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Author Topic: Mage Knight I (Game over, theorel wins)  (Read 78184 times)

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Qvist

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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.

theorel

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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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Qvist

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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.

Watno

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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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Qvist

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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

Watno

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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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Tables

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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.

Jorbles

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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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Qvist

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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.

popsofctown

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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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Qvist

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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.

Qvist

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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

Qvist

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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.

Qvist

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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.

Watno

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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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Qvist

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theorel

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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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Jorbles

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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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popsofctown

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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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popsofctown

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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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Qvist

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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.

Qvist

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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.

Qvist

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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.

Jorbles

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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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Watno

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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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