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To be clear, mana tokens last as long as one of your turns, i.e. a hand of cards. (There is also 'a round', which is one night or one day, going through your entire deck.) Mana crystals last forever but you cannot have more than 3 of a given colour, and never gold or black. Also: Opopanax posted:Ok hopefully I'm getting the hang of this and this works Don't worry about it! MK is a game with a whole fuckton of rules and edge cases and whatever else, it can take a while to get the hang of it. That's exactly why I wasn't about to try to throw you guys into a game with vets. If you need to ask any questions absolutely feel free to yell in the thread or in my inbox. Stelas fucked around with this message at 02:58 on May 21, 2015 |
# ? May 21, 2015 02:49 |
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# ? May 13, 2024 01:45 |
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Also, the latest picture only shows two skills in the common offer, does the Ritual of Healing that Arythea didn't pick not go into the common offer? Edit: No joke, just ask Stelas how many PM's I've been bombarding him with trying to understand how combat is supposed to work!
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# ? May 21, 2015 02:55 |
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Captain Bravo posted:Also, the latest picture only shows two skills in the common offer, does the Ritual of Healing that Arythea didn't pick not go into the common offer? At the time, Arythea hadn't chosen her skill yet. When I update hands I don't tend to update the whole map, because processing a 20Mb .png kind of sucks. It'll appear next update.
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# ? May 21, 2015 02:56 |
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Ahh, I see. Yeah, that map is pretty detailed, I don't even want to imagine how much work you have to put into it each turn.
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# ? May 21, 2015 02:58 |
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Ahh, that makes more sense. Ok just the last half thenOpopanax posted:Then use swiftness and Rage sideways to move to the mine.
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# ? May 21, 2015 03:58 |
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Perfect! Well, since Wolfhawk isn't using those White Mana die, I'll Challenge the orc horde beside me, and tag one to power Mana Bolt, for a 6-damage attack. I'll have to take two wounds, since I can't block it's attack, but I will kill the monster and gain a level, as well as restore my reputation back to baseline.
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# ? May 21, 2015 04:11 |
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Captain Bravo posted:tag one to power Mana Bolt, for a 6-damage attack. You still need to pay the blue mana to actually use the spell, first! (Note the mana token symbol to the left of the effect.)
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# ? May 21, 2015 04:14 |
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Oh, I misread, I thought it meant that the mana I play to power it can be of a different color, whoops! In that case, let me get some clarification then, when Ritual Attack says "Throw Away" another card, that means it's gone for good, right? As in, I won't get it back next round? If so, I'll just call for an end of round and not play anything.
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# ? May 21, 2015 04:15 |
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Yeah, Mana Bolt is a very powerful attack but very spendy in terms of mana. And yes, 'throw away' removes a card for good. Update in a bit!
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# ? May 21, 2015 04:19 |
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Captain Bravo posted:Ahh, I see. Yeah, that map is pretty detailed, I don't even want to imagine how much work you have to put into it each turn. Ten seconds or so. I've got this process pretty well automated. The End of Round has been called! Any player can do this by giving up their turn when they have 0 cards left in their deck. Everyone else gets only one more turn, and then the round ends. It is Goldyx's Turn. Goldyx (CirclMastr) - 5 hand, 4 deck. Arythea (berenzen) - 6 hand, 2 deck. Wolfhawk (Opopanax) - 5 hand, 3 deck. Norowas (Captain Bravo) - 2 hand, 0 deck. - End of Round called! Unit Offer | Fame Tracker | City Status | Site Reference | Unit Reference Stelas fucked around with this message at 07:19 on May 21, 2015 |
# ? May 21, 2015 07:16 |
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To add to that 1.You're able to declare End of Round when you run out of cards in your deck but you aren't forced to do so until you run out of cards in both your deck and your hand! So if you think you can squeeze out a few more turns with just the cards in your hand then feel free! 2. Declaring End of Round takes up your whole turn so no doing anything else when do you that! (the first few games of Mage Knight i ever played may or may not have been over really fast because we didn't know this part of the rules and some people playing fast and loose with their decks.)
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# ? May 21, 2015 07:25 |
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HOOLY BOOLY posted:2. Declaring End of Round takes up your whole turn so no doing anything else when do you that! (the first few games of Mage Knight i ever played may or may not have been over really fast because we didn't know this part of the rules and some people playing fast and loose with their decks.) Right! That's why in my initial moves, I didn't declare the end of round, because I thought I would be able to off those pesky orcs. I decided that the Reputation and Level from defeating them would be better than one less turn for everyone else. When it turned out I was mistaken, I went with my plan B.
