Colin Clay
Canada Vancouver British Columbia
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I took Goldyx (the dragon) because I love his super concentrate ability. Game started out well and I managed to range a couple orcs and get a couple good followers. I got guardian golems and illusionists. They both have physical resistance, so I could shrug off 5 normal damage without having to block. I burnt down a monestary and got a banner for my golems giving them an extra armor and even better blocking. The monestary burning came back to haunt me: after a few assaults, my reputation got to the second to last spot(-5 fame). I didn't manage to recruit anyone else until the second last turn of the game. The good news was, I was rolling in the crystals almost the whole game. I got crystal mastery and a couple of crystal skills and advanced actions. With the right hand, crystal mastery can be just awesome, allowing you to use as many crystals as you can, then get them all back.
The game came down to the very last turn, I was fighting against 2 white enemies and 2 gray enemies. Luckily, I had the night tactic which allows you to have one really large hand at the end of the round, so I think I had at least 8-9 cards. I had two spells but there was no white mana for one of them, and no black mana at all. Luckily the one spell I could cast was "tremor", which gave all 4 enemies -2 armor. I managed to siege one of the white enemies (freezers), I didn't have to attack for much more because the enemies had such low armor, so most my resources went into blocking. I ended up with only one wounded follower, no wounds in hand.
Victory was mine!
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Tom Cannon
United States Bowie Maryland
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You may want to review the rules for assigning damage to a unit. A unit with 3 armor and physical resistance must still take a wound on an attack of 5. After absorbing the first 3 points through resistance the remaining two must be applied to the same unit to inflict a wound. Then any remaining attack could be allocated to the Illusionist.
At least that is how I've been playing the rule.
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Paul Grogan
United Kingdom Cullompton Devon
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wtcannonjr wrote: You may want to review the rules for assigning damage to a unit. A unit with 3 armor and physical resistance must still take a wound on an attack of 5. After absorbing the first 3 points through resistance the remaining two must be applied to the same unit to inflict a wound. Then any remaining attack could be allocated to the Illusionist.
At least that is how I've been playing the rule.
That is correct. A Unit with armour 3 and physical resistance can have 3 physical damage assigned to it and it bounces off. However, the 4th point of damage will then would it. This 'uses up' another 3 of the damage. So for example, if you were hit for 7. 3 bounces, then the unit is wounded. 3 more is 'used up', leaving 1 left to assign elsewhere.
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Kaiwen Zhang
Canada Toronto Ontario
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was it your first game of mage knight ever? or your (first solo) game?
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Colin Clay
Canada Vancouver British Columbia
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Thanks for the rules clarification. I wasn't quite sure about the damage allocation(with regards to resistances), fortunately I never got put in a situation where I had to look it up.
I had previously played the intro scenario and one full conquest with two players, but I still consider myself a noob. I got a least one rule wrong: I didn't give myself a choice of two artifacts.
Hopefully I've got the rules down by this point.
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Mike Brown
United States
Ohio
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Nice review, just bought the game the other day and looking forward to give it ago myself.
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