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    by Membury

    Goldyx Solo Conquest, 290 points

    Hey. Something of a highscoring game. I'm really starting to work out the point scoring strategies for Solo Conquest which I'll go into at the end a little. This is my first session report so pointers much appreciated. This is quite involved mostly because I got such a high score I wanted to make a bit of a story out of it. Enjoy!

    End of Game Breakdown

    Artifacts
    Banner of Courage
    Book of Wisdom (destroyed)
    Horn of Wrath
    Sword of Justice (destroyed)

    Spells
    Burning Shield
    Call to Arms
    Chill
    Demolish
    Fireball
    Tremor
    Wings of Wind

    Advanced Actions
    Ambush
    Blood Ritual
    Crushing Bolt
    Path Finding
    Regeneration
    Refreshing Walk

    Basic Actions
    Crystallize
    Determination
    Improvisation
    Mana Draw
    March
    March
    Promise
    Rage
    Rage
    Stamina
    Stamina
    Swiftness
    Swiftness
    Threaten (destroyed)
    Tranquility
    Will Focus

    Skills
    Freezing Power
    White Crystal Craft
    Green Crystal Craft
    Flight
    Universal Power

    Units
    Amotep Gunners
    Amotep Freezers
    Catapults
    Herbalists (disbanded)
    Ice Mages
    Illusionists

    Miscellaneous
    1x Wound
    1x Blue Crystal
    3x White Crystal

    Enemies Killed
    2x Prowlers (2)
    1x Cursed Hags (3)
    1x Ironclads (4)
    1x Orc Summoners (4)
    1x Crossbowmen (3)
    1x Guardsmen (3)
    1x Swordsmen (4)
    1x Golems (4)
    1x Monks (4)
    1x Illusionists (4)
    2x Ice Mages (5)
    1x Ice Golems (5)
    1x Fire Mages (5)
    1x Fire Golems (5)
    2x Medusa (5)
    2x Crypt Worm (5)
    1x Werewolf (5)
    1x Freezers (7)
    1x Gunners (7)
    1x Altem Guardsmen (8)
    2x Altem Mages (8)
    1x Swamp Dragon (7)
    1x Fire Dragon (8)
    2x Ice Dragon (8)
    1x High Dragon (9)
    Total: 165 fame

    Sites Conquered/Explored
    3x Keep
    2x Mage Tower
    1x Monastery
    1x Dungeon
    4x Ruins

    Ruins Explored
    Orc/Dragon
    Keep/Dungeon
    Dungeon/Tower
    Green Altar

    Fame Breakdown
    165 fame from monsters
    +7 fame from altars
    +7 fame from Sword of Justice
    =179 fame

    Score Breakdown
    179 fame
    +35 for conquering two cities
    +12 for cards in the dummy deck
    +5 for end of round not announced
    +20 for the greatest knowledge
    +6 for the greatest loot
    +14 for the greatest leader
    +12 for the greatest conqueror
    +10 for the greatest adventurer
    -2 for the greatest beating
    =291 final score

    Round-by-round Breakdown

    This is slightly dramatised but not embellished. The factual details are as accurate as I remember which I feel is pretty accurate but I can't quite remember where I got each of the spells or actions for example or exactly when I levelled up. Anyway, hope you enjoy it!



    Day 1
    I began my quest and headed straight for a tower in the South-East desert. Stopping to greet some villagers I acquired Herbalists to help tend my wounds between battles. They were not afraid of me... unusual.

    The tower housed some Ice Mages. I suffered some painful burns but they were no match for me when I got up close. I plundered the secrets of Fireball from the mage tower and already I felt my power growing.

    Mage Tower (Ice Mages): Three Wounds. Gained Fireball. Level up: Frozen Power, Refreshing Walk.

    The Fireball spell proved useful immediately in dispatching nearby orc Prowlers.

    Prowlers: Fireball.

    I also ventured further West and dispatched some Cursed Hags.

    Cursed Hags: Will Focus + Swiftness. Level up: +1 Armor.

    The forests clear I explored further South. I knew night would fall soon.

    Night 1
    I could not see much of interest. I decided to keep exploring and to the West I saw a dungeon, no doubt rife with exciting treasures. I went straight down the dungeon intending to cast my Fireball spell again. Sadly the Crypt Worm was crafty and hid beneath the rocky floor of the dungeon. He had to come up eventually however and whatever pain I suffered my Herbalists would be able to tend to. Deep in the dungeon I found the Horn of Wrath, a weapon whose power I did not immediately comprehend.

    Dungeon (Crypt Worm): Two Wounds, Fireball. Gained Horn of Wrath. Level up: Crystal Craft White, Crushing Bolt.

    Not wanting to leave the dungeon half cleared I went beneath to make sure. And lucky I did as I found a Medusa skulking in the shadows. I sounded the Horn of Wrath and nothing could've prepared me for that devestation. The very sound of it blasted the Medusa to the ground and the rocks from the ceiling that crumbled on top of her only served as icing on a highly destructive dessert. Truly this was a powerful artifact.

