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Stelas
Sep 6, 2010

Welcome to the second Mage Knight thread.



Intro Guide
Base Rules
Lost Legion Rules
Getting Vassal Working

Thread 1 - Base Game Competitive
Thread 2 - Voltare Tough/Fair

What?

Mage Knight is the finest stomp-the-countryside simulator you'll ever see. Bridging an adventure game with a cardbuilding game with a living card game, it's up to the players to land their infamously powerful Evil Generals on the edge of an Atlantean continent, armed only with a deck of 16 cards whose effects range from 'hit poo poo' to 'block poo poo' to 'move my poo poo' to 'buy poo poo'. From there they must build their power, add new cards to their deck and new units to their army, and learn how best to combine efficiency with efficacy in order to ultimately reach the major cities of the region and flatten them into dirt. Lost Legions is the expansion that never should have been an expansion to begin with, an answer to the game's premature release due to financial concerns. It is, in effect, the 'complete' version of the game, adding many more cards and units to the stacks the players already face. It also includes Voltare, a famous general aligned against them that the players may have to fend off, or else race against.

I've run two of these threads by now, but you really can't have enough in the way of Mage Knight, so here I am again. Maybe one day I'll get to play? Maybe? Anyone?

So what's the plan?
  • This will be a four player competitive game, using Standard Conquest rules and Lost Legion tiles, just to get back into the swing of things and enjoy some good old fashioned stomping. In this mode, the players are not harassed by Voltare - they simply have to get to and take down the cities ahead of the other players.
  • Despite that, direct PVP is off because it sucks. You can still take over opponent keeps, however.
  • Standard houserule applies: if your first hand of the Round has no Move cards prior to Tactics choice, you may mulligan it.
  • 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, COs and peanut posting are all allowed (and encouraged).
Recruiting
  • I'm looking for four players. People new to the game are welcome and I will try to aid in your understanding of the rules, but be aware that Gutter Owl may just suddenly swoop by and dunk your score like a nerdy Batman.
  • PMs are required. Sorry! I need to provide links to your hand and it will help immeasurably if you have a way to provide me with COs and if I have a way to poke you if you're slow.
  • When signing up, please list your two preferred characters in order.
  • Recruitment will be open for 24 hours, whereupon selection will be by random draw.
  • I would like players who can check in at least once per day. Please note that I am in a new timezone, on a new laptop, and am using a new resolution and new software to make my updates. All of this may mean I'm a little slow until I get the workflow down, but by and large it shouldn't be a problem.
The Mage Knights
  • Arythea - focuses on spells and red mana.
  • Goldyx - focuses on mana in general.
  • Norowas - focuses on troop use.
  • Torak - focuses on block and not using mana.
  • Wolfhawk - focuses on ranged and movement.
  • Krang - focuses on refreshable skills.

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Stelas
Sep 6, 2010

berenzen is Arythea.
CirclMastr is Goldyx.
Captain Bravo is Norowas.
Opopanax is Wolfhawk.

Your goal is to race across the countryside, building up your power and taking over as many sites as possible, while also making sure you use your cards in the best possible fashion. I am not going to tell you guys how to play your entire hand, but I (or anyone else watching and reading along) can provide help if you need it to understand what's going on. I do expect you guys to have read the rules or to have watched the tutorial videos, though!

Here are some references, and things that aren't listed in the guides:



Here is an example deck. Arythea's, to be precise, but all decks are fundamentally similar - 4 movement cards, a handful of combat cards ranging between attack and ranged attack, some influence cards, and a smattering of other effects. You'll find it much easier if you keep track of what cards you have or haven't used.

And here is a list of sites, and what they do. You will definitely need to read through these to understand the map.

I'll be setting up the other game first, so now is the time to ask if you have fundamental gameplay questions.

Stelas
Sep 6, 2010

ROUND 1

The sun rises on the first day. Ahead of the Mage Knights lies the Atlantean Kingdom, its cities relatively undefended against their assault at level 4.

Please pick tactics in reverse order i.e. Opopanax, Captain Bravo, CirclMastr, berenzen. Additionally, please let me know if any of the images are too small or too big or too fuzzy - I am dealing with a new resolution of laptop and new programs so my guesses may be a little off. Hands will be PMmed in just a moment.

Remember, tactics will determine both an ability for you to use during the round and your actual turn order.


