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Author Topic: Mage Knight II "Exploring in the dark" (Night 1, Turn 3, Galzria's turn)  (Read 28335 times)

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popsofctown

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Re: Mage Knight II "Exploring the new land" (Day 1, Turn 3, pops' turn)
« Reply #150 on: April 18, 2013, 07:44:37 pm »

Play Tranquility to draw a card.
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popsofctown

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Re: Mage Knight II "Exploring the new land" (Day 1, Turn 3, pops' turn)
« Reply #151 on: April 18, 2013, 08:46:41 pm »


Use white mana from the source to power mana draw, turning a black mana to green and getting two green tokens.
Play March for movement +4.
Assault Keep.
Take three wounds.
Play Rage, Determination, and sideways Swiftness for 5 attack and kill the fire mage.
Take the Restoration spell as my prize.
end my turn.

Rolled 1d6 : 3, total 3
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Qvist

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Re: Mage Knight II "Exploring the new land" (Day 1, Turn 3, pops' turn)
« Reply #152 on: April 19, 2013, 01:30:49 pm »

Galzria levels up.

Choose a skill:
Day Sharpshooting Once a turn: Ranged Attack 2 (during the Day), or Ranged attack 1 (at Night)
Bright Negotiation Once a turn: Influence 3 (during the Day) or Influence 2 (at Night)

You can also choose the skill in the common offer. Then choose an Advanced Action from the offer.

Galzria

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Re: Mage Knight II "Exploring the new land" (Day 1, Turn 3, pops' turn)
« Reply #153 on: April 19, 2013, 01:38:07 pm »

"turn" being every time I can play cards (compared to "round" being one deck cycle), correct? I'll take Sharpshooting.
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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 II "Exploring the new land" (Day 1, Turn 3, pops' turn)
« Reply #154 on: April 19, 2013, 01:38:52 pm »

Correct. Which Advanced Action?

Galzria

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Re: Mage Knight II "Exploring the new land" (Day 1, Turn 3, pops' turn)
« Reply #155 on: April 19, 2013, 01:39:23 pm »

Actually, can that only be used during the ranged phase, or can it be used during normal attack phase as well?
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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 II "Exploring the new land" (Day 1, Turn 3, pops' turn)
« Reply #156 on: April 19, 2013, 01:40:30 pm »

pops levels up.

Choose a skill:
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.
Green Crystal Craft Once a round: Flip this to gain a blue crystal to your Inventory and a green mana token

You can also choose the skill in the common offer. Then choose an Advanced Action from the offer.

Qvist

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Re: Mage Knight II "Exploring the new land" (Day 1, Turn 3, pops' turn)
« Reply #157 on: April 19, 2013, 01:40:47 pm »

Actually, can that only be used during the ranged phase, or can it be used during normal attack phase as well?

Ranged Attack can be used as normal Attack too.

Galzria

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Re: Mage Knight II "Exploring the new land" (Day 1, Turn 3, pops' turn)
« Reply #158 on: April 19, 2013, 01:41:00 pm »

Pure Magic please.
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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 II "Exploring the new land" (Day 1, Turn 3, pops' turn)
« Reply #159 on: April 19, 2013, 01:41:39 pm »

Actually, can that only be used during the ranged phase, or can it be used during normal attack phase as well?

Ranged Attack can be used as normal Attack too.

Ok. I know that's normally the case, but wasn't sure the way the skill was worded.
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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 II "Exploring the new land" (Day 1, Turn 2, Galzria's turn)
« Reply #160 on: April 19, 2013, 01:55:21 pm »

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

Fame: Goldyx: 5 / Norowas: 5 / Tovak: 0 / Arythea: 4
Influence: Goldyx: 0 / Norowas: 0 / Tovak: 0 / Arythea: 0

Advanced Actions:
Mana Storm Choose a mana die in the Source that is showing a basic color. Gain a crystal of that color to your Inventory, then immediately reroll that die and return it to the Source. /// Reroll all dice in the Source. You can use three extra dice from the Source, and you can use dice showing black or gold as mana of any basic color, regardless of the Round.
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.

Spells:
Burning Shield / Exploding Shield Fire Block 4. If this card is used as part of a successful Block, you may use it during your Attack phase as Fire Attack 4 /// Fire Block 4. If this card is used as part of a successful Block, destroy the blocked enemy.
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.            

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
empty

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.

