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Author Topic: Mage Knight I (Game over, theorel wins)  (Read 78238 times)

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popsofctown

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Re: Mage Knight I "In search of the cities" (Day 2, Turn 2, pops' turn)
« Reply #650 on: April 07, 2013, 10:46:10 am »

You can assault a city over several turns, right?  picking the enemies off one by one?

Either way, I probably am going to have to wait and see what Jorbles takes for his AA
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Qvist

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Re: Mage Knight I "In search of the cities" (Day 2, Turn 2, pops' turn)
« Reply #651 on: April 07, 2013, 10:58:13 am »

You can assault a city over several turns, right?  picking the enemies off one by one?

Either way, I probably am going to have to wait and see what Jorbles takes for his AA

Yes, you can. Every enemy remaining attack you at once, then you are allowed to tell which enemies you're attacking. For each enemy defeated you get a shield token. The player with the most shield tokens on it is its leader.

Jorbles

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Re: Mage Knight I "In search of the cities" (Day 2, Turn 2, pops' turn)
« Reply #652 on: April 07, 2013, 01:57:11 pm »

I'll take Ice Shield and Flight.
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popsofctown

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Re: Mage Knight I "In search of the cities" (Day 2, Turn 2, pops' turn)
« Reply #653 on: April 07, 2013, 02:12:12 pm »

Use blue mana from the source for Stamina, move to the red crystal mine.
Use an unpowered training on Concentration, gaining the Crushing Bolt.
Flip my red crystal craft skill.  Use Crystallization to preserve the token it produces for later.
End my turn, keeping my Cold toughness in my hand.  Gain a red crystal and reroll the mana die.

Rolled 1d6 : 1, total 1
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Watno

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Re: Mage Knight I "In search of the cities" (Day 2, Turn 2, pops' turn)
« Reply #654 on: April 07, 2013, 03:00:15 pm »

Unimpressive turn incoming:
Play Regeneration empowered by gold mana from source for Heal 2 , readying Peasants (that possible even though they're wounded, right?)
Play Tranquility for Heal 1.
Throw away 3 Wounds from hand.
End turn

reroll gold die:
Rolled 1d6 : 4, total 4
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popsofctown

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Re: Mage Knight I "In search of the cities" (Day 2, Turn 2, pops' turn)
« Reply #655 on: April 07, 2013, 03:29:53 pm »

Yeah.  I don't think you can use them until you heal them up though (neither assign them damage nor activate any of their abilities)
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popsofctown

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Re: Mage Knight I "In search of the cities" (Day 2, Turn 2, pops' turn)
« Reply #656 on: April 07, 2013, 03:30:32 pm »

I recommend going to a village in order to heal your peasants.  See how that turns out for you.
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Watno

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Re: Mage Knight I "In search of the cities" (Day 2, Turn 2, pops' turn)
« Reply #657 on: April 07, 2013, 03:31:18 pm »

They're so far away, but I'd like some extra cards.
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popsofctown

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Re: Mage Knight I "In search of the cities" (Day 2, Turn 2, pops' turn)
« Reply #658 on: April 07, 2013, 04:18:07 pm »

I lol'ed after the several seconds to realize what you meant.
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Qvist

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Re: Mage Knight I "In search of the cities" (Day 2, Turn 2, Jorbles' turn)
« Reply #659 on: April 07, 2013, 04:45:25 pm »

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

Fame: Goldyx: 18 / Norowas: 21 / Tovak: 17 / Arythea: 42
Influence: Goldyx: 1 / Norowas: 0 / Tovak: 3 / Arythea: -3

Advanced Actions:
Blood Rage Attack 2. You can take a Wound to increase this to Attack 5. /// Attack 4. You can take a Wound to increase this to Attack 9.
Swift Bolt Gain a white crystal to you Inventory. /// Ranged Attack 4
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.

Spells:
Mana Meltdown / Mana Radiance Each other player must randomly choose a crystal in their Inventory to be lost. You may gain one crystal lost this way to your Inventory. Any player that had no crystal in their Inventory when you played this, takes a Wound instead. /// When you play this, choose a basic mana color. Each player, including you, takes a Wound for each crystal of that color they own. Gain two crystal of the chosen color to your Inventory.
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.

