Dr. D Teaches: Mage Knight Wounds and Healing

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[Music] hey gamers this is Liz Davidson from beyond solitaire and today we are going to talk about wounds and healing in mage night this is a topic that I think is confusing for a lot of new players but I promise we're gonna get through it and it's not gonna seem bad at all by the end of this video okay maybe I can't promise that but I'll do my best so to help us today we're gonna have era Thea she has put on her battle panties for us and she's gonna show us how to take wounds and to heal them in this game so we're gonna start with era Thea and we're gonna demonstrate how she would take wounds as a major night and then I'm gonna show you some units and we're going to talk about assigning damage to them and how that part works so here's era Thea's Dec and these are the wound cards which have the same back and you're gonna be learning all about why that is we're not gonna I'm not gonna go through combat or blocking because I've already done a separate video for that this video is strictly about getting beat up and looking at the consequences of that alright so let's just start with a sample battle where era Thea does not block and she takes some damage if you recall from my previous video about combat these guys have swiftness which means that shooting degenerates six-block anyway in order to block it and I've made sure that era Thea has a terrible hand for this it's all move and I decided for that the purposes of this example she's in levels 1 to 2 which means that she has a hey limit of 5 which you can see here but she also has an armor of 2 and we're gonna learn all about what it's like to have an armor of 2 in just a moment so we had the ranged combat phase and nothing happened because we didn't have any range attack now we're in the block face everything it has five cards and none of them block there's no way she's blocking this the damage is going to go through so then stage three of combat before we get to attack is what's called the assign damage phase and that's the phase that we're going to talk about right now so in major Knight both attacking and blocking or all or nothing you need to generate enough attack to take your enemy out or it's not worth attacking at all because you can't knock off a couple points and try again later you have to get it all at one go the same thing goes for walking so even if I had a sunblock if you don't completely block and attack the entire amount of the damage will go through so in this case era Thea is going to take three damage in mage night that does not mean she takes three wound carts there's a different way to calculate the image that is totally fine once you get used to it but at first it can be a little confusing so we're gonna do a couple of examples to lower my risk of leaving y'all confused so three damage is going through era Thea has to armor the other not intuitive thing about major night combat is that having armor does not mean that a hit does not go through hits only can be blocked by blocking era Thea's armor is used to calculate damage but it is not used to protect her instead what's going to happen is that we are gonna subtract her armor value from the amount of damage that she takes until the total is equal to or less than zero so three damage went through she has to armor three minus two is one so that was era Thea's first wooden that she'll take into her hand but we still have one left that is greater than zero one minus two is negative one era Thea will take one more damage into her hand and now we are under zero so the damage will stop so damage is determined by subtracting your armor value from the amount of damage you took again and again until you reach zero the shorthand way to do it is to divide by two and round up let's say that era Thea was not in fact at level one or two let's say that she's at level three and we'll put these wounds back now if era Thea takes three damage she has three armor 3 minus 3 is 0 so she'll take one wound but now our total is zero so she won't take any more pretty convenient rate and the exact same thing would happen if era Thea was at level 9 and somehow failed to block this attack so she doesn't watch she's still gonna take a hit but 3 minus 4 is negative 1 erythema will take one single wound and then the damage will be over let's do an example with a different enemy and I'll just pick a random level token so that we can check the math one more time Oh No this time era Thea managed to provoke an orcs summoner now he's gonna summon an enemy to hit us and we don't have any block all right so the orc is gonna get this worm I don't know what the actual name is but it looks like a gross form to me so that's we're gonna ways so this worm can do six damage oh no I can't block it so sixty image is gonna go through for era Thea let's say that era Thea is at level three when this happens that means that her armor value is also three so when six damage will go through 6 minus 3 is 3 she'll take one wound into her aim for that so 6 minus 3 was three and then 3 minus 3 because I was the total left right is going to be zero so she takes one more wind but then because the total is zero she doesn't take any more wins the shorter explanation that is 6 divided by 3 is 2 now let's do a demo with an odd number just to drive the point home this time she would have been hit for 5 5 minus 3 is 2 so we're still above 0 she's gonna take one wind and then 2 minus 3 is negative 1 she's gonna take another wound but now we stop because we're below 0 or you can divide and round