by rageleague
What does it do? I assume it means attacks made by this monster also inflicts poison, but I didn't anything about it in the rule book, nor did I find answers on the forum.↧
Thread: Gloomhaven:: Rules:: Giant Viper "Poison" ability on side
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Reply: Gloomhaven:: Rules:: Re: Splash damage and shields
by squegeeboo
OedipussyRex wrote:
Chilla_Aquila wrote:
While I play that "splash" damage negates shields of enemies in the targeted area, you could argue that officially, it doesn't.
No. As you point out, splash damage is not an attack with a bunch of red hexes, as seen by the Cragheart's Dirt Tornado. Splash damage is the top half of Cragheart's Massive Boulder: Attack 3, Range 3, All allies and enemies adjacent to the target suffer 1 damage. Everyone adjacent to the target will suffer that 1 point of damage, unless they have something that negates a "source of damage." You do not flip attack modifier cards for those single points of damage and shields do not block that damage. The initiator of those single points of damage may have originated from an attack, but they are not an attack themselves.
I get what he's saying, it's a semantic argument that because the true damage is part of an effect of an attack ability, it's technically attack damage.
We all know it's not the correct interpretation, but it's a fun argument to make.
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Reply: KeyForge: Call of the Archons:: General:: Re: Mini Card Tokens
by locoHost
Good idea. Pretty neat looking cards. I think symbols are fairly clear. I agree with Diane about "blue means stun". I'm not exactly sure why I think that :-/ At lease Diane has a good reason :-DDifferent, more clear icons on the pumps and wounds is good idea too.
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Reply: Claustrophobia 1643:: Rules:: Re: Event Cards
by LateShacka
Renaud Verlaque wrote:
And sorry for misreading and thus misquoting. I knew the answer to your actual question too :whistle:
Ah you say you knew now. But now we will never know if you actually knew before commenting.
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Reply: Gloomhaven:: Rules:: Re: Basic question about focus and ranged attacks
by x1te
Since you're still learning it's best to make sure you're reading the monster ability cards correctly. A "Move +0" on the ability card means you use the monster's base movement, as found on the large monster card. If there's no move on the ability card itself, the monster doesn't move at all.Sorry if you already knew that, just wanted to make sure. :)
And yeah, it's often a tactical move to make ranged monsters attack with disadvantage, as they focus the closest enemy.
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Reply: Gloomhaven:: Rules:: Re: Giant Viper "Poison" ability on side
by OedipussyRex
Are you talking about the Poison on the square monster stat card? That means it is immune to poison.↧
Reply: Gloomhaven:: Rules:: Re: Giant Viper "Poison" ability on side
OedipussyRex wrote:
Are you talking about the Poison on the square monster stat card? That means it is immune to poison.
No, the OP was correct. It has poison permanently as part of its attacks.
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Reply: Claustrophobia 1643:: Rules:: Re: Hellhounds
by LateShacka
PKamahl wrote:
The first turn they come out, you can take one of your un-used die (can't be in a prep / triggered space) and set it to whatever you want for their Adaptation power.
Every turn after, if you want to use them again, you'll have to use a freshly-rolled Destiny Die to keep them from becoming exhausted.
Every turn after, if you want to use them again, you'll have to use a freshly-rolled Destiny Die to keep them from becoming exhausted.
Where in the rules does it say they become “exhausted”? I thought their stats just went to 0 for movement, 0 for combat, and 4 for defense.
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Reply: KeyForge: Call of the Archons:: General:: Re: The game is fun, but it doesn't feel like the algorithm is creating particularly balanced decks
by 4wallz
Skrell wrote:
BenDTU wrote:
bbblasterfire wrote:
Balance can be achieved through volume.
Which inevitably makes the game a harder sell from the perspective of "Just buy a single deck and see what you think".
There's a LOT of assumptions being made in this thread but this I fully agree with. The game is not what was marketed. If you want to enjoy the game you NEED to buy multiple decks unless you just get lucky. Some decks are only viable against VERY specific decks.