Arythea (berenzen) - 5 hand, 11 deck.
Goldyx (CirclMastr) - 5 hand, 11 deck.
Norowas (Captain Bravo) - 5 hand, 11 deck.
Wolfhawk (Opopanax) - 5 hand, 11 deck.
Unit Offer | Fame Tracker | City Status | Site Reference | Unit Reference

Stelas
Sep 6, 2010

Other miscellaneous notes and generally forgotten things:

- Don't forget you can play cards sideways for 1 Move / 1 Attack / 1 Block / 1 Influence.
- Don't be afraid to take some wounds if you have some way to get them out of your hand quickly. Regeneration, healing from villages or monasteries, a quick rest, or sitting in a healing glade for a while.
- 6 Attack will generally get you through a monastery or dungeon, not counting Block.
- 6 Ranged Attack will generally get you through a monastery or dungeon too, but that's a bit harder.
- You can move through other players, just not sit on the same spot as them. You can use towers that other people took over, but not keeps - you will have to take them over yourself.
- Read the site summaries!!
- Mana tokens last only as long as your turn. Mana crystals last as long as you like but you can only have 3 max.
- You only get access to one mana die a turn, barring anything else.
- Move costs are in the bottom-left of the map.
- Revealing a tile next to the edge of the visible map takes 2 Move.

Stelas
Sep 6, 2010

HOOLY BOOLY posted:

Don't know if Stelas was wanting to do these kinds of explanations himself but since he doesn't seem to be here at the moment i hope he doesn't mind if i do it this once :v:

I am absolutely a-okay with other people helping out with directions. Hooly Booly's right - you're choosing your turn order by picking one of the golden cards at the bottom of the map.

I'm going to try to stay a bit hands-off on outright stating which tactics are the best ones and other value judgements like that, because I want the players to have the chance to figure that out for themselves and not simply follow whatever I recommend.

Stelas
Sep 6, 2010

Captain Bravo is up to pick a tactic, with Great Start having been taken. (Don't worry about waiting for an update mid-tactics picks, easier if I wait til everyone's picked one.)

Stelas
Sep 6, 2010

By CO, berenzen takes Planning. Opopanax has the first turn. Proper update to follow in a bit, but Opopanax can declare actions now as Wolfhawk's hand hasn't changed.

Stelas
Sep 6, 2010

Er. Yes. Sorry, I briefly confused Great Start with Early Bird.

Stelas
Sep 6, 2010

ROUND 1

So once again real quick, remember you can only use one die per turn, barring effects that let you use more like Goldyx' Mana Steal tactics card he just took, and those let you power the bottom half of cards. If you have any questions on what different sites do or what you might be likely to face, check the links below the map. Sorry if they're fuzzy, they're not particularly optimized within the module itself.

Right now, moving to (or even dealing with!) locations you think would be beneficial is generally best, since other people won't be able to stay on the spaces you end your turn on. For new players it's often better to move to a space, refill your hand of cards, and actually face the place with a full hand.

Orcs (the green tokens) differ from everything else as they block passage and you have to fight them from adjacent, and in fact will forcibly end your turn if you move from one hex adjacent to them to another hex adjacent to them. Everything else, you have to move on to in order to fight.

It is Goldyx's Turn.


Goldyx (CirclMastr) - 5 hand, 11 deck.
Arythea (berenzen) - 5 hand, 11 deck.
Wolfhawk (Opopanax) - 7 hand, 9 deck.
Norowas (Captain Bravo) - 5 hand, 11 deck.
Unit Offer | Fame Tracker | City Status | Site Reference | Unit Reference

Stelas fucked around with this message at 04:03 on May 16, 2015

Stelas
Sep 6, 2010

imgur is having a bit of a fit at the moment, so I will hold off on fully updating just yet. berenzen is free to call their turn for me to run in the meantime.

Stelas
Sep 6, 2010

Man, I just realized you guys have pretty awful mana.

It is Wolfhawk's Turn.


Goldyx (CirclMastr) - 5 hand, 9 deck.
Arythea (berenzen) - 6 hand, 7 deck.
Wolfhawk (Opopanax) - 7 hand, 9 deck.
Norowas (Captain Bravo) - 5 hand, 11 deck.
Unit Offer | Fame Tracker | City Status | Site Reference | Unit Reference

Stelas fucked around with this message at 05:00 on May 16, 2015

Stelas
Sep 6, 2010

Good point, thank you. Might be best to remind me of that when it happens, tactics are easy to lose track of. Hand should be updated now.

Stelas
Sep 6, 2010

I can definitely see them in your hand - try reloading the image link I PMmed you at the start of the game. You should have seven total.

