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Stelas
Sep 6, 2010

And now, the game I wanted to run.



Intro Guide
Base Rules
Lost Legion Rules
Getting Vassal Working


What?

The expansion to the tactical deckbuilder D+D-campaign-in-a-box that is Mage Knight, the expansion is simply there to add even more content. In doing so, it fixes the base game in a number of important ways, makes the heroes more unique, shores up the various game modes and adds a whole new co-op option to the game: Volkare, a shadowy general with an enormous army of troops ready to stomp around the board and gently caress up your poo poo. In this thread, we'll be taking him and his army on and seeing whether the players can come out on top.

So what's new?
  • Every hero in the game now has two unique cards in their starter deck, making them stronger and more unique.
  • Wolfhawk, a ranged and movement specialist who enjoys running solo.
  • Krang, a goblin shaman who can recover his skills mid-round and screw with monsters.
  • Tons upon tons of new actions, spells, artifacts, and monsters.
  • Ranged/Siege builds now have a reason to fear - elusive monsters have double the hitpoints if you don't block them fully!
  • The big bad Volkare.
  • New map tiles with new location types: walls to fortify roaming enemies, mazes and labyrinths to get lost in, refugee camps offering a large array of troops.
  • And more!
So what's the plan?
  • This will be a four player co-operative game, using the Volkare's Return rules at TBA Combat, Fair Race levels. In this version, the players must work together to roam the land, trying to beef up and race Volkare to the end of the tile stack where a single high-level city resides. They must take over the city before Volkare gets there, then use it as a base to defend against his enormous army. Full rules for this will be in the second post.
  • As such, PVP is off. You may move into each other's keeps, but being in or adjacent to a conquered keep will only give you a hand size boost based on how many you yourself have taken over.
  • Same houserule as before: If your first hand each Round has no Move, you may mulligan it until it does.
  • When deciding your actions, please do as many actions as possible at once in bold. Obviously stop if you need a tile revealed, or an enemy piece - otherwise, try to bundle as much into a single post as possible. I'm only going to be double-checking your moves, rather than providing blow-by-blow feedback.
  • Off-turn posting and COs are allowed. This is obvious, because sometimes you'll have to pick level-up choices or artifacts and plan your cooperative tactics.
  • Audience posting is allowed, as ever.
Recruiting
  • I'm looking for four players. I kind of wanted to take a slot for myself, but I think it'd be better for me to be on the side looking in.
  • PMs are required. Sorry! I need to PM people hand links, and it's going to help a lot both for sending in COs if that's your thing or else for me to poke you if you disappear.
  • When signing up, please list your two preferred characters in order, and also give me an idea of your experience level. I will be selecting the difficulty level based on this in hopes of pitching a good battle!
  • Lost Legions knowledge is not required - I will explain any expansion items as they come up - but it would help if you know the base game, at least.
  • Recruitment will be open for 24 hoursish, whereupon selection will be by random draw. I have it on good authority that if I close it early I may get lynched.
  • I would like players who can check in at least once per day. The first game happened at a blistering pace, and I'm not about to expect or mandate a repeat of that - but by the same token MK is a long game and I'm going to want to keep it moving where I can.

Stelas fucked around with this message at 22:08 on Nov 8, 2014

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Stelas
Sep 6, 2010

Volkare's Return - Rules

Volkare's Return is a cooperative game run in three stages. In the first, the heroes have to build up power as they and Volkare search for the city at the bottom of the tile stack. In the second, Volkare will make for the city as soon as it is encountered, heading for it at a bee-line. In the third, the heroes will have hopefully taken over the city and can use it as a base to fend Volkare's mighty army off.

