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Author Topic: Mage Knight I (Game over, theorel wins)  (Read 78242 times)

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popsofctown

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Re: Mage Knight I "The end is near" (Day 3, Turn 1, pops' turn)
« Reply #1000 on: May 02, 2013, 02:29:25 pm »

Group the enemies together.
Play Horn of Wrath, Crushing Bolt, and Utem Crossbowmen to do 11 Ranged damage.
Discard Cold Toughness.

Roll for Horn
Rolled 1d6 : 5, total 5

Roll the white mana die I used
Rolled 1d6 : 1, total 1


End my turn, but...[/b]
Can I draw my next hand before deciding whether to use The Right Moment?  As far as I can tell I can, because it's similar to Long Night.
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theorel

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Re: Mage Knight I "The end is near" (Day 3, Turn 1, pops' turn)
« Reply #1001 on: May 02, 2013, 03:03:30 pm »

http://boardgamegeek.com/article/8586250#8586250
It has to be before you draw your hand.  (actually, before you begin any end of turn activities, the first of which is rerolling source dice...not that I would count that against you.)
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Qvist

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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 6, pops' turn)
« Reply #1002 on: May 02, 2013, 05:24:39 pm »

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

Fame: Goldyx: 52 / Norowas: 67 / Tovak: 75 / Arythea: 86
Influence: Goldyx: -1 / Norowas: -1 / Tovak: 5 / Arythea: X

Advanced Actions:
Empty
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.

Spells:
Whirlwind / Tornado Target enemy does not attack this combat. /// Play this only during combat. Destroy target enemy.
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.

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.
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
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.                                       

Mana Source:
Green / Gold / 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.
         Dark Negotiation Once a turn: Influence 2 (during the Day), or Influence 3 (at Night).
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 7 / Armour 4 / Hand Limit 6 / Piles (Draw/Hand/Discard): 13/6/5 / 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): 24/7/5 / 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): 11/6/6 / 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.

Qvist

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Re: Mage Knight I "The end is near" (Day 3, Turn 1, pops' turn)
« Reply #1003 on: May 02, 2013, 05:25:16 pm »

So, would you like to use your Tactics, pops?

popsofctown

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Re: Mage Knight I "The end is near" (Day 3, Turn 1, pops' turn)
« Reply #1004 on: May 02, 2013, 06:04:21 pm »

Time Walk
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popsofctown

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Re: Mage Knight I "The end is near" (Day 3, Turn 1, pops' turn)
« Reply #1005 on: May 02, 2013, 06:06:09 pm »

Wait a sec
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popsofctown

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Re: Mage Knight I "The end is near" (Day 3, Turn 1, pops' turn)
« Reply #1006 on: May 02, 2013, 06:23:19 pm »

In light of the additional information about how i need to commit to the Time Walk or not, I want to additionally discard Stamina, leaving only March in my hand.

At the time when I would have decided whether to discard it, if I knew I had to commit to Time Walk, I would have chosen to leave March in hand because there was green mana available in the source, and I didn't yet know that I would roll a gold. 

Only after that decision would I find out about rolling a gold and drawing Emerald Ring (Green mana producing ring), which I am going to select since March is in my hand.

I'm trying to be clear that I'm preserving the integrity of the game.  This is what I would have done if I knew I had to Time Walk before looking at my next hand.
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Qvist

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Re: Mage Knight I "The end is near" (Day 3, Turn 1, pops' turn)
« Reply #1007 on: May 02, 2013, 06:27:41 pm »

Not sure if I understood this. Are you using The Right Moment or not?

popsofctown

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Re: Mage Knight I "The end is near" (Day 3, Turn 1, pops' turn)
« Reply #1008 on: May 02, 2013, 06:39:22 pm »

Yes, I am using the Right Moment.  I like to call it Time Walk.  Y'know, the power nine card?
http://gatherer.wizards.com/pages/card/details.aspx?name=Time%20Walk
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popsofctown

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Re: Mage Knight I "The end is near" (Day 3, Turn 1, pops' turn)
« Reply #1009 on: May 02, 2013, 07:02:54 pm »

i'm planning out my turn.  My roommates want to play puerto rico, so i might have to get back to you guys on this.  I figure you'll understand though..
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popsofctown

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Re: Mage Knight I "The end is near" (Day 3, Turn 1, pops' turn)
« Reply #1010 on: May 02, 2013, 07:03:58 pm »

The pdf never loads right for me :/ could someone tell me what that structure at the very top right of the map does?
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popsofctown

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Re: Mage Knight I "The end is near" (Day 3, Turn 1, pops' turn)
« Reply #1011 on: May 02, 2013, 07:06:15 pm »

also, is there any end of game scoring bonus for conquering cities?  none of the thingies seemed to apply, it said only monasteries and mage towers and keeps count for conquest.
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Watno

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Re: Mage Knight I "The end is near" (Day 3, Turn 1, pops' turn)
« Reply #1012 on: May 02, 2013, 07:08:20 pm »

its 7 vo for being leader, 4 vp for having shields wothout being leader (per city)
The structure at the top right is a tomb i think, you can fight a dragon there (see first post)
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theorel

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Re: Mage Knight I "The end is near" (Day 3, Turn 1, pops' turn)
« Reply #1013 on: May 02, 2013, 09:52:53 pm »

(just to add to what watno said) Cities bonus VPs is in the main rules under the Full Conquest scenario.  Watno will also get +5 VP for having the highest fame from cities.  (which is guaranteed because even if one of us takes that last green spot, we only get 11 fame total from cities while Watno gets 14, and can't get more, even if he conquers the green city completely).

