George I.
Switzerland
Zurich
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Scenario: Volkare's Return.
Difficulty: Legendary
Race: Fair
Mage Knight: Tovak



Volkare's Return on Legendary mode is probably what entertains me the most in solo gaming. An elaborate puzzle, where each battle has to be mulled over up to 30 minutes. Numerous decisions to take, opportunities to seize, hefty prices to pay. I've lost many encounters so far, but I've learned that suboptimal moves have to be taken and risks have to be embraced, if only to defeat Volkare at all costs.

Tovak is my "meh" base-game character. I seldom take him, as I find no interest in him. Arythea rocks, she's my all-time favorite, beginning the game with an elemental attack and having some great skills. Goldyx is a true crystal-behemoth, able to cast so many spells, while Norowas is clearly suited for epic Volkare confrontations, as his Units can protect the Master from bloodshed.

But Tovak? Not that much experience. Thus, it was high-time I found out his strengths and weaknesses. True, mana is his weakness; he has no mana-generating skills at all, thus needs buffing. I really struggled in-game with finding mana. Nevertheless, a couple of his skills turned out to be awesomely good.

What have I learned from previous Volkare encounters? Wound Control is huge; you will get beaten in this game. Heavily. Barring some nice luck, you will get knocked out. You either need good ranged attack, or find a quick, neat, way to recover from the immense wounds. Motivation is a nice skill. Tovak has probably the best non-motivation skill: I feel no Pain; once a turn, except in combat, you may discard a Wound to draw a card. Instant recovery.

In this game I made probably one of the most powerful skill-combos:
- Who Needs Mana?
- I feel no Pain
- I don't give a Damn
- Power of Pain (Arythea, dummy)

Yes, I used Arythea's skills as the dummy player's skills. I was really hoping for Power of Pain and it came up. Marvelous. This combo, along with Midnight Meditation, helped me overcome the immense wounds; I received 18 wounds in a single battle alone!

Agility helped me a lot as well. During my first assault I simply decided to tank Tovak and keep the units intact. Therefore, I just played all my cards to generate movement before I received any wounds and used Agility to convert the move points to attack points during the attack phase. A great work-around when you are about to get knocked-out.

Below is a turn-by-turn detailed session report. I have highlighted the significant battles, i.e., the City & Volkare assaults, including every decision made. Enjoy!

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NB: At this point I would also like to thank
Scott Lewis
United States
Thornton
Colorado
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for his excellent Mage Knight Dummy Player app which I tried out. It saves immense setup/playing/cleanup time, as there is no need to set up a deck for Volkare. Scott is great to communicate with, fixing almost instantly any pesky, lurking bugs.

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Day 1

Initial revealed countryside tiles: #10, #8
Plan: take the Keep on tile #10 and if possible the nearby Ruins, where 2 Artifacts are guarded by a Draconum and a Tan enemy.

Tactic selection
- Tovak: Mana Steal; stole a Green die
- Volkare: Early Bird

Volkare went first.

Turn 1
- Played Stamina with Blue die for 4 move points.
- Moved near the Keep, revealed the Blue Heroes as the Keep's garrison.
- 2 move points left.
- Played Threaten sideways for a total of 3 move points.
- Assault the Keep, reputation -1.
- Played Cold Toughness for Ice Block 3. Blocked the "Attack 3".
- Took 3 damage from "Ice Attack 3"; 2 wounds in hand.
- Played Mana Draw, took Gold die.
- Played Rage with Gold die for Attack 4.
- Killed the Blue Heroes; reputation -1 (now at -1).

Level up: level 2
Advanced Action (AA) offer: Temporal Portal, Ice Shield, Learning
Revealed skills: Who needs Magic, Cold Swordsmanship
Received: Who needs Magic & Learning.

New dummy skill (Arythea): Motivation

Turn 2
Volkare reveals tile #7.

- Play Promise with White die for Influence 4.
- Played Rage sideways with "Who Needs Magic" (WNM) for Influence 2.
- Total Influence: 6; reputation: -1; final Influence: 5
- Recruited Utem Guardsmen in the Keep.

