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Messages - VictorE

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1
Events / Re: Winter Mage War
« on: September 21, 2022, 08:03:08 PM »
Just to be clear, the rules for the event are currently in flux. I welcome input on what you would like.

2
Events / Re: Winter Mage War
« on: September 21, 2022, 07:28:56 PM »
Hi,
The idea is that unless people vote to allow those cards, you do not have to print anything out. Only printed cards are currently going to be allowed (not including promos). If there is a card that has been changed though (such as Zombie Brute or Disciple of Radiance, then the changed version will be used. I just write a little slip of paper and put it with the card for changes rather than print things out. We will only use new or promo final release cards if everyone agrees.

Thanks, I fixed the typo to reveal.

Also, I didn't say, but in past Winter Wars, you had to use the same mage the whole tournament. We have been throwing around the idea that you can have 2 mages prepared. Also would allow you to have one mage with new final release cards if your opponent agrees. Each game, you would reveal your mage of choice at the start at the same time as the opponent. But unless both agree, you'd use the non-final release deck. That is just an idea. I am waiting for feedback.

For those that compete, you will need to have your spell counts printed out or written out too, but if you can't do that, we can always count them at the event. Also, as in the past, I do not share any decks unless permitted by the creator.

3
Events / Winter Mage War
« on: September 20, 2022, 09:40:59 PM »
The Champaign Winter War Convention <https://www.winterwar.org/attend> is February 3-5, 2023 in Champaign, Illinois. Single Day Tickets are $10 per day or $15 at door. All 3 days is $15 in advance or $25 at door. That is just for the Convention, there is no additional fee for our game. The winner gets a voucher for a free Winter War registration, and I hope to buy trophies again too.
I submitted for up to 12 players. It would be great if we can get 12 players (could actually handle up to 16). I'll have at least 1 game set up to teach anyone new as before. Hope to see you there.

The rules that I submitted, but they are up to debate:
- The most recent rulebook I have is from 2017. I think it is the 3rd Edition and Codex Supplement 4.2. Codex and Clarifications from the unprinted as of yet Lost Grimoire 2 are also used. We will wait to see how the vote works out for whether or not the new mages will be used.
- Any currently available card that is also included in the Mage Wars Arena Final Release, will use the Final Release version.
Other rules I didn't see in the above documents
- Steep hill will block Line of Sight if you cast a spell and it goes through two diagonal sections of the zone.
- Symbiotic Orb triggers during the Avoid Attack Step
- The Embalmed - When summoning the Embalmed, remove target non-Epic Living creature in any discard pile from the game. This creature becomes a copy of the removed creature, gaining the Embalmed traits and subtypes. X = the removed creature's mana cost.
- Fizzle Clarification - Once Fizzle has been cast, the enchantment cannot be revealed. If it is a mandatory reveal, then it is not destroyed if it would be forced to be revealed this round.
- Arcane Zap costs 2 mana

4
General Discussion / Re: Card Quote Contest!
« on: November 07, 2020, 11:59:01 AM »
Some people are worth melting for. - Frozen

Not since the Ark of the Covenant has anything melted this fast.

Saturn called and wants some of its atmosphere back.

If you've never seen unicorns poop rainbows, you've never been on acid.

5
Events / Re: Winter War 47 (Jan 24-26, 2020)
« on: January 26, 2020, 06:16:42 PM »
Warlord just won winter war over druid, beastmaster, paladin, and warlock. Results, which I'll post in the forums were Zot 1st with a Warlord, Stanyer 2nd with a Paladin, Puddinghead 3rd with a Warlock, Farkas 4th with a Druid, and JBuzz Beastmaster in 5th. We had 4 who didn't make it, but we also had 2 newbies I played with for a few hours from the Rockford area and 2 others from the Champaign area stopped by to watch.
We're getting more players in the MidWest, which is nice since I prefer face-to-face games, and a great group of competitive players too.

6
Spells / Re: Arcane Missiles and Ranged +X
« on: January 22, 2020, 05:18:23 PM »
Roll for each attack separately to me suggests that this is 3 separate attacks and thus should get ranged + on each attack. This is not sweeping or doublestrike as those are the same attack.

7
Events / Re: Winter War 47 (Jan 24-26, 2020)
« on: January 15, 2020, 10:52:51 PM »
Great. We're looking forward to everyone who can make it. Unfortunately, I live in a small apartment and Farkas is not in town on Friday, so we can't offer any lodging. I'm hoping we can find a place to get together before. We have an 8 hour slot now, and if no one is after us, we can basically play until they close the doors at night. We just have to stop this year during the auction. They got mad at me last year for us playing during the auction.

