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Reply: Mage Knight Board Game: The Lost Legion:: General:: Re: Volkare's Scoreboard

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by mikaelsoderhus

I am Extremely satisfied:

273 points with Arythea on Legendary/Tight. :)

Focused on heavily aggressive play, taking down a monastery from turn 2. General focus: gaining artifacts and strong spells, horde crystals for them and hunt down every indecisive unit and recruit them. Got range and siege effects as much as I could. Low on exploring, waiting for V to start with the core tiles and then run across the map...only to find a city with no entrance but mountains and lakes and two fire dragons. Lucky me who only had fire attack cards... Had to break my precious newly earned and unused Hornof wrath to take one down without even using siege. :( The other dragon joined in with the city which took two attempts to crack. When V arrived I finished him in two turns. Phew! Hard work, lots of planning and some luck (and noteworthy unluck also).
Had no idea you could kill so much in this game in three rounds...

Base fame 152
Advanced actions 7
Spells 2x4=8
Wounds 2x-2=-4
Units 14 in total, one lvl II wounded (had Norowas' Bounds of Loy.)
Crystal pairs 1
City (blue) 20
Volkare (0+50)x1,5=75

TOTAL 273 fame

I know everyone has already played this game ,but well, I havn't. My 7th try with LL I believe - before that 20 or so MK solo scenarios.

Thread: Mage Knight Board Game: The Lost Legion:: Rules:: Buying units without recruiting?

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by mikaelsoderhus

Hi all,
Couldn't find an answer to this somehow strange question:
Can you buy a unit without recruiting it to your own army of units? The question showed up during a game against Volkare where I wanted to get rid of an indecisive unit by buying it "away from the unit offer" - even though I didn't wanted to disband any of my own units for it.
My guess: it can't be done, even though it thematically could makes sense (scare them away, buy them off, etc) - but I cannot really base this on any explicit rule. It felt wrong, so I deemed it to be illegal.
Your thoughts?

Reply: Mage Knight Board Game: The Lost Legion:: Rules:: Re: Buying units without recruiting?

Reply: Mage Knight Board Game: The Lost Legion:: Rules:: Re: Buying units without recruiting?

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by syzygia

It's at Game Concepts, Using Units (pg 4):
4. Newly recruited Units are always Ready and not Wounded.
a. If you want to gain a new Unit but all of your Command tokens are occupied, you must disband one of your Units. Remove a disbanded Unit from the game. The newly recruited Unit is Ready and not Wounded, regardless of the state of disbanded Unit
The rules don't give the option you're describing, so it is not allowed.

Reply: Mage Knight Board Game: The Lost Legion:: Rules:: Re: Buying units without recruiting?

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by mikaelsoderhus

I didn't thing so either. I doublechecked with the rule you referred to, out of curiosity while playing, but it still didn't say anything about if you're _not_ at your command limit but for some reason don't want to get the unit bought. :p Strange question, I know.
Anyhow, Thanks for quick verifying!

Reply: Mage Knight Board Game: The Lost Legion:: Rules:: Re: Buying units without recruiting?

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by syzygia

mikaelsoderhus wrote:

but it still didn't say anything about if you're _not_ at your command limit but for some reason don't want to get the unit bought. :p Strange question, I know.
With Lost Legion, you may want to do that since there is a skill that gives more power if you have more free command tokens.

That question was asked to Vlaada, and he answered that you can't do it:

Galandil wrote:

Disbanding Units - When
Q: Can a unit be disbanded at any time, or only when recruiting a new Unit with all the Command tokens already occupied? (It matters for Wolfhawk's coop skill that gives bonuses based on unused command tokens)
A: Only when you cannot recruit more.

Link: https://boardgamegeek.com/thread/963066/faqs-lost-legion

Reply: Mage Knight Board Game: The Lost Legion:: Rules:: Re: Buying units without recruiting?

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by mikaelsoderhus

Different question though. Yes, but even Wolfhawk wouldn't spend influence points just to buy nothing (buy a unit that you don't recruit). If it was possible, which it isn't.

(Well, one reason would be to empty the offer for other players.)

