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Author Topic: Mage Knight I (Game over, theorel wins)  (Read 77580 times)

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popsofctown

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Re: Mage Knight I "The first dusk" (Day 1, Turn 5, theorel's turn)
« Reply #275 on: March 16, 2013, 10:36:52 am »

What happens if i kill only one enemy at the adventure site?
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Watno

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Re: Mage Knight I "The first dusk" (Day 1, Turn 5, theorel's turn)
« Reply #276 on: March 16, 2013, 10:52:17 am »

Depends on the adventure site I think.
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popsofctown

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Re: Mage Knight I "The first dusk" (Day 1, Turn 5, theorel's turn)
« Reply #277 on: March 16, 2013, 10:57:31 am »

The one next to my hex
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popsofctown

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Re: Mage Knight I "The first dusk" (Day 1, Turn 5, theorel's turn)
« Reply #278 on: March 16, 2013, 10:59:55 am »

The rules seem to indicate that I can wait a while and finish off the other enemy later.  Therefore,


Use Double Move to move to the nearby ruins
Discard the spell in my hand (mandatory)
End my turn
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Watno

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Re: Mage Knight I "The first dusk" (Day 1, Turn 5, theorel's turn)
« Reply #279 on: March 16, 2013, 11:16:11 am »

Yeah, the undefeated enemies stay there.
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popsofctown

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Re: Mage Knight I "The first dusk" (Day 1, Turn 5, theorel's turn)
« Reply #280 on: March 16, 2013, 12:31:49 pm »

So, I was flipping through the rules and reading about the knockout rule.  The rule says if you take a number of wounds equal or greater to your handsize limit, you discard your hand.  Then it says "This minotaur here is a good example, look what it does to your starting stats".

But the Minotaur is brutal with attack of 4.  Since it does 8 damage unblocked, and you have 2 armor to start with, you should take 4 wounds, and not get knocked out right? 
I'm rather confused, the first time I read the rules I wasn't paying that much attention and I was like, "oh ok, they're using a basic example of a monster that can knock you out on its own, that's smart", but now when I reread I'm like hey, that's not making sense to me.
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theorel

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Re: Mage Knight I "The first dusk" (Day 1, Turn 5, theorel's turn)
« Reply #281 on: March 16, 2013, 06:15:48 pm »

The status says we are all level 1.
We all started at level 0...so we are all at level 1.
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theorel

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Re: Mage Knight I "The first dusk" (Day 1, Turn 5, theorel's turn)
« Reply #282 on: March 16, 2013, 06:21:57 pm »

So, I was flipping through the rules and reading about the knockout rule.  The rule says if you take a number of wounds equal or greater to your handsize limit, you discard your hand.  Then it says "This minotaur here is a good example, look what it does to your starting stats".

But the Minotaur is brutal with attack of 4.  Since it does 8 damage unblocked, and you have 2 armor to start with, you should take 4 wounds, and not get knocked out right? 
I'm rather confused, the first time I read the rules I wasn't paying that much attention and I was like, "oh ok, they're using a basic example of a monster that can knock you out on its own, that's smart", but now when I reread I'm like hey, that's not making sense to me.

Minotaur has attack 5...at least the image in the back of the walkthrough does.  Brutal attack 4 is the orc ironclad (which is pictured on the previous page of the walkthrough when describing the "Physical Resistance" modifier.
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popsofctown

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Re: Mage Knight I "The first dusk" (Day 1, Turn 5, theorel's turn)
« Reply #283 on: March 16, 2013, 06:38:58 pm »

I get it.  Is it Jorbles turn now?
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theorel

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Re: Mage Knight I "The first dusk" (Day 1, Turn 5, theorel's turn)
« Reply #284 on: March 16, 2013, 07:28:35 pm »

Yes, we're back to Jorbles.
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Jorbles

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Re: Mage Knight I "The first dusk" (Day 1, Turn 5, theorel's turn)
« Reply #285 on: March 16, 2013, 09:14:20 pm »

Oh cool, back to me. One second.
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Jorbles

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Re: Mage Knight I "The first dusk" (Day 1, Turn 5, theorel's turn)
« Reply #286 on: March 16, 2013, 09:20:27 pm »