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# ? May 21, 2015 07:34 |
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After very little consideration, I will play March and enough Stamina cards to move NE one hex and explore/reveal the next tile.
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# ? May 22, 2015 17:36 |
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You can't explore the tile: if you move NE once, you will have moved from a space adjacent to the orc on the right to another space adjacent to it, which means it will forcibly end your movement, and fight you. (Roaming orcs and dragons are the only ones that do this.)
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# ? May 22, 2015 21:08 |
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Fine, I'll just engage the orcs. Rage plus sideways Stamina for 3 Block against its attack, then use my red crystal for powered Rage to kill it, yes? Can I then move and explore the tile, or is exploring the same action I used to engage?
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# ? May 23, 2015 00:23 |
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Exploring isn't an action in and of itself, but you aren't allowed to move after an action. However, you can move to the glade, have the orcs attack you, then take it down normally from there. (Probably beneficial, since then you're on a glade.) e: That too, yes. Stelas fucked around with this message at 00:31 on May 23, 2015 |
# ? May 23, 2015 00:27 |
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Also, the orcs have physical resistance. They halve physical attack.
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# ? May 23, 2015 00:30 |
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berenzen posted:Also, the orcs have physical resistance. They halve physical attack. That's the Ironclad. He'd be fighting the diggers, who have fortified.
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# ? May 23, 2015 00:48 |
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Stelas posted:Exploring isn't an action in and of itself, but you aren't allowed to move after an action. However, you can move to the glade, have the orcs attack you, then take it down normally from there. (Probably beneficial, since then you're on a glade.) Let's go with that then.
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# ? May 23, 2015 01:06 |
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Also, you'll want to use one of the Red Mana Die, not your crystal. You can pull one for free each turn, and that will let you save your crystal for later, when you might need it.
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# ? May 23, 2015 01:16 |
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Goldyx takes down an orc, gets 2 Fame and 1 Reputation for the honour, and levels. On odd numbered levels, you don't get a skill and an action - you get a command token instead. This gives you an extra unit slot, and increases either your hand size or your armor rating. In this case, Goldyx's armor rating goes up to 3. Also, since I'm nice, I'm going to assume that Goldyx uses his crystal generation skill before he runs out of turns this round. ^^^ Also a good point! It is Arythea's turn. Goldyx (CirclMastr) - 4 hand, 0 deck. Arythea (berenzen) - 6 hand, 2 deck. Wolfhawk (Opopanax) - 5 hand, 3 deck. Norowas (Captain Bravo) - 2 hand, 0 deck. - End of Round called! Unit Offer | Fame Tracker | City Status | Site Reference | Unit Reference
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# ? May 23, 2015 01:17 |
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Gonna use my Diamond Ring to get a white crystal, a white mana and 1 fame. Use the white mana to power Song of Wind for Move 2. Play stamina to bring me up to move 4. Move NE, E, NE to knock on the Keeps Door and say hello.
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# ? May 23, 2015 01:36 |
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Could someone give me a stupid person's breakdown on mana and the source? Because I feel like I'm not getting something with it
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# ? May 23, 2015 01:55 |
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From what I understand, Mana works like this: There are three forms of Mana, Die, Tokens, and Crystals. Die are the six mana that are rolled inside the source. They are available to all players, last through the entire round, and short of a special ability you can only take one per turn. Each time you use a mana die, you reroll it and return it to the source for the other players. Tokens are short-term mana points for one player. Special abilities can allow you to grab mana tokens, which you can then spend on your turn. However, a token only lasts for one turn. If you play a card that lets you pull a token, you must use that token on your turn, because at the end of your turn you lose it no matter what. Crystals are long-term mana storage. Crashing a crystal mine or using an ability that creates them gives you a mana point that you can spend whenever, and hold as long as you like. This is only applicable for the four main colors, there are no gold or black mana crystals, and you can only hold three of each color at most. They are the most valuable, because they last as many turns and rounds as you need them to, and are only usable by you.
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# ? May 23, 2015 02:03 |
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The Source is mana that you can draw from once per turn. It's the die pool. There are additional ways to draw mana, such as the card Concentrate or through mana crystals. These do not count toward drawing from the source. Edit: captain bravo describes it better than I can on my phone.
