@Solo Mclaughlin. Hi. I've watched a LOT of your videos and bought games on the strength of them. Most recently "Friday" and "Onirim." Please keep doing what you do I love it. Only 09:17 in at this point where you mention your hate of taking wounds. I'm playing Mage Knight at the moment and very early on took on a Werewolf.....and lost TEN damage to assign!. I'm now at Day 3 and only just got rid of the last wound. I struggle to learn rules and playthroughs are a more entertaining way of learning. Thanks again for your work in putting up these videos. Greetings from across the pond.
Very helpful watching these. Two of my takeaways: also a little cautious to take Wounds (need to take more chances with that), as well as how critical it is to know my deck. Need to start counting those cards! Huge difference choosing actions with an eye to what I might draw into... Thanks for the great series. :)
With your help I sat down for my second solo playthrough determined to improve greatly after my first disaster (which is to be expected and was great. For if I had won straight away and with such scant knowledge the desire to 'immediately' replay would not of been so great). So I am on last turn of my second solo game and I have just finished my first turn assaulting the city. After a few miss calcultions (it's easy to forgert those nasty city bonus like +2 to attack), I discover I actually have to take 6 wounds a KO. I think this is not so bad it's the last turn I have killed three of the four enemies and all the wounds will just go to my discard pile. Then something went ping in my brain. I think this a bit 'gamey' so I reread the wounds rule to discover ofcourse that wounds are shuffled back into the deed deck. FFS! So while I did take down the last enemy this game is null and void. Still I think this a process of trial and error with a game of this complexity is necessary and for most unavoidable. Personally I really would wait until you have played a number of solo games before inviting your friends to play. This rule error of mine while annoying would of ruined a night of actual multiplayer. Also once you have the rules pretty much down as well as the ability to outline the fundamental strategies it will make the first game flow a hell of a lot faster. Here is some advice I have. 1. Study both the walkthrough rules and the rulebook and don't take rule knowledge for granted. I can see having to play many game before I can stop referring to the rules. I would sugest constant referral to the rules whenever you are dealing with a fresh game mechanics or circumstances. 2. Not only should you become familiar with your deed deck and cards but play around with maps and be sure you understand the placement rules. This game is about maximising the efficency in all quarters. Exploring the tiles in such way that you don't squander moves (you don't have time to backtrack) and maximise the chances of your cities being a close together made a huge difference from my first to second playthrough. 3. I is very important in this game to get the order you do things right for instance it can seem natural to top up your hand at start of your turn, but this actually happens at the end of your turn which helps you choose the tactic card when your turn does come around. Also when your plunder a villlage its is now clear you add two cards to your hand increasing you hand by two as this accurs after your turn but before you start your next turns actions.W I also found myself doing stuff like reducing damage with a unit and then thinking now I only have to block the remainder. Its block first then assign damage this make a BIG difference believe me. My wounds went from 4 to 6 when I noticed my mistake in my final battle. 4. Here's a list of other things I got wrong plus suble differences I have picked up from the walkthrough to rulebook. 5. Be clear about what you need and all options to forfill those needs. MK is all about making the right choices at the right time and in the right order. Squandering mana is an easy mistake but also you also need to be aware of all the ways to get mana (mines, monster dens etc) as the mana dice will inevitably kick you in the metaphorical nuts at some stage. Here are the rules I know got wrong so far or noticed didn't exist in both the rulebook and the walkthrough. I believe you need to study the rulebook (not just read the bits not included in the walkthrough as I did) as it breakdown the logic sequence you need to go through to correctly process every aspect of the game a) Gold and Black mana can never be crystallised into your inventory (oops) b) when choosing a skill upgrade from the common pool you have to take the advanced skill from the bottom of the skill offering. If you choose one of the skillls you drew then you can choose an advanced skill from any of the three cards. c) the rule that you must guareentee there is a village in your first unit offereing is only for the walkthrough. d) When you assault a keep owned by another player who is not the their you fight a grey garrison and get half the fame rounded up. The rounded up bit is not mention in the rulebook. I am sure there many other things I have yet to discover and I am still far from confident I have the rules down yet. If I have made a mistake above please ket me know. The biggest unknown for me ATM are relative worth of skills, advanced skills, spells and artifacts. I have only played solo with Arythea. My personel approach thus far is to not to worry to much about winning and enjoy the process of discovering how all the systems work. I enjoy not knowing what all the spells or skills are ATM. Though it would be handy if there was a sheet that critiqued them all so I could refer to it when I had choices infront of me to make (I will look for this information). The solo experience is fabulous its like trying to unlock a big puzzel and untill I feel 100% comfortable with rules I wont be inviting friends over to play yet. As a Advanced Squad Leader player its great to have fantasy game that has a similar level of rule's artistry/strategy and tactics. Finally has anyone tried the solo fighter plane game Hornet?