"Not what was marketed?" May I ask what you base this on? Richard Garfield himself said in the rulebook that it was a welcome to the jungle style. It wasn't that every deck was super awesome or powerful, it was how you learn to play with that deck. That means (to me at least) that there would be varying power levels in the decks.
Also just from the business perspective, why would FFG want you to just buy one? You can try the game out with one or two decks. But who's not going to buy more?
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Reply: War of the Ring (Second Edition):: Strategy:: Re: Gandalf the White Superarmy
Thanks for the tips y'all. Something I think I might try is advancing towards the army before they get to Dol-Guldur, hopefully replenishing my defenses in the stronghold at the same time or shortly thereafter.
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Reply: Claustrophobia 1643:: Rules:: Re: Does 6 shield block all attacks?
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Thread: Claustrophobia 1643:: Rules:: Adaptation and other power on Demon or Hellhounds
by lgitton
Hello,what is Adaptation power I can see on Hellhounds, where is it explained in the rulebook ?
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Reply: Gloomhaven:: Rules:: Re: Basic question about focus and ranged attacks
by jplank
x1te wrote:
Since you're still learning it's best to make sure you're reading the monster ability cards correctly. A "Move +0" on the ability card means you use the monster's base movement, as found on the large monster card. If there's no move on the ability card itself, the monster doesn't move at all.
Sorry if you already knew that, just wanted to make sure. :)
And yeah, it's often a tactical move to make ranged monsters attack with disadvantage, as they focus the closest enemy.
Sorry if you already knew that, just wanted to make sure. :)
And yeah, it's often a tactical move to make ranged monsters attack with disadvantage, as they focus the closest enemy.
I've just been using the Gloomhaven Helper web app. I just assumed that the movement would be whatever was on the monster card that was flipped along with whatever modifier card was flipped. Is this right? Or should I be doing something else?
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Reply: World of Warcraft: The Boardgame:: Rules:: Re: Rules... Again!
by sigmazero13
ensid wrote:
So 3) in this case will always grant 1 red dice if I use any of these cards mentioned? I thought due to "AND" you will get a red dice for EACH of ability named there, so if I used all 4 abilities I'd get 4 bonus red dices
I am not 100% sure, but I think you'd only get one bonus, since you can only use the Talent ability once per round. It doesn't matter which one triggers it, though.
I still dont see any use of that unequipping because you can just unequip it and then equip it right before your turn ends in character management phase so I dont see completely any use for this.
Hmm. I'd have to think about this. I'm sure there's a reason, but I can't think of it at the moment.
This talent allows you to use Chain Lightning twice per combat round and I wonder if other talent would trigger twice (Call of Thunder that adds blue dice and Improved Chain Lightning)
I would say no; you can use the Chain Lightning twice, but only Chain Lightning; the boosts wouldn't trigger twice (at least as I interpret it).
Also there're items that are used from the bag and have TRINKET restriction, how do I use them? Can I use for example 3 trinkets? 2 from my bag and 1 from my character sheet? The game says I can only have 1 card of same restriction but those items I can use from bag
You can have more than one item of a particular type, unless some game effect specifically says otherwise (such as pets). Which rule are you referring to, maybe I'm missing something here.
In any case, I would think that if there is a limitation, it's only to having specific item types equipped, not "used".
Start of Resolution Step:
Remove a number of hit tokens from the Attrition Box equal to this boss' current Attack value.
Does it mean we count his damage which is 29 and subtract number of green and red tokens and the number which left for example 10 (lets say he is going to deal 10 damage to us) and then we have to cut the tokens from attrition box by half?
Remove a number of hit tokens from the Attrition Box equal to this boss' current Attack value.
Does it mean we count his damage which is 29 and subtract number of green and red tokens and the number which left for example 10 (lets say he is going to deal 10 damage to us) and then we have to cut the tokens from attrition box by half?
