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Author Topic: Mage Knight I (Game over, theorel wins)  (Read 78204 times)

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theorel

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Re: Mage Knight I "The end is near" (Day 3, Turn 3, pops' turn)
« Reply #1100 on: May 20, 2013, 09:09:30 am »

I don't think spell choice will effect my turn.  And I don't think the dragon I get will have any significant influence on the spell pops chooses.
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Qvist

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Re: Mage Knight I "The end is near" (Day 3, Turn 3, pops' turn)
« Reply #1101 on: May 20, 2013, 09:11:14 am »

Fire Dragon / Fire Attack 9 / Armour 7 with Fire + Physical Resistance / 8 Fame

theorel

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Re: Mage Knight I "No-one wants to end it" (Day 3, Turn 4, theorel's turn)
« Reply #1102 on: May 20, 2013, 09:27:16 am »

Darn no black mana.  Was really hoping for an Ice Dragon so that the mages could kill it all by themselves.

Spend a white source mana with Tornado, Dragon doesn't attack.
Altem Mages use Cold-Fire attack 5+2 from Leadership to kill the dragon. (+1 Fame from Banner)


Rolled 1d6 : 1, total 1
replacing the white source mana.
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Qvist

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Re: Mage Knight I "No-one wants to end it" (Day 3, Turn 4, theorel's turn)
« Reply #1103 on: May 20, 2013, 09:28:57 am »

Units aren't allowed in a tomb.

theorel

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Re: Mage Knight I "No-one wants to end it" (Day 3, Turn 4, theorel's turn)
« Reply #1104 on: May 20, 2013, 09:29:20 am »

Bonds of Loyalty.
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Qvist

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Re: Mage Knight I "No-one wants to end it" (Day 3, Turn 4, theorel's turn)
« Reply #1105 on: May 20, 2013, 09:29:49 am »

Bonds of Loyalty.

Sorry, forgot about that one.

theorel

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Re: Mage Knight I "No-one wants to end it" (Day 3, Turn 4, theorel's turn)
« Reply #1106 on: May 20, 2013, 09:31:01 am »

No worries.  I just figured a quick statement would get it resolved faster :)
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Qvist

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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 6, pops' turn)
« Reply #1107 on: May 20, 2013, 09:40:27 am »

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

Fame: Goldyx: 67 / Norowas: 85 / Tovak: 84 / Arythea: 95
Influence: Goldyx: -1 / Norowas: -1 / Tovak: 5 / Arythea: X

Advanced Actions:
empty
empty
empty

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:
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
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 / Gold / Red / White

Map:


Norowas (theorel):
Level 9 / Armour 4 / Hand Limit 7 / Piles (Draw/Hand/Discard): 0/7/26 / 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 (5/5+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.
                 -> with Banner of Glory Assign this to a unit you control. The assigned unit gets armor +1 and +1 to any attacks or blocks it makes. Whenever this unit attacks or blocks, fame +1 /// Units you control get armor +1 and +1 to any attacks or blocks the make this turn. Fame +1 for each unit that attacks or blocks this turn.
                 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.

theorel

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Re: Mage Knight I "No-one wants to end it" (Day 3, Turn 4, Jorbles' turn)
« Reply #1108 on: May 20, 2013, 09:56:40 am »

Also, I don't know if this matters or not, but I'm pretty sure I only have 25 cards in my discard.
(20 before my turn + 4 played + 1 gained).

I think the issue is that Banner of Glory isn't in the discard.
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Qvist

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Re: Mage Knight I "No-one wants to end it" (Day 3, Turn 4, Jorbles' turn)
« Reply #1109 on: May 20, 2013, 09:59:29 am »

I think the issue is that Banner of Glory isn't in the discard.

Indeed, I did count it.

Jorbles

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Re: Mage Knight I "No-one wants to end it" (Day 3, Turn 4, Jorbles' turn)
« Reply #1110 on: May 20, 2013, 03:07:31 pm »

I totally thought this game would be over by now.

Play Sapphire Ring. +1 fame, +1 blue crystal, +1 blue mana token.
Play Steady Tempo using the blue mana token to activate it for move 4, putting it on top of my Deed deck.
Use gold mana die to power Crystallize gaining a white mana crystal.
Move to the green crystal mine.

End turn, gaining a green crystal.
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Jorbles

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Re: Mage Knight I "No-one wants to end it" (Day 3, Turn 4, Jorbles' turn)
« Reply #1111 on: May 20, 2013, 03:07:47 pm »

Reroll the gold mana.
Rolled 1d6 : 5, total 5
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popsofctown

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Re: Mage Knight I "No-one wants to end it" (Day 3, Turn 4, Jorbles' turn)
« Reply #1112 on: May 20, 2013, 08:10:23 pm »

I thought I choose the artifact and the spell simultaneously.  Unless we're out of artifacts?
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popsofctown

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Re: Mage Knight I "No-one wants to end it" (Day 3, Turn 4, Jorbles' turn)
« Reply #1113 on: May 20, 2013, 08:13:22 pm »

If I'm forced to choose the spell before seeing the artifacts I guess I'll take Mana Claim
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Qvist

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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 6, pops' turn)
« Reply #1114 on: May 21, 2013, 04:46:09 pm »

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

Fame: Goldyx: 68 / Norowas: 85 / Tovak: 84 / Arythea: 95
Influence: Goldyx: -1 / Norowas: -1 / Tovak: 5 / Arythea: X

Advanced Actions:
empty
empty
empty

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:
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
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 / Blue / Gold / Red / White

Map:


Norowas (theorel):
Level 9 / Armour 4 / Hand Limit 7 / Piles (Draw/Hand/Discard): 0/7/26 / 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 (5/5+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.
                 -> with Banner of Glory Assign this to a unit you control. The assigned unit gets armor +1 and +1 to any attacks or blocks it makes. Whenever this unit attacks or blocks, fame +1 /// Units you control get armor +1 and +1 to any attacks or blocks the make this turn. Fame +1 for each unit that attacks or blocks this turn.
                 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): 2/6/16 / 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, Blue, Red, Red, White, Green
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 "No-one wants to end it" (Day 3, Turn 4, Jorbles' turn)
« Reply #1115 on: May 21, 2013, 04:47:30 pm »

I thought I choose the artifact and the spell simultaneously.

Hm. What's the official ruling on this? Also can you choose the order how you put the cards on top of your deck. I can't find anything regarding this...

Watno

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Re: Mage Knight I "No-one wants to end it" (Day 3, Turn 4, Watno's turn)
« Reply #1116 on: May 21, 2013, 04:51:59 pm »

Enter dungeon
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Qvist

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Re: Mage Knight I "No-one wants to end it" (Day 3, Turn 4, Watno's turn)
« Reply #1117 on: May 21, 2013, 04:57:43 pm »

Crypt Worm / 6 Attack / 6 Armour and Fortified   / 5 Fame

Watno

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Re: Mage Knight I "No-one wants to end it" (Day 3, Turn 4, Watno's turn)
« Reply #1118 on: May 21, 2013, 05:08:00 pm »

Take 2 wounds
Play Wound, Improvisation sideways and use Skills to kill.
Play Holy Grail to heal 2 wounds
End turn
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theorel

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Re: Mage Knight I "No-one wants to end it" (Day 3, Turn 4, Watno's turn)
« Reply #1119 on: May 21, 2013, 09:40:56 pm »

Quote from: rules, pg. 9. Section 5, under End of Turn
Rewards from combat: If you won any rewards from a
combat, take them now. Pick your rewards in whatever order
you choose. If you won:...

So, pops should indeed be allowed to choose his Artifact first if he likes.
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theorel

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Re: Mage Knight I "No-one wants to end it" (Day 3, Turn 4, Watno's turn)
« Reply #1120 on: May 21, 2013, 09:42:32 pm »

Now if he takes the artifact first, I'm pretty sure it goes on deck first, followed by spell.  And level-ups happen after other rewards, so level-up advanced action should be the last thing added to deck (not that it matters for this game).
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popsofctown

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Re: Mage Knight I "No-one wants to end it" (Day 3, Turn 4, Watno's turn)
« Reply #1121 on: May 21, 2013, 09:52:51 pm »

I think this game has reached the point where both of those are irrelevant, I don't expect anyone to hoard enough cards in hand that the order of the top of the deck matters.

I would prefer to withhold my official and final spell choice until after I choose my artifact, so I can pick a spell that comboes with that, please.
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Qvist

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Re: Mage Knight I "All 4 Monasteries razed" (Night 2, Turn 6, pops' turn)
« Reply #1122 on: May 22, 2013, 08:03:47 am »

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

Fame: Goldyx: 68 / Norowas: 85 / Tovak: 84 / Arythea: 102
Influence: Goldyx: -1 / Norowas: -1 / Tovak: 5 / Arythea: X

Advanced Actions:
empty
empty
empty

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:
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
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 / Blue / Gold / Red / White

Map:


Norowas (theorel):
Level 9 / Armour 4 / Hand Limit 7 / Piles (Draw/Hand/Discard): 0/7/26 / 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 (5/5+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.
                 -> with Banner of Glory Assign this to a unit you control. The assigned unit gets armor +1 and +1 to any attacks or blocks it makes. Whenever this unit attacks or blocks, fame +1 /// Units you control get armor +1 and +1 to any attacks or blocks the make this turn. Fame +1 for each unit that attacks or blocks this turn.
                 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): 2/6/16 / 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, Blue, Red, Red, White, Green
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 10 / Armour 4 / Hand Limit 7 / Piles (Draw/Hand/Discard): 12/7/16 / 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 "No-one wants to end it" (Day 3, Turn 4, Watno's turn)
« Reply #1123 on: May 22, 2013, 08:05:24 am »

Arythea levels up. Choose a skill:

Dark Fire Magic Once a Round: Flip this to gain one red crystal to your inventory, and one red or one black mana token.
Dark Paths Once a turn: Move 1 (during the Day), or Move 2 (at Night)

or any skill from the offer. There's no AA left, so you can't get one.

popsofctown

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Re: Mage Knight I "No-one wants to end it" (Day 3, Turn 4, pops' turn)
« Reply #1124 on: May 22, 2013, 02:21:59 pm »

my spell is going to be mana claim.
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