    Dungeon (Medusa): Horn of Wrath.

    Exploring further South I battled some Ironclads. Already these orcs seem such meagre opponents.

    Ironclads: Will Focus + Swiftness. Level up: +1 Hand Limit.

    I saw another mage tower to the East and with day almost breaking I decided to wait and see what monstrosity lurked within.

    Day 2
    The tower was occupied by dastardly Ice Golems. I was not prepared to confront them so I explored to the East. The cities had to be around somewhere afterwall. So it was that I found the Wastern keeps, guarded by golems. If I had had my Fireball spell ready I would've stormed the keeps without difficulty. As it was I didn't and not wanting to wait I pushed through and beat the golems with overwhelming force.

    Keep (Golems): Wound.

    Beyond the keep I found some ancient ruins. My trusty Horn of Wrath at the ready I had no fear delving into them and sure enough it did not disappoint.

    Ruins (Fire Golems, Medusa): Horn of Wrath. Gained Tremor. Level up: Crystal Craft Green, Pathfinding.

    Trekking back across the hills was made easier by the Pathfinding skills I had been studying. Facing the Ice Golems again I felt more confident with the Tremor spell up my sleeve.

    Mage Tower (Ice Golems): Tremor. Gained Wings of Wind.

    Safely inside the tower I spent some time studying with the scholars. I learnt the secrets of Call to Arms and Burning Shield at their tutelage. With night almost fallen I make one last excursion further East and at last I see my goal. Across the lake: the Blue City!


    Night 2
    Dispatching some marauding orcs I began to plan my assault on the Blue City. Realising that I needed a staging post I headed for the keep back to the North. But when I saw the Guardsmen at its gate I hesitated and tried to muster some additional power.

    Prowlers: Swiftness (probably).

    In this time I discovered some ancient ruins and remembering the Tremor spell I had learnt I reasoned I had nothing to fear. Within the ruins I encountered two deadly foes: Orc Summoners while feeble can be deadly if left unchecked. The other was a draconum, an Ice Dragon! The first of my kin I have met since my awakening. But figuring to greet her I was surprised and almost ambushed and stunned by her icy breath. Furious that one of my own kind would reject me so I fought hard against her and her cohort. Their bodies cold (or at least colder than they were) I retrieved the mythical Book of Wisdom and learned the tactical value of an Ambush.

    Ruins (Orc Summoners, Ice Dragon): Tremor, Swiftness, Illusionst to cancel the Ice Dragon attack, piles of cards to kill the Ice Dragon. Gained Book of Wisdom and Ambush. Level up: +1 Armor

    Returning to my quest I moved on the keep. Suffering some minor scratches I disposed of the Guardsmen.

    Keep (Gaurdsmen): Wound, Horn of Wrath.

    Day 3
    Time was running out. I knew there was another city out there but where could it be? There was no time to be worrying though. The Blue City taunted me from over the lake and beyond it I saw another of those wretched Ice Dragons circling the mountaintops.

    I moved out immediately using the secrets of Pathfinding and assaulted the Blue City. Its guardians: Altem Guardsmen, Freezers, Fire Mages and Ice Mages. I was in trouble, the Blue City guardians had enhanced the magic attacks I couldn't let them reach me or my allies. My Amotep Freezers stunned their Fire Mages and (sounding the Horn of Wrath again), my Illusionists befuddled the dragon and I rounded up enough Siege Attack to beat their Freezers and Ice Mages down. Cleaning up the Fire Mages and Ice Dragon was surprisingly easy but I could not defeat the Altem Guardsmen. I was forced to retreat.

    Blue City: Illusionists, Amotep Freezers, Horn of Wrath, Will Focus + Rage. Retreated. Level up: Flight, Regenerate. Level up: +1 Hand Limit.

    Satisfied with my progress and feeling myself to be stronger than ever I returned refreshed and defeated the Altem Guardsmen handily. The Blue City was mine and I spent a while learning its secrets. The spells of Chill were mine for the learning.

    Blue City (Altem Guardsmen): Two Wounds.

    Done with my business in the city I set out in search of other target. Encountering a monastery full of Monks I tried to persuade them to part with their legendary treasure. Their unwillingness to help me was grating and time ever less on my side. It more than my temper could stand and I burnt the monastry to the ground to seize the legendary Sword of Justice.

    Monastery (Monks): Fireball.

    Travelling further South I found more marauding draconae (although mere hatchlings compared to myself) but still no sign of the final city. I destroyed one of my weaker and less worthy kin and some other insignificant men and beasts within the ruins. Finding the Banner of Courage I took it with me, reasoning that I may need my units in top form when I find this city. Night fell.

    Fire Dragon + Ruins (Crypt Worm, Swordsmen): Sword of Justice, Catapults, Swiftness, Amotep Freezers (again after Regenerate).

    Night 3
    This was it, my last chance to prove my loyalty to the Council and claim the magnificent rewards that follow. Suspecting the city must be close and knowing I needed a good place to rest I continued towards the keep beyond the mountain. On the way there I saw it: a towering city with red parapets amidst desert and wastelands and surrounded by dragons. This would surely be a challenge worthy of my skills.