up 5 divided by 3 is about 1.6 7 which rounds up to 2 you take 2 months the same concept is going to roughly apply when you choose to a side damage to a unit let's say that we have our routes and Guardsmen here to help us out they have an armored 5 and this thing does damage of 5 so what you could choose to do is you can see you can select your routes of Guardsmen to absorb the hit for you and their armor would matter in the calculation of that damage so if 5 damage goes through and they have 5 armor 5 minus 5 is 0 these guys are gonna take one hit and then they have completed the assigned damage phase for you and you're all done so a unit with good armor can definitely get you out of a pinch however you cannot use this unit again whether it's ready or not until it is healed so when your damaged units have a plan either disband them what you can totally do you can just be like bye and replace them with another unit or to heal them and we'll be talking about that later in this video also she didn't notice from the fact that I said damaged units get wounded just like you no matter how much of the damage their armor actually covers because damage is prevented by block not by armor let's bring our warm friend back in to talk about what happens when your units armor it doesn't absorb the entire hit in this case that's where I was heading for six and our entombed Guardsmen can absorb five of that so 6 minus 5 is 1 these guys are wounded but you're still gonna have to put that one damage somewhere so let's say that we had a level 1 err Thea with this unit the unit took 5 of the damage with its armor so it gets hurt and there's one left over because 6-5 s1 era Thea will take that one she'll take a one card and then one minus two is negative one so the attack ends there's one other very cool exception I want to show you before you move on typically a unit can only be wounded one time you cannot wind it twice however enemies with resistances and some cases can escape from combat without being wounded at all let's say that instead of the guardsmen era Thea had these guardian golems if you look next to their armor they have a symbol that looks familiar if you've watched my combat video that is the symbol that means physical resistance and this worm is coming at us with a physical attack so what that's gonna be in practical terms is that these guardian golems can take two hits from a physical attack before they are injured so 6 minus 3 is 3 that first hit doesn't do any damage to them at all it just kind of goes nowhere then the remaining 3 minus 3 is 0 because it's that second hit the guardian golems take wound however all of the damage from this hit is also now absorbed so you don't have to share any of it with other units or with era Thea these guys managed to take it all so what that can mean in certain situations is that your units don't take a wound even if they absorb damage which is really cool so this guy hits for 3 physical attack these guys have three armor and physical resistance so 3 minus 3 is 0 nothing happens and poof we're at 0 the attack will stop in the guardian golems don't take any wounds at all it is very convenient to pick up units that have some resistances for this exact reason it helps a lot when you are assigning damage so what does happen to woods after you take them and then how do you get rid of them well moons are exceptionally irritating because what they typically do is hang out in your hand and block the amount of cards that you can draw let's say that era Thea spent some cards less turn had two left and has two wounds because of these two wounds she has four cards in her hand in hand limit of five so she only gets to draw one more card for her next turn because the wounds are clogging up her hand if you need to take big turns or get a lot of movement or influence or attack or plot points the wounds are really gonna get in your way and during a round you don't get to discard them they just hang out in your hand unless you have a specific effect that permits you to discard a card so if you get wounded early around you and your wounds are gonna hang out for a while however there are some situations where wounds go into your discard pile and out of your hand one of those is if you rest now generally it absolutely stinks to have to rest during mage night because it is a wasted turn on a turn when you rest you cannot move you cannot interact with your locations you are permitted to heal which I suppose is good because you don't want to have to rest too many times in this game there are two kinds of rest one is called standard rest and you can do this at any time where you have wounds in your hand but also at least one non wound card so for demonstrations sake let's say that I have four wounds and determination I am currently determined to getting these wound cards out of my hand so I can take a standard rest what I will do is I will discard determination my non wound card in order to put all of these other cards these wound cards into my discard as well that's gonna clear out my hand so that I can drop to my normal hand limit and hopefully get something useful however it will come back and kick you in the butt later because things are going to your discard pile can you guessed it be drawn again so if you have a whole bunch of wounds sitting in your discard pile you will draw them again and you will have to deal with them hopefully not all at once but who's worried about the future when you take a standard rest you get rid of one when cards and then discard as many win cards as you want and they all go to your discard pile the