Stelas
Sep 6, 2010

So you'll want to bear in mind that hexes have movement costs - these are listed on the bottom-left of the map, on the rectangular plate with the different colour mana dice on it. Getting to the purple circle (the magical glade) will mean you have to go into a plain hex (E), and then into a forest hex (SE), for a total of 2 + 3 = 5 movement. Playing March on its own only gives you 2 - the top half of the card. If you can find a way to power it with mana it will give you 4 - the bottom half of the card - but none of the dice in the source are the right colour so you'd have to use a card in your hand that gives you mana tokens.

Alternatively you could play multiple move cards from your hand, or else some move cards and some cards sideways. Any card can be played sideways to give you 1 Move, 1 Influence, 1 Attack, or 1 Block, so you could play March and 3 sideways cards to get to 5. However, this might be a bit wasteful in terms of card efficiency and utility! Similarly, remember that your normal hand size is 5 - you draw up to this at the end of each turn, so there's not a lot of point in spending 2 cards or less right now, because you wouldn't get anything new in your hand.

If you're wondering where to head, villages and monasteries are good choices - these allow you to buy troops for your army, and have other benefits. A mage tower would let you get spells, but it's on desert, which has an enormous move cost to get to right now. For quick reference, here's what's on the board thus far:

Crystal Mine (Blue) | Dungeon (Goldyx has his rear end sat on it) | Mage Tower | Magical Glade | Marauding Orcs | Monastery | Village

Stelas
Sep 6, 2010

It is Norowas's Turn.


Goldyx (CirclMastr) - 5 hand, 9 deck.
Arythea (berenzen) - 6 hand, 7 deck.
Wolfhawk (Opopanax) - 6 hand, 9 deck.
Norowas (Captain Bravo) - 5 hand, 11 deck.
Unit Offer | Fame Tracker | City Status | Site Reference | Unit Reference

Stelas
Sep 6, 2010

It is Norowas's Turn. Again.

Because you moved next to it, everyone gets to see what the defender of the mage tower is.

A quick note for all players, since the other game reminded me: the map can 'stretch out' to one more hex in either direction. That is, you could move east from the blue mine, or NW from the top-most orc, and still uncover a tile there. (Think of it as 'extending' the coastlines that the start tile has on it.) Unfortunately, the incorrect shading is just thanks to how Vassal captures images, it doesn't properly copy transparencies.


Goldyx (CirclMastr) - 5 hand, 9 deck.
Arythea (berenzen) - 6 hand, 7 deck.
Wolfhawk (Opopanax) - 6 hand, 9 deck.
Norowas (Captain Bravo) - 5 hand, 7 deck.
Unit Offer | Fame Tracker | City Status | Site Reference | Unit Reference

Stelas
Sep 6, 2010

The expansion sometimes does not gently caress around, yeah. It's probably one of the heftiest mage tower monsters there is.

Stelas
Sep 6, 2010

Captain Bravo posted:

Ok, to start with I'll draw a white mana die from the source, and use it to power Mana Draw, turning it into two white mana tokens.

Mana Draw is a bit obnoxiously worded, so I'll just make it clear: when you play Mana Draw, you choose another die from the source to turn white. The original die you used will get rerolled after your turn, the one that you turn white to get the two mana tokens will stay that way. In effect, you can manipulate the dice in the source a little.

Stelas
Sep 6, 2010

Bah, Norowas players. Always too nice.

I'll start doing little notes along with each update, just for things to watch out for:
  • Even though there's a 6 poison attack guy on the mage tower, note that one of the Veteran players let it hit him for a total of 6 wounds, purely because it meant getting some of the desirable and available skills and spells quickly. Knowing when to take wounds is important - don't try to get through the game unscathed, and remember you have ways to heal in your deck and on the map (magical glades, villages, monasteries).
  • Units are very good for two main reasons: for one, they have abilities, and each unit can be used for their abilities once per night or day, or more times if you have a way to re-ready them. For two, they can take hits for you, though they are somewhat harder to heal back up than you are. It's always worth bringing some along, even as Wolfhawk.
  • Note that my advice about the village no longer holds true - there are no units left that can be bought in villages until the next round rolls around! Monasteries, Keeps and Mage Towers are your options now.
  • The round ends when a) someone has no cards left in their deck and b) that player chooses not to play any more cards on their turn and calls Round End and c) their next turn rolls around. As such, Norowas' two turns in a row using his entire hand mean that everyone else is going to be feeling a little rushed. Pressuring your opponents to have to hurry can be very useful, provided you can do something with your own cards first.