Nice, thoughtful post. Thank you! I have heard that Goldyx is a great character to use solo. He is next on my list. Like you, I have played many times but I still have the rule book "at hand". I think all the rules make the game what it is - a a fabulous puzzle just taunting you to take a try......
Solo McLaughlin Thanks :) I'm lucky to be on holidays for another couple of weeks so I am about to start my third solo playthrough. I have read through the rules 'again' and studied the FAQ. Also I discovered reading some strategy quides on BGG that the expansion rules pg 9 changes/clarifies how some cards are played, so I will read this 'sigh'. My aim is to get good enough to utube a sucessful solo run while disscussing the strategies involved. Your video's are great inspiration I will eventually watch them all I am sure.
1 observation which might help occasionally - remember the Dummy player gets whichever of the bottom 2 Advanced Actions you don't take. So by choosing Into the Heat you let the Dummy take another white card. Since they already have 2 white crystals but no red ones, and it seems likely they will also get a white spell for another white crystal, the choice you made has potentially accelerated the Dummy player considerably. They get a white card for +3 draw, instead of a red for +0. That's a whole turn extra if it draws it, which it will about 1/3 rounds. Not saying it was the wrong choice but something to consider, and you didn't mention it. Into The Heat does makes sense also, and will work well if you can get Regeneration next turn, but the drawback of accelerating the Dummy is something to consider.
Dark negotiationas would have been my pick just so i could use it the next turn!
10 років тому
In the last turn: You should have played Improvisation with red mana for movement 5 to save the swiftness card. The dummy player will then declare end of round. After that with your very last turn you could have beaten the orc on the new title with swiftness and the golden mana dice. That wounds have given you +1 reputation, +2 fame.
Around minute 5, the rampaging enemy has 3 point of damage and is not fortified. A powered concentration plus battle versatility would give you enough ranged attack to beat them ;)
I'm not seeing this either. Concentration plus Battle Versatility would give you only five ranged attack, but the Ironclad has physical resistance, so you'd need six ranged attack. I think you played it correctly.
Hmm... also I slightly question the choice to take Power of Pain, and especially your reasoning behind it. Taking the skill that mitigates wounds to some extent actually plays directly into your fear of wounds because you are worrying about them excessively. There are other skills which allow you to utilise wounds, and you don't have any yet. I'd have personally chosen Dark Negotiations just because I know it will come in useful very soon - even if it just saves me a mana. You will also be revealing another tile soon, which might have a monastery for Actions, or you might take the Keep and recruit there with your new command token from your next level. That said, Power of Pain is a cool ability. :)
A woman's place is cooking and cleaning the house, not having fun playing Mage Knight. Next thing you know you'll hit rock bottom exploring the world of The Lost Legion. What is this world coming to? Yes, your teachings are excellent, but its still no excuse. No eating, sleeping, phone off the hook... horrible, absolutely horrible. Mage Knight Anonymous might be a way out. I tried attending a meeting and it was the most difficult five minutes of my life. You are truly fantastic. Thanks for your videos!
The Day tactic card she picked allowed her to "steal" a mana die and put it on her day card. She may use that die at any time during the round. The dummy player doesn't need/use the die, he has crystals in his inventory c:
@Solo Mclaughlin. Hi. I've watched a LOT of your videos and bought games on the strength of them. Most recently "Friday" and "Onirim." Please keep doing what you do I love it. Only 09:17 in at this point where you mention your hate of taking wounds. I'm playing Mage Knight at the moment and very early on took on a Werewolf.....and lost TEN damage to assign!. I'm now at Day 3 and only just got rid of the last wound. I struggle to learn rules and playthroughs are a more entertaining way of learning. Thanks again for your work in putting up these videos. Greetings from across the pond.