    Suspecting that I could lure it into assaulting the keep I draw one of the dragons towards it. Alas no luck and I had to dispatch my kinsman as well as the feeble human Crossbowmen who cowered in the keep. The keep mine I felt strongly poised for my final assault. I equipped some Amotep Gunners from the keep's armory and summoning a mote of black mana that wondered the world that night I cast Call to Glory to bring forth some powerful Ice Mages for the coming battle. My moment was soon.

    Keep (Swamp Dragon, Crossbowmen): Fireball, Will Focus + Swiftness.

    Across the desert I came. With freezers, gunners, catapults and mages I marched on the red city. On the city walls I spied such an array of foes as I had never seen before. Altem Mages casting foul magic from within their fortified towers, Gunners down the middle, Illusionists chanting their incantations and as fearsome looking a beast as I've ever seen: a bloodthirsty Werewolf! I lined up my units but before I could give the attack order a spiralling cone of raw magical energy erupted over the tallest tower and a High Dragon launched through the skies and barreled down on my exposed forces. This was going to be trouble.

    It was a truly epic battle. And one in which I'm afraid I broke the Sword of Justice, the monks' most precious treasure. I daresay I'd've been defeated had I not managed to conjure another precious mote of black mana and unleash a mighty Earthquake on those city walls. The Horn of Wrath sounded one final time as a tremendous volley of siege fell on the Altem Mages in their towers, whose walls I'd handily crumbled with a Demolish spell. Between the Illusionists and the secrets of Chill I'd learnt from the scholars of the Blue City. I managed to avoid the worst of their attacks. Finally, with the now broken Sword's magic I finished them all including the High Dragon, a worthy foe indeed...

    Red City: Big Fight! Sword of Justice (destroyed), Horn of Wrath, Earthquake, Demolish, Chill, Illusionsts, Amotep Freezers, Amotep Gunners, Ice Mages, Catapults. Epic destruction!

    Strategy

    So this is mostly about power acceleration. Its about how quickly can you get to the point of beating tougher locations and moving quickly as soon as you're ready. Obviously there's planning ahead you can do but the early chances you take pay off so massively. In this game what really did it was the Herbalists. Ordinarily the risk of the mage tower would've been the wounds being too hard to recover from. Herbalists made it an easy call, plus Refreshing Walk was out.

    Fireball and Snowstorm are excellent spells for power acceleration. Either of them make a dungeon or monastery a pretty safe bet. And once you get an artifact (or two!) you're really flying. Horn of Wrath is also excellent for power acceleration. So obviously going straight for Fireball in the mage tower was deliberate. Getting Horn of Wrath from the first dungeon was just dumb luck. Once you're that powerful you can take your time mopping stuff up. That's where the points are.

    I'm still not sure of the value of reputation, I guess I never like to spend too long on orcs. Burning down monasteries is such easy points too. Still I was only on -2 reputation at the end of this one due to lack of monasteries.

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    by hoobajoo

    Great read! It's good to see my theory of how to play Mage Knight well matches up with yours; taking the advantages that you can turn into future advantages, aiming for an exponential power growth. I guess I just got to get better at the game then, as my top score is no where nears yours!

    Kudos!

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    by woodnoggin

    Nice report! You've beaten my high score. :arrrh: I haven't got within 30 points of it in recent games. Things have to go well to get over 250 it seems.

    Membury wrote:

    Safely inside the tower I spent some time studying with the scholars. I learnt the secrets of Call to Arms and Burning Shield at their tutelage.


    I take it this was over two turns: 14 Influence and 2 mana of the spell's colours is a lot to ask in one turn so early in the game! If you did spend two turns waiting here, I think the dummy deck was kind to you. Often, if I sit in one place for too long, the Round ends before I've accomplished all I intended to.

    Interesting that you chose to go down into a conquered dungeon again. I have never done that before, so that's an option I'll have to reconsider. I'm usually focussing on the next location to conquer - for its rewards rather than just the fame the monster could give you. I suppose it's worth paying attention to whether re-entering a dungeon would give you just enough fame to level up before moving off elsewhere.

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    by Alex Brown

    I've played about twenty solo games and Concentration/Will Focus + Swiftness is always huge in making the early leap.

    Also, first skills are a big deal too. A skill that uses Wounds, or gives a good early turn-to-turn effect (movement or any Attack) are important.

    I think I can almost always tell if I'm going to crack 250 after the first day.

    Congratulations!

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    by tumorous

    Awesome. And (shameless thread plug alert) you've hit the top of Ye Olde Mage Knight Solo Conquest Scoreboarde!

    Have some GG.

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    by Membury

    woodnoggin wrote:

    Nice report! You've beaten my high score. :arrrh: I haven't got within 30 points of it in recent games. Things have to go well to get over 250 it seems.

    Membury wrote:

    Safely inside the tower I spent some time studying with the scholars. I learnt the secrets of Call to Arms and Burning Shield at their tutelage.


