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Author Topic: Mage Knight I (Game over, theorel wins)  (Read 78233 times)

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Jorbles

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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 7, Jorbles' turn)
« Reply #950 on: April 26, 2013, 10:57:16 am »

If I assign the Banner of Fear does it stay assigned for next round or does it get shuffled back in? If it does than I assign it to my Northern Monks, and then end my turn.

Otherwise I just end my turn.
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Qvist

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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 7, Jorbles' turn)
« Reply #951 on: April 26, 2013, 11:16:17 am »

At the start of each round you can choose if you want to let the banner assigned or want to shuffle it back in.
Also, keep in mind that you can't use the strong effect if the banner is assigned.
I'll update the everything in the next few hours.

pops, please let me know if you want to let the Banner assigned.

popsofctown

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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 7, Jorbles' turn)
« Reply #952 on: April 26, 2013, 11:58:32 am »

Keep the banner assigned
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Qvist

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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 7, Jorbles' turn)
« Reply #953 on: April 26, 2013, 12:28:55 pm »

Re-roll mana
Rolled 6d6 : 1, 2, 2, 2, 1, 2, total 10

Galzria

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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 7, Jorbles' turn)
« Reply #954 on: April 26, 2013, 12:51:28 pm »

Holy crap. I just looked at your gamestate. That's some impressive leveling going on.
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Quote from: Voltgloss
Derphammering is when quickhammers go derp.

Faust has also been incredibly stubborn this game. In other news, it's hot in the summer, and water falls from the sky when it rains.


Mafia Record:
TOWN Wins: M3, M5, M6, M11, M17, M28, M32, M105, M108, M114, M118, M120, M122, DM1, DoM1, OZ2, RM45, RM47, RM48, RM49, RM55
TOWN Losses: M4, M7, M8, M9, M13, M14, M18, M31, M110, M111, M113, M117, M125, RM3, RM4, RM54
SCUM Wins: M2, M19, M23, M100, DM3, RM1, RM2, RM48, RM50
SCUM Losses: M15 (SK), M102 (Tr), OZ1, RM55

Total Wins: 30
Total Losses: 20

Qvist

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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 6, pops' turn)
« Reply #955 on: April 26, 2013, 12:52:25 pm »

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

Fame: Goldyx: 46 / Norowas: 59 / Tovak: 67 / Arythea: 81
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.      
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.

Spells:
Demolish / Disintegrate Ignore site fortifications this turn. Enemies get Armor -1 (to a minimum of 1) /// Play this only during combat. Destroy target enemy token. Enemies get Armor -1 (to a minimum of 1).
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.)

Units:
Fire Mages Cost 9 / Level 3 / Armour 4 (Fire Resistance) / Recruitable in Mage Tower or Monastery / Ranged Fire Attack 3 /// Fire Attack or Fire Block 6 /// Gain a red mana token and a red crystal to your Inventory.
Foresters Cost 5 / Level 1 / Armour 4 / Recruitabke 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
Altem Mages Cost 12 / Level 4 / Armour 5 (Fire and Ice Resistance) / Recruitable in City / Gain 2 mana tokens of any colors /// Cold Fire attack or Cold Fire Block 5. You can pay a blue or red mana to increase this to 7, or pay both to increase this to 9. /// Pay a black mana: Choose one: All attacks you play this combat become Cold Fire Attacks, or all your attacks become Siege Attacks in addition to any elements they have.
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
Altem Guardians Cost 11 / Level 4 / Armour 7 / Recruitable in City / Attack 5 /// Block 8. An enemy blocked this way loses Swiftness. /// All units you control gain all resistances this turn.
Utem Swordsmen Cost 6 / Level 2 / Armour 4 / Recruitable in Keep / Attack or Block 3 /// Attack or Block 6. This Unit becomes Wounded.

Monastery Advanced Actions
None

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:
Gold / Gold / White / White / White / White

Map:


Goldyx (Jorbles):
Level 6 / Armour 3 / Hand Limit 6 / Piles (Draw/Hand/Discard): 17/6/0 / Tactics: -   
Crystals: Blue, Red, Red, White, 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.
         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
                 -> with Banner of Fear Assign this to a unit you control. During the block phase of combat, you may spend this unit to cancel one attack. If you do, fame +1. /// Skip the block and damage assigning phases of this combat.

