Hi. Swiftness just doubles the amount of block you need, it does not affect how much damage is done. So swiftness only affects the Block phase of the attack, it does not affect the Assign Damage phase of the attack. I hope this helps. Rick
I played one game two days ago with a friend the game is amazing. Now I watch your video to get some of the tactics and strategies into my brain for the next game. Great series!
oh, and great series. you really showed me the pace of the game with your walkthrough vid. have three solo games under my belt so far and am only rarely struggling with the rules. particularly fighting multiple enemies can sometimes be a bit tricky rule-wise.
You can do, yes. But I usually prefer to keep my units unwounded. I find them more valuable in attack than as dedenders. Of course it depends on the unit and the situation. Great question! Rick
you missed the initial wound. You take a wound first, then reduce the attack by your armour. So, even if the attack was , say, 1 and your armour was, say, 9, even though your armour is way higher than the attack, because you have not BLOCKED the attack, the first thing you do is take a wound. So, take a wound, then do 7-2 > 0 so take 2nd wound, 5-2 > 0 so take 3rd wound, 3-2 > 0 so take 4th wound, 1-0 < 0 so take no more wounds. So, 4 in total. Or, just say 7/2 and round up - i.e. 7/2= 3.5 = 4
man you rolled through this pretty easily thanks to some nice card draw... your hands seemed to flow and work out quite nicely. Still trying to beat the solo conquest.... I get to the first city and just never have enough ammo
With your first hand you moved 4 to the village and recruited monks. Could you have used march and swiftness to move to the village. Then used the gold die from the source to power concentration. Playing improvisation off it for free getting 7 influence that way. Leaving you one card at the end of turn, threaten. Really like your videos on Mage Knight.
Ah ! That's what your armour is for :) Imagine this guy either hits you or doesn't hit you, your block is about dodging the attack.. if you can't dodge it, he's going to hit you, he can't kind of only hit you a little bit.. that's the idea. But, when he hits you, you can use your armour to deflect some of the damage, and units to step in and take some of the damage.. so it is a two-stage thing.. armour and units are for preventing damage..blocking is something else, that's dodging the attack :)
There are a lot of rules I'm not sure about when it comes to playing cooperatively with friends or competitive with friends.. are you going to do things you may bump into while playing with people? That's seems to be the most confusing.. solo play is quite simple to grasp..
can your spent units take wounds like ready one`s can? if i have no empty command slots and want to buy more units isn`t it possible just to replace the wounded ones? meaning can i choose the ones im replacing if no free slots are open?
Why did you put your other skill face down in the skill offer? Is it because you're not allowed to choose it later on? It would be face up with multiple players, correct?
Rick, thank you for these videos, helped me a lot to figure out the intricacies of MK. Now that you suffered through the rules for us... It's not that complicated, am I right? :D
Can gold mana dice power any type of other many cards? eg. If you don't have a green mana dice in the source for one of your cards, you can just grab a gold one and use that? If so does this apply for every colour of mana and black mana dice?
I've bought the game two days ago, and since then I've been watching your videos, it's really a bless! Thanks for the effort! But I have a question: If you have more cards (incl. wound cards) in your hand at the end of the turn than the hand limit, don't you have to discard some?
Hi George. It';s a great question. In MK you don't have to discard down to your hand limit. Page 9 of the rulebook explains, "If you have more cards in your hand than your current Hand limit, you do not have to discard down to your Hand limit (but you draw no new cards)."
2 things, 1) Nice video, you need to teach me some tips on editting :) 2) This seems like an intresting game, when I'm done doing this Dungeon Crusade game I'm doing, I'm going to look into this!
Finally got MK off e-bay for $34 and change. Without your tutorials I would be lost. Got a question (for now..lol): If it says pay one mana, does it mean play one mana to gain tokens/green crystal?
MrIgor20011 if you need to pay 1 mana, there are three ways to pay : using a dice from the source (if you've not already taken your 1 limit already this turn), using a crystal from your inventory, or using a mana token from your player area (remember the plastic crystals represent both mana crystals in your inventory and mana token in your player area). The spent mana crystals/token go back to the supply. hope this helps ! best wishes, Rick
Outstanding video! At the top of EP02, you say you mistakenly discarded Improvisation, which should have stayed in your hand. Don't the rules allow you to discard non-Wound cards at the end of each turn that you haven't played? Clearly, Improvisation was probably worth holding onto. But would it have been more correct to say that it COULD have stayed in your hand as opposed to SHOULD? Or am I misreading the rules (I admit I'm pretty new at this).
Rick, I'm loving the videos. It's helping me understand the game so much better. I am confused at 8.31 when you are taking the wounds though. The werewolf is attacking with a 7 and your armour is a two. One wound to start. 7-2 = 5 which equals another wound. 5-2=3 equals another wound. 3-2=1 equals another wound. 1-2=-1 does this one give you a wound as well?
