Recommend
19 
 Thumb up
 Hide
18 Posts

Mage Knight Board Game» Forums » Sessions

Subject: Tovak tries to make no errors - my third Solo Conquest rss

Your Tags: Add tags
Popular Tags: [View All]
Peter de Boer
Austria
Velden
Carinthia
flag msg tools
badge
Avatar
mbmbmbmbmb
My first two Solo Conquests (see Good lord, I really thought I won my first Solo Conquest and Earthquake hits city: my second, still not error-free, Solo Conquest) were rather demonstrations of my inferior rulebook knowledge than anything else, so I started this third Conquest with just one goal in mind: do not make any rule errors! Hope I did not screw up, and that you enjoy the report!

Me: Tovak, Dummy: Arythea



Day 1.

S: green, white, red
Units: Utem Swordsmen, Illusionists, Red Cape Monks; AA: Ice Bolt
AA: Fire Bolt, Diplomacy, Magic Talent
Spells: Snowstorm, Underground Travel, Expose
Hand: Mana Draw, Concentration, Rage, Crystallize, Threat

Tactic: Great Start-5; D: Planning-4.
Great Start: Stamina, Cold Toughness.

Already the first choice to make: shall I go to the Mage Tower in the east, or to the Monastery in the west? The Mage Tower might provide a nice spell (like Expose), but is in the desert and would cost many move points, maybe too many. So I decide to move in the direction of the Monastery, where I could recruit Illusionists or Red Cape Monks, and possibly buy Ice Bolt.

T1.

D: 3.
Mana Draw + white (S): put green die on blue, get two blue mana.
Stamina + blue + Crystallize sideways: move 5.
Move to blue Crystal Mines.
Challenge Wolf Riders to combat.
Cold Toughness + blue: Ice Block 6.
Concentration: get red.
Rage + red: attack 4, defeat Wolf Riders.
Fame + 3 (total 3), Reputation +1 (0+).
S: red, blue, black.
Get blue C.
Level up.
Skill: Shield Mastery (discard Resistance Break, D: Power of Pain).
AA: Magic Talent (new: Intimidate).
Hand: Threat, Magic Talent, Swiftness, March (2).

T2.



D: 4.

On my way to the Monastery I swiftly defeat some more marauding Orcs, making use of my just acquired Magic Talent.

Swiftness: move 2.
Move to Plains next to Monastery.
Provoke Orc Summoners.
Magic Talent + March: Snowstorm + blue (S): Ranged Ice Attack 5.
Defeat Orc Summoners.
Fame + 4 (7), Reputation + 1 (1-).
Hand: Threat, March, Improvisation, Tranquility, Stamina.
S: red, gold, black.


T3.




D: 5.

I am going to need some Influence once I am in the Monastery. I know Promise is still in the deck. So I just explore and move to the Monastery, and do nothing but wait for the right cards.

March + gold: move 4.
Move to Monastery, explore NE: map tile nr. 3.
S: red, green , black.
Hand: Threat, Improvisation, Tranquility, Stamina, Swiftness.

T4.



D: 3 (1 left).

Still Promise is in my deed deck, but I have at least enough Influence to buy the advanced action in the unit offer.

Improvisation + red(S) + Tranquility: Influence 5.
Reputation: Influence1, total 6.
Buy Ice Bolt.
S: green, black, black.
Hand: Threat, Stamina, Swiftness, Ice Bolt, Promise.

T5.

D: 1 (empty deck).

I stay one more turn in the Monastery, scraping almost all my cards together, to recruit the Illusionists.

Influence: Threat (2) + Promise (2) + Reputation (1) + Swiftness, Ice Bolt sideways = 7.
Recruit Illusionists.
S: green, black, black.
Hand: Stamina, Rage.

T6.

D: E/R.

Now just move forward as far as possible.

Stamina + blue C.: move 4.
Explore map tile nr. 1.
Move to Plains between the villages.
Illusionists: get white C.


Night 1.



S: blue, blue, green.
AA: Agility, Intimidate, Fire Bolt.
Spells: Call To Arms, Snowstorm, Underground Travel,.
Units: Savage Monks, Guardian Golems, Foresters; AA: Swift Bolt.
Inventory: white; D: red(2), white (2).
Hand: Stamina, Rage, Tranquility, Swiftness, Improvisation.

There are lots of red and white cards in the advanced action offer, and Dummy has many red and white crystals. Not nice, I guess the rounds will be short.

