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Author Topic: Mage Knight I (Game over, theorel wins)  (Read 78253 times)

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Qvist

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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 5, Jorbles' turn)
« Reply #900 on: April 23, 2013, 03:37:03 am »

Medusa with 6 Attack and Petrify, 4 Armour and 5 Fame
Werewolf with 7 Attack and Swiftness, 5 Armour and 5 Fame

Jorbles

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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 5, Jorbles' turn)
« Reply #901 on: April 23, 2013, 10:58:50 am »

Use a blue mana crystal to power Ice Block 4 from the Guardian Golems, Northern Monks block 3. Block the Medusa.

Assign damage from the Werewolf to the Guardian Golems, which makes them double wounded.

Play Sword of Justice, which lets me discard cards for +3 Attack. Discard Pure Magic, Swiftness and Threaten for +9 Attack. Kill both Medusa and Werewolf for +10 fame, +an additional 2 fame from Sword of Justice.


I think I should be getting +12 fame, a level up, and the rewards from beating the Spawning Grounds.
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Qvist

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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 5, Jorbles' turn)
« Reply #902 on: April 23, 2013, 11:05:02 am »

Assign damage from the Werewolf to the Guardian Golems, which makes them double wounded.

This is not true. They get only wounded once and you would get one Wound in hand. Are you ok with this?

Jorbles

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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 5, Jorbles' turn)
« Reply #903 on: April 23, 2013, 11:05:45 am »

Oh yeah, that's even better. I thought I had to assign it all to them.
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Qvist

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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 5, Jorbles' turn)
« Reply #904 on: April 23, 2013, 11:11:22 am »

Just to be sure you could also instead wound your other unit instead for the same effect (1 Wound in hand).

7-3 = 4 -> No Wound
4-3 = 1 -> Wound for Guardian Golems
1-3 = -1 -> Wound for you

7-4 = 3 -> Wound for Northern Monks
3-3 = 0 -> Wound for you

Jorbles

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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 5, Jorbles' turn)
« Reply #905 on: April 23, 2013, 11:14:26 am »

Nah, I'd rather keep the Northern Monks safe. They have a better non-mana costing ability.
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Qvist

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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 5, Jorbles' turn)
« Reply #906 on: April 23, 2013, 11:32:34 am »

Re-roll Source Mana

Rolled 1d6 : 6, total 6


Roll Reward for Spawning Grounds

Rolled 3d6 : 3, 3, 1, total 7

Qvist

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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 5, Jorbles' turn)
« Reply #907 on: April 23, 2013, 11:33:38 am »

You get 2 Red Mana Crystals and one of your choice. Which one do you want?

Jorbles

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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 5, Jorbles' turn)
« Reply #908 on: April 23, 2013, 11:34:43 am »

I'll take White.
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Qvist

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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 5, Jorbles' turn)
« Reply #909 on: April 23, 2013, 11:35:59 am »

Also you level up. Choose a skill:

White Crystal Craft Once a round: Flip this to gain a blue crystal to your Inventory and a white mana token
Green Crystal Craft Once a round: Flip this to gain a blue crystal to your Inventory and a green mana token

or any skill from the Skill offer. Also choose an Advanced Action.

Jorbles

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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 5, Jorbles' turn)
« Reply #910 on: April 23, 2013, 11:36:19 am »

From the Advanced Actions I'll take Intimidate.
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Jorbles

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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 5, pops' turn)
« Reply #911 on: April 23, 2013, 11:37:56 am »

From the Common Offer I'll take Shield Mastery.
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Qvist

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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 5, pops' turn)
« Reply #912 on: April 23, 2013, 11:41:56 am »

Ok. End of his turn.

pops' turn now. I will update the map later, but spreadsheet is up-to-date. You only have one card in hand, do you want to do anything, pops?

popsofctown

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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 5, pops' turn)
« Reply #913 on: April 23, 2013, 02:42:10 pm »

of course, use Swift Bolt to gain a white crystal.
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theorel

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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 5, pops' turn)
« Reply #914 on: April 23, 2013, 03:41:36 pm »


