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Subject: Arythea Solo 205, Turn by Turn rss

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Iain Benson
United Kingdom
Cheadle
Cheshire
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I beat my high score yesterday using Arythea, so here as promised is the full turn by turn session report. If anyone wants to point out any errors, or things they would have done differently it would be very welcome as it will help me improve my game.

I won't be desperate to use Arythea again though as it seems to use her skills effectively you need quite a few wounds in your deck, which compromises your score at the end, which is rather a handicap in my opinion. Anyway, here goes my solo conquest report using a standard wedge map and the cities at levels 5 & 8.


Starting Map: Tile 11 with green and brown ruin and Prowlers. Tile 9
Dummy: Goldyx
Dummy Inventory: 2 Green, Blue

Day 1
Source: 2 Green, Red
Advanced Action Offer: Agility, Intimidate, Training
Spell Offer: Snowstorm, Meditation, Chill
Unit Offer: Utem Crossbowmen, Utem Swordsmen, Utem Guardsmen
Draw: Improvisation, Stamina, March, Threaten, Battle Versatility
Tactics: Planning(4), dummy draws Rethink(2)

Day 1 Turn 1
Dummy draws 3 cards
March for move 2
Move NW to plains (2)
Challenge rampaging Prowlers
Battle Versatility powered by source for block 4.
Block Prowlers (4)
Improvisation discarding Threaten for attack 3
Defeat Prowlers (3) for reputation 1, fame 2

Source: 2 Green, White
Draw: March, Stamina, Promise, Rage
Reputation: 0, Fame: 2
Inventory: None
Units: None

Day 1 Turn 2
Dummy draws 3 cards
March powered by source for move 4
Move NE to hills (3)
Reveal mage tower occupant - Illusionists
Stamina for move 2
Move E to plains (2)
Reveal mage tower occupant - Ice Mages

Source: Green, 2 White
Draw: Swiftness, Determination, Concentration
Reputation: 0, Fame: 2
Inventory: None
Units: None

Day 1 Turn 3
Dummy draws 3 cards
Stamina for move 2
Swiftness for move 2
Move SE to mage tower (4) for reputation -1
No block for 5 damage
Take 3 wounds (5)
Concentration powered by source to play Rage for attack 6
Defeat Ice Mage (6) for fame 5 and Snowstorm
Spell Offer: Burning Shield, Meditation, Chill

LEVEL UP: Skill: Invocation, Advanced Action: Intimidate
Skill Pool: Dark Paths, White Crystal Craft
Advanced Action Offer: Ambush, Agility, Training

Source: 2 White, Blue
Draw: Intimidate
Reputation: 0, Fame: 6
Inventory: None
Units: None

Day 1 Turn 4
Dummy draws 5 cards
Promise powered by source for influence 4
Intimidate for influence 4, reputation -1
Invocation to discard a wound and gain red mana
Buy Burning Shield (7 + red token)

Spell Offer: Wings of Wind, Meditation, Chill

Source: White, Blue, Green
Draw: Burning Shield, Snowstorm, Mana Draw
Reputation: 0, Fame: 6
Inventory: None
Units: None

Day 1 Turn 5
Dummy draws 2 cards
Mana Draw sideways for move 1
Determination sideways for move 1
Move E to plains (2)
Reveal keep occupants - Swordsmen

Source: White, Blue, Green
Draw: Crystalize, Tranquility
Reputation: 0, Fame: 6
Inventory: None
Units: None

Day 1 Turn 6
Dummy declares end of round
Tranquility to draw a card: Swiftness
Swiftness for move 2
Crystallize sideways for move 1
Burning Shield sideways for move 1
Move NE to keep (4) for -1 reputation
No block for 6 damage
Take 3 wounds (6)
Snowstorm powered by source for ice attack 5
Defeat Swordsmen (5) for fame 5

LEVEL UP: Armour + 1
Reputation: -1, Fame: 11
Inventory: None
Units: None

Night 1

Source: Black, Red, Blue
Advanced Action Offer: Crystal Mastery, Ambush, Agility
Spell Offer: Call to Arms, Wings of Wind, Meditation
Unit Offer: Peasants, Utem Guardsmen, Foresters
Dummy Inventory: 2 Green, 2 Blue
Draw: Tranquility, Burning Shield,Improvisation, 3 Wounds
Tactics: Midnight Meditation (4), dummy draws Long Night (2)

