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Author Topic: Mage Knight I (Game over, theorel wins)  (Read 78226 times)

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popsofctown

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 4, Watno's turn)
« Reply #225 on: March 14, 2013, 02:55:46 pm »

Raise your hand if you think Watno is going to destroy us all.
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popsofctown

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 4, Watno's turn)
« Reply #226 on: March 14, 2013, 03:00:16 pm »

Can you use a Wound you just gained to play Rage? (I have no idea whether that wound was in Watno's hand at start of turn)
Another rules question I had, the crystallization skill theorel got, if you play it using a blue mana crystal does the blue mana crystal itself get returned along with the others?
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Jorbles

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 4, Watno's turn)
« Reply #227 on: March 14, 2013, 03:22:03 pm »

Raise your hand if you think Watno is going to destroy us all.

Raises hand.
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Ozle

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 4, Watno's turn)
« Reply #228 on: March 14, 2013, 03:42:35 pm »

*raises hand*
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Qvist

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 4, Watno's turn)
« Reply #229 on: March 14, 2013, 04:19:38 pm »

<accidently deleted> oops  ::)
« Last Edit: March 14, 2013, 06:35:09 pm by Qvist »
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Qvist

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 4, Watno's turn)
« Reply #230 on: March 14, 2013, 04:23:02 pm »

Can you use a Wound you just gained to play Rage? (I have no idea whether that wound was in Watno's hand at start of turn)
Another rules question I had, the crystallization skill theorel got, if you play it using a blue mana crystal does the blue mana crystal itself get returned along with the others?

With his Power of Pain skill, yes he can.
And I don't know which Crystallation skill you are referring to.

theorel

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 4, theorel's turn)
« Reply #231 on: March 14, 2013, 04:27:30 pm »

He means Crystal Mastery...and according to something I read (FAQ maybe?) a crystal used to activate it is also returned.

I'm going to use the white source mana to empower Mana Draw.
I'll take a black die, and change it to blue gaining two Blue mana tokens
then I'll use one of the blue mana to play Stamina.
I'll use 2 of my move to explore the area to the east (the only one I can)

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Qvist

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 4, theorel's turn)
« Reply #232 on: March 14, 2013, 04:41:57 pm »

popsofctown

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 4, theorel's turn)
« Reply #233 on: March 14, 2013, 04:54:11 pm »

Am I allowed to try to conquer theorel's keep with PvP disabled?
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popsofctown

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 4, theorel's turn)
« Reply #234 on: March 14, 2013, 04:55:09 pm »

Not sayin I'm gonna do that to you theorel... just asking I swear. 

Actually I'm pretty sure that'd be a bad idea even if successful.
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Qvist

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 4, theorel's turn)
« Reply #235 on: March 14, 2013, 04:59:02 pm »

Am I allowed to try to conquer theorel's keep with PvP disabled?

Yes. It's only the direct combat that's prohibited.

theorel

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 4, theorel's turn)
« Reply #236 on: March 14, 2013, 04:59:34 pm »

You can, but not while I'm there :)
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Ozle

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 4, theorel's turn)
« Reply #237 on: March 14, 2013, 05:02:09 pm »

CRUSH HIM!!!
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Jorbles

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 4, theorel's turn)
« Reply #238 on: March 14, 2013, 05:02:33 pm »

We get an extra turn if Watno ends the round right?
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popsofctown

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 4, theorel's turn)
« Reply #239 on: March 14, 2013, 05:04:16 pm »

Or two in my case :P
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popsofctown

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 4, theorel's turn)
« Reply #240 on: March 14, 2013, 05:06:47 pm »

I have trouble understanding where the extended coastline is.  Graphically, it looks like the area to the north that Jorbles explored would be beyond the extended coastline.  Is there some clear algorithm you can use?  Because I want to be clear on where I can explore and where I can't.
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theorel

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 4, theorel's turn)
« Reply #241 on: March 14, 2013, 05:07:24 pm »

Okay,
I'll use Leaves in the wind for a green crystal/white mana token.
I'll spend the green crystal to play an empowered March.
I'll use 6 move to go to the white crystal mine.
I'll play tranquility to heal my woodsmen.
I'll use the blue mana with crystallize to get a blue crystal.
I'll use Crystal Mastery to duplicate the Blue Crystal.
End of Turn.

Rolled 1d6 : 4, total 4

to see what the white die becomes.
Return the blue die.
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popsofctown

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 4, theorel's turn)
« Reply #242 on: March 14, 2013, 05:14:07 pm »

I want to use my skill to explore, but I have no idea whether I can explore 0, 1, or 2 possible directions from my current hex due to my lack of coastline understanding.
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Jorbles

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 4, theorel's turn)
« Reply #243 on: March 14, 2013, 05:16:46 pm »

I think it's 0 or 1 (to your south), but I'm not sure either.
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theorel

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 4, theorel's turn)
« Reply #244 on: March 14, 2013, 05:27:44 pm »

I believe it's 0...but confirmation would be good.
certainly you can't go West, because the tile would share an edge with water.

Note: The tile down DOES line up with Jorbles' tile.  but based on the picture in the back of the rules, it appears to me that there cannot be a tile lining up there.
---
EDIT: this is clearest to me in the "4-column" map.  The open map is just an extension of that.
« Last Edit: March 14, 2013, 05:38:14 pm by theorel »
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Qvist

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 4, theorel's turn)
« Reply #245 on: March 14, 2013, 06:17:43 pm »

I want to use my skill to explore, but I have no idea whether I can explore 0, 1, or 2 possible directions from my current hex due to my lack of coastline understanding.

From your current location you can't explore. You could explore southeast from the white mine.

Edit: I'll show you this in the next update.
« Last Edit: March 14, 2013, 06:19:07 pm by Qvist »
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popsofctown

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 4, theorel's turn)
« Reply #246 on: March 14, 2013, 06:19:06 pm »

:/ I wish I understood why.
Thinking.
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popsofctown

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 4, theorel's turn)
« Reply #247 on: March 14, 2013, 06:20:51 pm »

I can't explore southeast from the white mine, didn't theorel move there?
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Qvist

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 4, theorel's turn)
« Reply #248 on: March 14, 2013, 06:23:15 pm »

I can't explore southeast from the white mine, didn't theorel move there?

I don't know. I'm currently processing his move.

Qvist

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Re: Mage Knight I "Exploring the landscape" (Day 1, Turn 4, theorel's turn)
« Reply #249 on: March 14, 2013, 06:34:48 pm »

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

Fame: Goldyx: 2 / Norowas: 4 / Tovak: 4 / Arythea: 7
Influence: Goldyx: 0 / Norowas: 0 / Tovak: 1 / Arythea: 0

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 / Blue / 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): 0/3/17 / 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): 0/2/15 / Tactics: 5 - Great Start: You may immediately draw 2 cards.                                       
Crystals: Blue, Blue, White
Skills: Leaves in the Wind (used) Once a Round: Flip this to gain one green crystal to your Inventory, and one white mana token.
Units (1/1): Foresters (used) 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
« Last Edit: March 14, 2013, 06:37:51 pm by Qvist »
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