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Author Topic: Mage Knight I (Game over, theorel wins)  (Read 78191 times)

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Jorbles

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Re: Mage Knight I "The Adventure begins" (Day 1, Turn 2, pops' turn)
« Reply #150 on: March 13, 2013, 06:01:09 pm »

Ohh, that makes sense actually. I wasn't sure whether "When you play this,..." meant to do both things on the card or whether it meant just do the bonus. I can live without the extra crystal.
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Qvist

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Re: Mage Knight I "The Adventure begins" (Day 1, Turn 2, pops' turn)
« Reply #151 on: March 13, 2013, 06:20:28 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.

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

Sorry. I like to double check because this is no easy game and it's hard to miss things. And I don't think anyone would have had any objections if you changed your move slightly. The only new knowledge is the mana dice re-roll. (and btw. if you had wished to explore you just could have powered Concentration instead of March to get the required movement).

I am processing now.

popsofctown

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Re: Mage Knight I "The Adventure begins" (Day 1, Turn 2, pops' turn)
« Reply #152 on: March 13, 2013, 06:25:09 pm »

Quote
(and btw. if you had wished to explore you just could have powered Concentration instead of March to get the required movement).
Shitoki mushrooms.  Yeah, my neural pathways snaked around that somehow amongst all the options I was considering.  Player error.
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Qvist

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Re: Mage Knight I "The Adventure begins" (Day 1, Turn 2, pops' turn)
« Reply #153 on: March 13, 2013, 06:28:11 pm »

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 / Red / 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): 8/5/6 / 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: White
Skills: Double Move Once a turn: Move 2 (during the Day), or Move 1 (during the Night)                                                            
Units (0/1): None

Qvist

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Re: Mage Knight I "The Adventure begins" (Day 1, Turn 2, pops' turn)
« Reply #154 on: March 13, 2013, 06:32:40 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.

Beside that you not get the green Crystal (as already pointed out), this seems fine. End of turn?

popsofctown

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 3, Jorbles' turn)
« Reply #155 on: March 13, 2013, 06:36:09 pm »

This game is awesome so far.
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Jorbles

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 3, Jorbles' turn)
« Reply #156 on: March 13, 2013, 06:47:06 pm »

Roll to replace mana die:
Rolled 1d6 : 6, total 6


End of turn
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Watno

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 3, Jorbles' turn)
« Reply #157 on: March 13, 2013, 06:47:40 pm »

You serious?
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Jorbles

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 3, Jorbles' turn)
« Reply #158 on: March 13, 2013, 06:48:03 pm »

I apparently only like rolling bad things.
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Watno

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 3, Jorbles' turn)
« Reply #159 on: March 13, 2013, 06:48:59 pm »

I pillage that Village
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Qvist

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 3, Jorbles' turn)
« Reply #160 on: March 13, 2013, 06:49:47 pm »

I've never seen so many black dice so early, I think. Wow. Processing now.

popsofctown

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 3, Jorbles' turn)
« Reply #161 on: March 13, 2013, 06:50:13 pm »

I apparently only like rolling bad things.
SNORLAX used Sleep Talk!
SNORLAX used Rest!
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Jorbles

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 3, Jorbles' turn)
« Reply #162 on: March 13, 2013, 06:52:18 pm »

I apparently only like rolling bad things.
SNORLAX used Sleep Talk!
SNORLAX used Rest!

Zzzzzzzzzzzzzzzzzzzzzzzzzz!
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Qvist

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 3, Jorbles' turn)
« Reply #163 on: March 13, 2013, 06:52:53 pm »

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

Fame: Goldyx: 2 / 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 / Black / Red / Red / Black

Map:


Goldyx (Jorbles):
Level 0 / Armour 2 / Hand Limit 5 / Piles (Draw/Hand/Discard): 4/5/8 / 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
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): 8/5/6 / 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: White
Skills: Double Move Once a turn: Move 2 (during the Day), or Move 1 (during the Night)                                                            
Units (0/1): None

Watno

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 3, Jorbles' turn)
« Reply #164 on: March 13, 2013, 06:58:44 pm »

Play Swiftness to move to Anient Ruins
(I'd like to know what's in that Mage Tower.)
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Qvist

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 3, Jorbles' turn)
« Reply #165 on: March 13, 2013, 07:01:18 pm »

Play Swiftness to move to Anient Ruins
(I'd like to know what's in that Mage Tower.)

This would cause you to fight a green and a brown enemy.

popsofctown

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 3, Jorbles' turn)
« Reply #166 on: March 13, 2013, 07:05:06 pm »

What?  I thought that's an adventure site, and therefore optional.
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Watno

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 3, Jorbles' turn)
« Reply #167 on: March 13, 2013, 07:05:33 pm »

According to my reading of the ruls, entering the ruins is optional, isn't it?
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Qvist

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 3, Jorbles' turn)
« Reply #168 on: March 13, 2013, 07:05:43 pm »

What?  I thought that's an adventure site, and therefore optional.

Let me check this. Maybe I played this wrong.

popsofctown

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 3, Jorbles' turn)
« Reply #169 on: March 13, 2013, 07:07:27 pm »

Some copypasta:
"Find and read the Ruin
Description card.
Ruins are another
adventure site where you
may move into the space
and choose to ignore
the site or enter it. But
beware, Ruins can contain... well... anything; including the most
challenging adventures that can be found in the land.
When revealed, place a yellow ruins token there. If it is Day, place
the token face up – if it is Night, place it face down. A face down
token does not get revealed until the start of a Day Round, or until
someone moves into the space.
Ruins contain two diƲ erent types of adventure for you to complete:"
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Qvist

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 3, Jorbles' turn)
« Reply #170 on: March 13, 2013, 07:08:46 pm »

What?  I thought that's an adventure site, and therefore optional.

Let me check this. Maybe I played this wrong.

You're right. Nice, another thing learned.

Watno

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 3, Jorbles' turn)
« Reply #171 on: March 13, 2013, 07:11:03 pm »

That's the Ice Golems, right?
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popsofctown

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 3, Jorbles' turn)
« Reply #172 on: March 13, 2013, 07:12:12 pm »

Yes
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popsofctown

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 3, Jorbles' turn)
« Reply #173 on: March 13, 2013, 07:13:08 pm »

You should attack immediately.
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Watno

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 3, Jorbles' turn)
« Reply #174 on: March 13, 2013, 07:17:53 pm »

Yeah, figuring out the best way.
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