The attrition box only gets "red" tokens; I don't think it can ever get green ones. Basically, at the start of that step, you'd remove 29 tokens from the Attrition box (which will probably be all of them unless you are doing a LOT of attritition!)
When the boss attacks, he will still do the full 29 damage. The ability is making it so that Attrition is less effective against the boss. Note that tokens in the Damage and Defense areas are unaffected by this - only the attrition tokens get removed.
also there is priest talent:
When you use Lesser Heal or Greater Heal, any other friendly participating character may regain up to 2 Health
What does it exactly mean? any other character means other than the healed one or other than the priest?
When you use Lesser Heal or Greater Heal, any other friendly participating character may regain up to 2 Health
What does it exactly mean? any other character means other than the healed one or other than the priest?
I think it means other than the healed one. IE, it lets you heal two characters at once.
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New Video for Skulk Hollow
by ebaraf

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Reply: Monolith Arena:: Rules:: Re: Rune of Double Attack: Inconsistent rules when boosting units that already attack twice
by GrimmGeist
danshoehsu wrote:
So that means the rule is, the bonus third attack comes:
1. After the first attack only if the unit’s existing two attacks are non-sequential
2. Otherwise, if sequential, then after the second attack.
Yes, this is basically the rule as I understand it.
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Thread: Warhammer Quest: Blackstone Fortress:: General:: Blackstone Fortress WIP
by talion78
Been a while since I put paint to brush,but getting back in the swing.Have been piece meal putting the Blackstone Fortress game together from eBay, and it's given me the bug to start painting again.WIP Spindle Drones - Carapace complete
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Reply: Gloomhaven:: Rules:: Re: Giant Viper "Poison" ability on side
by Dexter345
For a more general answer:If a regular monster has a Condition listed where "special traits" go on the stat card, then that monster inflicts that Condition on a target when they attack that target. The rule book doesn't explicitly spell this out for Conditions:
Gloomhaven Rule Book, Page 9, A Monster Statistic Card Includes wrote:
Any special traits this monster type possesses. These traits are permanent and persist from round to round.
If a boss has a Condition listed on that part of the stat card, it means the boss is immune to the listed Condition. This is explicitly spelled out in the rule book:
Gloomhaven Rule Book, Page 32, Bosses wrote:
Bosses are immune to certain negative conditions. The conditions to which they are immune are listed on their stat card.
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Reply: Prophecy:: General:: Re: Any possibility of a reprint?
by locherbread
Yeah I wanted it as an alternative to Talisman (which I still love) and also because I picked up both expansions from the works UK for 18 including postage:)↧
Session: Mage Knight Board Game:: Krang standard solo conquest in four rounds
by amyash
After a series of solo conquest games where we ramped up the difficulty (see session report here for our successful 22/22 run), we took a bit of a break. Due to our time constraints (yet another kid!), we decide to revisit Mage Knight with a quick and casual 5/8 conquest. But we got off to a good start and soon started wondering: How much of the map can we complete? How early can we finish? We decide to challenge ourselves to finish in four rounds. It was a fun little exercise, so I thought I would share. We chose Krang because neither one of us had much experience with him, and he was interesting to us. Goldyx was randomly chosen as the dummy. Lost Legion expansion included.Here goes:
Day 1
source: green, gold, red
advanced action offer: training, crushing bolt, ambush
spell offer: demolish, chill, fireball
unit offer: illusionists, peasants, foresters, crystal mastery
hand: crystallize, march, stamina, promise, ruthless coercion
Here is our opening board:
For tactics, we almost always take planning on round 1. The extra card not only gives more power, but also more options for efficient play. Goldyx takes the right moment.
Day 1 Turn 1
We have move cards and influence cards, so the logical choice is to move to a site and buy a unit. The camp and monastery are more easily accessible than the village. With ambush in the offer, I like the idea of doing the maze if the cards will allow it. The camp then becomes our target.