Bur problem solved, Thanks again.

Thread: Mage Knight Board Game: The Lost Legion:: Variants:: Solo mission: Protect against other mages

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by Beiren

Hi all,

I had an idea for a variant.

I have to work it out and playtest it, but give me your thoughts.

Idea:
You play a Mage Knight who has conquered one or more cities before, but when you left the realm the other Mage Knights are jealous and going to take back the land that you conquered.

Map Setup:
Same shape as in Volkares Quest. Don't know how much and where there are countryside and core tiles. But all tiles are revealed.

Opponent:
Not the dummy player, not Volkare, but three other Mage Knights. They start at the opposite end of the map. With 1 open tile between the Knights.

Objectives:
You have to stop all 3 other Mage Knights before they reach the portal. They want to take over your realm.

Movement:
The 3 other mages move exactly the same way as Volkare in Volkares Quest. Amount of wounds have to be determined. Each Mage knight gets a spell except 1 person takes the red instead of one wound.

Combat:
Each opponent Mage Knight collects tokens as he moves through the playing field. When they enter your space they attack you the same way as volkare and you can attack them also the same way as volkare. For now the mage knight don't have an attack of there own, but each of them gets 1 white token to represent them from the moment they start.

Collecting tokens:
When other Mage Knights move and pass over other spaces they absorb the tokens that they pass (like rampaging enemies, keeps, mage towers), but they also draw tokens from deeper places (dens, tombs, spawning grounds, monastaries). When they pass over a place (white, blue or green card movements) they take the tokens where they are standing. These places (dens, tombs, monasteries,...) are marked with a token from the mage knight who passed there. When such a token is on this place, you cannot engage anything on that place. These placed are burned, destroyed or ruined. Even the ruins have there tokens removed (no enemy tokens added, but you can't use the ruins anymore)
When a Mage Knight draws a red card, he absorbs all tokens around him within 1 space. If it's the red spell it is within 2 spaces.
When mage knights draw a wound they have to roll a dice. At day they have to add green token on green die, and at night add gray token on black die.

Cities:
Because you previously conquered them you may place 2 tokens on them from the start of the game and you are the leader. Don't know how much cities are in game. But if another mage knight passes over a city, he destroys the city (no more tokens from you) and a white token is added to the mage knight. He puts his defenders in place and if yu wich to retake that city, you have to conquer it. But since that isn't the goal of the game, it's only level 2. They are placed at the end of the map.

Units:
Since all tiles are open you start with both elite and regular units. 2 of each perhaps. Or maybe you can start hiring them from 2nd round or from 1st night. Something to think about.

My own thoughts:
I like to plan ahead, so I wanted everything visual.
I liked the idea of Volkares Quest, but if you take him to early you will lose. So I wanted something that started the other side, but started smaller and grew more. So you have reason to get to him as fast as possible so that you can take hime out before there are to much tokens or before you have to fight them all together (or one right after another without hardly any resting or recovering time).
I think this can get really thoug. So you might want to start on level 3 using the rules from Shades of Tezla from starting at a higher level. And then you lose the first few steps (yet they are interesting, but the fight are intenser after that).

So what are your thought on this one. Something worthy? Or rubbish?






Thread: Mage Knight Board Game: The Lost Legion:: Play By Forum:: MK : PBF # 50 -- First time Moderator -- 3 player

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by Bobthesnake

Hi.

This is my first time Moderating a Game and using Vassal.

Unfortunately, since this is my first time Moderating, this PBF is already full, but when I get the Hang of It and see if its time consuming or not, I might start Moderating a new game.

Players are

[user=Bobthesnake]Me[/user]

[user=morni][/user]

[user=eddd][/user]

Ok guys, we have to decide which scenario we play. One of the rule is that there will be no PvP. It can be Coop or Competitive.

We can also do Shades of Tesla. Me and Morni already did 3 scenario in that game which we won all 3.

Life and Death is pretty awesome.

Rule Book is on website http://wizkids.com/rules/MK3_Rulebook%20Final%20Resized%204....

Anyways, post what you guys want to play!

Let me know if you want to chose character or random it.

