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Author Topic: Mage Knight I (Game over, theorel wins)  (Read 78196 times)

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WinterSpartan

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 3, pops' turn)
« Reply #200 on: March 14, 2013, 09:48:13 am »

(Lurker interjection) You are not reading Leaves in the Wind right. The "or one of the skills in the common offer" referred to his choices for skill selection. Leaves in the Wind is just a green crystal and a white token (which isn't bad, but isn't nearly as good as "take a skill from the center" would be.)
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popsofctown

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 3, pops' turn)
« Reply #201 on: March 14, 2013, 09:49:23 am »

OHHH, that makes so much sense, thanks Spartan.
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popsofctown

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 3, pops' turn)
« Reply #202 on: March 14, 2013, 09:51:04 am »

Ok, I will only heal 1 then.
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theorel

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 3, pops' turn)
« Reply #203 on: March 14, 2013, 09:56:57 am »

Also, @QVist: whenever you get around to it, I'd like to get my hand...(which 2 cards did I not get?)
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Qvist

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 3, pops' turn)
« Reply #204 on: March 14, 2013, 10:04:17 am »

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

Fame: Goldyx: 2 / Norowas: 4 / Tovak: 4 / Arythea: 5
Influence: Goldyx: 0 / Norowas: 0 / Tovak: 1 / Arythea: -1

Advanced Actions:
Blood Ritual Take a Wound. Gain a red mana token and a mana token of any color (including non-basic). /// Take a Wound. Gain three mana tokens of any colors (including non-basic).
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.

Spells:
Mana Bolt / Mana Thunderbolt When you play this, pay a mana. If you paid blue, Ice Attack 8. If you paid red, Cold Fire Attack 7. If you paid white, Ranged Ice Attack 6. If you paid green, Siege Ice Attack 5. /// When you play this, pay a mana. If you paid blue, Ice Attack 11. If you paid red, Cold Fire Attack 10. If you paid white, Ranged Ice Attack 9. If you paid green, Siege Ice Attack 8.   
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.

Units:
empty
Northern Monks Cost 7 / Level 2 / Armour 4 / Recruitable in Monastery / Attack or Block 3 /// Ice Attack or Ice Block 4   
empty
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.
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 red mana token. You cannot use another motivation skill until the end of your next turn.
Bright Negotiation Once a turn: Influence 3 (during the Day) or Influence 2 (at Night)
                                                            
Mana Source:
Black / Black / Black / Black / Green / 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 1 / Armour 2 / Hand Limit 5 / Piles (Draw/Hand/Discard): 4/6/8 / 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: Power of Pain Once a turn: You can play one Wound sideways, as if it were a non-Wound card. It gives +2 instead of +1. At the end of your turn, put that Wound in your discard pile.                                                            
Units (1/1): Peasants (used) Cost 4 / Level 1 / Armour 3 / Attack or Block 2 /// Influence 2 /// Move 2

Norowas (theorel):
Level 1 / Armour 2 / Hand Limit 5 / Piles (Draw/Hand/Discard): 2/6/9 / Tactics: 5 - Great Start: You may immediately draw 2 cards.                                       
Crystals: None
Skills: Leaves in the Wind Once a Round: Flip this to gain one green crystal to your Inventory, and one white mana token or one of the skills in the common skill offer.
Units (1/1): Foresters (used/wounded) Cost 5 / Level 1 / Armour 4 / Recruitable 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): 4/5/9 / 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 (1/1): Utem Crossbowmen Cost 6 / Level 2 / Armour 4 / Recruitable in Village or Keep / Attack or Block 3 /// Ranged Attack 2

Qvist

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 4, Jorbles' turn)
« Reply #205 on: March 14, 2013, 10:11:21 am »

Thanks, pops. Now I didn't have to update the map.  :P

Jorbles

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 4, Jorbles' turn)
« Reply #206 on: March 14, 2013, 10:41:10 am »

Oh man, I was about to take the crossbowmen, now what am I going to do?
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Jorbles

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 4, Jorbles' turn)
« Reply #207 on: March 14, 2013, 10:42:47 am »

Use Swiftness for Move 2. Explore to the north. (Wait to see what is discovered.)
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Qvist

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 4, Jorbles' turn)
« Reply #208 on: March 14, 2013, 10:47:57 am »



Ruins, Keep, Monster Den

Qvist

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 4, Jorbles' turn)
« Reply #209 on: March 14, 2013, 10:49:11 am »

And don't forget that you have a Gold Mana token this turn.

theorel

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 4, Jorbles' turn)
« Reply #210 on: March 14, 2013, 10:51:53 am »

You moved Tovak back to the mine...he's in the village.
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Qvist

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 4, Jorbles' turn)
« Reply #211 on: March 14, 2013, 10:53:02 am »

You moved Tovak back to the mine...he's in the village.
Haha, damn. Yeah. Maximum confusion now. Sorry.

theorel

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 4, Jorbles' turn)
« Reply #212 on: March 14, 2013, 10:54:31 am »

I was wondering if better tokens for the characters might be less confusing?  (in particular a less BLUE Norowas)
I grabbed a BGG image of the tokens, and made some pngs out of them...



