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Reply: Mage Knight Board Game:: Rules:: Re: Official Rules FAQ Thread
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Reply: Mage Knight Board Game:: Rules:: Re: Official Rules FAQ Thread
by ira212
DaviddesJ wrote:
Faso74it wrote:
3) No, Concentration's text is quite clear: if the effect gives Attack, Block, Influence or Move, then add +2 (+3 for Will Focus).
But the stronger effect of Maximal Effect doesn't give any of them.
But the stronger effect of Maximal Effect doesn't give any of them.
I don't think it's clear from the card at all. Nor is it in the FAQ, nor is it clarified in the new expansion rulebook. If anything, the new rules suggest the opposite, i.e., it says, "Playing the stronger effect of Maximal Effect with Determination card provides Block 10," so if you look at the text of Concentration, "If that effect gives you Move, Influence, Block or any type of Attack, get that amount plus 2," then it would seem that Concentration/Maximal Effect/Determination would provide Block 12.
But it's been said before in this thread that it doesn't. Perhaps it's the difference between "gives" and "provides".
Since this thread is 45 pages long, could you provide a specific reference?
If I play Maximal Effect with mana and choose Concentration, it's like I have two copies of Concentration in my hand and I play them both. Each copy of Concentration requires another card, which gets a bonus. If there is a different interpretation of Maximal Effect + Concentration, I'd like to understand it.
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Reply: Mage Knight Board Game:: Rules:: Re: Official Rules FAQ Thread
by ira212
Fexx wrote:
Thanks. Three new questions:
1) There is an advanced action card (probably called "Bloodlust" in the English version). It gives you Attack 2/Attack 4, but if you "take" a wound, it gives Attack 4/Attack 9. I don't know if the card literally says take, I have the German version, there it says "Wenn du eine Wunde hinnimmst...". What does the English one say?
My interpretation of this effect is that I can voluntarily take one wound card onto my hand and then get the Attack 4/Attack 9 effect. However, there is also another interpretation: I may only get this stronger effect if I took the wound due to some non-blocked enemy. Which is correct?
1) There is an advanced action card (probably called "Bloodlust" in the English version). It gives you Attack 2/Attack 4, but if you "take" a wound, it gives Attack 4/Attack 9. I don't know if the card literally says take, I have the German version, there it says "Wenn du eine Wunde hinnimmst...". What does the English one say?
My interpretation of this effect is that I can voluntarily take one wound card onto my hand and then get the Attack 4/Attack 9 effect. However, there is also another interpretation: I may only get this stronger effect if I took the wound due to some non-blocked enemy. Which is correct?
The first interpretation: you can voluntarily take one wound to increase the result.
Fexx wrote:
2) If have by now read very many different interpretations of the rule which disallows playing red/blue cards against enemies with fire/ice resistance. What I think is the following:
If an effect gives some kind of attack/block, it may be played. If it says something which affects the enemy in some way (like "The enemy will not attack" or "The enemy loses resistances/fortified"), then it will not work.
That's correct.
Fexx wrote:
2a) Is this only true for spells, or also for basic/advanced action cards?
For any type of card. I think you can even play the card if it would have no effect, but why would you?
Fexx wrote:
2b) I read somewhere in this forums that it is not possible to use effects of units which cost red/blue mana against enemies with the corresponding resistance. E.g. the Golems "Ice Block 4" against ice-resistant enemies. Is this true? I found this kind of odd.
You can use the Golem's Ice Block 4 against ice-resistant enemies. That's totally fine. If you use an Ice Block against an Ice attack (or Fire-Ice attack) it will only by half effective, though.
Fexx wrote:
3) One of Goldyx skills gives him +1 influence per different color of crystals he has. Is it possible to use this skill (e.g. to get +4 influence), and then spend some crystals (e.g. all), resulting with less different crystal-colors?
You choose when you want to use your skills each turn. So, yes, you could choose to use the skill when you have 4 different crystals, get +4 influence, then spend those crystals. The skill isn't an ongoing effect; it's an instant effect that you can choose to activate any time on your turn.
