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Author Topic: Mage Knight I (Game over, theorel wins)  (Read 78241 times)

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Qvist

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Play Crystallization to duplicate my blue crystal.
I might be mistaken, but I don't think thats possible. You have to pay a mana.

I think he means:

Crystal Mastery Gain a crystal to your Inventory of the same color as a crystal you already own. /// Any crystal you spend this turn are returned to your Inventory at the end of the turn.

and not

Crystallize When you play this, also pay one mana of a basic color. Gain a crystal of that color to your Inventory. /// Gain a crystal of any color to your Inventory.

Watno

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Since you know the cards in his hand, that makes sense.
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Qvist

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Recruit Catapults.

But you can't recruit Catapults. They can only be recruited at a Keep or at a City.

Edit: The problem is, you can't recruit any unit there, unfortunately.
« Last Edit: April 15, 2013, 09:28:11 am by Qvist »
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theorel

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Sorry, Crystal Mastery...I keep getting the name wrong.
And I meant to say that I used the Move 4 to move to my keep.  (I played it, just forgot to use it)
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Qvist

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Sorry, Crystal Mastery...I keep getting the name wrong.
And I meant to say that I used the Move 4 to move to my keep.  (I played it, just forgot to use it)

Ah yes, makes much more sense now.  :P

Watno

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That source sucks....
Set aside a card on NV mat
Play Stamina empowered by lue crystal, wound and improvisation sideways to move next to the blue city.
End turn
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popsofctown

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Jorble's turn
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Qvist

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Re: Mage Knight I "One city is conquered" (Day 2, Turn 5, Jorbles' turn)
« Reply #782 on: April 15, 2013, 10:03:49 am »

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

Fame: Goldyx: 29 / Norowas: 33 / Tovak: 49 / Arythea: 45
Influence: Goldyx: 1 / Norowas: -1 / Tovak: 5 / Arythea: -2

Advanced Actions:
Agility Move 2. During combat this turn, you may spend Move points left from Move phase as Attack points one for one. /// Move 4. During combat this turn, you may spend Move points left from Move phase as Attack points one for one, or 2 Move points for 1 point of Ranged Attack.
Magic Talent Discard a card from your hand. You may play one Spell card in the Spells offer this turn as if it were in your hand. That card remains in the Spells offer. /// When you play this, pay a mana of any color. Gain a Spell card of that color from the Spells offer and put it in your discard pile.
Swift Bolt Gain a white crystal to you Inventory. /// Ranged Attack 4

Spells:
Expose / Mass Expose Target enemy loses all fortifications and resistances this combat. Ranged Attack 2. /// Enemies lose all fortifications this combat, or enemies lose all resistances this combat. Ranged Attack 3.
Call to Arms / Call to Glory You may use an ability of one Unit in the Units offer this turn, as if it were one of your recruits. You cannot assign damage to this Unit. ///Recruit any one Unit from the Units offer for free. (If you are at your Command limit, you must disband one of your Units first.)
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.

Units:
Fire Golems Cost 8 / Level 3 / Armour 4 (Physical and Fire Resistance) / Recruitable in Keep or Mage Tower / Attack or Block 3 /// Ranged Fire Attack 4
Peasants Cost 4 / Level 1 / Armour 3 / Recruitable in Village / Attack or Block 2 /// Influence 2 /// Move 2
Amotep Freezers Cost 8 / Level 3 / Armour 6 / Recruitable in Keep or City / Attack or Block 5 /// Target enemy does not attack this combat and it gets Armor -3 (to a minimum of 1).
Utem Guardsmen Cost 5 / Level 2 / Armour 5 / Recruitable in Village or Keep / Attack 2 /// Block 4. Any enemy blocked this way loses Swiftness.
empty
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                                                            
Refreshing Walk Move 2 and Heal 1 /// Move 4 and Heal 2
Song of Wind Move 2. The Move cost of plains, deserts and wastelands is reduced by 1, to a minimum of 0 this turn. /// Move 2. The Move cost of plains, deserts and wastelands is reduced by 2, to a minimum of 0. You may pay a blue mana to be able to travel through lakes for Move cost 0 this turn.