    I take it this was over two turns: 14 Influence and 2 mana of the spell's colours is a lot to ask in one turn so early in the game! If you did spend two turns waiting here, I think the dummy deck was kind to you. Often, if I sit in one place for too long, the Round ends before I've accomplished all I intended to.


    In retrospect I think I only got one of the spells here and two of them from the Blue City. I did something fiddly with Call to Arms to use the Illusionist three times (with Herbalists as well) so possible Call to Arms was the one I got when I took the tower and Wings of Wind was the one I then bought. I had plenty of crystals after the previous ruins though so mana wasn't a problem.

    woodnoggin wrote:

    Interesting that you chose to go down into a conquered dungeon again. I have never done that before, so that's an option I'll have to reconsider. I'm usually focussing on the next location to conquer - for its rewards rather than just the fame the monster could give you. I suppose it's worth paying attention to whether re-entering a dungeon would give you just enough fame to level up before moving off elsewhere.


    The decision here was largely because I lacked the move to go North to the mage tower. Scoring the extra 4-5 fame while I had the Horn of Wrath in hand seemed like a good idea at the time. Actually though it did not contribute to my power growth much so maybe this was a wasted turn.

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    by Membury

    tumorous wrote:

    Awesome. And (shameless thread plug alert) you've hit the top of Ye Olde Mage Knight Solo Conquest Scoreboarde!

    Have some :gg:.


    Yay! :)

    Also I put 290 in the title when it was actually 291, I missed a fame for the first time I used the Sword of Justice.

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    by Membury

    Alex Brown wrote:

    I've played about twenty solo games and Concentration/Will Focus + Swiftness is always huge in making the early leap.


    Will Focus + Swiftness will kill: Cursed Hags, Wolf Riders, Ironclads, Orc Summoners (the four kinds of orc who will get you that first level) and Monks, Illusionists, Fire Mages and Ice Mages (in monasteries) and Minotaur, Medusa, Werewolf (in dungeons).

    Concentration + Swiftness will kill: Cursed Hags, Wolf Riders, Orc Summoners, Monks, Ice Mages, Minotaur, Medusa, Werewolf.

    Getting one of the bolts (my preference order: Fire, Ice, Crushing, Swift) from that first level helps a lot too. But these are wound avoiding strategies. You have to be willing to take wounds from, say, a Crypt Worm when you go down that dungeon with your Concentration + Swiftness.

    Alex Brown wrote:

    Also, first skills are a big deal too. A skill that uses Wounds, or gives a good early turn-to-turn effect (movement or any Attack) are important.


    Agreed. Arythea's Power of Pain and Goldyx's Universal Power are amazingly useful too I find.

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    by Membury

    Goldyx Solo Conquest, 291 points

    Hey. Something of a highscoring game. I'm really starting to work out the point scoring strategies for Solo Conquest which I'll go into at the end a little. This is my first session report so pointers much appreciated. This is quite involved mostly because I got such a high score I wanted to make a bit of a story out of it. Enjoy!

    End of Game Breakdown

    Artifacts
    Banner of Courage
    Book of Wisdom (destroyed)
    Horn of Wrath
    Sword of Justice (destroyed)

    Spells
    Burning Shield
    Call to Arms
    Chill
    Demolish
    Fireball
    Tremor
    Wings of Wind

    Advanced Actions
    Ambush
    Blood Ritual
    Crushing Bolt
    Path Finding
    Regeneration
    Refreshing Walk

    Basic Actions
    Crystallize
    Determination
    Improvisation
    Mana Draw
    March
    March
    Promise
    Rage
    Rage
    Stamina
    Stamina
    Swiftness
    Swiftness
    Threaten (destroyed)
    Tranquility
    Will Focus

    Skills
    Freezing Power
    White Crystal Craft
    Green Crystal Craft
    Flight
    Universal Power

    Units
    Amotep Gunners
    Amotep Freezers
    Catapults
    Herbalists (disbanded)
    Ice Mages
    Illusionists

    Miscellaneous
    1x Wound
    1x Blue Crystal
    3x White Crystal

    Enemies Killed
    2x Prowlers (2)
    1x Cursed Hags (3)
    1x Ironclads (4)
    1x Orc Summoners (4)
    1x Crossbowmen (3)
    1x Guardsmen (3)
    1x Swordsmen (4)
    1x Golems (4)
    1x Monks (4)
    1x Illusionists (4)
    2x Ice Mages (5)
    1x Ice Golems (5)
    1x Fire Mages (5)
    1x Fire Golems (5)
    2x Medusa (5)
    2x Crypt Worm (5)
    1x Werewolf (5)
    1x Freezers (7)
    1x Gunners (7)
    1x Altem Guardsmen (8)
    2x Altem Mages (8)
    1x Swamp Dragon (7)
    1x Fire Dragon (8)
    2x Ice Dragon (8)
    1x High Dragon (9)
    Total: 165 fame

    Sites Conquered/Explored
    3x Keep
    2x Mage Tower
    1x Monastery
    1x Dungeon
    4x Ruins