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Reply: Mage Knight Board Game:: Rules:: Re: Official Rules FAQ Thread
by DaviddesJ
ira212 wrote:
DaviddesJ wrote:
Faso74it wrote:
3) No, Concentration's text is quite clear: if the effect gives Attack, Block, Influence or Move, then add +2 (+3 for Will Focus).
But the stronger effect of Maximal Effect doesn't give any of them.
But the stronger effect of Maximal Effect doesn't give any of them.
I don't think it's clear from the card at all. Nor is it in the FAQ, nor is it clarified in the new expansion rulebook. If anything, the new rules suggest the opposite, i.e., it says, "Playing the stronger effect of Maximal Effect with Determination card provides Block 10," so if you look at the text of Concentration, "If that effect gives you Move, Influence, Block or any type of Attack, get that amount plus 2," then it would seem that Concentration/Maximal Effect/Determination would provide Block 12.
But it's been said before in this thread that it doesn't. Perhaps it's the difference between "gives" and "provides".
Since this thread is 45 pages long, could you provide a specific reference?
If I play Maximal Effect with mana and choose Concentration, it's like I have two copies of Concentration in my hand and I play them both. Each copy of Concentration requires another card, which gets a bonus. If there is a different interpretation of Maximal Effect + Concentration, I'd like to understand it.
My response that you quoted was about playing Concentration and then choosing Maximal Effect as the action card to play with it. If you play Maximal Effect and then choose Concentration as the action card to play with it, that's an entirely different question.
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Reply: Mage Knight Board Game:: Rules:: Re: Official Rules FAQ Thread
by Fexx
Thanks for your quick replies. Then we did everything correct last game, yay =)DaviddesJ wrote:
[...] Perhaps it's the difference between "gives" and "provides".
This sounds quite reasonable to me.
ira212 wrote:
If I play Maximal Effect with mana and choose Concentration, it's like I have two copies of Concentration in my hand and I play them both.
Thats not completely correct, according to the first post in this thread: If you play Maximal Effect with one card, it copies the text of the card two or three times, so it still counts as one card. This may not be important in conjunction with Concentration, but with Attack/Block cards: If you power an Attack/Block with Max. Eff., you can only use the provided Attack for one group of enemies (one single enemy in case of Block), since it is coming from one card.
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Reply: Mage Knight Board Game:: Rules:: Re: Official Rules FAQ Thread
by andrei_nica
In the official FAQ document, question no. 3 of General Rules reads:"Q: When do Units and Advanced Actions in the Unit offer replenish?
A: You may replenish them immediately, but note that this is "revealing new information", so you are not allowed to then change your mind and roll back before this point. You should replenish the offers before your turn ends."
What? I thought Units and Advanced Actions in the Unit offer replenish at the start of a new round, not "immediately" or before "your turn ends". Either I am missing something big here or Paul Grogan made the biggest error in FAQ answering.
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Reply: Mage Knight Board Game:: Rules:: Re: Official Rules FAQ Thread
by ira212
andrei_nica wrote:
In the unofficial FAQ document, question no. 3 of General Rules reads:
"Q: When do Units and Advanced Actions in the Unit offer replenish?
A: You may replenish them immediately, but note that this is "revealing new information", so you are not allowed to then change your mind and roll back before this point. You should replenish the offers before your turn ends."
Units and Advanced Actions in the Unit offer replenish at the start of a new round, not "immediately" or before "your turn ends". Paul Grogan should come up fast with the official FAQ document.
"Q: When do Units and Advanced Actions in the Unit offer replenish?
A: You may replenish them immediately, but note that this is "revealing new information", so you are not allowed to then change your mind and roll back before this point. You should replenish the offers before your turn ends."
Units and Advanced Actions in the Unit offer replenish at the start of a new round, not "immediately" or before "your turn ends". Paul Grogan should come up fast with the official FAQ document.