Turn 3
- Play Learning (basic) for Influence 2.
- Play March sideways with WNM for Influence 3.
- Play swiftness sideways for Influence 1.
- Total Influence: 6
- Gained Fire Bolt from AA offer in discard pile, via Learning.

Turn 4
Volkare moves closer to Tovak.

- Play Crystallize with stolen die for Green Crystal.
- Move to nearby Ruins.

Turn 5
Enter the Ruins. Reveal:
- Medusa
- Fire dragon

Block Medusa:
- Spend Utem Guardsmen for Block 4.
- Played Instinct for Block 2.
- Total Block: 6; successful

Assign 9 Damage from Fire Dragon:
- Wound Utem Guardsmen: -5
- Receive the rest: -4; take 2 wounds.

Attack Medusa:
- Play Swiftness with White die for Attack 3
- Play Concentration sideways for Attack 1
- Total Attack 4: killed Medusa

Turn 6
Called end of round.

Night 1

Plan: kill the Fire Dragon at all costs. 2 Artifacts cannot be passed up.

Tactic selection
- Tovak: Long Night
- Volkare: From the Dusk

Volkare went first. I was a bit unlucky here.

Turn 1
- Played Fire Bolt for a Red Crystal
- Rest: discarded March to discard one Wound

Turn 2
- Played two Swiftness to go back to Keep.
- Played Learning with white die for Influence 4.
- Reputation: -1 for total Influence 5; recruited Thugs, thus reputation counted inversely.

Turn 3
- Played Tranquility with Green die to heal Utem Guardsmen.

Turn 4
- Moved to Ruins again.

Turn 5
Volkare reveals tile #13.

Enter the Ruins.

Block Fire Dragon:
- Play Cold toughness with Blue die for Ice block 8.
- Play Crystallize with WNM skill for Block 2.
- Total non-ice block: 2 (halved)
- Final Block: 9; success

Attack Fire Dragon:
- Spend Utem Guardsmen for Attack 2
- Spend Thugs for Attack 3 and Reputation -1.
- Play Concentration with Green Crystal on Instinct for Attack 6.
- Play Rage with Red Crystal for Attack 4.
- Total non-ice attack: 15
- Final Attack: 7; success

Revealed Artifacts:
a) Banner of Fortitude
b) Shield of the Fallen Kings
c) Tome of All Spells

Took the Banner, placing it on the Guardsmen (wrong, I had to wait a turn) and the Tome.

Level up: level 4
AA offer: Stout Resolve, Agility, Temporal Portal
Revealed skills: Night Sharpmanship, I feel no Pain
Received: I feel no Pain & Agility

New dummy skill: Power of Pain

Turn 6
Volkare rolled Gold for the first time after revealing a Wound.
Thankfully, I had gotten the unit first.

- Explore and reveal tile #6
- Enter Monster Den: reveal Werewolf
- Play Tome of all Spells; discard Rage to cast Fireball for Ranged attack 5.
- Killed the Werewolf.
- Received two Green Crystals.

Turn 7
- Challenged the nearby Orc Prowler to level up.
- Assigned the damage to Utem Guardsmen; ignored the wound with the Banner of Fortitude (BoF).
- Killed the Prowlers; reputation +1.
- Received a Red Crystal from the Crystal Mine.

Turn 8
Called end of round.

Day 2

Tactic selection
- Tovak: Early Bird
- Volkare: Planning

Tovak went first.

Turn 1
- Explore and reveal tile #9
- Reveal Monks in Mage Tower.
- Assault the Mage Tower; reputation -1.
- Assign 5 damage on Utem Guardsmen; use BoF to ignore wound.
- Play Rage for Attack 2.
- Play Swiftness sideways with WNM for Attack 2.
- Play Crystallize sideways for Attack 1.
- Final Attack: 5; successful

Spell Offer:
- Charm / Possess
- Snowstorm / Blizzard
- Fireball / Firestorm

Received Charm/Possess.

Turn 2
- Play Charm with White die for Influence 4.
- Play Instinct for Influence 2.
- Play Rage sideways with WNM for Influence 2.
- Total Influence: 8; reputation: -1; final Influence: 7
- Recruited Guardian Golems in Mage Tower.
- Received Blue Crystal from Charm.