Tovak (pops):
Level 8 / Armour 4 / Hand Limit 6 / Piles (Draw/Hand/Discard): 16/6/0 / Tactics: -                                 
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): 20/8/0 / Tactics: -
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 9 / Armour 4 / Hand Limit 7 / Piles (Draw/Hand/Discard): 30/8/0 / Tactics: -
Crystals: White, 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.
         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 (1/5): Peasants (wounded) Cost 4 / Level 1 / Armour 3 / Attack or Block 2 /// Influence 2 /// Move 2

Qvist

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Re: Mage Knight I "The end is near" (Day 3, Turn 1, Choosing Tactics)
« Reply #956 on: April 26, 2013, 12:53:49 pm »

Sending hands out now.
Please double check the game state.

Then you choose Tactics in this order:
Jorbles, theorel, pops, Watno

Qvist

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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 7, Jorbles' turn)
« Reply #957 on: April 26, 2013, 12:54:02 pm »

Holy crap. I just looked at your gamestate. That's some impressive leveling going on.

Yeah, the game is nearly over.

popsofctown

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Re: Mage Knight I "The end is near" (Day 3, Turn 1, Choosing Tactics)
« Reply #958 on: April 26, 2013, 01:13:15 pm »

Can I explore from my space?
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Qvist

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Re: Mage Knight I "The end is near" (Day 3, Turn 1, Choosing Tactics)
« Reply #959 on: April 26, 2013, 01:41:27 pm »

Can I explore from my space?

No-one can explore anymore. There are no tiles left.

popsofctown

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Re: Mage Knight I "The end is near" (Day 3, Turn 1, Choosing Tactics)
« Reply #960 on: April 26, 2013, 01:51:05 pm »

we've practically completed the game in two thirds the allotted time.
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Jorbles

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Re: Mage Knight I "The end is near" (Day 3, Turn 1, Choosing Tactics)
« Reply #961 on: April 26, 2013, 02:05:09 pm »

I guess we should take tactics that let us go ahead of Watno.

I'll take Rethink.
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theorel

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Re: Mage Knight I "The end is near" (Day 3, Turn 1, Choosing Tactics)
« Reply #962 on: April 26, 2013, 10:44:47 pm »

I'll take Early Bird
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popsofctown

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Re: Mage Knight I "The end is near" (Day 3, Turn 1, Choosing Tactics)
« Reply #963 on: April 27, 2013, 11:35:50 am »

If I take The Right Moment, and my first turn turns out to be my last turn (because all cities are conquered), can I still play out the bonus turn?
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Qvist

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Re: Mage Knight I "The end is near" (Day 3, Turn 1, Choosing Tactics)
« Reply #964 on: April 27, 2013, 12:23:22 pm »

If I take The Right Moment, and my first turn turns out to be my last turn (because all cities are conquered), can I still play out the bonus turn?

I guess so.

popsofctown

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Re: Mage Knight I "The end is near" (Day 3, Turn 1, Choosing Tactics)
« Reply #965 on: April 27, 2013, 02:55:10 pm »

Then I take the Right Moment.
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Watno

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Re: Mage Knight I "The end is near" (Day 3, Turn 1, Choosing Tactics)
« Reply #966 on: April 27, 2013, 03:45:38 pm »

I take Great Start
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popsofctown

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Re: Mage Knight I "The end is near" (Day 3, Turn 1, Choosing Tactics)
« Reply #967 on: April 27, 2013, 04:37:28 pm »

Lol.  Yeah that makes lots of sense.
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theorel

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Re: Mage Knight I "The end is near" (Day 3, Turn 1, Choosing Tactics)
« Reply #968 on: April 28, 2013, 09:08:01 pm »

Okay, I:
Play Ambush.
Provoke the Dragon.
Skip Ranged attack phase.
Use Foresters and Monks for Block 6.
Play Blood Rage, March, Stamina, and March sideways for Block 4 + 2 from Ambush, for 6. (12).
Use Catapults with gold mana from source and leadership for Fire Attack 7.  Killing the dragon. End Turn.


Rolled 1d6 : 2, total 2
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WinterSpartan

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Re: Mage Knight I "The end is near" (Day 3, Turn 1, Choosing Tactics)
« Reply #969 on: April 28, 2013, 11:57:37 pm »

Can I explore from my space?

No-one can explore anymore. There are no tiles left.

Lurker comment: There's a spot that should still be open for exploration, even though the normally allotted tiles are all used. If there's a space with three other tiles touching it, you can always explore it; you use whatever tiles are left "in the box", even if they're Countryside tiles.
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Qvist

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Re: Mage Knight I "The end is near" (Day 3, Turn 1, Choosing Tactics)
« Reply #970 on: April 29, 2013, 05:14:39 am »

Can I explore from my space?