    Ruins Explored
    Orc/Dragon
    Keep/Dungeon
    Dungeon/Tower
    Green Altar

    Fame Breakdown
    165 fame from monsters
    +7 fame from altars
    +7 fame from Sword of Justice
    =179 fame

    Score Breakdown
    179 fame
    +35 for conquering two cities
    +12 for cards in the dummy deck
    +5 for end of round not announced
    +20 for the greatest knowledge
    +6 for the greatest loot
    +14 for the greatest leader
    +12 for the greatest conqueror
    +10 for the greatest adventurer
    -2 for the greatest beating
    =291 final score

    Round-by-round Breakdown

    This is slightly dramatised but not embellished. The factual details are as accurate as I remember which I feel is pretty accurate but I can't quite remember where I got each of the spells or actions for example or exactly when I levelled up. Anyway, hope you enjoy it!



    Day 1
    I began my quest and headed straight for a tower in the South-East desert. Stopping to greet some villagers I acquired Herbalists to help tend my wounds between battles. They were not afraid of me... unusual.

    The tower housed some Ice Mages. I suffered some painful burns but they were no match for me when I got up close. I plundered the secrets of Fireball from the mage tower and already I felt my power growing.

    Mage Tower (Ice Mages): Three Wounds. Gained Fireball. Level up: Frozen Power, Refreshing Walk.

    The Fireball spell proved useful immediately in dispatching nearby orc Prowlers.

    Prowlers: Fireball.

    I also ventured further West and dispatched some Cursed Hags.

    Cursed Hags: Will Focus + Swiftness. Level up: +1 Armor.

    The forests clear I explored further South. I knew night would fall soon.

    Night 1
    I could not see much of interest. I decided to keep exploring and to the West I saw a dungeon, no doubt rife with exciting treasures. I went straight down the dungeon intending to cast my Fireball spell again. Sadly the Crypt Worm was crafty and hid beneath the rocky floor of the dungeon. He had to come up eventually however and whatever pain I suffered my Herbalists would be able to tend to. Deep in the dungeon I found the Horn of Wrath, a weapon whose power I did not immediately comprehend.

    Dungeon (Crypt Worm): Two Wounds, Fireball. Gained Horn of Wrath. Level up: Crystal Craft White, Crushing Bolt.

    Not wanting to leave the dungeon half cleared I went beneath to make sure. And lucky I did as I found a Medusa skulking in the shadows. I sounded the Horn of Wrath and nothing could've prepared me for that devestation. The very sound of it blasted the Medusa to the ground and the rocks from the ceiling that crumbled on top of her only served as icing on a highly destructive dessert. Truly this was a powerful artifact.

    Dungeon (Medusa): Horn of Wrath.

    Exploring further South I battled some Ironclads. Already these orcs seem such meagre opponents.

    Ironclads: Will Focus + Swiftness. Level up: +1 Hand Limit.

    I saw another mage tower to the East and with day almost breaking I decided to wait and see what monstrosity lurked within.

    Day 2
    The tower was occupied by dastardly Ice Golems. I was not prepared to confront them so I explored to the East. The cities had to be around somewhere afterwall. So it was that I found the Wastern keeps, guarded by golems. If I had had my Fireball spell ready I would've stormed the keeps without difficulty. As it was I didn't and not wanting to wait I pushed through and beat the golems with overwhelming force.

    Keep (Golems): Wound.

    Beyond the keep I found some ancient ruins. My trusty Horn of Wrath at the ready I had no fear delving into them and sure enough it did not disappoint.

    Ruins (Fire Golems, Medusa): Horn of Wrath. Gained Tremor. Level up: Crystal Craft Green, Pathfinding.

    Trekking back across the hills was made easier by the Pathfinding skills I had been studying. Facing the Ice Golems again I felt more confident with the Tremor spell up my sleeve.

    Mage Tower (Ice Golems): Tremor. Gained Wings of Wind.

    Safely inside the tower I spent some time studying with the scholars. I learnt the secrets of Call to Arms and Burning Shield at their tutelage. With night almost fallen I make one last excursion further East and at last I see my goal. Across the lake: the Blue City!


    Night 2
    Dispatching some marauding orcs I began to plan my assault on the Blue City. Realising that I needed a staging post I headed for the keep back to the North. But when I saw the Guardsmen at its gate I hesitated and tried to muster some additional power.

    Prowlers: Swiftness (probably).

    In this time I discovered some ancient ruins and remembering the Tremor spell I had learnt I reasoned I had nothing to fear. Within the ruins I encountered two deadly foes: Orc Summoners while feeble can be deadly if left unchecked. The other was a draconum, an Ice Dragon! The first of my kin I have met since my awakening. But figuring to greet her I was surprised and almost ambushed and stunned by her icy breath. Furious that one of my own kind would reject me so I fought hard against her and her cohort. Their bodies cold (or at least colder than they were) I retrieved the mythical Book of Wisdom and learned the tactical value of an Ambush.