It is Goldyx's Turn.


Goldyx (CirclMastr) - 5 hand, 9 deck.
Arythea (berenzen) - 6 hand, 7 deck.
Wolfhawk (Opopanax) - 6 hand, 9 deck.
Norowas (Captain Bravo) - 7 hand, 0 deck.
Unit Offer | Fame Tracker | City Status | Site Reference | Unit Reference

Stelas fucked around with this message at 04:36 on May 18, 2015

Stelas
Sep 6, 2010

Norowas takes a reputation hit to draw 2 cards.
Goldyx's dungeon reveals a Manticore (shown to the left).


Goldyx (CirclMastr) - 5 hand, 9 deck.
Arythea (berenzen) - 6 hand, 7 deck.
Wolfhawk (Opopanax) - 6 hand, 9 deck.
Norowas (Captain Bravo) - 7 hand, 0 deck.
Unit Offer | Fame Tracker | City Status | Site Reference | Unit Reference

Stelas
Sep 6, 2010

That's Assassin, meaning that its damage cannot be blocked by units.

I'm actually writing out a big update now to take you guys through an example combat.

Stelas
Sep 6, 2010

So, this is pretty dicey. Goldyx has drawn one of the nastier dungeon monsters, but it's a good opportunity to walk you guys through combat with an example, especially as I can only see one way that Goldyx can win this and one way he can block.

You can see from the token that the Manticore has a whole load of abilities. From the top:
  • It has 6 Health.
    • It also has Fire Resistance, meaning that any Fire Attack is halved (round down) and any unusual effects (that is, anything that is not a number) on red cards do not work on it.
  • It has 4 Attack.
    • The poisoned dagger marks out that it is an Assassin, and units cannot take its damage in Goldyx's place.
    • The bow and arrow marks out that it is Swift, so you would need to play double its attack in Block - Block 8 - to successfully block it.
    • The poison drop marks out that it is Poisonous. For every wound that you take to hand from one of these, you also take one to your discard pile ready to come back to bite you later.
  • It gives out 5 Fame on a kill.
Combat goes in several steps, in order:
  • Ranged/Siege
  • Block
  • Assign Damage
  • Attack
For reference, here's Goldyx's current hand:


It's not great for combat at the moment. There's only one card that gives Attack or Block natively, and there are no dice in the source that can power it up. (Remember, being in the dungeon counts as it being night-time - you can't use gold mana!) It's kind of a losing proposition against most of the dungeon enemies - you can look up all the possibilities by checking the Unit Summary underneath my updates. Still, there's a way to win here, and there might not be time to go slow what with Norowas nearly out of cards. As we go ahead, it's important to remember that partial attacks and partial blocks don't count for anything in MK. You've got to kill the monster outright during a phase, or block it outright. No playing Block to slightly lower its attack.

Ranged and Siege Phase gives you an opportunity to take out the monster ahead of time. They are functionally identical in nature - both damage types can be combined, and apply in the same way - but any creature within 'built up' settlements such as mage towers or keeps or cities will be Fortified, and thus get to skip the Ranged phase. Siege attacks are the way to go for them if you really don't want to fight. If Goldyx had a total of 6 Ranged/Siege damage within his hand he could end the encounter now. He doesn't, so we move on.

Block Phase is where you try to block the opponent's attack. Goldyx has two options here:
  • He could try to block the attack. Block 8's tough to get to, but Goldyx could do it:
    • Take a white die from the source, power Mana Draw, turn a die green to get two green mana tokens.
    • Power Will Focus to play Determination for Block 5, gaining an extra 3 from Will Focus' strong effect, to make 8.

    He'd take no damage, but would have spent most of his hand for nothing - he'd have no more cards to effectively attack the Manticore with, and would have to come back next turn to try to take it out, risking another attack along the way.

  • He could take the attack to the face.
Assuming he takes the damage, we move on to Assign Damage. The manticore is doing a total of 4 damage. If you look at your player boards you'll see a little hexagonal token in the middle, with two numbers on it. This is your Armor and your Hand Size, and it will rise as you gain levels, starting at 2 Armor and 5 Hand Size. The amount of wound cards you take is equal to the damage taken, divided by your Armor, rounded up. In this case, that 4 damage would mean 2 Wounds to Goldyx's Hand, and 2 to his discard pile from the Assassination ability. Annoying, certainly, but manageable over time. Units can take this damage for you, in part, but are harder to heal up than you are.

