Mage Knight - How-to-Play - 2. Movement, Influence and Your Turn!

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so it's time to continue our mage night how to play journey if you've ever wondered how to play cards from your hand how mana works how to move and interact with locals by using influence you're in the right place so if you've missed the first video in the series or looking for other mage night topics you can find the playlist link in the video description and at the end of this video continuing where we left off from our set up the dummy player gets to take the first turn of the game so we'll start here one thing I forgot to mention with setting up the dummy player for the solo game you will also need the 10 skills shuffled in place next to the dummy players deed deck so we'll do that now so you ask what exactly is the dummy player the dummy player is the time keeper for solo and cooperative games that keeps the game moving along and makes it so you don't have time to lollygag you take the dummy players turn in your turn order and the way it works is pretty simple you just draw and discard 3 cards from the dummy players feed deck on each of its turns if the color of the last card that was drawn and discarded matches any of the crystals in the dummy players inventory then you continue to draw as many cards as a dummy player has crystals of that same color and for these additional two cards I draw I don't have to worry about the color of the cards so that's it and then the dummy players turn is over now it's time to focus on your turn to take actions at the start of this game you're gonna use a combination of cards in your hand to do things like move interact with locals and engage in combat with enemies I'm gonna refer to all of these orange back cards in your hand and cards that you'll be drawing at the end of your turn as deed cards throughout this video you start the game with five of these deed cards in your hand and you may well think that gives me five possibilities to start the game and then I say no each card can actually be played three different ways and you say whoa that just made this game deeper than I ever imagined and then I say you'll see that a big part of this game is figuring out how to maximize the cards in your hand evaluating all of your possibilities so I'll show you these three ways to use cards before I get to that there's a few more things you should know about playing cards from your hand in your turn maybe you asked how many of these cards can you use on your turn well you can use as many or as few of these cards in your hand as you want on each turn and the cards you use will be placed in your discard pile at the end of your turn you also have the ability to discard one or more of the non mooned cards from your hand at the end of your turn and then draw back up to your hand limit has stated on the level token on your heroes card so let's look at these three different ways that you can use deed cards we'll start by explaining your hero's starting deed cards and these same rules apply for advanced action cards and then we'll move on to how to use other deed cards like spells artifacts that you'll acquire as the game progresses the first way you can use a deed card is by taking its basic effect the basic effect is stated in this upper half to this text area of the deed card to use the basic effect you just play the card face-up as with all the cards we'll see played you can stack the cards to combine the effect so for example if I wanted to come up with a movement of four I could play my card stamina for its basic effect of move two along with a basic effect of march for its move to to come up with a move for the second way you can use a deed card is by activating its strong effect to use the stronger effect you'll need to power up the card with one mana of the same color now mana comes in three forms in mage Knight the first form is by using a mana die from the source which is on the day-night board and by the way you normally only get to use one mana die from the source per turn the second form of mana would come from a mana token that you could possibly get on your turn from something like a card that has a special ability a mana token has to be used by the end of your turn otherwise it gets returned to the supply the third form of manna comes in the form of a mana crystal which looks like a man a token but crystals are earned or awarded throughout the game and gets stored in your hero's inventory crystals are great because they stay around until you use them we'll cover more on mana in just a minute but first let's get back to the examples of using the stronger effect of the card let's say that I wanted to come up with a move of 6 from the cards in my hand I use stamina for a move of two and then I play March and take a green mana die from the source to use the stronger effect which gives me a move for I add these two together and get my move 6 so are we good so far well I hope so because we're gonna move on Pete you said that there were three ways we could use a card what exactly is the third way well the third way we can use a card is by playing it sideways any card from your hand played sideways gives you the option to turn it into a move one influence one attack one or block one as you'll see when you watch the combat video the attack and block is just basic attack and block not ranged attack or ice fire or cold fire so for example gold exteme 5 so gold explai smart for a move to stamina for a move to and then place threaten sideways for a move 1 this gives him his move 5 we'll see plenty more examples of using cards when we talk about movement interaction with locals and combat actions after you start the game and get rewarded with a spell for conquering a mage tower or get an artifact as a reward for conquering an ancient ruin site these cards are similar to the starting deed cards and the advanced actions you already know how to play but with some slight differences spell cards are divided into two sections the top shows the basic spell and the bottom of his card shows the ultimate version of this spell now what's a little different about spell cards is that in order to play a spell you need to activate the spell with mana the manner required to activate each spell is shown at the left side of each text box on these cards now one more difference you have