I agree that the bit about the Unit offer replenishing is both wrong and confusing. Regarding Advanced Actions, there are several cards in the game that allow one to get an Advanced Action mid-turn (Learning, Training, Blood of the Ancients), and certainly mid-round via a level up. In those cases, the Advance Actions offer should replenish immediately and would prevent a roll back.
That said, the FAQ answer is definitely misleading regarding Advanced Actions and should be corrected promptly.
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Reply: Mage Knight Board Game:: Rules:: endless gem pouch + dungeon
by andrei_nica
yesterday we came across a very interesting situation to which I was unable to firmly oppose and in fact sounded like very clever play:my friend used the artifact "Endless Gem Pouch", rolled gold on one of the dice and chose the color black. of course all he got was a black mana, not a crystal, but he used it, as it was night, to power a spell. i let him do that, as we were already playing for 6 hours on a 3 player blitz conquest and was tired of arguing. now that i think about it, i would actually like the artifact to allow that, if you roll gold, to choose a black mana, as it makes the game more strategic, while only slightly powering the artifact.
but then, to me, it would make sense, after you defeat a monster in tomb or dungeon not to be obliged to exit it, and be able to use some non combat spells with black mana. Thematicly, a hero would have at least this freedom to exit when he wants the tomb.
looking forward to your insights
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Reply: Mage Knight Board Game:: Rules:: Re: Official Rules FAQ Thread
by DaviddesJ
andrei_nica wrote:
yesterday we came across a very interesting situation to which I was unable to firmly oppose and in fact sounded like very clever play:
my friend used the artifact "Endless Gem Pouch", rolled gold on one of the dice and chose the color black. of course all he got was a black mana, not a crystal, but he used it, as it was night, to power a spell. i let him do that, as we were already playing for 6 hours on a 3 player blitz conquest and was tired of arguing. now that i think about it, i would actually like the artifact to allow that, if you roll gold, to choose a black mana, as it makes the game more strategic, while only slightly powering the artifact.
but then, to me, it would make sense, after you defeat a monster in tomb or dungeon not to be obliged to exit it, and be able to use some non combat spells with black mana. Thematicly, a hero would have at least this freedom to exit when he wants the tomb.
looking forward to your insights
my friend used the artifact "Endless Gem Pouch", rolled gold on one of the dice and chose the color black. of course all he got was a black mana, not a crystal, but he used it, as it was night, to power a spell. i let him do that, as we were already playing for 6 hours on a 3 player blitz conquest and was tired of arguing. now that i think about it, i would actually like the artifact to allow that, if you roll gold, to choose a black mana, as it makes the game more strategic, while only slightly powering the artifact.
but then, to me, it would make sense, after you defeat a monster in tomb or dungeon not to be obliged to exit it, and be able to use some non combat spells with black mana. Thematicly, a hero would have at least this freedom to exit when he wants the tomb.
looking forward to your insights
This is the FAQ thread. Is there a question you're asking? As you know, the Endless Gem Pouch doesn't let you choose mana tokens, only crystals, and therefore you can only choose crystals of colors for which crystals actually exist.
In the dungeon, there are some cards that can be played at any time, and others (healing abilities) that can't be played in combat. You can play the "any time" cards any time you want, but you can only play "healing" abilities after combat is over, which means after you leave the dungeon.
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Reply: Mage Knight Board Game:: Rules:: Re: Official Rules FAQ Thread
by andrei_nica
DaviddesJ wrote:
the Endless Gem Pouch doesn't let you choose mana tokens, only crystals, and therefore you can only choose crystals of colors for which crystals actually exist.
thanks, that's the answer I was looking for to show to my friend.
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Reply: Mage Knight Board Game:: Rules:: Re: Official Rules FAQ Thread
DaviddesJ wrote:
What happens if I use Maximal Effect with Magic Talent to play Time Bending three times? Do I get three extra turns?
What do you even need Maximal Effect for? If Time Bending lets you repeat your hand for an extra turn then you get Magic Talent back. If you can continue to produce the required mana to cast Time Bending then there's no reason you couldn't do it again and again and again and again...