We begin at 9 a.m. on Saturday the 25th at the Holiday Inn Champaign Suits at 101 Trade Center Drive in Champaign. That is the time that I want to begin games if possible. It would be very helpful if you have your spellbook written out before hand. I'll have sheets on hand with spell name / spellbook pts / # cards / total cost.

Reminder, we are using the rules posted before, which were basically ADMW variants but without the channeling changes from last season and with a change to Pillar of Righteous Flame whereby only a move into the zone by the owner of the card will trigger. If you teleport your own creature into the zone then it triggers. If you move into the zone due to a spell such as siren's call, then it triggers. If you push your own creature into the zone then it triggers. If your opponent pushes you or teleports you into the zone, it does NOT trigger. It's a conscious choice by the owner change. Summoning into the zone still does not count as moving into the zone, so that also does NOT trigger the Pillar.

Opponents will be chosen at random in the first round, but the plan is to adjust so that you don't play anyone from your geographic area in the first two rounds at least. Second and subsequent round opponents will be organized by wins/losses. We'll make adjustments once we know how many people we have. I will do my best to make it fair. I know of at least one beginner who says he's going to play.

I have a 1st and 2nd place trophy (with the correct year on them this time).
I have a few smaller prizes too. I've been getting rid of games, and rather than auction it off, the winner will also get my copy of Thunderstone Advance with Ruins of Corruption add-on.

Looking forward to seeing everyone that can make it to central Illinois, USA.

8
Events / Re: Winter War 47 (Jan 24-26, 2020)
« on: January 02, 2020, 10:57:26 AM »
Update: All is good. We now have 8 hours plus the potential for 12 if we want. We will have to shut down during the auction, but that gives us time for lunch anyway. Looking forward to seeing everyone who can make it for the 3rd annual Winter War in Champaign.

10
Events / Re: Winter War 47 (Jan 24-26, 2020)
« on: November 22, 2019, 10:32:12 PM »
Yes, owner of the card. So if you mind control them into the zone, then it does not trigger. It still triggers during upkeep against anyone in the zone by whatever means.

Also, after a lot of discussion, the ritual was changed to be Life - 2 instead of doing direct damage. We've been playtesting it (albeit not as much as needed), and this seemed more balanced than full turn or extra damage. I'm getting ready to make the change to my earlier post.

11
Events / Re: Winter War 47 (Jan 24-26, 2020)
« on: November 10, 2019, 08:56:49 PM »
> only movement as part of a move action by the owner of the card.

Don't you mean only movement as part of a move action by the enemy of the owner of the card (or something like that)?

Basically, the creature has to move into the zone as part of that creatures move action. If it is pushed, teleported, etc., into the zone as part of the opponents actions, then it does not trigger. It has to be caused by the owner of the card moving. Hope that makes sense. Still trying to figure out the wording.

12
Events / Re: Winter War 47 (Jan 24-26, 2020)
« on: October 31, 2019, 11:56:24 PM »
ps I did buy trophies again this year, and I put the right year.

13
Events / Re: Winter War 47 (Jan 24-26, 2020)
« on: October 31, 2019, 11:52:46 PM »
Winter Mage War 2020

It's official. The list of events is not yet on the website at https://www.winterwar.org/, but our event has officially been approved. We have 4 tables with enough room for 8 boards. Really looking forward to some fun games.

The Mage Wars Arena tournament will be held Saturday, January 25, from 9:00 a.m. to 4:00 p.m. (although if it is like in the past, we usually have 2 tables that we can use until late evening). We have room for up to 16 players in the tournament.

If I've made any mistakes below, I apologize and I'll try to make a quick correction.

Rules:
  • - Any promotional cards that have been officially released in a set (arena or academy) will be considered to read as the official released version. Only cards (or their promotional counterparts) that have been officially released are allowed.
  • - Players will build a spellbook with the standard amount of spellbook points and restrictions for their chosen mage. Only Arena mages may be chosen. Spellbooks will be reviewed prior to the start of the tournament. Only one spellbook may be used per player for the tournament.
  • - Spell book lists will be submitted at the beginning. It is requested that participants have their spell books printed out, but this is not required.
  • - Each game will last 85 minutes. If both players have had an even number of initiatives, the game will and at the end of the current turn after 85 minutes. Any turn started after 85 minutes which provides that both players have had an equal number of initiatives will be considered the last turn.
  • - Each win will count as 2 points. A loss will count as 0 points. In the event of a tie, the judges will determine a winner based on board control and position, remaining life, and remaining spells. In such cases, the winner, if determined, will receive 2 points, otherwise, both players will receive 1 point.