No-one can explore anymore. There are no tiles left.

Lurker comment: There's a spot that should still be open for exploration, even though the normally allotted tiles are all used. If there's a space with three other tiles touching it, you can always explore it; you use whatever tiles are left "in the box", even if they're Countryside tiles.

Ok, I didn't knew that. On which page of the rulebook is this?

Qvist

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Re: Mage Knight I "The end is near" (Day 3, Turn 1, Choosing Tactics)
« Reply #971 on: April 29, 2013, 05:17:54 am »

You level up. Choose a skill:

Day Sharpshooting Once a turn: Ranged Attack 2 (during the Day), or Ranged attack 1 (at Night)
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 white mana token. You cannot use another motivation skill until the end of your next turn.

or any Skill from the Offer. Then choose an Advanced Action from the Offer.

Qvist

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Re: Mage Knight I "The end is near" (Day 3, Turn 1, Choosing Tactics)
« Reply #972 on: April 29, 2013, 05:24:25 am »

Update and new hands for Watno and Jorbles a little bit later...

Qvist

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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 6, pops' turn)
« Reply #973 on: April 29, 2013, 05:58:08 am »

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

Fame: Goldyx: 46 / Norowas: 67 / Tovak: 67 / Arythea: 81
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.      
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.

Spells:
Demolish / Disintegrate Ignore site fortifications this turn. Enemies get Armor -1 (to a minimum of 1) /// Play this only during combat. Destroy target enemy token. Enemies get Armor -1 (to a minimum of 1).
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.)

Units:
Fire Mages Cost 9 / Level 3 / Armour 4 (Fire Resistance) / Recruitable in Mage Tower or Monastery / Ranged Fire Attack 3 /// Fire Attack or Fire Block 6 /// Gain a red mana token and a red crystal to your Inventory.
Foresters Cost 5 / Level 1 / Armour 4 / Recruitabke 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
Altem Mages Cost 12 / Level 4 / Armour 5 (Fire and Ice Resistance) / Recruitable in City / Gain 2 mana tokens of any colors /// Cold Fire attack or Cold Fire Block 5. You can pay a blue or red mana to increase this to 7, or pay both to increase this to 9. /// Pay a black mana: Choose one: All attacks you play this combat become Cold Fire Attacks, or all your attacks become Siege Attacks in addition to any elements they have.
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
Altem Guardians Cost 11 / Level 4 / Armour 7 / Recruitable in City / Attack 5 /// Block 8. An enemy blocked this way loses Swiftness. /// All units you control gain all resistances this turn.
Utem Swordsmen Cost 6 / Level 2 / Armour 4 / Recruitable in Keep / Attack or Block 3 /// Attack or Block 6. This Unit becomes Wounded.

Monastery Advanced Actions
None

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
Pending                                          

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

Map:


Norowas (theorel):
Level 8 / Armour 4 / Hand Limit 6 / Piles (Draw/Hand/Discard): 16/8/5 / Tactics: 1: Early Bird
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.
         Pending
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

Goldyx (Jorbles):
Level 6 / Armour 3 / Hand Limit 6 / Piles (Draw/Hand/Discard): 17/6/0 / 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, Red, Red, White, 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.
         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
                 -> with Banner of Fear Assign this to a unit you control. During the block phase of combat, you may spend this unit to cancel one attack. If you do, fame +1. /// Skip the block and damage assigning phases of this combat.

Arythea (Watno):
Level 9 / Armour 4 / Hand Limit 7 / Piles (Draw/Hand/Discard): 28/10/0 / Tactics: 5: Great Start You may immediately draw 2 cards.
Crystals: White, 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.
         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 (1/5): Peasants (wounded) Cost 4 / Level 1 / Armour 3 / Attack or Block 2 /// Influence 2 /// Move 2

Tovak (pops):
Level 8 / Armour 4 / Hand Limit 6 / Piles (Draw/Hand/Discard): 16/6/0 / 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: 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.

WinterSpartan

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Re: Mage Knight I "The end is near" (Day 3, Turn 1, Choosing Tactics)
« Reply #974 on: April 29, 2013, 07:18:46 am »

Can I explore from my space?

No-one can explore anymore. There are no tiles left.

Lurker comment: There's a spot that should still be open for exploration, even though the normally allotted tiles are all used. If there's a space with three other tiles touching it, you can always explore it; you use whatever tiles are left "in the box", even if they're Countryside tiles.

Ok, I didn't knew that. On which page of the rulebook is this?

Page 6, "Movement", section 5e, third bullet point.
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