Hi Beamer, no, as per the rulebook page 12: "Note: If there are not enough cards in his Deed deck, flip as many as you can. On his next turn, the Dummy player announces End of the Round." i.e. he correctly declared end of round on this turn, not the last. (calling end of round only happens if he STARTS his turn with an empty deed deck). Good question ! thanks Rick
Thanks much for this series, Ricky. I have been giving this game another chance while watching your vids. I appreciate how you always make everything methodical and clear for every game you do. And I also admire your grasp of some of these complicated rules sets.
i love the little story you make when day and night switch, i just got this today, and the book was a tad confusing to me even at the age of 18 so i youtubed it and before a minute into your video i was hooked.
Maybe check out series 2, see if this adds any more ? This was a beginner's series (although series 2 is as well ! There is so much more to the game than I can show in two play-throughs!).
I rewatch your videos rather than reread the rules every time i decide to get back into Mage Knight. You explain this game better than I can comprehend reading the rules.
I'm not Ricky but I think the answer is because he's not using ranged attack (nothing to do with swiftness). The combat round goes Ranged Attack > Block enemy attack > player attack. If the enemy gets killed with range it ends immediately.
When's part 7!? I want to see more! My game comes in tomorrow and so far, it seems kinda bleh. So I'm kind of waiting to see the next parts to see if it gets any better....kind of too late for me anyway since I've already bought it though...
You get to attack with range/siege first, then the monster attacks, and only then do you get your melee attack.If you cannot defeat the monster with a ranged/siege attack then you must defend against the monster before you can attack with melee. If you defeat the monster with ranged/siege then the monster will not get to attack you.
One note - you took the ice attack +2 skill...so when you fought the orcs next to the monastery - shouldn't you have just used the basic ability of the card and your attack skill - that way would have only lost 1 rep?
you could have used the normal ability of intimidate plus your newly learned +2attack skill to get 5 attack points. this way you would only have gotten -1 reputation
I know this is an old video, but I have to ask as a new player. Could you not have used the Crystalize you had to burn at the end of the round sideways to generate your 3rd attack point on the orcs in the previous turn and avoided the reputation drop all together? Thanks for these videos. They are really helping.
Yes, absolutely. That would have saved some mana and saved some reputation, but left me with a shorter hand for the next turn. These are the decisions you have to make..... ! Enjoy !
np... btw Rick are you planning to showcase any of the Lost Legions expansion stuff in the near future? Your walkthroughs are among the best I've seen.
At 2:55 - Shouldn't the dummy player have declared End of Round last turn, in the previous video? You turned over 3 cards for him, which emptied his deck. However, the last card turned over was green, which means you had to turn over one more card. Since he had no more cards to turn over, that would lead to End of Round, so the round should have ended at 2:55 here. Is that right?
I'm a bit confused on your first Orc marker at the start. It has 3 attack, but the swift icon automatically makes this a 6 to block. So why did the designers just not make it attack 6 without the swift icon to start with? I guess I'm not understanding the relevance of the swift icon in this example. Thanks in advance.
+jayson olson Hi Jayson, good question. It is swift, so harder to block. But, if we leave it unblocked it still only does 3 damage (not 6). Hope this helps!
I see this as making a game more complex merely for the sake of complexity. This is my biggest complaint on any fighting game: having to reference multiple markers/cards/dice to determine what you have to roll and what the bad guy has to roll.
@@Mark-OutWest hi, it's not necessarily making it more complex than it needs to be. Making it have 6 power would mean you take 2 wounds with 3 shield instead of just taking 1 wound for how it is designed now. Thematically, the creature is small, quick, and agile and hard to block, but doesn't do big damage when they do hit you because they are smaller.
On your last turn of the night round, could you have used Crystallize, paid one mana from the source (red or green) and gained that color crystal to your inventory?
When fighting against orc raider you defeated him with the worst possible option. You could use cold swordsmanship for +2 attack and put 2 cards sideways (thanks to it you wouldnt lose 2 reputation ) or you could even just use basic intimidate and suffer only -1 rep and use your skill if you really wanted to keep crystallize.
there's always lots of options; it depends on how conservative or adventurous you want to be with your plays and what you want to use now versus save until later. It's one of the beauties of the game! Keep fighting knight !
Are you sure that the previous daytacticcards that you and the dummyplayer picked are discarded and cant be taken on the next day? I cant find it in the rulebook
Yes - under "Solo Conquest - Special Rules" page 17 of the rulebook, "At the end of each Day or Night, remove both used Tactic cards from the game. That means, each Tactic card is picked exactly once during the game." ;)
I'm new to Mage Knight, and I saw the rule that reads "At the end of each Day or Night, remove both used Tactic cards from the game. That means, each Tactics card is picked exactly once during the game." Doesn't that mean you remove the two previously chosen Tactics from the game before choosing new Tactics? You only removed the first two chosen cards. If I'm interpreting this correctly, it seems as if you remove the two chosen cards every round.