Reply: Mage Knight Board Game: The Lost Legion:: Variants:: Re: Solo mission: Protect against other mages

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by Beiren

I tried some game setups to decide how much countryside tiles, core tiles and city tiles need to be used.

I mentioned using the same form as in Volkares Quest. In that scenario you have the starting tile B-side and then 5 arcs of 3 tiles. Wich makes a total of 15 tiles besides starting tile.

I first made a setup with 6 countryside tiles in the first 2 arcs and then 9 core tiles ( all 6 non-city ones and 3 city tiles) shuffeled for the last 3 arcs.

I placed 3 mage knights at the end of the map. 1 in the center of the farest tile. Other 2 mages at 2 spaces away from the first one. So they stand on the edge of the other 2 far away tiles.

I put tokens on most of the places.
Red tokens on dragon places, labyrints and tombs
White tokens on cities
Brown tokens on dens, mazes, dungeon, spawning grounds (2 tokens)
Purple tokens on mage towers and monastaries
Gray tokens on keeps
Green tokens on Orc places

I shuffled the 3 decks of the mage knights and pulled each card turn per turn and moved my way through the map. I picked up tokens like mentioned above.

With the 6 countryside, 6 non-city core and 3 core tiles I had abou the following results:
- one mage was mostly behind but still had gained at least one other white or red enemy token next to some purple, brown, grey or green tokens.
- one mage was really heavy. Too heavy. Mostly gaining 4, 5 or 6 white or red enemy tokens next to some purple, brown, grey or green tokens.
- the third one was usually not so heavy as above, but leaned more towards the heavy one then the first one.

I redid this with 6 countrysides in the first 2 arcs. But I altered 2 non-city core tiles and changed them into countryside tiles.
The outcome was not so much different from the first try-outs. So I find the enemies too strong for now.

I also discovered something else.
Every opponent starts with 1 white token (to represent the mage knight itself). But when placing them on the map, some of them start on top of a red or white token, so that is added even before anything starts. One example was terrifying. Starting on the red city (gaining a white enemy token) and the first card was red card. So he gained 2 red enemy tokens. So after one flip of a card the mage knight had 2 white tokens and 2 reds.

To avoid the things like above I think of the next setup:
Starting tile side B
2 arcs of countryside tiles
2 arcs with 6 tiles (1 countryside, 3 non-city core, 2 city tiles) shuffled
1 arc with 3 countryside tiles (This one you will never reach). This is only to not let the mage knight become to powerfull in the first turns.

I'm hoping this gives you the choice to choose different tactics:
- Speed up early towards the first mage knight before its gets too strong.
- Sit back and build up strength

I also believe you should start this scenerio on a higher level (level 3, fame 8) using the SoT rules for this.

Reply: Mage Knight Board Game: The Lost Legion:: Variants:: Re: Solo mission: Protect against other mages

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by Beiren

I playtested it this night.

PLayed as Tovak.
4 die in the source
3 units to recruit
regular during first day/night
elite/regular/elite from day 2
started at level 3 using the rules of 'Shades of Tezla'
Normally during day you reveal ruins and you always reveal rampaging enemies. But I only revealed them here when I was adjacent to the tile that they were on. Like you only see them when you reveal the tile. This way you can't deduct wich dragons are left for tombs or laberints.

Because you see the entire board you can plan ahead farily far. The cards still say what your turns shuld be, but you have a plan.
The first turns you can see wich opponent mage knight will be weakest.
I had luck and one of them had only gained 1 brown and 1 green when I attacked him on the end of night 2. He was going to 1 of the cities, but I could reach it before him. Because it was early it was still dificult to defeat him, but managed it on day 2.
The second was was more difficult and I had to persue him from the back. He cleared a lot of sites so I had less thing to attack but still did it at end of night 2 and beginning of day 3.
By then I saw that the third who was strongest was going to the portal.
I had put myself between him and the portal and he attacked. But I was knocked out, but not before taking out many enemies. I gained 30 fame with 1 fight, but there were still 3 enemies left.
The problem was that at the start of day 3 I draw most of the wounds and had to rest. So he reached the portal before me. I was standing next to him. And with the cards in my hands I could move to him and defeat him, but I didn't had any rules for it yet, so I don't know for shure if I won.