with spell cards is that you can only use the ultimate version of the spell card at night and you'll see that the spell requires both a basic color mana and a black mana to activate for example if I wanted to play the spell tremor I would need to power it up with a green mana to get its effect however if I wanted to power up the ultimate version of this spell here at the bottom of this card called earthquake it would first have to be a night round since I can only use this at night and then I would need to use a green mana and a black mana to get its effect one last thing with spell cards is that they can still be played sideways to produce one of a basic action like move block attack or influence now artifact cards are slightly different in the way they're played artifacts again have an upper text effect any stronger lower text effect known as their ultimate ability to play the artifacts basic effect you'll just play the card straight up like you would one of the basic or advanced actions to use the ultimate ability you destroy and throw away the card don't physically destroy the card just put it back in the box at least at this point I haven't heard of any legacy version of this game being released so please don't destroy your cards just like all of the other deed cards we have mentioned so far you can play an artifact sideways for one of the previously mentioned basic actions as well some artifact cards are banners that would get attached to your units during your turn we'll cover more on banners in the next video so let's look at an example of using an artifact card in your turn gold exceed ring and decides to use its ultimate ability for the endless supply of red and black mana for the rest of the turn and he'll get plus more Fame for each red spell he casts so he destroys the ruby ring where of course he'll have to put it back in the box but gets red in black mana to power up the flame wave and disintegrate during the attack phase of combat this really puts the hurt on the enemies of one of the cities Wow I really wish I could combo something like that during a game now wound cards are deed cards that you get when you take damage during combat and there's a whole segment on assigning damage in the combat video but wound cards are an exception to what we've been talking about and that they can't be played wounds just clog up your hand and reduce the amount of cards you can play on your turn this is very fitting of course because you're injured you can't discard wound cards during or at the end of your turn they just remain in your hand limiting the amount of new cards you can draw and play for future turns we'll talk about ways you get rid of wound cards in the next video the upper left corner of your deed cars provides an icon to let you know what type of card it is at a glance and this helps you see which cards will provide things like movement influence combat or special abilities as far as the timing of when these cards can be used you can only use movement combat and influence during their respective phases Healing can be used at any time on your turn except during combat and special cards can be used at any time during your turn so just to recap you can play any card except for wound sideways for a basic action of 1 you can take the basic effect of starting deed cards and advanced actions with no mana or you pay a mana to use it's stronger effect spell cards always take mana to use both the top and bottom spells but the bottom ultimate version of the spell can only be used at night and requires a basic mana along with a black mana to cast artifacts can be played for the basic effect or destroyed to use its ultimate ability and wounds well moons can't be played or even discarded at the end of your turn they have to be healed which again we'll cover in the next video now that you know how important mana is in a game let me fill in some of the remaining gaps we haven't covered about mana yet again mana comes from three different sources one is mana dice you get to use one mana die on each turn from the source on the day-night board two is that you can use a mana token that you have earned during the turn from something like a deed card with a special ability and three is that you can use a mana crystal from your hero's inventory that you may have also got from a deed cards effect the difference between a token and a crystal is that a token disappears at the end of your turn if it's not used and a crystal does not it can be stored from turn-to-turn or round to round on your hero's inventory and you can only have a maximum of three crystals of each color in your inventory at a time if you use a mana die during your turn this gets rear old right away at the end of your turn black dice don't get used during de rounds and gold dice don't get used during night rounds if it's day and you roll a black die this gets put off to the side where it can no longer be used for the round if it's night and you roll a gold die put this off to the side as it also cannot be used at night so Pete I know what the basic colored mana does and I know that the black mana can be used at night to power up spells so what's this gold man all about well the gold mana gets used only during day rounds and it acts as a wild color mana so it can be used as any of the four basic colors of mana so now that we know about how to play cards and how to use mana we're ready to move on your first turn your hero starts the game on what's called the portal if you remember from the last video movement is the optional first part of your turn and then followed by one optional action the movement phase all takes place at once you can move your hero and then take an action or you can move then explore a new tile and decide to move some more as soon as you're done moving and exploring you move on to your action phase so to move in mage Knight usually you want to start with a destination and then see if you can get there or how close you can get there with the move that you can put together with the cards in your hand and abilities you have from units and skills so if I look at the map I see that there is a keep fairly close to me and if I look at the keep site description card it says that if I conquer it I will lose one reputation but I'll be able to recruit units from this site on future turns and of course I'll gain the fame of whatever enemy gets revealed