Geeze, Altars seem rough. I mean, 7 Fame is a goodly amount, but 3 red mana? The "easiest" way I could see to get that would be to use Mana Steal on a red die (if there is one) from the Source, use another red die on the turn from the source (again, assuming there is one, and then use a red crystal. But this is a lot of assumptions on what the board state is. I just can't see getting that much mana for 7 fame being cost effective given the amount of turns it would take, compared to going around and killing things and exploring tiles.
Swiftness seems like a pointless mechanic. All it does is double how much defense you need? There's no second part to the rules? So there's literally no reason that icon shouldn't just read "6" instead of "3". Oddly wasteful. I wish there were more unique cards. Seems odd to go as far as having unique heroes and then only differentiate them with a pair of cards each. Still buying the game because of your play through. Edit: and the first half of my comment was literally answered directly below.
Hi Beamer, no, as per the rulebook page 12: "Note: If there are not enough cards in his Deed deck, flip as many as you can. On his next turn, the Dummy player announces End of the Round." i.e. he correctly declared end of round on this turn, not the last. (calling end of round only happens if he STARTS his turn with an empty deed deck). Good question ! thanks Rick
Thanks much for this series, Ricky. I have been giving this game another chance while watching your vids. I appreciate how you always make everything methodical and clear for every game you do. And I also admire your grasp of some of these complicated rules sets.
i love the little story you make when day and night switch, i just got this today, and the book was a tad confusing to me even at the age of 18 so i youtubed it and before a minute into your video i was hooked.
Your storytelling/roleplay parts of the videos, although extremely geeky :D, really are a nice touch :)
Maybe check out series 2, see if this adds any more ? This was a beginner's series (although series 2 is as well ! There is so much more to the game than I can show in two play-throughs!).
Hi, yes, Lost Legions is waiting on my wishlist... I hope to do this soon.. so stay tuned !
This is great series of videos. There have already been a couple of things I had not picked up on, when I read the rules.
Thanks so much for this series of playthroughs! I just got my copy today! I can't wait to dig in and play this game! Keep up the awesome videos! :)
Great choice! Hope you enjoy the game! R.R.
Great ! That, hopefully, is the idea..to introduce folks to the game. I hope you enjoy some other of the games on this channel. Rick.
nope..no edit.. I meant to say, "hope you enjoy !" .. it's a bit off-normal for me that one, as it's not a full play-through, just some rules stuff.
I rewatch your videos rather than reread the rules every time i decide to get back into Mage Knight. You explain this game better than I can comprehend reading the rules.
thank you !
Great vids, bought this game yesterday and intending to have my first game tomorrow, these have really helped me to get my head around it!
I'm not Ricky but I think the answer is because he's not using ranged attack (nothing to do with swiftness). The combat round goes Ranged Attack > Block enemy attack > player attack. If the enemy gets killed with range it ends immediately.
Thanks ! Hope you are enjoying the game ?
When's part 7!? I want to see more! My game comes in tomorrow and so far, it seems kinda bleh. So I'm kind of waiting to see the next parts to see if it gets any better....kind of too late for me anyway since I've already bought it though...
You get to attack with range/siege first, then the monster attacks, and only then do you get your melee attack.If you cannot defeat the monster with a ranged/siege attack then you must defend against the monster before you can attack with melee. If you defeat the monster with ranged/siege then the monster will not get to attack you.
One note - you took the ice attack +2 skill...so when you fought the orcs next to the monastery - shouldn't you have just used the basic ability of the card and your attack skill - that way would have only lost 1 rep?
you could have used the normal ability of intimidate plus your newly learned +2attack skill to get 5 attack points. this way you would only have gotten -1 reputation
Yes - this is correct. I am removing both each round.
Jolly good show!!!
I know this is an old video, but I have to ask as a new player. Could you not have used the Crystalize you had to burn at the end of the round sideways to generate your 3rd attack point on the orcs in the previous turn and avoided the reputation drop all together? Thanks for these videos. They are really helping.
Yes, absolutely. That would have saved some mana and saved some reputation, but left me with a shorter hand for the next turn. These are the decisions you have to make..... ! Enjoy !
np... btw Rick are you planning to showcase any of the Lost Legions expansion stuff in the near future? Your walkthroughs are among the best I've seen.
6:14 You're telekinetic, trippy! :O
0.0 Cannot unsee.......scared now.
Thanks ! I like to let my imagination run away sometimes....
