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Author Topic: Mage Knight I (Game over, theorel wins)  (Read 77597 times)

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Watno

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Re: Mage Knight I "Darkness covers the land" (Night 1, Turn 2, Watno's turn)
« Reply #350 on: March 19, 2013, 07:11:04 pm »

Use mana Storm powered by white mana from source
Rerolling all dies in the source:
Rolled 6d6 : 1, 1, 5, 1, 4, 1, total 13
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Qvist

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Re: Mage Knight I "Darkness covers the land" (Night 1, Turn 2, Watno's turn)
« Reply #351 on: March 19, 2013, 07:12:19 pm »

Great, 4 times Gold, lol.

popsofctown

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Re: Mage Knight I "Darkness covers the land" (Night 1, Turn 2, Watno's turn)
« Reply #352 on: March 19, 2013, 07:14:58 pm »

Didn't Watno have a negative influence bonus from Reputation at the start of the round?
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Watno

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Re: Mage Knight I "Darkness covers the land" (Night 1, Turn 2, Watno's turn)
« Reply #353 on: March 19, 2013, 07:16:13 pm »

1 = Gold / 2 = White / 3 = Red / 4 = Green / 5 = Blue / 6 = Black
Source is now: Gold, Gold, Blue, Gold, Green, Gold
Play March powered by green mana from source,  Wound and Tranquility sideways for Move 7 to go to Altar.
Pay blue crystal, a blue and a gold die die from source to get 7 fame.
End of turn, rerolling Blue, Green and Gold die:

Rolled 3d6 : 1, 1, 6, total 8

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Watno

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Re: Mage Knight I "Darkness covers the land" (Night 1, Turn 2, Watno's turn)
« Reply #354 on: March 19, 2013, 07:17:42 pm »

pops, my reputation only dropped to -1 after I played Threaten. But I had a spare Influence point anyway.
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popsofctown

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Re: Mage Knight I "Darkness covers the land" (Night 1, Turn 2, Watno's turn)
« Reply #355 on: March 19, 2013, 07:18:55 pm »

When did you gain reputation then?  You lost 2 reputation points during round 1

I guess you killed a rampaging enemy and i forgot?
« Last Edit: March 19, 2013, 07:21:08 pm by popsofctown »
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Watno

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Re: Mage Knight I "Darkness covers the land" (Night 1, Turn 2, Watno's turn)
« Reply #356 on: March 19, 2013, 07:21:52 pm »

Yeah, I did
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Jorbles

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Re: Mage Knight I "Darkness covers the land" (Night 1, Turn 2, Watno's turn)
« Reply #357 on: March 19, 2013, 07:23:32 pm »

So there's 1 die left that is not Gold or Black now?
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Watno

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Re: Mage Knight I "Darkness covers the land" (Night 1, Turn 2, Watno's turn)
« Reply #358 on: March 19, 2013, 07:24:16 pm »

No, they're all black or gold. Lol.
5 gold and 1 black. Have fun with that.
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Jorbles

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Re: Mage Knight I "Darkness covers the land" (Night 1, Turn 2, Watno's turn)
« Reply #359 on: March 19, 2013, 07:25:02 pm »

Oh jeez, you are the worst at rolling Watno... or the best. We're not going get much done this round now though.
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popsofctown

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Re: Mage Knight I "Darkness covers the land" (Night 1, Turn 2, Watno's turn)
« Reply #360 on: March 19, 2013, 07:26:14 pm »

Did you level up from the 7 fame, watno?
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Qvist

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Re: Mage Knight I "Darkness covers the land" (Night 1, Turn 2, Watno's turn)
« Reply #361 on: March 19, 2013, 07:29:18 pm »

Did you level up from the 7 fame, watno?

Yes he did. He has now 3 Armour and can have 2 Units. I just noticed btw that Levels begin at 1, not 0. I'm an IT guy, you see it here. So he's now Level 3, all others Level 2.