Turn 3
- Explore and reveal tile #5.
- Move towards Monastery.
- Play Learning (basic) for Influence 2.
- Spend Thugs for Influence 4; reputation -1.
- Total Influence: 6
- Gained Magic Talent from AA offer in discard pile, via Learning.

Turn 4
- Move on Monastery.
- Explore and reveal core tile *1* (Monastery in the desert).
- Attempt to burn the Monastery; reputation -3.
- Reveal Illusionists.
- Play Tome of all Spells; discard Threaten to cast Fireball for Ranged attack 5.
- Killed the Illusionists.

Revealed Artifacts:
- Banner of Command
- Bow of Starsdawn

Received Banner of Command.

Turn 5
- Challenge nearby Orc Stone Throwers.
- Block with units; attack and kill.
- Play Fire Bolt for Red Crystal

Level up: level 6
AA offer: Force of Nature, ??, Steady Tempo
Revealed skills: Motivation, Shield Mastery
Received: Power of Pain (from Dummy) & Steady Tempo

New dummy skill: Dark Fire Magic

Turn 6
Called end of round.

Night 2

Tactic selection
- Tovak: From the Dusk
- Volkare: Midnight Meditation

Tovak went first.

Turn 1
- Play Learning for Influence 2.
- Spend Thugs for Influence 4; reputation -1.
- Total Influence: 6
- Gained Regeneration from AA offer in discard pile, via Learning.

- Attack keep with move 6 from steady tempo and March.
- Assault nearby Keep (with Green Heroes); reputation -1.
- Assign damage: 3 damage on Guardian Golems (absorbed).
- Assign damage: 5 damage on Thugs; play Mana Draw sideways with WNM for Influence 2 to assign the damage.
- Throw Away Banner of Command; disband Thugs, recruit Altem Guardians from Unit offer for free.
- Altem Guardians: Attack 5; kill Green Heroes; reputation -1.

Turn 2
- Explore and reveal the White City.
- The lakes block my way; so unlucky here. I have top go around the mountains on tile #9.

Turn 3
- Explore countryside tile from the box, adjacent on 3 other tiles from the box. Reveal tile #11.
- Challenge Cursed Hags.
- 3 damage assigned to Guardian Golems (absorbed)
- Play Agility with White die for Move 4; covert to Attack 4.
- Play March sideways for Attack 1; kill Cursed Hags; reputation +1.
- Play Fire Bolt for Red Crystal.

Turn 4
- Reveal Crossbownen in Keep (on White City Tile) and Fire Mages in Mage Tower (on tile #11).
- Assault Keep; reputation -1.
- Assign 4 damage: take 2 wounds in hand.
- Play Rage for Attack 2.
- Play Wound sideways with Power of Pain (PoP) for Attack 2.
- Kill Crossbowmen.

Turn 5
Assault white city. I have 9 cards (!) in hand, thanks to the nearby Keep.

City Assault #1

City defenders:
- Altem Mages; Armor: 9
- Altem Guardians; Armor: 8
- Freezers; Armor: 8
- Golems (×2); Armor: 6

I obviously forgot the defense bonus during the assault, but rolled back to fix it.

Ranged and Siege Attack Phase
(a) Charm/Possess:
- Play Concentration for White Mana.
- Play Possess with White Mana token and Black die.
- Altem Mages do not attack and will get possessed.

Block Phase
(a) Block Altem Guardians' Attack 5:
- Spend Utem Guardsmen for Block 4
- Play Magic Talent sideways for Block 1.
Final Block: 5

Assign Damage Phase
(a) Freezers Ice Attack 3:
- Assign to Utem Guardsmen
- Flip Banner of Fortitude to ignore the wound

(b) Golems Attack 2:
- Assign to Guardian Golems; Armor 3, physical resistance (absorbed)

(c) Golems Attack 2:
- Take 1 Wound in hand

Attack Phase
(a) Golem:
- Cold Fire Attack 4 from Altem Mages (Possession Spell)
- Play Cold Toughness for Attack 2
- Play Promise sideways with "Who needs magic?" skill for Attack 2
Total Physical Attack: 4 (halved)
Final Attack: 6