General Details
  • The map is limited to four columns, with Volkare's camp as one of the starting tiles. In terms of the map, the players have a little more space to explore to the bottom-right.
  • Time limit is standard - three days, three nights.
  • 12 countryside tiles, 2 placed at the start.
  • 4 core tiles.
  • 1 city tile, at level 16.
  • Volkare's army is at level 32, giving him a lot of units.
  • Volkare has a deck of 38 cards - a standard 16 card deck, plus the four competitive spells, plus 18 wounds.
  • The first four unit offer slots are Indecisive, marked with a mana crystal. Units in these slots may join Volkare as the game goes on.
  • Players always pick Tactics first, then Volkare will choose a random one from those remaining.
General Co-op Rules
  • Players may not end their turn on the same space as another player. They may move into Volkare, but this is considered an attack on a site and their turn will end after the attack.
  • Players may move into keeps owned by another player, but they will only earn bonus hand size based on how many keeps they control. They may buy units as normal.
  • The city has no limit on the number of players allowed in it.
  • If a player attacks the city or Volkare - or if Volkare attacks a player - and there are other players also adjacent to the battle, they may give up their next turn to spend appropriate move points and join in the assault. This is treated as a full turn, including any levelups that occur, but players may only move into the battle. The source is not rerolled until everyone has had their turn in this way.
    • If fighting the city, players agree how many tokens they will take on, and they are distributed randomly. (e.g. 'I'll take three, you take two'.)
    • If fighting Volkare, players agree how many normal (green/grey) and how many elite (red/white) tokens they'll take on. Same deal, except you don't get to pick exact colours. Note that Volkare also adds his own attack - rolled randomly - to every player's battle.
    • All tokens must be accounted for.
First Phase - Exploration
  • Players take their turns in order, revealing tiles and taking actions as normal.
  • On Volkare's turn, he takes a card from his deck.
    • If it is a wound, he rests for the turn, and rolls one die. If he rolls a colour matching an indecisive Unit Offer, and the unit in that slot has not been bought, it is thrown away and Volkare gains an extra keep token.
    • If it is an action of a colour other than red, he moves in that direction as noted on his card. Volkare automatically reveals tiles and ignores all terrain or tokens. If he is up against the edge of the map, he moves as close as he can to the direction chosen. If Volkare moves into a player in this way, they are attacked.
    • If it is a spell of a colour other than red, he moves twice in that direction, using the same rules.
    • If it is a red action, he attacks a Mage Knight adjacent to him, prioritzing by highest Fame.
    • If it is a red spell, he attacks a Mage Knight within two spaces, again prioritizing by highest Fame.
    • In all cases, if he drew a colour and there is an appropriate die in the source, it is rerolled. This includes gold during the day.
  • If Volkare attacks a player, they may either stand and fight - against the entire army - or take a number of wounds based on the round number: 2 during the first day or night, 3 during the second, 4 during the third.
Second Phase - The Race for the City
  • Volkare now moves towards the city if he draws any colour whatsoever - he no longer looks for people to attack on a red. He always takes a path that brings him closer to the city, even if tiles in the way are unrevealed.
Third Phase - Battle for the City
  • When Volkare is next to the City and has to move (i.e. draws a non-wound card), he assaults the city.
    • If the city is not yet conquered by the players, the city grants him entrance. The players lose.
    • If the city has been conquered but no player is present, Volkare destroys the walls and begins to plunder the city. Interaction can no longer be performed there, and the city offers no bonus hand size. If he does this twice, the city is annihiliated and the players lose.
  • If there are players to defend it, they resolve a battle with Volkare's army.
    • If the players do not kill a combined total of four enemies, Volkare has not been fended off - the players lose.
    • If they do managed to kill a combined total of four enemies, Volkare moves one space away from the city.
  • If Volkare's army is completely destroyed, the players win.
Tips
  • Don't reveal the city too early, or Volkare will rush your poo poo.
  • But don't reveal it too late, either. You still have a three day, three night time limit - if you're not done with Volkare in this time, you lose. Allowing Volkare to roam randomly for too long will leave him with too few cards in his deck to reach you, and you'll have to burn away a lot of time letting him come to your position. You'd think this would be good, but it doesn't really work out that way - it means you're having to discard a lot of cards you'd rather keep.
  • Pay attention to tile placement - you know that the city is the last on the stack. Put it somewhere beneficial to your team.
  • Work together to facilitate your builds! Communicate and figure out what to take for yourself, what to leave behind for other people.
  • By the same token, consider buying contested units as a matter of priority so that Volkare can't get them. His army is already pretty big - you don't really want it to swell any further.
Mage Knights
  • Arythea - focusing on spells and red mana.
  • Goldyx - focusing on mana in general.
  • Norowas - focusing on troop use.
  • Torak - focusing on block and not using mana.
  • Wolfhawk - focusing on ranged and not using troops.
  • Krang - focusing on refreshable skills.