We take the green source die, power march + stamina + crystallize to the side to get move 7. We move to the camp. The orc is behind a wall and doesn't add.
Goldyx draws 3 cards (14 left).
Day 1 Turn 2
source: red, gold, black
hand: ruthless coercion, promise, improvisation, mana draw, determination, tranquility
We consider buying foresters or illusionists. Foresters can efficiently block the orc war beasts next turn, or possibly provide more movement in the maze to get an artifact. However, we really like fireball as an early spell, so we're content only spending 4 movement. Foresters are also a great unit to wound since they have 4 armor, but are cheaply healed. Illusionists can provide us with a white crystal to power more ranged attack for the maze. They may also help us next round to defeat the very difficult ruin on the other tile. Neither unit is strong for city conquests. We decide to take the illusionists.
We use the red die to power ruthless coercion + promise = influence 8. Buy illusionists. Rep -1 (0).
Goldyx draws 3 cards (11 left).
Day 1 Turn 3
source: red, gold, black
hand: improvisation, mana draw, determination, tranquility, concentration, rage
units: illusionists
We can defeat the orc war beasts. We would like to save mana draw and concentration for the maze.
Determination + rage to block orc war beasts. Use red die to power improvisation, discard tranquility, to get attack 5. Defeat orc war beasts. +3 fame (3). +1 rep (0). Level up. Skills: mana enhancement or spirit guides. Take mana enhancement + ambush. Dummy adds source opening to the skill offer.
We take mana enhancement because we think Krang needs as much mana as possible. We don't like that he lacks the motivation skill, so for city assaults, we want him to make up for the lack of hand size by powering as many cards as possible.
Goldyx draws 5 (6 left).
Day 1 Turn 4
source: black, gold, black
hand: ambush, concentration, mana draw, swiftness x 2, stamina
units: illusionists
skills: mana enhancement
new AA: in need, training, crushing bolt
We are doing fine on time, and we see that if we have a sixth card for the maze, we can take out all brown enemies without taking wounds.
Play stamina to go to the maze.
Goldyx draws 5 (1 left).
Day 1 Turn 5
source: black, gold, black
hand: ambush, concentration, mana draw, swiftness x 2, rage
units: illusionists
skills: mana enhancement
We enter the maze with the illusionists. Use gold die to power mana draw, turn black die green for 2 green mana. Use green mana to power ambush. Use mana enhancement to gain green crystal. Reveal medusa. Use green mana to concentrate swiftness = ranged attack 7. Defeat medusa. +5 fame (8). Level up. Take fireball.
Fireball is a great early spell. I like having a source of elemental damage (and ranged/siege at that). It's useful early on when you're building up power, and it's still great for city assaults.
Goldyx draws 1 (0).
Day 1 Turn 6
source: green, black, black
hand: savage harvesting, fireball, swiftness, rage
crystals: 1 green
units: illusionists
skills: mana enhancement (green mana)
new spell offer: charm, demolish, chill
Use green mana from mana enhancement to power savage harvesting + swiftness + rage to side = move 7. Move to monastery. Discard fireball for red crystal. Gain white crystal from illusionists.
End of round. Dummy takes blue crystal from chill and crushing bolt.
We are very pleased with our first round. We gained two levels, we have a unit and a good spell, and we have three crystals. We would have liked to have explored a tile, but we have an extra move card in our deck with ambush and can make up time.
Night 1
source: gold, blue, red
advanced action offer: swift bolt, in need, training
spell offer: wings of wind, charm, demolish
unit offer: red cape monks, swordsmen, guardian golems, peaceful moment
hand: mana draw, tranquility, crystallize, improvisation, concentration
crystals: red, green, white
units: illusionists
skills: mana enhancement
For tactics, we decide to take mana search. We usually take mana search for night 1 because at the beginning of the game we are so limited by mana and hand size, and it is essential to have an available mana from the source. Plus in this case we already have one gold die. Dummy takes midnight meditation.