Very helpful watching these. Two of my takeaways: also a little cautious to take Wounds (need to take more chances with that), as well as how critical it is to know my deck. Need to start counting those cards! Huge difference choosing actions with an eye to what I might draw into... Thanks for the great series. :)
I like how eager you are. Great videos!
still here and great play
pro tip: watch series on Flixzone. Me and my gf have been using them for watching loads of movies lately.
@Kase Keaton Yup, have been using flixzone for since december myself :)
MAGIC TALENT ALWAYS
With your help I sat down for my second solo playthrough determined to improve greatly after my first disaster (which is to be expected and was great. For if I had won straight away and with such scant knowledge the desire to 'immediately' replay would not of been so great).
So I am on last turn of my second solo game and I have just finished my first turn assaulting the city. After a few miss calcultions (it's easy to forgert those nasty city bonus like +2 to attack), I discover I actually have to take 6 wounds a KO.
I think this is not so bad it's the last turn I have killed three of the four enemies and all the wounds will just go to my discard pile. Then something went ping in my brain. I think this a bit 'gamey' so I reread the wounds rule to discover ofcourse that wounds are shuffled back into the deed deck. FFS!
So while I did take down the last enemy this game is null and void. Still I think this a process of trial and error with a game of this complexity is necessary and for most unavoidable. Personally I really would wait until you have played a number of solo games before inviting your friends to play.
This rule error of mine while annoying would of ruined a night of actual multiplayer. Also once you have the rules pretty much down as well as the ability to outline the fundamental strategies it will make the first game flow a hell of a lot faster.
Here is some advice I have.
1. Study both the walkthrough rules and the rulebook and don't take rule knowledge for granted. I can see having to play many game before I can stop referring to the rules. I would sugest constant referral to the rules whenever you are dealing with a fresh game mechanics or circumstances.
2. Not only should you become familiar with your deed deck and cards but play around with maps and be sure you understand the placement rules. This game is about maximising the efficency in all quarters. Exploring the tiles in such way that you don't squander moves (you don't have time to backtrack) and maximise the chances of your cities being a close together made a huge difference from my first to second playthrough.
3. I is very important in this game to get the order you do things right for instance it can seem natural to top up your hand at start of your turn, but this actually happens at the end of your turn which helps you choose the tactic card when your turn does come around. Also when your plunder a villlage its is now clear you add two cards to your hand increasing you hand by two as this accurs after your turn but before you start your next turns actions.W I also found myself doing stuff like reducing damage with a unit and then thinking now I only have to block the remainder. Its block first then assign damage this make a BIG difference believe me. My wounds went from 4 to 6 when I noticed my mistake in my final battle.
4. Here's a list of other things I got wrong plus suble differences I have picked up from the walkthrough to rulebook.
5. Be clear about what you need and all options to forfill those needs. MK is all about making the right choices at the right time and in the right order. Squandering mana is an easy mistake but also you also need to be aware of all the ways to get mana (mines, monster dens etc) as the mana dice will inevitably kick you in the metaphorical nuts at some stage.
Here are the rules I know got wrong so far or noticed didn't exist in both the rulebook and the walkthrough. I believe you need to study the rulebook (not just read the bits not included in the walkthrough as I did) as it breakdown the logic sequence you need to go through to correctly process every aspect of the game
a) Gold and Black mana can never be crystallised into your inventory (oops)
b) when choosing a skill upgrade from the common pool you have to take the advanced skill from the bottom of the skill offering. If you choose one of the skillls you drew then you can choose an advanced skill from any of the three cards.
c) the rule that you must guareentee there is a village in your first unit offereing is only for the walkthrough.
d) When you assault a keep owned by another player who is not the their you fight a grey garrison and get half the fame rounded up. The rounded up bit is not mention in the rulebook.
I am sure there many other things I have yet to discover and I am still far from confident I have the rules down yet. If I have made a mistake above please ket me know.
The biggest unknown for me ATM are relative worth of skills, advanced skills, spells and artifacts. I have only played solo with Arythea. My personel approach thus far is to not to worry to much about winning and enjoy the process of discovering how all the systems work. I enjoy not knowing what all the spells or skills are ATM. Though it would be handy if there was a sheet that critiqued them all so I could refer to it when I had choices infront of me to make (I will look for this information).
