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Author Topic: Mage Knight I (Game over, theorel wins)  (Read 78182 times)

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Qvist

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theorel is forced to call end of round, right? BTW, the map in the post above isnt the right one.

Ah, right. theorel announces End of Round. Jorbles' last turn.
What is wrong with the map, Watno?

Watno

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Somehow I thought I was at the wrong place. Anyway, I see it's right now.
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Jorbles

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theorel is forced to call end of round, right? BTW, the map in the post above isnt the right one.

Ah, right. theorel announces End of Round. Jorbles' last turn.

Cards that I drew please!
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Jorbles

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Use Universal Power and blue mana die from source to play Pure Magic sideways for 4 Move. Play Swiftness for Move 2 and Mana Draw sideways for 1 Move. Move to Magical Glade.

Do not call out the orcs (yet), heal my Guardian Golems. End turn.
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Jorbles

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Here's the new die:

Rolled 1d6 : 3, total 3
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Jorbles

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Red.
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Watno

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If the healing is supposed to come from the Magical Glade, that doesn't work. It doesn't allow you to heal, but to thow away a wound from your hand or discard pile.
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Jorbles

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If the healing is supposed to come from the Magical Glade, that doesn't work. It doesn't allow you to heal, but to thow away a wound from your hand or discard pile.

Oh boo, then I guess I'll just heal myself from my hand. This is a crappy magic glade if it can't heal units. I guess units are only healable via villages and your own powers?
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theorel

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Monasteries also.
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Watno

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With heal effects, not with all those effects labeled "This is not the same as healing"
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Watno

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Play Wound, March and Swiftness for 6 move to assault the keep.
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Qvist

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Arythea loses another rep and cannot interact anymore.
Enemy has Attack 4 with Swiftness, Armour 4, Fame 3 and is fortified

Qvist

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Full update comes after work.

Watno

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Play Blood Ritual for 2 red tokens, putting wound on peasants if possible (taking it myself otherwise)
Play Flame Wave with red token and black die from source for Fire Block 9.
Play empowered Rage for Attack 4, killing that guy.
End turn

Reroll black die
Rolled 1d6 : 5, total 5

Use Long Night tactics to put 3 cards from discard in deck (because I can :P)
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popsofctown

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Could you flip Long Night midway through the process of drawing to 5?  Kinda like reordering stash midway to drawing to five in dominion.
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Watno

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It's "before your turn", so I can't actually do it :(
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popsofctown

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oh ok
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theorel

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Um...the tactic is not "before your turn."
Double-checking on BGG, see here: http://www.boardgamegeek.com/article/10619567#10619567
« Last Edit: March 27, 2013, 01:17:46 pm by theorel »
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theorel

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It's still just as useless since it's the end of the round, but you get to draw up to your full hand size.
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popsofctown

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It's still just as useless since it's the end of the round, but you get to draw up to your full hand size.

So regarding my question?  Could you draw 2 cards, flip it to restore three to your deck, then finish drawing to max handsize? or would it be forbidden mid-event
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theorel

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As soon as your deck is out you can shuffle in the cards.
So, if there are only 2 cards left and your hand is empty, you can draw 2, reshuffle in 3 random cards from your discard and draw them.
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Watno

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I actually got confuseed there.

pops, your turn.
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Qvist

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

Fame: Goldyx: 10 / Norowas: 16 / Tovak: 12 / Arythea: 28
Influence: Goldyx: 0 / Norowas: 0 / Tovak: 2 / Arythea: X

Advanced Actions:
Steady Tempo Move 2. At the end of your turn, instead of putting this card in your discard pile, you may place it on the bottom of your deed deck as long as it is not empty. /// Move 4. At the end of your turn, instead of putting this card in your discard pile, you may place it on top of your Deed deck.
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.
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:
Wings of Wind / Wings of Night When you play this, spend 1-5 Move points and move one revealed space on the map for each. You must end your move in a safe space. Moving this way does not provoke rampaging enemies. /// Play this during combat. If you entered combat with at least as many unspent Move points as the number of enemies you are facing, skip the Block and Assign Damage phases of this combat.
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.

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
In Need Influence 2. Get an additional Influence 1 for each Wound card in your hand or on a Unit you control. /// Influence 4. Get an additional Influence 2 for each Wound card in your hand or on a Unit you control.

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:
Blue / Red / Gold / Gold / Gold / Gold

Map:


Arythea (Watno):
Level 5 / Armour 3 / Hand Limit 6 / Piles (Draw/Hand/Discard): 0/2/26 / 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 (1/3): 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): 0/1/18 / 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): 0/0/21 / 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): 0/4/15 / 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

Qvist

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putting wound on peasants if possible (taking it myself otherwise)

I guess you can't because it's not get X damage, it's take a Wound. But if anyone reads it anywhere otherwise I will change that.

popsofctown

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Exhaust illusionists to gain a white crystal.
Discard the card in my hand.
End my turn
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