    Ruins (Orc Summoners, Ice Dragon): Tremor, Swiftness, Illusionst to cancel the Ice Dragon attack, piles of cards to kill the Ice Dragon. Gained Book of Wisdom and Ambush. Level up: +1 Armor

    Returning to my quest I moved on the keep. Suffering some minor scratches I disposed of the Guardsmen.

    Keep (Gaurdsmen): Wound, Horn of Wrath.

    Day 3
    Time was running out. I knew there was another city out there but where could it be? There was no time to be worrying though. The Blue City taunted me from over the lake and beyond it I saw another of those wretched Ice Dragons circling the mountaintops.

    I moved out immediately using the secrets of Pathfinding and assaulted the Blue City. Its guardians: Altem Guardsmen, Freezers, Fire Mages and Ice Mages. I was in trouble, the Blue City guardians had enhanced the magic attacks I couldn't let them reach me or my allies. My Amotep Freezers stunned their Fire Mages and (sounding the Horn of Wrath again), my Illusionists befuddled the dragon and I rounded up enough Siege Attack to beat their Freezers and Ice Mages down. Cleaning up the Fire Mages and Ice Dragon was surprisingly easy but I could not defeat the Altem Guardsmen. I was forced to retreat.

    Blue City: Illusionists, Amotep Freezers, Horn of Wrath, Will Focus + Rage. Retreated. Level up: Flight, Regenerate. Level up: +1 Hand Limit.

    Satisfied with my progress and feeling myself to be stronger than ever I returned refreshed and defeated the Altem Guardsmen handily. The Blue City was mine and I spent a while learning its secrets. The spells of Chill were mine for the learning.

    Blue City (Altem Guardsmen): Two Wounds.

    Done with my business in the city I set out in search of other target. Encountering a monastery full of Monks I tried to persuade them to part with their legendary treasure. Their unwillingness to help me was grating and time ever less on my side. It more than my temper could stand and I burnt the monastry to the ground to seize the legendary Sword of Justice.

    Monastery (Monks): Fireball.

    Travelling further South I found more marauding draconae (although mere hatchlings compared to myself) but still no sign of the final city. I destroyed one of my weaker and less worthy kin and some other insignificant men and beasts within the ruins. Finding the Banner of Courage I took it with me, reasoning that I may need my units in top form when I find this city. Night fell.

    Fire Dragon + Ruins (Crypt Worm, Swordsmen): Sword of Justice, Catapults, Swiftness, Amotep Freezers (again after Regenerate).

    Night 3
    This was it, my last chance to prove my loyalty to the Council and claim the magnificent rewards that follow. Suspecting the city must be close and knowing I needed a good place to rest I continued towards the keep beyond the mountain. On the way there I saw it: a towering city with red parapets amidst desert and wastelands and surrounded by dragons. This would surely be a challenge worthy of my skills.

    Suspecting that I could lure it into assaulting the keep I draw one of the dragons towards it. Alas no luck and I had to dispatch my kinsman as well as the feeble human Crossbowmen who cowered in the keep. The keep mine I felt strongly poised for my final assault. I equipped some Amotep Gunners from the keep's armory and summoning a mote of black mana that wondered the world that night I cast Call to Glory to bring forth some powerful Ice Mages for the coming battle. My moment was soon.

    Keep (Swamp Dragon, Crossbowmen): Fireball, Will Focus + Swiftness.

    Across the desert I came. With freezers, gunners, catapults and mages I marched on the red city. On the city walls I spied such an array of foes as I had never seen before. Altem Mages casting foul magic from within their fortified towers, Gunners down the middle, Illusionists chanting their incantations and as fearsome looking a beast as I've ever seen: a bloodthirsty Werewolf! I lined up my units but before I could give the attack order a spiralling cone of raw magical energy erupted over the tallest tower and a High Dragon launched through the skies and barreled down on my exposed forces. This was going to be trouble.

    It was a truly epic battle. And one in which I'm afraid I broke the Sword of Justice, the monks' most precious treasure. I daresay I'd've been defeated had I not managed to conjure another precious mote of black mana and unleash a mighty Earthquake on those city walls. The Horn of Wrath sounded one final time as a tremendous volley of siege fell on the Altem Mages in their towers, whose walls I'd handily crumbled with a Demolish spell. Between the Illusionists and the secrets of Chill I'd learnt from the scholars of the Blue City. I managed to avoid the worst of their attacks. Finally, with the now broken Sword's magic I finished them all including the High Dragon, a worthy foe indeed...

    Red City: Big Fight! Sword of Justice (destroyed), Horn of Wrath, Earthquake, Demolish, Chill, Illusionsts, Amotep Freezers, Amotep Gunners, Ice Mages, Catapults. Epic destruction!

    Strategy

    So this is mostly about power acceleration. Its about how quickly can you get to the point of beating tougher locations and moving quickly as soon as you're ready. Obviously there's planning ahead you can do but the early chances you take pay off so massively. In this game what really did it was the Herbalists. Ordinarily the risk of the mage tower would've been the wounds being too hard to recover from. Herbalists made it an easy call, plus Refreshing Walk was out.