(b) Altem Mages:
- Play tome of all spells
-- Discard Crystallize
-- Play Mana Bolt spell from spell offer
-- Pay red crystal; get Fire Attack 7.
- Play Wound sideways with "Power of Pain" skill for Attack 2.
- Spend Guardian Golems for Attack 2.
Total Physical Attack: 4 (halved)
Final Attack: 9

(c) Freezers:
- Play Rage with red crystal for Attack 4.
- Play Instinct with red crystal for Attack 4.
Final Attack: 8

Level up: level 8
AA offer: Crystal Mastery, Ice Bolt, Shield Bash
Revealed skills: I don't give a Damn, Double Time
Received: I don't give a Damn & Crystal Mastery

New dummy skill: Dark Paths

NB: at it eventually turned out, I would had been better off had I taken "Ice Bolt"; free crystal and elemental attack.

Turn 6
Called end of round.

Deck at this point:
- Level: 8
- All 16 basic actions.
- 7× Advanced actions: Agility, Crystal Mastery, Fire Bolt, Learning, Magic Talent, Regeneration, Steady Tempo
- 3× Units: Utem Guardsmen (with Banner of Fortitude), Altem Guardians, Guardian Golems
- 1× Spell: Charm/Possess
- 2× Artifacts: Banner of Fortitude (on Utem Guardsmen), Tome of all Spells.
- Crystals: 1× Green
- 4× Wounds
- Fame: 69
- Reputation: X

Day 3

Plan: Volkare is right behind me. I have to go first and take the city before he does.

Tactic selection
- Tovak: Rethink
- Volkare: The Right Moment

Tovak went first.

Turn 1
- Play Mana Draw sideways with WNM for Move 2.
- Assault White city.

City Assault #2

Remaining City defenders:
- Altem Guardians; Armor: 8
- Golems; Armor: 6

Assign Damage Phase

(a) Golems Attack 2:
- Assign to Guardian Golems; Armor 3, physical resistance (absorbed)

(b) Altem Guardians Attack 5:
- Take 2 Wounds in hand

Attack Phase
- Play Rage with Red die for Attack 4
- Play Wound sideways with PoP for Attack 2
- Spend Altem Guardians for Attack 5
- Spend Guardian Golems for Attack 2
- Play Steady Tempo sideways with I don't give a Damn skill (IdD) for Attack 3.
- Total Attack: 16 (halved)
- Final Attack: 8

End of Battle:
- Play Regeneration: Heal 1 wound from hand, ready Guardian Golems
- Play I feel no Pain skill (IfnP) to discard a Wound & draw a card

At this point, I just pray for Volkare not to draw his final spell.

Volkare's Cards:
- 7 Wounds
- 4 Action cards
- 1 Spell card

Volkare moved on the Keep:
- Retreated on nearby Spawning Grounds
- Received 4 Wounds in hand

Turn 2
- Play IfnP to discard a Wound and draw a card.
- Played Move 2 and assaulted White City

City Assault #3

- Golems are the last defenders; my Guardian Golems absorb their attack.
- Play Fire Bolt with Red die for Fire Attack 3.
- Play Charm sideways with IdD for Attack 3.
- Play Stamina sideways with WNM for Attack 2.
- Play Wound sideways with PoP for Attack 2.
- Total Physical Attack: 7 (halved)
- Final Attack: 6; success.

Volkare's Cards:
- 7 Wounds
- 3 Action cards
- 1 Spell card

Volkare draws a Wound.

Turn 2
- Play IfnP to discard a Wound and draw a card.
- Play Learning with White die for Influence 4.
- Play Threaten for Influence 2.
- Play Wound sideways with PoP for Influence 2.
- Play March sideways for Influence 1.
- Total Influence: 9
- Gain Maximal Effect from AA offer in hand, via Learning.
- Play Tranquility with Green Crystal to heal 2 Wounds from hand.

Volkare's Cards:
- 6 Wounds
- 3 Action cards
- 1 Spell card

Volkare draws an action card and attacks.