So I was kinda exiting, but still some problems. Need more playtesting.
Tomorrow I will write pro's and con's. So you can add to that, to make this variant better.

Reply: Mage Knight Board Game: The Lost Legion:: Variants:: Re: Solo mission: Protect against other mages

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by Beiren

So here are my Pro's and COn's for now. This can change as rules can change.

Pro :D
- You skip the first day in a regular game. By this I mean that because you start at level 3, you already have a skill, an AA-card, 2 crystals and 18 influence points to spend on AA's, units, Spells, Artifacts. I chose for 2 units (Scouts and shocktroopers) and 1 AA. The remaining 2 points went to my fame. I find the start of a regular game slow and very luck-depending. If you have the bad luck that you units don't match your recruiting areas on the starting tiles, that the enemies are either to strong for a first target or to weak to gain 3 fame points, then you're always a bit behind. Nothing impossible, but starting good can make you're entire game.
- You see the entire map (see also with Con's). You can see were you have shokepoints with mountains or lakes. Nothing worse then a line of mountains/lakes that you can not pass. It's part of the deal I know, but if you get frustrated with that, not in this scenario.
- You have more move points to spend on moving. This is because you don't need 2 points for exploring tiles anymore. People who are negative about Mage Knight (not me) mainly complain about the fact that it is so difficult to move.
- I finnaly could choose between many skill tokens on a level up. Because on every second level up you gain a skill, normally the dummy also places 1 in the common pool. But now I chose to place 1 for each opponent mage knight. This is also the case when you play coop or competitive with 4, but since I only play solo (I don't have friends I know :modest:) I never had this opportunity.

Cons :yuk:
- You see the entire map (see also Pro's). It's a fun part of the game to build the map. Now it is fixed from the start and you can do nothing about it. So the exciting part of wich tile will come up is gone.
- Luck. With 1 play I can't say it, but luck is great I think. Maybe I will change this oppinion. But I had 2 knight who moved rather much between the tokens. The third one took many of them so I still had a big fight.
- You don't feel a difference between the mage knights. You just see 3 enemies, and nothing different about them. Maybe add some houserules to keep it interesting. Like Krang attracting more green tokens, or Arythea who also gains a token on a red die roll on a wound.

I will add more to this when I think of it. But lunch break is over.

Reply: Mage Knight Board Game: The Lost Legion:: Rules:: Re: Another Shield Bash Question

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by Orion3T

Sorry for the thread resurrection but I came across this and while Vlaada's comment in context answers the question, this thread seems to confuse the issue. I thought I'd try to clarify this thread (since it shows up in searches anyway, and to make sure I understand how this is supposed to work).

Feroz Azim wrote:

Vlaada wrote:

So, the surplus point does not double for purposes of armor reduction.


Doesn't this indicate that in my example the reduction would, indeed, only amount to 1 (1.5) instead of 3?


No it doesn't because when taken in context the question as stated had already divided the block by 2 for being inefficient. The question was 'If I don't use 1 point of my doubled anti-swiftness attack, does it get doubled back up again and count as 2 surplus block?' to which the answer is surely no, as Vlaada says.

In this thread we have kept it a bit simpler and avoided that question, I think. So reducing the dragon's armour by 3 is correct.

My own example was fighting a Storm dragon with Utem Guardsmen and Shield Bash's powered ability. This provides 9 block in total, all of which is doubled against swiftness.

So I have a total of 18 block against the Storm Dragon, which has Ice Attack 4 plus swiftness. I need to block 8 Ice Attack, I have 18 block but it's inefficient. Therefore it is halved and counts as only 9 block. I have 1 surplus, so the Storm dragon loses 1 armour.

Is this correct? Thanks.

Reply: Mage Knight Board Game: The Lost Legion:: Rules:: Re: Another Shield Bash Question

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by DaviddesJ

Has anyone mentioned that Shield Bash is a blue card, so it can't reduce the Storm Dragon's armor, anyway? Of course, that doesn't answer the general question. You could also ask, "What if a different effect had removed the Storm Dragon's Ice Resistance?"