Night 1 Turn 1
Dummy draws 5 cards
Midnight Meditation - shuffle 3 Wounds and Burning Shield into deck
Draw: Promise, Wound, Burning Shield, Rage
Tranquility, draw Snowstorm
Invocation to discard a Wound and gain red mana
Improvisation powered by red mana for 5 influence
Promise for 2 influence
Buy Utem Guardsmen (5)
Rage sideways for move 1
Burning Shield sideways for move 1
Explore NE (2) revealing Tile 10

Source: Black, Red, Blue
Draw: Crystalize, Mana Draw, Stamina, Concentration, March
Reputation: -1, Fame: 11
Inventory: None
Units: Utem Guardsmen (ready, unwounded)

Night 1 Turn 2
Dummy draws 3 cards
Concentration for blue mana
Stamina powered by blue mana for move 4
Move NE to keep (3) for reputation -1
Keep defended by Guardsmen
No block for 3 damage
Take 1 wound (3)
Snowstorm powered by source for attack 5
Utem Guardsmen for attack 2
Defeat guardsmen (7) for fame 3
Crystalize red mana from source

Source: Blue, Black, Gold
Draw: Determination, Stamina, 2 Wounds
Reputation: -1, Fame: 14
Inventory: Red
Units: Utem Guardsmen (used, unwounded)

Night 1 Turn 3
Dummy draws 3 cards
Stamina powered by source for move 4
Move NW to the hills (3)
Invocation to discard Determination for green mana
March powered by green mana for move 4
Explore W (2) revealing Tile 1 with Cursed Hags
Move NW to village (2)

Source: Red, Black, Gold
Draw: Battle Versatility
Plunder Village: Intimidate, Swiftness, reputation -1
Reputation: -2, Fame: 14
Inventory: Red
Units: Utem Guardsmen (used, unwounded)

Night 1 Turn 4
Dummy draws 3 cards
Invocation to discard a Wound and gain red mana
Intimidate powered by red mana for influence 8, fame -2
Purchase Foresters (5)

Source: Red, Black, Gold
Draw: None
Reputation: -5 Fame: 14
Inventory: Red
Units: Utem Guardsmen (used, unwounded), Foresters (ready, unwounded)


Night 1 Turn 5
Dummy draws 3 cards
Foresters for move 2 and -1 on forests
Move W to Magical Glade (2)
Invocation to discard Mana Draw and gain white mana
Swiftness powered by white mana for ranged attack 3
Battle Versatility powered from source for ranged attack 3
Defeat Cursed Hags (5) for reputation 1, fame 3

LEVEL UP: Skill: Polarisation, Advanced Action: Ambush
Crystal Glade: Throw away wound from hand

Skill Pool: Dark Paths, White Crystal Craft, Hot Swordsmanship, Flight
Advanced Action Offer: Blood Ritual, Crystal Mastery, Agility

Source: White, Black, Gold
Draw: Ambush, Threaten, 2 Wounds
Reputation: -3, Fame: 17
Inventory: Red
Units: Utem Guardsmen (used, unwounded), Foresters (used, unwounded)


Night 1 Turn 6
Dummy declares end of round
Invocation to discard Threaten for green mana
Ambush powered by green mana for move 4
Move E to village (2)
Explore NE (2) revealing tile 5 with Diggers
Unit Offer: Peasants, Blood Rage

Reputation: -3, Fame: 17
Inventory: Red
Units: Utem Guardsmen (used, unwounded), Foresters (used, unwounded)

Day 2

Source: Red, Blue, Gold
Advanced Action Offer: In Need, Blood Ritual, Crystal Mastery
Spell Offer: Expose, Call to Arms, Wings of Wind
Unit Offer: Foresters, Northern Monks, Utem Swordsmen, Frost Bridge
Dummy Inventory: 3 Green, 2 Blue
Draw: Improvisation, Stamina, Rage, Threaten, Promise
Tactics: Great Start (5), Dummy draws The Right Moment (6)
Draw: Wound, March
Reveal ruins on tile 10 as Three Green Mana Altar

Day 2 Turn 1
Stamina powered by source for move 4
Move E to monster den (3)
Encounter Crypt Worm
Guardsmen for Block 4
Rage for Block 2
Block crypt worm (6)
Invocation to discard a wound for red mana
Improvisation powered by red mana for attack 5
Threaten for attack 1
Kill Crypt Worm (6) for fame 5
Reward red and white crystals