That just broke my brain!
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Reply: Mage Knight Board Game:: Rules:: Re: Official Rules FAQ Thread
by andrei_nica
a few days ago we came upon this situation:i was Goldyx, attacking a ruin and came across a digger (fortified 3 defense) and a medusa (defense 4). i used the Expose spell (Target enemy loses all fortifications and resistances this combat. ranged attack 2) and Will focus with Swiftness for 3 + 3 ranged attack. that got me to a total of 8, more than i needed, ranged attack. it seemed perfectly legal to me, as through the use of the spell the diggers lost fortifications and could now be targeted by ranged.
however someone disagreed saying that if i treat the enemies as a group in the ranged attack phase, the share all resistances and fortifications - agreed. but then they said that my spell would only target one of the enemies, the diggers and medusa would still be fortified as it received fortification bonus when i started treating the enemies as a group.
this seeemed like total bogus to me. i agree that i was only targeting the diggers with Expose, but by this i was distroying the source of the group bonus, there was no reason for medusa to be fortified anymore..
the other person said i was an idiot so was this close to actually leaving the table. although we eventually settled down to my version, mostly because I was having the liest fame and was irrelevant in the game, that sort of ruined the night for me.
i would just like some insight on who was right, as my relation to that person will probably anyway never be the same again.
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Reply: Mage Knight Board Game:: Rules:: Re: Official Rules FAQ Thread
by DaviddesJ
andrei_nica wrote:
i was Goldyx, attacking a ruin and came across a digger (fortified 3 defense) and a medusa (defense 4). i used the Expose spell (Target enemy loses all fortifications and resistances this combat. ranged attack 2) and Will focus with Swiftness for 3 + 3 ranged attack. that got me to a total of 8, more than i needed, ranged attack. it seemed perfectly legal to me, as through the use of the spell the diggers lost fortifications and could now be targeted by ranged.
Sure. This is completely straightforward. Not the slightest question here.
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Reply: Mage Knight Board Game:: Rules:: Re: Official Rules FAQ Thread
DaviddesJ wrote:
andrei_nica wrote:
i was Goldyx, attacking a ruin and came across a digger (fortified 3 defense) and a medusa (defense 4). i used the Expose spell (Target enemy loses all fortifications and resistances this combat. ranged attack 2) and Will focus with Swiftness for 3 + 3 ranged attack. that got me to a total of 8, more than i needed, ranged attack. it seemed perfectly legal to me, as through the use of the spell the diggers lost fortifications and could now be targeted by ranged.
Sure. This is completely straightforward. Not the slightest question here.
In particular it is straightforward because you can target an enemy with a spell before choosing how to/whether to group enemies. So you target the diggers, they lose fortifications, then you group them. If you had to group them first (which you don't!) then it would be unclear.
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Reply: Mage Knight Board Game:: Rules:: Re: Official Rules FAQ Thread
by Fexx
I've got a question regarding movement onto spaces occupied by other players:The rules (movement, step 8) say that if I end my movement on a space with annother player, this counts as attack against this player if attacks are allowed, otherwise I have to retreat and take wounds. I cannot do any other action on the space.
So far so clear.
Now the question: What if, when entering the occupied space, I provoke a rampaging enemy? I know that the PvP rules (step 1) say that this is forbidden, BUT: What if you play without PvP, or PvP is currently not allowed for another reason (end of round, player who occupies the space is in my team, etc.)? Does this PvP rule still apply then?
My guess is yes, and this rule would fit better into the movement section.
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Reply: Mage Knight Board Game:: Rules:: Re: Official Rules FAQ Thread
by Anduin
Fexx wrote:
1) The rules (movement, step 8) say that if I end my movement on a space with annother player, this counts as attack against this player if attacks are allowed, otherwise I have to retreat and take wounds. I cannot do any other action on the space.
So far so clear.