Finally, Attack Phase. Note that if you're facing a fortified enemy, you can play Ranged Attack in this phase - it gets lumped into the rest of your normal Attack. Goldyx has to deal 6 damage to take the creature out. He can do this, but it will take his entire hand: Determination for 2 Attack, and the other 4 cards sideways for +4.

A note on Wounds: wounds you take will stay in your hand, slowing you down as you get to draw less useful cards. There are three ways to get rid of them:
  • Heal effects can throw away that many wounds from your hand or units. Everyone starts with Regeneration, and Refreshing Walk in the offer is an example of another Heal card you could get.
  • If you aren't moving or doing an action (fighting, interacting, etc) you can Rest. This allows you to discard a normal card and any number of Wounds... but they'll still be in your deck, ready to come around next time.
  • Ending your turn on a magical glade lets you throw away a wound from your hand or discard pile.
So, to sum up, Goldyx could:
  • Use 3 cards to block the Manticore entirely, and escape unscathed.
  • Use all 5 to take several wounds but kill it off, getting the dungeon reward (a spell or artifact) and a level up (a personal skill and an advanced action from the offer).
It's up to CirclMastr as to what he wants to do here. Sorry for the huge block of text - I've tried to be especially clear on how this works now, to prevent questions down the line.

Stelas fucked around with this message at 05:46 on May 18, 2015

Stelas
Sep 6, 2010

It's in the original but only for fire > red immune and ice > blue. As to the specifics it's just Arcane Immunity but only to certain colours. The rules are tucked away with the resistances.

Stelas
Sep 6, 2010

Goldyx takes 2 wounds to hand, 2 wounds to discard, levels, and rolls a die to find out his reward for the dungeon. He rolls a Blue, and gets an artifact.

Levelling up and any rewards or purchases are added to the top of your deck at the end of your turn, before you draw back up to your hand limit. In effect, generally, you will get to use anything you gain on your next turn. (Goldyx's hand currently consists solely of the two wounds he just picked up.)

For his skill, Goldyx draws 2 tokens - you can see this on the top-left of his player board. One will go to his skills, the other will go to the common offer for other people to potentially get later. Goldyx draws:
Freezing Power - Each turn, you gain +1 Siege Attack or +1 Ice Siege Attack.
Red Crystal Craft - Once a round (i.e. once per day or night), flip this skill to get a blue mana crystal and a red mana token.

For his advanced action, he may choose any of the three cards in the middle-left of the offer, where it says Advanced Action offer. Fire Bolt is ranged attack, always useful. Refreshing Walk would immediately help with his wounds. Noble Manners is strong purchasing power.

For his artifact, he draws two, and may choose one of them. Artifacts do not have a mana cost to power them up. Instead, they give a standard effect on the top, and a vastly improved effect on the bottom... but using the bottom effect will blow the artifact up and remove it from your deck. Again, these will be visible on his player board while he gets to choose, this time it's:
Golden Grail - Heal 2. Fame +1 for each point of healing spent this turn.
Endless Bag of Gold - Influence 4. Fame +2.

He also marks the dungeon with his shield, to show it has been conquered and for scoring purposes. Dungeons are a little unusual in that other people can go into them - but they won't get a reward, just the xp for the ensuing fight.

In future, I won't show most of this stuff, or at least won't spell it out, but no harm in being verbose right now. Meanwhile, it is Arythea's turn. By CO, Arythea uses Tranquility to draw a card.


Goldyx (CirclMastr) - 2 hand, 9 deck, yet to draw, skill choice, action choice, artifact choice.
Arythea (berenzen) - 6 hand, 6 deck.
Wolfhawk (Opopanax) - 6 hand, 9 deck.
Norowas (Captain Bravo) - 7 hand, 0 deck.
Unit Offer | Fame Tracker | City Status | Site Reference | Unit Reference

Stelas
Sep 6, 2010

Sorry, guys, rough day at work. Update in about an hour.

Stelas
Sep 6, 2010

It is Wolfhawk's Turn.


Goldyx (CirclMastr) - 5 hand, 8 deck.
Arythea (berenzen) - 6 hand, 3 deck.
Wolfhawk (Opopanax) - 6 hand, 9 deck.
Norowas (Captain Bravo) - 7 hand, 0 deck.
Unit Offer | Fame Tracker | City Status | Site Reference | Unit Reference

Stelas
Sep 6, 2010

I mentioned this last time, but it really bears repeating: your time is limited by how fast everyone else is going through their decks. With 0 cards left in his deck, Norowas has the option to call End of Round on his next turn. If that happens, you would get one final turn this round - and the 7 or so cards remaining in your deck would go unused. This is the time to start burning more in the way of cards!