Source: Red, 2 Gold
Draw: Wound, Snowstorm, Determination
Reputation: -3 Fame: 22
Inventory: 2 Red, White
Units: Utem Guardsmen (used, unwounded), Foresters (ready, unwounded)
Dummy draws 3 cards

Day 2 Turn 2
March powered by the source for move 4
Move NE to blue mine (4)
Challenge Diggers
Foresters for block 3
Block Diggers (3)
Determination for attack 2
Promise sideways for attack 1
Defeat Diggers (3) for reputation 1, fame 2

LEVEL UP: Hand Limit + 1

Source: 2 Red, Gold
Draw: Mana Draw, Intimidate, 2 Wounds
Reputation: -2 Fame: 24
Inventory: 2 Red, White, Blue
Units: Utem Guardsmen (used, unwounded), Foresters (used, unwounded)
Dummy draws 3 cards

Day 2 Turn 3
Normal rest to discard Mana Draw and 3 wounds

Source: 2 Red, Gold
Draw: Swiftness, Stamina, Tranquility, Ambush
Reputation: -2 Fame: 24
Inventory: 2 Red, White, 2 Blue
Units: Utem Guardsmen (used, unwounded), Foresters (used, unwounded)
Dummy draws 3 cards

Day 2 Turn 4
Tranquility powered by source
Draw: Battle Versatility and Concentration
Stamina powered by blue crystal for Move 4
Move NE to plains (2)
Move NW to monastery (2)
Intimidate powered by red crystal for influence 8, reputation -2
Concentration sideways for influence 1
Purchase Northern Monks (7)

Source: 2 Red, Blue
Draw: Burning Shield, Swiftness
Reputation: -5 Fame: 24
Inventory: Red, White, Blue
Units: Utem Guardsmen (used, unwounded), Foresters (used, unwounded), Northern Monks (ready, unwounded)
Dummy draws 5 cards

Day 2 Turn 5
Invocation to discard Swiftness for green mana
Ambush powered by green mana for move 4, and attack 2 or block 4
Explore NW (2) revealing Tile 8 with Prowlers and two green ruin
Explore NE (2) Tile 3
Burn Monastery for reputation -3
Monks defending
Snowstorm powered by the source for ranged ice attack 5 (+2)
Defeat monks (5) for 4 fame

Gain Horn of Wrath, reject Sapphire Ring

Source: 2 Red, Green
Draw: Horn of Wrath, Wound, Crystallize
Reputation: X Fame: 28
Inventory: Red, White, Blue
Units: Utem Guardsmen (used, unwounded), Foresters (used, unwounded), Northern Monks (ready, unwounded)
Dummy draws 3 cards

Day 2 Turn 6
Swiftness for move 2
Burning Shield sideways for move 1
Battle Versatility sideways for move 1
Move NE to plains (2)
Move NW to plains (2)
Crystallize red mana from the source
Challenge Prowlers unblocked for 4 damage
Take 2 wounds (4)
Northern Monks for attack 3
Defeat prowlers (3) for reputation +1 fame 2

Source: Red, Green, Black
Draw: Wound, March
Reputation: -5 Fame: 30
Inventory: 2 Red, White, Blue
Units: Utem Guardsmen (used, unwounded), Foresters (used, unwounded), Northern Monks (used, unwounded)
Dummy draws 1 card

Day 2 Turn 7
March powered by source for move 4
Move NW to ruins (3)
Enter ruins, guarded by Cursed Hags and Diggers
Horn of Wrath for siege attack 8
Defeat cursed hags (5) for fame 3
Defeat diggers (3) for fame 2
Take 1 of each crystal as reward
Roll red and green for horn, take one Wound.
Remove Horn of Wrath from game

LEVEL UP: Skill: Power of Pain, Advanced Action: In Need

Skill Pool: Dark Paths, White Crystal Craft, Hot Swordsmanship, Flight, Motivation, Red Crystal Craft
Advanced Action Offer: Maximal Effect, Blood Ritual, Crystal Mastery


Source: Red, Green, Black
Draw: In Need
Reputation: -5 Fame: 35
Inventory: 3 Red, 2 White, 2 Blue, Green
Units: Utem Guardsmen (used, unwounded), Foresters (used, unwounded), Northern Monks (used, unwounded)
Dummy declares end of round