Use White Crystal and play Pure Magic for 4 Influence.
Play March sideways for Influence, use Universal Power and the Green mana die to make it 4 Influence.
Spend 7 Influence to convince the locals to give me their Guardian Golems.
Use my final 1 point of influence to convince the owner of the keep to loan me some money to buy a beer.
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Jorbles

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Re: Mage Knight I "The first dusk" (Day 1, Turn 5, theorel's turn)
« Reply #287 on: March 16, 2013, 09:21:41 pm »

Does that check out? If it does here's my roll for the new mana die:

Rolled 1d6 : 5, total 5
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Jorbles

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Re: Mage Knight I "The first dusk" (Day 1, Turn 5, theorel's turn)
« Reply #288 on: March 16, 2013, 09:22:07 pm »

5 = Blue.
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Watno

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Re: Mage Knight I "The first dusk" (Day 1, Turn 5, theorel's turn)
« Reply #289 on: March 16, 2013, 09:23:58 pm »

I declare end of round.
1 more turn for everyone.
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popsofctown

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Re: Mage Knight I "The first dusk" (Day 1, Turn 5, theorel's turn)
« Reply #290 on: March 16, 2013, 09:48:58 pm »

I think it's theorel's turn, but in advance, I will do nothing else until end of round
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popsofctown

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Re: Mage Knight I "The first dusk" (Day 1, Turn 5, theorel's turn)
« Reply #291 on: March 16, 2013, 09:53:02 pm »

Hypothetically, if I wanted to move with no cards in hand, would I be permitted to?  I know if end of round had not yet been called, I would be obligated to call it, but I'm not sure what happens when it's already been called.
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theorel

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Re: Mage Knight I "The first dusk" (Day 1, Turn 5, theorel's turn)
« Reply #292 on: March 17, 2013, 08:40:05 am »

If you have no cards in deck and no hand you are required to do nothing.

I Threaten the crystal mine for a useless influence 2.  Gaining a white crystal.
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popsofctown

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Re: Mage Knight I "The first dusk" (Day 1, Turn 5, theorel's turn)
« Reply #293 on: March 17, 2013, 10:05:30 am »

Jorbles turn, I do nothing and nothing happens either.

If I was on a crystal mine with no cards in hand would I draw a crystal?
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popsofctown

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Re: Mage Knight I "The first dusk" (Day 1, Turn 5, theorel's turn)
« Reply #294 on: March 17, 2013, 10:08:04 am »

Qvist, with your knowledge of Jorbles hand it may or may not be possible to determine that he cant' do anything with his last card, and go ahead to setting up Night.
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theorel

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Re: Mage Knight I "The first dusk" (Day 1, Turn 5, theorel's turn)
« Reply #295 on: March 17, 2013, 10:09:06 am »

I wanted to check to be sure...relevant rules are Page 5: A Player's Turn 2d, and 3.  quoted below, short answer is you get nothing.
Quote
d. If you have no cards in your hand and Deed deck, but the
End of the Round has already been announced by another
player, you must forfeit your turn.
3. If you forfeit your turn, your turn ends immediately; you cannot
even use the benefits of a map space you occupy (mines or
magical glade).
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Jorbles

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Re: Mage Knight I "The first dusk" (Day 1, Turn 5, theorel's turn)
« Reply #296 on: March 17, 2013, 02:24:39 pm »

Actually I can do one thing which is use my last non-Wound card to Rest discarding my Wound cards.
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popsofctown

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Re: Mage Knight I "The first dusk" (Day 1, Turn 5, theorel's turn)
« Reply #297 on: March 17, 2013, 02:37:13 pm »

You don't have any Wound cards in hand though.  You are resting in order to discard 0 Wound cards?
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Jorbles

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Re: Mage Knight I "The first dusk" (Day 1, Turn 5, theorel's turn)
« Reply #298 on: March 17, 2013, 02:40:33 pm »

I should have 2 wound cards from when I took the Keep. I think Qvist forgot to put them in my hand.
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popsofctown

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Re: Mage Knight I "The first dusk" (Day 1, Turn 5, theorel's turn)
« Reply #299 on: March 17, 2013, 02:45:12 pm »

I see.  Discarding the wounds doesn't actually do anything though, right?  Either way, they get shuffled in for the next round.
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