Stelas fucked around with this message at 20:14 on Oct 20, 2014

Stelas
Sep 6, 2010

Tippis posted:

There will be trash talk, right? :ohdear:

I am hoping for a chorus of 'oh, poo poo's when I finally post Volkare's level.

Stelas
Sep 6, 2010

Impermanent posted:

What settings are you using for Volkare's speed?

Speed is going to be Fair no matter what. Combat level is the one I'm not certain on.

Stelas
Sep 6, 2010

Ojetor posted:

Noticed from the previous thread that you're running an old version of the LL module. The most current version is here.

That'll help a ton, thanks. I wasn't quite sure where to get it.

Now I just need to edit all the image capture tools back into the module.

Stelas
Sep 6, 2010

Bouquet posted:

First choice NOT Wolfhawk.

Hahahah. No-one likes Wolfhawk.

(Why on earth do people like Krang?)

Stelas
Sep 6, 2010

Fat Samurai posted:

started plenty more solo, restarting as soon as something didn't went my way because I'm a big baby.

I only just learnt that you can go into mazes and labyrinths once per player. I've been cheating horribly on solo mode all this time.

Gutter Owl posted:

So that's ten signups. Clearly, you should do two five player games.

Running Clash of Cultures for friends taught me this is a terrible plan because at one point I will save over the other game's file or mix up the images.

Stelas
Sep 6, 2010

I forgot a comma.

Stelas
Sep 6, 2010

thespaceinvader posted:

His skills are kinda fiddly though.

I think this is true of Krang and Wolfhawk both - their skill tokens are really not in any way as intuitive as the base game's.

Stelas
Sep 6, 2010

ROUND 1 START

Fat Samurai is Arythea!
Gutter Owl is Tovak!
Bubble-T is Wolfhawk!
Tekopo is Krang!
Apologies to all those who didn't get in! Like gently caress I'm running two games simultaneously, though!

Since everyone is solidly experienced with Mage Knight in general, I'm going to up the stakes. Volkaire is now running on Heroic difficulty! This means that the city you'll face is a level 16 megacity, while Volkare himself starts at level 32 - that is 4 city troops, 4 keep troops, 8 dragons and 8 orcs!

Your goal is to work through 10 countryside tiles and 4 core tiles to the final city tile, take over the city, then fend Volkare's army off. You have three days and three nights to do this. 4 unit spaces have been marked as indecisive; these units may join Volkare if he rests up.

Please pick tactics in reverse order i.e. Krang, Wolfhawk, Tovak, Arythea, Volkare.


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

Stelas fucked around with this message at 00:57 on Oct 21, 2014

Stelas
Sep 6, 2010

Let's just drive that home:

Stelas
Sep 6, 2010

Expansion Corner

So I said I'd explain the new features of the expansion as they crop up. Already, we're seeing some of them.
  • Volkare's camp is technically a core tile but doesn't count as one. It does nothing special in this scenario, just denotes his starting position.
  • Walls, as you can see on his tile, cost 1 extra move to cross. If you fight something by crossing over one of them, it is fortified - if it is a site, then it counts as doubly fortified.
  • The dragon on Volkare's Tile has a little purple symbol next to its health. That is the dreaded Arcane Immunity tag - it is functionally immune to all effects except for any type of Attack or Block. Any other card text is completely ignored. That said, its attacks are not immune, and can be stopped or messed with.
  • You'll notice the dragon and the orc also do multiple attacks. That's a thing now, but it works no differently than fighting multiple enemies.
  • In the offer, the Magic Familiars are marked with a Healing Glade symbol, meaning they can be recruited there. The exclamation mark means they can only be recruited by normal means - no Call to Glorying these guys. The mana symbol means you also have to pay a mana to recruit them, with a variety of effects based on how often you cram crystals into their mouth. If you stop at any time, they vanish. Frankly, I love crystals and think familiars suck.
  • Finally, you can't see it because his fat rear end is sitting on it, but Volkare is hiding a Refugee Camp underneath him. These are locations where you can hire any kind of troop whatsoever, but at a higher cost - +0 if village, +1 if mage tower, monastery or keep, +3 if city.

e: Finally, since the transparency on the map has again failed to translate to images - remember that you have a fourth column of tiles available to you, as shown:

Stelas fucked around with this message at 20:54 on Oct 20, 2014

Stelas
Sep 6, 2010

That sucker might make it to turn 2 if Norowas were actually around, or because Chivalry is actually kind of good. I don't see it lasting much longer.

Also the true Arythea strat is Polarization + Dark Crystal Craft + a billion spells.

Stelas
Sep 6, 2010

To be fair, yes, that is also a lot of sweet monks. Though the only one I'd personally give a poo poo about doesn't have a crystal marker on it.

Stelas
Sep 6, 2010

Gutter Owl posted:

...Oh, dang. I didn't actually expect to get in this game. I feel a little guilty that I'm getting to go twice here.

For what it's worth I don't really mind at all, if nothing else because everyone who signed up is experienced and with Volkare's difficulty this is definitely not a Teaching Game. If I can, I'll try to run a couple more weekend games in case inexperienced folks in the thread want to give the game a go.

Stelas
Sep 6, 2010

Bubble-T posted:

Pretty high quality draw for actions and spells overall. How much are we allowed to talk about what we plan to do? When I co-op IRL we do our best to stay out of each other's way.

As much as you like as far as I'm concerned! You guys should really be trying to figure out who gets what out of the offer, where to reveal tiles, and so on.

Stelas
Sep 6, 2010

Volkare takes Right Moment.

Fat Samurai posted:

I'm open to suggestions about that last part, BTW.

Clearing off the units with crystals on them is very important as a general rule, but first and foremost is making sure you've got the tools to actually do stuff. Given that Arythea's got the only (iirc?) source of starting Siege in the game I'd generally pick the Savage Monks up first, yeah.

I've also never played with a Volkare this high. I'm sure it'll be ~fun~.

Stelas
Sep 6, 2010

Tovak's Turn

I didn't have time to update the images this morning, but here's the revised turn order after tactics are taken into account.


Arythea (Fat Samurai) - 0/5 hand, 11 deck, yet to draw.
Wolfhawk (Bubble-T) - 3/5 hand, 11 deck, yet to draw.
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

Stelas fucked around with this message at 09:24 on Oct 21, 2014

Stelas
Sep 6, 2010

Fixed. Man, if most players are around this time in the morning I'll have to see what I can do regarding lunchtime updates.

Stelas
Sep 6, 2010

8 Siege, if you have Concentration around. (2+2 versatility, 4 monks)

Arythea: the best character. Accept no Goldyx substitutes.

Stelas
Sep 6, 2010

Gutter Owl posted:

Play Stamina for Move 2. Move west.

uh

splosh

Stelas
Sep 6, 2010

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

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

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

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

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

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?

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.

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

Stelas
Sep 6, 2010

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

Stelas
Sep 6, 2010

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

Stelas
Sep 6, 2010

Tekopo posted:

Yeah I'm gonna Rest.

