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Messages - Hectorius

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General Discussion / Re: new Forcemaster vs. Warlord - Arena
« on: April 23, 2015, 07:54:19 AM »
at the end of this year, or early next, at the soonest for a reprint.
:'( oh man.. I really discovered this game at the wrong time..
I do want the expansions (was close to buy them all the past days) but also now where I see that there come reprintings with additional copies, it would be wiser to wait. but this long?? jeez  :-\

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General Discussion / Re: new Forcemaster vs. Warlord - Arena
« on: April 17, 2015, 09:57:15 AM »
I dont have anything yet related to MageWars, but I was planning to jump on it
yeah, that's my point too. I only got the core set and love the game principle. wondering if it's worth to wait for the Arena expansions  :)

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General Discussion / new Forcemaster vs. Warlord - Arena
« on: April 16, 2015, 12:21:12 PM »
I am little confused.
in order of changing the Mage Wars sets to Arena, the core set got additional copies of certain cards like Dissolve.

the Arena version of FvW is already out, too. does it also come with additional cards??
the card list under "Resources and downloads" seems to be old (220 cards):
http://www.arcanewonders.com/resources/Forcemaster_vs_Warlord_Spell_List.pdf
while the new FvW Arena site says 248 spell card:
http://www.arcanewonders.com/products/forcemaster-vs-warlord-expansion-set

so does this actually mean that the answer to my question is Yes?

kind regards

PS: if the answer was Yes, will the other expansions be also equipped with more copies?

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Rules Discussion / Re: procedure of mage wand
« on: April 06, 2015, 07:56:04 AM »
thank you echephron. also DaveW.
[...]During your turn, you will prepare your two spells as usual. You will not include the Teleport spell for the wand in your preparation[...]
good long clear explanation what I really have to do. I didn't find it anywhere. made me feel it was a silly question of mine but I needed to ask  :-X
First, if you want to switch the spell attached to a [mwcard=MW1Q19]Mage Wand[/mwcard] you will replace it with a spell from your spellbook. It does not interfere with your Planning Phase at all, and you can prepare two entirely different spells during that phase.

If you do not bind a spell to the Mage Wand when it is cast, then the only way to attach a spell to it afterwards is by using it's ability to switch spells. Pay 3 mana and attach a spell from your spellbook as a quick spell.
thank you Zuberi!

I also fully understand now how [mwcard=MWSTX1CKJ02]Wizard's Tower[/mwcard] works. I am glad I made this thread and - as it seems - also helped others.
cheers!  :)

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Rules Discussion / procedure of mage wand
« on: April 04, 2015, 07:24:20 AM »
hi  :)
I searched and found these 2 threads
http://forum.arcanewonders.com/index.php?topic=15043
http://forum.arcanewonders.com/index.php?topic=14854
very helpful, but I got one question that isn't covered there.

how do I actually change the spell of the mage wand?
say I have a Sleep of the wand used last turn. this round I want to change it to teleport.
* do I have to choose teleport that I want to bind to the wand now in the preparing phase and put the card in front of me with only one other card (and change it as a 3 mana quickaction during the action phase)?
* OR could I choose 2 normal cards (1 enchant + 1 creature) and then during activation of my mage I can pay 3 mana and go to my spellbook again to swap sleep vs teleport as a quickaction.
2nd case would be much more powerful.

and from the threads I got it right that when you take a spell from the mage wand you have to bind a new spell on it? (in case you expect a Dissolve and dont want to put a new spell on the wand).

-----------------------------------
Quote from: English Rulebook v3 page 21
When you cast a spell with the Spellbind trait, you may immediately bind a spell to it.
what happens when I not to choose a spell immediately but next round? (kinda same question like above)
at which point I can put my spell under the wand?

PS: one more thing.
in the 2nd thread I saw one contradictory thing pertaining Wizards Tower:
Wildhorn is incorrect about the Tower. Even though it is a Familiar, it does not prepare it's spells like other familiars do. Therefore the spell does not return to it's owner's spellbook during the planning stage because it is not a prepared spell.
and
The wizards tower says "During planning stage you may change the bound spell."
That would mean that during the planning stage the spell would return to your book and a new spell would be placed there.

any confirmation if I can switch the spell during the planning stage?

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General Discussion / Re: how to handle lack of cards
« on: April 02, 2015, 06:15:39 AM »
thank you all for the feedback!
I like the idea about simply scanning & printing as many suggested. embarrassing that I didn't get this one  :-X for now it should be good.
also neat idea by Bluebaron, ty!
I have 4 copies of the core set, and 2 copies of everthing else.
:o that's a little scaring me at the moment. but I love the game too. I could imagine buying the 4th edition as a 2nd core set for the cards. only problem: I'm from Germany. even here it takes loong until the translated versions come. Forged in Fire for example: it will be just released in may (2015)!

and what do you think about mixing the 3rd and 4th edition? I heard the new one will have new artworks for some cards.