For end-game scoring it's best to have a shield in each city...which I wish I'd realized earlier :)
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popsofctown

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Re: Mage Knight I "The end is near" (Day 3, Turn 1, pops' turn)
« Reply #1014 on: May 02, 2013, 10:25:02 pm »


Use gold mana from the source to power Agility, for Move +4.
Use Double Move for Move +2.
Move to the Village.
Use Promise to assure the Foresters that, with me, they will have a better life.
Assign my Banner of Courage (You pm'ed me Banner of Protection by mistake, BoP is the banner my Freezers are holding) to the Foresters.
End my turn.  But immediately after my turn ends, I want to Pillage, and also use my Prayer of Weather.

Rolled 1d6 : 5, total 5
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theorel

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Re: Mage Knight I "The end is near" (Day 3, Turn 1, pops' turn)
« Reply #1015 on: May 02, 2013, 10:36:46 pm »

You do know that you're getting no benefit from Prayer of Weather this way?  (you get the benefit on your turn when you use it, and then everyone gets the penalty...you lose the benefit at start of turn).

Anyways, it doesn't actually impact my play.
Play Diamond Ring for some white mana. (+1 fame)
Play Noble Manners with White Mana Token for Influence 4 (+2 from Dark Negotiation, +2 from City Shields, 8 total...also +1 fame and rep)
Play Improvisation discarding Path Finding for Influence 3 (11)
Recruit Fire mages (costing 9, so down to 2 influence)
Use Fire Mages to gain a Red Mana Token and Red Mana Crystal.
Play Threaten with Red Mana Token for Influence 5 (7, and -1 rep to cancel the noble manners)
Recruit Altem Mages under Bonds of Loyalty for 7 influence.

I play Crystallize with the Blue Source Mana for a blue crystal.
End of Turn

Rolled 1d6 : 2, total 2

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theorel

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Re: Mage Knight I "The end is near" (Day 3, Turn 1, pops' turn)
« Reply #1016 on: May 02, 2013, 10:40:56 pm »

Just checking...that ruins in the top right is 3 white mana right?

Also, I said +2 for shields, which was actually +3 from shields, -1 from reputation
« Last Edit: May 02, 2013, 10:42:26 pm by theorel »
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popsofctown

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Re: Mage Knight I "The end is near" (Day 3, Turn 1, pops' turn)
« Reply #1017 on: May 02, 2013, 11:21:20 pm »

I thought it was until end of your next turn.  I don't want to use up Prayer of Weather.  I still want to Pillage though.
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Qvist

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Re: Mage Knight I "The end is near" (Day 3, Turn 1, pops' turn)
« Reply #1018 on: May 03, 2013, 01:32:47 am »

Ok, I process this later. I'm in a hurry now.

popsofctown

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Re: Mage Knight I "The end is near" (Day 3, Turn 1, pops' turn)
« Reply #1019 on: May 05, 2013, 04:40:05 pm »

qviiiiiist
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Qvist

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Re: Mage Knight I "The end is near" (Day 3, Turn 1, pops' turn)
« Reply #1020 on: May 06, 2013, 07:28:16 pm »

Sorry, tournament game and a lot of other things going on. It's already 1.30am here. I promise to update tomorrow.

Qvist

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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 6, pops' turn)
« Reply #1021 on: May 07, 2013, 11:55:37 am »

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

Fame: Goldyx: 52 / Norowas: 69 / Tovak: 75 / Arythea: 86
Influence: Goldyx: -1 / Norowas: -1 / Tovak: 3 / Arythea: X

Advanced Actions:
empty
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.

Spells:
Whirlwind / Tornado Target enemy does not attack this combat. /// Play this only during combat. Destroy target enemy.
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.

Units:
empty
empty
empty
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.
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
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.                                       

Mana Source:
Green / White / White / White / White / White

Map:


Norowas (theorel):
Level 8 / Armour 4 / Hand Limit 6 / Piles (Draw/Hand/Discard): 10/8/11 / Tactics: 1: Early Bird
Crystals: Blue, Blue, White, White, Red
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.
         Dark Negotiation Once a turn: Influence 2 (during the Day), or Influence 3 (at Night).
Units (5/4+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: 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.
                 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.

Goldyx (Jorbles):
Level 7 / Armour 4 / Hand Limit 6 / Piles (Draw/Hand/Discard): 13/6/5 / 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): 24/7/5 / 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): 5/8/9 / 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 (4/4): 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.
                 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
                 -> with Banner of Courage Assign this to a unit you control. Once a round, except during combat, you may flip this card face down to ready this unit. At the beginning of a round, flip it face up again. /// You may play this any time other than combat to ready all units you control.

Jorbles

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Re: Mage Knight I "The end is near" (Day 3, Turn 2, Jorbles' turn)
« Reply #1022 on: May 07, 2013, 01:34:54 pm »

Damn that Ice Dragon is tough. I can't kill it.

Use a blue crystal to get Move 4. Explore to the south. (I think this is allowed because it's surrounded correct?)
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theorel

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Re: Mage Knight I "The end is near" (Day 3, Turn 2, Jorbles' turn)
« Reply #1023 on: May 07, 2013, 01:58:02 pm »

Yes, you can...you'll find a tomb immediately south of you (which means another dragon).
And...you'll crush my hopes for my next turn :(
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Jorbles

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Re: Mage Knight I "The end is near" (Day 3, Turn 2, Jorbles' turn)
« Reply #1024 on: May 07, 2013, 02:06:07 pm »

Oh and though I didn't mention it that blue crystal is powering a Stamina.
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