Tactic: Sparing Power-6 (D: From the Dusk-1).

T1.

D: 5.

I am not sure if I can handle any enemy in the Keep without problems, so I just move and explore and spare my power.

Put card under tactic card.
Stamina + blue(S)): move 4.
Move to Plains next to Keep.
Explore map tile nr. 6. (Cursed Hags show up next to me).
S: red, blue, green.
Hand: Swiftness, Rage, Tranquility, Improvisation, Rage.

T2.



D: 5.

Now that Maraudings Orcs showed up when I explored, I better defeat them first before assaulting the Keep.

Put card under tactic card.
Challenge Cursed Hags to combat.
Shield Mastery: Block 3.
Improvisation + red(S) + Tranquility: Attack 5, defeat Cursed Hags.
Fame + 3 (10), Reputation+1 (1+).
S: blue, blue, green.
Level up: 3-5.
Hand: Concentration, Ice Bolt, Swiftness, Rage (2).

T3.




D: 5

Dummy keeps drawing 5 cards per turn. Means only three turns left for me this round.
I hesitate for a moment, and even consider to move to a village. But that makes no sense. Close your eyes, and enter the Keep!

Take cards from tactic cards: Stamina, Cold Toughness.
Ice Bolt: get blue C.
Stamina + blue C.: Move 4.
Assault Keep, Reputation -1 (1-), Guardsmen show up.
Shield Mastery: Block 3.
Rage + Concentration + green(S) + Rage: Attack 8, defeat Guardsmen.
Fame + 3 (13).
S: blue, blue, blue.
Hand: Swiftness, Cold Toughness, Magic Talent, Threat, Promise, Swiftness.

T4.



D: 2 (empty deck).

So, assault on Keep succeeded. Now I can recruit a new unit and explore a new tile.

Swiftness: Explore map tile nr. 11.
Influence: Illusionists(4) + Threat (2) + Reputation (1) = 7.
Recruit Savage Monks.
S: blue, blue, blue.
Discard Promise.
Hand: Swiftness, Cold Toughness, Magic Talent, Crystallize, Mana Draw, March.

T5.



D: E/R.

Ruins popped up when I explored last turn, but in the night I cannot see what is in there.
But I can move to the field, see what is there and then decide to enter it or not.

March: move to Ruins. (3 green for 7 fame).



That is great. Gathering three green mana is not so difficult.

Enter Ruins.
Mana Draw + white C.: put blue die on green, get two green mana.
Crystallize + blue C.: green C.
Three green for 7 fame.
Fame + 7 (20).
Level up.
Skill Double Time (discard Who needs Magic!, D: Dark Negotation).
AA: Intimidate (new: Maximal Effect).


Day 2.



S: red, red, black.
Units: Utem Crossbowmen, Foresters, Herbalists; AA: Refreshing Walk.
AA: Blood Ritual, Maximal Effect, Agility.
Spells: Tremor, Call To Arms, Snowstorm.
Inventory: empty; D: red(2), white(2), green.
Hand: Magic Talent, Intimidate, Improvisation, Stamina(2), Cold Toughness.

Target today is to explore a core tile (so just 2 explores needed), and to level up, so that I can recruit elite units next round.
But I decide to assault the Mage Tower first, in order to get the spell Tremor/Earthquake.

Tactic: Early Bird-1, D: The Right Moment-6:

T1.

Double Time: move 2.
Assault Mage Tower, Reputation-1(0+).
Block: Shield Mastery(3) + Cold Toughness(3): 6.
Improvisation + red(S) + Stamina: attack 5, defeat Monks.
Fame+4 (24).
S: red, green, black.
Spell: Tremor (new: Fireball).
Level up: 3-6.
Hand: Magic Talent, Initimidate, Stamina, Tremor, Mana Draw, Promise.
D: 4.

T2.



I am not so thrilled by the spell offer, and there is nothing to recruit in the Mage Tower. I still would like to spend my Influence, so I decide to move a little bit back to the Keep and to recruit the Utem Crossbowmen there.

Double Time + Stamina + Magic Talent sideways: move 5.
Move to Keep.
Promise + Initimidate: Influence 6.
Recruit Utem Crossbowmen.
S: red, green, black.
Reputation -1 (0) (due to Initimidate).
Hand: Tremor, Mana Draw, Tranquility, Swiftness, Crystallize, March, Threat.
D: 4.