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Watno

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 4, Jorbles' turn)
« Reply #213 on: March 14, 2013, 10:54:48 am »

What's the reward in those ruins?
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Jorbles

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 4, Jorbles' turn)
« Reply #214 on: March 14, 2013, 11:04:09 am »

Blurgh, I don't even know what's useful for me to do. I was really counting on taking those Crossbowmen, but now I don't really want to do anything. With my wound I can't realistically Move and then fight anything.
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Jorbles

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 4, Jorbles' turn)
« Reply #215 on: March 14, 2013, 11:23:16 am »

I guess I'll end my turn. I don't want to explore an area that only other players will be able to get to.
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Watno

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 4, Jorbles' turn)
« Reply #216 on: March 14, 2013, 11:46:15 am »

Play empowered Tranquility to draw 2 cards.
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Qvist

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 4, Jorbles' turn)
« Reply #217 on: March 14, 2013, 12:22:18 pm »

I was wondering if better tokens for the characters might be less confusing?  (in particular a less BLUE Norowas)
I grabbed a BGG image of the tokens, and made some pngs out of them...





Thanks for this. But then I have to change the VASSAL module now and recreate the game state which I won't do now. Maybe if I have time, but at least for the next game, sorry.

Qvist

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 3, pops' turn)
« Reply #218 on: March 14, 2013, 12:30:55 pm »

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

Fame: Goldyx: 2 / Norowas: 4 / Tovak: 4 / Arythea: 5
Influence: Goldyx: 0 / Norowas: 0 / Tovak: 1 / Arythea: -1

Advanced Actions:
Blood Ritual Take a Wound. Gain a red mana token and a mana token of any color (including non-basic). /// Take a Wound. Gain three mana tokens of any colors (including non-basic).
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.

Spells:
Mana Bolt / Mana Thunderbolt When you play this, pay a mana. If you paid blue, Ice Attack 8. If you paid red, Cold Fire Attack 7. If you paid white, Ranged Ice Attack 6. If you paid green, Siege Ice Attack 5. /// When you play this, pay a mana. If you paid blue, Ice Attack 11. If you paid red, Cold Fire Attack 10. If you paid white, Ranged Ice Attack 9. If you paid green, Siege Ice Attack 8.   
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.

Units:
empty
Northern Monks Cost 7 / Level 2 / Armour 4 / Recruitable in Monastery / Attack or Block 3 /// Ice Attack or Ice Block 4   
empty
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.
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 red mana token. You cannot use another motivation skill until the end of your next turn.
Bright Negotiation Once a turn: Influence 3 (during the Day) or Influence 2 (at Night)
                                                            
Mana Source:
Black / Black / Black / Black / Green / Black

Map:


Goldyx (Jorbles):
Level 0 / Armour 2 / Hand Limit 5 / Piles (Draw/Hand/Discard): 2/5/9 / 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 1 / Armour 2 / Hand Limit 5 / Piles (Draw/Hand/Discard): 4/6/8 / 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: Power of Pain Once a turn: You can play one Wound sideways, as if it were a non-Wound card. It gives +2 instead of +1. At the end of your turn, put that Wound in your discard pile.                                                            
Units (1/1): Peasants (used) Cost 4 / Level 1 / Armour 3 / Attack or Block 2 /// Influence 2 /// Move 2

Norowas (theorel):
Level 1 / Armour 2 / Hand Limit 5 / Piles (Draw/Hand/Discard): 2/6/9 / Tactics: 5 - Great Start: You may immediately draw 2 cards.                                       
Crystals: None
Skills: Leaves in the Wind Once a Round: Flip this to gain one green crystal to your Inventory, and one white mana token or one of the skills in the common skill offer.
Units (1/1): Foresters (used/wounded) Cost 5 / Level 1 / Armour 4 / Recruitable 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): 4/5/9 / 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 (1/1): Utem Crossbowmen Cost 6 / Level 2 / Armour 4 / Recruitable in Village or Keep / Attack or Block 3 /// Ranged Attack 2

Qvist

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 4, Jorbles' turn)
« Reply #219 on: March 14, 2013, 12:33:20 pm »

What's the reward in those ruins?

A unit of your choice

Watno

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 4, Watno's turn)
« Reply #220 on: March 14, 2013, 12:41:25 pm »

Play Stamina, Swiftness and sidewise Mana Draw to move on the hill to the north and explore
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Qvist

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 4, Watno's turn)
« Reply #221 on: March 14, 2013, 12:50:02 pm »

Watno

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 4, Watno's turn)
« Reply #222 on: March 14, 2013, 12:52:59 pm »

What type of terrain is that? Looks ugly anyway.
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Qvist

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 4, Watno's turn)
« Reply #223 on: March 14, 2013, 12:53:43 pm »

What type of terrain is that? Looks ugly anyway.

Wasteland 4/4

Watno

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 4, Watno's turn)
« Reply #224 on: March 14, 2013, 01:05:24 pm »

Play Regeneration to ready Peasants
Use Peasants, Play Improvisation discarding Fire Ball to move to the village in the wasteland.
Challenge Orc.
Take 2 wounds on Hero.
Play Rage and Wound sideways to kill Orc (+1 rep, +2 fame)
End turn


Green die used from source is now:
Rolled 1d6 : 2, total 2
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