At 2:55 - Shouldn't the dummy player have declared End of Round last turn, in the previous video? You turned over 3 cards for him, which emptied his deck. However, the last card turned over was green, which means you had to turn over one more card. Since he had no more cards to turn over, that would lead to End of Round, so the round should have ended at 2:55 here. Is that right?
I'm a bit confused on your first Orc marker at the start. It has 3 attack, but the swift icon automatically makes this a 6 to block. So why did the designers just not make it attack 6 without the swift icon to start with? I guess I'm not understanding the relevance of the swift icon in this example. Thanks in advance.
+jayson olson Hi Jayson, good question. It is swift, so harder to block. But, if we leave it unblocked it still only does 3 damage (not 6). Hope this helps!
+Ricky Royal When do you use the block points of your hero ? (3)
I see this as making a game more complex merely for the sake of complexity. This is my biggest complaint on any fighting game: having to reference multiple markers/cards/dice to determine what you have to roll and what the bad guy has to roll.
There is also a unit card that, when used to block, removes swiftness from the enemy; We would then only need the 3 armour to block.
@@Mark-OutWest hi, it's not necessarily making it more complex than it needs to be. Making it have 6 power would mean you take 2 wounds with 3 shield instead of just taking 1 wound for how it is designed now. Thematically, the creature is small, quick, and agile and hard to block, but doesn't do big damage when they do hit you because they are smaller.
On your last turn of the night round, could you have used Crystallize, paid one mana from the source (red or green) and gained that color crystal to your inventory?
Hi, good question: we could not, no; because you can only use one die from the source each turn, and we'd already used the blue one. R.R.
Ricky why did orc attacked you first? does swiftness allows him to do that? and that's wierd, because in last movies you were always attacking first?
thanks Brandon!
Good one! sometimes I just play poorly so you guys can find better ways ... honest ;)
When fighting against orc raider you defeated him with the worst possible option. You could use cold swordsmanship for +2 attack and put 2 cards sideways (thanks to it you wouldnt lose 2 reputation ) or you could even just use basic intimidate and suffer only -1 rep and use your skill if you really wanted to keep crystallize.
there's always lots of options; it depends on how conservative or adventurous you want to be with your plays and what you want to use now versus save until later. It's one of the beauties of the game! Keep fighting knight !
Nice to see your answer Ricky! Your videos helped me understand the game. Thx for it :) Cheers.
did you forgot to put green token in the dummy player when you got the advance action card and change from night to day?
Blue only - for the discarded spell
+Ricky Royal thanks. that clear my confusion from it.
Much appreciated !
Hi,
when you play the game in a group, how do you determine which player gets to choose tactic cards first?
Thanks!
the player with the lowest Fame picks first. To break ties (in Fame) the player who's round marker is in the lower spot goes first.
Thx! How about at the beginning of the game? Which everyone has the same fame level.
Then you use the round marker .
Are you sure that the previous daytacticcards that you and the dummyplayer picked are discarded and cant be taken on the next day? I cant find it in the rulebook
Yes - under "Solo Conquest - Special Rules" page 17 of the rulebook, "At the end of each Day or Night, remove both used Tactic cards from the game. That means, each Tactic card is picked exactly once during the game." ;)
I'm new to Mage Knight, and I saw the rule that reads "At the end of each Day or Night, remove both used Tactic cards from the game. That means, each Tactics card is picked exactly once during the game." Doesn't that mean you remove the two previously chosen Tactics from the game before choosing new Tactics? You only removed the first two chosen cards. If I'm interpreting this correctly, it seems as if you remove the two chosen cards every round.
thank you - yes this is right
Geeze, Altars seem rough. I mean, 7 Fame is a goodly amount, but 3 red mana? The "easiest" way I could see to get that would be to use Mana Steal on a red die (if there is one) from the Source, use another red die on the turn from the source (again, assuming there is one, and then use a red crystal. But this is a lot of assumptions on what the board state is. I just can't see getting that much mana for 7 fame being cost effective given the amount of turns it would take, compared to going around and killing things and exploring tiles.
Can you actually lose at this game?
you can't "die".... but you can fail to win the scenario (e.g. by running out of time, or getting beaten by volkare)
I know... it's annoying... I think you can delete and send again maybe ?
Too much practice....
Swiftness seems like a pointless mechanic. All it does is double how much defense you need? There's no second part to the rules?
So there's literally no reason that icon shouldn't just read "6" instead of "3". Oddly wasteful.
I wish there were more unique cards. Seems odd to go as far as having unique heroes and then only differentiate them with a pair of cards each.
Still buying the game because of your play through.
Edit: and the first half of my comment was literally answered directly below.
Swiftness: I think you figured it out ;)
Character Uniqueness: they also each have a unique stack of Skill Tokens..
AHHHhh yeahhhh.......huh. Never mind. I guess that DOES include enough differentiation, then.