Watno

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Re: Mage Knight I "Darkness covers the land" (Night 1, Turn 2, Watno's turn)
« Reply #362 on: March 19, 2013, 07:29:43 pm »

1 short of double level up :(
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popsofctown

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Re: Mage Knight I "Darkness covers the land" (Night 1, Turn 2, Watno's turn)
« Reply #363 on: March 19, 2013, 07:29:47 pm »

Watno can't use his spell right? because he has no crystals and there's no colored mana in the source. (the spell that is somewhere in his deck, I'm worried about him using the night mana and casting it to pull even further ahead)
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Watno

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Re: Mage Knight I "Darkness covers the land" (Night 1, Turn 2, pops' turn)
« Reply #364 on: March 19, 2013, 07:31:15 pm »

I can with the Concentration card, or if you reroll something.
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popsofctown

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Re: Mage Knight I "Darkness covers the land" (Night 1, Turn 2, pops' turn)
« Reply #365 on: March 19, 2013, 07:32:24 pm »

I think spells are not considered "actions", so that they are excluded from Concentration.  Because otherwise that'd be kinda busted. 

Nothing can get rerolled, i don't think we have any abilities in play that reroll gold dice.
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Qvist

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Re: Mage Knight I "Darkness covers the land" (Night 1, Turn 2, pops' turn)
« Reply #366 on: March 19, 2013, 07:34:00 pm »

And I btw, I can't remember that I played a game with such strange rolls.

popsofctown

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Re: Mage Knight I "Darkness covers the land" (Night 1, Turn 2, pops' turn)
« Reply #367 on: March 19, 2013, 07:36:03 pm »

There's no oxygen.  We must rely only on anaerobic respiration.
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Watno

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Re: Mage Knight I "Darkness covers the land" (Night 1, Turn 2, pops' turn)
« Reply #368 on: March 19, 2013, 07:36:18 pm »

well, concentration can give me a red mana, which i can then use to cast the spell. I could also discover a mine.
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popsofctown

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Re: Mage Knight I "Darkness covers the land" (Night 1, Turn 2, pops' turn)
« Reply #369 on: March 19, 2013, 07:36:47 pm »

Oh, crap.
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Qvist

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Re: Mage Knight I "Darkness covers the land" (Night 1, Turn 2, pops' turn)
« Reply #370 on: March 19, 2013, 07:41:48 pm »

pops uses Midnight Meditation for 2 cards

Qvist

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Re: Mage Knight I "The first dusk" (Day 1, Turn 5, theorel's turn)
« Reply #371 on: March 19, 2013, 07:44:56 pm »

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

Fame: Goldyx: 5 / Norowas: 7 / Tovak: 4 / Arythea: 14
Influence: Goldyx: 0 / Norowas: 0 / Tovak: 1 / Arythea: -1

Advanced Actions:
Learning Influence 2. Once during this turn, you may pay Influence 6 to gain an Advanced Action card from the Advanced Actions offer to your discard pile. /// Influence 4. Once during this turn, you may pay Influence 9 to gain an Advanced Action card from the Advanced Actions offer to your hand.
Into the Heat Play this card at the start of the combat. All of your Units get their Attack and Block values increased by 2 this combat. You cannot assign damage to Units this turn. /// Play this card at the start of the combat. All of your Units get their Attack and Block values increased by 3 this combat. You cannot assign damage to Units this turn.
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).

Spells:
Meditation / Trance Randomly pick two cards from your discard pile and place them either on the top or bottom of your Deed deck. At the end of this turn, draw two cards over your hand limit. /// Same as the basic effect, except you choose the cards instead of picking them randomly.
Flame Wall / Flame Wave Fire Attack 5 or Fire Block 7 /// Fire Attack 5 or Fire Block 7. This attack or block gets increased by 2 for each enemy token you are facing.
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.   