So what happened to the 14 damage because of the swift? Does that only matter if your blocking? So since you don't block, and choose to take damage you can ignore the swift for 14 and just take the base damage of 7?
Hi, no. Blocking does not reduce any damage. Blocking is an all or nothing thing :( If the attack is not conpletely blocked then you take all the damage. Tough huh !?
Hello from China! you did an excellent job, help me a lot with learning the game, and I am now rly enjoin this game! thank you very mcuh! do you have any other solo game to recommand? as an alternative for the MK
Rick, you need to clean your fingernail (S2 EP02)! It shows on the video and it is only constructive criticism. Aside from this, I thank you as do all of us for your walk troughs. Yours is a true labor of love. The video and audio presentations are top notch. And it ain't an easy task to dissect Vlaad's masterpiece. Rick, you rock. Thanks again.
Ricky Royal hahaha true but, and it is quite a big but, an artifact can speed your progress along and make you quite more powerful. I find the early game loss of influence is more than offset by the easy artefact grab (one purple for one artefact??? Seriously...). Besides, what are a few monks amongst mage knights? (and people still claim this game is not immersive ^^)
Hi. Swiftness just doubles the amount of block you need, it does not affect how much damage is done. So swiftness only affects the Block phase of the attack, it does not affect the Assign Damage phase of the attack. I hope this helps. Rick
I played one game two days ago with a friend the game is amazing. Now I watch your video to get some of the tactics and strategies into my brain for the next game. Great series!
oh, and great series. you really showed me the pace of the game with your walkthrough vid. have three solo games under my belt so far and am only rarely struggling with the rules. particularly fighting multiple enemies can sometimes be a bit tricky rule-wise.
Amazing series - I got my box today and your videos are extremely helpful!
Romanator X brilliant! thank you :)
This is my favorite game right now, nice pick for some video series.
Great reviews of this great game!
You can do, yes. But I usually prefer to keep my units unwounded. I find them more valuable in attack than as dedenders. Of course it depends on the unit and the situation. Great question! Rick
you missed the initial wound. You take a wound first, then reduce the attack by your armour. So, even if the attack was , say, 1 and your armour was, say, 9, even though your armour is way higher than the attack, because you have not BLOCKED the attack, the first thing you do is take a wound. So, take a wound, then do 7-2 > 0 so take 2nd wound, 5-2 > 0 so take 3rd wound, 3-2 > 0 so take 4th wound, 1-0 < 0 so take no more wounds. So, 4 in total. Or, just say 7/2 and round up - i.e. 7/2= 3.5 = 4
If you take wounds higher than your hand amount dont you get knocked out ? So you have to discard your hand
Very new to this game. Your vids have helped me alot 👍 I'm now playing confidently
man you rolled through this pretty easily thanks to some nice card draw... your hands seemed to flow and work out quite nicely.
Still trying to beat the solo conquest.... I get to the first city and just never have enough ammo
thanks... I saw your vids yesterday... looks interesting... I must take time to look into your ideas more closely. What type is your Strat ?
With your first hand you moved 4 to the village and recruited monks. Could you have used march and swiftness to move to the village. Then used the gold die from the source to power concentration. Playing improvisation off it for free getting 7 influence that way. Leaving you one card at the end of turn, threaten.
Really like your videos on Mage Knight.
Ah ! That's what your armour is for :) Imagine this guy either hits you or doesn't hit you, your block is about dodging the attack.. if you can't dodge it, he's going to hit you, he can't kind of only hit you a little bit.. that's the idea. But, when he hits you, you can use your armour to deflect some of the damage, and units to step in and take some of the damage.. so it is a two-stage thing.. armour and units are for preventing damage..blocking is something else, that's dodging the attack :)
There are a lot of rules I'm not sure about when it comes to playing cooperatively with friends or competitive with friends.. are you going to do things you may bump into while playing with people? That's seems to be the most confusing.. solo play is quite simple to grasp..
Yes - you are totally correct - you MAY indeed discard cards at the end of the turn :)
can your spent units take wounds like ready one`s can? if i have no empty command slots and want to buy more units isn`t it possible just to replace the wounded ones? meaning can i choose the ones im replacing if no free slots are open?
hi! a great set of questions. Yes, spent units can take wounds. You can replace units if you have no free slots, wounded or unwounded.
thanks again for the info :)
Why did you put your other skill face down in the skill offer? Is it because you're not allowed to choose it later on? It would be face up with multiple players, correct?
correct
Do you use the character armor (in this case 2) To help block?
I think I worked it out after reading the rules again.
