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Subject: LL PBF #63 Epic Conquer and Hold Tournament. Round 1: eddd vs. nomrefuse rss

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Michael Pustilnik
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This is a first round tournament match between eddd and nomrefuse. The scenario will be Epic Conquer and Hold, designed by eddd and myself. This will be a 6 round game (so controlled unoccupied keeps and towers have three defenders each during day 3 and night 3).
The map will look like this:


The following rules are in effect:
Bidding for heroes after the map is revealed. 4 of the 7 knights will be chosen at random; only these 4 knights will be in the game.
Random tile orientation.
Expanded map, with 6 core tiles (all with keeps or towers).
8 countryside tiles, one of which does not have a keep or tower, but a monastery.
The three tiles around each portal will start the game revealed.
6 round game, so level III units will be available starting with Round 4.
Partners start opposite.
All expansions will be used, including faction tokens.

The white city acts like a keep or tower, and is not a safe space. It is worth 4 points. When neutral, it defends at level 4, and the defenders are visible from any adjacent hex, whether day or night. Killed defenders are not replaced until the city is completely conquered. The defenders in the city (1 white enemy and 2 gray enemies) do get the +1 Armor bonus from the white city. Players do not get shields in the city for killing defenders. The knight that kills the last defender takes the city and places his shield there. The knight that controls the city gains an Influence bonus of +1 and a hand size bonus of +2 that does not stack with keep hand size bonuses. The ally of the controlling knight may enter the unoccupied city, but he does not get the influence or hand size bonus. The white city interaction abilities are in effect. Any unit may be recruited in the white city, and an interacting knight may place new level 3 units into the unit offer at a cost of 2 Influence. He may do this during any round.

If the city is empty but controlled, it defends at level 4. The defenders are not drawn until the city is attacked. These defenders are worth half fame (add them up and then divide, rounding up), but do not get the +1 Armor bonus. If the attacker fails to take the city, any surviving defenders are discarded. New defenders will be drawn if the city is attacked again.

No posts containing orders should ever be deleted or edited. If a poster makes a mistake, he should submit a new post to correct it. If a player posts "End of Turn" in the game thread, no reverts will be allowed. If it is the last turn in the round, and a player forgot to spend an Illusionist to get a white crystal, then that is just too bad! No white crystal! All posted decisions will be considered final once new information is revealed, or once a player posts "end of turn", or otherwise "passes priority" to the opponent.

I prefer to handle myself the tile explorations and card draws by players. Players should reroll the source dice they use, and skill choices when level up. Players may roll for their own monsters, but they should be very careful to do this correctly. Illegal plays and rolls will be resolved in as fair a manner as possible by me. Generally speaking, the game state will be reverted to just before the illegal action, and any rolls after the illegal play will be negated. If the illegality is discovered so late that this is undesirable, then a different resolution may be made. This resolution may result in a penalty of some sort against the player who made the illegal play, or it may result in the illegal play being allowed to stand.

It is not always obvious whether a play is illegal or not. If there is any reasonable doubt, the players should delay play until I am able to make a ruling. My general approach is that if the intent of the player is clear, then the play is valid.

Example 1: Play Merch for Move 2.
This play is valid even though the player mispelled "March".

Example 2: Goldyx plays Concentration for a blue mana token.
Goldyx clearly meant to play Will Focus here. Since Will Focus is the upgraded version of Concentration, this play is valid.

Example 3: Goldyx plays Concentration for a blue mana token. (Goldyx had used Mind Steal to take Concentration from Arythea in a previous round.)
If Goldyx had Will Focus (but not Concentration) in his hand, this play would now be considered invalid.

Example 4: Play Improvisation for Move 3, discarding Rage. (The hero had Threaten, not Rage as the only card left in his hand).
Even though there was only one card left in the player's hand, this play is invalid. The player must correctly identify the discarded card.

I will post updates and send players new cards as often as I can, but my teaching duties will take priority. Generally speaking, updates will be faster on the weekends than during week days.

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ed monk
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I guess I don't have to be so polite on this thread Gabriel. Unless Norowas shows up of course
Good luck.
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Michael Pustilnik
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Roll for available knights in this match:
The first four unique knights are available. 15custom7{Arythea;Braevalar;Goldyx;Krang;Norowas;Tovak;Wolfhawk} -> ( Tovak Tovak Goldyx Arythea Tovak Wolfhawk Tovak Braevalar Norowas Wolfhawk Braevalar Braevalar Tovak Goldyx Wolfhawk) -> ( Tovak Tovak Goldyx Arythea Tovak Wolfhawk Tovak Braevalar Norowas Wolfhawk Braevalar Braevalar Tovak Goldyx Wolfhawk)

Ed1 will be against Gabriel1 in the south of the map.
Ed2 will be against Gabriel2 in the north of the map.

Roll for bidding order:
10custom4{Ed1;Ed2;Gabriel1;Gabriel2} -> ( Ed2 Ed1 Ed1 Ed1 Ed2 Ed2 Ed1 Ed2 Ed1 Gabriel2) -> ( Ed2 Ed1 Ed1 Ed1 Ed2 Ed2 Ed1 Ed2 Ed1 Gabriel2)
 
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  • 1265267. MikePustilnik
  • 15custom7{Arythea;Braevalar;Goldyx;Krang;Norowas;Tovak;Wolfhawk} =
  • ( Tovak Tovak Goldyx Arythea Tovak Wolfhawk Tovak Braevalar Norowas Wolfhawk Braevalar Braevalar Tovak Goldyx Wolfhawk) =
  • ( Tovak Tovak Goldyx Arythea Tovak Wolfhawk Tovak Braevalar Norowas Wolfhawk Braevalar Braevalar Tovak Goldyx Wolfhawk)
  • The first four unique knights are available.
  • Sun Mar 25, 2018 4:44 pm
  • [+]
  • 1265271. MikePustilnik
  • 10custom4{Ed1;Ed2;Gabriel1;Gabriel2} =
  • ( Ed2 Ed1 Ed1 Ed1 Ed2 Ed2 Ed1 Ed2 Ed1 Gabriel2) =
  • ( Ed2 Ed1 Ed1 Ed1 Ed2 Ed2 Ed1 Ed2 Ed1 Gabriel2)
  • Sun Mar 25, 2018 4:48 pm
Michael Pustilnik
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Player should not bid until the map and offers are set up.

Available knights:





Bidding order: Ed2 (north), Ed1 (south), Gabriel2 (north), Gabriel 2 (south)

Tactics will be chosen in the reverse order.
 
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Michael Pustilnik
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Roll for tiles. Northern first, west to east, then south, west to east.

15custom8{3;4;9;10;11;13;14;Monastery} -> ( 10 Monastery 14 Monastery 11 10 10 10 14 14 3 11 10 13 4) -> ( 10 Monastery 14 Monastery 11 10 10 10 14 14 3 11 10 13 4)

If the monastery is present in the opening set up, it will be this tile:1custom3{5;7;12} = (7) = 7

Each tile will be rotated 1d6 x 60 degrees clockwise in the same order as they were drawn. (So a roll of 6 is no rotation.)6d6 = (5 + 1 + 1 + 3 + 1 + 4) = 15
 
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  • 1265273. MikePustilnik
  • 15custom8{3;4;9;10;11;13;14;Monastery} =
  • ( 10 Monastery 14 Monastery 11 10 10 10 14 14 3 11 10 13 4) =
  • ( 10 Monastery 14 Monastery 11 10 10 10 14 14 3 11 10 13 4)
  • Sun Mar 25, 2018 5:09 pm
  • [+]
  • 1265275. MikePustilnik
  • 1custom3{5;7;12} =
  • (7) =
  • 7
  • Sun Mar 25, 2018 5:13 pm
  • [+]
  • 1265277. MikePustilnik
  • 6d6 =
  • (5 + 1 + 1 + 3 + 1 + 4) =
  • 15
  • Sun Mar 25, 2018 5:15 pm
ed monk
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MikePustilnik wrote:






Bidding order: Ed2 (north), Ed1 (south), Gabriel2 (north), Gabriel 2 (south)

Tactics will be chosen in the reverse order


Hmmm, not exactly ideal. Zero on Arythea.
 
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Michael Pustilnik
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eddd wrote:


Hmmm, not exactly ideal. Zero on Arythea.


Don't bid yet! I have do set up everything first, right!

Also, when you do bid, you have to specify which "player" (Ed1 or Ed2) is bidding, and that your other "player" passes.
 
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Michael Pustilnik
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Roll for orcs:
1 Cursed Hags
2 Cursed Hags
3 Diggers
4 Diggers
5 Ironclads
6 Ironclads
7 Orc Summoners
8 Orc Summoners
9 Prowlers
10 Prowlers
11 Wolf Riders
12 Wolf Riders
13 Orc Skirmishers
14 Orc Skirmishers
15 Orc Trackers
16 Orc Trackers
17 Orc War Beasts
18 Orc War Beasts
19 Orc Stonethrower
20 Orc Stonethrower
21 shrouded necromancers
22 gibbering ghouls
23 gibbering ghouls
24 skeletal warriors
25 skeletal warriors
26 zombie horde
27 zombie horde
28 corrupted priests
29 centaur outriders
30 centaur outriders
31 crystal sprites
32 crystal sprites
33 elven protectors
34 elven protectors
35 elemental priestesses
36 cloud griffons

Tile 7 orc first, then Tile 11 orc, then Tile 13 orc.
10d36 = (24 + 22 + 10 + 13 + 36 + 20 + 26 + 4 + 14 + 9) = 178

Roll for the two ruins:

1 Blue mana shrine
2 White mana shrine
3 Red mana shrine
4 Green mana shrine
5 Multicolor mana shrine
6 purple-gray
7 purple-brown
8 green-green
9 green-green-green (monsters)
10 brown-gray
11 brown-green
12 purple-purple
13 red-green
14 white-gray
15 red-brown

The first roll is for the Tile 10 ruins, the second for Tile 11.
5d15 = (14 + 8 + 13 + 2 + 7) = 44
 
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  • 1265279. MikePustilnik
  • 10d36 =
  • (24 + 22 + 10 + 13 + 36 + 20 + 26 + 4 + 14 + 9) =
  • 178
  • Sun Mar 25, 2018 5:36 pm
  • [+]
  • 1265282. MikePustilnik
  • 5d15 =
  • (14 + 8 + 13 + 2 + 7) =
  • 44
  • Sun Mar 25, 2018 5:45 pm
Michael Pustilnik
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This post is for the current list of gray monsters. I will update it as often as possible.

Crossbowmen
Golems
Guardsmen
Guardsmen
Swordsmen
Shocktroops
Heroes (white)
Heroes (green)

 
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Michael Pustilnik
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This post is for the current list of purple monsters. I will update it as often as possible.

Illusionist
Monks
Sorcerers
Magic Familiars
Magic Familiars
 
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Michael Pustilnik
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Michael Pustilnik
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Roll for AA's. Top to bottom of the AA Offer, then the monastery AA.

1 (A) Fire Bolt
2 (A) Ice Bolt
3 (A) Swift Bolt
4 (A) Crushing Bolt
5 (A) Blood Rage
6 (A) Ice Shield
7 (A) Agility
8 (A) Refreshing Walk
9 (A) Intimidate
10 (A) Frost Bridge
11 (A) Song of Wind
12 (A) Path Finding
13 (A) Blood Ritual
14 (A) Pure Magic
15 (A) Heroic Tale
16 (A) Regeneration
17 (A) Into the Heat
18 (A) Steady Tempo
19 (A) Diplomacy
20 (A) In Need
21 (A) Decompose
22 (A) Crystal Mastery
23 (A) Mana Storm
24 (A) Ambush
25 (A) Maximal Effect
26 (A) Magic Talent
27 (A) Learning
28 (A) Training
29 (A) Counterattack
30 (A) Ritual Attack
31 (A) Blood of Ancients
32 (A) Shield Bash
33 (A) Temporal Portal
34 (A) Spell Forge
35 (A) Chivalry
36 (A) Peaceful Moment
37 (A) Dodge and Weave
38 (A) Stout Resolve
39 (A) Force of Nature
40 (A) Mountain Lore

10d40 = (4 + 4 + 24 + 11 + 1 + 32 + 11 + 18 + 28 + 33) = 166

Roll for spells (top to bottom of the Spell Offer).

1 (S) Fireball
2 (S) Snowstorm
3 (S) Expose
4 (S) Tremor
5 (S) Flame Wall
6 (S) Mana Bolt
7 (S) Whirlwind
8 (S) Underground Travel
9 (S) Burning Shield
10 (S) Chill
11 (S) Wings of Wind
12 (S) Restoration
13 (S) Demolish
14 (S) Space Bending
15 (S) Call to Arms
16 (S) Meditation
17 (S) Mana Meltdown
18 (S) Mana Claim
19 (S) Mind Read
20 (S) Energy Flow
21 (S) Offering
22 (S) Mist Form
23 (S) Charm
24 (S) Cure

10d24 = (17 + 22 + 2 + 1 + 14 + 17 + 10 + 7 + 17 + 7) = 114

Roll for units:

1 Peasants (4 / V / 1 / 3)
2 Peasants (4 / V / 1 / 3)
3 Peasants (4 / V / 1 / 3)
4 Herbalists (3 / VM / 1 / 2)
5 Herbalists (3 / VM / 1 / 2)
6 Foresters (5 / V / 1 / 4)
7 Foresters (5 / V / 1 / 4)
8 Utem Crossbowmen (6 / VK / 2 / 4)
9 Utem Crossbowmen (6 / VK / 2 / 4)
10 Utem Guardsmen (5 / VK / 2 / 5)
11 Utem Guardsmen (5 / VK / 2 / 5)
12 Utem Swordsmen (6 / K / 2 / 4)
13 Utem Swordsmen (6 / K / 2 / 4)
14 Guardian Golems (7 / KT / 2 / 3 phy)
15 Guardian Golems (7 / KT / 2 / 3 phy)
16 Illusionists (7 / MT / 2 / 2 phy)
17 Illusionists (7 / MT / 2 / 2 phy)
18 Red Cape Monks (7 / M / 2 / 4)
19 Northern Monks (7 / M / 2 / 4)
20 Savage Monks (7 / M / 2 / 4)
21 Scouts (4 / VMKTC / 1 / 2)
22 Scouts (4 / VMKTC / 1 / 2)
23 Thugs (5* / VK / 1 / 5*)
24 Thugs (5* / VK / 1 / 5*)
25 Shocktroops (6 / K / 2 / 3)
26 Shocktroops (6 / K / 2 / 3)
27 Magic Familiars (6* / TMG / 2 / 5)
28 Magic Familiars (6* / TMG / 2 / 5)

15d28 = (6 + 13 + 13 + 11 + 21 + 1 + 4 + 4 + 17 + 5 + 17 + 20 + 20 + 19 + 18) = 189
 
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  • 1265289. MikePustilnik
  • 10d40 =
  • (4 + 4 + 24 + 11 + 1 + 32 + 11 + 18 + 28 + 33) =
  • 166
  • Sun Mar 25, 2018 6:15 pm
  • [+]
  • 1265290. MikePustilnik
  • 10d24 =
  • (17 + 22 + 2 + 1 + 14 + 17 + 10 + 7 + 17 + 7) =
  • 114
  • Sun Mar 25, 2018 6:16 pm
  • [+]
  • 1265291. MikePustilnik
  • 15d28 =
  • (6 + 13 + 13 + 11 + 21 + 1 + 4 + 4 + 17 + 5 + 17 + 20 + 20 + 19 + 18) =
  • 189
  • Sun Mar 25, 2018 6:17 pm
Michael Pustilnik
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Roll for the source:
6mkd[{image}] -> ( Blue Black Red Gold Green Red) -> (
) [+]
 
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  • 6mkd[{image}] =
  • ( Blue Black Red Gold Green Red) =
  • (iid:1554404iid:1554405iid:1554401iid:1554403iid:1554402iid:1554401)
  • Sun Mar 25, 2018 6:24 pm
Michael Pustilnik
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Michael Pustilnik
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To bid first:

Ed2 (North)

After Ed2's bid, Ed1 (South) must bid or pass.
 
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ed monk
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Ed North bids 0 for Goldyx

Ed South default order is to pass UFN
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Gabriel Honore
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First thanks Mike for setting this up !
I'm looking forward for some fun

Rolling 10 dice and the 9 first rolls for Edd. I was sure not meant to bid first here.

I did notice you decided an auction variant. This is nice
I did play my first tabletop competitive session this week end, playing a team conquest. I did not introduce auction yet, but that was a nice game.

Good luck Edd. I hope the game will be challenging and interesting.


Both My N an S personalities pass.
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Michael Pustilnik
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Apparently I made some mistakes in setting up the spreadsheet. The Unit Offer and the AA Offer are incorrect. They will be corrected soon.

Thanks to galehar who geekmailed me with the correction.

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Michael Pustilnik
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The AA Offer and the Unit Offer have been corrected.

Ed North is


To bid on a knight: Ed South
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ed monk
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nomrefuse wrote:
First thanks Mike for setting this up !
I'm looking forward for some fun

Rolling 10 dice and the 9 first rolls for Edd. I was sure not meant to bid first here.

I did notice you decided an auction variant. This is nice
Good luck Edd. I hope the game will be challenging and interesting


I hate bidding first, tactic choice is much better IMHO. Especially with same player choosing ahead of me twice. Yuk.

Well, I'm sure we'll have a goo game Gabriel.

And ditto more thanks to Mike
 
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ed monk
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Edd South bids 0 for Arythea

I think I'd rather finish the other game before starting play. But I'm happy to finish bidding and get the cards.
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Gabriel Honore
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Gab south bids 1 for Arythea !

No rush Edd...
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ed monk
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nomrefuse wrote:
Gab south bids 1 for Arythea !


Match 1
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Gabriel Honore
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Gab South bids 2 !
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ed monk
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nomrefuse wrote:
Gab South bids 2 !


Why ?
She's very worth 2
matched
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