Units:
empty
empty
empty
empty
empty
empty

Monastery Advanced Actions                                                            
Ice Bolt Gain a blue crystal to your Inventory. /// Ranged Ice Attack 3
empty

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)
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.                                                            
Dark Negotiation Once a turn: Influence 2 (during the Day), or Influence 3 (at Night).
Night Sharpshooting Once a turn: Ranged attack 1 (durng the Day), or Ranged attack 2 (during the Night)
Cold Swordsmanship Once a turn: Attack 2, or Ice attack 2
Source Freeze Once a Round: Put this skill token in the Source. While it is there other players cannot use their usual one die from the Source. On your next turn, gain one crystal of any basic color represented in the Source to your inventory (do not reroll that die) then take this token back and flip it.                                                            
                                                            
Mana Source:
Black / White / White / Green / Black / Black

Map:


Arythea (Watno):
Level 6 / Armour 3 / Hand Limit 6 / Piles (Draw/Hand/Discard): 7/7/13 / Tactics: 1: Early Bird                  
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.
         Hot Swordsmanship Once a turn: Attack 2, or Fire Attack 2.
Units (1/3): Peasants (double wounded) Cost 4 / Level 1 / Armour 3 / Attack or Block 2 /// Influence 2 /// Move 2

Norowas (theorel):
Level 4 / Armour 3 / Hand Limit 5 / Piles (Draw/Hand/Discard): 7/5/10 / 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: Blue, 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.
         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 (2/2): Foresters (wounded) 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
                 Red Cape Monks Cost 7 / Level 2 / Armour 4 / Recruitable in Monastery / Attack or Block 3 /// Fire Attack or Fire Block 4

Goldyx (Jorbles):
Level 4 / Armour 3 / Hand Limit 5 / Piles (Draw/Hand/Discard): 7/5/8 / 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: 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.
         Flight Once a Round: Flip this to move to an adjacent space for free, or to move two spaces for 2 Move points. You must end this move in a safe space. This move does not provoke rampaging enemies.                                                            
Units (1/2): Guardian Golems Cost 7 / Level 2 / Armour 3 / Recruitable in Keep or Mage Tower / Attack or Block 2 /// Fire Block 4 /// Ice Block 4

Tovak (pops):
Level 4 / Armour 3 / Hand Limit 5 / Piles (Draw/Hand/Discard): 5/5/10 / 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: White, White, White, Blue, Red, Red
Skills: Double Move Once a turn: Move 2 (during the Day), or Move 1 (during the Night)
         Red Crystal Craft Once a Round: Flip this to gain one blue crystal to your Inventory, and one red mana token.
Units (2/2): Utem Crossbowmen Cost 6 / Level 2 / Armour 4 / Recruitable in Village or Keep / Attack or Block 3 /// Ranged Attack 2
                 Utem Guardsmen Cost 5 / Level 2 / Armour 5 / Recruitable in Village or Keep / Attack 2 /// Block 4. Any enemy blocked this way loses Swiftness.

Qvist

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Re: Mage Knight I "In search of the cities" (Day 2, Turn 3, theorel's turn)
« Reply #660 on: April 07, 2013, 04:46:37 pm »

In case anyone was wondering, I PM'd pops the next Advanced Action and he took it. It was:
Crushing Bolt Gain a green crystal to you Inventory. /// Siege Attack 3

I'll send out your hands in a second.

theorel

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Re: Mage Knight I "In search of the cities" (Day 2, Turn 3, theorel's turn)
« Reply #661 on: April 07, 2013, 09:35:00 pm »

Play empowered Ambush using green die from the source.  Let's go exploring (i.e. explore east).
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Qvist

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Re: Mage Knight I "In search of the cities" (Day 2, Turn 3, theorel's turn)
« Reply #662 on: April 08, 2013, 02:45:38 pm »

You guys are really great in finding the cities. Congrats.