You need to pick a normal card to discard when resting! But that can be handled off-turn.

Volkare draws a wound, and rolls Blue. The Northern Monks have been recruited to his cause!

Arythea forgot her gold mana and can just power March instead.

Wolfhawk's Turn


Arythea (Fat Samurai) - 5 hand, 0 deck.
Wolfhawk (Bubble-T) - 5 hand, 6 deck.
Tovak (Gutter Owl) - 6 hand, 5 deck.
Krang (Tekopo) - 6 hand, 3 deck.
Volkare - 36 deck. 4 city, 5 keep, 8 dragons, 8 orcs.
Unit Offer | Fame/Reputation Track

Stelas fucked around with this message at 08:17 on Oct 22, 2014

Stelas
Sep 6, 2010

Krang's rest has been handled and the post updated.

Stelas
Sep 6, 2010

Fat Samurai posted:

I'm hoarding, OK? And I have to power up Rage later on.

Rules doubt: If I assign 4 damage to the Monks after an orc attack, the other 4 go through due to brutal, right? The attack doesn't count as blocked.

Yeah, basically there'll be 8 damage to assign rather than 4.

You can't hoard gold mana! Even if you could, all mana tokens vanish at the end of each turn.

Stelas
Sep 6, 2010

I'm not doing so hot tonight, don't expect many updates. (For once.)

Wolfhawk pops into the dungeon and encounters a Werewolf. By CO, she plays Mana Draw with her stolen die, turns a black die white, and kills it with a Swiftness and a Swift Reflexes.
Wolfhawk levels and gains a skill and an advanced action.

Wolfhawk draws:
Refreshing Breeze: Once a round, flip to get a white crystal and Heal 1.
Taunt: Once a turn, during the Block phase, reduce an enemy's attack by 1, or increase an enemy's attack by 2 and reduce its armor by 2.

Wolfhawk's reward die comes up blue. She has two artifacts to choose (ha ha ha) from on her play area.

Tovak's Turn

By CO, Tovak pokes his head into the ruins. Orcs are on the map, below Tovak's space.


Arythea (Fat Samurai) - 5 hand, 0 deck.
Wolfhawk (Bubble-T) - 2 hand, 6 deck, yet to draw, skill choice, advanced action choice, artifact choice.
Tovak (Gutter Owl) - 6 hand, 5 deck.
Krang (Tekopo) - 6 hand, 3 deck.
Volkare - 36 deck. 4 city, 5 keep, 8 dragons, 8 orcs.
Unit Offer | Fame/Reputation Track

Stelas fucked around with this message at 22:36 on Oct 22, 2014

Stelas
Sep 6, 2010

The game really does have it in for you guys thus far.

I forgot to Expansion Corner: That rock on the stonethrowers indicates that their attack is Cumbersome, allowing the use of Move as Block.

Bubble-T posted:

I can take Curse from the common skill pool along with Fire Bolt, right? If not, give me Refreshing Breeze

Yup, you can.

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Stelas
Sep 6, 2010

Krang's Turn

Tovak levels after taking four wounds to hand. He also picks up four crystals from the ruins.

Tovak flips:
Mana Overload: Cooperative Skill. Once a round, choose a colour other than gold and gain a mana token of that colour. Place this token in the middle. The first player who uses mana of that colour to power a card that gives Move, Influence, Attack or Block gains +4 to that card and returns the skill to you, face down.
Determination: Once a round, draw two cards. If you are last in Fame, gain a blue mana.


Arythea (Fat Samurai) - 5 hand, 0 deck.
Wolfhawk (Bubble-T) - 5 hand, 5 deck.
Tovak (Gutter Owl) - 4/5 hand, 5 deck, yet to draw, skill choice, action choice.
Krang (Tekopo) - 6 hand, 3 deck.
Volkare - 36 deck. 4 city, 5 keep, 8 dragons, 8 orcs.
Unit Offer | Fame/Reputation Track

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