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Messages - diceman

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31
General Questions / Re: Sweeping, Battle fury and melee +X
« on: November 19, 2013, 04:24:02 PM »
Uuh thanks, that was a rather easy answer.
You just saved me another hour of senseless brooding over obsolete rules. ;)

Now, as I have understood it, BATTLE FURY just applys another Strike to a normal attack-sequence. So a normal Attack would become a Double-Strike, a Triple-Strike would become a Quad-Strike.

And a Creature with unlimited Defence-Trait may defend against each strike of a multiple-strike-attack, whereas a single-Defence may choose only ONCE, when to defend, right? Or do I always have to apply Single-Defence on the first Strike of an Attack-Sequence?

Thanks again.  :)

32
General Questions / Re: Sweeping, Battle fury and melee +X
« on: November 19, 2013, 03:57:05 PM »
Sorry guys, still confused. ???
In fact I find this whole "double-strike/Battle Fury/Melee+/Counter-Strike"-affair a very clunky, hard to grasp concept and not intuitive at all. And, yes, I'm well aware of the errata'd text of BATTLE FURY, well, seems I haven't understood it clearly yet. In the official FAQ on this page I found this text:

Quote
A creature with Melee +2 has Battle Fury cast on him, then the creature makes an attack. The free Battle Fury attack counts as a separate action because the spell says to make an additional quick action attack, so the player would get to apply Melee +2 extra Battle Fury attack as well.

I was under the impression that (since the errata) Melee+ Traits don't apply to BATTLE FURY-actions anymore. Has the quoted passage perhaps been written BEFORE the nerf? And if so, why hasn't it been updated yet?
Thanks a lot!

33
Rules Discussion / Re: Mind Control and Upkeep
« on: November 19, 2013, 01:56:45 PM »
Bear with me if this is a stupid question, but I'm still learning all the tiny details of the rules that make a difference. I posted in this thread, since my question also fits the headline:

So, when an enemy mage takes control of one of my creatures, he becomes the controller while I'm still the owner, right? Now, just hypothetically speaking, what if I casted Essence Drain on it AFTER it has been taken over - who has to pay the additional Upkeep costs: the rules would imply, me, since I'm the still owner of the creature. But on an intuitive level that doesn't really make sense to me. :o (not to mention, that this could be a pretty stupid move, since now the enemy mage could just destroy it by simply not paying Upkeep-costs). Just asking for the rules' sake. Thanks!

34
Alternative Play / Re: Variant where Spellbook fills up during the game
« on: November 05, 2013, 02:46:52 PM »
Uh no, there's been a misunderstanding here with what I meant with "shuffling". You don't shuffle your deck every turn! What I meant was:
You only shuffle your deck once, before you start the game. After that your spellbook just fills up. You play cards, you draw cards to fill up the spaces in your book - more each round. In the first round you have 5 cards in your spellbook, the second round you start with 6 cards in your book, and so on. So of course, depending on how many cards you've played each round, players may draw a varying amount of cards. Sometimes 2, sometimes 4 or even 5. Cards that you've already drawn but have not been played yet, stay in your book for later use. Haven't had a serious match yet, though, using a customized spellbook, but looking forward to do just that.
Hope I made myself clear.

Peace. ;)

35
Alternative Play / Variant where Spellbook fills up during the game
« on: November 05, 2013, 12:47:55 AM »
Hello everyone, new to this forum, new to MAGE WARS (recently got hooked on the German Version, which has been released on the Boardgame-Fair in Essen).
Here's a variant I thought of, haven't had the opportunity to test it yet, though, so I'm eager to hear what you guys think of it.
The idea is, that you don't start with your whole Spellbook available from the start, but it'll fill up during the course of the game. For this idea we'll need a new stat, I'll call it "Intelligence", which in the beginning for each Mage is 5 (keep track of it with a couple of dice).

- Intelligence determines, how many cards there may be in your spellbook.
- So, in the beginning, each Mage shuffles his Spellbook-deck and draws 5 cards. As an initial action you may discard 1,2,3 or all cards and draw new ones. Shuffle the deck anew, put these 5 cards in your Spellbook.
- Make your turns.
- In the end, right before the Initiative-Marker switches players, Intelligence goes up +1 for both Mages.
- Now, as a new initial Phase, both Mages fill up their Spellbook according to the new Intelligence-value, so now both start the new round with 6 cards in their spellbook, and so on.
Besides, this could also be a good way to introduce the game to new Players, since on your first try you'll get easily overwhelmed by all the options available.

Now there's a couple of variants you can introduce to this style of gameplay:

- At the end of a round Intelligence doesn't go up +1, but the player with the Initiative rolls a 6-sided Attack-Die:
- Blank: Intelligence stays / 1: Intelligence +1 / 2: Intelligence +2
- Critical Hits count as a simple 1 or 2
- Roll counts for both Players.

Or, if you'd like a bit of Competitive Risk and Randomness, try this one:

- At the end of a round, the Player with the Initiative rolls a 6-sided die.
- Blank: Intelligence stays for both players / Normal Hit: Intelligence increases accordingly for both Players / Critical Hit: Value only counts for the Player with the Initiative, the other Player gets one less (2 = 1 or 1 = 0).


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