on the site if I beat him that sounds like a good trade-off to me so now I need to figure out how many move points it'll take to get there to do this you look at the different types of terrain you need to cross and then refer to the day-night board to see how much each space costs to enter you can also refer to the move cost description card from move costs as well so we see that the plains will cost two points to enter and there are our two Plains spaces to cross so it'll cost me four move points to become adjacent to the key and by the way that will reveal the enemy token for me since this is a day round so if I want to enter the keep it'll cost another four points since this is on a wasteland space I think rather than using most of my cards to enter the keep on this turn I'll just move to this space adjacent of the keep this way I reveal both the grey enemy token in the keep and then the violet token in the mage tower and next turn I'll be able to make a pretty good decision about which one I'm ready to fight I just to spend the four points of movement so I play stamina and swiftness from my hand to get their basic effect of two points of movement each this gives me four points of movement and I can move gold across the two plain spaces as stated on the site description cards this reveals the illusionist at the mage tower and swordsmen at the keep since I'm adjacent to these spaces and it's a day round on my next turn I decide to engage in combat with the swordsman guarding the keep well if we look at the day-night board we can see that the wasteland space has a move cost of four to move into it so I use march and power this up to use its stronger effective move for with a green mana dye from the source by moving into the keep this triggers an assault on this location so I must engage in combat with the swordsmen who are protecting it good luck for any of these examples which refer to combat see the combat explained video so that is all there is to moving here are a couple of additional things to point out about movement if you're playing a multiplayer game you can move through the same space as another player but if you end movement on this place you'll initiate player versus player combat as your action for the turn multiple players can occupy a conquered city and if we flip the day-night board over we see that the cost to enter a forest is a bit more expensive at night and the cost to move into a desert space is less makes sense right a desert is cooler at night and a forest is hard to navigate at night darn tree it's always getting in my way if we look closer at the move costs will see that lakes and mountains are impassable and cities cost two to enter regardless of the terrain they're on now let's talk about how we can explore new tiles to find those cities we so desperately need to defeat so let's look at exploration if you start your turn in a space that borders the unexplored tile you can spend two movement points to explore you draw the top tile from the tile deck and place this in the open space make sure to align the tile the same way we did at set up with a number facing the same direction and the circle and star shapes have to align as well after you place this tile you resolve any when revealed instructions as noted on the site description cards and you can then spend more move points to move into the new tile if you so wish if you have unused move points after exploring you may add on to these after exploring to move some more so they're not wasted for example gold expends 6 move points to move into the hills space so he can explore and reveal a new tile he spends three of these points to move into the hills then spends two more move points to explore gold ixnay has spent five of his six points so he has one remaining gold expels a new tile with a marauding orcs site a mage tower site and a village so he places a marauding or coke and face up on the site places a violet token facedown on the mage tower and then decides he wants to move into the village so he can interact with the locals there for the one action on his turn since the village is in a plain space he'll need to move points to enter he has one move point he hasn't used but will need one more so gold explai skra stylized sideways to gain one move point and then moves into the village so what else is there to know about exploration if you're on a space which borders two different unexplored tiles announce or decide which tile you're going to explore before drawing the tile then place the tile for the solo conquest this scenario uses a wedge-shaped map and the rules for this map state that you can't play any tiles outside of the coastline which we looked at in the last video when placing the greenback countryside tiles these can go anywhere in the map shape the only stipulation is that they have to either be touching two tiles or touch a tile that's touching two tiles the brown quartiles are a little different for the wedge-shaped map these cannot be placed on any of the coastline spaces and in order to play one of these they have to be adjacent to two other tiles so to recap the main points of movement the cost to move across different terrain are located on the day-night board or the move cost description card an exploration cost to move points to explore a new tile now that we know how to move what exactly are the actions we could take again well we can either interact with the locals or we can engage in combat we'll cover how you interact with the locals in this video for combat there's a whole video devoted to this and I put the link in the upper right corner the link can also be found in the description so the purpose of interacting with the locals is to recruit units to come join your forces by healing points and villages and monasteries a detail of healing will be covered in the next video you can purchase spells from mage towers purchase advanced actions from monasteries and you can purchase a few different things from different colored cities we'll start with how to interact with the locals to recruit units units have several abilities you can choose from when activated and these abilities can be combined with the effects of the deed cards you play from your hand on your turn the abilities listed on a unit card are divided by horizontal lines these lines can be thought of like the word or so I can either use an attack or