Volkare's Assault #1

Attend: fully
Volkare's Attack: black

Lost Legion: 11 enemy tokens
- Ice Dragon
- Summoner Dragon
- Gunners
- Freezers
- Thugs
- Orc Prowlers
- Orc Skirmishers (×2)
- Orc Stone Throwers
- Orc Trackers
- Orc War Beasts

Ranged and Siege Attack Phase
(a) Gunners:
- Play Maximal Effect with White Die on Swiftness for Ranged Attack 6.
- Kill Gunners.
- Throw aways Swiftness.

Block Phase
Summoner Dragon summons:
- Hydra
- Gargoyle

(a) Block Trackers' Attack 4:
- Spend Utem Guardsmen for Block 4
- Success; Trackers' armor drops from 6 to 3.

(b) Block Hydra's Attack 2: (1/3)
- Play Rage for Block 2

(c) Generate move points: since I decide that I will take all wounds to get knocked out, I am playing all cards for movement points to use them later with Agility:

- Play Stamina, Agility, Swiftness for Move 6
- Play Promise sideways with WNM for Move 2
- Play Wound sideways with PoP for Move 2
- Play Magic Talent sideways with IdD for Move 3
- Total Move Points: 13

NB: all spells in the offer were blue and I had no Blue Crystals to spare.

Assign Damage Phase

(a) Volkare's Brutal Attack 3:
- Take 2 Wounds in hand

(b) Hydra's Attack 2: (2/3)
- Take 1 Wound in hand

(c) Hydra's Attack 2: (3/3)
- Assign to Guardian Golems (absorbed)
- Hydra is discarded

(d) Gargoyle's Attack 5:
- Assign to Utem Guardsmen
- Flip Banner of Fortitude (BoF) to ignore the Wound
- Gargoyle is discarded

(e) Everyone else: assign to hero (Tovak's Armor is 4)
- Ice Dragon's Ice Attack 6; 2 Wounds
- Freezer's Ice Attack 3; 1 Wound
- Orc War Beasts' Brutal Attack 3; 2 Wounds
- Thugs' Brutal Attack 3; 2 Wounds
- Orc Stone Throwers' Attack 7; 2 Wounds
- Orc Skirmishers' Attack 1 (×2 attacks, ×2 tokens); 4 Wounds

Tovak gets paralyzed and knocked out, having received 16 wounds in a single battle.

Attack Phase
(a) Freezers, Trackers, Thugs (grouped)
- Use Agility to convert 13 move points to Attack 13
- Kill the 3 tokens; total armor 13, fire resistance.
- Reputation +1 from Thugs.

Volkare moves back.

NB: I was extremely unlucky in this battle. Even with 10 cards in hand, the last 4 cards in my deck ended up to be the strongest ones: Cold Toughness, Concentration, Tome of All Spells, Instinct. Damn it!

End of Battle:
- Play IfnP to discard a Wound and draw Cold Toughness.

Level up: level 10
AA offer: Peaceful Moment, Crushing Bolt, Ice Bolt
Revealed skills: Mana Overload, Resistance Break
Received: Resistance Break & Crushing Bolt

New dummy skill: Dark Negotiations

Turn 3
- Flip the round order token.

Volkare's Cards:
- 6 Wounds
- 2 Action cards
- 1 Spell card

Volkare reveals an action card, arriving next to the city again.

Turn 4
- Play IfnP to discard a Wound and draw Cold Toughness.
- Play Crushing Bolt for a Green Crystal.
- Rest: discard Cold Toughness and all ~18 wounds in hand!

Volkare's Cards:
- 6 Wounds
- 1 Action card
- 1 Spell card

Volkare reveals a Wound; recruits a unit.

Turn 5
Called end of round.

Deck at this point:
- 25 Wounds
- Reputation: -5

Night 3

Plan: defend the city at all costs.

Tactic selection
- Tovak: Midnight Meditation
- Volkare: Sparing Power

Turn 1
- Play IfnP to discard a Wound and draw Cold Toughness.
- Play Learning with White die for Influence 4
- Play Wound sideways with PoP for Influence 2
- Play Crystal Mastery sideways with IdD for Influence 3
- Total Influence: 9
- Gain Blood Ritual from AA offer in hand, via Learning.