Night 1 Turn 1
mana search gold, blue -> source: green, blue, red
We are sitting on a monastery, and we are fortunate to have some monks in the unit offer. We don't want to part with concentration, but it ends up being the most efficient way to buy the monks.
Use green die to concentrate improvisation, discard tranquility = influence 7. Buy red cape monks.
Goldyx draws 5 (12 left).
Night 1 Turn 2
source: blue, blue, red
hand: crystallize, mana draw, swiftness, promise, rage
crystals: red, white, green
units: illusionists, red cape monks
skills: mana enhancement
We are getting concerned that we aren't seeing our movement cards. We want to make sure we have mana to power our movement cards, so we want to leave a blue die in the source and get an extra green crystal.
Play swiftness to explore and use blue die on crystallize to get a green crystal.
Here is what we find:
Goldyx draws 5 (7 left).
Night 1 Turn 3
source: blue, red, green
hand: promise, rage, march, mana draw, fireball
crystals: red, white, 2 green
units: illusionists, red cape monks
skills: mana enhancement
The new tile wasn't particularly interesting, so we are again eyeing the ruin. We now have fireball in hand and can get black mana from the glade. We decide to move to the glade and fight the orc.
Use green die to power march + promise to the side = move 5. Go to the glade and challenge orc. Take wound from the wolfriders. Use a red crystal to power rage. Use mana enhancement to gain a red crystal. Attack 4 defeats the wolfriders. +3 fame (11). +1 rep (0). Heal wound in the glade.
Goldyx draws 3 (4 left).
Night 1 Turn 4
source: blue, red, white
hand: ambush, stamina, mana draw, fireball, rage
crystals: red, white, 2 green
units: illusionists, red cape monks
skills: mana enhancement (red mana)
With this set up, we feel confident going to the ruin. We can defeat all white enemies. With illusionists in tow, we are unlikely to take many wounds. We may need an extra round to defeat the gray.
mana search blue die -> source: black, red, white
Use green crystal to power ambush + stamina = move 6. Move to ruin. Reveal thugs and altem mages. Use red mana from mana enhancement + black mana from glade to power firestorm = siege fire attack 10. Take wound. Defeat altem mages. Use red cape monks to block thugs. Use red die to power rage + mana draw to side = attack 5. Defeat thugs. +10 fame (21). +1 rep (+1). Level up.
Artifact choices: banner of fear or banner of courage. We take banner of fear. For a spell, we take demolish. Skill choices: battle frenzy or arcane disguise. We take battle frenzy for more damage. Dummy adds flight to the skill offer. For our advanced action, we take swift bolt.
We almost immediately regret getting demolish instead of wings of wind. We were concerned about having enough damage, but then battle frenzy shows up in the skill offer. Wings of wind would have been immediately useful, and we were really gambling on movement for the next turn. That said, disintegrate ends up being very helpful in the final city battle where every last point of damage counted.
Goldyx draws 4 (0 left).
Night 1 Turn 5
source: green, white, black
hand: wound, swift bolt, demolish, banner of fear, savage harvesting
crystals: red, white, green
units: illusionists, red cape monks (exhausted)
skills: mana enhancement (flipped), battle frenzy
new AA: regeneration, in need, training
new spell offer: call to arms, wings of wind, charm
Use green die to power savage harvesting. We explore a tile.
Here is what we find:
We turn swift bolt to the side for an additional move. We move to the crystal mine. We discard demolish on the way to gain a red crystal. We gain a white crystal from the mine. We assign banner of fear to the illusionists.
Goldyx: end of round
Night 1 Turn 6
source: green, white, black
hand: wound, stamina, ruthless coercion, determination, swiftness
crystals: 2 red, 2 white, green
units: illusionists, red cape monks (exhausted)
skills: mana enhancement (flipped), battle frenzy
We would like to end on the keep on this tile. We mana search for blue to give us options.
mana search black, white -> source: blue, green, black
Here we reach a dilemma. Do we use ruthless coercion and take the reputation hit (and crystal loss) to assure our victory in the keep? We have attack 9 without the monks, but we won't be able to defeat golems (2/17 chance). We decide to take the risk.