I concur with your answer (ignoring the issue of Ice Resistance), but I wouldn't say I'm 100% sure.

Reply: Mage Knight Board Game: The Lost Legion:: Rules:: Re: Another Shield Bash Question

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by syzygia

Why not? I think that with Vlaada's answer the issue is clear. But I may miss something.

Reply: Mage Knight Board Game: The Lost Legion:: Rules:: Re: Another Shield Bash Question

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by Orion3T

DaviddesJ wrote:

Has anyone mentioned that Shield Bash is a blue card, so it can't reduce the Storm Dragon's armor, anyway? Of course, that doesn't answer the general question. You could also ask, "What if a different effect had removed the Storm Dragon's Ice Resistance?"


Yeah good point. Thankfully it actually made no difference in my game as I had the 7 attack required anyway - once I realised that I ignored the problem and just decided to seek clarification afterwards.

So good point, but I'm glad it didn't invalidate my win in any way. :)

The same issue would crop up with the Amotep Freezers though as they have swift ice attack but no cold resistance. So the issue is still worthy of clarification.

Reply: Mage Knight Board Game: The Lost Legion:: Rules:: Re: Another Shield Bash Question

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by Orion3T

syzygia wrote:

Why not? I think that with Vlaada's answer the issue is clear. But I may miss something.


I am fairly confident our interpretation is correct when it's written down and analysed in isolation. The problem is in being certain enough to correctly assess and calculate it in your head with the board and 10+ cards in front of you. Any element of doubt increases the difficulty of analysing this situation exponentially.

Mostly I think this situation becomes confusing because swiftness and inefficient attacks operate in very similar but different ways. I would agree the rules are quite explicit about the difference, and Vlaada clears up the issue with Shield Bash I think. However the difference is subtle enough that it feels like we might have missed some important detail.

Reply: Mage Knight Board Game: The Lost Legion:: Rules:: Re: Another Shield Bash Question

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by syzygia

Yes, I agree that is really easy to make a mistake with this card. If you look at PBF, you'll see that it has been used incorrectly several times. It's like the "grouped enemies share armor" thing... it isn't the correct way to play it, but it works most of the time. When it doesn't work, you may miss a mistake.

I was just intrigued by David comment, which suggests that the rule isn't clear. To me, it seems clear (while easy to misunderstand it).

Reply: Mage Knight Board Game: The Lost Legion:: Rules:: Re: Another Shield Bash Question

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by Orion3T

I think we're on the same page on this matter. However, this seems self-contradictory to me:

syzygia wrote:

I was just intrigued by David comment, which suggests that the rule isn't clear. To me, it seems clear (while easy to misunderstand it).


If it's 'clear' then it would by definition be easy to understand, and therefore not easy to misunderstand.

The rule is made explicit when all the relevant rules are scrutinised, but not in a clear and concise manner (rules for swiftness and resistances are in different places, the card words in another, and Vlaada's explanation yet another) nor are there any examples which have been thoroughly, clearly and concisely explained.

So if by 'clear' you mean 'made explicit' then I agree. If you mean the more usual sense of 'easy to understand' then I would disagree. I would disagree even more if 'clear' rules are assumed to be easy to follow in practise, and this is evidenced by how many people get it wrong.

I'll be honest and say I am rarely a fan of people saying rules are 'clear' when someone asks for clarification. It can come across like an insinuation the person is stupid for asking. A bit like when someone expert at something describes an advanced skill as 'easy' meaning 'easy for me'.

I think it's often just difference in semantics though and completely unintentional. It's often used to mean 'made explicit' but that's not how I think most people interpret the word.

Thread: Mage Knight Board Game: The Lost Legion:: Rules:: Day 4/Round 7 on Volkare's quest?

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by gaseous

I couldn't find anything using search (sorry if my search skills are lame) but I'm wondering ...

On Volkare's Quest, rules/setup states that the rounds are 3 days and 3 nights, but the win/lose conditions never state that by the end of night 3 it is an instant lose. What would be your call if you reached day 4? Count as a lose or just continue playing?
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