block three or a ranged attack two when I activate this unit to activate a unit unit has to be in the ready state meaning that there are no command tokens on the unit and the unit can't be activated if it's wounded if the unit is ready you announce which ability you are gonna activate and place the command token on the card this shows that the unit is spent and can no longer be activated for the round not just the turn spent units by the way get ready dat the end of the round unit also offers something additional other than just the ability stated in the text box on the cards they have an armor values so they can help with assigning damage as you can assign them wounds during combat let's look at a couple of unit cards to get familiar with their layout and then we'll talk about how you interact with locals to recruit them so we'll start with a UTM crossbowmen they have two abilities you can choose from as we just looked at their armor value is over here on the right side and you can watch the combat video for more about this in the upper right corner we have the level of the unit that's going to be important when healing the unit and needed when tallying score for some scenarios in the upper left corner we have the cost you have to spend an influence to recruit the unit below this our black icons that show where this unit can be recruited these icons match the icons as shown in the upper right corner of the site description cards so the crossbowmen can be recruited at either a village or a keep some unit cards have powerful abilities that not only require the unit to be activated but the ability also requires mana that matches the color shown next to the ability on the card for example the Guardian golems card has an attack or block - or a fire block for which requires of red manna when activated or an ice block for which requires a blue mana when activated when it comes to units you can only recruit and keep as many units as you have command tokens when you start the game you will only be able to have one unit but later as you level up by advanced seeing every other row on the fame track you'll flip your heroes level token to create a new command token and at the same time you level up the stats on your hero if you had no more room to add units in your player area you can still recruit a unit and swap it out with one of your existing units hopefully this makes an improvement to your units so you can interact with locals in villages mage towers that have been conquered keeps that have been conquered and that you control monasteries and cities that have been conquered in order to interact with the locals and recruit a unit you have to first move to one of the spaces from the list I just mentioned there has to be a unit available in the unit offer with the same symbol as the site location and you have to generate enough influence points to coax the unit to join you to determine how much influence you'll need you'll look at the units cost as noted in the upper left-hand corner of the unit card and now is when all of those good things or bad things you've done so far in the game will affect you so first look at your reputation track and either increase or decrease the amount of influence needed based on your current reputation so goal Dixon a village and he sees that the UTM crossbowmen are available here because they have an icon matching the icon on the description card for the village they have an influence cost of 6 and as you can see here gold X's reputation is currently negative 1 so gold eggs will need to generate 7 influence to recruit the crossbowmen 7 influence minus 1 reputation equals 6 influence he plays promise and powers it up with a white mana dye from the source to use influence 4 he placed threatened for an influence 2 and then place crystallized sideways for an influence 1 this brings his influence total to 7 it's enough to recruit the crossbowmen the unit then gets placed under the command token in the player area and by the way the unit offered is not get replenished until the end of the round when you take and interact with the locals action you can do as much as the site description card says so if you want to recruit more than one unit from a village and buy one point of healing on that same turn you can obviously if you have enough influence when you do the bonus or penalty you get from your reputation only applies once on that turn so for another example Gold extends his movement in a village space and wants to recruit a unit he looks at the units in the unit offer and sees that the peasants and herbalists are available for recruitment since they both have the same icon is noted on the village site description card however the Guardian golems are not as they can only be recruited in a conquered mage tower or a conquered keep that you control Gold eggs decides to recruit the herbalists and needs to come up with three influence to do this as noted by the unit cost in the upper left corner of the card as you can see here his reputation is plus one so he'll just need to come up with an influence of two to recruit the herbalists gold explains promise for an influence - and then places the herbalist under his command token by the way if you replaced an existing unit with a new unit the existing unit gets removed from the game and put back in the box and the new unit always starts in the ready state regardless if the other was wounded or spent and that might be a good tactic to use during your games again the unit offer doesn't get replenished right away this will happen at the end of the round so in summary to recruit units you have to be on a site where you can recruit there has to be a unit in the unit offer that's available at the site then you come up with enough influence modified by your reputation to recruit the unit and either replace one of your existing units or add it as a new unit now there's more you can do by interacting with locals let's look at the fun you can have when you interact with the locals at a monastery first off when a monasteries revealed you draw one advanced action card from the top of the advanced action deck and then add this not in the advanced action offer but down by the unit offer each monastery revealed will add one additional advanced action card to this area these are now advanced actions you can learn by spending six influence for one of these advanced