Use blue die to power stamina + ruthless coercion to the side = move 5. Assault keep. Reveal crossbowmen. -1 rep (0). Banner of fear to negate attack. +1 fame (22). Determination + battle frenzy to defeat the crossbowmen. +3 fame (25). Level up.
End of round. Dummy takes training and the white crystal from charm. We discard banner of fear.
Day 2
source: white, blue, red
advanced action offer: force of nature, regeneration, in need
spell offer: mana bolt, call to arms, wings of wind
unit offer: peasants, foresters, shock troops, chivalry
hand: concentration, swiftness, promise, wound, improvisation, savage harvesting, ambush
crystals: 2 red, 2 white, green
units: illusionists, red cape monks
skills: mana enhancement, battle frenzy
We don't like our wound and would prefer to draw it with tranquility. For tactics, we take rethink. We discard the wound and draw mana draw. Dummy takes mana steal.
Day 2 Turn 1
Use green crystal to power savage harvesting and explore 2 tiles.
See here:
We use mana enhancement to gain a green crystal. We're not crazy about shock troops for this set up, but they are the only convenient unit. We will plan to put banner of fear on the shock troops. We use the illusionists for +4 influence + promise = 6 influence. Buy shock troops.
Goldyx draws 3 (15 left).
Day 2 Turn 2
source: red, white, blue
hand: concentration, swiftness, improvisation, ambush, mana draw, swift bolt, wound
crystals: 2 red, 2 white, green
units: illusionists (exhausted), red cape monks, shock troops
skills: mana enhancement (green mana), battle frenzy
Here we could either hit the maze or a mage tower. We have good cards for a ranged set up, so we decide on the maze. We plan to get wings of wind to catch us up on the map. Use red die to power improvisation, discard swiftness, = move 5. Move to maze. Use green mana from mana enhancement to power ambush = move 4. Bring red cape monks. Reveal minotaur. Use mana draw to grab the white die from the source. Power swift bolt = ranged attack 6. Defeat minotaur. +4 fame (29). Gain wings of wind.
Goldyx draws 4 (11 left).
Day 2 Turn 3
source: red, black, blue
hand: concentration, wound, stamina x 2, demolish, wings of wind, ruthless coercion
crystals: 2 red, 2 white, green
units: illusionists (exhausted), red cape monks, shock troops
skills: mana enhancement (flipped), battle frenzy
New spell offer: space bending, mana bolt, call to arms
Use white crystal to power wings of wind. Use blue die to power stamina. We can move up to 4 revealed spaces. We travel to the dungeon. Use concentration for a blue mana to power the other stamina = move 4. We explore 2 tiles.
Here is what we find:
Add fire bolt to unit offer since we uncovered another monastery.
Goldyx draws 5 (6 left).
Day 2 Turn 4
source: red, black, green
hand: swiftness, wound, determination, demolish, ruthless coercion, tranquility
crystals: 2 red, white, green
units: illusionists (exhausted), red cape monks, shock troops
skills: mana enhancement (flipped), battle frenzy
We need to sift for banner of fear and fireball so we can take out the dragon and the dungeon. It pains us greatly to waste demolish again. We fight the orc. Use red cape monks and demolish to the side = block 4. Use battle frenzy + ruthless coercion to the side = attack 3. Defeat prowlers. +2 fame (31). +1 rep (+1). Use tranquility to heal the wound.
Goldyx draws 5 (1 left).