T3.



Time to move forward again.

March + green(S) + Double Time: move 6.
Move to Plains (north) and explore map tile nr. 2.
Swiftness + Threat sideways: move 3.
Move to green Crystal Mines.
S: blue, red, black.
Get green C.
Hand: Tremor, Mana Draw, Tranquility, Crystallize, March, Ice Bolt.
D: 5 (5 left).

T4.



Let us just move and explore further, and defeat some more marauding Orcs.

March + green C.: move 4.
Move to Plains next to Diggers.
Explore map tile nr. *3*.
Challenge Diggers to combat.
Shield Mastery: Block 3.
Utem Crossbowmen: attack 3, defeat Diggers.
Fame+2 (26), Reputation+1 (0+).
S: blue, red, black.
Hand: Tremor, Mana Draw, Tranquility, Crystallize, Ice Bolt, Swiftness.
D: 5 (empty deck).

T5.



Another Mage Tower on my way. As there is nothing better to do I decide to assault it just for the fame. While doing that, I completely forget to take a spell as reward.

Double Time + Tranquility sideways: move 3.
Assault Mage Tower (Fire Mages), Reputation-1 (0).
Illusionists: white C.
Mana Draw + white C.: put black die on green, get two green mana.
Tremor + green: Armor Fire Mages reduced by 3 to 2.
Savage Monks + green: Siege Attacke 4, defeat Fire Mages.
Fame + 5 (31).
S: blue, red, green.
Hand: Crystallize, Ice Bolt, Swiftness, Concentration, Rage (2).
D: E/R.

T6.



With Concentration and several attack cards in my hand, I think that the Ruins are a nice target, with a nice reward.

Double Time + Swiftness: move 4.
Move to Wasteland.
Enter Ruins, Wolf Riders and Minotaur show up.
Concentration + green(S) + Ice Bolt: Ranged Ice Attack 5, defeat Minotaur.
No Block.
Wolf Riders: Damage 3.
One wound in Hand.
Rage + Rage: attack 4, defeat Wolf Riders.
Fame + 7 (38).
Artifact: Diamond Ring (discard Golden Grail).
Level up.
Skill Motivation (discard I don’t give a Damn!, D: Hot Swordsmanship).
AA: Blood Ritual (new: Pure Magic).


Night 2.



S: green, blue, black.
Units: Altem Guardians, Utem Crossbowmen, Fire Mages; AA: Blood rage.
AA: In Need, Pure Magic, Maximal Effect.
Spells: Restoration, Fireball, Call To Arms.
Inventory: empty; D: red(2), white(2), blue, green.
Hand: Ice Bolt, Diamond Ring, Magic Talent, Intimidate, Wound, Tremor.

I really would like to explore, so I am gonna search for a move card:

Tactic: Preparation-5; D: Midnight Meditation-4.
Preparation: search Stamina.

T1.

D: 5.
Motivation: blue + Promise, Swiftness.
Stamina + blue: move 4.
Explore (NE) map tile nr. *1*.
Monastery: AA Crushing Bolt added to units.
Explore map tile nr. *8* (red city).



There is the first city. But a Swamp Dragon is hindering my way, so I kill him immediately.

Challenge Swamp Dragon to combat.
Diamond Ring: white C. + white + Fame + 1 (39).
Illusionists + white: Swamp Dragon does not attack.
Attack: Initimidate (3) + Ice Bolt + blue(S) (3) + Utem Crossbowmend (3): attack 9.
Defeat Swamp Dragon.
Fame + 7 (46).
S: green, green, black.
Reputation -1 (Intimidate) + 2 (Draconum) = +1 (0+).
Hand: Tremor, Magic Talent, Promise, Wound, Swiftness, Stamina.

T2.



D: 5.

Not sure if this is the most efficient choice, but I decide now to move to the Monster Den, just to gather a few fame and crystals.

Stamina + Double Time: move 3.
Move to Monster Den.
Enter Monster Den, Crypt Worm shows up.

Now I do not have enough siege attack. To block, I could use Shield Mastery and Savage Monks. But how to get attack 6 then? So I need to take some damage. I also think I need a new free recruit, using Magic Talent and Call to Glory. I decide to recruit Fire Mages now with the idea to recruit the Altem Guardians once I am in the red city. (I did not realize though that I would be too late in the city to recruit them there, i.e. until the end of this night, and there would be other units next day.)

