) I would prefer an open map.
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theorel

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Re: Mage Knight - Interest Check & Sign up
« Reply #31 on: July 03, 2014, 09:53:55 pm »

Alright, well, everything is ready (more or less).  We have enough responses on hero auctions to do a random draft.
1. Davio
2. pops
3. ghostofmars
4. EgorK

Hero selection order using reducing dice:
Rolled 1d4 : 2, total 2
Rolled 1d3 : 1, total 1
Rolled 1d2 : 1, total 1


At the moment we will be doing: Static tile orientation, level 5 cities, no rampage, and open map.  None of these was a super-strong preference (as far as I could tell), so give alternate preferences as selecting heroes.  If you have a strong preference let it be known.  3-day weekend may see reduced availability for me, but should be around enough to get this running, as long as everyone's here to select heroes.  I'll start up a new thread once heroes are chosen, so that I can use first post for game updates, and first few posts for rule reminders (like QVist's first couple posts in the old MK threads)
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theorel

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Re: Mage Knight - Interest Check & Sign up
« Reply #32 on: July 03, 2014, 09:54:22 pm »

Hero Selection Order:
1. pops
2. Davio
3. ghostofmars
4. EgorK
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Davio

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Re: Mage Knight - Interest Check & Sign up
« Reply #33 on: July 04, 2014, 02:03:25 am »

If pops does not pick Arythea, I'll pick Arythea.
If pops does pick Arythea, I'll pick Norowas.
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EgorK

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Re: Mage Knight - Interest Check & Sign up
« Reply #34 on: July 04, 2014, 09:39:55 am »

I just realized there are no heroes in the rulebook (or I just can't read). Where can I find them?
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Davio

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Re: Mage Knight - Interest Check & Sign up
« Reply #35 on: July 04, 2014, 10:01:26 am »

I believe the main differences are:

Norowas is focused on Units and Influence
Tovak is focused on brutal combat
Goldyx is focused on mana
Arythea is focused on combat and ???
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theorel

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Re: Mage Knight - Interest Check & Sign up
« Reply #36 on: July 04, 2014, 03:27:43 pm »

The heroes have 2 differences (both of which can be seen here):
Google Doc
1. Starting Deck:
If you look under the "Cards" tab you'll see a list of cards for starting deck.  (2 Rage, 1 Determination, etc).  At the bottom of that list you'll see G Will Focus, N Noble Manners, etc.
Your starting deck is almost composed of the 16 standard actions listed with numbers EXCEPT 1 of them is replaced.
Goldyx gets Will Focus instead of Concentration.  Norowas gets Noble Manners instead of Promise.  Torvak gets Cold Toughness instead of Determination, and Arythea gets Battle Versatility in place of one of her Rages.
(see here for a different format of the same thing I just said: http://unofficialmageknighttheboardgame.wikia.com/wiki/Starting_Deck)

2. Skills:
When the heroes level up, every other level they choose from 2 skills randomly selected (or from the common offer of skills that other players haven't chosen).
The list of skills can be seen under the Tactics/Skills tab.  I felt like after my first game that the once a turn skills were better than the other skills.  But then, I won with almost none of them, so make of that what you will.

Those are the particulars.  For a general idea, what Davio said.  For Arythea I might replace the ??? with taking advantage of her own wounds? or something to that effect.
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theorel

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Re: Mage Knight - Interest Check & Sign up
« Reply #37 on: July 04, 2014, 05:47:58 pm »

Regarding map tiles, we're supposed to have 1 less non-city core tile than the full count.  But you shouldn't know which one is missing.  So, I can think of 2 solutions:
1. We ignore this, and just use all the tiles.  It might matter with the expansion, or with less than 4 players, but c'mon it's one tile.

2. Must be as close to the real game as possible!
When rolling for city tiles, first roll to see if it's city/non-city.  Then roll to see which tile you got.
(i.e. the first core tile which is explored you'll roll 1d7, on a 1-3 it's non-city, on 4-7 it's city.) If it's non-city, you roll again to see which one (if city you can just use the value you got).

I don't think that it would be too onerous to roll twice.  OTOH, I don't think it's a very big deal to just have 1 extra core tile in the game that might come out before all the cities do.

I would like to solicit opinions on this along with the other stuff already mentioned.
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ghostofmars

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Re: Mage Knight - Interest Check & Sign up
« Reply #38 on: July 05, 2014, 07:08:58 pm »

BTW some cards were rebalanced for the expansion. Do we play with the original cards or their new counterparts.
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Davio

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Re: Mage Knight - Interest Check & Sign up
« Reply #39 on: July 05, 2014, 07:15:08 pm »

Counterparts should be okay.

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theorel

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Re: Mage Knight - Interest Check & Sign up
« Reply #40 on: July 05, 2014, 09:59:34 pm »

Right, I remember discussing that at some point (with the previous game).  Errata'd cards used now.
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popsofctown

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Re: Mage Knight - Interest Check & Sign up
« Reply #41 on: July 06, 2014, 10:14:26 pm »

I'd like to play the guy that likes influencing if they are erratae'd
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ghostofmars

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Re: Mage Knight - Interest Check & Sign up
« Reply #42 on: July 06, 2014, 11:53:49 pm »

If I understand everything correctly, pops plays Noro and Davio chooses Ary.
In this case, I will play Tovak.
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Davio

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Re: Mage Knight - Interest Check & Sign up
« Reply #43 on: July 07, 2014, 01:44:39 am »

Yeah, Norowas is the influence guy.

I'll take the allround combat girl, Arythea.

Will be fun, haven't played with her yet.
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theorel

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Re: Mage Knight - Interest Check & Sign up
« Reply #44 on: July 07, 2014, 07:58:57 am »

And that leaves EgorK with Goldyx.

Okay, since neither EgorK nor pops expressed any preferences, this will be the set-up:

Full Conquest game, no PvP, Open Map, Level 5 cities.
No Rampage!, Normal tile orientation (the one in the spreadsheet).

I'll get all last-minute items together, and start up the thread today.  If you would like something different make a comment before the thread starts.

Initial tiles:
Rolled 3d11 : 3, 9, 7, total 19
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theorel

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Re: Mage Knight - Interest Check & Sign up
« Reply #45 on: July 07, 2014, 09:09:41 am »

Oh, randomizing starting advanced actions and spells:
Advanced Actions 3d28 : 19, 17, 14, total 50

Spells 3d18 : 7, 16, 10, total 33
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theorel

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Re: Mage Knight - Interest Check & Sign up
« Reply #46 on: July 07, 2014, 09:17:26 am »

And, initial Source:
Source 6d6 : 4, 1, 4, 1, 2, 6, total 18
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theorel

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Re: Mage Knight - Interest Check & Sign up
« Reply #47 on: July 07, 2014, 09:29:09 am »

Okay, game starts with Tactics selection...
thread is here:
http://forum.dominionstrategy.com/index.php?topic=11448.0

EgorK to choose tactics.
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