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Author Topic: Mage Knight I (Game over, theorel wins)  (Read 78186 times)

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Qvist

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Re: Mage Knight I "The Adventure begins" (Day 1, Turn 1, Jorbles' turn)
« Reply #125 on: March 12, 2013, 08:30:01 pm »

Game state: https://docs.google.com/spreadsheet/ccc?key=0AjovnuYeeSkidG9MNFRlQW5VaTRleFQtT3dZV2k4S3c&usp=sharing

Fame: Goldyx: 0 / Norowas: 0 / Tovak: 3 / 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
Skills: None
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
Skills: None
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
Skills: None
No Units

Tovak (pops): 0
Level 1 / Armour 2 / Hand Limit 5 / Piles (Draw/Hand/Discard): 10/5/4 / 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
Skills: pending
No Units
« Last Edit: March 12, 2013, 08:32:46 pm by Qvist »
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Jorbles

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Re: Mage Knight I "The Adventure begins" (Day 1, Turn 2, Jorbles' turn)
« Reply #126 on: March 12, 2013, 09:09:31 pm »

Realized I probably should have gained a Green crystal last turn instead of a white one, since I couldn't make it to the mine. Oh well though.

Spend March (move: 2) and Determination (sideways)
Move to Green Crystal Mine

Feel unsatisfied with my options.

End turn
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Watno

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Re: Mage Knight I "The Adventure begins" (Day 1, Turn 2, Jorbles' turn)
« Reply #127 on: March 12, 2013, 09:31:43 pm »

Play Promise powered with white die from Source: Influence 4
Recruit Peasants


Reroll die:
Rolled 1d6 : 4, total 4
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Jorbles

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Re: Mage Knight I "The Adventure begins" (Day 1, Turn 2, Jorbles' turn)
« Reply #128 on: March 12, 2013, 09:32:33 pm »

Not black for once!
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Watno

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Re: Mage Knight I "The Adventure begins" (Day 1, Turn 2, Jorbles' turn)
« Reply #129 on: March 12, 2013, 09:33:26 pm »

End of Turn
Die comes up green.
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popsofctown

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Re: Mage Knight I "The Adventure begins" (Day 1, Turn 2, Jorbles' turn)
« Reply #130 on: March 12, 2013, 09:46:32 pm »

Ok it turns out I do have a moment here..
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popsofctown

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Re: Mage Knight I "The Adventure begins" (Day 1, Turn 2, Jorbles' turn)
« Reply #131 on: March 12, 2013, 09:47:45 pm »

I want Heroic Tale and Double Move
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Qvist

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Re: Mage Knight I "The Adventure begins" (Day 1, Turn 1, Jorbles' turn)
« Reply #132 on: March 12, 2013, 10:08:51 pm »

Game state: https://docs.google.com/spreadsheet/ccc?key=0AjovnuYeeSkidG9MNFRlQW5VaTRleFQtT3dZV2k4S3c&usp=sharing

Fame: Goldyx: 0 / Norowas: 0 / Tovak: 3 / Arythea: 0
Influence: Goldyx: 0 / Norowas: 0 / Tovak: 0 / Arythea: 0

Advanced Actions:
Pure Magic When you play this, pay a mana. If you paid Green, Move 4. If you paid White, Influence 4. If you paid Blue, Block 4. If you paid Red, Attack 4. /// When you play this, pay a mana. If you paid Green, Move 7. If you paid White, Influence 7. If you paid Blue, Block 7. If you paid Red, Attack 7.
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.
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   

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 blue mana token. You cannot use another motivation skill until the end of your next turn.
                                                            
Mana Source:
Black / Black / White / White / Red / Black

Map:


Goldyx (Jorbles):
Level 0 / Armour 2 / Hand Limit 5 / Piles (Draw/Hand/Discard): 6/5/5 / 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
Skills: None
No Units

Arythea (Watno):
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
Skills: None
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
Skills: None
No Units

Tovak (pops):
Level 1 / Armour 2 / Hand Limit 5 / Piles (Draw/Hand/Discard): 10/5/4 / 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
Skills: Double Move Once a turn: Move 2 (during the Day), or Move 1 (during the Night)                                                            
No Units

Qvist

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Re: Mage Knight I "The Adventure begins" (Day 1, Turn 2, Watno's turn)
« Reply #133 on: March 12, 2013, 10:17:00 pm »

Game state: https://docs.google.com/spreadsheet/ccc?key=0AjovnuYeeSkidG9MNFRlQW5VaTRleFQtT3dZV2k4S3c&usp=sharing