White city
Ice Dragon with 6 Ice Attack and Petrify, 7 Armour with Ice and Physical Resistance, 8 Fame
Keep: 2 Attack, 5 Armour with Physical Resistance, 4 Fame
Spawning Grounds

theorel

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Re: Mage Knight I "In search of the cities" (Day 2, Turn 3, theorel's turn)
« Reply #663 on: April 08, 2013, 04:44:55 pm »

Play March for Move 2.
Use 4 move to move onto Keep.
Flip Leaves in the Wind for a white token and green crystal.
Take the 2 damage as a wound in hand.
Play Swiftness with white token for attack 3 + 2 for ambush.
Use Red Monks with Leadership for attack 5 (total 10).
Defeat the Keep's defenders.
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theorel

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Re: Mage Knight I "In search of the cities" (Day 2, Turn 3, theorel's turn)
« Reply #664 on: April 08, 2013, 04:45:20 pm »

replace that green mana with...
Rolled 1d6 : 3, total 3
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Qvist

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Re: Mage Knight I "In search of the cities" (Day 2, Turn 3, theorel's turn)
« Reply #665 on: April 08, 2013, 05:09:05 pm »

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

Fame: Goldyx: 18 / Norowas: 25 / Tovak: 17 / Arythea: 42
Influence: Goldyx: 1 / Norowas: 0 / Tovak: 3 / Arythea: -3

Advanced Actions:
Blood Rage Attack 2. You can take a Wound to increase this to Attack 5. /// Attack 4. You can take a Wound to increase this to Attack 9.
Swift Bolt Gain a white crystal to you Inventory. /// Ranged Attack 4
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.

Spells:
Mana Meltdown / Mana Radiance Each other player must randomly choose a crystal in their Inventory to be lost. You may gain one crystal lost this way to your Inventory. Any player that had no crystal in their Inventory when you played this, takes a Wound instead. /// When you play this, choose a basic mana color. Each player, including you, takes a Wound for each crystal of that color they own. Gain two crystal of the chosen color to your Inventory.
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.

Units:
empty
empty
empty
empty
empty
empty

Monastery Advanced Actions                                                            
Ice Bolt Gain a blue crystal to your Inventory. /// Ranged Ice Attack 3
empty

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)
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.                                                            
Dark Negotiation Once a turn: Influence 2 (during the Day), or Influence 3 (at Night).
Night Sharpshooting Once a turn: Ranged attack 1 (durng the Day), or Ranged attack 2 (during the Night)
Cold Swordsmanship Once a turn: Attack 2, or Ice attack 2
Source Freeze Once a Round: Put this skill token in the Source. While it is there other players cannot use their usual one die from the Source. On your next turn, gain one crystal of any basic color represented in the Source to your inventory (do not reroll that die) then take this token back and flip it.                                                            
                                                            
Mana Source:
Black / White / White / Red / Black / Black

Map:


Arythea (Watno):
Level 6 / Armour 3 / Hand Limit 6 / Piles (Draw/Hand/Discard): 7/7/13 / Tactics: 1: Early Bird                  
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.
         Hot Swordsmanship Once a turn: Attack 2, or Fire Attack 2.
Units (1/3): Peasants (double wounded) Cost 4 / Level 1 / Armour 3 / Attack or Block 2 /// Influence 2 /// Move 2

Norowas (theorel):
Level 5 / Armour 3 / Hand Limit 6 / Piles (Draw/Hand/Discard): 2/8/13 / 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: Blue, White, Green, Green
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 (2/3): Foresters (wounded) 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
                 Red Cape Monks Cost 7 / Level 2 / Armour 4 / Recruitable in Monastery / Attack or Block 3 /// Fire Attack or Fire Block 4

Goldyx (Jorbles):
Level 4 / Armour 3 / Hand Limit 5 / Piles (Draw/Hand/Discard): 7/5/8 / 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: 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.
         Flight Once a Round: Flip this to move to an adjacent space for free, or to move two spaces for 2 Move points. You must end this move in a safe space. This move does not provoke rampaging enemies.                                                            
Units (1/2): Guardian Golems Cost 7 / Level 2 / Armour 3 / Recruitable in Keep or Mage Tower / Attack or Block 2 /// Fire Block 4 /// Ice Block 4