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# ? May 23, 2015 02:06 |
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Thanks, I think I get it now
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# ? May 23, 2015 02:07 |
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Map now includes a rerolled red die for Circlmastr's turn. Important Note: Please ignore the shaded spots on the water. You're actually allowed to explore much wider than that, to the edges of the image. That is, Wolfhawk can explore to the east and Goldyx could explore NW of the remaining orc. So I'm going to break down Arythea's move real quick because it's an interesting one. Song of Wind gives 2 move but also reduces the cost of moving on plains and deserts by 2. An extra Stamina bumps it up to 4 Move, and then:
Anyway, the keep reveals some swordsmen. Because of the wall and the keep, they are double-fortified. Not even Siege will work on them. Goldyx (CirclMastr) - 4 hand, 0 deck. Arythea (berenzen) - 3 hand, 2 deck. Wolfhawk (Opopanax) - 5 hand, 3 deck. Norowas (Captain Bravo) - 2 hand, 0 deck. - End of Round called! Unit Offer | Fame Tracker | City Status | Site Reference | Unit Reference
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# ? May 23, 2015 03:24 |
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Everyone please check your hands are what you expect them to be, I did a minor gently caress-up in the other thread.
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# ? May 23, 2015 06:11 |
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poo poo. Didn't realize that double fortify meant that I couldn't seige. Was gonna blow em up with my monks and improvisation. Chump 1 attack with monks, take the next. Pull the Red die to power Battle Versatility and play Rage unpowered for 6 attack. Kill, level and curse myself for missing that rule. Luckily, my hand size and my armour are more now. E: Wrong card berenzen fucked around with this message at 07:32 on May 23, 2015 |
# ? May 23, 2015 07:19 |
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Not sure what you meant with monks + improv, but note that adding Attack to Siege Attack doesn't give you more siege, and you can use Siege/Ranged as regular attack when you can't (or don't have enough) Siege/Ranged. e: you meant Battle Versatility instead of improvisation, didn't you? I had your hand for a bit
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# ? May 23, 2015 07:30 |
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rchandra posted:
Yeah, meant battle versatility. Coulda mana pulled to get 6 siege attack with it.
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# ? May 23, 2015 07:33 |
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Arythea takes over a keep. Keeps are deceptively useful - they might not give you anything when you take them over, but as long as you're adjacent to one or on one you get a boost to hand size of +x, where x is the number of keeps you've taken over. Having a big network can be really useful! Arythea also levels, picking up a command token. It is Wolfhawk's Turn. Goldyx (CirclMastr) - 4 hand, 0 deck. Arythea (berenzen) - 4 hand, 0 deck. Wolfhawk (Opopanax) - 5 hand, 3 deck. Norowas (Captain Bravo) - 2 hand, 0 deck. - End of Round called! Unit Offer | Fame Tracker | City Status | Site Reference | Unit Reference
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# ? May 23, 2015 08:03 |
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Do I need to pay a movement cost to fight that monster or can I just initiate battle with him now?
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# ? May 23, 2015 23:46 |
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Nope. You can attack it without moving onto it.
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# ? May 23, 2015 23:51 |
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Cool, I'm probably way off with this but I suppose it's the best way to learn. Grab the white dice from the source, which I use to power up Swift Reflexes to use a ranged attack of 3. Determination to block 2, and Mana Draw sideways for the extra attack I need. If I'm reading this right that'll let two damage through which should dash against the rocks of my armour. Concentration to take a white token and Crystallize to...well, crystallize it.
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# ? May 24, 2015 00:04 |
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Attacks and Block are all-or-nothing. You either kill it all in a combat turn, or block it all in a combat turn, or nothing at all. So since you don't have enough ranged attack to kill it in one go, that ranged attack becomes a normal attack. Since you don't have enough block to block it all, your block is useless, you can't play it. Your ranged attack and normal attack will stack in the attack round, so you can still kill it. And, since your armor value on your character sheet is two, you'll only take two damage despite not blocking anything.
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# ? May 24, 2015 00:22 |
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Oh crap, i need at least one more attack than his armour, don't I? I'm confused about why my block wouldn't work though, it looks like he has 4 attack and I am using 5 block
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# ? May 24, 2015 00:44 |
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Determination is only Block 2.
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# ? May 24, 2015 00:50 |
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Also, Wolfhawk is by the summoners, right? you'll face a mysterious (often very vicious) attack first, if you can't make Ranged 4. Armour is a little confusing. When an attack hits you, you take (damage / armour) wounds, rounded up. So an attack for 1 or 2 when you have 2 armour is one wound.
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# ? May 24, 2015 01:13 |
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# ? May 13, 2024 01:45 |
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Captain Bravo posted:Determination is only Block 2. Oh! right, I changed my plan around a couple times, I mixed myself up there. Can I do the same plan but play determination sideways for the extra attack I need?
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# ? May 24, 2015 01:23 |