    Fireball and Snowstorm are excellent spells for power acceleration. Either of them make a dungeon or monastery a pretty safe bet. And once you get an artifact (or two!) you're really flying. Horn of Wrath is also excellent for power acceleration. So obviously going straight for Fireball in the mage tower was deliberate. Getting Horn of Wrath from the first dungeon was just dumb luck. Once you're that powerful you can take your time mopping stuff up. That's where the points are.

    I'm still not sure of the value of reputation, I guess I never like to spend too long on orcs. Burning down monasteries is such easy points too. Still I was only on -2 reputation at the end of this one due to lack of monasteries.

    Edited to have title correctly reflect score calculation .

    0 0

    by Alex Brown

    Membury wrote:

    Alex Brown wrote:

    I've played about twenty solo games and Concentration/Will Focus + Swiftness is always huge in making the early leap.


    Will Focus + Swiftness will kill: Cursed Hags, Wolf Riders, Ironclads, Orc Summoners (the four kinds of orc who will get you that first level) and Monks, Illusionists, Fire Mages and Ice Mages (in monasteries) and Minotaur, Medusa, Werewolf (in dungeons).

    Concentration + Swiftness will kill: Cursed Hags, Wolf Riders, Orc Summoners, Monks, Ice Mages, Minotaur, Medusa, Werewolf.

    Getting one of the bolts (my preference order: Fire, Ice, Crushing, Swift) from that first level helps a lot too. But these are wound avoiding strategies. You have to be willing to take wounds from, say, a Crypt Worm when you go down that dungeon with your Concentration + Swiftness.


    Concentration/Will Focus +Swiftness can destroy some of those units but I think it's more effective when the range prevents wounds. Otherwise, Rage or would suffice (and be better in the case of Crypt Worm).

    While I think you have to be willing to take wounds on Day One, I do think any way of using or healing the wounds is exceedingly powerful. When hands and decks are small, or there are many turns left, wounds are much more painful.

    Ultimately I think there is a solution to the highest scoring solo game within the bounds of reasonableness. I'm sure Concentration/Will Focus+Swiftness is within it.

    0 0

    by pbhammer

    I have heard no mention of a dummy deck? Who was the dummy hero?

    0 0

    by pbhammer

    Very entertaining, but I am sorry to point out that there are a few errors in the game play that I believe would have greatly reduced the score. I think you may have missed some rules that allowed you mop up enemies quickly, where you should have instead gained extra wounds, turns, etc…..though I truly believe you played a great game and really do have one of the highest scores.

    Membury wrote:

    my Illusionists befuddled the dragon and I rounded up enough Siege Attack to beat their Freezers and Ice Mages down. Cleaning up the Fire Mages and Ice Dragon was surprisingly easy but I could not defeat the Altem Guardsmen. I was forced to retreat.

    Blue City: Illusionists, Amotep Freezers, Horn of Wrath, Will Focus + Rage. Retreated. Level up: Flight, Regenerate. Level up: +1 Hand Limit.


    EDIT:Illusionist Ability reads: Target unfortified enemy does not attack this combat.
    The Dragon is fortified because he is in the City and therefore his attack would have paralyzed if unblocked etc.

    Also I was wondering how you manage the 13 Seige for the Freezers and Ice Mages?

    Membury wrote:

    Travelling further South I found more marauding draconae (although mere hatchlings compared to myself) but still no sign of the final city. I destroyed one of my weaker and less worthy kin and some other insignificant men and beasts within the ruins. Finding the Banner of Courage I took it with me, reasoning that I may need my units in top form when I find this city. Night fell.

    Fire Dragon + Ruins (Crypt Worm, Swordsmen): Sword of Justice, Catapults, Swiftness, Amotep Freezers (again after Regenerate).


    Rules: “You cannot challenge extra enemies when entering an adventure site”
    The rules go further on to say essentially if the rampaging enemy was provoked you still would not have been able to enter the adventure site because you spent your one combat action etc.

    Membury wrote:

    Trekking back across the hills was made easier by the Pathfinding skills I had been studying. Facing the Ice Golems again I felt more confident with the Tremor spell up my sleeve.

    Mage Tower (Ice Golems): Tremor. Gained Wings of Wind.


    I would have like to known more how this worked?

    A few tips for New players that may be reading this post (I am not saying Richard made these mistakes just trying to be helpful)
    -A Unit that Has the Fortified Attribute and is Fortified by the Site it is in cannot be targeted at all during the Range/Siege Phase
    -Non elemental Siege is Physical damage and can be halved by Physical Resistance.
    -You cannot add Tapped cards for +1 to Siege or Range just as you cannot add Attack to them either.
    -“Discard a card” is not referring to a Wound unless it explicitly says so.
    An Element attack with Swiftness is doubled. Example: Ice 2 is really Ice 4 and therefore needs 8 Block to be successful or 4 Fire.

    0 0

    by DsnowMan

    For your 1st point, the draconum isn't in the city. There are no dragons in cities. He challenged it on the way in, so he can use the illusionists.