Day 2 Turn 8
Power of Pain to play 1 Wound sideways for move 2
Explore E (2) revealing Tile *3* with brown and purple ruin

Reputation: -5 Fame: 35
Inventory: 3 Red, 2 White, 2 Blue, Green
Units: Utem Guardsmen (used, unwounded), Foresters (used, unwounded), Northern Monks (used, unwounded)

Night 2

Source: 2 Green, Red
Advanced Action Offer: Heroic Tale, Maximal Effect, Blood Ritual
Spell Offer: Tremor, Expose, Call to Arms
Unit Offer: Altem Guardians, Guardian Golems, Fire Golems
Dummy Inventory: 3 Green, 2 Blue, White

Draw: Mana Draw, Promise, March, Tranquility, Determination, Swiftness
Tactics: Mana Search (3), dummy draws Preparation (5)

Night 2 Turn 1
March powered by source for move 4
Foresters for move 2 and -1 on Hills
Move E to white mine (2)
Move E to wasteland (4)
Swiftness for move 2
Move SE to keep (2) for reputation -1
Keep protected by Guardsmen
No block for damage 3
Foresters wounded (3)
Utem Guardsmen for attack 2
Northern Monks for attack 3
Determination for attack 2
Defeat guardsmen for fame 3


Source: Red, Green, Gold
Draw: In Need, Wound, Crystallize, Ambush, March, Battle Versatility
Reputation: X, Fame: 38
Inventory: 3 Red, 2 White, 2 Blue, Green
Units: Utem Guardsmen (used, unwounded), Foresters (used, wounded), Northern Monks (used, unwounded)
Dummy draws 6 cards

Night 2 Turn 2
Mana Search to re-roll red and gold
Source: Green, Black, White
Tranquility to heal Foresters
Ambush powered by source for move 4 plus 2 attack or 4 block
March powered by white crystal using Polarity for move 4
Move NW to wasteland (4)
Move NE to mage tower (3) for reputation -1
Guarded by Monks
Promise sideways for block 1
Block Monks (5)
Battle versatility powered by red crystal for attack 4
Power of Pain with wound for attack 2
Kill Monks (5) for 4 fame
Gain Expose as reward
Spell Offer: Restoration, Tremor, Call To Arms
Crystallize white mana from source using mana draw to take a second die

Source: 2 Red, Black
Draw: Expose, Wound, Stamina, Snowstorm, Burning Shield
Reputation: X Fame: 42
Inventory: 2 Red, 2 White, 2 Blue, Green
Units: Utem Guardsmen (used, unwounded), Foresters (used, unwounded), Northern Monks (used, unwounded)
Dummy draws 6 cards

Night 2 Turn 3
Stamina powered by blue crystal for move 4
Burning Shield sideways for move 1
In Need sideways for move 1
Power of pain with wound sideways for move 2
Move W to wasteland (4)
Move W to tomb (4)
Enter tomb and encounter a Fire Dragon
Mass Expose powered by white crystal and source for ranged attack 3 and remove resistances
Snowstorm powered by blue crystal for ranged attack 5
Kill fire dragon (7) for fame 8
Call to Arms and Diamond Ring as reward, Ruby Ring rejected
Spells: Underground Travel, Restoration, Tremor

LEVEL UP: +1 Armour

Source: 2 Red, Blue
Draw: Diamond Ring, Call to Arms, Intimidate, Improvisation, 2 Wounds
Reputation: X Fame: 50
Inventory: 2 Red, Green, White
Units: Utem Guardsmen (used, unwounded), Foresters (used, unwounded), Northern Monks (used, unwounded)
Dummy draws 4 cards

Night 2 Turn 4
Power of Pain with wound sideways for move 2
Explore W (2) revealing Tile *4* with Swamp Dragon
Invocation to discard wound for black mana
Diamond ring for white crystal, white mana and Fame 1
Call to Glory powered with white token and black token to recruit Altem Guardians

Source: 2 Red, Blue
Draw: Rage, Swiftness, Threaten, Wound
Reputation: X Fame: 51
Inventory: 2 Red, Green, 2 White
Units: Utem Guardsmen (used, unwounded), Foresters (used, unwounded), Northern Monks (used, unwounded), Altem Guardians (ready, unwounded)
Dummy draws 3 cards