Fame: Goldyx: 0 / Norowas: 0 / Tovak: 3 / Arythea: 0
Influence: Goldyx: 0 / Norowas: 0 / Tovak: 0 / Arythea: 0

Advanced Actions:
Pure Magic When you play this, pay a mana. If you paid Green, Move 4. If you paid White, Influence 4. If you paid Blue, Block 4. If you paid Red, Attack 4. /// When you play this, pay a mana. If you paid Green, Move 7. If you paid White, Influence 7. If you paid Blue, Block 7. If you paid Red, Attack 7.
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.
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:
empty
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   

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 blue mana token. You cannot use another motivation skill until the end of your next turn.
                                                            
Mana Source:
Black / Black / White / Green / Red / Black

Map:


Goldyx (Jorbles):
Level 0 / Armour 2 / Hand Limit 5 / Piles (Draw/Hand/Discard): 6/5/5 / 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, Green
Skills: None
No Units

Arythea (Watno):
Level 0 / Armour 2 / Hand Limit 5 / Piles (Draw/Hand/Discard): 7/6/3 / 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
Skills: None
Units: Peasants Cost 4 / Level 1 / Armour 3 / Attack or Block 2 /// Influence 2 /// Move 2

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
Skills: None
No Units

Tovak (pops):
Level 1 / Armour 2 / Hand Limit 5 / Piles (Draw/Hand/Discard): 10/5/4 / 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
Skills: Double Move Once a turn: Move 2 (during the Day), or Move 1 (during the Night)                                                            
No Units

Watno

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Re: Mage Knight I "The Adventure begins" (Day 1, Turn 2, theorel's turn)
« Reply #134 on: March 12, 2013, 10:34:04 pm »

I think something is wrong with pops' cards. He shouldn't have a total if 19, should he?
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Qvist

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Re: Mage Knight I "The Adventure begins" (Day 1, Turn 2, theorel's turn)
« Reply #135 on: March 13, 2013, 04:14:40 am »

I think something is wrong with pops' cards. He shouldn't have a total if 19, should he?

He gained 2 Wounds in hand and an Advanced Action through Leveling Up, it's correct.

theorel

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Re: Mage Knight I "The Adventure begins" (Day 1, Turn 2, theorel's turn)
« Reply #136 on: March 13, 2013, 07:23:31 am »

Okay, I'm going to:
Use Concentration to gain a Red Mana Token
Empower Noble Manners with White Mana from source (Influence 4, +1 Fame, +1 Rep)
Play Improvisation sideways for Influence 1
Recruit Foresters
End of Turn

Rolled 1d6 : 3, total 3

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theorel

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Re: Mage Knight I "The Adventure begins" (Day 1, Turn 2, theorel's turn)
« Reply #137 on: March 13, 2013, 07:23:59 am »

Return the Red mana to the source.
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theorel

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Re: Mage Knight I "The Adventure begins" (Day 1, Turn 2, theorel's turn)
« Reply #138 on: March 13, 2013, 07:26:37 am »

Wait, I lose the mana token at the end of turn, not round...so I don't play Concentration.
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Qvist

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Re: Mage Knight I "The Adventure begins" (Day 1, Turn 2, theorel's turn)
« Reply #139 on: March 13, 2013, 07:33:40 am »

Game state: https://docs.google.com/spreadsheet/ccc?key=0AjovnuYeeSkidG9MNFRlQW5VaTRleFQtT3dZV2k4S3c&usp=sharing

Fame: Goldyx: 0 / Norowas: 1 / Tovak: 3 / Arythea: 0
Influence: Goldyx: 0 / Norowas: 0 / Tovak: 0 / Arythea: 0

Advanced Actions:
Pure Magic When you play this, pay a mana. If you paid Green, Move 4. If you paid White, Influence 4. If you paid Blue, Block 4. If you paid Red, Attack 4. /// When you play this, pay a mana. If you paid Green, Move 7. If you paid White, Influence 7. If you paid Blue, Block 7. If you paid Red, Attack 7.
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.
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:
empty
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
empty
Guardian Golems Cost 7 / Level 2 / Armour 3 / Recruitable in Keep or Mage Tower / Attack or Block 2 /// Fire Block 4 /// Ice Block 4   

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 blue mana token. You cannot use another motivation skill until the end of your next turn.
                                                            
Mana Source:
Black / Black / Red / Green / Red / Black

Map:


Goldyx (Jorbles):
Level 0 / Armour 2 / Hand Limit 5 / Piles (Draw/Hand/Discard): 6/5/5 / 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, Green
Skills: None
Units (0/1): None

Arythea (Watno):
Level 0 / Armour 2 / Hand Limit 5 / Piles (Draw/Hand/Discard): 7/6/3 / 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
Skills: None
Units (1/1): Peasants Cost 4 / Level 1 / Armour 3 / Attack or Block 2 /// Influence 2 /// Move 2

Norowas (theorel):
Level 0 / Armour 2 / Hand Limit 5 / Piles (Draw/Hand/Discard): 6/5/5 / Tactics: 5 - Great Start: You may immediately draw 2 cards.                                       
Crystals: None
Skills: None
Units (1/1): 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

Tovak (pops):
Level 1 / Armour 2 / Hand Limit 5 / Piles (Draw/Hand/Discard): 10/5/4 / 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
Skills: Double Move Once a turn: Move 2 (during the Day), or Move 1 (during the Night)                                                            
Units (0/1): None

popsofctown

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Re: Mage Knight I "The Adventure begins" (Day 1, Turn 2, pops' turn)
« Reply #140 on: March 13, 2013, 11:36:22 am »

I use Green mana from the source to power March, and then use Double Move and play a Concentration sideways all for movement points.  I move to the Crystal Mine to the south and end my turn there.
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popsofctown

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Re: Mage Knight I "The Adventure begins" (Day 1, Turn 2, pops' turn)
« Reply #141 on: March 13, 2013, 11:36:45 am »

End my turn
Rolled 1d6 : 3, total 3
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popsofctown

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Re: Mage Knight I "The Adventure begins" (Day 1, Turn 2, pops' turn)
« Reply #142 on: March 13, 2013, 11:37:58 am »

Wait, if that gives me enough left over movement point to explore, then I want to look and reveal the area to the southeast.
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Watno

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Re: Mage Knight I "The Adventure begins" (Day 1, Turn 2, pops' turn)
« Reply #143 on: March 13, 2013, 11:42:22 am »

I think you're one movement point short of exploring, but you could have kept your Concentration.
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Qvist

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Re: Mage Knight I "The Adventure begins" (Day 1, Turn 2, pops' turn)
« Reply #144 on: March 13, 2013, 11:52:21 am »

I think you're one movement point short of exploring, but you could have kept your Concentration.

This. Would you like to play another card sideways to explore or do you want to keep Concentration?

popsofctown

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Re: Mage Knight I "The Adventure begins" (Day 1, Turn 2, pops' turn)
« Reply #145 on: March 13, 2013, 05:02:19 pm »

I said what I meant and meant what I said, if I can't afford to explore, then I don't want to.
Playing Concentration was another way of discarding it, I don't want it in my hand.
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popsofctown

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Re: Mage Knight I "The Adventure begins" (Day 1, Turn 2, pops' turn)
« Reply #146 on: March 13, 2013, 05:06:43 pm »

The idea behind doing that was to make sure I definitely had enough move points to at least get to the mine to keep the game moving, but now instead the game has been held up because my play looked weird >_<.

I didn't realize the mine is on a hill. 


It would have been sketchy to let me have a takeback after rolling the mana die anyway (although, again, I wouldn't have chosen any differently). I already had some new information from rolling Red
« Last Edit: March 13, 2013, 05:12:31 pm by popsofctown »
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Jorbles

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Re: Mage Knight I "The Adventure begins" (Day 1, Turn 2, pops' turn)
« Reply #147 on: March 13, 2013, 05:44:25 pm »

Here's my turn. It's complicated so I'm not going to end my turn immediately in case I made a mistake or misinterpreted the rules.

Use Green Crystal to play Will Focus gain a Green Crystal and play Stamina at the stronger value for +7 movement.
Spend 6 Move to get to the Magic Glade provoking the Diggers to come attack me there.
Eat the damage (2 wounds).
Use Red Mana Die to play Rage for Attack 4 killing Diggers

+2 fame, +1 reputation, +2 wounds.
Heal a wound for being on a magic glade.
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popsofctown

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Re: Mage Knight I "The Adventure begins" (Day 1, Turn 2, pops' turn)
« Reply #148 on: March 13, 2013, 05:58:40 pm »

I think you don't gain a Green Crystal when you use the powerful half of Will Focus.  But other than that your turn looks legal.
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popsofctown

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Re: Mage Knight I "The Adventure begins" (Day 1, Turn 2, pops' turn)
« Reply #149 on: March 13, 2013, 06:00:00 pm »

"Will Focus (replaces Concentration) Gain a blue, white or red mana token, or gain a green crystal to your Inventory. /// When you play this, play another Action card with it. Get the stronger effect of that card for free. If that effect gives you Move, Influence, Block or any type of Attack, get that amount plus 3."

The green crystal gain belongs to the weak version of the action.  You can't get both.
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