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Tekopo
Oct 24, 2008

When you see it, you'll shit yourself.


Gutter Owl: if I slow play my hand I might be able to get some monks next turn, if you want to go for the Keep instead. If I do go for the keep though I won't be able to get the monks.

EDIT: Although I'll only draw one and will have to play lots of cards sideways if I do decide to try to hire the monks.

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Fat Samurai
Feb 16, 2011

To go quickly is foolish. To go slowly is prudent. Not to go; that is wisdom.

Tekopo posted:

EDIT: Although I'll only draw one and will have to play lots of cards sideways if I do decide to try to hire the monks.
Start pillaging villages :getin:

gutterdaughter
Oct 21, 2010

keep yr head up, problem girl
Either I take the keep or I sit on my hands for a turn. Which, given that I have Planning, isn't the worst possible fate.

gutterdaughter
Oct 21, 2010

keep yr head up, problem girl
Judgment call: Krang should take the keep. I'll figure something else out.

Play Stamina for Move 2. Move westEAST, because I am bad at directions.

Take the red die, play Crystalize for a red crystal.

End turn.

gutterdaughter fucked around with this message at 17:47 on Oct 21, 2014

Stelas
Sep 6, 2010

Gutter Owl posted:

Play Stamina for Move 2. Move west.

uh

splosh

Spincut
Jan 14, 2008

Oh! OSHA gonna make you serve time!
'Cause you an occupational hazard tonight.

Stelas posted:

uh

splosh

Oh no.

The Mage Knights learned how to swim.

Now the Atlanteans are double-screwed.

gutterdaughter
Oct 21, 2010

keep yr head up, problem girl

Gutter Owl posted:

Play Stamina for Move 2. Move westEAST, because I am bad at directions.

Stelas
Sep 6, 2010

I'll start pushing updatse through in about an hour-ish.

Tekopo
Oct 24, 2008

When you see it, you'll shit yourself.


One question about savage harvest, does it still count if I move to attack the keep?

Stelas
Sep 6, 2010

I don't see why not. It's moving a space.

Stelas
Sep 6, 2010

There's a problem with Tovak's turn, sorry - the red die was used by Arythea first turn, and is no longer there. Because you guys caught poo poo for luck.

So, amended:

Tovak's Turn


Arythea (Fat Samurai) - 5 hand, 6 deck.
Wolfhawk (Bubble-T) - 5 hand, 8 deck.
Tovak (Gutter Owl) - 5 hand, 11 deck.
Krang (Tekopo) - 7 hand, 9 deck.
Volkare - 38 deck. 4 city, 4 keep, 8 dragons, 8 orcs.
Unit Offer | Fame/Reputation Track

gutterdaughter
Oct 21, 2010

keep yr head up, problem girl

Gutter Owl posted:

Judgment call: Krang should take the keep. I'll figure something else out.

Play Stamina for Move 2. Move west EAST, because I am bad at directions.

Take a red green die, play Crystalize for a red green crystal.

End turn.

Impermanent
Apr 1, 2010
That is a fairly spectacularly lovely dice pool.

Fat Samurai
Feb 16, 2011

To go quickly is foolish. To go slowly is prudent. Not to go; that is wisdom.
Sorry :ohdear:

Stelas
Sep 6, 2010

It's okay, Volkare will reroll some of them. :downs:

Krang's Turn


Arythea (Fat Samurai) - 5 hand, 6 deck.
Wolfhawk (Bubble-T) - 5 hand, 8 deck.
Tovak (Gutter Owl) - 6 hand, 8 deck.
Krang (Tekopo) - 7 hand, 9 deck.
Volkare - 38 deck. 4 city, 4 keep, 8 dragons, 8 orcs.
Unit Offer | Fame/Reputation Track

Tekopo
Oct 24, 2008

When you see it, you'll shit yourself.


Looks like I miscalculated and take 2 wounds. At least I gain a crystal out of it (I calculated it whichever way, I still end up unable to do either not do enough block or not enough attack).

Use a green mana play Savage Harvest (powered) and sideways Improvisation for 5 movements to move to the keep, discarding Crystallization for a blue crystal.

Eat the 3 wounds, then play rage x2 and determination (all unpowered) for 6 attack.

End of combat, play Tranquility to heal one wound.

