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Reply: Mage Knight: Board Game:: Sessions:: Re: Goldyx Solo Conquest, 291 points

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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.

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