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.
Shield Mastery Once a turn: Block 3, or Fire block 2, or Ice block 2                           
                                                            
Mana Source:
White / Green / Green / Green / Gold / Black

Map:


Goldyx (Jorbles):
Level 5 / Armour 3 / Hand Limit 5 / Piles (Draw/Hand/Discard): 12/6/3 / 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: Blue, Green, Blue
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 (1/3): Guardian Golems Cost 7 / Level 2 / Armour 3 (Physical Resistance) / Recruitable in Keep or Mage Tower / Attack or Block 2 /// Fire Block 4 /// Ice Block 4

Tovak (pops):
Level 7 / Armour 4 / Hand Limit 6 / Piles (Draw/Hand/Discard): 8/8/6 / Tactics: 3: Mana Search Once per turn, before you use mana from the Source, you may reroll up to two mana dice in the Source. When choosing dice to reroll, you must pick gold (depleted) dice first, if there are any.                                       
Crystals: White, White, White, Green, Green, Blue, 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.
         I Don't Give a Damn Once a turn: One card played sideways gives you +2 instead of +1. If it's an advanced action, spell or artifact, it gives +3 instead.
Units (2/4): Utem Crossbowmen Cost 6 / Level 2 / Armour 4 / Recruitable in Village or Keep / Attack or Block 3 /// Ranged Attack 2
                 Utem Guardsmen (wounded) Cost 5 / Level 2 / Armour 5 / Recruitable in Village or Keep / Attack 2 /// Block 4. Any enemy blocked this way loses Swiftness.

Norowas (theorel):
Level 5 / Armour 3 / Hand Limit 6 / Piles (Draw/Hand/Discard): 10/8/6 / 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: Blue, Blue, White, 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.
         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 (3/3): 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
                 Catapults Cost 9 / Level 3 / Armour 4 / Recruitable in Keep or City / Siege Attack 3 /// Siege Fire Attack 5 /// Siege Ice Attack 5

Arythea (Watno):
Level 6 / Armour 3 / Hand Limit 6 / Piles (Draw/Hand/Discard): 16 (1)/7/3 / 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: Red, White, White, Green
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

theorel

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crap, I forgot the +1 armor from the white city...which means that siege attack 5 is utterly worthless at this moment (would be great if I was next to some OTHER city)
could I exchange the catapults for freezers?
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Qvist

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Ugh, I'm not sure as Watno already did his turn. I mean he didn't do anything which gave you any advantage of knowledge. If no-one has anything against it...

theorel

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Yeah, if anyone's opposed that's fine.  I also saw my hand for next turn (which is why I started planning the city take-over and realized that the catapults actually didn't kill the one unit they could hurt).  I took them for that specific reason unfortunately...

Freezers would be better, but I can live with the catapults if I need to.
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popsofctown

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I'm not sure I like that.  What if that changes Watno's decisions?  Maybe he wants to position himself in a way that gives him a chance of getting the 'pults now.  We have to ask him whether it does change in order to proceed to Jorbles' turn, and then it sets a preedent for a lot of potential game slowdown.

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theorel

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I think that's sufficient as an objection.
I'll start planning around having the catapults instead...
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Jorbles

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Use Mana Draw.

Use Universal Power to play Swiftness sideways powered by black mana die for 3 move.

Use Will Focus (powered by Green die) to play the improved version of Improvisation for +8 Influence (discarding Rage).

Interact with the locals (+1 influence).

Learn Refreshing Walk, and heal 1 wound from hand.
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Qvist

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Use Mana Draw.

Use Universal Power to play Swiftness sideways powered by black mana die for 3 move.

Use Will Focus (powered by Green die) to play the improved version of Improvisation for +8 Influence (discarding Rage).

Interact with the locals (+1 influence).

Learn Refreshing Walk, and heal 1 wound from hand.


I suppose you go to the Monastery and then end your turn.
Rolled 1d6 : 5, total 5

Qvist

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Meh, another one.
Rolled 1d6 : 6, total 6

popsofctown

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I have not received my hand.
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Qvist

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I have not received my hand.

Oh, really? Sorry. Whenever I don't send your hand in, let's say, the next 30 minutes after updating the game board, please leave me a note.
« Last Edit: April 15, 2013, 02:28:38 pm by Qvist »
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Qvist

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Re: Mage Knight I "One city is conquered" (Day 2, Turn 5, Jorbles' turn)
« Reply #793 on: April 15, 2013, 02:16:28 pm »

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

Fame: Goldyx: 29 / Norowas: 33 / Tovak: 49 / Arythea: 45
Influence: Goldyx: 1 / Norowas: -1 / Tovak: 5 / Arythea: -2

Advanced Actions:
Agility Move 2. During combat this turn, you may spend Move points left from Move phase as Attack points one for one. /// Move 4. During combat this turn, you may spend Move points left from Move phase as Attack points one for one, or 2 Move points for 1 point of Ranged Attack.
Magic Talent Discard a card from your hand. You may play one Spell card in the Spells offer this turn as if it were in your hand. That card remains in the Spells offer. /// When you play this, pay a mana of any color. Gain a Spell card of that color from the Spells offer and put it in your discard pile.
Swift Bolt Gain a white crystal to you Inventory. /// Ranged Attack 4

Spells:
Expose / Mass Expose Target enemy loses all fortifications and resistances this combat. Ranged Attack 2. /// Enemies lose all fortifications this combat, or enemies lose all resistances this combat. Ranged Attack 3.
Call to Arms / Call to Glory You may use an ability of one Unit in the Units offer this turn, as if it were one of your recruits. You cannot assign damage to this Unit. ///Recruit any one Unit from the Units offer for free. (If you are at your Command limit, you must disband one of your Units first.)
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.