No Block.
Damage 6: one wound on Utem Crossbowmen, one in hand.
Magic Talent + Promise: Call To Glory + white C. + black(S): Recruit Fire Mages, replacing Utem Crossbowmen.
Fire Mages + Savage Monks: attack 6, defeat Crypt Worm.
Fame + 5 (51).
S: green, green, gold
Reward from Monster Den: white C.+ red C.
Level up: 4-6.
Hand: Tremor, Wound (2), Swiftness (2), Threat.

T3.




D: 4 (5 left).

I have just 2 wounds, but to prepare for the city assault I think it is better to rest now anyway.

Rest: discard 2 wounds + Threat.
Hand: Tremor, Swiftness (2), Rage (2), Improvisation.

T4.

D: 4.
Swiftness + Double Time: move 3.
Move to desert (NW).
City shows Medusa, Gunners, Fire Golems.

Shall I Attack now? No, just wait one turn for an extra card.

S: green, green, gold.
Hand: Swiftness, Tremor, Rage (2), Improvisation, Cold Toughness.

T5.



D: 1 (empty deck).

Cold Toughness was just drawn. Now I feel prepared to assault the city!

Swiftness: assault City, Reputation -1 (0).
Shield mastery + Cold Toughness: Block 6, block Medusa.
Fire Golems: damage 6.
One wound on Fire Mages (damage 4 absorbed).
Gunners: damage 12.
Three wounds in hand.
Tremor + green(S): all enemies Armor -2.
Rage + Improvisation + red C. + Rage: Attack 7.
Defeat Medusa (Armor 2) and Gunners (Armor 4).
Fame + 12 (63).
S: green, gold, black.
Move back to desert.
Level up.
Skill: I feel no Pain (discard Cold Swordsmanship, D: Invocation).
AA: Maximal Effect (new: Frost Bridge).
Hand: Wound (3), Maximal Effect, Concentration, Mana Draw.

T6.

D: E/R.
I feel no Pain: discard a wound, draw Tranquility.

I have no attack cards, so I just heal some wounds and move to the Crystal Mines, preparing for the next assault.

Tranquility + green(S): heal 2, remove 2 wounds from hand.
Maximal Effect sideways + Concentration sideways + Double Time: move 3.
Move to red Crystal Mines.
Get red C.


Day 3.



S: gold, blue, black.
Units: Fire Mages, Guardian Golems, Fire Golems; AA: Crystal Mastery, Ambush.
AA: Regeneration, Frost Bridge, In Need.
Spells: Whirlwind, Restoration, Fireball.
Inventory: red, white; D: white(3), red(2), blue, green.
Hand: Stamina, Concentration, Swiftness, Improvisation, Magic Talent, Promise.
Tactic: Rethink-2, D: Mana Steal-3.
Rethink: No discards.

T1.

One enemy left, should be no problem!

Double Time: assault City (only Fire Golems left), Reputation -1 (0-).
Shield Mastery + Savage Monks: Block 6.
Attack: Improvisation + red C. + Stamina (5) + Swiftness + white C. (3) = attack 8.
Defeat Fire Golems.
Fame + 5 (68).
S: blue, gold, black.
Hand: Concentration, Magic Talent, Promise, March, Mana Draw, Crystallize, Tremor, Wound.
D: 5

T2.



I have a lot of Influence but there is nothing to recruit, so I buy an artifact.

I Feel no Pain: discard wound, draw Ice Bolt.
Mana Draw + gold: put black die on green, get two green mana.
Concentration + green + Promise: Influence 6.
Illusionists: Influence 4.
City: Influence 3, total 13.
Buy artifact: Banner of Courage, discard Amulet of Sun.
Magic Talent + Crystallize: Restoration + green: Heal 3.
Remove a wound from Fire Mages.
S: blue, blue, green.
Hand: Ice Bolt, March, Tremor, Banner of Courage, Rage (2), Blood Ritual, Cold Toughness.
D: 5.

T3.

Before I am going to search for the second city, I gather some more fame by defeating the High Dragon next to the red city.

Blood Ritual: wound + red + red.
I feel no Pain: discard wound, draw Intimidate.
Challenge High Dragon to combat.
Shield Mastery: Block 3/2 =1.5.
Cold Toughness + blue (S): Block 10/2 = 5.
Total Block 6.5, block High Dragon.
Rage + red + Rage + red + Intimidate sideways: Attack 9, defeat High Dragon.
Fame + 9 (77), Reputation + 2(0+).
S: blue, green, black.
Hand: Ice Bolt, March (2), Tremor, Banner of Courage, Tranquility, Wound (2).
D: 4

T4.



