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Author Topic: Mage Knight I (Game over, theorel wins)  (Read 78177 times)

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Qvist

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Spreadsheet updated

theorel

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Book of Wisdom: Swiftness->Diplomacy

Then I need to see the new offer.
(I'm going to play Learning and Diplomacy, I'm just not sure how I'm powering it, until I know what I'm getting)
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Qvist

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theorel

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play Learning unpowered.  Play Diplomacy using a white source mana for 6 influence.  Gain Fire Bolt to Discard Pile.  End Turn
Rolled 1d6 : 4, total 4
replacing the white mana.
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Watno

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Set aside a card.
Play Regeneration empowered by green mana from source to throw away 2 wounds.
Play Swiftness to move to and burn the monastery.
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popsofctown

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Set aside a card.
Play Regeneration empowered by green mana from source to throw away 2 wounds.
Play Swiftness to move to and burn the monastery.

bad dog
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Watno

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I reconsidered and want to use March for Moving instead of Swiftness. Hope that's ok for everyone.
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Qvist

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I reconsidered and want to use March for Moving instead of Swiftness. Hope that's ok for everyone.

That's ok. The rules explicitly say that you can change you decision as long as you haven't got any new information.

I forgot to say that the purple tile is depleted and gets reshuffled now. I guess that's ok.

You encounter an enemy with 5 Ice Attack, 6 Defense with Ice Resistance and 5 Fame.

theorel

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I dunno, you gained the information of pops saying "bad dog".  I think that must have influenced your decision. :P
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Watno

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Take 2 wounds in hand
Play Wound, Rage and use Skills to kill.
End turn,reroll green die:
Rolled 1d6 : 2, total 2

Gain an artifact, then level up
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popsofctown

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I dunno, you gained the information of pops saying "bad dog".  I think that must have influenced your decision. :P
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Qvist

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You level up. Choose one Skill:

Invocation Once a turn: Discard a Wound card to gain a red or black mana token, or discard a non-wound card to gain a white or green mana token. You must spend a mana token gained this way immediately, or you cannot use the ability.
Polarization Once a turn: You can use one mana as a mana of the opposite color (red<->blue, white<->green, gold<->black). During the Day, you could use a black mana as any color other than black (not to power the stronger effect of spells). At Night, you could use a gold mana as black to power the stronger effect of a Spell, but not as any other color.

or any Skill in the Offer. Then choose and Advanced Action.

Watno

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Take Invocation and Frost Bridge.
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Qvist

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

Fame: Goldyx: 33 / Norowas: 56 / Tovak: 67 / Arythea: 66
Influence: Goldyx: 0 / Norowas: -1 / Tovak: 5 / Arythea: X

Advanced Actions:
Ice Bolt Gain a blue crystal to your Inventory. /// Ranged Ice Attack 3
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.
Intimidate Influence 4 or Attack 3. Get Reputation -1 at the end of your turn. /// Influence 8 or Attack 7. Get Reputation -2 at the end of your turn.

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
empty
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.

Temporary Bonus Units from Bonds of Loyalty   
empty
Savage Monks Cost 7 / Level 2 / Armour 4 / Recruitable in Monastery / Attack or Block 3 /// Siege Attack 4

Monastery Advanced Actions                                                            
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.
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
Forward March Once a turn: Get Move 1 for each Ready and Unwounded Unit you control, to maximum of Move 3
Who Needs Magic? Once a turn: One card played sideways gives you +2 instead of +1. If you use no die from the source this turn, it gives +3 instead.
I Feel No Pain Once a turn, except in combat: Discard one wound from hand. If you do, draw a new card.         
Polarization Once a turn: You can use one mana as a mana of the opposite color (red<->blue, white<->green, gold<->black). During the Day, you could use a black mana as any color other than black (not to power the stronger effect of spells). At Night, you could use a gold mana as black to power the stronger effect of a Spell, but not as any other color.                                          

Mana Source:
Black / Gold / Gold / Gold / Gold / White

Map:


Goldyx (Jorbles):
Level 5 / Armour 3 / Hand Limit 5 / Piles (Draw/Hand/Discard): 2/6/13 / 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, 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 (2/3): 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
                 Northern Monks Cost 7 / Level 2 / Armour 4 / Recruitable in Monastery / Attack or Block 3 /// Ice Attack or Ice Block 4

Tovak (pops):
Level 8 / Armour 4 / Hand Limit 6 / Piles (Draw/Hand/Discard): 0/1/21 / 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: Green, 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.
         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.
Units (3/4): 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.
                 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).
                 -> with Banner of Protection Assign this to a unit you control. The assigned unit gets armor +1, fire resistance and ice resistance. /// At the end of your turn, you may throw away all wounds you received this turn.