Volkare's Cards:
- 5 Wounds
- 1 Action card
- 1 Spell card

Volkare reveals the Blue spell and attacks.

Volkare's Assault #2

Attend: fully
Volkare's Attack: black

Remaining Lost Legion: 8 enemy tokens
- Ice Dragon
- Summoner Dragon
- White Heroes (new recruit)
- Orc Prowlers
- Orc Skirmishers (×2)
- Orc Stone Throwers
- Orc War Beasts

Ranged and Siege Attack Phase
- Play Blood Ritual; take a Wound, a Red Crystal and a Black mana token

(a) Orc Prowlers, Orc War Beasts (grouped)
- Use Resistance Break skill on Orc War Beasts to lower armor by 2 (from 6 to 3).
- Play Maximal Effect with White Die on Swiftness for Ranged Attack 6.
- Kill Prowlers & Orc War Beasts; total armor: 6
- Throw aways Swiftness.

(b) Ice Dragon:
- Play Possess with White die and Black mana token.
- Ice Dragon will not attack.

Block Phase
Summoner Dragon summons:
- Minotaur
- Manticore

(a) Manticore's Swift Poison Attack 4 with Assassination:
- Required block: 8
- Spend Utem Guardsmen for Block 4.
- Block counts twice for enemy with swiftness.
- Success; Manticore blocked
- Manticore is discarded

(b) Minotaur's Brutal Attack 5:
- Play Rage for Block 2
- Play Instinct for Block 2
- Play Promise sideways for Block 1
- Success; Minotaur blocked
- Minotaur is discarded

(c) Volkare's Brutal Paralyzing Attack 3:
- Spend Guardian Golems with Blue Crystal for Ice Block 4
- Success; Volkare is blocked

(d) Orc Stonethrower's attack 7:
- Spend Altem Guardians for Attack 8:
- Success; Stonethrower is blocked

(e) White Heroes' swift Attack 3: (1/2)
- Assigned to Guardian Golems (absorbed)

(f) White Heroes' swift Attack 2: (2/2)
- Take 1 Wound in hand

(g) Orc Skirmishers' Attack 1 (×2 attacks, ×2 tokens)
- Take 4 Wounds in hand

Total wounds in Battle: 6 (5 from Attacks, 1 from Blood Ritual)
Unmodified hand size: 7; no knock-out occurred

Attack Phase

(a) Summoner Dragon:
- Ice Attack 6 from Ice Dragon (Possession Spell)
- Play Rage for Attack 2
- Play Wound sideways with PoP for Attack 2
- Total Physical Attack: 4 (halved)
- Final Attack: 8
- Success; Summoner Dragon has been slain

Volkare is pushed back.
Volkare advances again due to drawn spell.

End of Battle:
- Play IfnP to discard a Wound and draw a card
- Play Regenerate with Green Crystal; heal 2 Wounds from hand and ready Utem Guardsmen

Turn 2
Flip round order token.

Volkare's Cards:
- 5 Wounds
- 1 Action card

Volkare reveals the last action card:
- Volkare attacks again
- I let him Plunder the city; the city card is turned over
- Nevertheless, I still draw +3 cards thanks to the nearby Keep. My reputation is at -5, so I wasn't needing the city anyway.

Turn 3
- Hand: Tome of all Spells and 9 Wounds
- Play IfnP to discard a Wound and draw another Wound
- Play Wound sideways with PoP for Move 2 (don't move)

Volkare reveals a Wound (4 remain)

Turn 4
- Play IfnP to discard a Wound and draw another card
- Discard Threaten to rest; discard all Wounds in hand

Volkare reveals a Wound (3 remain)

Turn 5
- Play IfnP to discard a Wound and draw another card
- Play Tranquility with Green die to heal 2 Wounds from hand

Volkare reveals a Wound (2 remain)

Turn 6
- Play IfnP to discard a Wound and draw another card
- Play Move 4 to Attack Volkare

Volkare's Assault #3

Note: I am the one who attacks Volkare.
This would matter for recruited Heroes, if I had any, as they would need 2 Influence to get activated.