Units:
Fire Golems Cost 8 / Level 3 / Armour 4 (Physical and Fire Resistance) / Recruitable in Keep or Mage Tower / Attack or Block 3 /// Ranged Fire Attack 4
Peasants Cost 4 / Level 1 / Armour 3 / Recruitable in Village / Attack or Block 2 /// Influence 2 /// Move 2
Amotep Freezers Cost 8 / Level 3 / Armour 6 / Recruitable in Keep or City / Attack or Block 5 /// Target enemy does not attack this combat and it gets Armor -3 (to a minimum of 1).
Utem Guardsmen Cost 5 / Level 2 / Armour 5 / Recruitable in Village or Keep / Attack 2 /// Block 4. Any enemy blocked this way loses Swiftness.
empty
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                                                            
empty
Song of Wind Move 2. The Move cost of plains, deserts and wastelands is reduced by 1, to a minimum of 0 this turn. /// Move 2. The Move cost of plains, deserts and wastelands is reduced by 2, to a minimum of 0. You may pay a blue mana to be able to travel through lakes for Move cost 0 this turn.

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.
Shield Mastery Once a turn: Block 3, or Fire block 2, or Ice block 2                           
                                                            
Mana Source:
White / Green / Green / Blue / Gold / Black

Map:


Goldyx (Jorbles):
Level 5 / Armour 3 / Hand Limit 5 / Piles (Draw/Hand/Discard): 7/6/8 / 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: Blue, Green, Blue
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 (1/3): Guardian Golems Cost 7 / Level 2 / Armour 3 (Physical Resistance) / Recruitable in Keep or Mage Tower / Attack or Block 2 /// Fire Block 4 /// Ice Block 4

Tovak (pops):
Level 7 / Armour 4 / Hand Limit 6 / Piles (Draw/Hand/Discard): 8/8/6 / Tactics: 3: Mana Search Once per turn, before you use mana from the Source, you may reroll up to two mana dice in the Source. When choosing dice to reroll, you must pick gold (depleted) dice first, if there are any.                                       
Crystals: White, White, White, Green, Green, Blue, 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.
         I Don't Give a Damn Once a turn: One card played sideways gives you +2 instead of +1. If it's an advanced action, spell or artifact, it gives +3 instead.
Units (2/4): Utem Crossbowmen Cost 6 / Level 2 / Armour 4 / Recruitable in Village or Keep / Attack or Block 3 /// Ranged Attack 2
                 Utem Guardsmen (wounded) Cost 5 / Level 2 / Armour 5 / Recruitable in Village or Keep / Attack 2 /// Block 4. Any enemy blocked this way loses Swiftness.

Norowas (theorel):
Level 5 / Armour 3 / Hand Limit 6 / Piles (Draw/Hand/Discard): 10/8/6 / 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: Blue, Blue, White, 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.
         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 (3/3): 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
                 Catapults Cost 9 / Level 3 / Armour 4 / Recruitable in Keep or City / Siege Attack 3 /// Siege Fire Attack 5 /// Siege Ice Attack 5

Arythea (Watno):
Level 6 / Armour 3 / Hand Limit 6 / Piles (Draw/Hand/Discard): 16 (1)/7/3 / 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: Red, White, White, Green
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
« Last Edit: April 15, 2013, 02:17:41 pm by Qvist »
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Jorbles

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yes, sorry, end of turn.
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popsofctown

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I think I can't see the map because Imgur is down.

I'm just going to have to remember the map like I'm a grandmaster chess player
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Qvist

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I think I can't see the map because Imgur is down.

I'm just going to have to remember the map like I'm a grandmaster chess player

Hm, I can see it.

popsofctown

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Then maybe they blocked imgur at my school.  Which would suck
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theorel

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yeah, I can see it also.
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popsofctown

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Use 2 Marches, Move +4
Double Move for Move+1.
Take a crooked path back to my city that doesn't upset the rampaging dragon.
Start interacting for Influence + 8
Use a white mana from the source to play Heroic Tale for Influence +6
Give 0 damns about Rage, for Influence +2
Use a white mana crystal to play Promise for Influence +4
Recruit the Freezers and buy an artifact. 
End my turn.
I get Reputation +1 (but I'm capped) and Fame +1.

Rolled 1d6 : 5, total 5
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