Impermanent
Apr 1, 2010
To be fair that was one of the worst draws for fortresses in the early game.

Tekopo
Oct 24, 2008

When you see it, you'll shit yourself.


Did the skill draw with Stelas on IRC, I will take Battle Frenzy and Temporal Portal (with the view that Fire Bolt is better on Arythea and Tovak will probably want Shield bash).

Stelas
Sep 6, 2010

Krang levels and gets a skill and an advanced action.

Krang flips:
Curse - Once a turn, Armor -1 or Attack -1 to a target enemy. Cannot be used during the ranged phase if an enemy is fortified.
Battle Frenzy - Once a turn, Attack +2. Flip this token to get Attack +4. If you spend a turn resting, recover this token.

By CO, Krang takes Temporal Portal and Battle Frenzy.

Volkare draws a wound, and rests. He rolls black, and does not recruit a unit.

Arythea's Turn


Arythea (Fat Samurai) - 5 hand, 6 deck.
Wolfhawk (Bubble-T) - 5 hand, 8 deck.
Tovak (Gutter Owl) - 6 hand, 8 deck.
Krang (Tekopo) - 6 hand, 6 deck.
Volkare - 37 deck. 4 city, 4 keep, 8 dragons, 8 orcs.
Unit Offer | Fame/Reputation Track

Fat Samurai
Feb 16, 2011

To go quickly is foolish. To go slowly is prudent. Not to go; that is wisdom.
I'm assuming Tovak wants access to the monastery. Also I can't see how to make something productive against monastery defenders without getting very, very hurt.

Use a Green Mana from the Source to Power Concentrate hard on Marching with Swiftness to the glade. Piss off the orcs there as I walk by, singing very loud and very off-key about their ancestry. Facetank both wounds
Use my Monks, paired with my Battle Versatility to crush the pitiful wretches that won't give me enough XP to Level Up. Jerks.
Finally, take advantage of the Tranquility of the Glade to heal both wounds. Gain a Yellow Mana next turn, too.

I wanted that Fireball. Maybe I can kill anything with Cristalize, Mana Draw, Rage and some movement, but it will be hard.

EDIT: Also, I told you that picking up the uncontested monks wouldn't bite us in the rear end. Better lucky than good. :smug:

Fat Samurai fucked around with this message at 21:29 on Oct 21, 2014

Stelas
Sep 6, 2010

Wolfhawk's Turn


Arythea (Fat Samurai) - 5 hand, 1 deck, 1 gold mana.
Wolfhawk (Bubble-T) - 5 hand, 8 deck.
Tovak (Gutter Owl) - 6 hand, 8 deck.
Krang (Tekopo) - 6 hand, 6 deck.
Volkare - 37 deck. 4 city, 4 keep, 8 dragons, 8 orcs.
Unit Offer | Fame/Reputation Track

Stelas fucked around with this message at 21:43 on Oct 21, 2014

gutterdaughter
Oct 21, 2010

keep yr head up, problem girl
I might be better served taking on the double-orc ruins, actually. I drew into some heavy movement options.

I forgot how brutal monasteries are before your first token level.

gutterdaughter fucked around with this message at 22:23 on Oct 21, 2014

Stelas
Sep 6, 2010

Gutter Owl posted:

I forgot how brutal monasteries are before your first token level.

I love monasteries. They're super squishy! No fortifications means an easy snipe if you've got a mana draw and a couple swiftnesses saved up. If you can get concentrate in hand as well it's basically guaranteed.

Okay, you'll never ever block the fuckers early on, but who cares when they're a pincushion?

Fat Samurai
Feb 16, 2011

To go quickly is foolish. To go slowly is prudent. Not to go; that is wisdom.
Yeah, I had 6 ranged on hand (concentrate swiftness plus battle versatility), which was enough to take down about 70% of the purple stuff without breaking a sweat. Problem is that the other 30% would have meant 3+ wounds.

Tekopo
Oct 24, 2008

When you see it, you'll shit yourself.


My hand isn't good at the moment, so feel free to take out that ruin.

Bubble-T
Dec 26, 2004

You know, I've got a funny feeling I've seen this all before.
Jesus christ that mana pool.

I March on in to the unknown, exploring the tile to the East.

