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Author Topic: Mage Knight I (Game over, theorel wins)  (Read 78251 times)

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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
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