actions at a monastery you can also buy one point of healing for two influence points at a monastery so for example gold extends his turn at an unburned monastery he has a reputation of negative one so he spends nine influence using promise powered up with a white man a crystal he got on a previous turn for for influence points and then activates his peasants 4 to influence and plays threatened 4 to influence points and crystallized sideways for one influence point this gives him 9 influence points to purchase one of the advanced actions near the unit offer and he chooses to buy agility he then adds this to the top of his deed deck the advanced actions in the unit offer do not get replenished until the end of the round Gold extends points and decides to buy one point of healing from the monastery and this allows gold extrait earn one wound from his hand to the supply again we'll cover more on healing in the next video in a similar fashion you can use 7 influence at a conquered mage tower to purchase a spell from the spell offer the exception here is that you have to spend one mana of the same color as a target spell from the spell offer and then unlike the unit offer or the advanced actions at the monastery the spell offer is instantly replenished you can interact with locals at conquered cities as well the two differences when interacting with locals in a city is that for each shield token of yours in the conquered city location you get to add +1 to your influence and each colored city has its own items for sale for influence points the green city you can buy an vamps action from the advance action offer 4/6 influence or by the top card of the advance action deck if you buy a card from the offer this gets replenished immediately the white city allows you to recruit any unit in the unit offer and add a gold elite unit to your unit offer for to influence the red city allows you to buy an artifact for 12 influence and you can add this to the top of your deed deck at the end of your turn similar as if you were awarded this after combat and the blue city allows you to buy spells from it just like you would from a mage tower so now you know how to move and how to interact with locals like I said before see the combat video for all things combat related so now we move to what you do at the end of your turn you start by reroll in the mana die and putting it back in the source if you use the die this turn then return any mana tokens back to the supply discard all cards you played this turn now here's two sights we haven't spoke of yet the magical Glade and the crystal mines if you end your turn on either of these sites you'd be able to gain the benefits from those sights now at the magical Glade you'll be able to throw away one moon card from your hand or your discard pile if you haven't already read the rest of the site description card to find out what happens when you start your next turn on the site it's pretty good if you end your turn on a crystal mine site collect 1 mana crystal of the color depicted on the map tile and add it to your inventory gain any rewards from combat that you may have won during the turn like crystals which get added to your inventory or artifacts advanced actions spells which all get added to the top of your deed deck if you are rewarded units then your command token restrictions apply if you're out of command tokens then you either have to disband one of your current units or not take the new unit if you're awarded Fame and your shield token move to the next row on the fame tray back then you level up when you move your shield token to a new row with a shield token you flip the shield token on your hero card to make a new command token this will reveal your new stats when you move your shield token to a row with a card and a skill token you flip the top two skill tokens in your player area and select one of these you can look at the skill description card for an idea of what these skills do the one you select gets placed face up in your player area and the other gets placed in what's called the common skill area when you do this you also draw one skill from the dummy player skill pile and place it in this area as well so after you choose your skill choose one card from the advanced action offer to add to the top of your d deck if you choose a skill from the common skill offer then you place both of your skills in the common area and you can only take the bottom advanced action card from the offer in either case after you take your advanced action card replenish the advanced action offer by sliding the cards down and placing the new card at the top now you can discard any non wound cards from your hand and draw up to your hand limit as shown on your level token of your hero card if you're on or next to a keep that you control your hand limit is increased by 1 for all the keeps you control that's pretty cool in the rare chance you didn't play any cards in your turn you have to discard one card at this point and if you have more cards in your hand than your hand limit allows you don't have to discard any you just won't be able to draw any new cards if there aren't enough cards to draw you draw what you can you won't be able to draw any new cards until the next round so we've covered everything from the dummy player to using cards how to move how to interact with locals and finishing up your turn in the next video we'll finish up with things like healing and resting how to reset after the end of the round will tie up several of their loose ends and then show how to tally up your score I'll include this video in the playlist as soon as it's released and I really hope these videos help you more easily learn this game so let me know what you think in the comments hit like if this video helped you out in any way and hit subscribe if I'm not too annoying for you thanks and we'll talk to you next time
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Channel: Modern Cardboard
Views: 32,094
Rating: undefined out of 5
Keywords: Mage Knight, Board Game, Movement, Influence, Using Cards, Recruiting Units, Interacting with Locals, End of Turn, Taking your Turn, ModernCardboard, Modern Cardboard, how-to-play, how to play, learn to play, tutorial, Move
Id: 0dHAIThjLVo
Channel Id: undefined
Length: 35min 11sec (2111 seconds)
Published: Sun Jun 14 2020
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