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Author Topic: Mage Knight II "Exploring in the dark" (Night 1, Turn 3, Galzria's turn)  (Read 28342 times)

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Galzria

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Re: Mage Knight - The Board Game II (Game starts)
« Reply #25 on: March 20, 2013, 11:42:43 am »

Do we get our hands before or after choosing our Day Tactics? If after, than Kuildeous is up. If before...

Quote from: Captain_Frisk
Just Send me my PM hand.

;)
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Quote from: Voltgloss
Derphammering is when quickhammers go derp.

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


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

Total Wins: 30
Total Losses: 20

popsofctown

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Re: Mage Knight - The Board Game II (Game starts)
« Reply #26 on: March 20, 2013, 11:45:34 am »

You get your hand before selecting tactics.
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Qvist

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Re: Mage Knight - The Board Game II (Game starts)
« Reply #27 on: March 20, 2013, 06:07:04 pm »

Huh? I thought I did. Didn't I? If not, then sorry. I'll send you those in a second.

popsofctown

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Re: Mage Knight - The Board Game II (Game starts)
« Reply #28 on: March 20, 2013, 06:10:06 pm »

I don't have a hand for this game either.
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popsofctown

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Re: Mage Knight - The Board Game II (Game starts)
« Reply #29 on: March 20, 2013, 06:17:22 pm »

Can you walk past another player, or do you have to walk around them?
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Qvist

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Re: Mage Knight - The Board Game II (Game starts)
« Reply #30 on: March 20, 2013, 06:42:07 pm »

Can you walk past another player, or do you have to walk around them?

You do not have to walk around them.

EDIT: I've sent the cards, I somehow forgot that. Kuildeous now chooses his Tactics card.

Galzria

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Re: Mage Knight - The Board Game II (Game starts)
« Reply #31 on: March 20, 2013, 10:48:43 pm »

So...

I'm working on understanding everything that's on the board.

There's a Mage Tower, a Keep, Magic Glade, Monastery, 2 Enemies (One Fortified, one Physical Immune), 2 Dens and 2 Dungeons - correct?

Additionally, we cannot move on lakes or mountains, right?
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Quote from: Voltgloss
Derphammering is when quickhammers go derp.

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


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

Total Wins: 30
Total Losses: 20

Galzria

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Re: Mage Knight - The Board Game II (Game starts)
« Reply #32 on: March 20, 2013, 11:43:25 pm »

Also, on the Savage Monks, with the Seige Attack 4, does that take a green mana to activate?
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Quote from: Voltgloss
Derphammering is when quickhammers go derp.

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


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

Total Wins: 30
Total Losses: 20

Kuildeous

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Re: Mage Knight - The Board Game II (Game starts)
« Reply #33 on: March 20, 2013, 11:46:43 pm »

Sorry, still processing. Not a great week for reading rules, but I'll try to get there. I'll be pretty busy this weekend, so if I can't get started by then, it won't be until after the weekend.
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Qvist

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Re: Mage Knight - The Board Game II (Game starts)
« Reply #34 on: March 21, 2013, 04:28:36 am »

So...

I'm working on understanding everything that's on the board.

There's a Mage Tower, a Keep, Magic Glade, Monastery, 2 Enemies (One Fortified, one Physical Immune), 2 Dens and 2 Dungeons - correct?

Additionally, we cannot move on lakes or mountains, right?

Correct, but there are no 2 Dens, there is one Den and a Crystal Mine next to it.

Qvist

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Re: Mage Knight - The Board Game II (Game starts)
« Reply #35 on: March 21, 2013, 04:29:13 am »

Also, on the Savage Monks, with the Seige Attack 4, does that take a green mana to activate?

Exactly.

Galzria

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Re: Mage Knight - The Board Game II (Game starts)
« Reply #36 on: March 21, 2013, 02:30:11 pm »

Oh man, I've been going over everything I can do again and again, lamenting how hard it is to accomplish anything without mana... And then I just reread the Source section of the rules and realized that my first understanding of "once a round" was in fact incorrect, and having corrected to "once per turn", things seem much more achievable!
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Quote from: Voltgloss
Derphammering is when quickhammers go derp.

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


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

Total Wins: 30
Total Losses: 20

popsofctown

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Re: Mage Knight - The Board Game II (Game starts)
« Reply #37 on: March 21, 2013, 02:41:57 pm »

In the other Mage Knight board game, your previous interpretation was more or less correct.

We blame theory for allowing evil demons into the dice algorithm.
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Kuildeous

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Re: Mage Knight - The Board Game II (Game starts)
« Reply #38 on: March 22, 2013, 01:20:26 am »

No sense delaying this too much. I'll take the Great Start tactic.

Also, could there be some sort of label for each token? Even A, B, C with a legend? I think I can figure out that the mage tower is south and the keep is just east of there, but I'd like to be sure of that.
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Qvist

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Re: Mage Knight - The Board Game II (Game starts)
« Reply #39 on: March 22, 2013, 06:17:25 am »

No sense delaying this too much. I'll take the Great Start tactic.

Also, could there be some sort of label for each token? Even A, B, C with a legend? I think I can figure out that the mage tower is south and the keep is just east of there, but I'd like to be sure of that.

I'll do what I can.
Just to let you know. Locations from top to bottom, from left to right:
Monster Den, Crystal Mine, Rampaging Orc, Monastery, Rampaging Orc, Start Portal, Magical Glade, Dungeon, Dungeon, Mage Tower, Keep.

Kuildeous chooses Great Start. Insomniac is next.

popsofctown

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Re: Mage Knight - The Board Game II (Game starts)
« Reply #40 on: March 23, 2013, 05:58:26 pm »

prods?
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Insomniac

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Re: Mage Knight - The Board Game II (Game starts)
« Reply #41 on: March 23, 2013, 06:15:10 pm »

Take the Right Moment
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"It is one of [Insomniacs] badges of pride that he will bus anyone, at any time, and he has done it over and over on day 1. I am completely serious, it is like the biggest part of his meta." - Dsell

Qvist

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popsofctown

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Re: Mage Knight - The Board Game II (Game starts)
« Reply #43 on: March 25, 2013, 11:43:06 am »

Planning

The first post has the names of Mana Steal and Rethink swapped, just like the fix you had to make in the other thread.
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Galzria

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Re: Mage Knight - The Board Game II (Game starts)
« Reply #44 on: March 25, 2013, 11:50:11 am »

If I'm understanding Rethink correctly, it essentially allows you one turn in which you can use a second source mana (predetermined at the point of choosing the tactic)...

If that's correct, I'll take Rethink, and snag a Red Mana.
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Quote from: Voltgloss
Derphammering is when quickhammers go derp.

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


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

Total Wins: 30
Total Losses: 20

Galzria

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Re: Mage Knight - The Board Game II (Game starts)
« Reply #45 on: March 25, 2013, 11:54:51 am »

Actually, are the Orcs next to the Monastery physical immune? It's hard to see the little image next to their defense.
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Quote from: Voltgloss
Derphammering is when quickhammers go derp.

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


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

Total Wins: 30
Total Losses: 20

Qvist

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Re: Mage Knight - The Board Game II (Game starts)
« Reply #46 on: March 25, 2013, 12:11:27 pm »

Planning

The first post has the names of Mana Steal and Rethink swapped, just like the fix you had to make in the other thread.

Thanks for the heads up. I didn't update the second post accordingly.

If I'm understanding Rethink correctly, it essentially allows you one turn in which you can use a second source mana (predetermined at the point of choosing the tactic)...

If that's correct, I'll take Rethink, and snag a Red Mana.

Yes. Also, all other players have one less mana to use. As pops pointed out, the Tactics is actually called Mana Steal.

Galzria goes first. I'll PM Kuildeous extra cards soon.
2 extra notes. Please note when your turn is over with something like "End of turn" just to avoid confusion.
Also please re-roll the mana source.

Qvist

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Re: Mage Knight II "Exploring the new land" (Day 1, Turn 1, Galzria's turn)
« Reply #47 on: March 25, 2013, 12:16:46 pm »

Game state: https://docs.google.com/spreadsheet/ccc?key=0AjovnuYeeSkidFB5Z0t1Qm5XeHdTZ041VUVwdVFwRHc

Fame: Goldyx: 0 / Norowas: 0 / Tovak: 0 / Arythea: 0
Influence: Goldyx: 0 / Norowas: 0 / Tovak: 0 / Arythea: 0

Advanced Actions:
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.
Into the Heat Play this card at the start of the combat. All of your Units get their Attack and Block values increased by 2 this combat. You cannot assign damage to Units this turn. /// Play this card at the start of the combat. All of your Units get their Attack and Block values increased by 3 this combat. You cannot assign damage to Units this turn.
Fire Bolt Gain a red crystal to your Inventory. /// Ranged Fire Attack 3

Spells:
Mana Meltdown / Mana Radiance Each other player must randomly choose a crystal in their Inventory to be lost. You may gain one crystal lost this way to your Inventory. Any player that had no crystal in their Inventory when you played this, takes a Wound instead. /// When you play this, choose a basic mana color. Each player, including you, takes a Wound for each crystal of that color they own. Gain two crystal of the chosen color to your Inventory.
Chill / Lethal Chill Target enemy does not attack this combat. If it has Fire Resistance, it loses it for the rest of the turn. /// Target enemy does not attack this combat and gets Armor -4 (to a minimum of 1) for the rest of the turn.
Restoration / Rebirth Heal 3. If you are in a forest, Heal 5 instead. /// Heal 3. If you are in a forest, Heal 5 instead. Ready up to 3 levels worth of Units. If you are in a forest, Ready up to 5 levels of Units instead.                        

Units:
Peasants Cost 4 / Level 1 / Armour 3 / Recruitable in   Village / Attack or Block 2 /// Influence 2 /// Move 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.
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.
Peasants Cost 4 / Level 1 / Armour 3 / Recruitable in   Village / Attack or Block 2 /// Influence 2 /// Move 2
Savage Monks Cost 7 / Level 2 / Armour 4 / Recruitable in   Monastery / Attack or Block 3 /// Siege Attack 4                  

Monastery Advanced Actions                                                       
Path Finding /// Move 2. The Move cost of all terrains is reduced by 1, to a minimum of 2, this turn. /// Move 4. The Move cost of all terrains is reduced to 2 this turn.

Mana Source:
Green / Red (stolen) / Black / Gold / Green / White

Map:


Norowas (Galzria):
Level 0 / Armour 2 / Hand 5 / Piles (Draw/Hand/Discard): 11/5/0 / Tactics: 3: Mana Steal When you take this Tactic, take one mana die of a basic color from the Source and put it on this card. You can use that mana on any of your turns this Day. If you do, reroll it at the end of that turn and return it to the Source. Red
No Skills
No Crystals

Goldyx (pops):
Level 0 / Armour 2 / Hand 5 / Piles (Draw/Hand/Discard): 11/5/0 / Tactics: 4: Planning If at the end of your turn you have at least 2 deed cards in your hand, draw your next hand as if your hand limit is increased by one.
No Skills
No Crystals

Arythea (Kuildeous):
Level 0 / Armour 2 / Hand 5 / Piles (Draw/Hand/Discard): 9/7/0 / Tactics: 5: Great Start You may immediately draw 2 cards.
No Skills
No Crystals

Tovak (Insomniac): 0
Level 0 / Armour 2 / Hand 5 / Piles (Draw/Hand/Discard): 11/5/0 / Tactics: 6: The Right Moment One time this Day during your turn, you can announce that you will take another turn immediately after this. If you do, flip this card face down.
No Skills
No Crystals

theorel

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Re: Mage Knight - The Board Game II (Game starts)
« Reply #48 on: March 25, 2013, 12:22:15 pm »

Actually, are the Orcs next to the Monastery physical immune? It's hard to see the little image next to their defense.
Since QVist didn't answer:
Yes, the Orcs next to the monastery have physical resistance (meaning they halve physical damage).  So, you'll need 6 non-elemental attack to defeat them.
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Qvist

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Re: Mage Knight - The Board Game II (Game starts)
« Reply #49 on: March 25, 2013, 12:25:41 pm »

Actually, are the Orcs next to the Monastery physical immune? It's hard to see the little image next to their defense.
Since QVist didn't answer:
Yes, the Orcs next to the monastery have physical resistance (meaning they halve physical damage).  So, you'll need 6 non-elemental attack to defeat them.

Sorry. I didn't see his second post.
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