Stelas
Sep 6, 2010

Wolfhawk goes a-walking.

Norowas knocks over a Mage Tower. Doing so gets him -1 Reputation, but gets him a free spell of his choice from the offer - that's the cards in the top-left. He also levels, and gets to choose an advanced action (middle-left) and a skill.

Norowas' skill picks are:
Prayer of Weather - PVP Skill. Once a round, flip this token. For this turn, movement costs for you are at -2, to a minimum of 1. Until the start of your next turn, movement costs for other players are +1 to a maximum of 5.
Bonds of Loyalty - Add 2 normal units to the unit offer. Gain an extra unit slot. Any unit you assign to this slot may not be removed, but is purchased at -5 Influence and may accompany you where units normally could not (i.e. dungeons, mazes, burning a monastery).
Alternatively he can take one of the skills left in the common offer, in the bottom-right of the map. Doing so forces you to take the right-most advanced action, however.

It is Goldyx's Turn.


Goldyx (CirclMastr) - 5 hand, 8 deck.
Arythea (berenzen) - 6 hand, 3 deck.
Wolfhawk (Opopanax) - 5 hand, 6 deck.
Norowas (Captain Bravo) - 0 hand, 0 deck, spell choice, advanced action choice, skill choice.
Unit Offer | Fame Tracker | City Status | Site Reference | Unit Reference

Stelas
Sep 6, 2010

I've seen this trip someone else up before, so I will note real quick that 'throw away' means you remove a card from your deck for good, unlike 'discard'. There is a benefit in having a small, fast deck - just be careful what you burn away. Also, note that spells absolutely require a mana, no matter what.

CirclMastr posted:

Is it my whole action to use the golden grail?

Nope. Resting only takes a full action if you are doing the whole 'discard a card to discard any number of Wounds' deal.

Stelas
Sep 6, 2010

Goldyx heals up.

Arythea's monastery reveals a Monk, and she toasts it. Arythea levels and gets an artifact from the monastery, and a skill and advanced action.

Arythea's skill picks are:
Ritual of Healing - Once a round, throw two wounds out of your hand. Put one of them into the hand of the nearest player.
Invocation - Once a turn, you may discard a wound for a red or black mana token, or any other card for a green or white mana token.

Arythea's artifact picks are:
Soul Harvester - +3 Attack, and gain a crystal if you defeat the enemy.
Diamond Ring - +1 Fame, +1 White Mana Token, +1 White Mana Crystal.

It is Wolfhawk's turn.


Goldyx (CirclMastr) - 5 hand, 4 deck.
Arythea (berenzen) - 3 hand, 3 deck, artifact choice, skill choice, action choice.
Wolfhawk (Opopanax) - 5 hand, 6 deck.
Norowas (Captain Bravo) - 2 hand, 0 deck.
Unit Offer | Fame Tracker | City Status | Site Reference | Unit Reference

Stelas
Sep 6, 2010

Nope, you can use the card straight away. The only things that restrict you are interacting with a location and having a fight. (And even then, you can play a majority of cards in and around those actions.)

Stelas
Sep 6, 2010

berenzen posted:

Also Stelas, the Arythea token should be at -2, not the Norowas token.

Whoops. Fixed.

Istvun posted:

I just took a look at the rulebook and this is not quite how it works for mazes, unlike dungeons.

Uggggh.

Hands are updated.


Goldyx (CirclMastr) - 5 hand, 4 deck.
Arythea (berenzen) - 6 hand, 2 deck.
Wolfhawk (Opopanax) - 5 hand, 5 deck.
Norowas (Captain Bravo) - 2 hand, 0 deck.
Unit Offer | Fame Tracker | City Status | Site Reference | Unit Reference

Stelas
Sep 6, 2010

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

Stelas
Sep 6, 2010

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.

Stelas
Sep 6, 2010

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.)

Stelas
Sep 6, 2010

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!

Stelas
Sep 6, 2010

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. :sweatdrop:

Ten seconds or so. :toot: 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!
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Stelas fucked around with this message at 07:19 on May 21, 2015

Stelas
Sep 6, 2010

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.)

Stelas
Sep 6, 2010

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

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Stelas
Sep 6, 2010

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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