Tovak (pops):
Level 4 / Armour 3 / Hand Limit 5 / Piles (Draw/Hand/Discard): 5/5/10 / 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: White, White, White, Blue, Red, Red
Skills: Double Move Once a turn: Move 2 (during the Day), or Move 1 (during the Night)
         Red Crystal Craft Once a Round: Flip this to gain one blue crystal to your Inventory, and one red mana token.
Units (2/2): Utem Crossbowmen Cost 6 / Level 2 / Armour 4 / Recruitable in Village or Keep / Attack or Block 3 /// Ranged Attack 2
                 Utem Guardsmen Cost 5 / Level 2 / Armour 5 / Recruitable in Village or Keep / Attack 2 /// Block 4. Any enemy blocked this way loses Swiftness.

Qvist

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Re: Mage Knight I "In search of the cities" (Day 2, Turn 3, Jorbles' turn)
« Reply #666 on: April 08, 2013, 05:11:10 pm »

I forgot to show the enemies in the city, I'll do that in the next update.

popsofctown

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Re: Mage Knight I "In search of the cities" (Day 2, Turn 3, Jorbles' turn)
« Reply #667 on: April 08, 2013, 05:48:44 pm »

Theorel gets a reputation loss (I don't know whether his reputation changed or not, because I don't remember what it was before.  Just posting reminder.)
I'm a bit of a paranoid parrot ever since the one time I caught Qvist making a mistake.
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Qvist

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Re: Mage Knight I "In search of the cities" (Day 2, Turn 3, Jorbles' turn)
« Reply #668 on: April 08, 2013, 05:56:14 pm »

Theorel gets a reputation loss (I don't know whether his reputation changed or not, because I don't remember what it was before.  Just posting reminder.)
I'm a bit of a paranoid parrot ever since the one time I caught Qvist making a mistake.

Thanks for the reminder. Please double check everything. But I already considered that in the spreadsheet.

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Re: Mage Knight I "In search of the cities" (Day 2, Turn 3, Jorbles' turn)
« Reply #669 on: April 08, 2013, 06:35:42 pm »

Use a white mana die to play Mana Draw sideways using Universal Power for +4 Influence. Play Threaten for +2 influence.

Interact with the locals (I think I get a +1 bonus here, but it doesn't really matter.)

Spend 6 Influence for Heal 2. Heal 2 Wounds from hand. 


...

...

...
...
...

Pillage the village.
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Qvist

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Re: Mage Knight I "In search of the cities" (Day 2, Turn 3, theorel's turn)
« Reply #670 on: April 08, 2013, 06:40:22 pm »

Rolled 1d6 : 1, total 1

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Re: Mage Knight I "In search of the cities" (Day 2, Turn 3, Jorbles' turn)
« Reply #671 on: April 08, 2013, 06:41:41 pm »

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

Fame: Goldyx: 18 / Norowas: 25 / Tovak: 17 / Arythea: 42
Influence: Goldyx: 0 / Norowas: 0 / Tovak: 3 / Arythea: -3

Advanced Actions:
Blood Rage Attack 2. You can take a Wound to increase this to Attack 5. /// Attack 4. You can take a Wound to increase this to Attack 9.
Swift Bolt Gain a white crystal to you Inventory. /// Ranged Attack 4
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.

Spells:
Mana Meltdown / Mana Radiance Each other player must randomly choose a crystal in their Inventory to be lost. You may gain one crystal lost this way to your Inventory. Any player that had no crystal in their Inventory when you played this, takes a Wound instead. /// When you play this, choose a basic mana color. Each player, including you, takes a Wound for each crystal of that color they own. Gain two crystal of the chosen color to your Inventory.
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.