Stelas
Sep 6, 2010

Wolfhawk's Turn, Cont.

The Monastery offer is added to.


Arythea (Fat Samurai) - 5 hand, 1 deck, 1 gold mana.
Wolfhawk (Bubble-T) - 4 hand, 8 deck.
Tovak (Gutter Owl) - 6 hand, 8 deck.
Krang (Tekopo) - 6 hand, 6 deck.
Volkare - 37 deck. 4 city, 4 keep, 8 dragons, 8 orcs.
Unit Offer | Fame/Reputation Track

Stelas
Sep 6, 2010

Expansion Corner

Here come the big stuff. The expansion features some pretty obnoxious tiles. This one's great fun if you're of the mind to loot, though.
  • We get our clearer view of the camp, now that Volkare isn't sitting on the only one we can see. Again, recruit any unit, just at slightly higher costs. +1 for keep/tower/monastery, +3 for city. Handy, when you need to take away Volkare's recruitment options.
  • The odd structure in the bottom-left is a Maze. Move onto it, then as part of your action play 2, 4 or 6 move. You can take a single unit with you, and you'll face a dungeon enemy. If you win, your reward depends on how much move you played - 2 crystals of your choice for 2, a spell for 4, or an artifact for 6. Sadly, each player can only go down it once, which means I was cheating like a fucker for many of my solo games. Oops.

Bubble-T
Dec 26, 2004

You know, I've got a funny feeling I've seen this all before.
Crystalise some red mana from the source and end my turn, discarding Promise (please give me something useful now!)

gutterdaughter
Oct 21, 2010

keep yr head up, problem girl
Use a white die, play Mana Draw (powered). Turn a black die green and gain two green tokens.

Use the tokens, play March (powered) + March (powered) for Move 6.

Move onto Ruins, end turn.

Tekopo
Oct 24, 2008

When you see it, you'll shit yourself.


Right guys, some options for me. I could either wait at my keep and hope to get guardian golems/shocktroopers next turn or use temporal portal to move to the monastary, but I don't have any influence cards on me atm so I would have to hope to get lucky.

Or just use the temporal portal to move ahead/towards the healing glen.

gutterdaughter
Oct 21, 2010

keep yr head up, problem girl
If you don't take those golems in a couple turns, I'd like them.

Tekopo
Oct 24, 2008

When you see it, you'll shit yourself.


I might just Rest here and see what my options are for the future, since I can either move North or fight something in the next couple of turns.

Waiting to see potential explore.

Tekopo fucked around with this message at 23:46 on Oct 21, 2014

Stelas
Sep 6, 2010

Gutter Owl posted:

Use the tokens, play March (powered) + March (powered) for Move 6.

That's Move 8. You've got two extra move, if you wanted to reveal a tile along the way.

Stelas
Sep 6, 2010

Krang's Turn


Arythea (Fat Samurai) - 5 hand, 1 deck, 1 gold mana.
Wolfhawk (Bubble-T) - 5 hand, 6 deck.
Tovak (Gutter Owl) - 6 hand, 5 deck.
Krang (Tekopo) - 6 hand, 6 deck.
Volkare - 37 deck. 4 city, 4 keep, 8 dragons, 8 orcs.
Unit Offer | Fame/Reputation Track

Stelas fucked around with this message at 00:06 on Oct 22, 2014

gutterdaughter
Oct 21, 2010

keep yr head up, problem girl
Oh, yes. Math. Do that. With the explore. Yes.

EDIT: Also, I played Mana Draw, so it shouldn't be in my hand.

Stelas
Sep 6, 2010

Whoops. Fixed. Also, what a dull-rear end tile. (Above post edited.)

Bubble-T
Dec 26, 2004

You know, I've got a funny feeling I've seen this all before.
I might actually be able to kill a thing now!

That's the one part of this game that's always seemed funny to me, occasionally the Mage Knights are just not in a fighting mood for no particular reason. "A bunch of orcs? Are you sure we can't just run around a lot and promise them 5% of the treasure?"

Stelas
Sep 6, 2010

It's just Volkare being a dick to your draws. He transcends the movement deck.

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Bubble-T
Dec 26, 2004

You know, I've got a funny feeling I've seen this all before.
At least he has at most 1 dragon summoner in his army. gently caress those things.

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