other kind of rest is something truly horrible called slow recovery that's what happens if you somehow have only wound cards in your hand and you can't even discard one regular card if that happens you can't just toss all of these you have to do a slow recovery and what that means is that you get to do nothing on your turn and just discard one of the wooden cards to discard pile if you've gotten underneath your hand limit and then you draw a non wound card from your deck you're able to recover that next turn so if I draw and I get swiftness I can discard swiftness recover and at least get all these to my discard pile however if something truly horrible has happened so here I'm holding six one card so I just come up with a pretty bad combat era Thea's helmet is five so I don't have to slow recover and discard one wound do nothing that turn and then slow recover and discard another card and waste another turn and then hope that I draw an on wound so I can at least do a normal rest and end the slow hell of slow recovery so there's one other special way to get wounds that I want to talk about before we talk about healing and that is the infamous the dreaded knockout let's say that era thea spent a couple of cards to move and then just decided to see what was in a monster den redraw a brown token sometimes on those turns you draw a random token and you don't really know what's in there so era thea is chillin with these three cards but she's made a critical miscalculation because what just showed up is in Minotaur minotaurs reported the scariest and recently came with you Charlie you're not ready oh no so minotaurs have what's called the brutal ability which you might remember if you watch my combat video what that means is if I fail it'll block the mini stars attack it doesn't go throws five it go through it goes through is ten so even though I can probably generate five attack from this hand it's not gonna matter because err Thea is gonna get knocked out so with these cards so I let's say I don't have a blue mana so I only have the block to and then maybe I can do these sideways I could still can get past block four and what that would mean is this minotaurs attack of five is it gonna go through because it's brutal it's gonna go through is ten and that's gonna lead to a knockout so a knockout is what happens if the number of wind cards that you add your hand during combat meets or exceeds your hand limit so era Thea's hand limit is five cards and ten damage going through ten divided by 2 is 5 so we know the era Thea is gonna take five wins from this hit that is the same as her hand limit so not only are these gonna get added to her hand but she's gonna experience what's called knockout and that means that she doesn't even get to attack back when you were knocked out you immediately have to discard all non wound cards from your hand so when you get knocked out these are just gone and you're stuck with these wins if I had units they could continue to fight and I can use skills that I might have had happen to pick up along the way but basically a knockout would kill my ability to finish the combat well from the cards that were in my hand in addition to adding a whole bunch of nasty wounds to my hand and so that would basically guarantee that I have to take a slow recovery on the following turn so knock out totally stinks because if it happens to you not only give you a hit for a whole bunch but you don't get to hit back so even if you were able to generate some pretty good attack it's totally wasted the combat is over you lost the other thing to note about knockout is that it doesn't have to come from just one hit from an enemy winds that you picked up from other cards for example some of your cards will allow you to take a wound in order to get a special effect those also count towards knockout if you acquire your hand limit in wounds in any manner during combat you're knocked out if you just have a couple of wounds in your hand and you're still getting some card draw typically what I'll do because I hate missing a turn to rest is I'll just limp through and then at the end of the round when you reshuffle your deck and get yourself a fresh hand if cards any wound cards that are still just in your hand get shuffled into your discard pile as well so will stay in your hand until you either rest or until you reach the end of a round and everything in your hand gets shuffled into your deck anyway so I'm sure you can see how wounds can be a bit irritating in a game of beach night which leads to the next natural question how do you get rid of those things well now I'm going to show you the most common way to get rid of ones just from your pan is to draw tranquilly it's your base healing card and if you've picked up other cards with healing abilities you can use those as well tranquility as your standard so you can either just play it to heal one or draw card if you have a green mana you can do it to heal to healing is something that is done from your hand so all those wounds that are hanging out in your discard pile just hanging out there you have to draw something in your hand in order to spend healing points to deal with it so in this case if I don't have any green mana or any green mana that I want to spend I can play this card to heal one and just put this back on the wood pile it does not go to my discard it does not go back into my hand in any way it goes on the wood pile and it's gone if I have a green mana and can heal for two then I can take both wins out and then I'm all clear and able to drop to my normal hand size of cards that actually want for