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Author Topic: Mage Knight I (Game over, theorel wins)  (Read 78225 times)

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Qvist

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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.

Jorbles

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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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popsofctown

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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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Qvist

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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

Qvist

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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.

Jorbles

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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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Jorbles

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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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Qvist

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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

Jorbles

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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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Jorbles

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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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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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Watno

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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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Jorbles

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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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Qvist

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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.

Jorbles

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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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Jorbles

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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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Qvist

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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.

Jorbles

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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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Watno

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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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Watno

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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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Qvist

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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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