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Spells / Re: revealing enchants. guards.
« on: April 02, 2015, 05:57:58 AM »
thank you ACG and Zuberi!
I got clarification on most of my problems now. I want to master all the rules since I love the game. probably best card game I ever played.

see you in the Arena!  ;) .. (or forum if I got a question again  ::) )

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Spells / Re: revealing enchants. guards.
« on: April 01, 2015, 08:22:14 AM »
thank you again Zuberi and sIKE! I understand.
I am happy to receive this friendly kind of help and appreciate it.

as I don't want to be too annoying, I wanted to ask 3 last questions:
1. Reverse Magic. it says:
"redirect it back to the caster, who now becomes the target of the spell".
does it mean I have to target the caster (so mage or familiar)? because I think I've read somewhere that I can then do what I want with the new spell.
i.e. he casts a teleport on one of my creatures (with the reverse magic), then I can either teleport him (the mage), or any other creatures (mine or his).
what happens if nothing is in spell-range of my mage?
(I am aware of the fact with the additional mana-cost-paying. ie. in case of Dissolve).
2. Moloch's Torment:
does it also count for hidden enchants or only revealed? (in the first case you would kinda tell your opponent that there is a curse under his creature).
3. Gate of Voltari:
1 mana for each action: playing and revealing an enchant, so for a total of 2 mana?

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Spells / Re: revealing enchants
« on: March 31, 2015, 10:57:13 AM »
thank you Zuberi! interesting thoughts there! :)
talking about guards, I got one question that I haven't found to be answered anywhere. following scenario:
Player A has 2 creatues in a zone (A1 and A2) and player B1 has 1 creature in there too, all 3 on guard.
I activate A1, remove the guard token, and attack B1. rolling dices, counting damage. then it comes to the counterstrike of B1. and now I am confused.. who does B1 has to attack now?  ???
- A1 since he is the original attacker.
- or A2 since he is a guard.

the rulebook says that a counterstrike follows the same rules like a normal attack, starting with declaring an attack etc.
so when I (B1 now) declare the (counterstrike)attack, I need to respect the other guard?

10
General Discussion / how to handle lack of cards
« on: March 30, 2015, 08:20:29 AM »
hello everyone! :)

I am new to the game and only got the core set. me and my girlfriend played a few games and now we wanted to make our own decks.
silly but difficult question: who does have the right to choose what cards?
just simple example: there is only one copy of Purify in the game. pretty good card against rot etc.
we both wanted to take this card in our deck.
easy answer: buy 2nd core set or tomes. yes, but even then are not enough cards of one certain card available (4 cards per book allowed).
so how do you guys handle this?

(I had the idea for one certain situation: for example priest vs beastmaster: priest can choose all the Holy cards that she wants (it's her school), and the ones left over, those, the beastmaster could use. and with beastmaster vice versa. he can choose all the nature cards he wants and what is left, priest can take. Problem in this case: who can choose over the non-main school cards?!)

kind regards

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Spells / Re: revealing enchants
« on: March 30, 2015, 07:46:19 AM »
thank you very much sdougla2!

The way you asked the question I was just unsure whether you were aware that a guard marker was removed after the guard is attacked.
yes, but no worries. you helped me a lot. my girlfriend was very frustrated when I had 2 guards up (not attacked) and they were still guarding next round - and active(!). I waited until the end of that round to decide what to do with them.
needed some confirmation if I did alright because it seems indeed a powerful game mechanic.

3. Yes, Bull Endurance works on a mage and increases their life.
wow, I guess if your max life is 32 (as priest) and you got Bull Endurance and your damage marker is at 33, then you are one Dispel away from instant death x)

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Spells / Re: revealing enchants
« on: March 29, 2015, 03:10:35 AM »
trick would work with Rhino Hide
thank you! that's exactly what I was thinking about and was about to ask. with Rhino Hide, it would work. waiting a little bit and then see if the dice are worth revealing the extra armor  :)

as a beginner, may I also ask here 3 more (interesting) questions?
1.stun token says "is removed at the end of the creature's action phase".
so, 2 options: when I stun a creature that is still active, I guess it will skip the turn. just flipping the action marker over.
but what when I stun a creature that in inactive (already made the action)? is it wasted and stun token is removed later the round or will it stay until next round to have him skip his action there??
2. "Guard markers are always removed at the beginning of a creature’s Action Phase".
but I chose when it's a creature's action phase. when I put a creature on guard last round and was not attacked, it will still guard next round until I chose to activate it, right? (so I could activate it as the very last action to still have it guard all the time).
3. does "Bull Endurance" work on mages? so do you actually move the black max-life marker up??

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Spells / Re: revealing enchants
« on: March 26, 2015, 05:31:07 PM »
thank you Sir, that makes much sense and helps me in some other cases too!  :)

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Spells / revealing enchants. guards.
« on: March 26, 2015, 04:53:24 PM »
hello everyone!

new to the game and I love it. but there are so many confusions.. I hope to may ask one questions:
"one can reveal an enchant at the end of any of the eight steps of an attack"
ok, say I have Cobra Reflexes hidden under one of my creatures. someone declares the attack on it. can I wait until the end of step 3 (roll dice) to see how large the sum of the dice is and then decide to reveal Reflexes (and directly roll for the chance to dodge)??
it would be much smarter than to insta reveal after step 1 (the declaration), would'nt it? (but also seems unfair)

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