  • - The tournament will be played in two stages.
  • -- The first stage will be a round robin with two groups. The numbers in each group will be determined by the number of participants.
  • -- The top two players from each group will advance to round two. In the case of a tie (see points above), head-to-head results will be used. If we are unable to get enough games in for the two to have played head-to-head, the total wins and losses of opponents will be used to break the tie. The highest rated player from group 1 will play the second rated player from group 2 and vice versa in the semi-final round. The winners of the semi-final will play in the finals. If there is a tie in the semi-final or final match, the judges will determine the winner based on board control and position, remaining life, and remaining spells. If time permits, the final match may be allowed to continue for additional rounds beyond the time limit.

  • - The rules will be the 3rd Edition Rulebook and the official rules and codex supplement 4.2 with the following changes (some from arcane duels).
  • -- Burns - Object is on fire. This is a flame condition. Each Upkeep Phase, roll 1 attack die of direct flame damage for each burn marker on each object. On a roll of “0,” remove that burn marker. Burn markers have a removal cost of 2. (basically clarifies burns as flame conditions and damage)-- Dig in and Press the Attack only apply to the zone they are in. For example, if you start in a zone with Dig In, but leave the zone during your activation, you also lose the Armor +1. (basically, you have to stay in the zone to get the benefit and the benefit only applies to that zone)-- Disciple of Radiance - Once per round, whenever your Mage casts or reveals a healing spell, Disciple of Radiance may deal 1 direct light damage to a target creature in her zone. (basically the ability may only be triggered once per round not once per healing spell)
  • -- The Embalmed - When summoning The Embalmed, remove target non-Epic Living creature in any discard pile from the game. This creature becomes a copy of the removed creature, gaining The Embalmed’s traits and subtypes. X= the removed creature’s mana cost. (basically changing it to requiring a targeting)
  • -- Flying - If a flying creature attacks a non-flying creature, it loses flying until the end of the attack and any counterattacks.
  • -- Force Pull - Once per round, the Forcemaster may cast this quick Force spell. Target creature is Pushed 1 zone towards the source of this spell. Will not Push a creature through a wall with the Passage Attack trait. (basically directing the pull towards the source)
  • -- Pillar of Righteous Flame - When Pillar of Righteous Flame is cast, or a Dissipate token is removed, it attacks an enemy creature in its zone. Pillar of Righteous Flame attacks each enemy creature immediately after they enter the zone as part of their move action. Being pushed, pulled, teleported by a spell and not as part of a move action, etc. into the zone does not trigger the Pillar, only movement as part of a move action by the owner of the card. Required movement from spells such as Siren's Call still count as a move action and will trigger the Pillar. (basically only triggers when cast, during upkeep, or when an opponent makes a conscious choice to move into the zone as part of their normal move action.)
  • -- Ritual of Kallek - Only a Mage can cast this spell. Choose a friendly creature to receive Life -2, then gain 3 mana.  (we've gone through a lot of changes trying to make this card more correctly costed and are currently going with this change. Before you ask, yes any friendly creature, including the mage.).
  • -- Steep Hill - Steep Hill will block the Line of Sight going through two diagonal sections of the hill for spells and ranged attacks. (basically LoS is blocked diagonally through the hill)
  • -- Swarm - Creatures with the Swarm trait cannot be targeted by non-attack actions or spells that do not specifically target Swarm creatures.  When attacking, Creatures with the Swarm trait may make additional strikes equal to their remaining health.  Additionally, they are immune to conditions, healing, and life gain of any type that does not target swarms. Non-zone attacks do a maximum of 1 damage to them. Swarms cannot guard. (basically making it so that there is no way for them to gain life.)
  • -- Symbiotic Orb - Sybiotic Orb triggers during the Avoid Attack step.
  • -- Trample - Trample counts as a Melee attack for defenses. It is neither a melee nor a ranged attack for any other trait such as melee +x. (clarifies that you can use a defense against it.)

14
Spellbook Design and Construction / Re: Spell Spreadsheet
« on: March 31, 2019, 05:07:26 PM »
BTW, I went to all this work not to use it as a deckbuilder. The online one and Octgn are much better. Rather, to be able to have all of the cards in a spreadsheet.

15
Spellbook Design and Construction / Spell Spreadsheet
« on: March 31, 2019, 04:56:44 PM »
Been talking about it on Discord. Here is the MW_Deckbuilder I found at boardgame geek a long time ago. The original file was posted by JackalopeJay according to my notes and the author was Per Landberger and appeared to be under MIT free use licensing. If that proves to be incorrect, and it is under copyright, then this is a derivative work, and I'll have to remove it. I updated it a lot, a lot. All cards are there up to and including the Monk set (but not the academy mages themselves as far as being a deckbuilder, but all other cards are there). I am 100% sure there will be some typos. Let me know if you find ways to tweak it. The file was too big to attach so here is the link: https://drive.google.com/open?id=1zpSwkRUC-VkAoCaEXTLAqbugNGi-Br4W   Enjoy!

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