Play Amulet of the Sun to make it day for me.
Play Ambush for Move 2, Assault the City. (-1 Rep)
Pass Ranged Combat.
Play Improvisation sideways for 1 Block + 2 from Ambush.  Blocking the defender.
Play Blood Rage using a gold mana token, and taking a wound for attack 9.
Killing the defender for +3 fame, and taking the city.
Play Tranquility powered by gold mana from source, trashing 1 wound from hand and healing the Foresters.
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theorel

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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 5, pops' turn)
« Reply #915 on: April 23, 2013, 03:44:51 pm »

Oh, rerolling source mana
Rolled 1d6 : 4, total 4
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Qvist

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

Fame: Goldyx: 45 / Norowas: 59 / Tovak: 67 / Arythea: 66
Influence: Goldyx: 0 / Norowas: -2 / 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.
empty

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.
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.
White Crystal Craft Once a round: Flip this to gain a blue crystal to your Inventory and a white mana token
Green Crystal Craft Once a round: Flip this to gain a blue crystal to your Inventory and a green mana token                                          

Mana Source:
Black / Green / Gold / Gold / Gold / Black

Map:


Goldyx (Jorbles):
Level 6 / Armour 3 / Hand Limit 6 / Piles (Draw/Hand/Discard): 0/6/18 / 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, Red, Red, White
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.   
         Shield Mastery Once a turn: Block 3, or Fire block 2, or Ice block 2                                                      
Units (2/3): Guardian Golems (wounded) 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): 0/0/22 / 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, White
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): 0/2/26 / 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 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

Watno

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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 5, Watno's turn)
« Reply #917 on: April 24, 2013, 03:33:59 pm »

Do not use NV
Play Frost Bridge, Wound and Swiftness for Move 6. Move 2 spaces to the Northwest.
End turn
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theorel

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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 5, Watno's turn)
« Reply #918 on: April 24, 2013, 03:42:16 pm »

@watno: Are you taking down the green city?
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Jorbles

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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 5, Watno's turn)
« Reply #919 on: April 24, 2013, 04:03:55 pm »

I think he's going to... which I dislike, but I don't think I can do it until the beginning of Day 3.
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Watno

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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 5, Watno's turn)
« Reply #920 on: April 24, 2013, 04:07:21 pm »

Didn't you see? I'm not doing anything. I ended my turn.
But actzally I'd like to make a change and set aside a card on my NV.
The rest of my turn remains unchanged.
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theorel

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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 5, Watno's turn)
« Reply #921 on: April 24, 2013, 04:40:24 pm »

Yes, you ended your turn, but now you're going to have like an 11-card final turn for the night...I'm asking if you're going to use those 11 cards to take the city.  You presumably know what they all are, and thus know if you can do it.  (Note: I'm asking facetiously, I don't actually expect you to answer...I just expect you to do it :P)
Assuming you do, I'll just blame pops for taking a white crystal rather than ending the round...
« Last Edit: April 24, 2013, 04:41:29 pm by theorel »
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popsofctown

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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 5, Watno's turn)
« Reply #922 on: April 24, 2013, 05:49:48 pm »

Yes, you ended your turn, but now you're going to have like an 11-card final turn for the night...I'm asking if you're going to use those 11 cards to take the city.  You presumably know what they all are, and thus know if you can do it.  (Note: I'm asking facetiously, I don't actually expect you to answer...I just expect you to do it :P)
Assuming you do, I'll just blame pops for taking a white crystal rather than ending the round...
If I called end of round, he would have just popped it immediately and taken the city, just with more wounds than he would have otherwise taken.
And I need a white crystal, I don't have any, and I have lots of white effects in my deck.
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Jorbles

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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 5, Watno's turn)
« Reply #923 on: April 24, 2013, 06:19:44 pm »

Is it legal for me to explore the tile to the east of the desert?
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Qvist

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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 5, Watno's turn)
« Reply #924 on: April 24, 2013, 08:15:01 pm »

If you mean south east, then yes. Otherwise, no. It has to be adjacent to two other tiles.
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