The solo experience is fabulous its like trying to unlock a big puzzel and untill I feel 100% comfortable with rules I wont be inviting friends over to play yet. As a Advanced Squad Leader player its great to have fantasy game that has a similar level of rule's artistry/strategy and tactics. Finally has anyone tried the solo fighter plane game Hornet?
Nice, thoughtful post. Thank you! I have heard that Goldyx is a great character to use solo. He is next on my list. Like you, I have played many times but I still have the rule book "at hand". I think all the rules make the game what it is - a
a fabulous puzzle just taunting you to take a try......
Solo McLaughlin Thanks :) I'm lucky to be on holidays for another couple of weeks so I am about to start my third solo playthrough. I have read through the rules 'again' and studied the FAQ. Also I discovered reading some strategy quides on BGG that the expansion rules pg 9 changes/clarifies how some cards are played, so I will read this 'sigh'. My aim is to get good enough to utube a sucessful solo run while disscussing the strategies involved. Your video's are great inspiration I will eventually watch them all I am sure.
Very good videos.
I'd pick 'Magic Talent' whenever I get the chance. It's one of my favorites because it's so powerful.
When you used Threaten, you forgot to take away your -1 reputation after using the card. Great video btw.
1 observation which might help occasionally - remember the Dummy player gets whichever of the bottom 2 Advanced Actions you don't take. So by choosing Into the Heat you let the Dummy take another white card. Since they already have 2 white crystals but no red ones, and it seems likely they will also get a white spell for another white crystal, the choice you made has potentially accelerated the Dummy player considerably. They get a white card for +3 draw, instead of a red for +0. That's a whole turn extra if it draws it, which it will about 1/3 rounds.
Not saying it was the wrong choice but something to consider, and you didn't mention it. Into The Heat does makes sense also, and will work well if you can get Regeneration next turn, but the drawback of accelerating the Dummy is something to consider.
Nice Point!
Dark negotiationas would have been my pick just so i could use it the next turn!
In the last turn: You should have played Improvisation with red mana for movement 5 to save the swiftness card. The dummy player will then declare end of round. After that with your very last turn you could have beaten the orc on the new title with swiftness and the golden mana dice. That wounds have given you +1 reputation, +2 fame.
Great video! I really enjoy your out loud thinking ;) Question: why don´t you use range attack!?
I love range attack! Did I miss an opportunity somewhere? Grrr. I'd much rather take them out quickly from afar.
she hasn't yet the chance to use ranged attacks
Around minute 5, the rampaging enemy has 3 point of damage and is not fortified. A powered concentration plus battle versatility would give you enough ranged attack to beat them ;)
Good eye. Range has saved my bacon so many times in this game....
I'm not seeing this either. Concentration plus Battle Versatility would give you only five ranged attack, but the Ironclad has physical resistance, so you'd need six ranged attack. I think you played it correctly.
LargeGoblin You are right I miscalculated the physical resistance
Hmm... also I slightly question the choice to take Power of Pain, and especially your reasoning behind it. Taking the skill that mitigates wounds to some extent actually plays directly into your fear of wounds because you are worrying about them excessively. There are other skills which allow you to utilise wounds, and you don't have any yet. I'd have personally chosen Dark Negotiations just because I know it will come in useful very soon - even if it just saves me a mana. You will also be revealing another tile soon, which might have a monastery for Actions, or you might take the Keep and recruit there with your new command token from your next level.
That said, Power of Pain is a cool ability. :)
A woman's place is cooking and cleaning the house, not having fun playing Mage Knight. Next thing you know you'll hit rock bottom exploring the world of The Lost Legion. What is this world coming to? Yes, your teachings are excellent, but its still no excuse. No eating, sleeping, phone off the hook... horrible, absolutely horrible.
Mage Knight Anonymous might be a way out. I tried attending a meeting and it was the most difficult five minutes of my life. You are truly fantastic. Thanks for your videos!
How come there is a mana dice on your Day card ? I thought the Dummy has to have three man's dice throughout his turn.
Thanks.
The Day tactic card she picked allowed her to "steal" a mana die and put it on her day card. She may use that die at any time during the round. The dummy player doesn't need/use the die, he has crystals in his inventory c: