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Author Topic: Mage Knight I (Game over, theorel wins)  (Read 78217 times)

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Jorbles

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Re: Mage Knight I "The end is near" (Day 3, Turn 3, Watno's turn)
« Reply #1075 on: May 13, 2013, 06:21:40 pm »

Then I'll take Steady Tempo I guess.
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Watno

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Re: Mage Knight I "The end is near" (Day 3, Turn 3, Watno's turn)
« Reply #1076 on: May 14, 2013, 12:54:06 pm »

Enter Dungeon
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Qvist

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Re: Mage Knight I "The end is near" (Day 3, Turn 3, Watno's turn)
« Reply #1077 on: May 14, 2013, 03:07:35 pm »

Minotaur / 5 Attack / Brutal / 5 Armour / 4 Fame

Watno

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Re: Mage Knight I "The end is near" (Day 3, Turn 3, Watno's turn)
« Reply #1078 on: May 14, 2013, 03:30:04 pm »

Discard wound for red mana token
Play Decompose empowered by red mana, throwing away Crystallize
Play Determination empowered by gold source mana for Block 5.
Play Rage and use Skills for Attack 5 to kill Minotaur.
Reroll gold die:
Rolled 1d6 : 3, total 3
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popsofctown

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Re: Mage Knight I "The end is near" (Day 3, Turn 3, Watno's turn)
« Reply #1079 on: May 14, 2013, 09:50:05 pm »

Does physical resistance make a monster unaffected by white spell effects?  Or is it that special white effects and special green effects are "irresistible", even having all three resistances won't protect the creature.
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Qvist

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Re: Mage Knight I "The end is near" (Day 3, Turn 3, Watno's turn)
« Reply #1080 on: May 15, 2013, 05:02:53 am »

Does physical resistance make a monster unaffected by white spell effects?  Or is it that special white effects and special green effects are "irresistible", even having all three resistances won't protect the creature.

Physical Resistance has nothing to do with color of cards. It only halves damage of physical attacks.
So, if you will, white and green effects are "irresistable", yes.

Qvist

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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 6, pops' turn)
« Reply #1081 on: May 15, 2013, 05:19:14 am »

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

Fame: Goldyx: 67 / Norowas: 76 / Tovak: 76 / Arythea: 95
Influence: Goldyx: -1 / Norowas: -1 / Tovak: 5 / Arythea: X

Advanced Actions:
empty
empty
Ice Bolt Gain a blue crystal to your Inventory. /// Ranged Ice Attack 3

Spells:
Mind Read / Mind Steal Choose a color. Gain a crystal of the chosen color to your Inventory. Each other player must discard a Spell or Action card of that color from their hand, or reveal their hand to show that they have none. /// Same as the basic effect. In addition to that, you may decide to permanently steal one of the Action cards (not Spells) discarded this way and put it into your hand.
Energy Flow / Energy Steal Ready a Unit. If you do, you may spend one Unit of level II or less in each other player's Unit area. /// Ready a Unit. If you do, that Unit also gets Healed, and you may spend one unit of level III or less in each other player's Unit area.
Mana Claim / Mana Curse Take a mana die of a basic color from the Source and keep it in your Play area until the end of the Round. You can either gain 3 mana tokens of that color this turn, or one mana token of that color each turn for the remainder of the Round (starting with your next turn). /// Same as the basic effect. In addition, until the end of the Round: Each time another player uses one or more mana of that color on their turn (from any source), they take a Wound. Each player can get only one Wound per turn this way.

Units:
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empty
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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
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.      
Glittering Fortune Once a turn, during interaction: Get Influence 1 for each different color crystal in your Inventory. This Influence cannot be used outside of interaction.
Freezing Powers Once a turn: Siege Attack 1, or Ice Siege Attack 1                              

Mana Source:
Blue / Blue / Black / Red / White / White

Map:


Norowas (theorel):
Level 8 / Armour 4 / Hand Limit 6 / Piles (Draw/Hand/Discard): 6/6/20 / Tactics: 1: Early Bird
Crystals: Blue, Blue, White, White, Red, Red, Green
Skills: Leaves in the Wind Once a Round: Flip this to gain one green crystal to your Inventory, and one white mana token.
         Leadership Once a turn: When activating a Unit, add +3 to its Block, or +2 to its Attack. or +1 to its Ranged (not Siege) Attack, regardless of its elements.
         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 8 / Armour 4 / Hand Limit 6 / Piles (Draw/Hand/Discard): 4/6/14 / 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
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
         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.
Units (3/4): 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): 15/7/13 / Tactics: 5: Great Start You may immediately draw 2 cards.
Crystals: White, White, Red, Red, Green, Blue
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): 3/6/14 / 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, Green, Blue, Blue, Red, Red, White, 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.

popsofctown

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Re: Mage Knight I "The end is near" (Day 3, Turn 3, pops' turn)
« Reply #1082 on: May 15, 2013, 06:32:03 pm »

Put Prayer of Weather in the center.
Play March.
Activate Foresters.
Refresh Foresters with the banner.
Activate Foresters.
Play Double Move.
(Note that Swamps, Hills, and Forests cost 0, other terrain is reduced by 2.)

Move to the tomb in the northeast corner of the map.

If it's a fire dragon, use a white crystal to play Expose, then use a red mana crystal and black source mana to destroy it with Disentegrate.
If it's a Swamp Dragon, just destroy it with Disentigrate.

If that checks out, that ends my turn
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theorel

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Re: Mage Knight I "The end is near" (Day 3, Turn 3, pops' turn)
« Reply #1083 on: May 15, 2013, 09:31:05 pm »

I encountered the swamp dragon, so you get fire.

But, Prayer of weather has minimum 1.  So plains still cost 1.  Deserts cost 3.  Hills, swamp, forest free.
I don't see how you get to the northeast tomb with 8 move.  (best I can do is with 9)
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popsofctown

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Re: Mage Knight I "The end is near" (Day 3, Turn 3, pops' turn)
« Reply #1084 on: May 16, 2013, 12:22:06 am »

Yeah, I forgot that I can't move across a keep without assaulting it.

I'll play an Improvisation sideways to get up to 9 move.
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theorel

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Re: Mage Knight I "The end is near" (Day 3, Turn 3, pops' turn)
« Reply #1085 on: May 16, 2013, 07:39:33 am »

Wait...swamps aren't free either.  -2 from prayer, -2 from foresters = -4.  5 (base swamp) -4=1.

I think you're going to have to chart your path here.
I don't see how the keep made a difference...(i.e. I couldn't do 8 even crossing a keep)

With swamps costing 1, the best I can manage is 13.
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popsofctown

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Re: Mage Knight I "The end is near" (Day 3, Turn 3, pops' turn)
« Reply #1086 on: May 16, 2013, 08:09:00 pm »

I thought swamps costed 4
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popsofctown

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Re: Mage Knight I "The end is near" (Day 3, Turn 3, pops' turn)
« Reply #1087 on: May 16, 2013, 08:10:47 pm »

Didn't someone explore and find a tile with a Tomb on it?  I don't see that in the picture.  And it might help me with the shortest route to the tomb. 
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theorel

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Re: Mage Knight I "The end is near" (Day 3, Turn 3, pops' turn)
« Reply #1088 on: May 16, 2013, 09:06:02 pm »

I'm standing on a tomb...and there is a tomb in the northeast.  I believe those are the only 2 tombs.
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popsofctown

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Re: Mage Knight I "The end is near" (Day 3, Turn 3, pops' turn)
« Reply #1089 on: May 17, 2013, 12:35:56 am »

I think I can manage on 12.  Let me check
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popsofctown

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Re: Mage Knight I "The end is near" (Day 3, Turn 3, pops' turn)
« Reply #1090 on: May 17, 2013, 12:42:43 am »

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popsofctown

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Re: Mage Knight I "The end is near" (Day 3, Turn 3, pops' turn)
« Reply #1091 on: May 17, 2013, 12:43:34 am »

And I'll achieve that by adding a I don't give a Damn on burning shield for three more move points.
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Qvist

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Re: Mage Knight I "The end is near" (Day 3, Turn 3, pops' turn)
« Reply #1092 on: May 17, 2013, 05:07:08 am »

Have screwed up my VASSAL file. Update has to wait a bit.
I haven't look in detail into this move, but movement seems fine.

theorel

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Re: Mage Knight I "The end is near" (Day 3, Turn 3, pops' turn)
« Reply #1093 on: May 20, 2013, 08:18:22 am »

Can we reroll the source mana so I can figure my turn?
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Qvist

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Re: Mage Knight I "The end is near" (Day 3, Turn 3, pops' turn)
« Reply #1094 on: May 20, 2013, 08:22:33 am »

I'm currently nearly finished recreating which tokens are left in the draw piles. Shouldn't take so long. Then I check pops' turn.

theorel

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Re: Mage Knight I "The end is near" (Day 3, Turn 3, pops' turn)
« Reply #1095 on: May 20, 2013, 08:35:27 am »

cool.  Sounds good.
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Qvist

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Re: Mage Knight I "The end is near" (Day 3, Turn 3, pops' turn)
« Reply #1096 on: May 20, 2013, 08:41:05 am »

Move seems fine. Re-roll
Rolled 1d6 : 1, total 1

theorel

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Re: Mage Knight I "The end is near" (Day 3, Turn 3, pops' turn)
« Reply #1097 on: May 20, 2013, 08:49:12 am »

Play Banner of Glory on Altem Mages.
Play Learning with  Stamina, and Quickness Sideways, and Dark Negotiations for Influence 6.  Gaining Ice Bolt to my discard.
Then I'll enter the tomb, and face a dragon of some sort.
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Qvist

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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 6, pops' turn)
« Reply #1098 on: May 20, 2013, 09:02:45 am »

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

Fame: Goldyx: 67 / Norowas: 76 / Tovak: 84 / Arythea: 95
Influence: Goldyx: -1 / Norowas: -1 / Tovak: 5 / Arythea: X

Advanced Actions:
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Ice Bolt Gain a blue crystal to your Inventory. /// Ranged Ice Attack 3

Spells:
Mind Read / Mind Steal Choose a color. Gain a crystal of the chosen color to your Inventory. Each other player must discard a Spell or Action card of that color from their hand, or reveal their hand to show that they have none. /// Same as the basic effect. In addition to that, you may decide to permanently steal one of the Action cards (not Spells) discarded this way and put it into your hand.
Energy Flow / Energy Steal Ready a Unit. If you do, you may spend one Unit of level II or less in each other player's Unit area. /// Ready a Unit. If you do, that Unit also gets Healed, and you may spend one unit of level III or less in each other player's Unit area.
Mana Claim / Mana Curse Take a mana die of a basic color from the Source and keep it in your Play area until the end of the Round. You can either gain 3 mana tokens of that color this turn, or one mana token of that color each turn for the remainder of the Round (starting with your next turn). /// Same as the basic effect. In addition, until the end of the Round: Each time another player uses one or more mana of that color on their turn (from any source), they take a Wound. Each player can get only one Wound per turn this way.

Units:
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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
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.      
Glittering Fortune Once a turn, during interaction: Get Influence 1 for each different color crystal in your Inventory. This Influence cannot be used outside of interaction.
Freezing Powers Once a turn: Siege Attack 1, or Ice Siege Attack 1                              

Mana Source:
Blue / Blue / Gold / Red / White / White

Map:


Norowas (theorel):
Level 8 / Armour 4 / Hand Limit 6 / Piles (Draw/Hand/Discard): 6/6/20 / Tactics: 1: Early Bird
Crystals: Blue, Blue, White, White, Red, Red, Green
Skills: Leaves in the Wind Once a Round: Flip this to gain one green crystal to your Inventory, and one white mana token.
         Leadership Once a turn: When activating a Unit, add +3 to its Block, or +2 to its Attack. or +1 to its Ranged (not Siege) Attack, regardless of its elements.
         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 8 / Armour 4 / Hand Limit 6 / Piles (Draw/Hand/Discard): 4/6/14 / 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
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
         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.
Units (3/4): 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): 15/7/13 / Tactics: 5: Great Start You may immediately draw 2 cards.
Crystals: White, White, Red, Red, Green, Blue
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 9 / Armour 4 / Hand Limit 7 / Piles (Draw/Hand/Discard): 0/6/19 / 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, Green, Blue, Blue, 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 (4/5): 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.

Qvist

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Re: Mage Knight I "The end is near" (Day 3, Turn 3, pops' turn)
« Reply #1099 on: May 20, 2013, 09:03:19 am »

I need the Spell choice of pops.

Also, remember that Prayer of Weather is active.
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