Ok, really time to move again. But where? The Ruins look interesting, but it is not possible to explore from that field. I think it is better to move to the crystal mines.

Tranquility + green(S): heal 2, rmeove 2 wounds from hand.
Double Time + March: move 4.
Move to Crystal Mines.
S: blue, black, black.
Get red C.
Hand: Ice Bolt, March, Tremor, Banner of Courage, Swiftness, Stamina, Threat, Diamond Ring.
D: 4.

T5.



Stamina + blue (S) + Double Time: move 6.
Explore nr. *7* (white city).

Again my way to the city is blocked, this time by a Keep with Guardsmen. I decide to immediately assault it.



Assault Keep, Reputation -1 (0).
Shield Mastery: Block 3, Guardsmen blocked.
Diamond Ring: white C. + white mana + Fame+1 (78).
Motivation: Maximal Effect (last card in deck) + blue.
Ice Bolt + blue + Swiftness + white + March sideways: attack 7, defeat Guardsmen.
Fame + 3 (81).
City shows: Swordsmen, Freezers, Altem Guardsmen, Altem Mages.
S: blue, black, black.
Level up: 4-7
Hand: Maximal Effect, Stamina, Tremor, Banner of Courage, Threat.
D: 2 (empty deck).

T6.



Now that I am in a Keep, I take the opportunity to recruit more units.

Fire mages: red C + red.
Maximal Effect + red + remove Threat: Influence 10, Reputation -2 (-1+).
Assign Banner of Courage to Illusionists, and ready Illusionists.
Illusionists: Influence 4.
Stamina sideways: Influence 1, total 15.
Recruit Guardian Golems and Fire Golems.
Hand: Tremor.
D: E/R

T7.

Do nothing.


Night 3.

S: blue, blue, green.
Units: Catapults, Utem Guardsmen, Amotep Gunner; AA: Mana Storm, Steady Tempo.
AA: Into the Heat, Regeneration, Frost Bridge.
Spells: Wings of Wind, Whirlwind, Restoration.
Banner of Courage in Deck.
Inventory: red(2), white; D. red(3), white(3), green, blue.
Hand: Magic Talent, Tremor, March, Banner of Courage, Threat, Wound, Mana Draw, Swiftness, Cold Toughness.

Tactic: Mana Search-3; D: Longh Night-2.

T1.

I have a great hand, and am able to conquer the city in one turn. Oh, I love that Earthquake.

Reroll blue,blue. S: green, green, white.
March: assault City, Reputation -1 (-1-).
I feel no Pain: discard woun, draw Blood Ritual.
Blood Ritual: one wound + black + red.
Mana Draw + white (S): put green die on green, get two green mana.
Illusionists: get white C.
Earthquake + green + black: all enemies Armor-4.
Savage Monks + green: Siege Attack 4, defeat Freezers (Armor:7+1-4=3).
Fame + 7 (88).
Magic Talent + Threat: Whirlwind + white C.: Altem Mages do not attack.
Altem Guardsmen: damage 6. One wound on Savage Monks (4), Illusionists absorb remaining 2 damage.
Swordsmen: damage 6. Two wounds in hand.
Fire Mage + red: Fire Attack 6.
Cold Toughness: Ice Attack 2, total 8.
Defeat Altem Mages (Armor: 8+1-4=5) and Swordsmen (5+1-4=2).
Fire Golems + Guardian Golems + Swiftness + white C.: attack 8.
Defeat Altem Guardsmen (Armor: (7+1-4)*2 = 8).
Fame + 20 (108).
City conquered!
S: green, green, white.
Level up.
Skill Night Sharpshooting (D. discards Burning Power).
AA: Regeneration (new: Path Finding).
Hand: Wound (3), Banner of Courage, Regeneration, Promise, Concentration, Tranquility, Ice Bolt.

T2.



And I defeat another Dragon to maximize points.