Volkare's Attack: green

Remaining Lost Legion: 5 enemy tokens
- Ice Dragon
- White Heroes
- Orc Skirmishers (×2)
- Orc Stone Throwers

Ranged and Siege Attack Phase
- Play Crushing Bolt for Green crystal

(a) Orc Skirmishers (×2, grouped)
- Play and throw away Tome of all Spells
-- Discard Steady Tempo
-- Play Mana Thunderbolt spell from spell offer
-- Pay Green Crystal; get Siege Ice Attack 8
- Success; both are killed (total armor 8)

(b) Ice Dragon:
- Resistance Break to lower armor by 2 (From 7 to 5)
- Play Concentration with Green die on Fire Bolt for Ranged Fire Attack 5
- Success; Ice Dragon is slain

Block Phase

(a) White Heroes' Attack 3: (1/2)
- Assign to Guardian Golems (absorbed)

(b) White Heroes' Attack 2: (2/2)
- Play Wound sideways with PoP for Block 2
- Success; blocked

(c) Volkare's Brutal Poisonous Attack 4:
- Spend Utem Guardsmen for Block 4
- Success; Volkare has been blocked

Assign Damage Phase

(a) Orc Stonethrower's Attack 7:
- Assign 5 damage to Utem Guardsmen
- Flip Banner of Fortitude (BoF) to ignore the Wound
- Assign the rest 3 damage to Hero; take 1 Wound in hand

Attack Phase

(a) Orc Stonethrower, White Heroes (grouped)
- Play Magic Talent
-- Discard Steady Tempo
-- Play Mana Bolt spell from spell offer with Blue Crystal for Ice Attack 8
- Success; both are killed (total armor 7, Physical resistance)

Volkare has been defeated!

Remaining Volkare cards: 2 Wounds

Turn 4 (last)
- Played Crystallize to gain a Green Crystal

Final Stats

- Level: 10+
- 10× Advanced actions: Agility, Blood Ritual, Crushing Bolt, Crystal Mastery, Fire Bolt, Learning, Magic Talent, Maximal Effect, Regeneration, Steady Tempo
- 3× Units: Utem Guardsmen (with Banner of Fortitude), Altem Guardians, Guardian Golems; all healed and spent.
- 1× Spell: Charm/Possess
- 1× Artifact: Banner of Fortitude (on Utem Guardsmen); Tome of all Spells.
- Crystals: 1× Green
- 28× Wounds (!)
- Fame: 190
- Reputation: X

Thrown Away:
- 2× Swiftness
- 2× Artifacts: Banner of Command, Tome of All Spells
- Thugs (Disbanded)
- Herbalists, Ice Golems (recruited by Volkare)
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Gabriel Honore
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You played Volkare's return, not quest.
It had me confused at first !

Nice report though.

I'm always tempted to go for artifacts, but for Volkare I believe spells are a much better target.
Against Volkare, I always aim for these spells (in order of preference : tremor, demolish, fireball/snowstorm, mana bolt. I always replace 2 spells at EOR if none of these spells will get trashed.

For instance, I'm not sure going for the first ruin was worth all the resources you put in defeating the monsters in it.
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George I.
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nomrefuse wrote:
You played Volkare's return, not quest.
It had me confused at first !
You are right, they always confuse me. Merci bien, I've fixed it!
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Gabriel Honore
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nomrefuse wrote:
You played Volkare's return, not quest.
It had me confused at first !

Nice report though.

I'm always tempted to go for artifacts, but for Volkare I believe spells are a much better target.
Against Volkare, I always aim for these spells (in order of preference : tremor, demolish, fireball/snowstorm, mana bolt. I always replace 2 spells at EOR if none of these spells will get trashed.

For instance, I'm not sure going for the first ruin was worth all the resources you put in defeating the monsters in it.


Your report pushed me for a session... barely made it !

Forgot a few spells from that list : expose and offering/sacrifice.
Expose is less "essential" I would say, as it does not really add a high attack value, but mass expose greatly ease the grouping of monsters in order not to waste attack value for the final confrontation by removing all resistances.

If you manage to cast sacrifice before theses spells, that's even better.
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