Units:
Savage Monks Cost 7 / Level 2 / Armour 4 / Recruitable in Monastery / Attack or Block 3   /// Siege Attack 4
Illusionists Cost 7 / Level 2 / Armour 2 / Recruitable in Mage Tower or Monastery / Influence 4 /// Target unfortified enemy does not attack this combat. /// Gain a white crystal to your Inventory.
Foresters 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
Illusionists Cost 7 / Level 2 / Armour 2 / Recruitable in Mage Tower or Monastery /    Influence 4 /// Target unfortified enemy does not attack this combat. /// Gain a white crystal to your Inventory.
Guardian Golems Cost 7 / Level 2 / Armour 3 / Recruitable in Keep or Mage Tower / Attack or Block 2 /// Fire Block 4 /// Ice Block 4
Utem Swordsmen Cost   6 / Level 2 / Armour 4 / Recruitable in Keep / Attack or Block 3 /// Attack or Block 6. This Unit becomes Wounded.                                 

Monastery Advanced Actions                                                            
None

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)
Red Crystal Craft Once a Round: Flip this to gain one blue crystal to your Inventory, and one red mana token.
                                                            
Mana Source:
Gold / Gold / Gold / Gold / Gold / Black

Map:


Arythea (Watno):
Level 3 / Armour 3 / Hand Limit 5 / Piles (Draw/Hand/Discard): 8/5/8 / Tactics: 2: Long Night One time this Night, if your Deed deck is empty, you may shuffle your discard pile and put 3 cards at random back into your Deed deck. Then flip this card face down.                  
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 (1/2): Peasants Cost 4 / Level 1 / Armour 3 / Attack or Block 2 /// Influence 2 /// Move 2

Tovak (pops):
Level 2 / Armour 2 / Hand Limit 5 / Piles (Draw/Hand/Discard): 12/5/1 / Tactics: 4: Midnight Meditation One time this Night, before any of your turns, you may shuffle up to 5 cards (including Wounds) from your hand back into your Deed deck and then draw that many cards. Then, flip this card face down.
Crystals: Green
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

Norowas (theorel):
Level 2 / Armour 2 / Hand Limit 5 / Piles (Draw/Hand/Discard): 7/5/5 / Tactics: 5: Preparation When you take this Tactic, search your deck for any one card and put it into your hand, then shuffle your deck.
Crystals: Red, Blue, White, White, Green
Skills: Leaves in the Wind Once a Round: Flip this to gain one green crystal to your Inventory, and one white mana token.
Units (1/1): Foresters 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

Goldyx (Jorbles):
Level 2 / Armour 2 / Hand Limit 5 / Piles (Draw/Hand/Discard): 9 (1)/5/3 / Tactics: 6: Sparing Power Once before the start of each of your turns, choose one: Put the top card of your Deed deck face down under this card, or flip this card face down and put all Deed cards under it into your hand.                              
Crystals: None
Skills: Universal Power Once a turn: You may add one mana to a card played sideways. If you do, the card gives +3 instead of +1. If it is an Action or Spell card of the same color as that mana, it gives +4.
Units (1/1): Guardian Golems Cost 7 / Level 2 / Armour 3 / Recruitable in Keep or Mage Tower / Attack or Block 2 /// Fire Block 4 /// Ice Block 4
[/quote]

popsofctown

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Re: Mage Knight I "Darkness covers the land" (Night 1, Turn 2, pops' turn)
« Reply #372 on: March 19, 2013, 07:47:52 pm »

This is a disgusting amount of bad luck.

I enter the adventure site
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Qvist

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Re: Mage Knight I "Darkness covers the land" (Night 1, Turn 2, pops' turn)
« Reply #373 on: March 19, 2013, 07:57:38 pm »

This is a disgusting amount of bad luck.

I enter the adventure site

Just to be clear: I guess you mean you want to fight the enemies in the Ruins.

popsofctown

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Re: Mage Knight I "Darkness covers the land" (Night 1, Turn 2, pops' turn)
« Reply #374 on: March 19, 2013, 07:59:50 pm »

yeah.
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