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Author Topic: Mage Knight I (Game over, theorel wins)  (Read 78210 times)

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Qvist

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I hope I made no mistakes. I send the cards now.

popsofctown

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Movement
1 #Double Move   
3 -Improvisation   
   .....Discarding a Flame Shield
1 -Rage             
1 -Threaten         

Move across the hill to the South, then the hill to the Southeast.  End my turn.
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Qvist

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I rather wait until Watno made his turn or did I miss it?

popsofctown

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could have sworn the headline said pops' turn
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Jorbles

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I hope I made no mistakes. I send the cards now.

My cards look good... or well correct, I'd prefer less wounds honestly.
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Watno

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Play Regeneration for Heal 1 (not using that yet) and readying Peasants.
Use Peasants and play Wound from hand for Move 4, to move to the North and explore.
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popsofctown

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Wait, are you saving the Heal 1 for use later in your turn?  Like a mana token?
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Watno

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Yeah, it only gets lost when I fight I think.
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Qvist

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Yeah, it only gets lost when I fight I think.

True.

Mage Tower, Keep and Dungeon. This time all on Wasteland.

Watno

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play ruby ring. End turn.
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Qvist

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Ruby Ring Gain a red mana token and a red crystal to your Inventory. Fame +1 /// You have an endless supply of red and black mana this turn. Fame +1 for each red Spell you cast this turn.

Processing both turns now.

popsofctown

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Ok

Look at that thing.

Clearly Watno has the edge
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Qvist

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Re: Mage Knight I "Arythea's destructiveness" (Night 1, Turn 3, pops' turn)
« Reply #487 on: March 23, 2013, 06:53:11 pm »

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

Fame: Goldyx: 10 / Norowas: 16 / Tovak: 12 / Arythea: 20
Influence: Goldyx: 0 / Norowas: 0 / Tovak: 2 / Arythea: -3

Advanced Actions:
Training Throw away an Action card from your hand, then take a card of the same color from the Advanced Actions offer and put it into your discard pile. /// Throw away an Action card from your hand, then take a card of the same color from the Advanced Actions offer and put it into your hand.
Path Finding Move 2. The Move cost of all terrains is reduced by 1, to a minimum of 2, this turn. /// Move 4. The Move cost of all terrains is reduced to 2 this turn.
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.

Spells:
Restoration / Rebirth Heal 3. If you are in a forest, Heal 5 instead. /// Heal 3. If you are in a forest, Heal 5 instead. Ready up to 3 levels worth of Units. If you are in a forest, Ready up to 5 levels of Units instead.   
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.

Units:
Savage Monks Cost 7 / Level 2 / Armour 4 / Recruitable in Monastery / Attack or Block 3   /// Siege Attack 4
empty
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
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
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.
Healing Ritual Once a Round, except in combat: Flip this to throw away up to two Wounds from your hand. One of them goes to the hand of the closest hero (if tied, you choose) instead of to the Wound pile.
Prayer of Weather Once a Round: Put this Skill token in the center. Until start of your next turn, the Move cost of all terrain is reduced by 2 for you (to a minimum of 1), and is increased by 1 for all other players (to a maximum of 5). Then take this token back and flip it.                                                            
                                                            
Mana Source:
Gold / Gold / Gold / Gold / Gold / Gold

Map:


Arythea (Watno):
Level 4 / Armour 3 / Hand Limit 5 / Piles (Draw/Hand/Discard): 4/5/15 / 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: Red
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.
         Burning Power Once a turn: Siege Attack 1, or Fire Siege Attack 1.
Units (1/2): Peasants Cost 4 / Level 1 / Armour 3 / Attack or Block 2 /// Influence 2 /// Move 2

Tovak (pops):
Level 3 / Armour 3 / Hand Limit 5 / Piles (Draw/Hand/Discard): 0/3/16/ 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: None
Skills: Double Move Once a turn: Move 2 (during the Day), or Move 1 (during the Night)                                                            
Units (2/2): 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.
                 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.

Norowas (theorel):
Level 4 / Armour 3 / Hand Limit 5 / Piles (Draw/Hand/Discard): 0/5/15 / 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
Skills: Leaves in the Wind Once a Round: Flip this to gain one green crystal to your Inventory, and one white mana token.
         Leadership Once a turn: When activating a Unit, add +3 to its Block, or +2 to its Attack. or +1 to its Ranged (not Siege) Attack, regardless of its elements.
Units (1/2): 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 3 / Armour 3 / Hand Limit 5 / Piles (Draw/Hand/Discard): 5/6/9 / 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: Red, Green
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 (wounded) Cost 7 / Level 2 / Armour 3 / Recruitable in Keep or Mage Tower / Attack or Block 2 /// Fire Block 4 /// Ice Block 4
« Last Edit: March 23, 2013, 06:54:50 pm by Qvist »
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theorel

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I don't disagree...that's a nice artifact.

I'm debating between two moves...can I use Learning/build the influence for it etc...and then move?
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theorel

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EDIT: (looks like this is legal...based on the answers here)  Changed order of cards to make it all 100% good.

Play Amulet of the Sun gaining a gold mana token.
Use gold token to empower Mana Draw, switching die to white, and gaining 2 white tokens.
Empower Learning for 4 influence, also playing:
Use white token to empower Noble Manners for 4 Influnce +1 Fame, +1 Reputation
Improvisation sideways for 1 influence
Pay 9 influence to gain path finding into hand.
Use a gold mana from the source to empower path finding for Move 4.  Explore the only tile that I can.


I'll decide where I'm going to move after I see the new tile.
« Last Edit: March 23, 2013, 09:27:29 pm by theorel »
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Qvist

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Amulet of Sun Gain a gold mana token. If played during the Night, forests have their move cost reduced to 3, you can use gold mana, and you reveal garrisons of nearby fortified sites and all ruins as if it were day. /// Same as the basic effect, except you get three gold mana tokens instead of one.

And I don't think you get +1 Fame and +1 Reputation for that because I don't think that counts as interaction.

I'm pretty tired right now, so I only update the picture and add the 2 new Advanced Actions (for the Monastery and to replace the one you just took) later if this is okay.

« Last Edit: March 24, 2013, 04:12:34 pm by Qvist »
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Watno

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That adds an advanced action to the unit offer, doesn't it?
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Qvist

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That adds an advanced action to the unit offer, doesn't it?

Right, that's why I said 2 new AAs. Checking out now, sorry.

Watno

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Oh sorry, didn't read properly.
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popsofctown

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My interpretation is that it is an interaction, and he does get fame and rep.
I think the point of the clause is to keep him from using it in the middle of the boonies just for the fame.
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theorel

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@pops: I think QVist's right...interaction is the action taken at a location.  For instance, you don't get reputation bonuses for Learning, UNLESS you're at a village/keep/etc, and use your action for it.  I just didn't notice the clause.  Unfortunate, as I might have tried to work this differently if I had noticed...but I don't think it would have been worth it.

I'll move to the magical glade to the northeast.

Return 1 white mana and 1 ??? mana to the source.
???=
Rolled 1d6 : 2, total 2
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theorel

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Hope you want white mana jorbles :)
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Watno

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Without actually rereading, I agree with Qvist and theorel.
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popsofctown

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Oh, you ARE in the middle of the boonies.  Well we are actually in agreement on interpretation, the reason I was confused was that I thought you moved to a village before playing your cards for influence
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theorel

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Yeah, the monsters in the dungeon didn't care to spread word of my "nobility".
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