Day 2 Turn 5
source: red, black, green
hand: swiftness, determination, banner of fear, rage, fireball, march
crystals: 2 red, white, green
units: illusionists (exhausted), red cape monks (exhausted), shock troops
skills: mana enhancement (flipped), battle frenzy (flipped)
Assign banner of fear to shock troops. Attack high dragon. Use banner of fear to negate the attack. +1 fame (32). Use red die to power rage. Flip battle frenzy + determination = attack 10. Defeat high dragon. +9 fame (41). +2 rep (+2). Level up. Skill choices: arcane disguise or shamanic ritual. Choose shamanic ritual to have access to black mana. Dummy adds white crystal craft to the skill offer. We take force of nature because we like its versatility.
Goldyx draws 1 (0 left).
Day 2 Turn 6
source: black, black, green
hand: swiftness, force of nature, fireball, march, rage, crystallize
crystals: 2 red, white, green
units: illusionists (exhausted), red cape monks (exhausted), shock troops (exhausted)
skills: mana enhancement (flipped), battle frenzy (flipped), shamanic ritual
new AA: blood ritual, regeneration, in need
Enter dungeon. Reveal crypt worm. Use green die to power force of nature = block 6. Use shamanic ritual for red mana. Power fireball + rage = attack 7. Defeat crypt worm. +5 fame (46). We are unlucky and get a spell instead of an artifact. We choose mana bolt for more damage even though we've been blue mana poor.
Goldyx: end of round.
Day 2 Turn 7
source: black, black, gold
hand: swiftness, march, crystallize, mana bolt
crystals: 2 red, white, green
units: illusionists (exhausted), red cape monks (exhausted), shock troops (exhausted)
skills: mana enhancement (flipped), battle frenzy (flipped), shamanic ritual (flipped)
new spell offer: offering, space bending, call to arms
Use gold die to power march + crystallize to the side = move 5. Go to the desert hex. Reveal red city: manticore, altem guardians, ice mages. Use swiftness = move 2 to explore.
Reveal white city tile.
End of round. Dummy takes in need and white crystal from call to arms.
We're not pleased to see the altem guardians in the red city, as we have no way to lower their armor or negate their resistances. We are glad to find the other city tile right away, but it's the white city and we'll have to come up with even more damage.
Night 2
source: green, white, black
advanced action offer: ice shield, blood ritual, regeneration
spell offer: tremor, offering, space bending
unit offer: ice golems, magic familiars, ice mages, heroic tale, spell forge
hand: stamina x 2, fireball, mana draw, ruthless coercion, determination
crystals: 2 red, white, green
units: illusionists, red cape monks, shock troops
skills: mana enhancement, battle frenzy, shamanic ritual
We debate going back to the mage tower to get tremor, but there's probably not time. We realize that we can defeat the red city pretty cleanly if we have mana bolt. For tactics, we take preparation and grab mana bolt. Dummy takes long night.
Goldyx draws 5 (14 left).
Night 2 Turn 1
We assault the city. -1 rep (+1). We move in with stamina. Use red crystal and black die to power firestorm and defeat ice mages. Take wound. Use banner of fear to negate attack from manticore. +1 fame (47). Use white crystal to power mana draw. Turn white die blue. Gain 2 blue mana. Use blue mana to power determination = block 5 to block altem guardians. Use mana enhancement to gain blue crystal. Flip shamanic ritual for black mana. Use black mana, blue mana, and blue crystal to power mana bolt = ice attack 11 + attack 3 from red cape monks = attack 14 to defeat altem guardians. Flip battle frenzy + stamina to the side + ruthless coercion to the side = attack 6. Defeat manticore. +17 fame (64). Level up x 2. Skill choice: regeneration or curse. Dummy adds potion making. We take regeneration and blood ritual. They seem meant to go together.
Goldyx draws 5 (9 left).
Night 2 Turn 2
source: green, blue, gold
hand: wound, savage harvesting, ambush, concentration, swiftness, promise, blood ritual, tranquility
crystals: red, green
units: illusionists, red cape monks (exhausted), shock troops (exhausted)
skills: mana enhancement (blue mana), battle frenzy (flipped), shamanic ritual (flipped), regeneration
Now our plan is to take the keep, get ice golems, and... probably attack the spawning grounds? If we're lucky, maybe we can assault the white city instead and get our four round victory.
