|
I'll take The Right Moment.
|
# ¿ May 16, 2015 02:36 |
|
|
# ¿ Apr 28, 2024 16:44 |
|
Ok, I'll play Concentration and pick a Blue mana token, then I'll play Stamina with the mana token for four move along with Determination and Threaten both played sideways to get me six move. I'll move East, Northeast, and then East to land on the village, end my turn, and use The Right Moment to get a second turn immediately. (I'll choose what to use on that turn once my hand refreshes.)
|
# ¿ May 17, 2015 11:28 |
|
A 6/6 Poison Mage!?
|
# ¿ May 17, 2015 11:45 |
|
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. I'll use the first Mana Token with Crystallize to get a white mana crystal, and I'll use the second token with Noble Manners, along with Rejuvanate and Rage played sideways, to generate six influence, which I will then use to purchase a squad of Utem Crossbowmen from the village, generating an additional 1 Fame and 1 Reputation from Noble Manners.
|
# ¿ May 17, 2015 11:55 |
|
In that case, I'll be nice to everyone else, and turn the Black die in the source to white.
|
# ¿ May 17, 2015 12:03 |
|
While Goldyx raids the dungeon, I will Raid the VillageStelas posted:Bah, Norowas players. Always too nice.
|
# ¿ May 18, 2015 01:48 |
|
Are you going to do anything else with your turn, Opopanax?
|
# ¿ May 19, 2015 18:11 |
|
Awesome. Here's my badass turn: Play Swiftness, March, and Stamina for six move, spend five of it to move north to the mage tower. Hurl insults at the poison mage until he attempts to attack me, which I will block with Rage and by taking a gold mana die from the source, empowering Improvisation, and discarding my second March for 7 total points of block. Having easily defended myself from the mage's limp-wristed lunge, I will then (Entirely in self-defense, mind you) play Swiftness with my white mana crystal, and have my Uted Crossbowmen attack for six total damage, evaporating the mage and using up all of my cards.
|
# ¿ May 19, 2015 20:37 |
|
Oh come on, it was self-defense! Why's everybody gotta make me out to be the bad guy?
|
# ¿ May 19, 2015 22:29 |
|
I'll take Bonds of Loyalty, Ritual Attack, and Mana Bolt.
|
# ¿ May 20, 2015 02:46 |
|
You do know that mana tokens and mana die have to be used the turn they're taken, right? Unless you have a way to convert them to crystals, or are planning to use them with your last card somehow, both of those mana will go right back into the source when it becomes my turn.
|
# ¿ May 21, 2015 02:45 |
|
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!
|
# ¿ May 21, 2015 02:55 |
|
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.
|
# ¿ May 21, 2015 02:58 |
|
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.
|
# ¿ May 21, 2015 04:11 |
|
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.
|
# ¿ May 21, 2015 04:15 |
|
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.
|
# ¿ May 21, 2015 07:34 |
|
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.
|
# ¿ May 23, 2015 01:16 |
|
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.
|
# ¿ May 23, 2015 02:03 |
|
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.
|
# ¿ May 24, 2015 00:22 |
|
Determination is only Block 2.
|
# ¿ May 24, 2015 00:50 |
|
drat you Opopanax Fine, I'll take Sparing Power.
|
# ¿ May 24, 2015 20:02 |
|
Herp Derp, I just noticed that you PM'd Stelas your pick.
|
# ¿ May 24, 2015 22:00 |
|
If you do that, it'll end your turn. You can use movement points, and then take actions, you can't do any more movement after you've taken an action, so if you still want to go anywhere you need to do it first.
|
# ¿ May 25, 2015 04:45 |
|
Considering I have a hand without a single goddamned standard movement card that I wanted to switch out by taking Midnight Meditation, I have zero sympathy. Ninja Edit: gently caress, really? You just popped my schadenfreude bubble.
|
# ¿ May 25, 2015 04:53 |
|
Stelas posted:[*]Standard houserule applies: if your first hand of the Round has no Move cards prior to Tactics choice, you may mulligan it. Oh my god, are you making GBS threads me?
|
# ¿ May 25, 2015 05:03 |
|
Stelas posted:Norowas takes a Mulligan, because I'm nice like that. https://www.youtube.com/watch?v=oiS8YokFzeY
|
# ¿ May 25, 2015 05:15 |
|
circlmastr hasn't posted anywhere on the forums in like, two and a half days... Hope he's alright.
|
# ¿ May 27, 2015 09:03 |
|
I'll play Concentration, with a green mana die, to boost Stamina to six move. I'll spend three of those move to head northeast into the desert, and another two move to reveal the tile to my East, leaving me with 1 spare move. I'll then play Swiftness and March to get another 4 move, bringing me to five, and challenge the orc catapult. I'll spend all five move blunting it's attack, take one wound of damage, and then play Rage and my Utem Crossbowmen for 5 damage, which will kill it despite the physical resist. Edit: Also, don't forget to stock one of my deed cards for Sparing Power.
|
# ¿ May 28, 2015 02:24 |
|
Ugh, that sucks! Yeah, I guess nixing the search is the best move.
|
# ¿ May 28, 2015 03:05 |
|
Come ooooon, werewolf!
|
# ¿ May 28, 2015 05:37 |
|
Discard Determination and Rest to remove the wound from my hand. Don't forget to stockpile a card.
|
# ¿ May 29, 2015 01:57 |
|
Wait, how did Arythea get to discard a wound? I want to be able to do that!
|
# ¿ May 29, 2015 02:18 |
|
I just wanna check something, I've been stockpiling a card at the start of each of my turns, correct? So when my next turn comes around, if I choose to flip Sparing Power (Which I will ) then I'll get to use those two cards immediately?
|
# ¿ May 29, 2015 02:23 |
|
Ooh, that's mean. 5 attack and physical resist.
|
# ¿ May 30, 2015 05:26 |
|
I think he was referring to the fact that Thugs won't block a hit for you unless you spend two influence. Since he's using all of his cards to attack, he has no influence to use on them.
|
# ¿ Jun 1, 2015 04:18 |
|
Thugs are the best units.
|
# ¿ Jun 1, 2015 04:25 |
|
Let me get those two cards.
|
# ¿ Jun 1, 2015 12:28 |
|
Ok, I'll play March and Swiftness for 4 move, and move onto the camp. While in camp, I will play Noble Manners with a white mana die from the source to gain +4 influence. I'll use Bonds of Loyalty to bring the price of the Illusionists down to 3 (7 cost +1 from camp -5 for BoL) and purchase the Illusionists. I'll then tag the illusionists for four influence, bringing me up to 5, and purchase Herbalists for my empty command slot. Captain Bravo fucked around with this message at 12:55 on Jun 1, 2015 |
# ¿ Jun 1, 2015 12:44 |
|
Fixed.
|
# ¿ Jun 1, 2015 12:56 |
|
|
# ¿ Apr 28, 2024 16:44 |
|
You can only spend one unit per player, are you still going to pick my herbalists?
|
# ¿ Jun 3, 2015 04:16 |