Ouch. I don’t think I can run away from this… So there is no blocking this one I think—I would need 14 block? And I think I cannot use extra cards to push a range attack up to 5. Do I still stand after I get hit? And is this going to be my last turn in the round?
So my plan:
play Mana Draw to get to draw 2 mana
draw a Red Mana from the source. To play Improvisation to attack for 5—I discard Swiftness.
play Tranquility to either heal 1 wound if I can directly or in case I cannot draw a card and see what that yields
Yes, 14 block.
Right, sideways cards cannot generate ranged attack.
You cannot move after taking an action. Win or lose, you would stay on the monster den space, because it is an adventure site that you took an action to enter. If it were a fortified site you assaulted, and you lost, you would have to return from where you came from.
No, this is not going to be your last turn in the round. No-one has called end of round yet. Once someone does, you’ll still have one more turn.
Your plan looks fine, but I don’t know what you need the mana draw for?
The combat goes this way:
You fail to block, assign 7 damage to self. Your skill reduces that to 6, so with your armour of 2, you draw 3 wounds to hand.
You use Improvisation for 5 attack, defeat the werewolf.
After the combat, you can use Tranquillity to heal 1 wound.
End of turn, you get some crystals, which I will roll for, and your 5 fame is sufficient to level up, but no decisions there - you get +1 armour and can command 1 more unit.
You could use your crystal to power improvisation and use a white mana to power mana draw to set a die to green, and use a green to power Tranquillity to get rid of 1 more Wound, at the cost of a crystal.
Hmm, I forgot I had the red crystal.
So I use the crystal to power Improvisation and then use the white mana from the source to power Mana Draw to get Green to power Tranquility to heal 2 wounds instead of 1 that sounds like a good enough deal to me—though I really have no idea Thanks for reminding me of the crystal.
Okey doke, I had better do some exploring. Firstly I’ll take the gold mana from the source to power March, giving me 4 moves, and play Swiftness to get another 2. I’ll use 3 of them to move into the hills, and a further 2 to explore above the hills (I believe I can do this now the middle tile has been explored?). I’ll see what happens after that (1 movement point left over).
(Could you remind me how many cards in deck please? I think possibly none but I’ve lost track between wounds, redrawing and drawing a new hand).
You could have explored here regardless of whether or not the middle tile was filled. See my previous post on this
You have 2 cards left in your deck.
The marauding orcs summon a monster, like the illusionists.
The crystal mine gives you a choice of green or blue crystal to gain if you end your turn there.
The wall costs an extra move to cross, gives enemies across it fortified, and prevents marauding monsters from attacking you across it (you can provoke them as usual, in which case they are fortified).
So hmm. Given the lack of useful cards to draw, I’m going to try to charge up with mana this round so… I’ll use my skill Red Crystal Mastery to give me a blue crystal and a red mana. I’ll then use Crystal Joy to crystalise the red mana.
(I want to redraw this card really but I need my remaining cards to move and I think rather than a complicated maneuver to redraw this card to get another mana crystal, I’ll just move onto the crystal mine instead).
So to finish I’ll use my remaining 2 cards played sideways to give me 2 more move points (total 3) to move onto the crystal mine, and I’ll take a green crystal please. Done.
The revealed fire mages have a fire attack, against which physical and fire block is inefficient (halved) and are fire resistant, meaning fire attack is inefficient.
Please note I am posting pictures of player boards at the end of turn, before any end of turn decisions are made, which means before drawing a new hand. The number of cards left in your deck before drawing up is enumerated below the deck.
Also note that what cards are left in your deck is easily trackable information, so I could provide it every turn, provide it on request, or leave it up to the players to track or not as they see fit. Player preferences seem to vary from “I wouldn’t/couldn’t track it in a live game” to “yes, give me all the info because tracking it myself is a chore”, so it’s up to you lot.
Remember that night rules are in play now. The tactics are different, the forests have 5 move cost now, and deserts 3. Gold mana is useless, black mana is available (but mostly useless unless you know a spell). Fortified sites and ruins will not be revealed until you assault/move onto them.
For clarity, the Level 2 Tactic allows me to draw three extra cards after I have gone through my deck once? That seems surprisingly powerful for a faster turn card, especially considering how unimpressive the rest seem.
I thought I would pick later since I have a lower activation number from last turn… or will I always pick first?
If I do pick first, I will take that Number 2 Tactic, please.