Use blue mana from mana enhancement to power regeneration. Throw away wound, draw crystallize. Use green die to power ambush + savage harvesting, + tranquility to side = move 7. Move to keep and begin assault. -1 rep (+1). Reveal crossbowmen. Take a wound from the crossbowmen. Turn crystallize to the side = attack 3 + swiftness to the side = attack 4. Defeat crossbowmen. +4 fame (68).
Reveal the white city: freezers, grim legionnaires, crossbowmen, gunners. We hate legionnaires, but are thankful for no altem guardians or delphana masters.
Goldyx draws 5 (4 left).
Night 2 Turn 3
source: blue, blue, gold
hand: wound, rage, promise, blood ritual, concentration, wings of wind, demolish, swift bolt
crystals: red, green
units: illusionists, red cape monks (exhausted), shock troops (exhausted)
skills: mana enhancement (flipped), battle frenzy (flipped), shamanic ritual (flipped), regeneration
Use blue die to power regeneration. Throw away wound, draw force of nature. Use 4 influence from illusionists + promise + rage to side = influence 7 (+1 from rep) = influence 8. Buy ice golems.
Goldyx draws 4 (0 left).
Night 2 Turn 4
source: gold, blue, gold
hand: rage, blood ritual, concentration, wings of wind, demolish, swift bolt, swiftness, force of nature
crystals: red, green
units: illusionists (exhausted), red cape monks (exhausted), shock troops (exhausted), ice golems
skills: mana enhancement (flipped), battle frenzy (flipped), shamanic ritual (flipped), regeneration
We spend a long time puzzling how we will take the city and we keep coming up one damage short. We know the final two cards in our deck so we know every possibility. Again, we wish we had motivation. We finally realize that if we can flip battle frenzy and sift for improvisation, we can squeeze out one more point. Every card has its day.
Spend a turn resting to ready battle frenzy. Drop wings of wind and swiftness.
Goldyx: end of round.
Night 2 Turn 5
source: gold, blue, gold
hand: rage, blood ritual, concentration, demolish, swift bolt, force of nature, improvisation, march
crystals: red, green
units: illusionists (exhausted), red cape monks (exhausted), shock troops (exhausted), ice golems
skills: mana enhancement (flipped), battle frenzy, shamanic ritual (flipped), regeneration
We assault the white city. Move in with march. Freezers are absorbed by ice golems. Grim legionnaires wound shock troops and give us 2 wounds.
Crossbowmen wound illusionists. Gunners wound monks and give us 2 wounds. Use red crystal on blood ritual. Take wound. Gain red mana, black mana, and white mana. Use red mana + black mana to power disintegrate. Defeat gunners. Crossbowmen get -1 armor. Use green crystal to concentrate improvisation, discard force of nature = attack 7. Use white mana to power swift bolt = attack 11. Defeat grim legionnaires. Use blue die to power ice golems = ice attack 6 + rage = attack 8. Defeat freezers. Flip battle frenzy = attack 4. Defeat crossbowmen. +25 fame (93).
Night 2 Turn 6
source: gold, gold, black
hand: wound x 5
Use a black die to power regeneration and throw away a wound.
Huzzah! We make it in four rounds, just barely. It was a fun and frantic finish.
Scoring:
knowledge = 4 spells + 4 aa = 12
loot = 1 artifact = 2
leader = 6
conqueror = 2 sites = 4
adventurer = 4 sites = 8
beating = 4 wounds = - 8
subtotal: 24
10 points / city = 20
15 points for all cities = 15
ending 2 rounds early = 60
subtotal: 95
93 + 24 + 95 = 212
Yes, we realize that our score could have been higher if we had done the spawning grounds at the end of Night 2 and attacked the city the following round, or if we had spent all of Day 3 on the other two core tiles. Maybe another day we will choose to maximize our score.
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