    For your 2nd point, I think you are right there. That should take 2 turns.

    0 0

    by pbhammer

    DsnowMan wrote:

    For your 1st point, the draconum isn't in the city. There are no dragons in cities. He challenged it on the way in, so he can use the illusionists.

    For your 2nd point, I think you are right there. That should take 2 turns.


    -Good Call...Edit accordingly

    0 0

    by kaiser

    pbhammer wrote:


    Membury wrote:

    Travelling further South I found more marauding draconae (although mere hatchlings compared to myself) but still no sign of the final city. I destroyed one of my weaker and less worthy kin and some other insignificant men and beasts within the ruins. Finding the Banner of Courage I took it with me, reasoning that I may need my units in top form when I find this city. Night fell.

    Fire Dragon + Ruins (Crypt Worm, Swordsmen): Sword of Justice, Catapults, Swiftness, Amotep Freezers (again after Regenerate).


    Rules: “You cannot challenge extra enemies when entering an adventure site”
    The rules go further on to say essentially if the rampaging enemy was provoked you still would not have been able to enter the adventure site because you spent your one combat action etc.


    I assumed this took two turns anyway, because you can't regenerate a unit (play a healing ability) in the middle of combat.

    0 0

    by pbhammer

    No he regenerated it a turn before but was just noting that this was the unit he regenerated. He mention Regenerate earlier but did not specify which unit.

    0 0

    by Jebbie

    pbhammer wrote:

    No he regenerated it a turn before but was just noting that this was the unit he regenerated. He mention Regenerate earlier but did not specify which unit.


    Between

    Membury wrote:

    Blue City: Illusionists, Amotep Freezers, Horn of Wrath, Will Focus + Rage. Retreated. Level up: Flight, Regenerate. Level up: +1 Hand Limit.
    (where he gained it) and

    Membury wrote:

    Fire Dragon + Ruins (Crypt Worm, Swordsmen): Sword of Justice, Catapults, Swiftness, Amotep Freezers (again after Regenerate).
    (by which point he had used it), there is no other mention of Regenerate.

    I am of the opinion that the spell was cast in between these two mentions, but was not noted here; Membury's account lacks certain details that disqualifies this log as something that can be broken down and analyzed with accuracy. Remember he said:

    Membury wrote:

    The factual details are as accurate as I remember which I feel is pretty accurate but I can't quite remember where I got each of the spells or actions for example or exactly when I levelled up.


    Some of his memory may seem a bit suspect: 13 Siege without breaking the Horn? Did he cast Tremor at this point as well (which would result in needing an additional 3 Siege with an unbroken Horn)? On the whole, it is still a remarkable achievement thus far. Most of us do not have all the rules totally in grasp yet.

    0 0

    by Jebbie

    pbhammer wrote:

    Membury wrote:

    Trekking back across the hills was made easier by the Pathfinding skills I had been studying. Facing the Ice Golems again I felt more confident with the Tremor spell up my sleeve.

    Mage Tower (Ice Golems): Tremor. Gained Wings of Wind.


    I would have like to known more how this worked?


    With Tremor, the Ice Golems' Armor would be reduced to 1. It would take 1 Fire Attack, or 2 Physical or Ice Attack to kill it then, a much easier task easily accomplished with cards turned sideways even. Membury did not note down all cards used each turn in his account, but I can believe he easily beat down the Golems as I suggested. He would still have to produce Fire Block 2, or Physical or Ice Block 4 to ward off the Golems' Paralyzing attack first though.

    0 0

    by Membury

    pbhammer wrote:

    Also I was wondering how you manage the 13 Seige for the Freezers and Ice Mages?


    Honestly I can't remember anymore. I wish I'd taken more careful notes during the game to be honest. I'm thinking Tremor may have been involved but that's just a guess. Also Crushing Bolt...

    pbhammer wrote:

    Rules: “You cannot challenge extra enemies when entering an adventure site”
    The rules go further on to say essentially if the rampaging enemy was provoked you still would not have been able to enter the adventure site because you spent your one combat action etc.


    Apologies for the confusing, these were on two separate turns. I grouped them together because I remembered what cards I had and deciding how to split them between the two fights but not what I actually ended up doing.

    pbhammer wrote:

    Membury wrote:

    Trekking back across the hills was made easier by the Pathfinding skills I had been studying. Facing the Ice Golems again I felt more confident with the Tremor spell up my sleeve.

    Mage Tower (Ice Golems): Tremor. Gained Wings of Wind.


    I would have like to known more how this worked?


    Basically as others suggested. Tremor knocks them down a bit. Inefficient block and attack does the rest. I may have thrown away the herbalists to them. I had five other units at the end so I must've done that at some point.

    0 0

    by Membury

    Jebbie wrote:

    Some of his memory may seem a bit suspect: 13 Siege without breaking the Horn? Did he cast Tremor at this point as well (which would result in needing an additional 3 Siege with an unbroken Horn)? On the whole, it is still a remarkable achievement thus far. Most of us do not have all the rules totally in grasp yet.


    My next solo I will take better notes and more pictures!

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