the next turn so while you can use healing points from cards in your hand heal you also have the option of using your influence points to purchase healing at various locations on the map so if you go to a monastery then you were able to buy one point of healing for to influence points here so you can also go spend your influence at a location in order to get some of those wound cards out of your hand you can also heal at a village but the price is not as good here you can get one point of healing for three influence so if you're gonna spend influence to heal a monastery is better you can use healing points to heal yourself by removing wood cards from your hand or you can pay them to remove damage from your units let's say that our friends The Guardian golems have been wounded they're basically useless to us until we heal them so when you heal a unit you need to purchase the number of healing points that is equivalent to the level of that unit so you're gonna spend one two or three healing points to heal your unit in this case we're going to need to get two points of healing to take this one wound off of my golems but then once I've done that they are ready to rock again they will maintain the state of readiness or exhaustion that they had before they were wounded and that will just reset the same way is always at the end of a round so there is a special case I want to talk about that you might have thought would come up if you watch my combat video and that is the special effect of poison poison is a nasty thing it doesn't just want you in the moment it has long-running effects that bother you later as well to reflect this if era Thea were to take a wound from an enemy with the poison ability she would not only add a wound card to her hand but she would add one to her discard pile as well and you do this for every wound that you take so if air Thea were to absorb all three of this damage from these hags she would take one wound to her hand and one to our discard pile then 3 minus 2 is 1 so she would take another wound to her hand and another wounded to her discard pile which will come back to haunt us later poison also has the unique ability of damaging a unit twice these guardian golems would actually be okay because with poison you take an extra room for every one you take however this hag only hits for 3 and these guys have physical resistance so she would hit for 3 3 minus 3 is 0 they took the first hit without getting wounded at all and then if she did more damage than this they would then get poisoned but in this case they have escaped so let's bring in a friend of theirs to talk about what would happen next let's bring back our food some guardsman so though some Guardsmen do not have physical resistance and that means that they are gonna get wounded even though their armor value is bigger than the damage that they would absorb so if these hags hit them 3 minus 5 is negative 2 her attack is over after that but these guys are wounded not once because of the one that they normally would take but twice because of the normal wound and then again because of the poison and one interesting consequence of that is that you also have to pay double to heal them so if you decide that you're going to heal your units I have a healing points from your hand or by paying influence points on mastery or village you have to pay two to get rid of my wounds and then two to get rid of the other because you pay by the level of the unit so poison can continue to irritate you well after the combat is actually over there's one other place where you can get rid of wounds but technically you are not healing yourself when you were there it is considered something different from healing so the other way to get rid of wounds in your hand or in your discard pile which is a special thing is the magical Glade so healing essence if you end your turn on a magical blade you can throw away one wound card from your hand or your discard pile this is not the same as healing and the effect cannot be combined with other healing effects the magical blade is only for removing wounds from your hand or from your discard units cannot be healed at a magical Glade because technically what's happening there is not healing so now you know how healing points are spent either by using your cards or by purchasing healing points at monasteries and villages the only other thing to note is that you are allowed to heal at any time on your turn even when you're resting as long as you are not trying to heal in the middle of combat so no you are not able to just get rid of damage right in the middle of a fight you have to wait until after it's over so let's thank our helper era Thea for her lovely demonstration of how to get hit in the face in major night I hope this teaching video was helpful if it was please do like and subscribe and feel free to leave questions in the comments if you have a very technical question based on a specific gameplay situation I actually recommend that you take a picture and post it any major night board game Facebook group because those people are extremely useful have fun playing major night and happy gaming [Music] you [Music]
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Channel: Beyond Solitaire
Views: 6,348
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Keywords: beyond solitaire, liz davidson, how to solo, dr. d, board games, bgg, tabletop, solitaire, solo gaming, mage knight, vlaada chvatil, wizkids
Id: xK2y9rWmnMs
Channel Id: undefined
Length: 21min 35sec (1295 seconds)
Published: Mon May 11 2020
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