Common Skill Offer:
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.
Bright Negotiation Once a turn: Influence 3 (during the Day) or Influence 2 (at Night)
Pending

Mana Source:
Green / Red / Black / Black / Black / Black

Map:


Norowas (Galzria):
Level 2 / Armour 2 / Hand 5 / Piles (Draw/Hand/Discard): 1/5/12 / 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.
Skills: Pending
Crystals: None
Units (0/1)

Goldyx (pops):
Level 2 / Armour 2 / Hand 5 / Piles (Draw/Hand/Discard): 3/7/11 / 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.
Skills: Pending
Crystals: White, Green
Units (0/1)

Arythea (Kuildeous):
Level 2 / Armour 2 / Hand 5 / Piles (Draw/Hand/Discard): 0/5/12 / Tactics: 5: Great Start You may immediately draw 2 cards.
Skills: Hot Swordsmanship Once a turn: Attack 2, or Fire Attack 2.
Crystals: Red
Units (0/1)

Tovak (Insomniac):
Level 1 / Armour 2 / Hand 5 / Piles (Draw/Hand/Discard): 1/5/10 / 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.
Skills: None
Crystals: None
Units (1/1): Savage Monks Cost 7 / Level 2 / Armour 4 / Recruitable in Monastery / Attack or Block 3 /// Siege Attack 4
« Last Edit: April 19, 2013, 02:11:29 pm by Qvist »
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popsofctown

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Re: Mage Knight II "Exploring the new land" (Day 1, Turn 3, Kuildeous' turn)
« Reply #161 on: April 19, 2013, 02:06:22 pm »

If I deem it particularly critical to my strategy, I can delay my choices until right before my turn, right?

I think it is one of those cases for me.
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popsofctown

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Re: Mage Knight II "Exploring the new land" (Day 1, Turn 3, Kuildeous' turn)
« Reply #162 on: April 19, 2013, 02:06:54 pm »

Or is it the other way around, the player who is up next can refuse to move until I choose my skill and AA?
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popsofctown

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Re: Mage Knight II "Exploring the new land" (Day 1, Turn 3, Kuildeous' turn)
« Reply #163 on: April 19, 2013, 02:07:26 pm »

If it's the second way, man is that confusing, because I'm 99% sure pillaging works the first way.
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Qvist

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Re: Mage Knight II "Exploring the new land" (Day 1, Turn 3, Kuildeous' turn)
« Reply #164 on: April 19, 2013, 02:10:58 pm »

Leveling up is processed at the end of the turn so that the next player can already start his turn. This is especially nice in PBF. But I really don't want to delay it that much. And if, let's say Insomniac levels up, you have to be made your choices already as he has to know which Advanced Action is replaced.

Pillaging indeed is "anytime between your turns" because it really doesn't affect other turns.

Galzria

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Re: Mage Knight II "Exploring the new land" (Day 1, Turn 3, Kuildeous' turn)
« Reply #165 on: April 19, 2013, 04:06:00 pm »

Kuildeous is up, yes?
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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 II "Exploring the new land" (Day 1, Turn 3, Kuildeous' turn)
« Reply #166 on: April 19, 2013, 04:39:42 pm »

Kuildeous is up, yes?

Yes, as it says in the title. And pops has still to do his level up.

popsofctown

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Re: Mage Knight II "Exploring the new land" (Day 1, Turn 3, Kuildeous' turn)
« Reply #167 on: April 19, 2013, 04:55:42 pm »

green crystal craft and steady tempo
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Kuildeous

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Re: Mage Knight II "Exploring the new land" (Day 1, Turn 3, Kuildeous' turn)
« Reply #168 on: April 20, 2013, 02:36:16 pm »

Hmm, doesn't look like I'm in a great spot right now...unless I really want to risk what that orc summons. Seems early for that.

So, play Stamina and Swiftness for 4 Move and use 3 of those to move to the forest to my east.
Play Promise sideways for +1 Move. Use those two Moves to reveal tile.

What comes up will determine if I'm going to continue this hand or not.
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Qvist

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Re: Mage Knight II "Exploring the new land" (Day 1, Turn 3, Kuildeous' turn)
« Reply #169 on: April 22, 2013, 02:18:08 pm »

White Crystal Mine, Village and Keep

Kuildeous

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Re: Mage Knight II "Exploring the new land" (Day 1, Turn 3, Kuildeous' turn)
« Reply #170 on: April 22, 2013, 02:36:03 pm »

And just to make sure I understand, if I move north, the orc shaman will throw a hippopotamus* at me, right?

* might not be an actual hippopotamus.
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Qvist

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Re: Mage Knight II "Exploring the new land" (Day 1, Turn 3, Kuildeous' turn)
« Reply #171 on: April 22, 2013, 02:36:55 pm »

And just to make sure I understand, if I move north, the orc shaman will throw a hippopotamus* at me, right?

* might not be an actual hippopotamus.

Correct.

popsofctown

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Re: Mage Knight II "Exploring the new land" (Day 1, Turn 3, Kuildeous' turn)
« Reply #172 on: April 22, 2013, 03:17:05 pm »

And just to make sure I understand, if I move north, the orc shaman will throw a hippopotamus* at me, right?

* might not be an actual hippopotamus.

But as long as you at least block it, you can get the white crystal at EOT.

The most damage it might throw at you is 5 brutal.
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Kuildeous

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Re: Mage Knight II "Exploring the new land" (Day 1, Turn 3, Kuildeous' turn)
« Reply #173 on: April 23, 2013, 08:32:44 am »

I'll end my turn.
Discard 1 card.
Draw 4 new cards.
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Qvist

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Re: Mage Knight II "Exploring the new land" (Day 1, Turn 2, Galzria's turn)
« Reply #174 on: April 23, 2013, 10:40:32 am »

You draw pile is empty. Do you still want to discard that card?
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