7: 1 wound
5: 1 wound
3: 1 wound
1: 1 wound
That’s correct
Rick, thank you for these videos, helped me a lot to figure out the intricacies of MK. Now that you suffered through the rules for us... It's not that complicated, am I right? :D
Gabor Kiss you're right :) thank you !
Can gold mana dice power any type of other many cards?
eg.
If you don't have a green mana dice in the source for one of your cards, you can just grab a gold one and use that? If so does this apply for every colour of mana and black mana dice?
Yes, gold is wild, but only during the Day, and it can not be used as Black. NOTE: the black die is NOT wild.
Ricky Royal Oh ok. Thank you.
I've bought the game two days ago, and since then I've been watching your videos, it's really a bless! Thanks for the effort!
But I have a question: If you have more cards (incl. wound cards) in your hand at the end of the turn than the hand limit, don't you have to discard some?
It's not a big deal and I might be mistaken, but at minute 10 shouldn't you have discarded down to your hand limit?
Hi George. It';s a great question. In MK you don't have to discard down to your hand limit. Page 9 of the rulebook explains, "If you have more cards in your hand than your current Hand limit, you do not have to discard down to your Hand limit (but you draw no new cards)."
2 things, 1) Nice video, you need to teach me some tips on editting :) 2) This seems like an intresting game, when I'm done doing this Dungeon Crusade game I'm doing, I'm going to look into this!
When the ww attacks you with 7 dmg and you have 2 block, why only take 4 wounds instead of 5?
Finally got MK off e-bay for $34 and change. Without your tutorials I would be lost. Got a question (for now..lol): If it says pay one mana, does it mean play one mana to gain tokens/green crystal?
MrIgor20011 if you need to pay 1 mana, there are three ways to pay : using a dice from the source (if you've not already taken your 1 limit already this turn), using a crystal from your inventory, or using a mana token from your player area (remember the plastic crystals represent both mana crystals in your inventory and mana token in your player area). The spent mana crystals/token go back to the supply. hope this helps ! best wishes, Rick
@ 7:27 0.0 Dude. What is it with you and the Garou?
he's got me scent!
Can action cards be played sideways on units?
MrIgor20011 no.
Outstanding video! At the top of EP02, you say you mistakenly discarded Improvisation, which should have stayed in your hand. Don't the rules allow you to discard non-Wound cards at the end of each turn that you haven't played? Clearly, Improvisation was probably worth holding onto. But would it have been more correct to say that it COULD have stayed in your hand as opposed to SHOULD? Or am I misreading the rules (I admit I'm pretty new at this).
Rick, I'm loving the videos. It's helping me understand the game so much better. I am confused at 8.31 when you are taking the wounds though. The werewolf is attacking with a 7 and your armour is a two. One wound to start. 7-2 = 5 which equals another wound. 5-2=3 equals another wound. 3-2=1 equals another wound. 1-2=-1 does this one give you a wound as well?
Jameson Massey yes - you got it ! 4 wounds :)
So what happened to the 14 damage because of the swift? Does that only matter if your blocking? So since you don't block, and choose to take damage you can ignore the swift for 14 and just take the base damage of 7?
Hi, no. Blocking does not reduce any damage. Blocking is an all or nothing thing :( If the attack is not conpletely blocked then you take all the damage. Tough huh !?
Hello from China! you did an excellent job, help me a lot with learning the game, and I am now rly enjoin this game! thank you very mcuh! do you have any other solo game to recommand? as an alternative for the MK
many! You could try Renegade?? ;)
If I have 3 armor and they attack for 8 I take 3 wounds?
Correct
Rick, you need to clean your fingernail (S2 EP02)! It shows on the video and it is only constructive criticism. Aside from this, I thank you as do all of us for your walk troughs. Yours is a true labor of love. The video and audio presentations are top notch. And it ain't an easy task to dissect Vlaad's masterpiece. Rick, you rock. Thanks again.
MrIgor20011 :) Long day on the garden.... details, I must look at the details ! thanks ;)
You got it !
When the werewolf inflicted 7 damage why did you only take 4 wounds. Your armor of 2 leaves 5 to be assigned.
thanks again!
You should've burned the monastery down for the artefact.
Lose 2 reputation for that comment.... bad Mage Knight!
Ricky Royal hahaha true but, and it is quite a big but, an artifact can speed your progress along and make you quite more powerful. I find the early game loss of influence is more than offset by the easy artefact grab (one purple for one artefact??? Seriously...).
Besides, what are a few monks amongst mage knights?
(and people still claim this game is not immersive ^^)
Intro song reminds me of Survivorman.
not me.. I just follow the rules .. I can't take any credit for V's design :)
that's right - I discarded Swiftness
Oops, I think you need to discard one to play improvisation.
should have kept improvisation from last turn
forget this . you correctly take it back in the begining :P
I come to only 3 wounds:
7-2=1
5-2=1
3-2=1
1-2=0
Why?