Norowas (theorel):
Level 7 / Armour 4 / Hand Limit 6 / Piles (Draw/Hand/Discard): 0/7/21 / 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: 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.
         Bonds of Loyalty When you gain this Skill, add two Regular Units to the Units offer. Put this Skill in you Unit area as a Command token. It costs 5 less Influence (minimum 0) to recruit a Unit under this Command token. This Unit can be used even when the use of Units would normally not be allowed. You cannot disband this Unit.
Units (3/4+1): 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
                 Bonds of Loyalty: empty

Arythea (Watno):
Level 8 / Armour 4 / Hand Limit 6 / Piles (Draw/Hand/Discard): 2 (4)/8/22 / 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: White, White
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.
         Invocation Once a turn: Discard a Wound card to gain a red or black mana token, or discard a non-wound card to gain a white or green mana token. You must spend a mana token gained this way immediately, or you cannot use the ability.
Units (1/4): Peasants (double wounded) Cost 4 / Level 1 / Armour 3 / Attack or Block 2 /// Influence 2 /// Move 2
« Last Edit: April 22, 2013, 06:08:00 pm by Qvist »
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Qvist

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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 5, Jorbles' turn)
« Reply #889 on: April 22, 2013, 02:48:54 pm »

The Advanced Action deck is empty now.

Edit: Never happened to me before and I think this case is rather rare. I'm not sure what is done now.  :-[
« Last Edit: April 22, 2013, 02:56:05 pm by Qvist »
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Jorbles

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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 5, Jorbles' turn)
« Reply #890 on: April 22, 2013, 03:54:28 pm »

The Advanced Action deck is empty now.

Edit: Never happened to me before and I think this case is rather rare. I'm not sure what is done now.  :-[

They don't come to a concrete decision on what should be done, but here's a relevant BGG thread:
http://boardgamegeek.com/thread/859890/not-enough-advanced-actions-to-fill-offer
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Watno

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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 5, Jorbles' turn)
« Reply #891 on: April 22, 2013, 03:57:26 pm »

I don't see any option except people not getting any more Advanced actions once they run out.
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Jorbles

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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 5, Jorbles' turn)
« Reply #892 on: April 22, 2013, 04:05:22 pm »

Quote
There is no shuffling of the AAs. There is no AA discard pile; AAs are not "discarded" when removed from the offers.
p.4, One Round of the Game (Day or Night), 2nd print Rulebook wrote:
2c. If there are some Advanced Action cards in the Unit offer, put them to the bottom of the Advanced Action deck.
2d. Refresh the Advanced Action offer - Remove the lowest position Advanced Action card in the offer and put it on the bottom of the Advanced Action deck.

This part seems to imply says that we should have been putting Advanced Actions on the bottom of the deck. If we've been doing that and all the Advanced Actions are in people's decks than I think Watno is right and they are just gone.
« Last Edit: April 22, 2013, 04:06:27 pm by Jorbles »
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theorel

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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 5, Jorbles' turn)
« Reply #893 on: April 22, 2013, 04:23:01 pm »

There are no more monasteries right?  So, we'll get another one back from the monastery offer at the start of day3.

Also, Intimidate is red not green right?
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popsofctown

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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 5, Jorbles' turn)
« Reply #894 on: April 22, 2013, 04:37:50 pm »

Quote
There is no shuffling of the AAs. There is no AA discard pile; AAs are not "discarded" when removed from the offers.
p.4, One Round of the Game (Day or Night), 2nd print Rulebook wrote:
2c. If there are some Advanced Action cards in the Unit offer, put them to the bottom of the Advanced Action deck.
2d. Refresh the Advanced Action offer - Remove the lowest position Advanced Action card in the offer and put it on the bottom of the Advanced Action deck.

This part seems to imply says that we should have been putting Advanced Actions on the bottom of the deck. If we've been doing that and all the Advanced Actions are in people's decks than I think Watno is right and they are just gone.
The question would be whether thrownaway AA's could get back into the pile. 
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Qvist

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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 5, Jorbles' turn)
« Reply #895 on: April 22, 2013, 06:08:48 pm »

Yeah, I think there's no other way than just keep playing until they run out. Thrown away AAs definitely won't get back.

Also, Intimidate is red not green right?

Correct & Fixed.

Jorbles

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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 5, Jorbles' turn)
« Reply #896 on: April 22, 2013, 06:41:44 pm »

Use white mana die and Universal Power to play March sideways for 3 Move. Move to and assault the Spawning Ground.
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popsofctown

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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 5, Jorbles' turn)
« Reply #897 on: April 22, 2013, 07:00:59 pm »

It's not an assault, i don't think.  It's not fortified.
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Jorbles

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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 5, Jorbles' turn)
« Reply #898 on: April 22, 2013, 07:32:09 pm »

Oh well I just walk into it then.
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Jorbles

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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 5, Jorbles' turn)
« Reply #899 on: April 22, 2013, 07:32:39 pm »

I'm trying to have a sense of drama here pops!
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