Units:
empty
empty
empty
empty
empty
empty

Monastery Advanced Actions                                                            
Ice Bolt Gain a blue crystal to your Inventory. /// Ranged Ice Attack 3
empty

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)
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.                                                            
Dark Negotiation Once a turn: Influence 2 (during the Day), or Influence 3 (at Night).
Night Sharpshooting Once a turn: Ranged attack 1 (durng the Day), or Ranged attack 2 (during the Night)
Cold Swordsmanship Once a turn: Attack 2, or Ice attack 2
Source Freeze Once a Round: Put this skill token in the Source. While it is there other players cannot use their usual one die from the Source. On your next turn, gain one crystal of any basic color represented in the Source to your inventory (do not reroll that die) then take this token back and flip it.                                                            
                                                            
Mana Source:
Black / Gold / White / Red / Black / Black

Map:


Arythea (Watno):
Level 6 / Armour 3 / Hand Limit 6 / Piles (Draw/Hand/Discard): 7/7/13 / Tactics: 1: Early Bird                  
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.
         Hot Swordsmanship Once a turn: Attack 2, or Fire Attack 2.
Units (1/3): Peasants (double wounded) Cost 4 / Level 1 / Armour 3 / Attack or Block 2 /// Influence 2 /// Move 2

Norowas (theorel):
Level 5 / Armour 3 / Hand Limit 6 / Piles (Draw/Hand/Discard): 2/8/13 / 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: Blue, White, Green, Green
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 (2/3): Foresters (wounded) 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
                 Red Cape Monks Cost 7 / Level 2 / Armour 4 / Recruitable in Monastery / Attack or Block 3 /// Fire Attack or Fire Block 4

Goldyx (Jorbles):
Level 4 / Armour 3 / Hand Limit 5 / Piles (Draw/Hand/Discard): 1/7/10 / 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: 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.
         Flight Once a Round: Flip this to move to an adjacent space for free, or to move two spaces for 2 Move points. You must end this move in a safe space. This move does not provoke rampaging enemies.                                                            
Units (1/2): Guardian Golems Cost 7 / Level 2 / Armour 3 / Recruitable in Keep or Mage Tower / Attack or Block 2 /// Fire Block 4 /// Ice Block 4

Tovak (pops):
Level 4 / Armour 3 / Hand Limit 5 / Piles (Draw/Hand/Discard): 5/5/10 / 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: White, White, White, Blue, Red, Red
Skills: Double Move Once a turn: Move 2 (during the Day), or Move 1 (during the Night)
         Red Crystal Craft Once a Round: Flip this to gain one blue crystal to your Inventory, and one red mana token.
Units (2/2): Utem Crossbowmen Cost 6 / Level 2 / Armour 4 / Recruitable in Village or Keep / Attack or Block 3 /// Ranged Attack 2
                 Utem Guardsmen Cost 5 / Level 2 / Armour 5 / Recruitable in Village or Keep / Attack 2 /// Block 4. Any enemy blocked this way loses Swiftness.

popsofctown

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Re: Mage Knight I "In search of the cities" (Day 2, Turn 3, pops' turn)
« Reply #672 on: April 08, 2013, 07:18:24 pm »

Use Double Move to assault the city.  Reputation -1
Pass on the siege attack phase
Use gold mana from source to use Cold Toughness for Ice Block 7 to block one of the pyros.
Use red mana crystal to use Flame Shield and add Fire Block 4 against the Gargoyle
Play Improvisation sideways for Block 1 against the Gargoyle
Take 2 wounds from the unblocked pyro.
Reuse Flame Shield as an attack to kill the Gargoyle
Use a white crystal to play Swiftness as Attack 3.
Play Rage for Attack 2.
Use those 5 points of attack to kill a pyro.
Use my units to kill the other pyro.

Reroll the mana die
Rolled 1d6 : 5, total 5

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Qvist

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Re: Mage Knight I "In search of the cities" (Day 2, Turn 3, pops' turn)
« Reply #673 on: April 08, 2013, 07:46:51 pm »

You get 4 Wounds from the unblocked enemy because everyone in the red city is brutal. Are you fine with that?

popsofctown

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Re: Mage Knight I "In search of the cities" (Day 2, Turn 3, pops' turn)
« Reply #674 on: April 08, 2013, 07:56:55 pm »

Only enemies with physical attack are brutal.

"In the Red city, all defenders that have
physical Attack gain the Brutal ability."

From the full rulebook.
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