Tranquility: heal 1, remove one wound from hand.
Regeneration: heal 1, remove one wound from hand; ready Illusionists.
Assign Banner of Courage to Fire Mages, ready Fire Mages.
Challenge Swamp Dragon to combat.
Illusionists + white(S): Swamp Dragon does not attack.
Concentration: get blue.
Fire Mages + red C.: Fire Attack 6.
Ice Bolt + blue: Attack 3, total 9, defeat Swamp Dragon.
Fame + 7 (115), Reputation +2 (0-).

Final score:

Fame 115
Knowledge 8
Loot 4
Leader 11
Conqueror 8
Adventurer 6
Beating -6
Cities 35
Dummy deck 15
No E/R announced 5

Total 201.

16 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Ben Kyo
Japan
Osaka
flag msg tools
Forward 1, Forward 2, Forward 3... siege attack 5?
badge
Why for this life there's no man smart enough, life's too short for learning every trick and bluff.
Avatar
mbmbmbmbmb
I just read until the second error I spotted.

1: You wrote that you discarded March to play Snowstorm, but I'm guessing you either had discarded, or thought you had, Stamina...? Could just be an error in your log rather than in your game.

2: Night 1, T4, you recruited Savage Monks from a keep? They should only be available from monasteries.
4 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Peter de Boer
Austria
Velden
Carinthia
flag msg tools
badge
Avatar
mbmbmbmbmb
Benkyo wrote:
1: You wrote that you discarded March to play Snowstorm, but I'm guessing you either had discarded, or thought you had, Stamina...? Could just be an error in your log rather than in your game.


You mean on Day 1, T2? No, I had two March cards in my hand and discarded one of them when I played Magic Talent to use Snowstorm.

Benkyo wrote:
2: Night 1, T4, you recruited Savage Monks from a keep? They should only be available from monasteries.


Damn! You are right...
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Ben Kyo
Japan
Osaka
flag msg tools
Forward 1, Forward 2, Forward 3... siege attack 5?
badge
Why for this life there's no man smart enough, life's too short for learning every trick and bluff.
Avatar
mbmbmbmbmb
Right, day 1 turn 2. March is a green card, Snowstorm is a blue spell. You can't discard a green card to play a blue spell.
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Seppel (BGG)
Germany
Kirchzarten
B-W
flag msg tools
Meowww
Avatar
mbmbmbmbmb
Benkyo wrote:
Right, day 1 turn 2. March is a green card, Snowstorm is a blue spell. You can't discard a green card to play a blue spell.
It seems like he's playing without Lost Legion - so maybe his Magic Talent got nerfed yet!?
2 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Peter de Boer
Austria
Velden
Carinthia
flag msg tools
badge
Avatar
mbmbmbmbmb
Benkyo wrote:
Right, day 1 turn 2. March is a green card, Snowstorm is a blue spell. You can't discard a green card to play a blue spell.


The card says:
Quote:
Discard a card from your hand. You may play one Spell card in the Spells offer this turn as if it were in your hand. That card remains in the Spells offer.


Color is not mentioned, or am I missing another rule?
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Seppel (BGG)
Germany
Kirchzarten
B-W
flag msg tools
Meowww
Avatar
mbmbmbmbmb
weisswurst wrote:

The card says:
Quote:
Discard a card from your hand. You may play one Spell card in the Spells offer this turn as if it were in your hand. That card remains in the Spells offer.


Color is not mentioned, or am I missing another rule?
The card got revised in the expansion Lost Legion. -> http://unofficialmageknighttheboardgame.wikia.com/wiki/Magic...

But as long as you play without the expansion it's totally ok to ignore the color...
4 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Peter de Boer
Austria
Velden
Carinthia
flag msg tools
badge
Avatar
mbmbmbmbmb
Seppel wrote:
The card got revised in the expansion Lost Legion. -> http://unofficialmageknighttheboardgame.wikia.com/wiki/Magic...

But as long as you play without the expansion it's totally ok to ignore the color...


Thanks for the clarification!
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Ben Kyo
Japan
Osaka
flag msg tools
Forward 1, Forward 2, Forward 3... siege attack 5?
badge
Why for this life there's no man smart enough, life's too short for learning every trick and bluff.
Avatar
mbmbmbmbmb
Ah sorry, been a long time since I played without the expansion and I forget the differences (more to the point I hadn't noticed that you were playing without it!)
2 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Mike Roswick
United States
Raleigh
North Carolina
flag msg tools
Day 1 Turn 2 - when you provoke from a Rampaging monster, doesn't that end your movement? So you spend the 2 movement but don't go anywhere?