Night 2 Turn 5
Swiftness for move 2
Power of pain with wound sideways for move 2
Move NW to keep (4) for reputation -1
Keep guarded by crossbow men
Challenge swamp dragon
Don't block dragon for 5 damage and poison
Utem Guardsmen take 2 wounds (5)
Don't block crossbowmen for 4 damage
Foresters take 1 wound (4)
Altem Guardsmen for attack 5
Intimidate powered by source for for attack 7, reputation -2
Rage for attack 2
Destroy swamp dragon (9) for fame 7, reputation +2
Destroy crossbowmen (4) for fame 3

Source: Red, Blue, White
Draw: Stamina, Concentration, 2 Wounds
Reputation: -3, Fame: 51
Inventory: 2 Red, Green, 2 White
Units: Utem Guardsmen (used, 2 wounds), Foresters (used, 1 wound), Northern Monks (used, unwounded), Altem Guardians (used, unwounded)
Dummy declares end of round

Night 2 Turn 6
Concentration powered from source using polarisation with Stamina for move 6
Explore NE (2) revealing Tile *7* with Fire Dragon
Move NW to hills (3)
Wound sideways with power of pain for move 2
Explore NW (2) revealing Tile *6* with High Dragon
Unit Offer: Guardian Golems, Fire Golems, Pure Magic
Improvisation discarding Threaten for move 3
Move W to blue mine (3)

Reputation: -3, Fame: 51
Inventory: 2 Red, Green, 2 White, Blue
Units: Utem Guardsmen (used, 2 wounds), Foresters (used, 1 wound), Northern Monks (used, unwounded), Altem Guardians (used, unwounded)

Day 3

Source: Red, Green, Blue
Advanced Action Offer: Learning, Heroic Tale, Maximal Effect
Spell Offer: Fireball, Underground Travel, Restoration
Unit Offer: Ice Mages, Guardian Golems, Catapults, Magic Talent
Dummy Inventory: 4 Green, 2 Blue, White
Ruin revealed as grey and purple

Draw: Snowstorm, Intimidate, Ambush, Wound, Battle Versatility, In Need
Tactics: Early Bird (1), Dummy Draws Mana Steal


Day 3 Turn 1
Ambush powered by source for move 4 and attack 2 or block 4
Move NW to hills (3)
Reveal blue city defenders as 2x Altem Guardsmen, Ice Golem, Illusionist
Challenge High Dragon
Altem Guardmen for 8 block
Battle Versatility powered with red crystal for 4 block
Block High Dragon (12)
Northern Monks for attack 3
Intimidate for attack 4 and reputation -1
Snowstorm for ice attack 5 halved
Kill high dragon (9) for reputation 2, fame 9

LEVEL UP: Skill Flight, Advanced Action Maximal Effect

Skill Pool: Dark Paths, White Crystal Craft, Hot Swordsmanship, Motivation, Red Crystal Craft, Dark Fire Magic, Burning Power, Potion Making
Advanced Action Offer: Fire Bolt, Learning, Heroic Tale

Source: Red, Blue, Gold
Draw: Maximal Effect, Swiftness, Wound, Wound
Reputation: -2, Fame: 70
Inventory: Green, Red, 2 White, Blue
Units: Utem Guardsmen (ready, 2 wounds), Foresters (ready, 1 wound), Northern Monks (used, unwounded), Altem Guardians (used, unwounded)
Dummy draws 6 cards

Day 3 Turn 2
Swiftness for move 2
Flight to move SE, E to hills (2)
Reveal keep guardian as Golem

Source: Red, Blue, Gold
Draw: Burning Shield, 2 Wounds, Mana Draw, Tranquility
Reputation: -2, Fame: 70
Inventory: Green, Red, 2 White, Blue
Units: Utem Guardsmen (ready, 2 wounds), Foresters (ready, 1 wound), Northern Monks (used, unwounded), Altem Guardians (used, unwounded)
Dummy draws 6 cards

Day 3 Turn 3
Tranquility powered by source for 2 healing
Heal Foresters (1)
Heal self (1)
Foresters for move 2
Wound sideways with power of pain for move 2
Move NE to keep (4) for reputation -1
Reveal white city guardians as Gunners, Freezers, Crossbowmen
Burning Shield for fire block 4
Block Golems (2)
Burning Shield for fire attack 4
Mana Draw sideways for attack 1
Maximal Effect sideways for attack 1
Destroy Golems (5) for 4 fame

Source: Red, Blue, Black
Draw: Diamond Ring, Stamina, Swiftness, Rage, Crystallize, March, Improvisation
Reputation: -3, Fame: 74
Inventory: Green, Red, 2 White, Blue
Units: Utem Guardsmen (ready, 2 wounds), Foresters (used, unwounded), Northern Monks (used, unwounded), Altem Guardians (used, unwounded)
Dummy draws 6 cards

Day 3 Turn 3
Diamond ring for 1 white mana, 1 white crystal, 1 fame
In need powered by white mana via polarisation for 4 influence + 10 influence for 5 wounds
Improvisation powered by source, discarding Stamina for 5 influence
Buy catapults (9) and Gardian Golems (7) replacing Utem Gardsmen and Foresters
Invocation discarding a wound for a red token
Crystallize red token

Source: Blue, Red, Black
Draw: Promise, Stamina, March, Determination, 2 Wound
Reputation: -3, Fame: 75
Inventory: Green, 2 Red, 3 White, Blue
Units: Catapults (ready, unwounded), Guardian Golems (ready, unwounded), Northern Monks (used, unwounded), Altem Guardians (used, unwounded)
Dummy draws 5 cards

Day 3 Turn 4
March for move 2
Move E to white city (2) for Reputation -1
Catapults powered by red crystal for siege ice attack 5
Destroy Crossbowmen (5) for fame 3
Guardian golems powered by source for ice block 4
Determination powered by blue crystal for block 5
Block freezers (4 ice + 5 phys)
Gunners unblocked for 12 fire damage
Wound northern monks (4)
Take two wounds (8)
Rage for 2 attack
Swiftness powered with white crystal for 3 attack
Power of pain with wound sideways for 2 attack
Promise sideways for 1 attack
Kill Freezers (8) for 7 fame
Retreat W to keep

LEVEL UP: Hand limit +1

Source: 2 Green, Black
Draw: Expose, Concentration, Call to Arms, Threaten
Reputation: -5, Fame: 85
Inventory: Green, Red, 2 White
Units: Catapults (used, unwounded), Guardian Golems (used, unwounded), Northern Monks (used, 1 wound), Altem Guardians (used, unwounded)
Dummy draws 3 cards

Day 3 Turn 5
Concentration for blue token
March for move 2
Move E to white city (2) for Reputation -1
No block, take 12 fire damage from gunners
Wound Altem Guardians (7)
Take 2 Wounds
Expose powered from source using black with polarisation as gold as white for attack 2
Call to arms powered by white crystal
Ice Mages from unit offer powered by blue token for ice attack 4
Power of pain with wound sideways for attack 2
Destroy Gunners (7) for fame 7

Source: 3 Green
Draw: None
Reputation: X, Fame: 85
Inventory: Green, Red, White
Units: Catapults (used, unwounded), Guardian Golems (used, unwounded), Northern Monks (used, 1 wound), Altem Guardians (used, 1 wound)
Dummy declares end of round

Day 3 Turn 6
Power of Pain with wound sideways for move 2
Stamina for move 2
Move NW to Spawning Grounds (4)

Reputation: X, Fame: 85
Inventory: Green, Red, White
Units: Catapults (ready, unwounded), Guardian Golems (ready, unwounded), Northern Monks (ready, 1 wound), Altem Guardians (ready, 1 wound)


Night 3

Source: Green, Blue, Gold
Advanced Action Offer: Regeneration, Fire Bolt, Learning
Spell Offer: Mana Bolt, Fireball, Underground Travel
Unit Offer: Fire Golems, Illusionists, Ice Golems, Swift Bolt
Dummy Inventory: 5 Green, 2 Blue, White

Draw: In Need, Ambush, Tranquility, Diamond Ring, Crystallize, March, Threaten, Maximal Effect, Intimidate, Call to Arms, Battle Versatility, 3 Wounds
Tactics: From The Dusk (1), dummy draws Sparing Power (6)

Night 3 Turn 1
Diamond Ring to gain white crystal, white token and fame 1
Call to Glory powered by white token and source via polarisation to buy Ice Golems
Enter spawning ground to find 2 Gargoyles
Catapults for 5 siege fire attack
Destroy Gargoyle (4) for 4 fame
2nd gargoyle unblocked for 5 damage
Guardian golems absorb (3), take a wound (2)
Invocation discarding wound for red mana
Battle Versatility powered by red mana for fire attack 3
Power of pain with wound sideways for 2 attack
Destroy Gargoyle (4) for 4 fame
Gain 2 Green, Red crystals and Golden Grail rejecting banner of protection

Source: Green, Blue, Gold
Draw: Golden Grail, Stamina, 3 Wounds
Reputation: X, Fame: 94
Inventory: Green, White, White, Green, Green, Red
Units: Catapults (used, unwounded), Guardian Golems (ready, 1 wound), Northern Monks (ready, 1 wound), Altem Guardians (ready, 1 wound), Ice Golems (ready, unwounded)
Dummy draws 3 cards

Night 3 Turn 2
Invocation discarding wound for red token
Maximal effect powered by red token on tranquility for Heal 4
Remove wound from Altem Guardians
Destroy Golden Grail for heal 6
Heal wounds from Guardian Golems (2), Northern Monks (2) and hand (2)
Draw Promise, Wound
March powered by green crystal for move 4
Flight to move SW, SW (2) to Hills
Stamina for move 2
Power of pain with Wound Sideways for move 2
Move W to blue mine (3)
Move NW to hills (3)
Crystallize blue from source

Source: Green, 2 Gold
Draw: Burning Shield
Reputation: X, Fame: 94
Inventory: 2 Green, 2 White, Red, Blue
Units: Catapults (used, unwounded), Guardian Golems (ready, unwounded), Northern Monks (ready, unwounded), Altem Guardians (ready, unwounded), Ice Golems (ready, unwounded)
Dummy draws 5 cards

Night 3 Turn 3
Ambush powered by source for move 4 and block 4 or attack 2
Move NE to city (2) for reputation -1
Altem Guardians powered by green mana for all unit resistances
Illusionists summon Minotaur
Fire Shield powered by red crystal for fire block 4
Block Minotaur (5) for 4 fire attack
Ice golems unblocked for 4 ice damage
Catapults absorb 4 damage
Altem Guardsmen unblocked for 6 damage
Altem Guardians absorb 6 damage
Invocation discarding wound for red token
Guardian Golems powered by red token for block 4
Promise sideways for block 1
In Need sideways for block 1
Block Altem Guardsmen (6)
Destroy Ice Golem (4) for fame 5
Northern Monks powered by blue crystal for Ice attack 4
Destroy Illusionists for fame 4
Retreat to hills
Discard Threaten

LEVEL UP: Skill: Dark Negotiation, Advanced Action: Regeneration
Advanced Action Offer: Crushing Bolt, Fire Bolt, Learning

Source: 3 Gold
Draw: Regeneration, Wound, Concentration, Snowstorm, Mana Draw
Reputation: X, Fame: 103
Inventory: Green, 2 White
Units: Catapults (used, unwounded), Guardian Golems (used, unwounded), Northern Monks (used, unwounded), Altem Guardians (used, unwounded), Ice Golems (ready, unwounded)
Dummy draws 5 cards

Night 3 Turn 4
Regeneration to ready Northern Monks
Power of Pain with wound sideways for move 2
Move NE to city (2) for reputation -1
Altem Guardsmen unblocked for 6 damage
Altem Guardians take wound (6)
Altem Guardsmen unblocked for 6 damage
Guardian Golems absorb (3) and take wound (3)
Concentration with green crystal on Intimidate for attack 9
Northern Monks for attack 3
Ice golems for attack 3
Destroy Altem Guardsmen (14) for 8 fame
Retreat SE to hills

Source: Gold, Gold, Gold
Draw: Wound, Swiftness, March, Determination
Reputation: X, Fame: 111
Inventory: 2 White
Units: Catapults (used, unwounded), Guardian Golems (used, wounded), Northern Monks (used, unwounded), Altem Guardians (used, wounded), Ice Golems (used, unwounded)
Dummy draws 3 cards

Night 3 Turn 5
March for move 2
Move NE to city (2) for reputation -1
Mana Draw powered by white crystal for 2 blue tokens
Altem Guardian unblocked for 6 damage
Ice Golems absorb (4) and take wound (2)
Blizzard powered by blue token and source via polarisation 8 ice attack, 1 wound
Swiftness powered by white crystal for 3 attack
Determination for attack 2
Power of Pain with wound sideways for attack 2
Destroy guardian golem (14) for fame 8

Source: Gold, White, Blue
Draw: Stamina, Rage, Swiftness, Expose, Improvisation
Reputation: X, Fame: 119
Inventory: None
Units: Catapults (used, unwounded), Guardian Golems (used, wounded), Northern Monks (used, unwounded), Altem Guardians (used, wounded), Ice Golems (used, wounded)

Night 3 Turn 6
Stamina for move 2
Move NE to monastery (2)
Burn monastery, guarded by Fire Mage
Invocation discarding Improvisation for white mana
Expose powered by white mana for ranged attack 2
Swiftness powered by source for ranged attack 3
Destroy fire mages (5) for 5 fame and Banner of Fear, discarding Amulet of Darkness

Final Fame: 124
Spells: Call to Arms, Burning Shield, Snowstorm, Expose = 8 fame
Advanced Actions: Maximal Effect, In Need, Ambush, Intimidate, Regeneration = 5 fame
Artefacts: Diamond Ring, Banner of Fear = 4 fame
Crystals: None
Units: Catapults, Guardian Golems (wounded), Northern Monks, Altem Guardians (wounded), Ice Golems (wounded) = 9 fame
Keeps: 5 = 10 fame
Mage Towers: 2 = 4 fame
Monasteries: 2 = 4 fame
Adventure Sites: 4 = 8 fame
Wounds: 8 = -16 fame
Cities: 2 = 20 fame
All Cities Conquered = 15 fame
Dummy cards left: 5 = 5 fame
End of round not announced = 5 fame

Total Fame: 205

And here is the map of my journey.

8 
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Ayumi Hakase
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Iain,
Thanks so much for taking the time to post this. I've been playing Mage Knight with a group, and have wanted to try it solo.

You say that you won't play Atythea solo often. Which character do you suggest I use to start solo play? I like a good challenge and win percentage is less important than enjoyable and robust play.

All the best,
Ayumi

 
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Iain Benson
United Kingdom
Cheadle
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I've only played a handful of games, so don't really have an opinion yet beyond feeling Arythea is at a disadvantage.

Have a read through the Mages tier list thread and see if it helps you decide based on the way you play
 
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Jeff Thornsen
United States
Nottingham
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I didn't read through the whole thing, but I think I found a small mistake in Night 1, Turn 5. I see you used Foresters for Move 2, and Forests cost 1 less, but Forests require 5 Movement points at night.

I had the easiest time using Norowas in the solo game. I also liked Tovak (his skills make fights a lot easier). I didn't do very well with Arythea or Goldyx. A lot depends on the order in which your skills come out.
 
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Iain Benson
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Oh Bum! It looks like you are right, I've run through that round and I didn't have the cards for another 2 move at that point so I guess that score doesn't count gulp

It also means I still haven't managed an error free game soblue. It's not that hard, really!
 
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Brother Leon
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Many Thanks for the detailed report. It really helped me understand the game after feeling a bit abstract from just reading the walkthrough.

Can i ask, how long did this take you from beginning to end. As much as i love the look of this game, the more i learn the more i feel it is just too time-consuming for me.
 
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Iain Benson
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nssxxx wrote:
Many Thanks for the detailed report. It really helped me understand the game after feeling a bit abstract from just reading the walkthrough.


Glad to help. You may find that reading the play by forum threads will help as well. They post full turn by turn details and also a lot of strategy discussion and suggestions.

nssxxx wrote:
Can i ask, how long did this take you from beginning to end. As much as i love the look of this game, the more i learn the more i feel it is just too time-consuming for me.


In terms of actual play time I couldn't really say, as I played it over several sessions over a couple of days, and it took longer that usual due to the time taken to make exhaustive notes, but it was definitely quite a few hours. It is by no means a quick game, and you may need somewhere you can leave it set up overnight or while you are out at work.
 
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Brother Leon
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Thanks

this is as i suspected - thanks for the advice! I will have to give it a miss for a few years.
 
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Paul Grogan
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Devon
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Check out all my instructional How to Play videos at youtube.com/GamingRulesVideos
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Just for the record on time, most people I know are now playing the solo game in under 90 mins.
 
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Michael Pustilnik
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Bronx
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It depends on the player. You can make the first move you think of that seems "reasonable", or you can analyze your options and try to decide on which move is best. How fast you would like to play is up to you!
 
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