Now the question: What if, when entering the occupied space, I provoke a rampaging enemy? I know that the PvP rules (step 1) say that this is forbidden, BUT: What if you play without PvP, or PvP is currently not allowed for another reason (end of round, player who occupies the space is in my team, etc.)? Does this PvP rule still apply then?
as far as I know, you are not allowed to enter a space with another player when pvp is off, if it means that your movement would end there, like with a rampaging enemy adjacent.
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Reply: Mage Knight Board Game:: Rules:: Re: Official Rules FAQ Thread
by DaviddesJ
GreedyAlgorithm wrote:
DaviddesJ wrote:
andrei_nica wrote:
i was Goldyx, attacking a ruin and came across a digger (fortified 3 defense) and a medusa (defense 4). i used the Expose spell (Target enemy loses all fortifications and resistances this combat. ranged attack 2) and Will focus with Swiftness for 3 + 3 ranged attack. that got me to a total of 8, more than i needed, ranged attack. it seemed perfectly legal to me, as through the use of the spell the diggers lost fortifications and could now be targeted by ranged.
Sure. This is completely straightforward. Not the slightest question here.
In particular it is straightforward because you can target an enemy with a spell before choosing how to/whether to group enemies. So you target the diggers, they lose fortifications, then you group them.
No, that doesn't work, because Expose generates Ranged Attack 2, and you don't get to put your attack points into a bank and use them later, you can only use attack points against an enemy if you play the card against that enemy, which means you would have to play the card after designating the group.
If you had to group them first (which you don't!) then it would be unclear.
However, I don't see anything that supports this being unclear. The rules say, you can only play Ranged Attack cards against a group if none of the enemies in the group are fortified. They don't say anything about the non-fortified enemies in a group magically gaining fortification just because you grouped them with enemies that were fortified. That's why the answer is obvious.
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Reply: Mage Knight Board Game:: Rules:: Re: Official Rules FAQ Thread
by Fexx
Anduin wrote:
as far as I know, you are not allowed to enter a space with another player when pvp is off, if it means that your movement would end there, like with a rampaging enemy adjacent.
I think thats wrong, you are always allowed to enter a space with another player.
If PvP is on, you just can continue moving without attacking (but if you dont move on, you have to attack).
If PvP is off, the space is not considered "safe", so if you end you movement there you are forced to retreat (and take wounds). Still, you can enter it, and leave it afterwards. You can even explore on that space. Its explicitly mentioned in the rules.
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Reply: Mage Knight Board Game:: Rules:: Re: Official Rules FAQ Thread
by andrei_nica
DaviddesJ wrote:
The rules say, you can only play Ranged Attack cards against a group if none of the enemies in the group are fortified. They don't say anything about the non-fortified enemies in a group magically gaining fortification just because you grouped them with enemies that were fortified. That's why the answer is obvious.
My friends say that if I group enemies, the group gains all defence bonuses from all of them. Is this correct?
For example, if I group 4 enemies: one is 2 fortified, one has 2 physical, one 2 cold and one 2 fire resistance, then when I want to kill them all at once I either use siege 16 or I wait to the normal attack phase and do the attack 16, no matter what element.
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Reply: Mage Knight Board Game:: Rules:: Re: Official Rules FAQ Thread
by Luce
andrei_nica wrote:
DaviddesJ wrote:
The rules say, you can only play Ranged Attack cards against a group if none of the enemies in the group are fortified. They don't say anything about the non-fortified enemies in a group magically gaining fortification just because you grouped them with enemies that were fortified. That's why the answer is obvious.
My friends say that if I group enemies, the group gains all defence bonuses from all of them. Is this correct?
For example, if I group 4 enemies: one is 2 fortified, one has 2 physical, one 2 cold and one 2 fire resistance, then when I want to kill them all at once I either use siege 16 or I wait to the normal attack phase and do the attack 16, no matter what element.
That's correct. That's because as a group, they are resistant to all damage types and are fortified.
You'd be better off, for example, grouping the fire and cold resist folks together and killing with 4 ranged, then killing the fortified guy on his own with 2 siege, and then worrying about the physical resist guy separately (or some other configuration like that).
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