Or do you enter the new space, THEN movement ends and you go immediately to combat? I just re-read and realize I may have mis-timed the "your movement immediately ends."

Thanks.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Peter de Boer
Austria
Velden
Carinthia
flag msg tools
badge
Avatar
mbmbmbmbmb
mroswick wrote:
Day 1 Turn 2 - when you provoke from a Rampaging monster, doesn't that end your movement? So you spend the 2 movement but don't go anywhere?

Or do you enter the new space, THEN movement ends and you go immediately to combat? I just re-read and realize I may have mis-timed the "your movement immediately ends."

Thanks.


Well, I am the last one who can claim he knows the rules (see my reports ). But the rulebook says (Movement, 4c):

Quote:
If you provoke a rampaging enemy (i.e. move directly from
a space adjacent to their token to another space adjacent to
the same token), you are attacked by that enemy and your
movement immediately ends.


Means you can still move to another space adjacent to the same rampaging enemy, but then the movement ends. This is what I did in turn 2.
2 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Stephen
Canada
Toronto
Ontario
flag msg tools
mbmbmbmbmb
Day 2 Turn 2: Call To Arms, Snowstorm, and Fireball are too thrilling spells! Seriously though, Tremor is still probably better, but eight fire or cold siege is excellent, and Call To Glory lets you grab whatever unit you want without caring where it lives or what your reputation is, so you can use Intimidate freely.

Aside from recruiting the monks and not taking the spell (which probably cancelled each other out) I don't see any errors.
2 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Mike Roswick
United States
Raleigh
North Carolina
flag msg tools
Thanks! I'm still in the "tries to make no errors" phase myself
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Peter de Boer
Austria
Velden
Carinthia
flag msg tools
badge
Avatar
mbmbmbmbmb
StephenV wrote:
Day 2 Turn 2: Call To Arms, Snowstorm, and Fireball are too thrilling spells! Seriously though, Tremor is still probably better, but eight fire or cold siege is excellent, and Call To Glory lets you grab whatever unit you want without caring where it lives or what your reputation is, so you can use Intimidate freely.

Aside from recruiting the monks and not taking the spell (which probably cancelled each other out) I don't see any errors.


Thanks for the feedback! The first strategic advice on my reports, that is awesome.

I guess you are right. Maybe I am already a bit biased by my experiences in my first game. I bought so many spells in that game that I really could not make use of them all. So I try to be careful in what I add to my deck. Besides that, I have magic talent, so I can still make us of spells even if I do not buy them. But you are right, the available spells were very good.
2 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Philip
Canada
Moncton
New Brunswick
flag msg tools
Avatar
mbmbmbmbmb
Peter your report are excellent, but they are very long to read.

I didn't get the chance to read it yet.. would take too long while at work
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Philip
Canada
Moncton
New Brunswick
flag msg tools
Avatar
mbmbmbmbmb
weisswurst wrote:
Night 2, Turn 2.
D: 5.

Not sure if this is the most efficient choice, but I decide now to move to the Monster Den, just to gather a few fame and crystals.

Stamina + Double Time: move 3.
Move to Monster Den.
Enter Monster Den, Crypt Worm shows up.......


There should be 2 brown/tan monster here. You are not on a monster den, but a Spawning Ground.
3 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Peter de Boer
Austria
Velden
Carinthia
flag msg tools
badge
Avatar
mbmbmbmbmb
morni wrote:
weisswurst wrote:
Night 2, Turn 2.
D: 5.

Not sure if this is the most efficient choice, but I decide now to move to the Monster Den, just to gather a few fame and crystals.

Stamina + Double Time: move 3.
Move to Monster Den.
Enter Monster Den, Crypt Worm shows up.......


There should be 2 brown/tan monster here. You are not on a monster den, but a Spawning Ground.


You are right... The pictures just look so similar.
Now I have not only proven that I cannot read the rules. I cannot even understand the pictures!
3 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Peter de Boer
Austria
Velden
Carinthia
flag msg tools
badge
Avatar
mbmbmbmbmb
morni wrote:
Peter your report are excellent, but they are very long to read.

I didn't get the chance to read it yet.. would take too long while at work


Just read one round each evening! I promise that I won't release another report within one week. ;-)
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Front Page | Welcome | Contact | Privacy Policy | Terms of Service | Advertise | Support BGG | Feeds RSS
Geekdo, BoardGameGeek, the Geekdo logo, and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.