PBF Mage Knight

I feel like I cannot do much this round but bring myself into position for whatever goes next.

  • I want to use Magic Talent so I discard Promise and draw the white gold mana from the source to use the effect of Call to Arms (from the Spell Offer) to “summon” the Magic Familiar (from the Unit Offer) to move 1 step vaguely north east for 3 points.
  • Then I use Swiftness and discard Threaten for another 3 point move again to the north east.
  • I sit down on the Monster Den and contemplate what to do next round…

And that’s it. Traveling through the hills is hard work.

PS: would it make sense to use the gold mana instead of the white? Or is there a rule that says I have to use the white if it is available before resorting to gold? (I would have made such a rule)

Yes, it makes sense to use the gold to deny it to other players. There are some very limited situations where another colour is more useful than gold during the day - specifically in dungeons and tombs and the not-appearing-in-this-game graveyards - but they don’t seem to apply now.

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then I’ll do that–I mean if the game lets me :wink:

I guess I could start my turn but I think I need to wait until the mana die gets rerolled as I’m not doing very much without green mana. Erk. Ow.

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There is green mana in the source.

Yashima had a similar problem, thinking the necessary mana was not there. Is there some problem with visibility that I need to work on?



gold rolled to red, @Lordof1 is up.

No, no trouble except that I was looking at the wrong pool, sorry. Looks quite clear there. Sooo…. Play Cure to lose two wounds and see if I draw anything useful.

I’ve received my draws via PM, going to ask a couple of questions here in case the answers are useful for the other players too:

Am I right in thinking that a rest just discards wounds, it doesn’t remove them from your deck? If I don’t get rid of the wounds, do they persist in my hand into the next round, or do they get shuffled back into my deck?

And when the round ends as it’s likely to soon, do we get one more turn or does it immediately stop? I’m wondering whether to use my newly acquired once per round red mana skill to give me a blue crystal or whether I may get another chance to use if before the round ends.

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Resting just puts the wounds in your discard. So they will be in your deck for next round.

If you don’t use or discard them (usually there is no way to use them, and resting is usually the only way to discard them) they will continue clogging up your hand indefinitely.

A player can call end of round instead of taking their turn when their deck is empty. After which all other players get one more turn. So, if Marx decides not to use any of the 5 cards cards he has in hand, you at minimum have this turn and another turn. If Marx decides to use any of his 5 cards, it is likely you have this turn and 2 more turns. It is even possible that Marx has 2 good turn left with just 5 cards.

The main point to remember is that a player calling end of round totally forfeits their turn, and everyone else gets another one, so although rushing can be effective if other players are slow, you may be getting 2 less turns than everyone else.

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Brilliant, thank you. In that context. I’ll be resting this turn, as I certainly couldn’t make it anywhere useful currently (@yashima you’re right, these hills are hard work! I really need to learn to use my wings!). Discard Rage to be able to rest.

While I’m resting I’ll play Will Focus and Fire Bolt to snaffle up green and red mana crystals please. And done.

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Goldyx discards rage in order to discard 2 wounds.

Green rolled to gold.

@Marx is up.

I think I can get one more good turn out of these cards. I could drag it out, but I don’t think there’s a good reason to do so.

So! Play Concentration powered by the Gold mana. Use that to power March for a total of Move 6, allowing me to move into the Hills, and then onto the other Monster Den.

Then play Crystalize for a Red Crystal, and then Crystal Mastery to gain a 2nd Red Crystal.

How are you paying for crystallize?

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Right, right… can only spend 1 Mana from the source every turn. Gotcha.

Okay. Use the Gold for the ConcentrationMarch to get me to the Den for now. I’ll leave the other part for my next turn.

Thanks!


Gold rolls to red

Over to @yashima

So I would like to explore. I will play “March” for 2 movement.
After that I’ll see. (I am off work now for the week, I don’t know that I will be able to do my moves quicker, but I’ll try)

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Revealed:

  • Marauding wolf riders. Swift, meaning block is halved against them.
  • A magic glade: end your turn here to throw away a wound from hand or discard pile (this is the only mechanism in the game that gets wounds out of your discard pile). Start your turn here for 1 gold mana in the day, 1 black mana at night.
  • A village: recruitment site, and you can also spend multiples of 3 influence here for 1 heal each. If you start your turn here you can also pillage the village to lose 1 reputation and draw 2 cards.
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Note that there is a lot of player vs. player combat nitty gritty that I haven’t gone into, and I don’t really want to type out a wall of text unless someone needs it.

One thing I will say though, is that once the end of round is called, attacking another player is no longer possible. This can be a significant point when deciding whether or not to call end of round or eke out another turn, as you are at your most vulnerable when you have less than a full hand, and you may become a tempting target if you have more fame than potential attacker(s), or are occupying an important space.

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I want to try and enter the cave I am standing on right now. Let‘s see what kind of denizen lives here.

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It’s another (the only other, iirc) werewolf! I guess the illusionists were “inspired” by their not-so-distant neighbour.

enemy_dungeon_werewolf_x2